
Henrika Karthis |

Henrika activates the Mesmeric Mirror trick that she implanted in Jack at the beginning of the day.
Mirror image (1 is Jack): 1d3 ⇒ 1

Falchion Jack |

Jack tries his best to absorb the blow from the pairaka, assisted by Henrika's mesmerist abilities, but still takes the brunt of it through his armor. He grins sheepishly, still nervous, and tries to do some damage with his falchion.
Attack #1 (falchion), bull's strength, flanking, haste, Power Attack, shaken: 1d20 + 10 + 2 + 2 + 1 - 2 - 2 ⇒ (8) + 10 + 2 + 2 + 1 - 2 - 2 = 19
Damage (magic, slashing), bull's strength, Power Attack: 2d4 + 5 + 3 + 6 ⇒ (1, 4) + 5 + 3 + 6 = 19
Bonus (haste) attack (falchion), bull's strength, flanking, haste, Power Attack, shaken: 1d20 + 10 + 2 + 2 + 1 - 2 - 2 ⇒ (1) + 10 + 2 + 2 + 1 - 2 - 2 = 12
Damage (magic, slashing), bull's strength, Power Attack: 2d4 + 5 + 3 + 6 ⇒ (1, 2) + 5 + 3 + 6 = 17
Attack #2 (falchion), bull's strength, flanking, haste, Power Attack, shaken: 1d20 + 5 + 2 + 2 + 1 - 2 - 2 ⇒ (5) + 5 + 2 + 2 + 1 - 2 - 2 = 11
Damage (magic, slashing), bull's strength, Power Attack: 2d4 + 5 + 3 + 6 ⇒ (3, 4) + 5 + 3 + 6 = 21

Henrika Karthis |

Henrika glares at the pairaka as it lays into Jack, and attempts to distract it from its onslaught by feinting at its head with her longsword.
Bluff to feint, trait: 1d20 + 22 + 3 ⇒ (5) + 22 + 3 = 30
Then she follows up with a massive lengthwise swing, putting all of her strength behind it.
Attack (Koriana's blade), enlarge person, flanking, haste, Power Attack, size: 1d20 + 15 + 1 + 2 + 1 - 2 - 1 ⇒ (13) + 15 + 1 + 2 + 1 - 2 - 1 = 29
Damage (magic, slashing), enlarge person, Power Attack: 2d6 + 10 + 2 + 6 ⇒ (3, 3) + 10 + 2 + 6 = 24
Painful stare: 2d6 + 5 ⇒ (1, 1) + 5 = 7
Almost as an afterthought, she flicks her sword at the end of its arc to attempt to crack the creature a solid blow in the face.
Surprise Strike (Koriana's blade), enlarge person, flanking, haste, Power Attack, size: 1d20 + 10 + 1 + 2 + 1 - 2 - 1 ⇒ (6) + 10 + 1 + 2 + 1 - 2 - 1 = 17
Damage (magic, slashing), enlarge person, Power Attack: 2d6 + 10 + 2 + 6 ⇒ (1, 1) + 10 + 2 + 6 = 20

Dame Malphane Trant |

Round 5
Malphene continues the onslaught against the outsider.
+1 Longsword, flanked: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Dmg.: 1d8 + 4 ⇒ (5) + 4 = 9
+1 Longsword, flanked: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Dmg.: 1d8 + 4 ⇒ (7) + 4 = 11

Trevor Kastner |

Round 5
Trevor takes a moment to see his extended family take the fight to the outsider, lifts his holy symbol and channels energy to all, save the div.
Channel Energy: 4d6 ⇒ (3, 4, 6, 4) = 17

GM Peachbottom |

Round 5
I know I didn’t give Icabhod a full day to post but one of you is going to kill it, so I’m just speeding this up.
Icabhod – Rapier, studied strike, heroism, flanking, haste: 1d20 + 11 + 4 + 2 + 2 + 1 ⇒ (5) + 11 + 4 + 2 + 2 + 1 = 25
Damage: 1d6 + 5 + 3d6 ⇒ (1) + 5 + (2, 2, 6) = 16
Icabhod studies the enemy and finally gets his weapon to pierce the divs skin.
Icabhod studies Nazinina and makes a studied strike for 6 damage after DR.
Jack swings wildly but the div is in his face and he can’t swing his sword at the right angle to hit.
All of Jack’s attacks miss Nazinina.
Henrika draws the div’s attention from Jack for just enough time to hit her with another powerful strike. The div crumples under the blow and dies.
Henrika’s bluff succeeds. She hits Nazinina once for 21 damage after DR and kills her.
Combat over.
The enemy died before Xallis went so he can keep the charge on his wand.
Trevor heals everyone for 17 damage. Afterwards you catch your breathe and let the rest of the negative conditions wear off. (Except the crushing despair which lasts minutes. There is still 7 minutes remaining on Malphene.)
While taking a moment to rest, Henrika can swipe away the rest of the swarming wasps safely with her sword and swarmbane clasp.
After healing, although not suffering any negative effects at the moment, Xallis, Navia, and Jack still feel ill.
Current HP
Henrika (85/75 hp)
Icabhod (61/61 hp)
Trevor (63/63 hp)
Tychus (65/65 hp)
Xallis (67/67 hp)
Navia (39/39 hp)
Falchion Jack (48/58 hp)
Malphene (50/50 hp)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Heightened Awareness (77 min), ▲Message (77 min), ▲See Invisibility (77 min), ▲Remove Fear (77 min)
Icabhod: ▲Barkskin (+3, 77 min), ▲Heroism (77 min), ▲Shield (5 min)
Trevor: None
Tychus: ▲Protection from Evil (5 min)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr), ▲Shield (6 min), ▲Evolution Surge (5 min), ▼1 Con damage
Jack: ▲Remove Fear (77 min), ▲Mesmeric Mirror (2 images, 6 min), 1 Con damage
Malphene: ▲Remove Fear (77 min), ▼Crushing Despair (7 min), ▼1 Con damage
Will continue in a second post.

GM Peachbottom |

The stairs leading up to the second floor catwalk on both sides have been destroying making ascending them impossible. It looks like the easiest way to get up to the catwalk would be to climb the pile of machines in the center of the room, but before you can do so, someone will need to disable it. Before you do that, you check the more easily accessed room in the southeast corner.
This large office has two short desks at the south end of the room and a series of cabinets against the east wall. The desks and floor are strewn with discarded scraps of flesh and cracked bones, giving the room a ghastly smell.
It is clear that the barghests had made this room their lair. You cover your noses while you search the room. (Although the room stinks, it isn’t bad enough to sicken or nauseate you.)
The cabinets contain decades-old ledgers and account books written in Halfling. I don’t think any of you speak Halfling but even a cursory review indicates that Sanguine Brothers was a profitable business.
A small hamatula carving which Icabhod appraises as worth 900 gp, stands atop one of the cabinets in a place of pride. Additionally, a scrap of tattered pants contains a pearl worth 75 gp in a pocket.
Xallis knows that a hamatula is more commonly called a barbed devil and is a devil covering in bristling deadly barbs. You now notice that the barghests’ bodies also are sporting an excessive amount of barbs. You can conclude that the barghests probably had some hamatula blood in their breed.
From there, to continue to the west side of the building, you need to disarm the machinery to safely pass it.
Navia Disable Device, Large: 1d20 + 19 - 1 ⇒ (13) + 19 - 1 = 31
Navia jams or removes the mechanisms that were causing the machinery to move, leaving it a lifeless pile of junk. You pass the machinery for now and pass the meat locker where you entered and try the next door in the line.
The room is an empty storage room, thick with dust save for a single set of recent footprints made by the room’s current occupant. You see a lone man in Abadaran robes that would be worn by a junior banker. He is scared and cowering in the corner. He also looks injured and sick. The man looks at the opening door and screams in fear. After a moment, he realizes that you aren’t a div coming to get him and he stops screaming but is still very wary. Still he pleads for help. ”Please help me. My father and I were charmed and captured by the pairakas days ago and used as their depraved playthings. A day ago, I shook off the charm and escaped but I fell from the catwalk and crawled into this room, too injured to make it any further. It’s only thanks to Abadar’s blessing and the pairaka’s neglect that they haven’t searched in here and found me. My father is also still trapped in one of the towers. I can’t leave him, but I’m powerless to help him myself. I’m afraid I’ve been stripped of all my valuables but I’ll repay you somehow. I promise.”
Icabhod Heal: 1d20 + 10 ⇒ (10) + 10 = 20
Trevor Heal: 1d20 + 13 ⇒ (4) + 13 = 17
Icabhod and Trevor both check on the man’s status and discover that he is stable but critically wounded. He has also contracted a disease called the shakes which is causing his muscles to uncontrollable shake and the man’s Dexterity is severely damaged as a result.
While Navia stands near the doorway, her tremorsense senses a lot of movement coming from the last closed door to the west but whatever it is, remains in the room. Also, even with the cracked rubber edging, the smell of rotten meat is particularly strong outside the door to this room.

Trevor Kastner |

The cleric takes out his healer's kit and examines the banker. After a few minutes, Trevor turns back to the others.
"It's not good", Trevor states as he makes some caydenite water for the injured man. "Drink this."
"He's stable. Critically wounded but stable. In immense pain due to injuries healing with treatment. Moving him will be difficult, and he has all the signs of 'the shakes'. Do you think there are any other enemies to fight?"

Trevor Kastner |

"Damn." the cleric grumbles. "Then you will need to stay here while the pairakas are dealt with. Continue your silence until we return,
and even if we don't."

Tychus Marcaius |

Sense Motive: 1d20 + 13 ⇒ (14) + 13 = 27
Are we realistically able to move him to safety?
Tychus removes the silver holy symbol of Abadar from his neck and, with a quick second of hesitation, proffers it to the banker.
"Here. You may need this."

Henrika Karthis |

Before they leave the banker, Henrika asks "You were on the catwalks? What did you see up there? Are there more rooms, where you and your father were kept? How far is it?"
Henrika frowns and looks at the others. "We may need better preparations to deal with more of them. At the least, we should make liberal use of Sir Xallis's wand of protection from evil." She sighs. "It is likely some of us have been infected with disease-- the shakes or the plague, take your pick. I don't think we can do anything about that here, though. If there are other pairakas, I suspect more of us will succumb to their touch or their bite. Let us pray we do not have to face them all at once!"
I think Xallis cast barkskin on Henrika before we arrived at the building.

Xallis Livara |

Navia hisses as she wrinkles her nose. She gestures towards the door with one claw. "Something nasty is in there, I think. It's probably heard us by now, but it's not coming out. Might be another beasty?"
Xallis nods. He takes the moment to shuffle his gear, dual wielding wands of magic missile and scorching ray. "We'll be ready. My spells are running low, but I've got just enough left to speed us all up one more time. If need be I've got plenty of summons, and you know how hard they can hit."

GM Peachbottom |

I think Xallis cast barkskin on Henrika before we arrived at the building.
Ok. I’ll add it in.
"You were on the catwalks? What did you see up there? Are there more rooms, where you and your father were kept? How far is it?"
”Yes, I was charmed at the time, but I still remember what I saw. There are three towers, each with a lower and upper level. They looked like they were at once mostly empty but the pairakas have made them into their homes. The west tower is still mostly storage. The central tower is where most of the pairakas stay and they filled the upper level with rugs and plush beds covered in silks and furs. I don’t want to speak of what they did to me there. The east tower is where what I assume is the pairaka’s leader lairs. They are completely self-absorbed in their own debauchery and the sounds of torture are all too common. They may not have even noticed you are here.”
With Navia’s warning, you gather around the last door on the lower floor to deal with whatever is inside before you attempt the catwalks.
When you throw open the door, the smell is suffocating. Three corpses reduced to unrecognizable rancid gobbets are in the center of this bare room. Surrounding the corpses is a nauseating carpet of wriggling white grubs. The grubs were pressed against the door and spill outwards as soon as the door is open.
Fortitude Saves
Henrika: 1d20 + 7 ⇒ (14) + 7 = 21 Sickened Duration: 1d4 ⇒ 3
Icabhod, heroism: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 Nauseated Duration: 1d4 ⇒ 2
Trevor: 1d20 + 9 ⇒ (18) + 9 = 27 Sickened Duration: 1d4 ⇒ 2
Tychus: 1d20 + 10 ⇒ (6) + 10 = 16 Sickened Duration: 1d4 ⇒ 2
Xallis: 1d20 + 6 ⇒ (4) + 6 = 10 Nauseated Duration: 1d4 ⇒ 2
Navia, Large: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 Nauseated Duration: 1d4 ⇒ 4
Jack: 1d20 + 8 ⇒ (20) + 8 = 28 Sickened Duration: 1d4 ⇒ 3
Malphene: 1d20 + 7 ⇒ (4) + 7 = 11 Nauseated Duration: 1d4 ⇒ 2
The smell is so bad, it sickens everyone just being near the doorway. Even passing the Fortitude save, characters become sickened and characters that failed are nauseated. Henrika and Jack are sickened for 3 rounds. Trevor and Tychus are sickened for 2 rounds. Navia is nauseated for 4 rounds. Icabhod, Xallis, and Malphene are nauseated for 2 rounds. Those who wear nauseated will also become sicked for 1d4 minutes after the nauseated condition wears off.
I’m sorry. I know nauseated sucks and is basically miss a turn. =(. But fortunately Henrika passed the save because her and Xallis are probably the only ones able to harm the swarm anyway. Hero point to Henrika for thinking to wear the swarmbane clasp. You needed it.
I’ll let you make the knowledge check as a free action to identify the swarm even if you are nauseated.
Swarm Lore
•This is a rot grub swarm.
•A rot grub swarm’s type is vermin (swarm).
•Rot grubs are foul, nauseating parasites that feed on flesh and use corpses as nests in which to grow. While a rot grub can derive nourishment from dead flesh, its true hunger is for the flesh of the living. Thankfully, rot grub swarms occur only rarely, as they require the infested carcass of a Huge or larger creature and many weeks to build up the numbers necessary to constitute a swarm.
•A rot grub swarm is immune to mind-affecting effects and weapon damage.
•Any living creature that takes damage from a rot grub swarm may becomes infested. The infested creature takes Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for a number of rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense.
•Mindless
•A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.
•A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
•A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
•Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage.
•A Swarm cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
•A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
•A swarm deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover.
Surprise Round
Everyone not nauseated around the swarm can make attacks of opportunity but since it is immune to weapon damage, I’m only rolling for Henrika.
Henrika AoO, sickened vs. Rot Grub Swarm: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Damage, sickened: 1d8 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Navia
Rotgrub Swarm Damage: 2d6 ⇒ (4, 6) = 10
Reflex Save, Large: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16 Con Damage: 1d4 ⇒ 3
Henrika
Rotgrub Swarm Damage: 2d6 ⇒ (2, 4) = 6
Reflex Save, sickened, Large: 1d20 + 8 - 2 - 1 ⇒ (13) + 8 - 2 - 1 = 18 Con Damage: 1d4 ⇒ 3
Immune to Distraction
Trevor
Rotgrub Swarm Damage: 2d6 ⇒ (2, 3) = 5
Reflex Save, sickened: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 Con Damage: 1d4 ⇒ 3
Fortitude Save, sickened: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
Jack
Rotgrub Swarm Damage: 2d6 ⇒ (3, 6) = 9
Reflex Save, sickened: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Fortitude Save, sickened: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Henrika slashes the swarm when it bursts out of the doorway but still hundreds of insect larvae spill over Navia, Henrika, Trevor, and Jack.
Henrika hits the swarm for 15 damage. The swarm deals Navia 10 damage, Henrika 6 damage, Trevor 5 damage, and Jack 9 damage. Trevor overcame the stench but he couldn’t overcome a wave of grubs covering him. Some even got in his mouth. Trevor is nauseated for 1 round. Lastly some of the grubs latch on and begin burrowing into Navia, Henrika, and Trevor’s flesh. They each take 3 Con damage and are infested. Jack passed both his saves and is completely fine.
Henrika: 1d20 + 7 ⇒ (14) + 7 = 21
Icabhod: 1d20 + 6 ⇒ (5) + 6 = 11
Trevor: 1d20 ⇒ 4
Tychus: 1d20 + 12 ⇒ (16) + 12 = 28
Xallis: 1d20 + 1 ⇒ (13) + 1 = 14
Falchion Jack: 1d20 ⇒ 9
Malphene: 1d20 ⇒ 3
Rot Grub Swarm: 1d20 + 2 ⇒ (7) + 2 = 9
Round 1
Initiative
28 – Tychus (65/65 hp) (Sickened 2 rd)
21 – Henrika (71/75 hp [Temp 67]) (Infested, Sickened 3 rd)
14 – Xallis (67/67 hp) (Nauseated 2 rd)
14 – Navia (13/39 hp [Temp 23]) (Infested, Nauseated 4 rd)
11 – Icabhod (61/61 hp) (Nauseated 2 rd)
09 – Rotgrub Swarm (15 damage)
09 – Falchion Jack (39/58 hp) (Sickened 3 rd)
04 – Trevor (50/63 hp [Temp 55]) (Infested, Sickened 2 rd, Nauseated 1 rd)
03 – Malphene (50/50 hp) (Nauseated 4 rd)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Barkskin (+3, 77 min), ▲Heightened Awareness (77 min), ▲Message (77 min), ▲See Invisibility (77 min), ▲Remove Fear (77 min), ▼3 Con damage (-8 hp, -1 Fort)
Icabhod: ▲Barkskin (+3, 77 min), ▲Heroism (77 min), ▲Shield (5 min)
Trevor: ▼3 Con damage (-8 hp, -1 Fort)
Tychus: ▲Protection from Evil (5 min)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr), ▲Shield (6 min), ▲Evolution Surge (5 min), ▼4 Con damage (-16 hp, -2 Fort)
Jack: ▲Remove Fear (77 min), ▲Mesmeric Mirror (2 images, 6 min), ▼1 Con damage
Malphene: ▲Remove Fear (77 min), ▼Crushing Despair (7 min), ▼1 Con damage
Tychus, Henrika, Xallis, and Icabhod start. Xallis and Icabhod are unfortunately nauseated at the moment.

Xallis Livara |

"Hrrrrk...!" is all the summoner namages to say as he's caught with the sudden urge to void the contents of his stomach. "By Urgathoa's bony arse..."
Navia attempts to scream, which only let's in more bugs. She's having a pretty bad time. Panic fills her eyes as the burrowing parasites co-opt her flesh even as they consume it. All she can do is psychically scream into her summoner's mind, begging for him to do something, or kill them, or to send her back, or to kill her.

Henrika Karthis |

GM, would it be all right for Henrika to activate her Mask Misery trick with Reflexive Trick in response to the initial Fortitude save? If I'm reading it right, that would remove the sickened penalty for 1d4 rounds, which might also affect the success and potency of her subsequent rolls. For example, she might make her Reflex save and not become infested. :)
Also, I don't think she's still enlarged, because her potion wore off the round she defeated the pairaka, but she is large on the map and I noticed you included a penalty for size on her Reflex save. I'll shrink her back again. :)
Henrika shudders as the flood of maggots bursts from the room, and does her best to fight them with her enchanted sword. "Back! Back!" she shouts, though it is unclear amid everyone's panicked responses if she is addressing her allies or the swarm.
Mask Misery duration: 1d4 ⇒ 2
Attack #1 vs rot grub swarm (Koriana's blade), Power Attack: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Damage (magic, slashing), Power Attack: 1d8 + 10 + 6 ⇒ (4) + 10 + 6 = 20
Attack #2 vs rot grub swarm (Koriana's blade), Power Attack: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Damage (magic, slashing), Power Attack: 1d8 + 10 + 6 ⇒ (1) + 10 + 6 = 17
They're immune to criticals, right?
Knowledge (nature): 1d20 + 10 ⇒ (1) + 10 = 11
Well, so they are. At least that crappy Knowledge roll gives me that much. :)

GM Peachbottom |

Round 1
I don’t see anything on Tychus’ sheet that will let him affect the swarm, so I’m going to keep the fight going, but he can post an action if he wants to take one any time. Same with Icabhod but he only gets a move action.
Henrika slashes away at the maggots and afterwards the swarm looks to be about half its original size yet still just as dangerous.
Henrika hits the rot grub swarm twice for a total of 37 damage.
Navia – Infestation Con Damage: 1d4 ⇒ 1
Navia takes 1 more Con damage as the grubs continue to burrow.
The swarm moves away from Henrika and instead engulfs those in the corner, Navia, Malphene, and Trevor.
Swarm Damage - Trevor: 2d6 ⇒ (1, 5) = 6
Swarm Damage - Navia: 2d6 ⇒ (1, 3) = 4
Swarm Damage - Malphene: 2d6 ⇒ (6, 4) = 10
Malphene Reflex Save, crushing despair: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6 Con Damage: 1d4 ⇒ 2
Trevor takes 6 damage, Navia takes 4 damage, and Malphene takes 10 damage. Malphene also becomes infested with grubs and takes 2 Con damage.
Round 1
Initiative
09 – Falchion Jack (39/58 hp) (Sickened 3 rd)
04 – Trevor (44/63 hp [Temp 55]) (Infested, Sickened 2 rd, Nauseated 1 rd)
03 – Malphene (34/50 hp [Temp 44]) (Nauseated 4 rd)
Round 2
Initiative
28 – Tychus (65/65 hp) (Sickened 1 rd)
21 – Henrika (79/75 hp) (Sickened 2 rd, Mask Misery [Sickened] 1 rd)
14 – Xallis (67/67 hp) (Nauseated 1 rd)
14 – Navia (9/39 hp [Temp 23]) (Infested, Nauseated 3 rd)
11 – Icabhod (61/61 hp) (Nauseated 1 rd)
09 – Rotgrub Swarm (52 damage)
09 – Falchion Jack (39/58 hp) (Sickened 3 rd)
04 – Trevor (44/63 hp [Temp 55]) (Infested, Sickened 2 rd, Nauseated 1 rd)
03 – Malphene (34/50 hp [Temp 44]) (Nauseated 4 rd)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Barkskin (+3, 77 min), ▲Heightened Awareness (77 min), ▲Message (77 min), ▲See Invisibility (77 min), ▲Remove Fear (77 min)
Icabhod: ▲Barkskin (+3, 77 min), ▲Heroism (77 min), ▲Shield (5 min)
Trevor: ▼3 Con damage (-8 hp, -1 Fort)
Tychus: ▲Protection from Evil (5 min)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr), ▲Shield (6 min), ▲Evolution Surge (5 min), ▼5 Con damage (-16 hp, -2 Fort)
Jack: ▲Remove Fear (77 min), ▲Mesmeric Mirror (2 images, 6 min), ▼1 Con damage
Malphene: ▲Remove Fear (77 min), ▼Crushing Despair (7 min), ▼3 Con damage (-6 hp, -1 Fort)
Everyone goes.

Tychus Marcaius |

Round 1 & 2
As the wave of nausea hits him, Tychus reflexively reaches for his holy pendant. He stops himself short as he remembers giving it to the poor Abadaran they had found. Steeling himself, he backs away to give Henrika more room to do her work.

Falchion Jack |

Jack grimaces and assesses the situation as best he can. He knows he cannot harm the mound of tiny grubs with his falchion, and his mind races trying to think of a way he can hamper them with one of his dirty maneuvers. He considers attempting to spread lamp oil on the ground to tangle them up, but winces as he remembers he doesn't have any. He does have a flask of alchemist's fire, though. Couldn't hurt to try, he thinks. Might drive them off my friends.
The treasure sheet says we have six flasks of alchemist's fire split amongst the party. Can Jack have one of them?
Jack draws one of the jars from his belt and tosses it at the area where the swarm is rampaging.
Ranged touch attack (alchemist's fire) vs square (DC 5), sickened: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
I believe the flask only does 1 point of splash damage (fire) to everything in or adjacent to the square. That might burn off some of the infestations, though?

Henrika Karthis |

Henrika follows the swarm, swinging her enchanted longsword with furious intensity.
Attack #1 (Koriana's blade) vs swarm, Power Attack: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Damage (magic, slashing, swarmbane clasp), Power Attack: 1d8 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Attack #2 (Koriana's blade) vs swarm, Power Attack: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Damage (magic, slashing, swarmbane clasp), Power Attack: 1d8 + 10 + 6 ⇒ (1) + 10 + 6 = 17
I'll use one of the hero points the GM so generously bequeathed to reroll that first attack.
Reroll attack #1 (Koriana's blade) vs swarm, Power Attack: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25

Xallis Livara |

At long last, Xallis is able to expel his lunch onto the floor an clear out his stomach. The internal convulsions slow, and soon enough he'll be functional again. With what little control he has, he drops his wand of scorching ray a few feet from the mess on the floor and draws his wand of lightning bolt instead.
Meanwhile, Navia mimics his actions, though the results of her wretching consists of wriggling parasites and her own biomass.

Trevor Kastner |

Round 1 Ho-boy!
Trevor grabs Malphene's hand and drags both of them out of swarm. The cleric's sick ruining his fine clothes, while the caydenite attempts to pull rot grub from his skin as best he can.

Dame Malphane Trant |

Round 1
This really has been a terrible day for Dame Malphene Trant. First slimed, then forced into despair. Now the lore warden has emptied the contents of her stomach as she desperately pulls rot grubs from her hair.

GM Peachbottom |

Round 1
The treasure sheet says we have six flasks of alchemist's fire split amongst the party. Can Jack have one of them?
Yes.
I believe the flask only does 1 point of splash damage (fire) to everything in or adjacent to the square. That might burn off some of the infestations, though?
You need to do 5 damage to end an infestation.
Jack throws a flask of alchemist’s fire into the swarm but only manages to splash them. Navia also gets caught in the splash.
The rot grub swarm and Navia each take 1 fire damage.
Trevor – Infested Duration: 1d6 ⇒ 3
Trevor Con Damage: 1d4 ⇒ 3
Malphene – Infested Duration: 1d6 ⇒ 2
Malphene Con Damage: 1d4 ⇒ 4
Trevor and Malphene flee the swarm. The grubs burrowing in their flesh continue to feed.
Trevor takes 3 Con damage. Now that he is out of the swarm, the infestation will last 2 more rounds. Malphene takes 4 Con damage and the infestation will last 1 more round. I subtracted the current round from the duration. Trevor is no longer nauseated.
Round 2
Tychus is no longer sickened.
Henrika hits the swarm again. It is now a quarter of its size but still active.
Henrika hits the rot grub swarm once for 21 damage. Unfortunately it doesn’t kill it yet. The mask misery ends so Henrika now gains the sickened condition but it only has 1 round remaining.
Navia Con Damage: 1d4 ⇒ 4
Xallis – Sickened Duration: 1d4 ⇒ 4
Icabhod – Sickened Duration: 1d4 ⇒ 3
Navia remains in the swarm. No longer able to withstand the swarm eating her flesh, she goes down dying.
Navia takes 4 more Con damage and falls unconscious dying. She is at -8 hp and her max hp from Con damage is only 7. Xallis’ and Icabhod’s nauseated conditions end but the nauseated condition now becomes sickened. Xallis is sickened for 4 minutes and Icabhod for 3 minutes.
Henrika AoO, power attack, sickened vs. Rotgrub Swarm: 1d20 + 15 - 2 - 2 ⇒ (10) + 15 - 2 - 2 = 21
Damage: 1d8 + 10 + 6 - 2 ⇒ (5) + 10 + 6 - 2 = 19
The swarm abandoned Navia and turns directions towards Henrika. Henrika swings again when the swarm moves to engulf her. With this final swing, the swarm finally disperses. A few remaining grubs flail helplessly on the ground and Henrika grinds them under her boot.
Henrika hits the rot grub swarm with an attack of opportunity for 19 damage and kills it.
Combat over
We got some clean up to do, which I’ll going to separate into a second post.

GM Peachbottom |

Clean up
I’ll allow antiplague to work on the infestation. You have 18 of them. But with the Con damage, you’ve taken, we’ll see how it goes.
If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
I also see on the treasure sheet that Tychus has a flaming scimitar that isn’t on his character sheet. The fire damage could have worked on the swarm. Oh well. But I will also let him use it to burn out the grubs if a character fails to expel them with the antiplague. I’m not going to roll the damage either. He can hold the fire up to the infestation until the character and swarm take 5 damage and end the effect.
To give Navia an antiplague, she’ll need to be brough to consciousness first. Trevor can channel first.
Channel Energy: 4d6 ⇒ (2, 2, 2, 3) = 9
Everyone injured heals 9 hp. Then Trevor, Malphene, and Navia take antiplagues.
Trevor Fort DC 19, sickened, Con damage (-3): 1d20 + 9 - 2 - 3 ⇒ (3) + 9 - 2 - 3 = 7
Trevor Fort DC 19, sickened, Con damage (-3): 1d20 + 9 - 2 - 3 ⇒ (6) + 9 - 2 - 3 = 10
Malphene Fort DC 19, crushing despair, Con damage (-3): 1d20 + 7 - 2 - 3 ⇒ (4) + 7 - 2 - 3 = 6
Malphene Fort DC 19, crushing despair, Con damage (-3): 1d20 + 7 - 2 - 3 ⇒ (18) + 7 - 2 - 3 = 20
Navia Fort DC 19, Con damage (-4): 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Navia Fort DC 19, Con damage (-4): 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Only Malphene overcomes the infestation this way, so Tychus quickly burns off the grubs from Trevor and Navia before they take any more Con damage, but they each take 5 fire damage this way.
Navia Sickened Duration: 1d4 ⇒ 2
Malphene Sickened Duration: 1d4 ⇒ 2
When Navia and Malphene’s nauseated effects end, they both become sickened for 2 minutes. I’m going to advance the time until everyone’s sickened condition ends. Xallis had the longest with 4 minutes. Malphene also had 7 minutes of crushing despair remaining, so I’ll advance time 7 minutes so that wears off too.
You have a wand of lesser restoration with 50 charges. I’m going to assume you are going to want to cure all this Con damage with it.
Trevor (6 Con damage)
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 3
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 1
Malphene (7 Con damage)
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 3
Restoration: 1d4 ⇒ 3
Navia (9 Con damage)
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 2
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 4
Restoration: 1d4 ⇒ 1
Jack (1 Con damage)
Restoration: 1d4 ⇒ 1
You expend 13 charges from the wand to remove all the Con damage from everyone.
Channel Energy: 4d6 ⇒ (2, 5, 3, 2) = 12
Afterwards, Trevor channels energy one more time for 12 hp, so Navia isn't in the negatives. From there, I’ll let you decide on your own healing for anything remaining.
Current Status
Henrika (79/75 hp)
Icabhod (61/61 hp)
Trevor (44/63 hp)
Tychus (65/65 hp)
Xallis (67/67 hp)
Navia (8/39 hp)
Falchion Jack (58/58 hp)
Malphene (43/50 hp)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min)
Icabhod: ▲Barkskin (+3, 70 min), ▲Heroism (70 min)
Trevor: None
Tychus: None
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr)
Jack: ▲Remove Fear (70min)
Malphene: ▲Remove Fear (70 min)
With the swarm gone, you can finally take a better look in the room. The only thing that survived on the victims in here is a waterproof satchel that still contains 4 doses of a drug called scour which Icabhod can identify.
With the first floor cleared, you are ready to get up to the catwalk.
A narrow metal catwalk lines the north wall of the main slaughterhouse floor, twelve feet above the floor. The catwalk curves gracefully around three rounded towers set into the north wall and connects to a wooden door in each tower. A thin railing rises only a foot above the catwalk, offering little protection from a fall. At the east and west ends, the railing is gone, and the former metal staircases are merely jagged scrap.
Climbing the walls up to the catwalk requires a successful DC 25 Climb check. At the ends, the DC is only 20, but here a fall onto the scraps of the stairs is treated as falling onto pit spikes. The easiest method to climb to the catwalk is to scramble up the jumbled machinery in the center of the slaughter house which only requires a DC 10 Climb check and you will not get injured on a failure.
Once you get up to the catwalk, you will need to decide which of the three doors you want to explore first.

Xallis Livara |

Even as the restoration magic restores her integrity, Navia scratches as unseen insects. The phantom pain seems to linger for a moment. "I am NOT carrion. My essence will not be devoured."
"Are... you alright?" Xallis asks as he retrieves a wand to heal her outer damage.
lesser rejuvenate eidolon: 1d10 + 1 ⇒ (1) + 1 = 2
lesser rejuvenate eidolon: 1d10 + 1 ⇒ (9) + 1 = 10
lesser rejuvenate eidolon: 1d10 + 1 ⇒ (6) + 1 = 7
lesser rejuvenate eidolon: 1d10 + 1 ⇒ (10) + 1 = 11
"Yeah. We'll get them back for that. But I'm gonna need... red..." she says, looking back at their previous battle.
Thanks to Navia's natural climbing and a bit of rope, it should be easy to get up there. Navia is, naturally, enthusiastic about leading, but if someone else wants to be up front that's fine too.

GM Peachbottom |

If Nazinina has red blood
Sure, her blood can be red. I guess, she's making herself a target.
Thanks to Navia's natural climbing and a bit of rope, it should be easy to get up there. Navia is, naturally, enthusiastic about leading, but if someone else wants to be up front that's fine too.
Yeah, that works. No need to make this overly complicated. Navia can climb up and with her rope you can all get up there. You don't need to bother with climb checks.
Just let me know where you want to go first, then.

Tychus Marcaius |

Once Xallis works his regenerative magics on Navia, Tychus tosses him an apple from his pack.
"Here boss. Looks like you could use some food to replace what you've lost..."
Once on the catwalk
He straightens up and looks to the rest of the party. He address them in a hushed tone.
"If what my fellow Abadaran said was true, we might be able to engage the remaining pairakas one at a time. Let's hope the others don't come to investigate... We had trouble enough dealing with one."

Henrika Karthis |

Before they climb to the catwalk, Henrika suggests they retrieve Tychus’s holy symbol. "I think you need it more than he does," she says with raised eyebrow.
I looked at the map yesterday before I left. I seem to remember two rooms on either side east and west and one central room. Can I suggest we start with the left room?
Henrika nudges Xallis. "It might be wise to use your wand of protection from evil on Jack. He is probably the one of us who looks most susceptible to a div’s evil wiles."
She refreshes Jack’s mesmeric mirror trick implant, and drinks a potion of bull’s strength.

GM Peachbottom |

Ok, I made a minor mistake. Erdmond talked about the left tower, but I’m reading the description and it is locked, so he didn’t see in there. It’s not a big deal though.
Once up on the catwalk, you start with the tower to your left. You find that the door is locked and rusted and looks like it hasn’t seen use in many years.
Navia Disable Device: 1d20 + 19 ⇒ (18) + 19 = 37
Navia disables the lock with ease and opens the door.
Dust lies thick on the floor of this empty room, except for a few footprints in the middle of the room that ascend the stairs in the northwest corner but do not return. A short set of stairs leads up to a door in the south wall.
You find nothing of interest on the lower floor so you ascend the stairs to the top of the tower.
Dust swirls in the still air of this room, which is enclosed save for a few narrow windows near the room’s ceiling. Shelves contain several rolled rugs, tapestries, and a few framed paintings and documents stacked carefully. Most of the documents stored here prominently bear the symbols of Taldor or Yanmass. One banner hangs unfaded and curiously devoid of dust. A set of stone stairs leads down from the northwest corner. Footprints in the dust ascend the stairs, reach the middle of this room, and disappear.
You know that pairaka divs can use dimension door which would explain the footprints without then needing to use the door.
The noteworthy banner here—acquired at an auction—bears the heraldry of Taldor and the Knights of Ozem and is perhaps the most valuable treasure in Yanmass: a relic called the Standard of Conquest.
This meticulously woven flag depicts a horse and an elephant, both about to charge. The tapestry’s green and blue colors underscore the beasts’ connection to Taldor’s distinguished cavalry, the Taldan Horse, in which they have long been the most commonly used mounts. Though this particular piece of heraldry is rather rare in all reaches of the empire, those who know their Taldan military history know that this banner’s design has been used for hundreds of years.
The following effects apply only if the standard is wielded or carried, and it must be attached to the shaft of a lance, polearm, spear, staff, or similar. The standard-bearer and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. This is treated as an enhancement bonus and doesn’t give a creature a base speed or fly speed if it didn’t have one already. A creature determines whether it can see the banner for the purposes of speed increase at the start of its turn, and it keeps the extra speed even if it moves out of sight later in that turn.
Once per day when the wielder begins a charge action, the standard bearer can use a swift action to call for a battle charge, causing the speed increase from the standard to become 20 feet for 1 round. Any affected creature that charges during this round also ignores the penalty to AC from its charge.
Appraise
Icabhod, heroism: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Spellcraft
Xallis: 1d20 + 13 ⇒ (20) + 13 = 33
In addition to the relic, Icabhod appraises the remainder of the memorabilia to be worth 1,200 gp to political historians or collectors if you gathered it up and sold it. The memorabilia is too bulky to be carried around until after you deal with the divs.
Lastly you find a magical belt. Xallis identifies it as a belt of physical perfection +2.
Treasure sheet and relic sheet have been updated.
You go back down the stairs and try the central tower. The door to this tower is unlocked.
Much of this room is crowded with human-size dressmaker’s dummies, each wearing an elaborate gown, shawl, or cloak. The floor near the dummies is cluttered with pairs of nice shoes. The northwest corner contains a set of stone stairs leading up.
When you examine the room, you notice that the stairs are covered with small fragments of a shattered ceramic jar. Although the shards are not sharp enough to cause damage, stepping on these fragments would make a loud noise. A few of your perception scores were high enough that you didn’t need to roll to notice this. You can move at half speed up the stairs to avoid stepping on the shards.
This room contains several ostentatious outfits that the pairakas have stolen or charmed away from their owners. A variety of fashions are represented here, but the most valuable are four ball gowns worth 150 gp each, a string of pearls worth 100 gp, a bejeweled shawl resembling a map of Avistan worth 450 gp, and six pairs of elegant leather shoes worth 10 gp each.
Like with the memorabilia, it may be difficult to carry these until later, so you can come back for them.
From the trap on the stairs and the description given by the banker, Erdmond, you assume there is likely to be at least one pairaka up these stairs.
I’ll pause for a moment for if you have any last preparations are plans of attack and if anyone wants to equip and treasure you found in the last room.

Dame Malphane Trant |

The towering Dame rests her head on Trevor's shoulder. "I want to go home and take a bath, then a nap. For a week." Malphene moped.
"I know my darling. You can do that while I tend to our Abaran friend downstairs. I likely won't get much sleep for a while, so sleep for the both of us", Trevor cooed as he gently padded his fiance's helm.
"But first I'd like you to take out your aggressions on the div or divs in the next room. Alright?" The cleric asked the lore warden.
"Yeah", Malphene mewed.