The spider concentrates on finishing off the ranger and the warlock cannot seem to pinpoint the hag.
Coup De Grace against Jon auto crit DC 4d6 + 24 ⇒ (6, 3, 2, 3) + 24 = 38 or die at the start of the spider's next turn, Axel you make take an OA against the spider
Map
Savannah 20
Mummy 19
Jon 17 round 2 of paralysis
Flimflam 15
Phase Spider 13
Axelrod 12
Hag 7
With swift action Savannah patches up the wounded group members and deftly sucks out the poison and administers an anti-venom.
In the morning the arena is empty but you all find strange books inside your packs.
Go ahead and level up to 9 and let me know when you are done, everyone is full health
Jon manual of dex +2
Axelrod manual of str +2
Savannah manual of wis +2
Flimflam manual of cha +2
"I think, I will stay with the wizard a bit and explore the areas above and make sure it stays clear of monsters. I will ask the wizard to check on you from time to and if needed I am sure his teleportation magic can help me get to you."
After traveling a few hours in a winding hallway you come upon a dead end. An ornately carved well is located in the center of the dead end. The finely crafted artwork of the well is diminished only by the horrific images of demons, devils and undead things that form the bas-relief carvings. Runes and scribbling adorn the spaces around these carvings. As you gaze down inside, you see large, grooved scratches along the interrior stones, as if something had tried to claw its way up the sides. The well ends in water some 90 feet below. You believe that the well opens up into a larger cavern at the bottom.
"I also have 50 ft of rope maybe we can tie it together, with us being careful on the tieing, we can likely get 80-85 ft out of it and still keep the strength"
As you descend into the darkness of the legendary well, the warnings of numerous adventurers resound in your mind: "Don't go down the Well." A swarm of bats surprises you and flies past you, into the caverns above. A small cave apperas to be opening up below you, at the bottom of the well. The entirety of the cave floor is covered in greenish-black water of unknown depth. Small objects float in the water. About three feet above the waterline, at either end of the cave, are small openings. There do not appear to be any other exits from this room - other than the way you entered.
Axel and Jon both notice bits of bone and wood floating in the water. Jon believes that the group can squeeze into two of the larger tunnels. One leading to the east and one leading to the west.
Anyone moving in the water must roll a reflex save dc 10
About 100 yards into the eastern opening it tightens to the point that Savannah and Axelrod will have to remove their armor and Axel has to crawl on hands and knees to continue.
"Everyone better look away..." Not happy about being less than normally dressed Savannah casts a few protective spells on herself. Magic Vestaments on her adventurer's outfit and Shield of Faith
The group gets back underway and the scounts report that there is a room leading off to the east and one to the north. They did not explore either room, but it appears once in the room you will be able to resume walking normally.
Numerous side caverns branch off from this cave, creating the shape of a twisted claw stamped into the earth. The room has a large central column. Water drips from the stalactite-covered ceiling. Bounding towards you are 2 creatures, the likes of which you have never seen. They look like strange red crabs lacking pincers but wagging long, wavy tails. The creatures approach quickly, with all the enthusiams of puppies.
No map for this one is needed, roll initiative
Rust monsters 1d20 + 3 ⇒ (17) + 3 = 20
As Jon turns to get a good luck at the creatures he immediately recognizes them as rust monsters. Long experience in the wilds and dungeons has heeded him well and he has picked up some tactics that works well for them.
-Throwing metal objects at them to distract them
-Trapping them from far away and killing them with range
-Attacking with hide armor and clubs
Rust Monster! We can distract them by throwing metal at them and take them down from range. We don't want to get close unless you have clubs or can attack with hide armor. Anyone have a way to trap them in place or metal to throw at them?
Both rust monsters charge, but due to the uneven ground can do nothing but surround the barbarian. Their antennae wag hungrily at the metal they smell coming from his pack and the sword in his hands.
Map
Rust Monster 20
Jon 17
Savannah 16
Axel 15
Flimflam 13