
DM Jonasty |

Mahlturis takes a 5-foot step back, then casts Summon Monster II to summon a Lemure between him and the spider. The lemure makes a full attack against the spider.
Summon Monster has a 1 round action to cast so it will finish right at the start of your turn on Round 2, so the Lemure attack would be during Round 2. You may reroll it's full attack for Round 2 or keep the rolls above, which ever you'd like.

DM Jonasty |

At Grutsnick's shout, the camp comes alive. Finnian bounds to his feet, sword in hand as he shifts his weight ready to receive the attack. Reginald, hoping to spook the vermin into fleeing sets off a burst of light in front of the nearest one, visibly startling the insect. Seizing on the idea, Alexander summons a globe of brilliant light and the clearing becomes as bright as day.
The spiders fire off globs of webbing hoping to snare their prey. Even with the distraction, the blinded spider manages to snare Grotsnick while Mahlturis manages to dodge out of the way. Grutsnick attempts to make the spider pay for it's webbing but the sticky substance proves too distracting for him to strike true.
Barker rolls to his feet, notching his crossbow smoothly as he brings it to his shoulder and fires in one motion. The bolt streaks across the camp and punches into one of the bugs, eliciting a chittering shriek from it.
Mahlturis begins casting a spell, a glowing red rune appearing at his feet as his voice tugs uncomfortably at everyone's souls.
Start of Round 2:
Finnian: Init 27, HP 66, AC 22
Reginald: Init 27, HP 62, AC 20
Mahlturis: Init 26, HP 54, AC 13
Grutsnick: Init 22, HP 84, AC 19 (Entangled via Web)
Spiders(2): Init 20, HP ?, AC ? (One is Flared)
Barker: Init 11, HP 60, AC 18
Alexander: Init 2, HP 60, AC 17
Currently Grutsnick is in melee with the Flared spider. The other spider is not in melee but is a 5-foot step away from Mahlturis. At the start of Mahlturis's Round 2 turn, the lemure will appear where he designates and full attack a spider.
Please post your Round 2 actions.

Grutsnick |

Round 2 Initiative 22
HP = 84
AC = 17
DR 3/-, 6/lethal
+8 Fort, +5 Ref, +3 Will
Weapon Equipped = +1 Adamantine Greataxe
Speed = 40'
Rage/Day = 16
Renewed Vigor = 1
Status Effects = Entangled
"Let me show you what my people think of spiders!"
Greataxe +10/+5 spider in front of him
1d20 + 10 ⇒ (12) + 10 = 221d20 + 5 ⇒ (19) + 5 = 241d12 + 8 ⇒ (5) + 8 = 131d12 + 8 ⇒ (6) + 8 = 14

Mahlturis Rhaed |

Round 2. Initiative 26. HP 54/54. AC 13
I'll opt to keep those rolls. Ditching them feels a bit like cheating, and the lemure's strength isn't really in it's offense, anyways.
As the fleshy monstrosity draws the spider's attention, Mahlturis sidles to his left, seeking a clear line of fire. He holds out one hand, crooking his fingers sharply a thin dart of acid coalesces in the above his palm. Then, with a sharp flick of his wrist, he sends the projectile screaming towards the vermin engaging his minion.
Attack Touch Attack (-4 for firing into melee): 1d20 ⇒ 9
Acid Damage 1d6 + 2 ⇒ (5) + 2 = 7
Mahlturis makes a wide move around the lemure and the spider so his minion doesn't give the spider cover, then shoots and acid dart. 6 uses left today. Also, with rest interrupted during second watch, will I be able to recover spells in the morning?

Barker Valdane |

Round 2. Init 11, HP 60, AC 18
Moving to get a clear shot at the spider on Grutsnick, Barker called out, "Its poison is deadly, Grutsnick - keep it back as best you can." He reloaded and took aim again with that same surprising speed, firing at the vermin. He didn't appear concerned with its proximity to the half-orc in the least.
Attack: 1d20 + 13 ⇒ (19) + 13 = 32 (including +1 within 30')
Confirm: 1d20 + 13 ⇒ (7) + 13 = 20 (including +1 within 30')
Dmg: 2d10 + 6 ⇒ (6, 5) + 6 = 17 (including +1 within 30'x2)

Reginald Fezziweg |

Rd 2,Inti. 27
Seeing the spell has done its job, Reginald brings his pistol online with the currently unengaged beasty. "Watch this, boys, you might learn something." With a gentle squeeze ot its trigger, Equalizer roars to life.
Pistol+point blank 1d20 + 11 ⇒ (4) + 11 = 15
DMG1d6 + 2 ⇒ (1) + 2 = 3
Up close & deadly, - 1 grit 1d6 ⇒ 3

Finnian Surotova |

Finnian seeing Grutsnick's plight moves quickly to the side of the spider and, putting extra strength into his blow, slices at it.
move action to spider, standard action attack w/ PA (-2, +6 dam) and combat expertise (-1, +2 AC), new AC is 19 (+2 for CE, -5 no armor).
1d20 + 11 ⇒ (14) + 11 = 25
1d8 + 10 ⇒ (3) + 10 = 13

DM Jonasty |

Grutsnick and Finnian tear into the spider, pieces of carapace and ichor flying everywhere as the creature is hacked to pieces.
Reginald points his strange weapon and then the jungle is silenced as a huge boom echoes out into the night, followed by a cloud of smoke from the pistol's barrel. The arachnid stumbles as its suddenly missing a couple of legs. Not to be outdone, Barker puts crossbow to shoulder and let's loose with a bolt that punches through one of the large creature's many eyes.
As Mahlturis' infernal servant arises and lashes out at the spider, he sends a dart of acid shooting towards the bug, although it seems he is unable to connect with it.
Seizing an opportunity in the chaos, Alexander moves up and brushes his fingers across the spider's back and the beast suddenly spasms as if being put to a large current of electricity.
Start of Round 3:
Finnian: Init 27, HP 66, AC 22
Reginald: Init 27, HP 62, AC 20
Mahlturis: Init 26, HP 54, AC 13
- Lemure: HP 4/13, AC 14
Grutsnick: Init 22, HP 84, AC 19 (Entangled via Web)
Spider: Init 20, HP ?, AC ? (Touch of Chaos affected)
Barker: Init 11, HP 60, AC 18
Alexander: Init 2, HP 60, AC 17
The remaining spider is being flanked by the Lemure and Alexander.
Please post your Round 3 actions.

Finnian Surotova |

Feeling naked without his chainshiet, Finnian continues his defensive fighting style as he moves to the next spider and attacks it.
all the same modifiers as before :)
1d20 + 11 ⇒ (2) + 11 = 13
1d8 + 10 ⇒ (3) + 10 = 13

Barker Valdane |

Round 3. Init 11, HP 60, AC 18
With calm aplomb, Barker slapped a bolt into Alexina, wrenched back her lever, fired, and repeated - all in the time it took a normal man to fire once without reloading. "I'd say we were teaching them a lesson, but those damn vermin never learn, no matter their size."
Attack: 1d20 + 13 ⇒ (15) + 13 = 28 (including +1 within 30')
Attack: 1d20 + 8 ⇒ (14) + 8 = 22 (including +1 within 30')
Dmg: 1d10 + 3 ⇒ (9) + 3 = 12 (including +1 within 30')
Dmg: 1d10 + 3 ⇒ (6) + 3 = 9 (including +1 within 30')

Grutsnick |

Round 3 Initiative 22
HP = 84
AC = 17
DR 3/-, 6/lethal
+8 Fort, +5 Ref, +3 Will
Weapon Equipped = +1 Adamantine Greataxe
Speed = 40'
Rage/Day = 16
Renewed Vigor = 1
Status Effects = Entangled
Grutsnick sees the other spider is being well handled and attempts to break out of his webbed prison.
Strength to break out
1d20 + 5 ⇒ (13) + 5 = 18
"huuunnnggggh"

Reginald Fezziweg |

Seeing that the battle will soon come to a close, Reginald quickly scans the, now very lit, campgrounds for a second wave holding and reloading his pistol. Holding the round in his hand, Regi says "Replenish." The empty spot in his cartridge case quickly replaced by another round.
Free action reload, move action cast Abundant Ammunition
Perception if needed 1d20 + 11 ⇒ (3) + 11 = 14

DM Jonasty |

The spider, seeing something more recognizable to attack, bites out at Alexander. Its mandibles tear into the air next to Alexander but it doesn't seem to understand, chewing as if it had a human's arm in it's mouth.
Spider bite (single attack, rolling twice for Touch of Chaos): 1d20 + 6 ⇒ (8) + 6 = 14, 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

DM Jonasty |

It seems almost trivial as you all set into the remaining spider and tear it to bits. After it's final shudder, the jungle returns to quiet and the night continues on. People wander back to sleep and the rest of the evening is uneventful.
The next morning the sun rises and with it so does the heat. The morning is filled with activity as people eat a quick breakfast and the porters ready the canoes for another day of travel. You begin setting out, the sweat already running down your backs as your travels continue.
Another day, another set of Survival checks. Same as before, 1 check by anyone who wants to, to determine the direction. 2nd check by "Leader" (+ up to 2 aids) to avoid hazards during travel.

Grutsnick |

Grutsnick stretches out in the morning light, working up a light sweat before the journey has even begun. The spider attack from last night seems to have invigorated him, and he smiles grimly at the carcasses.
"Well done. Nobody panicked."
Damn non-verbose barbarians.
Survival + 11 to determine direction
1d20 + 11 ⇒ (4) + 11 = 15
"That way."
Survival to assist the Leader
1d20 + 11 ⇒ (1) + 11 = 12

Reginald Fezziweg |

"While those critters can be a bit of a handful if they catch ya slippin', they don't offer much in the way of trouble if they don't. I nearly got caught up by one about four years ago when I was in the temple Shashoos. I was looking for a little idol and when I came across this nifty little trinket.",Regi says holding a small mummified hand."Little sucker lets me lift things from a distance whenever I feel like it! Anyway, I was looking for this idol when I made a wrong turn and stumbled right into a damned web.Vicisous little sh!# came a runnin' nearly had me for lunch. Good thing I had come across ol' Equalizer here. Waited till it was right on me and let him have it with both barrels." Spreading his arms wide and saying,"Made a horrible mess, thank Desna for prestidigitation! Hahah."

Finnian Surotova |

Finnian assists with the avoidance of dangers1d20 + 12 ⇒ (1) + 12 = 13
"The physical obstacles are an annoyance, but spiders....ugh! I can't stand the foul vermin and the big ones are even worse."

DM Jonasty |

Barker leads you forward and he appears to be doing a remarkable job, pointing out quicksand pits near your path. At one point he flicks his machete at a vine sending it flying off to the side of the path. As you watch, the "vine" quickly slithers off into the undergrowth. They won't normally attack but those little guys love to hang amongst low hanging vines and when you brush them aside, BAM! That's when they bite ya'.
As the day presses on, the heat of the sun combined with the ceiling of trees above you works to create a veritable sweatbox of discomfort and irritation. Your vision swims as the heat becomes intense and it feels like you're going to cook alive.
For 3 hours, right after 12pm, the jungle becomes hot enough to require attention. This will require 3 Fort saves. DC 15, 16, and 17. Characters in any kind of heavy clothing or armor take a -4 to this check. Each failed saving throw deals 1d4 nonlethal damage to the character.
Player options:
Anyone with Survival can make a check, DC 15. Success indicates that you get a +2 to the Fort save if you're moving half your speed or +4 if you remain stationary during those hours. For every point you beat the DC by, you can grant this same bonus to 1 other player. These don't stack so if everyone makes amazing Survival rolls, it will basically give the party either a +2 or +4 to their individual Fort saves depending on which, if any, you choose.
Note: So long as one PC elects to either remain stationary or move at half speed, the whole party will stick with that movement choice. People will not be left behind simply becuase they are overheating.
Note 2: Selecting either option (1/2 speed or stopped, for the 3 hours) to get the Survival check will mean traveling in the dark to maintain your pace. If people don't want to do that, let me know as this will be taken into account for travel time, etc.

Grutsnick |

Grutsnick marches to the rear, his axe at the ready and his eyes alert for movement in the jungle around him. He nods at Barker's actions with the snake, acknowledging the man's jungle skills as superior even to his own.
"Don't worry about the heat, it'll cool off soon."
Survival +11
1d20 + 11 ⇒ (5) + 11 = 16
As a note, Grutsnick is immune to the effects of heat as if under the effects of Endure Elements, so he will expend his effort on survival to helping the others.

Finnian Surotova |

I am fine with either 1/2 speed or full speed, I would prefer not to stop though.
survival (just in case) 1d20 + 12 ⇒ (19) + 12 = 31
fort 1 1d20 + 8 ⇒ (6) + 8 = 14
fort 2 1d20 + 8 ⇒ (17) + 8 = 25
fort 3 1d20 + 8 ⇒ (2) + 8 = 10
add appropriate modifier based on the decision of the party.

DM Jonasty |

Being a Mwangi scholar, is it possible for Reginald to use his Knowledge local skill to the same effect? Also, I have the lucky halfling feat, consider it in effect for the first real saving throw of the day and I will roll when necessary.
For the halfling feat I'll note that as SOP, to use the feat for the first saving throw necessary each day. As for the skill swap, it will need to be Survival. Your knowledge of the area does include how awfully hot it gets but that doesn't really make you any better trained on how to deal with it. More than likely any one of your companions will roll high enough to provide the bonus for the entire party though.

Reginald Fezziweg |

Fort
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (18) + 3 = 21
Survival,if needed 1d20 + 7 ⇒ (3) + 7 = 10
"There is no need to worry about the traps in the ruins, Grutsnick. I have ways of dealing with such trivial annoyances. You gents might want to invest in some lighter clothes next time we are near civilization. I sport these khaki's I picked up while on an expedition in Vudra. Jungles there are as hot as any and three times as humid as the Mwangi. But, there are things here in the Expanse that just cannot be compared with when it comes to adventure!"

Barker Valdane |

Barker soaked a cloth and used it to wipe his face and neck regularly. He was quite impressed with Grutsnick's indifference to the heat. "You must have come from the hells themselves to ignore heat like this," he said, looking a bit red-faced himself. "But you're right - it's only midday that gets like this. If we push on, we'll be able to rest tonight instead of traveling on."
Fort save 1: 1d20 + 5 ⇒ (9) + 5 = 14 +4Endurance, -4 stud. leather armor(?)
Fort save 2: 1d20 + 5 ⇒ (19) + 5 = 24
Fort save 3: 1d20 + 5 ⇒ (15) + 5 = 20
Nonlethal dmg: 1d4 ⇒ 3
Survival (in case): 1d20 + 13 ⇒ (20) + 13 = 33

Barker Valdane |

Barker tilted his hat back and grinned at the half-orc. "I know plenty of folk who were born here, and they don't have your reaction to the heat. Face it, Grutsnick - you're special. Of course, that means you'll be hauling anyone who collapses on our trip with you."
He chuckled, then looked around the group. Despite his sweating, he appeared ready to move on. "Keep an eye out for more snakes and any insects. I don't know about you lot, but I haven't planned on dealing with anyone being poisoned. If anyone feels like they're about to keel over, let me know and I'll slow us down."

Reginald Fezziweg |

Grinning at Grutnick's response, Regi responds,"We shall have to wait and see, Grutsnick, my friend. But, I see that this arrangement has some wonderful possiblities that will need further consideration!"
I am thinking we might be able to work up a very unique form of mounted combat. Nothing like having a charging barbarian with a halfling on his back blasting away.

DM Jonasty |

Some of you struggle with the heat, the sweat pouring into your eyes and your heads starting to throb. Your muscles cramp along the walk but you're able to soldier on through.
Barker keeps you moving into the night, long past when you would have normally stopped to make up for lost time. With the camp setup, you all drop to the ground, happy to be off your feet. As you begin to drift off, the first watch coming up you hope that the night goes smoother than the previous one.
Based on the posts it sounds like you will be traveling at 1/2 speed. Survival checks mean you get +2 to the saves. That being said, with all the modifiers taken into account the saves result in the following.
Finnian failed 1st and 3rd, non-lethal damage: 1d4 ⇒ 4+1d4 ⇒ 3 = total 7
Reginald failed 1st: 1d4 ⇒ 3
Barker's Survival check for the hazards of the day was good enough to avoid any trouble with traveling at night to keep up your pace. After about an hour in the evening, once the sun has set and the air has cooled(relatively), all the non-lethal damage will heal.
Perception checks from everyone for their turn on watch. I'm gonna attempt to find a replacement for Mahlturis, till then assume your sixth member is extra quiet and unhelpful. :-)

Reginald Fezziweg |

...Based on the posts it sounds like you will be traveling at 1/2 speed. Survival checks mean you get +2 to the saves. That being said, with all the modifiers taken into account the saves result in the following.
Finnian failed 1st and 3rd, non-lethal damage: 1d4+1d4 = total 7
Reginald failed 1st: 1d4
Thought the first roll needed to be a DC15? Did I have to make 16 to beat it? Just curious.

DM Jonasty |

Thought the first roll needed to be a DC15? Did I have to make 16 to beat it? Just curious.
You got a 15. But then you take a -4 for wearing armor and get a +2 for the Survival check. After that math you end up with a 13. Let me know if I missed anything, Endurance feat or something of that nature, but I didn't see anything on your character sheet that looked like it would help.

Grutsnick |

"Good to be home. My village had a saying, 'The jungle kills the soft first. Nobody is harder than the jungle.'"
Grutsnick grimly nods at the group as he scans them.
We've done well. Barker is a good guide, to have taken us so far without trouble. The real trial begins at the ruin.
Perception for second watch
1d20 + 9 ⇒ (11) + 9 = 20

Finnian Surotova |

The heat took its toll from Finniain. As he wearily prepares his camp he says, "From now on I am packing my armor during the worst part of the day. Hopefully that will help."
perception check for watch 1d20 + 0 ⇒ (18) + 0 = 18