
Rufus Fitzroi |

Drawing his blade & slashing at the fell vermin in one motion, Rufus adds his own effort to Will's retrieval.
Move action: Draw sword.
Bastardsword attack: 1d20 + 6 ⇒ (10) + 6 = 16, that might hit. Bastardsword damage: 1d10 + 4 ⇒ (7) + 4 = 11

GM Captain Trips |

Rufus draws his blade and hacks at the giant spider, taking two of its legs out in a clean stroke and leaving the thing crippled, but still alive.
The spider, cornered and looking to make an escape, lashes out at -
Random party member adjacent, 1=Rufus, 2=Sir Karse
1d2 ⇒ 1
- Rufus, snapping its scimitar sized mandibles at the warrior...
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
...but the man neatly dodges the attack and shifts to a more favorable attack position.
The party is up, Will is now at -7 and needs another stabilization check. He also takes 1d3 ⇒ 1 points of strength damage and needs to make another Fortitude save.

Dendarial the Ken Hunter |

Dendarial takes another shot, eyeing his bard friend and wondering if their rescue attempt will be in time. After the show he moves to Will's side as his move action regardless if the beast is still up.
Longbow: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 3 ⇒ (6) + 3 = 9

GM Captain Trips |

Karse rushes forward and with an inspired attempt manages to stem the flow of blood from the wounds on Will's body.
We still have 4 more rounds of poison to contend with before it runs its course. Either we can make 4 rolls and see the results (2 saves will cure it, DC 15) or someone can use Heal to give Will a bonus to his saving throw. DC 15 heal check will give him a +4 to his saves against the poison. Each tick of poison requires a separate heal check.

Rufus Fitzroi |

Taking one of the healing potions, Rufus pulls out a handkerchief & soaks a corner of it in the potion before moistening Wills lips with the now potion infused cloth. "As sore wounded as he is, we dare not pour it in his mouth, he might choke. If this is enough to rouse him, he can drink the rest himself."
"I fear the poison more now." Examining Sir Karse's handiwork. "That was well-done sir knight, I've seen only a few battlefield barbers who might have done better."

Dendarial the Ken Hunter |

Already at Will's side Dendarial retrieves his healing kit and tries to treat the poison coursing through his veins. I've dealt with this type of natural venom before. Give me room. he says as he begins to press venom from the deep punctures.
Heal: 1d20 + 8 ⇒ (19) + 8 = 27

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Sorry, forgot that I needed 2 saves
Str Loss from 2nd fail: 1d3 ⇒ 2
Save 2: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
After Dendarial's careful purging of the venom, Will seems stable, albeit, unconscious.
Total STR loss: -3

Dendarial the Ken Hunter |

Right. Waiting for Rufus to administer that healing potion. If it gets him above zero then he can maybe heal himself. If it does not wake him then Den will use one of the ones he is carrying. Also, once Will is taken care of we can finish looting the area.

GM Captain Trips |

Posting this up in advance
The area is obviously scattered with the remnants of many victims, and the dirt is nearly covered with valuables. Collecting the treasures takes the better part of an hour as the upright members of the party scour the area, sifting though bones, dirt, and other detritus.
Once everyone brings together their parcels of treasure and the results are gathered the total is astounding, more than you could have hoped for. Included are the following...
Assuming here the party appraises and performs spellcraft as needed, you will have more than enough time on the way back to give everything a very good inspection.
A suit of masterwork chainmail, a masterwork suit of half-plate armor, a falchion, a blowgun, a set of nunchaku, seven tindertwigs in a small metal canister, a potion of cure moderate wounds, a potion of guidance, an arcane scroll of vampiric touch, a divine scroll of inflict moderate wounds, a short sword +1, a white opal worth 679gp, an alexandrite worth 243gp, an onyx worth 17gp, a jasper worth 18gp, a blue quartz worth 2gp, a piece of turquoise worth 4gp, a tigereye worth 1gp, 29pp, 441gp, 1950sp, and 4900cp.
This is the last encounter of the group's first level, and brings the party in line with AGPL.

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Trips, can they deliver a potion without risk of Will choking? I think we are all waiting on the results of Rufus' attempt to trickle some in via a cloth. I'm not sure the volume of liquid in a healing potion. Is it a 48 oz big gulp, a shot glass, or something in between?

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Well, since no one has rolled the cure from the potion...
Potion 1: 1d8 + 1 ⇒ (6) + 1 = 7at 0, now staggered
After the potion is drizzled into his mouth, the healing magics slowly disperse throughout Will's body. His eyes fluttering open, he looks up into the cloudless sky, a vision he was sure he'd never see again. "Thank you" he stammers in a raspy voice as his lungs reinflate. He tries to stand, only to wobble half way up and collapse again. "If you don't mind, I'd like to rest for a moment before we move on." Namely, the hour while the rest of the party collects the loot.

GM Captain Trips |

Moving on for the sake of expediency...
The party gathers the treasure from the spider's haunt and begins the remaining journey back to Oleg's. After another day of travel they find themselves once again greeted by the welcome and familiar site of the trading post. The landscape has changed somewhat since your last departure, as you now see a fair sized gathering of cut timber and rough stone beginning to form not too far into the distance, an obvious sign of new construction in the area.

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CLW: 1d8 + 1 ⇒ (7) + 1 = 8
As the group gets ready to head out, Will sings a little tune, his hands glowing with healing light. Pressing it against his wounds, the skin knits together and bruising fades.

Dendarial the Ken Hunter |

After Will's rest and the casting of his healing spell Dendarial examines his wounds again. The spider's poison has weakened you. I will be a few days before you are back to normal. I recommend the natural healing, but if we get in a tight spot you should drink this. He hands Will the potion of Lesser Restoration to hold.
Not sure how dependent you are on strength and wanted you to hold this just in case. My hope is you can stand to heal without magic. Its a valuable potion to have, more so because even when we can cast it its slow to cast - 3 rounds. This makes the potion great for combat situations.

Dendarial the Ken Hunter |

While he is handing out potions he offers Winifred the potion of mage armor to carry. The rest of us are armored Winifred, at least lightly. You should carry this. As the loot is discovered and identified he will ask Does anyone mind if I carry this for now? indicating the short sword. I no one objects he will replace his normal blade with the magical one.

Theod Garess |

Before setting out Theod will ask the men they came across if they know anything of the kobolds, he'll also examine the maps and see if he can recall anything about likely kobold nesting grounds.
Know. Local: 1d20 + 5 ⇒ (7) + 5 = 12
Know. Geo.: 1d20 + 5 ⇒ (9) + 5 = 14

Winifred Lebeda |

Reading the sootscale unrest request on the wiki leads me to believe that the kobolds are actually in the F or G range, since it says they are in the kamelands and may end up being an issue to our southern border, the word kamelands is written on the last row. C1 is really far away, how about C7 or C9, also, which square is the other group leading to?
Knowledge Local: 1d20 + 7 ⇒ (20) + 7 = 27 Will that help with any information regarding the Kamelands or the sootscale tribe?

GM Captain Trips |

Winifred knows that they would likely be located near a ready source of water, and you only have a few options in the Kamelands, which are the plains in the southern and middle portions of the map. They would likely not be too far south either, which limits the area somewhat.
And I just noticed the map upgrade we got courtesy of Theod. Awesome work! My map making skills are suspect at best. :)

Winifred Lebeda |

Any of those sound good, we could head for C13 first and then follow that river.
"Kobolds, like many creatures tend to dwell near water, we should limit our search to locations in the Kamelands near water." Winifred explains to the others.
Just so we can say that everyone else knows.

GM Captain Trips |

Going to push this forward, and hopefully everyone is ok with my direction. If not, well, tough! :)
The group sets out the next morning, heading southeast through the plains to begin their search at the bend in the Shrike river where it heads east out of the Kamelands. Along their journey they pass through the plains where they had already spent a great deal of time, coming near to both the spider lair and the mine that was discovered.
You come out of explored territory in C11, heading then for C13 to begin following the river.
As you make your way to the east, Theod spots an unusual sight and calls out to the group to hold for a moment. An old lightning-struck oak tree stands atop a low hill at this spot—the only tree in a 2-mile radius, in fact. Approached from the north, the tree looks eerily like a claw reaching for the clouds. Wanting to understand the nature of the landmark, and to add it to his map, Theod carefully approaches the location, with the party close behind him. Upon arriving at the oddity, the party takes a careful look around and notices a hollow amid the tree’s roots on the north side, and further search reveals that a section of earth there has been disturbed.
Inside the follow the group finds a number of items, which appear to have been hidden here on purpose. The cache itself is wrapped in a heavy leather cloak and consists of a masterwork dagger, a wand, a silver ring, and a spellbook. Unfortunately, rain seeping down into the cache has damaged much of the spellbook, but five of the spells (identify, mage armor, reduce person, silent image, and unseen servant) remain intact.

Castor Antares |

"Well, well. It appears we have been blessed with an odd find today. Do you think this belongs to bandits in the region?"
Once he's certain that the party isn't accidentally stealing from some honest third party, Castor will cast Detect Magic over the lot, and then attempt to identify anything magical with spellcraft.
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

GM Captain Trips |

Moving onward, no encounters here other than the discovered cache of treasure.
The party continues to the east until they reach the edge of the Kamelands and then catches the hook of the Shrike River and begins their way to the southwest.
C11 and C13 can be marked as explored.
A few days pass as the group follows the river, searching the overland areas for any signs of the kobolds they are looking for. As evening begins to settle in, and the party is checking the area for a suitable campground, they come to a crossing on the river, the remains of an ancient rope bridge spanning the water. A thick, sagging rope still hangs across the river, all that remains of the bridge that once spanned it. A signpost at either end of the ruined bridge reads “Nettles’ Crossing—5 coppers—ring bell for service.” A rusty bell hangs by each sign. On the south bank of the river, the crumbled remains of a burnt-down wooden building are slowly being overgrown by encroaching vegetation.

Theod Garess |

Theod takes detailed notes on his map as they continue their journey. Seeing the abandoned building "Perhaps we should check it out, maybe other items useful to our cause we could find there. The question is how to get across."
He tries to get a sense of the difficulty to cross and the strength of the rope and what it might take to reconstruct the bridge.
Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Know. Engineering: 1d20 + 5 ⇒ (16) + 5 = 21

Winifred Lebeda |

"Well, the sign says to ring the bell, even though the bridge is not there, it couldn't hurt to try ringing the bell." Winifred says, perhaps stating the obvious as she moves up to examine the bell, and should there be nothing wrong with it, ring it.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2 Not that I would know if anything was wrong with the bell.

Rufus Fitzroi |

Knowledge (local): 1d20 + 2 ⇒ (19) + 2 = 21, To see if I recall anything about a 'Nettles' Crossing'.
untrained Perception: 1d20 - 1 ⇒ (13) - 1 = 12, heh. Perhaps it is good to be the paranoid, mildly PTSD meat-shield sometimes...
Nettle's Crossing... Why does that sound familiar?..
"Wai-" Rufus attempts to interject as Winifred pulls at the rusty bell.

Cappi Brightonspinner |

Sorry for the delay. Cappi's back
Earlier
"I'd make good use of that dagger." Cappi pipes in, his voice breaking slightly as he does. "Aherm. I mean, I'm not much for the large weapons. And that one looks well made." Looking at the rest of the cache, he adds. "And while Winifred may not be able to make use of that spellbook, such a thing would likely prove useful to others. Although I wouldn't recommend anyone flip through it without the proper knowledge. Chum of mine friend his brain doing so."
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Present
"I can try it on." He states looking at the remains of the footbridge, features pressed in a confident smirk as he spits on his hands, then rubs them together. "If the thing can hold me, that is. Give me an end or two of rope and we can tighten this thing up a bit, eh?"