
Troxell Lanathar |

Fort vs Poison: 1d20 + 7 ⇒ (3) + 7 = 10
I'll let the GM roll the Str Damage
"Yes, I'll buy you another one when I get a chance." Troxell accepts Xerexis' offer of an antitoxin.
Assuming Antitoxin
Fort vs Poison + Antitoxin: 1d20 + 7 + 5 ⇒ (6) + 7 + 5 = 18

Troxell Lanathar |

Troxell casts Lesser Restoration on himself.
Lesser Restoration Str: 1d4 ⇒ 4
I believe that only leaves 2 points of Str Damage
Troxell then casts Cure Moderate Wounds on Myhm.
Cure Mod on Myhm: 2d8 + 6 ⇒ (7, 5) + 6 = 18
He then uses his Wand on himself.
Wand Cure Lgt: 1d8 + 1 ⇒ (6) + 1 = 7
40 Charges left
"Who else needs healing immediately?" He asks, scanning the group, "I suggest we camp in the area before we dealt with the slime, if not outside of the cave."
I'll be re-doing his spell list once rest happens.

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Xerexis will assist the group in finding a suitable resting place. He will then venture off on his own as stealthy as possible, gathering any intel on the cavernous water system he can.

DM Rah |

You retreat to the cavern where you fought the slime and set up a small underground camp. Though you are unused to a life underground, Mikmik is very familiar with it and seems to know when you've rested the "night". Everyone once is a while a small spider crawls by, perhaps leftovers from the spider-man's swarm, but none bother you and time passes without trouble.
You have rested. Adjust spells, do any healing you think you need, and let me know where you are headed. The cave where you left off has a small chasm about 10' wide and 20' deep. The far side continues, but there is an offshoot about 20' up on the lefthand wall where the spider-man seemed to have come from.

Troxell Lanathar |

Before resting, Troxell uses his Cure Light Wounds wand on Teena twice.
CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6
38 charges remaining
Remember, after resting 8 hours, you get your character level in hit points back.
Troxell still has 1 point of Str damage after sleeping.
Upon waking, Troxell meditates for one hour to regain his spells. Afterwards, he assesses the groups injuries. "Who still needs healing?"

Troxell Lanathar |

Noting the injuries of Lord Myhm and Mikmik, Troxell uses his wand once again.
CLW Wand Mikmik: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand Mikmik: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Myhm: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Myhm: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Myhm: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand Myhm: 1d8 + 1 ⇒ (2) + 1 = 3
32 charges left on wand
Since Myhm still looked somewhat injured, Troxell casts his own Cure Light Wounds spell on the large man.
CLW on Myhm: 1d8 + 5 ⇒ (8) + 5 = 13
With rest, that should put Myhm back in the 70 range for HP.

Troxell Lanathar |

With a look from Teena, Troxell notes how weak Mikmik appears and casts Lesser Restoration on him.
LR Str back to Mikmik: 1d4 ⇒ 1

Myhm |

Myhm nods a thanks at Troxell, then gets up to take watch while others rest.
64 of 77 hp (18+18+2+2+8+3+13)

DM Rah |

Don't forget healing a number of HP equal to your level from rest. Moving on.
You make your way back through the caves to the pit where you battled the spider-man and it's minions. There Troxell notices something missed in your haste to retreat and recover. The corpse of the Spider-man wears an golden ring set with a cat's eye gem and a necklace of steel links with an iron amulet shaped like a satyr's head. Both are magical, and Teena is easily able to identify them.
Golden Ring - Ring of Protection +1
Satyr's Cold Iron Amulet - Amulet of Mighty Fists +1 (and natural attacks are treated as cold iron weapons.
Across the pit the passage continues, and a second tunnel branches off to the left about 20' feet above.

Troxell Lanathar |

Troxell casts Barkskin on himself and Light on his quarterstaff again.
"Lord Myhm should use the amulet while Miss Teena probably would benefit the most from the ring." The druid suggests once the items' uses were explained to him.
He also takes the first position as they continue forward, staying in humanoid form.
Taking 10 to check for traps as we move forward.

Myhm |

::hmm:: Mhym sticks his left arm out at Troxell's suggestion that he wear something.

Troxell Lanathar |

"It goes around your neck, I believe." Troxell advises Myhm, "Teena, you may need to assist him."

DM Rah |

Mikmik shakes his head at Teena's question. Even though he's a native to living life underground he seems hesitant to offer any opinions on this situation. He still jumps at any sign of spiders.
After outfitting Myhm and Teena with the two items the party continues with Troxell in the lead. His sharp senses discover a cleverly designed trap on the far side of the pit. There, the ground is rigged to collapse and drop anyone standing within 10 feet into the pit below. Slimy walls would make climbing out difficult without a rope.
Which way are you going?

Troxell Lanathar |

"Lord Myhm, can you throw a large stone onto the other side to set off the trap? Once that's dealt with, then I suggest using rope to navigate the pits, and then see what's in the side passage." Troxell offers as a plan of action.

Myhm |

The Lord title given by Bronin is still very foreign to him, uncomfortable like an itching in his ear. Other than being called brute or Ent, Myhm had considered other wordings with his name as something of a jest, or temporary until it's changed by other men, Myhm says to the group, "Myhm no Lord, only Myhm."
He picks up a rock and aims it where Troxell pointed.
rock: 1d20 + 6 ⇒ (19) + 6 = 25

DM Rah |

Myhm's rock lands on the far ledge and it immediately collapses, being held together mostly with strategic webbing.
With the use of ropes and Myhm's great strength, climbing across is no challenge. On the far side Teena and Xerexis can see an underground river further down the passage ahead. Following Troxell's lead Myhm climbs to the small side passage and lowers a rope for everyone else to climb up.
Cramped and claustrophobic, the side passage is just big enough for a Myhm to squeeze through. Luckily, it doesn't stretch far before opening onto a ledge in another small cave. Obviously the spider-man's nest, this area is only about 25 feet across and 20 feet deep. Below the ledge is a pool of swirling water, next to which is a small horde of treasure - coins scatter the floor along with a couple rusty weapons and a helm. Sitting against the wall is finely made strongbox.

Troxell Lanathar |

"Indeed..." Troxell says in agreement as his gaze scrutinizes the chamber.
Taking 20 on Perception.

DM Rah |

Teena detects a magic coming from within the chest.
Troxell takes his time examining the area. He finds nothing suspicious anywhere except for on the lock of the strongbox where he spots a few needles placed in hidden recesses on the latches that lock it. There is no key.
Among the treasure spilled on the floor Troxell finds that one of the rusty daggers has a suspicious weight to it. Pulling it free from its sheath he discovers the blade broken and the end missing. At the bottom of the sheath are a set of masterwork thieves tools in good condition.

Troxell Lanathar |

Troxell explains his findings to the others, then asks, "Can anyone pick locks or disarm traps? Otherwise, we should just break the lock off to avoid the needles."

Teena Akaash |

"There is definitely magic in the chest. Let me take a look at those fancy lock picks. I might be able to bypass the trap if it is simple enough.". Se squats down, peers at the lock and tries to disable the trap.
Disable Device 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Troxell Lanathar |

Once Troxell realizes that Teena is poisoned, he casts Neutralize Poison on her.
Caster level check vs. DC of Poison: 1d20 + 6 ⇒ (8) + 6 = 14
"Curses!" He exclaims in frustration when the spell fails to work. He then opts to use his knowledge of healing to assist her in fighting the poison.
Heal check DC 17 1: 1d20 + 9 ⇒ (6) + 9 = 15
Heal check DC 17 2: 1d20 + 9 ⇒ (16) + 9 = 25
Heal check DC 17 3: 1d20 + 9 ⇒ (20) + 9 = 29
She gets a +4 on her Fort save that round for each successful check.

DM Rah |

The good thing about running a non PFS game is that I don't have to accept bad rule changes. I'm going to declare a home rule that does away with the level check for Neutralize Poison. In my opinion a third level spell shouldn't require it.
Teena is cured by Troxell's magic. Having removed the trap the hard way, it is now just a matter of picking the lock, wich Teena does with a little time. Inside the chest you find a pile of coins, some loose gems, a pouch full of silver nuggets, 4 potions, a vial of poison, and a wand bound with a copper ring set with a fire opal.
After counting coins and examining the items (Teena can figure them all out by taking 10):
39 platinum
68 gold
230 silver
100 copper
various uncut gems worth 230gp total
40 silver nuggets worth 5gp each
vial of giant black widow poison (same stats as the chest's trap)
potion of water breathing
potion of cat's grace
2 potions of cure moderate wounds
wand of resist energy (CL 3 - 22 charges)

Teena Akaash |

"Thank you, Troxell. Usually I'm pretty good at popping a lock, but that one was tricky. I'm starting to dislike this cavern immensely.". She tells the others what she discovered about the items in the chest. "I can use the wand, if no one else can."

Troxell Lanathar |

Is the Resist Energy wand the Arcane or Divine version?
"After the events of yesterday, I came better prepared for poison. I'm glad you are ok." Troxell replies to Teena, then examines the treasure, "The spider aberration was much wealthier than one would expect, but there is still no sign of Myhm's brother Auchs. I'm afraid we'll have to move deeper into the cavern."
"Myhm should take one or both of the healing potions, I don't have much use for the others."
Troxell narrows his eyes and looks to Mikmik, "What aren't you telling us about these spider creatures?"
Intimidation: 1d20 ⇒ 16

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Is the Resist Energy wand the Arcane or Divine version?
I thought this was no longer a thing.

Myhm |

The only items that Myhm recognizes as valuable in the pile are the medicine vials; he tucks them into his tunic and rummages the cave while the others divide up the rest.
Who will keep they party treasure list? Or perhaps a top link to a page, GM?

Troxell Lanathar |

Sense Motive on Mikmik: 1d20 + 4 ⇒ (13) + 4 = 17
Troxell scrutinizes the kobold for a few tense moments, then nods, "As you say, Mikmik. I still suspect you know more of what's going on here than you are telling us."
Turning away from the kobold, Troxell picks up the wand and says, "When we're ready to move again, I believe Miss Teena will have to burn more webbing."

DM Rah |

Ready to move on when you guys are. Is Teena going to use more magic to clear the way?

DM Rah |

One more blast of Teena's magic clears the passage of webs and the group moves through to find themselves at the edge of an underground river. Flowing swiftly from right to left, the water is frothy and hard to see through. Rocky pillars break the surface, and might provide a way to cross for someone nimble. The bank on the far side is slightly higher, sloping up into an open chamber that shows signs of habitation: blankets, lanterns, scattered wood, and a rope dangling from a piton hammered into one wall. It also appears that part of this chamber collapsed, as debris and large rock obstructs the far side.
DC 8 acrobatics to cross using the stones. DC 17 to jump across.

Teena Akaash |

Teena tells the others what she can see on the other side. "Anyone want to try that first? I think I could make it, but if I slipped, there's no telling how far the current would drag me. Anyone have a rope we could use to prevent that?"