Phase Matters
OOC: You need a minimum of 6 spiders. 12 spiders will help him ensure he can open a second portal, but that is optional.
"Ah, poison, yes," Zaron says, thinking. He scratches his young chin. "As I recall, phase spiders would be classified as Type F poison--very strong and deadly. It will be harder to resist than some weaker poisons. And it is even stronger and more concentrated in the hatchlings than in the adult spiders."
NOTE: Due to the draconian effects of poison in 2nd edition (failed save equals death for this poison), I am using less severe rules more in line with 5th edition, as follows:
Hatchling (-3 to saving throw); adult (-2 to saving throw)
Save success: piercing damage only, no poison
Round 1: Save fail: 1 CON damage (including loss of all constitution bonuses, such as all hit points, 1d4 hp dmg...roll save again next round
Round 2: Save fail: 1 CON dmg, 1d4 hp dmg...
etc. until a saving throw that round is successful.
The bites are cumulative, so multiple bites will compound this.
I suggest you are conscious of your Constitution score and Save vs. Poison numbers as you go in.
OOC: As I recall, Rathyl has both healing and herbalism proficiencies. These may help with some wounds and poison. Here are the rules as to poison for that:
HEALING
A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).
HERBALISM
Herbalism: Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).
ADDITIONAL RULES FROM THE SKILLS AND POWERS BOOK:\
Herbalism: This skill indicates that a character is familiar with the uses of natural plant products for good and ill. If a character spends a day searching the woods, and makes a successful proficiency check, enough herbs, fungi, roots, leaves, pollen, and pulp has been gleaned for 2d6 doses.
The most common use of these herbs is as an aid to healing; one dose of herbs can be used in conjunction with the healing proficiency (by the herbalist or another healer). This dose adds +1 point to the wounds cured by a successful healing proficiency check. Even if the healing check fails, the herbs still restore the 1 hit point. With no healing proficiency, the herbs can still be used, but the herbalist needs to roll a successful check to restore the 1 hit point.
The herbs also can be used to create a poison, either ingested or injected. A single use of poison requires two doses of herbs. The lethality or other effects of the poison (paralysis, unconsciousness, delusions, etc.) must be worked out with the DM.
Healing: Characters with this proficiency can perform first aid on fresh wounds and can supervise the recovery of themselves and others. If the characters tend a wound on the round immediately after it is inflicted, a successful proficiency check means that 1d3 points of damage have been restored (to a maximum of the damage inflicted the previous round). If they tend a wound within one hour of its infliction, they can heal 1 point with a successful check. No character can benefit from this proficiency more than once a day.
This proficiency can also help with long term healing and resisting poison and disease; these procedures are detailed in the Player’s Handbook.
This message was last edited by the GM at 13:17, Thu 30 Sept 2021.