
Vivian Deberth |

Survival, Follow tracks: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Survival, Follow tracks: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9Damnit, I was close!
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Tara Eliade |

Sighing in relief as she spots a chance to dismount, Tara practically falls off of her horse in her excitement to get to the ground. "Oh, it won't be any trouble at all. Here can you take care of Pepper? He's very, um, nice?" she exclaims as she hands the reins over to Kaleb, happy to be away from her own personal hell and on solid ground again. As she follows Vivian through the undergrowth, Tara helps by pointing out some broken sticks and semi-obscured footprints.
Survival aid: 1d20 + 4 ⇒ (15) + 4 = 19
Survival aid: 1d20 + 4 ⇒ (8) + 4 = 12 luckily you cannot automatically fail a skill check!
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

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Amaria also helps Vivian try to track down the missing girl.
Would Aid Another get her +1 ranger bonus for tracking, if not then please take one off each.
Survival: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Survival: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Bert Shieldworn |

Survival, yay I have a useful skill: 1d20 + 5 ⇒ (2) + 5 = 7
Survival, yay I have a useful skill: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Bert tries to help.

Dr. Stefan Von Herzog |

The doctor dismounts and follow his friends, but hangs back as they look for tracks.
"Apoligies. I've never been an outdoorsman, and I'd fear I'd only get in the way..."

GM Harker |

Leaving your horses with the Crooked Kin, the group moves north to the follow the tracks. They lead you along for about half a mile, first guiding you into the boggy river valley that forces you through swampy water, then shortly thereafter you find yourselves in a densely vegetated marsh, full of flying insects that seem to swarm around you, but appear to be harmless. The tall reeds that rise up around you also act to slow your progress.
Aleece's tracks almost appear to disappear under the water, but Vivian and her sharp eyed assistants manage to keep following them, until you finally come to a wide clearing. There are no more tracks to be found, but you do hear a female voice screaming from the other side of the clearing. "Help me, help me!" She cries out.
Vivian, Tara, and Amaria do notice that something appears to be off about the voice, as if it were a bit inhuman.
I'll get a map up sometime soon when I have more time, unfortunately one wasn't provided in the AP so I'll have to come up with one. Just let me have some idea of what you want to do in this situation.

Sophie Kundegard |

Sophie peers in the direction of the voice and begins to move towards it, but she draws her longspear, just in case the oddness of the voice has to do with something other than the odd size of the girl's head.
detect magic, then move towards the voice, drawing weapon
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Vivian Deberth |

Strange.. There's something odd in that voice. Creepy, even.
Vivian tries to be quiet, but something in the voice disturbs her calm and confidence
Stealth: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
She nocks an arrow on her bow, moving a little on the left of the group, to get a clear shooting, if need arises.

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"I agree, something may be amiss - hold here for a moment." Amara draws her bow and holds it in her hands, concentrating.
Detect evil towards the girl first. If she detects, she will concentrate upon it. If she doesn't detect it before the girl, she will check her surroundings. If she isn't close enough she will move just into range to detect evil, encouraging her new companions not to move ahead of her.

GM Harker |

Sophie casts a spell and looks for magical auras, but finds none in the direction of the voice. She then tentatively advances with a weapon drawn.
Vivian voices her suspicions of the voice and moves around to guarantee a clear shot if she needs to use her bow.
Amaria detects no evil auras near the sound of the voice, nor in the surrounding areas. She then advances to stay at the front with Sophie.
The female voice then cries out again, this time to the east of its previous position, "Oh please, you must hurry!"
Here is a link to the new map.
Notes about the map: Any of the tree squares should be considered bog squares. Those squares are all difficult terrain and the reeds inside them are up to 7 feet tall, so they can provide cover. I placed numbers on the map to indicate the general direction of the voices. The number 1 indicates the direction in which the first time the female voice cried out, the number 2 indicates the direction of the voice this time.
As you react, please move yourselves or let me know where you wish to move.

Vivian Deberth |

Amaria, cover the right side, I'll take the left side.
Vivian moves, her bow ready, and her smile flashes, as the quick thinking redhead got a cunning plan
Vivian, is that you? Where are you, honey?
Gm: I payed for and added 20 regular arrows to my equipment, forgot to write it when I last updated my stuff.Is that ok with you?

Tara Eliade |

Tara furrows her brow at the sound of something off. As she opens her mouth to say something, she is surprised that Sophie has already beaten her to the punch. Feeling the hair on the back of her neck stand up on end, Tara pulls her dagger out of its hiding spot, and stays near Stefan. "I don't like this. Something's wrong."

Dr. Stefan Von Herzog |

The doctor looks around the woods warily, concerned that the sounds of the voices are coming from different directions.
"Is anyone else thinking of faerie tales where something malevolent lures people deeper into the forest?"

GM Harker |

As Sophie follows the sound of the voice, a large, grotesque amalgamation of spider and human appears before her, apparently out of thin air. Although most of its body is arachnid, the exception is its humanoid, fanged face. It wastes no time biting the flat-footed Oracle in the shoulder. Sophie takes 12 damage from the attack and needs to make a DC 18 Fort save or take 1d2 ⇒ 1 point of Con damage from the poison.
Afterwards, the spider creature steps away and disappears again.
It's a Knowledge (arcana) check to identify this creature.
Bite: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Bert's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Sophie's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Stefan's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Tara's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Vivian's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Initiative (Round 1)
Spider Creature
Bert <= Up
Sophie [12 Dmg; Fort Save needed] <= Up
Stefan <= Up
Amaria <= Up
Tara <= Up
Vivian <= Up
Everyone is up, the spider was located just west of Sophie before it disappeared.

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Amaria quickly sends two arrows into the space that the spider-thing was last seen standing in.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Miss Chance (want low): 1d100 ⇒ 100
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Miss Chance (want low): 1d100 ⇒ 44

Vivian Deberth |

Know Arcana, Monster's lore: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Comp short bow: 1d20 + 6 ⇒ (7) + 6 = 13miss chance, low is good: 1d100 ⇒ 85
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5
Vivian wrack her brains to identify the spidery thing, and pales when she sees Spophie being hurt by their massive foe

GM Harker |

Vivian recognizes the creature as a Phase Spider, it can easily move back and forth between the material and ethereal plane.
Neither of Amaria's arrows appear to hit anything, nor does Vivian's.
Bert advances into the clearing to back up Sophie.
Sophie, Stefan, and Tara.

Dr. Stefan Von Herzog |

"Agreed! Everyone move to Amaria's position! Let's get it out into the open!" He casts a spell, then moves closer to the ranger. A shimmering circle of magical energy appears before him.
Casts shield.

Tara Eliade |

Looking around nervously, Tara grasps her dagger tightly in her hands, before half running to keep pace with Stefan. Unfortunatly with her pack digging deeply into her shoulder, Tara is unable to properly keep pace with the fast paced doctor. "Wait for me! We shouldn't be this far spread out." the young cleric pants out as her eyes dart around the clearing, searching for the ethereal creature.

Sophie Kundegard |

fortitude: 1d20 ⇒ 6 thankfully, 1 con damage doesn't actually affect any stats
Sophie takes a step towards Amaria but doesn't quite reach her. She pauses to murmur a prayer.
5' step and casting Enlarge Person. Cannot edit map
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Amaria readies an arrow in her bow, prepared to shoot the spider if she sees it.
Arrow if needed: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 8 ⇒ (1) + 8 = 9

GM Harker |

I'm reusing an old map, that's why it's Google Drawing instead of Slides. Future maps will return to Slides to make it easier to post from cellphones.
Vivian can move, no problem.
Dr. Von Herzog casts a defensive spell and Tara arms herself with a dagger as they begin to bunch up with Vivian and Amaria.
Sophie begins to feel a little ill from the poison as she moves adjacent to Bert in the north.
The group does not have to wait long for the spider to return to the material plane as it appears in the north and tries to bite Bert. Not only does it miss, it remains on this plane long enough for everyone to get a chance to attack it.
Amaria takes that chance, but her aim is off and the arrow misses its mark. Since you weren't technically up yet, Amaria, you can still take a move action if you want.
Sophie please make another DC 18 Fort save. If you fail, you take 1d2 ⇒ 1 Con damage.
Bite vs. Flat-Footed: 1d20 + 10 ⇒ (1) + 10 = 11
Initiative (Round 2)
Phase Spider
Bert <= Up
Sophie [12 Dmg; Fort Save needed] <= Up
Stefan <= Up
Amaria <= Up
Tara <= Up
Vivian <= Up
Everyone is up!

Bert Shieldworn |

Could I shield bash, step back 5ft and then attack with my hammer?
Assuming not
Bert steps back and swings his hammer at the spider.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (20) + 6 = 26 damage, if hits: 1d12 + 4 ⇒ (2) + 4 = 6
Lucerne Hammer,B/P, REACH, Confirm: 1d20 + 6 ⇒ (20) + 6 = 26 damage, if hits: 1d12 + 4 ⇒ (1) + 4 = 5
That time you rolled two 20s on attacks and then rolled a 2 and a 1 on damage...cuz..RNG.

Sophie Kundegard |

did the spider provoke in any way? Also, please enlarge Sophie
fortitude: 1d20 ⇒ 13
this is not good
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Dr. Stefan Von Herzog |

"There!"
Stefan moves toward the giant spider and casts a spell. Two bolts of blue-white energy fire from his hand at the creature.
Casts magic missile.
Force damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8

Sophie Kundegard |

Sophie cries out as she feels the poison coursing through her veins, then lashes out at the spider with her claws as her spear tumbles to the ground.
this poison may kill Sophie before too much longer
Please enlarge her
Round 2 action:
drop longspear to attack phase spider with both claws
Rolls:
claw, attack, enlarged strength, enlarged size, power attack: 1d20 + 7 + 1 - 1 - 1 ⇒ (6) + 7 + 1 - 1 - 1 = 12 for slashing: 1d6 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13
claw, attack, enlarged strength, enlarged size, power attack: 1d20 + 7 + 1 - 1 - 1 ⇒ (18) + 7 + 1 - 1 - 1 = 24 for slashing: 1d6 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12
Active Status effects:
Enlarge person
Poisoned (-2 con; at 7 con now)
7/19hp w/poison effect
-1AC from enlargement
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GM Harker |

Bert, I believe you can 5 foot step between attacks during a full attack action, but you can't hold a shield bigger than a buckler and wield a two handed weapon at the same time.
Vivian scores a hit with her arrow, while Bert critically strikes with his lucerne hammer. Dr. Von Herzog follows up with two magical missiles and a much larger Sophie hits with her second claw despite suffering from the phase spider's poison.
Tara is up, and so is Amaria if she wants to take a move action.

Tara Eliade |

Tara moves up to be alongside Amaria and wracks her brain for what to do. As she traces her holy symbol over her heart, Tara releases a bout of holy energy to heal anyones injuries.
Channel: 2d6 ⇒ (2, 3) = 5
Tara currently has nothing prepared for dealing with posions.

Bert Shieldworn |

Bert is using the Phalanx Soldier Archetype
Specifically, At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
I lose power attack and the two handed extra damage etc

Dr. Stefan Von Herzog |

"Sophie! The bite of a phase spider is poisonous! Back away from the creature and let me have a look at the wound... Oh!"
He seems rather surprised when she grows claws and increases in size, and and then attacks the spider.
Will still try to use Heal to treat poison on Sophie next round.

Sophie Kundegard |

Sophie's "claws" are semi-long sharp nails like you might see on a witch. She always has them; it is part of her Hag heritage, although, fun RP note, she refuses to believe she has any Hag heritage

GM Harker |

Thank you for the reminder, Bert. In that case, you can shield bash first, then 5' step back and attack with a reach weapon.
Tara heals some of Sophie's injury, but the poison in her system is still a potentially lethal threat.
Amaria finishes up by shifting to the west.
The spider woman/creature/thing scoffs and disappears again. It's a supernatural ability so I don't believe that it provokes, sorry.
Sophie will need to make another DC 18 Fort save or take 1d2 ⇒ 1 Con Damage. I would suggest waiting for Stefan to act first.
Initiative (Round 3)
Phase Spider
Bert <= Up
Sophie [5 Dmg + 4 Dmg from Con loss; Fort Save needed] <= Up
Stefan <= Up
Amaria <= Up
Tara <= Up
Vivian <= Up
Everyone go!

Bert Shieldworn |

Bert readies an attack. rolls below for both
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (10) + 6 = 16 damage, if hits: 1d12 + 4 ⇒ (10) + 4 = 14
Shield Bash, MELEE: 1d20 + 5 ⇒ (9) + 5 = 14 damage, if hits: 1d3 + 3 ⇒ (2) + 3 = 5

Vivian Deberth |

Vivian moves and readies another arrow to shoot at the spider, boosting her friends morale with words
Bow: 1d20 + 5 ⇒ (13) + 5 = 18
dmg: 1d6 + 1 ⇒ (4) + 1 = 5
Stay close and sharp! We'll win that one!We haven't gone throught Ravengro's haunted prison to get eaten by a lonely spider!

Dr. Stefan Von Herzog |

Grabbing his black bag, Dr. Von Herzog moves toward the 10-foot tall Sophie. He hands he a vial and says, "Drink this!". He then mixes a poultice and presses it to the spider bite to draw out the venom.
Heal check: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
The vial is antitoxin. If the poison save DC is 34 or less, Sophie gets a +4 competence bonus to her saving throw. If she drinks the antitoxin, she also gets a +5 alchemical bonus.

Sophie Kundegard |

Fortitude save: 1d20 - 1 + 4 ⇒ (9) - 1 + 4 = 12
Sophie staggers as the poison continues to overcome her.
6 con!
She takes the offered vial and drinks it. presuming that was a standard action she's all out of tricks for this round.
+5 on the next save. Can you do that thing again Stefan so the next save is at +9 total?
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Tara Eliade |

Tara moves closer to Stefan and takes a defensive stance. "I really don't think that we should be taunting it." she squeaks, nervously looking around the clearing.
Tara is taking a full defense. I really am at loss as to what else to do.

GM Harker |

Bert, Amaria, and Vivian all prepare to attack when the phase spider reappears, while Tara takes a defensive stance and Dr. Von Herzog and Sophie attempt to deal with the poison coursing through the Oracle's system.
The spider reappears in front of Amaria triggering the readied actions. Vivian's shot misses thanks to the potential hand to hand combat around the phase spider. Bert is too far away to hit, while Amaria is in danger of provoking an attack of opportunity if she fires her bow adjacent to the enemy. The spider then bites Amaria in the leg, and she too feels poison beginning to seep into her system. Amaria takes 14 damage from the bite and needs to make a DC 18 Fort save or take 1d2 ⇒ 1 Con damage. If Amaria still wants to take her readied action despite the potential AoO, let me know.
Sophie needs to make another DC 18 Fort save or she'll take another 1d2 ⇒ 1 Con damage.
Bite: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14
Initiative (Round 4)
Phase Spider
Bert <= Up
Sophie [5 Dmg + 4 Dmg from Con loss; Fort Save needed] <= Up
Stefan <= Up
Amaria [14 Dmg; Fort Save needed] <= Up
Tara <= Up
Vivian <= Up
Everyone is up!

Vivian Deberth |

Vivian shouts, giving orders on the battlefield with utter confidence while taking her sword instead of her bow
We're doing it wrong. Let's form a compact square, everyone takes close quarter weapons. Tara, provide us with divine assistance or protection if you can, heal Amara if you can't. Stefan, blast the damn thing with your magic missiles again. Or if you have a better idea, use it.

Bert Shieldworn |

Bert steps up and swings his hammer. 5 foot step.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (20) + 6 = 26 damage, if hits: 1d12 + 4 ⇒ (7) + 4 = 11
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (4) + 6 = 10 damage, if hits: 1d12 + 4 ⇒ (4) + 4 = 8