
Sam "Torch" McQuarry |

Hrakar channeled for 4 points after the battle.
Was just wondering whether I'd gotten any more after that specifically. I'm still at 7/12.
Torch rushes forward to meet the zombie head-on, a certain amount of reckless fury seeming to drive his actions. Activating ranger's focus on the zombie. Will move up to it and attack: 1d20 + 6 ⇒ (10) + 6 = 16, damage 1d6 + 6 ⇒ (3) + 6 = 9.

Hrakar Orcbane |

Consider the following as Hrakar's actions when his turn starts, I don't know if I'll be able to write in the next few hours
With the Zombie coming at them Hrakar concentrates and uses another Chennel Energy healing his friends and hopefuly wounding the monster at the same time.
Channel Energy: 1d6 ⇒ 5

Surkoff Hurntol |

Torch: Going back it looks like Hrakar channeled twice, once in the first round of combat after Torch was attacked and once at the end of the combat. Total healing was 8 points (Torch took 9 so he would be down 1 point total).
Hrakar: Channel Positive energy has one of two effects, heal living or harm undead. It does not do both at the same time so you have to choose as you use the ability. As I have noted above Torch should be almost at max so you may not want to use that channel.

Sam "Torch" McQuarry |

Torch: Going back it looks like Hrakar channeled twice, once in the first round of combat after Torch was attacked and once at the end of the combat. Total healing was 8 points (Torch took 9 so he would be down 1 point total).
So he did. Missed that the first time. Never mind, we're good!

Black Tom |

Sorry guys, I've been a bit out of it ever since I got back. This is embarrassing, but it seems my dice still hate Torch. Sorry about that too.
Torch rushes at the woman and stabs her with his scimitar, causing her to leak a sickly yellow fluid. With preterhuman resilience she stands and gives Torch a swipe over the side of his head for a whopping 13 points of damage, sending him sprawling.
You are up, and Hrakar can reconsider his channeling if he likes.

Surkoff Hurntol |

Surkoff cringes as he sees the blow that sends Torch sprawling. "Come at me, I dare you!" he yells at the woman as he steps towards her and tries to cleave her in two with a mighty swing.
Greatsword Power Attack: 1d20 + 6 ⇒ (4) + 6 = 10, Damage: 2d6 + 9 ⇒ (1, 2) + 9 = 12
*sigh* Seems as of late my combat is pathetic all over these forums.

Black Tom |

Torch is healed 6 points and blinks back into consciousness with the frond-encrusted dead woman standing over him.]
And again, this dice roller seems to be cursed or something.
The woman steps over the fallen Torch and aims another mighty blow, at Surkoff this time, who is hit for 12 points of damage.
You are up.

Sam "Torch" McQuarry |

Wow. She hits like you do, Surkoff.
Torch's vision swims as he regains consciousness, but he recovers quickly (some part of him notes with grim amusement he's getting all too used to this sort of thing recently). Snatching up his scimitar again, he readies it to block the zombie's next blow and gets unsteadily to his feet. Full defense for +4 AC, then move action to stand. Unless Surkoff's further away from me than I think he is, that's likely to provoke an AoO from the "zombie."

Surkoff Hurntol |

Surkoff's wounds close a little as both Ralf and Hrakar send some positive energy his way. He shakes his head a little to clear it and then swings hard at this tortured and dangerous soul.
Greatsword Power Attack: 1d20 + 6 ⇒ (16) + 6 = 22, Damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13

Black Tom |

Ralf's and Hrakar's healing gives Surkoff strength enough for one decisive blow. As the woman falls you can see that something is budding inside her.
And you get 50 xp each for the battle.
Torch staggers to his feet. The signs of battle seem to be at least weeks old, but the rain hasn't washed them away entirely, so probably not much older than that.
What now?

Sam "Torch" McQuarry |

Torch eyes the zombie's plant-filled body warily, the buds in particular. "I'd stay away from her," he warns the others, making sure to give her a wide berth himself. "Something's not right there."
To clarify - have we actually reached the island at this point? I assume if we have it's the southernmost one, yes?

Sam "Torch" McQuarry |

Will we be able to reach the island today, wandering monsters notwithstanding, if we keep to the beach?
"Hrakar will no doubt prefer that we stay close to the water," Torch comments as the group ponders the trails' southward turn, "and predators normally stay closer to trails like this since they're obvious places to find or track prey. On the other hand, speed would be valuable, since we are going to be away from at least one night as it is."

Surkoff Hurntol |

Surkoff surveys the situation, still bleeding quite well from the wound on his head. (6/12 hp)
"I think that we should make a try for the island along the beach, if we don't make it, we don't make it. We can camp along the way if necessary. We are going to need a good portion of day to explore the islands anyway so we may be out here for 2 nights anyway. What think you Torch?"

Black Tom |

You continue laboriously across the rocky beach, only interrupted by the midday heat, when you make some makeshift shelter and take a rest.
Survival 20:
Later in the day, after being surprised by a squall and pretty well soaked, you reach another abandoned camp-site. It looks almost like
a series of partially ruined nests made out of palm fronds and driftwood. A large number of broken sawtooth sabres and daggers lie scattered about here.
Perception 20:
Another trail stretches to the south, toward the interior of the island.

Sam "Torch" McQuarry |

Survival: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Torch fishes a dagger out from beneath a pile of wood, turning it over thoughtfully in his hands. After a moment, he slips it into his belt. "Present for Sasha," he says cryptically. "You're right - we should keep moving."

Black Tom |

You persist on following the beach and are slowly getting nearer the islands, even if a persistent squall has you running for cover. You have to spend an hour or so waiting for it to ease up but you're still soaked and miserable.
As you press on, climbing over rocks and hacking through undergrowth you're relieved to find a narrow beach of white sand. But in the middle of it there is something disconcerting: an immense red and orange crab the size of a small house that crouches on spiny legs.
Although the crab has the same coloration as those you fought before it certainly dwarfs them. As you cautiously approach it starts moving its claws threateningly and emit strange sounds, not unlike the moans of a dying man.
Knowledge (nature) 15:
You are about 50 feet away from the crab. What now?

Ralf Pennywhistle |

Ralf gives the wounded Surkhoff another healing charm. 1d6 + 1 ⇒ (6) + 1 = 7
Survival check: 1d20 + 5 ⇒ (18) + 5 = 23
Ralf looks at the enormous crab and whistles, clearly impressed. "Well, that might explain the crab lair we saw a while back, I reckon!"

Surkoff Hurntol |

Earlier: "Many thanks Ralf for your gifts." Surkoff yells at Ralf while mouthing the words slowly so the old guy can hopefully read his lips.
Present: "This one seems to be a bigger than the rest, and what is wrong with it? The others never made noises like that. Do we fight or leave it in peace, we certainly don't need that much food?"
Surkoff draws his blade and takes a defensive stance, not sure what the rest want to do. (Full Defense, +4 AC)