
Sam "Torch" McQuarry |

Move to C18, drawing my scimitar as part of the action, and ready an attack on the first one to come into range:
Stepping around the group to meet the oncoming charge, Torch waves his weapon threateningly. "Come and get some!" he shouts.

Surkoff Hurntol |

Map Link (so we don't have to flip back)
"Is nothing on this cursed island friendly?" Surkoff says as he moves forward drawing and then brandishing his blade in a menacing manner.
Move to D21, drawing my greatsword and then readying an attack on the first one to move within range. Assuming of course that they are aggressive in their actions towards us. If they stop and greet us I am not going to swing, but somehow I doubt that is going to happen.
Vitals:
HP: 12/12
AC: 15

Black Tom |

The cannibals charge you, grimacing horribly and brandishing their rusty scimitars. As they approach, they meet Surkoff's and Torch's swords. Surkoff brings his man down, but Torch's opponent fights on despite having received a severe cut. He retaliates, almost cutting Torch's throat for a whopping 15 points of damage. The other two attack Ralf and Hrakar, but you easily parry their furious blows.
Your turn. Map updated above.

Sam "Torch" McQuarry |

OUCH.
The scimitar blow turns the world black and bloody to Torch's eyes. A moment later, however, he opens them again to find himself staring at the tropical sky, the cannibal standing over him. He grabs his scimitar and starts to rise, watching carefully for the blow he knows is coming.
Assume full defense and stand up, provoking an AoO. The prone penalty and the full defense bonus negate each other, so the AoO is at my base AC of 15. If you could not roll another crit on me, that would be great.

Surkoff Hurntol |

Surkoff's blade slices cleanly through the charging cannibal sending blood flying high into the air.
Surkoff steps forward and slashes at the cannibal attacking the severely injured Torch.
5ft to C20, then attack
Greatsword Power Attack (flank): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13, Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14
Vitals:
HP:12/12
AC:15

Surkoff Hurntol |

Blood sprays from the wounded cannibal as Surkoff's blade meets flesh. As Surkoff completes his blow he is struck from behind. "Arrgh, that hurt, now let me show you what I can do!"
Greatsword Power Attack: 1d20 + 6 ⇒ (20) + 6 = 26, Damage: 2d6 + 9 ⇒ (6, 2) + 9 = 17
Critical Confirmation: 1d20 + 6 ⇒ (7) + 6 = 13, Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19
Assuming that the blow downs the cannibal I will use my move action to get to A21.
Vitals:
HP: 6/12
AC: 15

Black Tom |

Actually channeling heals everyone within range for 4 points, including the cannibals. Fortunately most of them are beyond help.
Hrakar unleashes a rejuvenating surge. The last cannibal is tempted to stand and fight but thinks better of it and runs awayWithdraw action.
He is fast enough to reach the edge of the jungle in one round. You can track him if you like, but he's out of sight for now.
You get 200 xp each for the battle.
Do you want to go on exploring or will you call it a day and spend the rest of the day foraging for food? Or will you try to swim out to the ship?

Sam "Torch" McQuarry |

"If there are others, he'll be warning them about us," Torch says gravely. "We need to look to our defenses tonight."
Since we're here, we might as well see if the wreck looks useful at all. If it's in the same shape as the others, though, I'd rather go hunting.

Surkoff Hurntol |

How much sunlight would there be left in the day?
Knowing that the cannibal moves much faster than he could, Surkoff spends a few minutes cleaning himself and his blade after the combat. He picks up the rusted scimitars and tosses them into the ocean. "No sense rearming any of them if he returns with friends. Now that he knows we are here I am sure that our lives and those of the rest of the survivors is in greater peril. I think we should search for any food we can find and then head back. I agree Torch, we need to be looking for ways to defend the camp or move the camp to a more defensible position."

Black Tom |

Perception 15 to judge the condition of the wreck:
There are about three or four hours left to sundown. If you like to spend them hunting, make a Survival check.
Anyway, I'll assume that you eventually return to camp for the night.

Hrakar Orcbane |

Funny! I always interpreted the rule as dividing the heal among those in range. Well, it's much more powerful your way!
Quick! We need to finish that unwashed savage off before he comes back with his friends! Hrakar points at the cannibal running towards the jungle and urges his friends to pursue him. When he sees everyone seems to be set to let him go, he frowns and mutters Oh... perfect, the bloody anthropofage runs away and no one bothers but the dwarf... just perfect! then as the others decide foraging is a more pressant concerns than cannibals, Hrakar reluctantly joins them.
Aid another survival check: 1d20 + 4 ⇒ (3) + 4 = 7
Question: how much xp do we have? I'm counting 721xp, but I'm not too sure. Can anyone confirm this?

Sam "Torch" McQuarry |

Perception: 1d20 + 7 ⇒ (18) + 7 = 25; Survival for hunting: 1d20 + 5 ⇒ (13) + 5 = 18
Question: how much xp do we have? I'm counting 721xp, but I'm not too sure. Can anyone confirm this?
That's what I've got as well.
Torch shrugs at the dwarf. "Near as I can tell, only me and the deaf guy could keep up with him," he says, "and that's assuming he left a trail obvious enough I could track it at speed. Something tells me that would not have gone well. He might lead us back to his companions - but unless we're ready to take on who-knows-how-many cannibals, I'm not thrilled about that idea either."

Black Tom |

On your way back you actually manage to trap a wild boar, which is enough for a feast for the entire camp (12 rations). Gelik and Quij are entertaining with songs and dirty jokes, and everyone seems to be a bit more light-hearted, whether on account of the meat or the jokes.
It helps, too that you are not attacked by anything that night and that nobody comes out in a rash or anything. A smug Jask pronounces Torch entirely healed, and hope is starting to grow.
What do you want to do the next day?

Surkoff Hurntol |

During the meal of roasted boar and some interesting tasting but edible roots Surkoff once again tries to get a positive response of some sort from Sasha.
"Not to intrude and tell me if I overstep my bounds but might it be too much to ask how you lost your finger? I almost lost my hand once in a battle with some goblins that figured that they needed the merchandise I was guarding more than the actual owner. Good thing that one of my traveling companions at the time was a healer or this sword would have become rather difficult to wield."
Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15

Surkoff Hurntol |

I did make this suggestion a page back but I will go with it
"I agree Hrakar, though I would suggest we find the camp earlier and then hunt and explore from that location rather than trying to find a good location as night is falling and darkness sets in. Most of us don't have the vision you do." Surkoff begins gathering supplies and disassembling some of the shelters hoping to bring as much usable material as possible that was rescued from the ship. He then looks around at the others just standing around. "Well, get to work you lot, this camp isn't going to move itself. Aerys, could you help me with this shelter, it is much easier with two."

Black Tom |

Sasha's eyes flash briefly with green fire as Surkoff brings up the subject of her missing finger. Her anger quickly subsides though, and she just declares that she doesn't want to talk about it.
You could move your camp pretty easily if all hands help, but the question is where you'd like to move it.

Surkoff Hurntol |

"Okay, so we will head out south-east and explore a good spot this morning, start the move before the heavy sun hits us and then hunt and build defenses before nightfall. I do think we need to find a spot off the beach as the position is less the ideal from a defensive position, especially now we know we are not alone on the isle."
Surkoff pulls Hrakar off to the side. "I understand your dour attitude considering our situation but you must exude a more positive attitude as negative emotion only breeds more negativity. We need to have the attitude around camp a more positive one as if there is no hope then we might as well just walk into the water and drown and save this island some time and effort."

Black Tom |

Since you seem to be of one mind about moving camp, the NPCs start to dismantle it in the morning, while the four of you go scouting to find a more advantageous place.
Moving south and east takes you through the jungle, which is slow and hard work, but feels somehow safer than out in the open.
After a few hours you come into a clearing and suddenly find yourselves eye to eye with a pair of cannibals. Roll for initiative.

Sam "Torch" McQuarry |

"Howdy, fellas," Torch says, smiling brightly, as he pulls out his scimitar. Stepping up to J27, he sweeps out with one foot, trying to knock the strange man to the earth. Trip attempt on J28 (will provoke an AoO, but I'm hoping these guys don't have Combat Reflexes): 1d20 + 4 ⇒ (15) + 4 = 19 vs CMD. "It's a hot day, why don't you lie down for a bit?"

Black Tom |

Sorry, boards down and then crazy day.
Torch pulls one of the cannibals off his feet, while the other one takes a stab at him with a rusty scimitar. The fallen cannibal tries to rise (provoking an AoO) and attack too, hitting Torch for 5 points if he gets the chance.
Then it's your turn (including Torch).

Surkoff Hurntol |

Surkoff moves forward drawing his sword and unleashing all his fury upon the cannibal.
(Move to I27)
Greatsword Power Attack: 1d20 + 6 ⇒ (2) + 6 = 8, Damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13
As he moves forward, he is so focused on ending the cannibal that he fails to see the roots underfoot which trip him up momentarily and cause his swing to go wide.
Vitals:
HP: 12/12
AC:15

Sam "Torch" McQuarry |

Attack of opportunity: 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d6 + 4 ⇒ (1) + 4 = 5. Cannibal's AC should be at -4 against this attack, since he's prone when it happens.
Torch slashes at his foe, who refuses to stay down, but the cannibal's counterstroke finds its mark. With the invigorating effects of Hrakar's spell flowing through him, though, Torch takes another swing.
Scimitar attack: 1d20 + 4 ⇒ (20) + 4 = 24, damage 1d6 + 4 ⇒ (5) + 4 = 9
Crit confirm (probably wasted, since I bet 14 hp would drop him anyway): 1d20 + 4 ⇒ (3) + 4 = 7, crit damage 1d6 + 4 ⇒ (2) + 4 = 6
Hmm. It's not visible all the time. Awesome. Will this make the post appear?