
DM Alexander Kilcoyne |

1d20 + 3 ⇒ (12) + 3 = 15 Success vs Evil Eye
The Dimorphodon targeted by the Evil Eye is momentarily shaken-2 AC until Chi's next action., and is then promptly hit by an unusually accurate blast of Acid from Flute. Gwyneth blesses the party.
Round 2 Initiative
Initiative order has changed a little due to readied actions. James you aren't able to charge but you can get an attack in as the creature closes with you...
Vicious-Looking Dimorphodons- 22
Tun'ada-22
James-22
Ambroze- 22
Chi- 21
Flute- 18
Gwyneth- 2
The two dinosaurs screech and descend towards the easiest target- James. Tun'ada is able to strike up at the Dimorphodon's as they fly towards his ally thanks to the added reach of his longspear, but misjudges his initial strike and just misses on his second.
1d20 + 3 ⇒ (7) + 3 = 10 Miss
1d8 + 4 ⇒ (6) + 4 = 10
1d20 + 3 ⇒ (10) + 3 = 13 Miss
1d8 + 4 ⇒ (6) + 4 = 10
The two dinosaurs finish their descent and James is able to bring his greatsword to bear, letting out an almighty roar as he attempts to knock the creature into unconciousness with the flat of his blade.
Rage used, inflicting non-lethal damage as requested.
1d20 + 2 ⇒ (12) + 2 = 14 Miss
2d6 + 6 ⇒ (2, 5) + 6 = 13 Non-lethal
The creature evades James's blade and the two creatures attempt to tear into the barbarian with their teeth.
1d20 + 5 ⇒ (17) + 5 = 22Hit
1d6 + 5 ⇒ (2) + 5 = 7Damage
1d20 + 5 ⇒ (16) + 5 = 21 Hit
1d6 + 5 ⇒ (5) + 5 = 10 Damage
1d20 + 10 ⇒ (2) + 10 = 12 Fort Save Fail- 1d2 ⇒ 2 Str Damage
1d20 + 10 ⇒ (11) + 10 = 21 Fort Save Pass
After tearing into James and sinking their venomous teeth into him, the Dimorphodons pull up from their dive, ending their turn 10 feet above James.
AOO for James- i'll let you post it!

DM Alexander Kilcoyne |

With the dinosaurs having taken such huge bites out of James he is no longer in any mood to take prisoners, and attacks without holding anything back.
1d20+4; 2d6+7
Crit threat: 1d20+4; 2d6+7
Slashing with a huge swing, James takes down the wounded dinosaur, its wings singed by acid and most of its body bleeding from a huge wound. It falls to the ground.
Ambroze's sleep spell goes off, targeting the remaining dinosaur soaring up above the group.
1d20 + 3 ⇒ (16) + 3 = 19
But the dinosaur resists the spell...
Over to the group, James and Tun'ada have had their actions. The remaining dino is 10 feet above James, out of range for melee except polearms.

Ambroze |

Ambroze grimaces in consternation as the winged dinosaur resists his spell. Not wanting to waste his remaining Sleep spell, the gnome scholar begins shouting tips on how to best battle the creature. As he speaks, he readies his short sword in case the creature comes within melee range.
Standard action to begin Bardic Performance: Naturalist - grants Ambroze and allies within 30 ft a +1 insight bonus to AC and on attack rolls and on saving throws against the dimorphodons' spell-like, supernatural, and exceptional abilities (including POISON) as appropriate. Move action to draw short sword. Still using cover provided by rock outcrop, so Ambroze's AC is now 20.
EDIT: Not sure if this is needed since the dimorphodon is larger, but if it is - Knowledge (nature) check: 1d20 + 9 ⇒ (19) + 9 = 28

DM Alexander Kilcoyne |

Sorry guys, first I thought I was waiting for you, and then my girlfriends laptop decided to get infested so I spent all day purging it.
Round 3 Initiative
Vicious-Looking Dimorphodons- 22
Tun'ada-22
James-22
Ambroze- 22
Chi- 21
Flute- 18
Gwyneth- 2
The remaining Dimorphodon swoops down and attempts to bite its latest victim- Gwyneth.
1d20 + 5 ⇒ (16) + 5 = 21 Hit
1d6 + 5 ⇒ (6) + 5 = 11 Damage
1d20 + 5 ⇒ (7) + 5 = 12 Fort Save Failure
1d2 ⇒ 2 Strength Damage
The Dimorphodon's vicious teeth rip into the Hermean exile just as she finishes aiding James from the poison afflicting him. Gwyneth falls to the ground, bleeding out from the nasty wound, and the Dimorphodon flies up into the air once more, circling 20 feet above the party.
I have you at -1 based on our MSN estimations earlier.
Over to James and Tun'ada.

James Carmichael |

Secondary Fort Save: 1d20 + 15 ⇒ (6) + 15 = 21
Catching Gwen as she falls from the dinosaur's bite, James whips out one of the healing potions the group recovered earlier, carefully pouring into Gwen's mouth.
"Come on Gwen, hang in there, come on say something..."
1d8 + 1 ⇒ (8) + 1 = 9
Some healing for saving you would be nice. ;)

DM Alexander Kilcoyne |

Tun'ada stabs at the winged beast with his longspear, trying to provide a different target while James tends to Gwen.
Attack:1d20 + 4 + 1 - 2 (bless, cover)
Damage:1d8 + 4Or not I suppose...
To be fair the beast is out of range of your longspear anyway :), sorry I didn't specify.

Tun'ada |

Tun'ada wrote:To be fair the beast is out of range of your longspear anyway :), sorry I didn't specify.Tun'ada stabs at the winged beast with his longspear, trying to provide a different target while James tends to Gwen.
Attack:1d20 + 4 + 1 - 2 (bless, cover)
Damage:1d8 + 4Or not I suppose...
Then he would have waited until the beast came back...and then missed miserablly :)

Gwenyth |

Gwen stands up, a fire in her eyes and sweat on her brow.
Thanks, James, she mutters. I think we have found Sasha's pet.
As she regains her feet, she allows healing to erupt through her body. She purposely prevents the healing from aiding the Dimorphodon, however.
Channel Energy: 1d6 ⇒ 1

Ambroze |

"Here, James. You don't look to be in much better shape than poor Gwen," Ambroze says as he quickly casts a healing spell on the big human.
Free action to maintain Bardic Performance: Naturalist (that's 2 rounds used so far today). Standard action to cast Cure Light Wounds on James: 1d8 + 1 ⇒ (2) + 1 = 3. Still hiding behind the cover provided by the outcrop (AC 20).

DM Alexander Kilcoyne |

"Here, James. You don't look to be in much better shape than poor Gwen," Ambroze says as he quickly casts a healing spell on the big human.
Free action to maintain Bardic Performance: Naturalist (that's 2 rounds used so far today). Standard action to cast Cure Light Wounds on James: 1d8 + 1. Still hiding behind the cover provided by the outcrop (AC 20).
To cast that you'll have had to have left cover i'm afraid- so we'll assume thats what you do :).

Gwenyth |

Round 3 Action
Secondary Fort Save: 1d20 + 2 ⇒ (16) + 2 = 18
Gwen, frustrated by feeling that the Healing is somehow being withheld from her by the poison, grits her teeth and attempts to shake it off. She raises her arms to the heavens and attempts to Channel the energy of the Gods again.
Standard action: Channel Energy (none for you, dino-breath): 1d6 ⇒ 5
Move Action: Re-Ready shield

DM Alexander Kilcoyne |

Round 3 Action
Secondary Fort Save: 1d20+2
Gwen, frustrated by feeling that the Healing is somehow being withheld from her by the poison, grits her teeth and attempts to shake it off. She raises her arms to the heavens and attempts to Channel the energy of the Gods again.
Standard action: Channel Energy (none for you, dino-breath): 1d6
Move Action: Re-Ready shield
You already channeled for 1HP this round, i'll take this as your round 4 action if you wish. You can keep the fort save for Round 4. Updating for Round 4 now.
Round 4 Initiative.
Vicious-Looking Dimorphodons- 22
Tun'ada-22
James-22
Ambroze- 22
Chi- 21
Flute- 18
Gwyneth- 2
Having successfully attacked two victims, the Dimorphodon boldly flies down to attack Ambroze shortly after he heals James.
1d20 + 5 ⇒ (16) + 5 = 21 Hit
1d6 + 5 ⇒ (6) + 5 = 11 Damage
1d20 + 3 ⇒ (13) + 3 = 16 Fort Save Pass
The creature brings down another of the castaways as Ambroze falls to the ground from a terrible wound to his head. The Dimorphodon pulls away back up into the sky, ready to attack its next victim...
Wow the dice truly favour the DM this encounter... 11 damage two rounds in a row! The creature is out of melee range, but you can ready actions if you wish to melee Tun'ada and James. The creature seems cunning enough to be avoiding flying attacks against those in cover, and is favouring unarmed or smaller combatants out of cover. From what Ambroze knows and has told the group of the creature, it will try and poison as many of you as possible before fleeing for a time.
Naturalist bonuses end due to Ambroze's unconciousness.

Chi T'reignial |

Am I too late for my 3rd round action. If not I'll cast Sleep on the dino, if not I'll do it this round. Dino at -2 on saves. DC=15 will save for sleep spell.
Chi starts to sing badly, she croaks out a lullaby and points at the beast, as part of the song she speaks the arcane words are uttered and the air around Chi seems to take on a blackness, before it wafts upwards around the head of the Dimorphodon.

DM Alexander Kilcoyne |

Nope its certainly not too late, sincere apologies for updating before your action, I thought i'd got everyones.
1d20 + 1 ⇒ (9) + 1 = 10
3d6 ⇒ (6, 3, 6) = 15
The beast falls asleep mid-flight and crashes into the ground at full speed, causing instant unconciousness.
Ambroze, forget the 11damage, my bad there. Gwyneth's channel for 5 still applies.
200XP each

Chi T'reignial |

Chi stands quietly shocked as the Dimorphodon falls from the sky, its eyes still showing the signs of the black tendrils of magic to those with 'sight'. Chi gasps with a small intake of breath as it hits the ground, with a shudder that seems to thunder up Chi's legs and numb her brain. She stands and stares at the unconscious beast, thinking 'The powers given by cat are much stronger than I imagined. I wonder if Gwen's right and this is Sasha's new pet?'
No Prob with the rounds Alex. One evil eye looks much like another..he smiles.

Gwenyth |

Gwen claps Chi on the back, a smile spreading across her face.
Well done, my friend. Well done indeed. James? That one right there...that's the one we'll let Sasha train. We won't have to worry about feeding it too soon, considering the hunk of ME it has in it's STOMACH!!.
She seems to strongly consider punting the beast, before allowing James to bind it.. Let's get back to camp then, hey? I can barely stand...

Sasha aka DM AK |

Returning to camp victorious, Sasha gives a beaming, wide smile and a whoop of joy as she sees what you have brought her.
Oooooh... Isn't it just the cutest thing ever! she exclaims, happily rubbing the vicious, dangerous, poisonous, unconcious predator's belly.I'll take good care of her, promise! she says, beaming.
Sasha's attitude towards the group is now Helpful, and will remain so unless a special event modifies it somewhat. I have also increased her morale by one step as an ad hoc reward. Finally, with the aid of her new pet on her hunting expeditions, Sasha will be able to provide enough food daily to feed everyone at camp (ten rations per day, Ambroze and Gelik only use 1/2 a day each). This is another ad hoced reward that I feel makes sense considering the sheer nastiness of that particular Dimorphodon.
Also- 50XP each as a one-time award for making Sasha helpful and improving your chances of survival on the island.
After the initial hubbub has finished-
Oh... One other thing. I mentioned that my mother is a Red Mantis Assassin didn't I... She taught me some of her signature combat techniques- i'd be happy to share them with all of you as a reward for finding me a pet?
If you choose to spend a day training with Sasha, you can gain a permanent +1 unnamed bonus to your initiative rolls (although you may want to ensure you have enough food for the day without anyone hunting, or send Jask hunting that day instead. Consult your lootmeister for details.)
Approximately 7:30PM, Day 2.

DM Alexander Kilcoyne |

It sounds like we have a consensus, I just need to make rolls for random encounters and the like.
Day 2 Dusk-1d100 ⇒ 24
Day 2 Midnight-1d100 ⇒ 87
Day 2 Disease (1)-1d100 ⇒ 5
Day 2 Disease (2)-1d100 ⇒ 48
Day 2 Disease (3)-1d100 ⇒ 85
Day 2 Disease (4)-1d100 ⇒ 20
Day 2 Disease (5)-1d100 ⇒ 69
Day 2 Disease (6)-1d100 ⇒ 24
Day 3 Morning-1d100 ⇒ 59
Day 3 Noon-1d100 ⇒ 23
Day 3 Dusk-1d100 ⇒ 27
Day 3 Midnight-1d100 ⇒ 38
Day 3 Disease (1)-1d100 ⇒ 68
Day 3 Disease (2)-1d100 ⇒ 6
Day 3 Disease (3)-1d100 ⇒ 75
Day 3 Disease (4)-1d100 ⇒ 54
Day 3 Disease (5)-1d100 ⇒ 59
Day 3 Disease (6)-1d100 ⇒ 17
The group spend another uncomfortable evening in the jungle, batting away insects and jumping at noises in the night.
Insert Montage Here.
The next day, the group are taught some secret Red Mantis techniques designed to improve reaction time and co-ordination, ranging from supple wrist movements to dodging coconuts to bolting across a small clearing before Sasha's leashed pet can catch up to you. The woman works you all hard, and by the end of the day you are drenched in sweat. Jask frequently makes stops to check on your health and encourage you, while Gelik appears to occasionally 'motivate' you by heckling and jeering at you. You don't sense any hostility from Gelek- you think he genuinely believes he is helping.
As the fleeting daylight fades, the group return to camp, fatigued but pleased with themselves. They won't forget these techniques in a hurry.
Add a permanent +1 bonus to your initiative rolls.
Tun'ada, your starting to feel a little sick... Give me a fortitude save please.
James and Gwyneth, by the morning of Day 4 your strength damage has healed naturally.

DM Alexander Kilcoyne |

Take 1d6 ⇒ 3 points of strength damage. You ache all over, and you have some nasty looking red spots appearing on your arm. This strength damage will not heal via natural means until this disease is fought off.
In case your wondering, you did get an initial save too- you got a save when the affliction first hit you and you've just had the incubation period.
Day 3 Evening-
Tun'ada does not look well this evening, he seems to be pale and you can see red spots appearing on him...

Chi T'reignial |

In the morning, Chi is seen talking earnestly with her cat, those who listen in, discover she is telling the cat all that she was taught yesterday. The cat just lays out and stretches in the warm morning sun, preening himself and twitching an ear every so often to keep Chi telling the story.

Gwenyth |

AK, I may forget about the Init Bonus tonight when I rebuild, try to remind me if I do, will ya ;-)
Gwen awakes early, smiling at Chi and her friend discussing the previous days events. She glances at Tun'ada, and quickly makes her way over to the man.
By the Gods, what's wrong, man? You don't look well.
Gwen calls for the God's Guidance, then tries to asses what is wrong with Tun'ada.
Heal Check: 1d20 + 6 ⇒ (10) + 6 = 16
I think that's right, 1 rank, 3 Class skill bonus, 1 Hermean Blood (Wisdom), 1 Guidance.

Chi T'reignial |

Once she has finished her story and prepared herself for the day ahead, she begins to go to her perch in the tree, but sees Tun'ada, his face showing him to be looking particularly ill. She immediately runs over to her friend Jask. "Jask, sorry to disturb any remaining morning preparations, but has anyone told you about Tun'ada, he looks very ill. You couldn't take a look at him could you, see if you know anything about what's making him look so ill."
I had this added to the previous post, but took too long to edit it...duh!!!

Jask aka DM AK |

@Gwen- Yeah i'll remind you, i've already updated the group's initiative on my notes anyway. @Kyle possibly, I don't recall which one you got.
Ah, perhaps we have our first disease victim despite my best efforts... the gentle ex-prisoner mutters. Let me take a look...
1d20 + 8 ⇒ (4) + 8 = 12
Jask spends some time examining Tun'ada with Gwen. Jask isn't entirely sure what the affliction is, but doesn't believe it to be contagious. Gwen is a little more certain- she believes Tun'ada has contracted Red Ache.
I can keep an eye on it this evening and make sure he is well tended, but if it is Red Ache, it is rarely lethal. Tun'ada's a strong man, he'll likely recover in a matter of days. I expect this is only the first of many affliction's we'll encounter on this island...
With a take 10 either Gwen or Jask can grant a +4 bonus on your next fortitude save against the affliction (Gwen effectively knows the DC from her heal check). These checks will be made after dusk each day.

DM Alexander Kilcoyne |

Day 3 Morale Checks-
Better late than never...
Aerys-1d20 + 2 ⇒ (9) + 2 = 11
Gelik-1d20 + 4 ⇒ (12) + 4 = 16
Sasha-1d20 + 5 ⇒ (13) + 5 = 18
Ishorou-1d20 + 1 ⇒ (14) + 1 = 15
I'm giving Sasha a +4 bonus on this one. Jask is hopeful and no longer needs to make morale checks.
The stoic Ishorou draws resolve from the group surviving a few days on the island, and takes comfort in the fact that there have been no attacks on the group as yet. His morale rises to Shaken.
Aerys carries out her tasks moodily, and is clearly still suffering from her addiction. Her mood does not change but she is able to perform her duties.
Gelik derived so much amusement during the day from watching you all exhaust yourselves, he seems to have entirely forgotten he is stranded on a hostile island. His morale is now hopeful, and he is certain he will escape this island, even if these loveable buffoons do not make it off.
Sasha seems to have lifted a burden on her soul after opening up to the group about her cruel assassin mother, and her spirits have only been bolstered by her vicious 'cute' new pet. Her morale is now shaken.
Any other business for the evening of Day 3 before I update? Any tales to share around the campfire?

James Carmichael |

No worries Flute, I've been in the same boat.
James calls people together by the fire to discuss their plans as far as exploration goes, he seems eager to put together a solid plan rather than aimlessly wandering the jungle.
"With the peninsula to the west cleared of predators and possible wrecks, I think we should start moving further down the east coast of the island - and I think we should be open to the idea of moving the camp." James begins, knowing this will be controversial. "Obviously we need to spend some time waiting for Tun'ada to recover, and while that happens we can stock up on rations. However, once that is done, I think we should spend a day or two scouting ahead in force, and once we're sure an area is safe moving the camp up. We can repeat this procedure and gradually move around the island, if nothing else we're going to need new hunting grounds soon enough."
The big man seems restless.