
GM Birch |

Laying a small amount of track for when things (hopefully) return to normal on Monday with regards posting. Feel no obligation to respond until then...
You manage to find some shelter in the ruins of the fort just in time as the worst of the storm begins. You hope the awful weather is enough to keep the wolves from where you are holed up - and that proves to be the case.
In the morning, the weather is better - without going as far as to say it's good. From the ruins of Fort Landing, it’s easy enough to follow the tracks of Iramine’s party. Grum has come down with a fever and makes it clear he would be a hindrance at this point. He says that when his health improves, he will catch you up. He points out the start of the trail of the cultists, and once you see what he sees, it seems straightforward to follow the signs of movement.
The cultists, whose trail leads to the east, follow a relatively straight course over fairly dry ground and travel as though they aren’t expecting anyone to follow them. There's no doubling back, no false trails, and no attempts to cover their tracks.
Their path leads due east into a swamp.
You've been on the island 24 hours now and have seen no sign of any more creatures when you are surprised by a figure emerging from the nearby brush.
It is a human man with his arms raised high and bearing no obvious weapons. He is about six feet tall, with a tangle of long, dirty red hair and a long red beard, wearing tattered, hole-ridden clothes soaked through with mud and stained black in many places. Even before he gets close, his stench precedes him — it’s not only as though he hasn’t bathed in years, but that he seems to have actually gone out of his way to cover himself in the most horrible smells the Isle of Terror has to offer: a blend of rotten eggs, human waste, and decaying organic matter.
An arrow is lodged in the back of his right leg, but seems to cause him no pain as he sloshes through the waters of the swamp. Suddenly he stops. His eyes go wide and he loudly exclaims, “I found you!”

Grobradon |

Grobradon gives his brother a pat on the shoulder and heads up after the others. He's glad for the easy path and obvious trail ...then he sees the swamp.
"Ugh. I hate swamps. Gunk gets in your armor..." But obviously there's little choice.
You've been on the island 24 hours now and have seen no sign of any more creatures when you are surprised by a figure emerging from the nearby brush.
It is a human man with his arms raised high and bearing no obvious weapons. He is about six feet tall, with a tangle of long, dirty red hair and a long red beard, wearing tattered, hole-ridden clothes soaked through with mud and stained black in many places. Even before he gets close, his stench precedes him — it’s not only as though he hasn’t bathed in years, but that he seems to have actually gone out of his way to cover himself in the most horrible smells the Isle of Terror has to offer: a blend of rotten eggs, human waste, and decaying organic matter.
An arrow is lodged in the back of his right leg, but seems to cause him no pain as he sloshes through the waters of the swamp. Suddenly he stops. His eyes go wide and he loudly exclaims, “I found you!”
"And here I was not realizing we'd been lost." Rain's words are accompanied by a shocked expression as she reflexively recoils from the unkempt man and his profound odor.
Grobradon is no lilac himself after a good sweat, but this fellow makes his red hued eyes water, "Uh huh... and YOU are?"

Rythanus Wintrish |

Rythan took a few steps back, trying to inconspicuously clamp a hand over his nose and mouth. Since that was hard to do inconspicuously, he didn't draw further attention to himself by speaking. He just lowered the sword that had leapt into his hand and tried not to imagine what the wild man had rolled in while waiting for his answer.
Sense motive: 1d20 + 2 ⇒ (12) + 2 = 14

GM Birch |

The man stares into each of your eyes, briefly, before looking into the distance.
“Venture-Captain Tree Roots said we should come to… island to island and then we left the city and swam north, keeping abreast of each other to fend off fish and then we swam and swam and we swam for years and came here to the island and we went inside the island and saw its heart and it was black and we knew it was black and we came out and we were black and then the blackness consumed them, ate them alive, ate me alive, and then we were all dead all dead all dead and I was dead and they were dead, and they were dead and I wasn’t dead—do you see? I was alive! I was alive and they were dead and then I lived here and I lived in a tree and a cave and in the ruins and I saw, I saw, I saw things, and then the men in masks came and they fought the lizards and many died on both sides, many died, oh yes, many died and they did not get back up they were not dead like me and they headed to the doors, to the many doors by the river, the many doors where I slept once when the storms reached down and grabbed me. They are there now, they try to open the doors come with me, yes, come come come with me. I can show you where they are.”

Rythanus Wintrish |

Know: religion to determine if we're talking to some kind of weird undead: 1d20 + 6 ⇒ (16) + 6 = 22
Rythan nodded seriously to the man. "A generous offer. Please excuse us while we discuss it."
Pulling his friends aside, he whispered, "Do we really want to go with him? They'll smell us coming! Besides, this guy is a few nuts over a fruitcake. Did you see that arrow in his leg? He's probably fevered. And what about him being 'dead but alive?!' I'm just saying, he might just get us lost in the swamp rather than leading us where we need to go."

Heledar |

Heledar observes the man as he speaks, and comments to the others - "We could certainly use any help we can get. I do feel sorry for what this man seems to have been through, perhaps I can assist with his wounds and condition - I am not sure though..."
He then moves closer to him - "Would you allow me to take a look at that wound in your leg before we move along? You need to get rid of that arrow" - he offers smiling - "I can help"
Diplomacy?: 1d20 + 12 ⇒ (16) + 12 = 28
If the man allows him to approach, he grabs the opportunity to try and assess both his mental and physical condition - trying to understand if the man is indeed feverish, how long that arrow may be lodged there, and if there is any point in removing it, or if it would make things worse, etc.
If the man acquiesces, Heledar will use his healer and surgeon kit to the best of his ability.
Heal?: 1d20 + 11 ⇒ (10) + 11 = 21

GM Birch |

"Arrow, what arrow?" He looks at the back of his leg and reacts as if he's seen the arrow for the first time.
"Damn those men in masks. Nearly caught me too. They didn't understand my knowledge of this terrain was so good, eh?"
The wound is smelly and leaking blood and pus. You are able to stop the blood flow and apply a poultice that should counteract the infection. You doubt his mental state is caused by the wound though.
As you tend his leg, the man mumbles incoherently, pulls a journal out of his pocket and scribbles a few notes before returning the notebook to his pocket.

GM Birch |

The man smiles at Talarin and hands over his notebook. His grin reveals several missing teeth.
Then he points east and starts sloshing off in that direction, "No time like the present. I can lead you to the men in the masks."
The battered is full of scribbles, and not all of it is easily legible. It says that he is Dusan Dremlock, a Pathfinder and clearly the only survivor of an expedition sent to the Isle of Terror from Absalom nearly 10 years ago.
The book tells of the toll of simply surviving the long, lonely years on the island - and his writing has become progressively worse and less lucid as it continues.
It seems Dremlock tried to communicate with Iramine and her cultists, but they attacked him and nearly caught him.
He writes that he believes that the 'men in masks' are here for the City of Golden Death. His most recent scribbling says that you have either come either to stop them or get the gold for yourselves. Either way, as you didn’t attack him on sight (like Iramine did) he plans to guide you to the entrance of the City of Golden Death.
He also expects you to take him with you when you leave the island.

Heledar |

Then he points east and starts sloshing off in that direction, "No time like the present. I can lead you to the men in the masks."
"Lead the way friend" - Heledar replies - "We shall follow suit"

GM Birch |

Drusan leads you to a cave deep in the darkest, most overgrown part of the swamp. Inside are all of his earthly possessions: a couple of ratty backpacks, a broken short sword, a mouldy blanket, a waterskin, and a heavy wooden shield missing half its circumference.
A barrel stands at the back of the cave, in which he’s piled an assortment of tubers, leaves, and dried meat of indeterminate origin.
He stuffs both backpacks full of food, straps the broken shield on his back and the broken short sword at his waist, and grabs the waterskin.
All the while he mutters about the properties of the various leaves and tubers, some of which you know to be true and wonder about his explanation of the others.
Some fourteen miles east of Fort Landing along Iramine’s trail, you come across a campsite on the swampy southern shore of Whispering Lake that appears to have become a scene of battle.
Here you find the bodies of nine Razmiri cultists left out in the open and clearly gnawed upon by scavengers.
Scattered about the cultists are the corpses of at least three dozen black-scaled, reptilian humanoids with morningstars and heavy wooden shields. They also carry the odd mutations on their bodies - similar to the wolves.

Rythanus Wintrish |

Rythan frowned at the reptilians. "They do seem to be making it easier for us, but I'd hate for us to run into them. Our numbers aren't nearly as great as those of the Razmirans, and they got torn up. Drusan, do you know what they are? Maybe we'll have an easier time avoiding them if we know a little more about them."
Know: nature to ID the reptilians: 1d20 + 6 ⇒ (17) + 6 = 23
Know: arcana in case there's something about the mutations: 1d20 + 12 ⇒ (12) + 12 = 24
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

GM Birch |

"Lizardfolk," Drusan says, matter of factly.
This confirms what you suspect, but the blackened skin and eyes are not typical of the lizardfolk you are aware of. Again, it seems the island has played a hand in creating this hybrid - perhaps the negative energy storms that plague the island hold a clue?

Talarin Durand |

Rain shudders at the sight of the lizardfolk corpses and subconsciously grips the handle of her whip a little tighter. She moves through the scene of battle, carefully and systematically searching the Razmirans and lizardfolk bodies for useful items or gear.
"Ugh. This island'll likely get us too if we're not quick about things."
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Grobradon |

"So far our best hope as that opposing sides took each other out to point where they're weaker and don't have numbers on us like they used to, but with the changes that have inflicted them, I'm not sure I want to see any of US grow a third eye or something. I'm pretty enough the way I am," He gives a fangy grin for emphasis

Heledar |

"I am not the best tracker in the world... But perhaps we could gather more clues here? Like where the groups came from, how many there were, how many left, and in which direction?" - Heledar comments, starting to look for clues around the killing zone.
Survival: 1d20 + 2 ⇒ (2) + 2 = 4
As I said - 'not the best tracker'.... Not even close I guess :D

GM Birch |

Between you all you identify that the surviving Razmiri cultists fled quickly to the east at the conclusion of the battle while the lizardfolk survivors turned west toward the Lingerlost Swamp.
In fact, the lizardfolk have circled back and come upon you as you explore the battlefield. They leap out, brandishing morningstars, directly engaging in melee combat.
Surprise round = all lizardfolk, Rumha and Talarin (Perception check success)
Initiatives for suprise round and subsequent rounds
Grob: 1d20 + 1 ⇒ (7) + 1 = 8
Talarin: 1d20 + 4 ⇒ (10) + 4 = 14
Rythanus: 1d20 + 2 ⇒ (11) + 2 = 13
Heledar: 1d20 + 2 ⇒ (6) + 2 = 8
Rumha: 1d20 + 2 ⇒ (19) + 2 = 21
Lizardfolk chief = 14
Lizardfolk hunter #1 = 10
Lizardfolk hunter #2 = 10
Lizardfolk hunter #3 = 10
So, Rumha, Talarin then the lizardfolk

Rumha Varju |

Rumha touches Grob and convey a Bit of Luck upon him.
STAND: Bit of Luck - Grob rolls 2 d20's for any roll this round and take the better result.
MOVE: Pull Hanbo
1st Spells (5+1):
2nd Spells (3+1): x
2nd Spells (2+1):
Channels (5):
Bit o Luck (7): xx
Sudden Shift (7):
Effects:

Talarin Durand |

Rain fades back a step towards the group as she plucks the wand from her belt. As the magics settle over her, she wryly opines, "Great. Another welcoming committee."
Free action: 5ft step away from lizardfolk
Move action: draw wand of shield
Standard action: cast shield
HP: 28/28
AC: 21 (13 T / 18 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [ ]
Shadowstrikes used: 0/7
Shield charges used: 2/42
Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (4+1) - [ ], [ ], [ ], [ ], [ ]
Ongoing Effects
shield (1/10 rounds): +4 shield bonus to AC

Rythanus Wintrish |

"Gah! Does anyone speak their language? Tell them we're not with the Razmirans and we don't mean to trespass!" Rythan yelled, wincing from the cruel blow.
Con save: 1d20 ⇒ 5 Uh oh... even if you meant Fortitude, he still doesn't make it.

Rumha Varju |

Rumha calls on the Gods to bless the group.
~ Round 1 ~
STAND: Cast Bless
Everyone gets a +1 morale bonus on attack rolls and on saving throws against fear effects for 5 minutes.
1st Spells (5+1): x
2nd Spells (3+1): x
2nd Spells (2+1):
Channels (5):
Bit o Luck (7): xx
Sudden Shift (7):
Effects:
Bless - 5 mins

Talarin Durand |

Rain uncoils the whip hanging from her hip and lashes out at the larger lizardman's Morningstar.
Disarm (whip): 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
HP: 28/28
AC: 21 (13 T / 18 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [X]
Shadowstrikes used: 0/7
Shield charges used: 2/42
Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (4+1) - [ ], [ ], [ ], [ ], [ ]
Ongoing Effects
shield (2/10 rounds): +4 shield bonus to AC
bless: +1 to hit/+1 vs fear

GM Birch |

"Gah! Does anyone speak their language? Tell them we're not with the Razmirans and we don't mean to trespass!" Rythan yelled, wincing from the cruel blow.
[dice=Con save]1d20 Uh oh... even if you meant Fortitude, he still doesn't make it.
If anyone speaks it, the snatches of speech suggests they speak Draconic. If not, it's just lizard-speak!
You are now poisoned (and it was a Fort save). It will kick in next round. Effects? -2 Con until cured (no saves allowed here). And -1 Con per turn until you make 2 saves in a row.
In summary - next turn -2 Con. The turn after that -1 Con and your chance to save. The turn after that -1 Con and another save chance. Between us we'll keep track.

Heledar |

AoO? Just insisting because I was considering a trip attempt. Also, Heledar speaks Draconic ;)
"Itheik! yth re ti dout wioti! yth slathalin wer munthrek!"
"Wait! We are not your foes! We fight the human cultists!"
Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28

GM Birch |

Travelling, so intenet access patchy (since I need my combat data too)
The lizardfolk don't seem to be the sort to be reasoned with, despite Heledar's words!
Rumha casts a spell nd Talarin uses her whip but fails to connect with the morningstar.
The chief swipes at Rythanus but this time misses.
Rythanus up...