
Addam River |

Addam wakes up and decides to take a walk out to the beach. As he exits the shelter of their camp he notices something moving on the endge of the water line. As he moves closer he can see its the bloated body of a sailor that he'd seen on the ship. He moves closer to the body, something else moving catches his eye and he looks. Its the arm of another sailor being moved by the tide. The more he looks around the more bodies he sees. He just stands there dumbfounded at the sheer number of bodies... *single tear slides out of the corner of his eye and down his cheek*

Smian |

After waking up in a sweat, Smian takes a moment to try to recollect the strange dream. He walks over to the rest of the group and conveys what he can remember of the dream. "Can anyone else make anything of this? I think the heat is starting to get to me..."
" I've got to get off this cursed island,[b]" he mutters to himself.
Noticing Gelik and Aerys still act somewhat distant and reserved, Smian tries his best to improve their attitudes. "[b]Glad we were able to bring you back safely, Aerys," he says to her.
Smian makes diplomacy checks to improve the morale of Aerys and Gelik
Aerys: 1d20 + 4 ⇒ (12) + 4 = 16
Gelik: 1d20 + 4 ⇒ (8) + 4 = 12
Hearing about the luminescent spots in the water, Smian walks to the waters edge and casts Detect Magic, to see if any sorcery is responsible. (60-foot cone-shaped range).
He tries to think of what could have caused such glowing patterns to appear in the water, closing his eyes for a second in deep concentration.
I take a 10 on both arcana and history knowledge checks.
Knowledge arcana check: 10+7 = 17.
Knowledge history check: 10+7 = 17

Gothard Piersson |

Gothard agrees with Rorie that a Pyre would be the best thing and begins to collect wood from the jungle to use for the fire. Once the task is completed, he turns to the group and asks [b]"Who will be accompanying me to the mountain today. I would like to investigate it and possibly the grey island in the bay before the day is done."[b]
We should also think about reconfiguring our NPC tasks, we're going to run out of food stockpiles soon. I would double up on the food and entertainment at this point so we can get these guys fat, dumb, and happy.

DM organized |

Smian can detect no magic in the water, nor can he draw upon his knowledge to explain the visual phenomena.
Smian is able to have a good talk with Aerys. He assesses that she is suffering and assures her the worst will be over soon.
Aery's attitude has been improved to friendly.
It takes a few hours of searching here and there to recover the bodies. Everyone pitches in, as everyone knew they were likely dead anyway.
Ishirou wonders what made the bodies float so many days after drowning.
You also recover the bodie of Alton Devers. Jask has a look at him, and while identifying several stab wounds, the healer is able to positively identify his cause of death. Alton Devers was bitten by a large poison reptile. You also find the body of the cook, and are reminded of the poison bite marks you found on him.
When you are done everyone that was on board the ship is now accounted for, except for the captain and the passenger Ienna.
By 9am the task is taken care of.

Addam River |

If I may. I would like to search through the belongings of the bodies to see if anything useful could be found. I do it tactfully and respectfully.
lol I wasn't abe to post again last night otherwise I would've suggested this. I've learned this can be very useful in the table top game I'm playing

DM organized |

You find nothing on the bodies but worthless trinkets.
With the 'mountain' being right next to the bay, it would be impossible to miss.
You look at Ishirou's map and the rising rock in front of you, and are uncertain that there is any relation between the two. You turn the map sideways and upside down, but it does not look correct, especially the lack of four even rises at the top, resembling a step pyramid, which is indicated on the map.
3 DC 15 climb checks are needed to scale the rock to the top.

Gothard Piersson |

crap, it sounds like this may be the wrong place. Do we still want to scale it? I have a 50' rope and a grappling hook, we can bring the 150' rope from camp too. I figure if nothing else, we can see the rest of the island maybe? Then we can move on to the dead island afte rthe mountain?
Gothard also grabs the 150' stretch of rope we found in the wreck of our ship. When the group arrives at the mountain he outlines his plan "I climbed many mountains back home as a youth, I can use my rope and grappling hook and climb and when I reach a ledge or safe sot arond the 150' mark I can drop the longer rope down to you. I will then wait until you have all reached me and will repeat the process until we get to the top. Is this acceptable?"
Would this change what they needed to roll for the climb? and would the rope and hook help me at all?

Gothard Piersson |

Shall we move on to the dead island then?
Gothard takes another look at the mountain and shakes his head, he appears to have second thoughts about climbing. "If we were not under such circumstances, I would climb this mountain just because I could; however, I think we should move on and not waste time."

DM organized |

As you head west you pass the wreck site were the zombies were encountered. The only remains are ashes and rusty nails.
As you approach the end of the north beach the sun nears high noon. As the tide begins to close in you move closer and closer to the cliff face.
Addam points out the nest you saw earlier. A robust petrosaur of rosy red and purple color lets out a scream.
perception checks:
Addam: 1d20 + 5 ⇒ (2) + 5 = 7
Alyosha: 1d20 + 3 ⇒ (6) + 3 = 9
Gothard: 1d20 ⇒ 6
Rorie: 1d20 + 7 ⇒ (5) + 7 = 12
Smian: 1d20 + 3 ⇒ (5) + 3 = 8
No one notices the flying reptile's mate come out of the sky. It barrels down on Gothard and attacks.
sneak attack round
dimorphodon 1 attack: 1d20 + 3 ⇒ (4) + 3 = 7
Although caught off guard, Gothard is able to defend himself from the creatures bite. The seconds petrosaur swoops down from her nest and joins the fray.
initiative checks:
dimorphodon 1: 1d20 + 3 ⇒ (4) + 3 = 7
dimorphodon 2: 1d20 + 3 ⇒ (10) + 3 = 13
Addam: 1d20 + 4 ⇒ (5) + 4 = 9
Alyosha: 1d20 + 5 ⇒ (20) + 5 = 25
Gothard: 1d20 + 2 ⇒ (2) + 2 = 4
Rorie: 1d20 + 2 ⇒ (13) + 2 = 15
Smian: 1d20 ⇒ 7
map location = north side of E2.
initiative order:
Alyosha
Rorie
dimorphodon 2
Addam
dimorphodon 1
Smian
Gothard
I'm not going to use a map on this one. These are flying creatures who make hit and run strafe attacks from the sky. You will need to use ranged weapons or make readied attacks to strike as they fly by. They will fly in a thirty foot pattern centered on the group, so range is 15'.
Also you can enter a formation that would provide some protection to the person in the middle, otherwise you are all free targets.
Begin combat round 1

Gothard Piersson |

Ugh I could have sworn my initiative was a 22 when you first posted it :) You guys better not kill everything before I get a chance!
"Form ranks!! Spells and arrows to the middle!!!!"
Having no ranged weapons that will help him in this situation, Gothard readies his axe preparing to bring the first beast that flies near him down from the sky
I also have the rope we could try and lasso it and bring one down, but I think they may be too big here.
readied attack, battleaxe: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 4 ⇒ (8) + 4 = 12

Rorie Halstein |

"They are just protecting their nest! We should just leave - quickly!"
I ready a flurry of unarmed attacks for the first one to come into range if the part doesn't make a move to leave. I will be dealing non-lethal damage this fight unless I say otherwise.
Attack 1: 1d20 + 3 ⇒ (11) + 3 = 14
Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9
Attack 2: 1d20 + 3 ⇒ (18) + 3 = 21
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6

Smian |

Smian dashes to the center of the group, his eyes toward the sky as he braces himself for the next attack.
Readying ray of frost on first one to come into range
Ranged touch attack 1d20 + 1 ⇒ (10) + 1 = 11
edit: If it's possible this turn, I'll do ray of frost on the nearest dimorphodon and then move to the center. If they aren't in range, I'll just ready the attack.

Addam River |

Great lol something bows are required for and me not able to hit the braud side of a barn from 5 paces....
Addam moves to the centre of the group and lets fly multiple arrows at male target.
Rapid Shot Ranged#1: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Rapid Shot Ranged#2 :1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
dmg#1: 1d8 ⇒ 7
dmg#2: 1d8 ⇒ 5

DM organized |

The party tries to protect Smian by standing on all sides of the mage.
Alyosha is quick to react! He looses an arrow and catches the female flat footed. The arrow strikes a non-vital area.
Rorie readies an attack.
The the female dimorphodon swoops in and tries to bite Alyosha. (1 move action, 1 standard action. This leaves dimorphodon 2 in melee range for now.)
Rorie is able to unleash on the dive bombing female. The nonlethal attacks stun the female, and it falls to the ground unconscious.
Addam has been working on the speed of his shots. While sacrificing a little accuracy he is able to fire two arrows in quick succession!
The second arrow strikes and the male creature lets out a whelp!
The male creature sites Addam and swoops down on the ranger. (1 move action, 1 standard action. This leaves dimorphodon 2 in melee range for now.)
dimorphodon 1 attack: 1d20 + 3 ⇒ (14) + 3 = 17
dimorphodon 1 damage: 1d6 + 3 ⇒ (4) + 3 = 7 + poison
Addam fort check: 1d20 + 3 ⇒ (5) + 3 = 8
Addam takes 1d2 ⇒ 2 strength damage.
Addam suffers a terrible gash and is infected with poison.
Smian unleashes a ray of frost. It misses by the narrowest of margins.
Gothard steps in a slices the male pterosaur in half. The creature falls out of the air and dies before it hits the ground.
end combat
The poison quickly travels through Addam's veins.
Addam fort check: 1d20 + 3 ⇒ (18) + 3 = 21
He is quickly able to defeat the poison and recover.
ammo recovery:
Addam 1 missed arrow: 1d2 ⇒ 2
Addam recoveres his missed arrow.
Both Addam and Alyosha lose 1 arrow each

DM organized |

The creature is knocked out cold. Gothard remembers the lone egg up in the nest.
Rorie sees the nest forty feet up the cliff, but may not be aware of the egg.
The sun has hit high noon. The high tide leaves you without a beach to walk on and pins you to the cliff face. There are shadows and cracks to seek refuge from the sun.
You will need to rest or make fort checks to continue. With your current location and high tide the choice is climb, swim, or wait.

Rorie Halstein |

I try to intervene to stop Gothard.
"STOP! This is an innocent animal that was only protecting it's nest. We should not kill it for that if we have another option! It is unconscious and will be for a fair amount of time. We can take the egg and go. It will hardly be able to find us.
If Gothard relents, then I will try to climb up. Hopefully using his grappling hook.
Climb 1d20 + 3 ⇒ (16) + 3 = 19

Addam River |

Addam stood there utterly shocked at the result. Rorie was able to stop Gothard but from no where the elf.... THE ELF!!! finished off the dimorphodon. His anger contiued to grow as he stood there watching the beast and Alyosha calmly cleaning off the blade of his longsword... the fire inside gets larger and larger..
"YOU!!!!!" Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16 not sure if I can use this here but...
Addam launches himself at the elf in an attempt to take him down.
sneak attack?
Init: 1d20 + 6 ⇒ (18) + 6 = 24
EDIT: Guys give me a little bit I gota run from my office before I can finish this, I need to add my melee attack stuff and I have to run off to a meeting

Alyosha Akeldama |

"It us done now, let us wait until the sun is not directly over head and keep moving. Be as mad as you want but you will thank me later."
Alyosha finds no pleasure in what had been done and attempts to say a prayer for the lost animal. Alyosha attempts to find a spot of shade along the cliff in order to rest until the heat of the day is over.

DM organized |

Tempers flare as you struggle to shade yourselves from the equatorial sun.
Several arguments break out during the uncomfortable wait.
midday random encounter check: 1d100 ⇒ 56
In an hour or so the tide rolls out to expose the sandy beach. In another two hours the sun takes a relaxed position in the sky and you can continue unhindered.
The party rounds the bend to take another look at the small gray island. The sea is churning in the bay and it appears to be at least several miles away. You consider your failed attempts to swim back to the Jenivere, which was only a couple hundred yards. Attempting to swim to the island looks to be extremely dangerous, from this position.
Day 5 3:00pm