@Iron Sky Your wolf form makes you lose you shield bonus to AC,  did you still want to use it or would you want to use your more  powerful hybrid form which allows you to keep your shield? (as well as  give you +2 power bonus to speed and damage and 6 regenerate when not  bloodied). 
[sblock=Dm notes please ignore]
      |   GM:  |  All allies gain +3 to hit for one turn from Dorn. Only works once 
 
I'll say anything underwater is heavily obscured. No sharks.. yet at least.  |       | 
    
      |   GM:  |  All allies gain +3 to hit for one turn from Dorn. Only works once 
  
 I'll say anything underwater is heavily obscured and it does not effect Quagmire. No sharks.. yet at least.  |       | 
    
 
 they say i am batty, but i disagree. Count TenSixEx says, turning into a bat and flying towards the other side of the deck. male genasi warlord are you related to female genasi death domain cleric? because if your not- hey get back here! he shouts trying to slash Andras as Sir ExSixTen rushes in to defend and gets hit instead.
male warforged fighter let me sire you.   you will become hybrid gangrel|fighter and join the masquerade! it   gives good benefits like 401K and an extended lifetime plan! the Warforged says.
 
 
LESS TALKING, MORE FIGHTING!  Hasting yells. 
 
I spit on your questionable heritage Hobgoblin!   Hasting says distracting Quagmire, rushing in and stabing Quagmire with   his rapier striking a vital organ, then following up with an attack  with  his main-gauche. He attacks again, but fails to penetrate  Quagmire's  armor.
 
 
Heheheh...Boom, boom! Dorm   Wellington shouts, summoning up a giant fireball and flinging it at the   party, lighting Jax, Dorn and Uncle Jax on fire, but failing to effect   Andras.
 
 
Heal bosssss mannn! The Goblyn says, summoning up magic from the dark powers of Ravenloft to heal Hastings.
 
 
Eat tasty kobold! he shouts attacking Uncle Jax with his double axe and biting onto him with his teeth.
 
 
Ahh! Get this thing off me! Uncle Jax cries trying to shake Glugyug off.
 
 
Ummm...take this! Cousin Dak says,   stealthy moving over next to Uncle Jaz and throwing dirt in the party's   eyes. Only Jax fails to close his eyes in time.
 
 
Oh-oh that did not work out well...
 
 You are going to need more healing than that sweety. Sardna says, healing the rest of Hasting's wounds with her powers.  
Your magic is nothing compared to mine! Darkness come to me! the female fire Genasi shouts at Dorn, summoning a shadowy aura around her and blocking out most of the enemies from view. 
 
 [sblock=actions]
 Count TenSixEx:
  Move: R16
  
Minor:Warforge's resolve, Count makes a save and gains 15 THP.
saved vs AC penality
  Standard: Taste of life vs Cur ExSixTen (Free spending 15 TP to add +15 to damage), 
41 vs AC, 35 damage and Count gains 20 THP
.
Free: Blood Drinker: the attack does an extra 
2 damage (37 damage) and the Count heals a surge worth of HP.
  
 Hastings:
 Minor: Cruel Taunt burst 5 vs Quagmire.
 
miss
 
 rolls
 Standard: Rapier vs  Quagmire 26 vs AC miss
 Minor: Low slash 29 vs AC 17 damage.
 
 
saved vs ongoing
 
 Dorm the Destroyer:
 Standard: Searing Ray, three attacks
 Note: Dorm ignores all resistance from being a pyromancer.
 
rolls
 Jax: 35 vs ref hit for 18 fire damage and healing surge value is halved (save ends)
 Dorn: crit hit for 24 fire damage and healing surge value is halved (save ends)
 Cur ExSixTen: miss
 
 Glugyug:
 Move:Stand
 
 Standard:Sweeping assault vs CurExSixTen, 39 vs AC, 35 damage and Sardna spends a surge.
 
 Cousin Dak:
 Move: Stand
Standard

agger vs Cur ExSixTen
35 vs AC 26 damage and Cur ExSixTen is slowed EONT
 
 Sardna:
 Free:Mar's blessing on Dak, he heals 40 HP.
 
 Move:Crawl up to P14
Minor:Sustain deep shroud
 Standard: Lance of Dark Faith vs Cur ExSIxTen 
34 vs ref 22 damage and Count TenExSix Gains +2 to the next attack against Cur ExSIxTen 
 
 [/sblock]
 
 [sblock=Combatants]
 
Hastings Wellington,   Male Tiefling,  marked EONT, -1 to AC (save ends)
 
 HP172/282; Bloodied 141, 
AC 29; Fortitude 26; Reflex 30; Will 29 
Saving Throws    +2; Action Points 1
Dorm (The Destroyer) Wellington, Male Mul
HP 166; Bloodied 83
AC 29; Fortitude 25; Reflex 27; Will 26
 
 Count TenSixEx, Male Warforged 
 HP 143/189; Bloodied 95,  marked by Sir ExSixTen EONT
 AC 32; Fortitude 32; Reflex 24; Will 24
 Resistant: 10 Necrotic
 Variability: 10 Radiant
 
 
Sardna, Female Firesoul Genasi, 
concealment, 10 ongoing, -2 to AC EONT Jaz.
 HP 42/143; Bloodied 72
 AC 31; Fortitude 26; Reflex 27; Will 29
 Aura 2: thick, writhing shadows surround Sardna. She and any other allys   within the aura gain concealment. In addition, enemies that enter or   start their turns within the aura take 5 necrotic damage, and enemies   (including flying ones) also treat the area within the aura as difficult   terrain. Sardna can sustain the aura as a minor action. However, the   effect ends if she uses shadow jaunt or moves more than half her speed   on her turn.
 
 
Cousin Dak, Male Kobold, 
concealment, 10 ongoing (save ends), prone, marked EONT, -1 to AC (save ends)
 HP 20/150; Bloodied 75
 AC 31; Fortitude 26; Reflex 27; Will 29
 
 
Glugyug, Male Goblyn,  marked EONT, -1 to AC (save ends)
 HP 106/171; Bloodied 86
 AC 30; Fortitude 29; Reflex 26; Will 28
 
 Sir ExSixTen:
5+116/116, werewolf form (+2 power bonus to speed,+2 power bonus to damage, 6 regenerate when not bloodied).
 Dorn: 
93/93, 
Dorn's    square and all adjacent are heavily  obscured, melee and ranged attacks    from more than one square  away take a -5, and adjacent melee and   ranged  take -2, 10 ongoing fire damage (save ends), +3 to hit against EONT, flight EONT
 Jax:49/88,
 Andras:81/81
 Quagmire: 51/82,
 Uncle Jaz: 79/91
 
 [/sblock]
[sblock=Uncle Jaz (updated with more to hit and extra backstab usage)]
 
Uncle Jaz (Male Kobold   Thief) Level   13 Elite Skirmisher             Small   
                       HP 91; Bloodied 46
AC     27; Fortitude 25; Reflex 29;   Will 24
Speed     6
Saving Throws     +2; Action Points 1
Initiative +17 Perception +19
Traits:
Sneak Attack              
              Enemies granting combat   advantage to Jaz take an extra 3d6 damage once per round.
Masterful Action              
              When        spending an AP with   an attack power and with combat advantage against        the target, Jaz can use his   sneak attack against the target       regardless  of if he used it this turn.
Standard Actions: (Note: Jaz does not have to reload his crossbow).
              RBA: Custom Made Hand Crossbow • At-Will
Attack:               Ranged   5; +22 vs. AC
Hit:               1d8 + 8.
Standard Actions:
MBA: Dagger
Attack: Melee 1; +18 vs. AC
Hit:               1d4
 Move Actions:
Technical Trick • At-Will              
Effect:               Jaz   moves up to his speed and does not draw OA. Every enemy within 5 squares   grants combat advantage to him.
Trapmaker's Trick • At-Will              
Effect:               No          movement. Every enemy within 5 squares grants combat advantage   to      Jaz. The   next basic attack Jaz makes this round also causes   the   enemy    to take a -2 to   defenses until the end of Jaz's next   turn.
Coward's Trick • At-Will              
Effect:               No          movement. Every enemy within 5 squares grants combat advantage   to      Jaz. The   next basic attack Jaz makes this round also causes   the   enemy    to take a -2 to   hit until the end of Jaz's next turn.
Minor Actions              
              R Sneak in the Attack • Encounter
Effect:               Ranged          5 Until the start of Jaz's next turn the first ally's attack   with    CA   that hits the target deals   an extra 3d6 damage to the   targeted     enemy.
Shifty • At-Will              
Effect:               Jaz   shifts 1 square.
Free Actions:
Backstab • Encounter              
Effect:               Jaz   gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage   if it hits.
Special: Jaz can use this twice per encounter.
Triggered Actions:
It's a Trap! • Encounter              
Requirements:               An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction):               Jaz shifts 5 squares and makes an RBA against the target.
Skills               Acrobatics +20, Athletics   +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery   +20
Alignment:               unaligned     Languages: Common,   Draconic
 [/sblock]
 
 [sblock=Terrain]
The barrels, cannons, boxes etc. are difficult terrain.
The party is currently on the upper level, they can go down the stairs    or just off the bannister to reach the lower level. Climbing up to the    upper level without using the stairs requires a DC 18 athletics check.
Characters can be pushed off in the water but get a save. You can use    ropes on the ship to climb back up out of the water, this requires no    check but takes a full move action.
The round wooden things is the mast, You can pass through but not end your turn in the square. 
  
Underwater is heavily obscured and it does not effect Quagmire. No sharks yet at least.
 [/sblock]
 [/sblock]