| 
| OOC: | Gary, you have 5 ongoing damage. Take a save at the start of this turn to make up for the one you forgot at the end of your last turn. | 
 | 
 
 
 Tesla spit venom out is a huge spray. Khemnos seemed immune to the toxin, but Wil's eyes burned like wildfire. 
"Tesla," Bartleby Haff said, 
"You take the high road, and I'll take the low. Together, we'll meet the half-elf singer, in the crevasse!" 
 
 The Haff hopped down onto the same deck as Will, and flung his chains at the bard, but the attack missed. 
 
 Porse cursed, 
"You damn troublemakers. ALL HANDS ON DECK! We've got traitors!"
  
Porse wheeled against Kruk
The ship crested the wave, sending the forward section diving down toward the see again. Wil, Khemnos, The Haff, and Porse all lost their balance and went tumbling toward the forward section of the ship.
[sblock=Ship Motion Change Mechanics]
Ship Motion Change: Atheltics DC 22
Wil Rando: 15
Kruk: 25
Carolina: 29
Charina: 23
Khemnos: 15
Bartleby Haff: 21 
 Haneth "Tesla" Tsalaxa: 22
 Porse: 20
Current Deck Direction: Aft is high (uphill) 
   - Moving from left to right: Difficult Terrain
   - Moving from right to left: +1 to move
Effect: On a fail, you are pushed three squares    in the direction of  the downward slope (forward or aft). If a push    would move you to a  square off deck, push over deck rules (below) apply.    If you roll a  nat 1, you fall prone. 
[/sblock]
| 
| OOC: | IG, Pirate 1 was already dead from Wil's attack, so I put your damage on Pirate 3. | 
 | 
 
 
[sblock=Motion in the Ocean]
Active effects:
[sblock=I will roll these]As the boat crests/troughs the swells, the   angle of the ship's deck will    change dramatically between forward and   Aft. Athletics or Acrobatics    check, DC 22: 
On a success you are  not moved. On a fail, you are pushed three squares      in the direction of the downward slope (forward or aft). If a push      would move you to a square off deck, push over deck rules (below)   apply.    If you roll a nat 1, you fall prone. 
 
The NPCs are considered to have +15 for this skill check. [/sblock]
 Passive effects: 
Moving to the upper side/from where the water is  coming, takes X2      squares of movement. Going to the lower part of in  favor of the swell,      lets you move an additional square for each square  you move in that      direction. I will include the below stat block in my posts, which   will    hopefully make this effect quite clear. 
Check Map Block for Current Deck Direction
[/sblock][sblock=Push over deck]The ship's railing prevents normal       push/pull/shift falling rules. So, if you use a forced movement power       which would normal be able to move an enemy off the ship, the enemy       still rolls a save; If the save passes, movement ends at the deck       railing with no other effects. If the save fails, movement ends at  the      deck railing and the character goes prone. 
To actually get someone over the edge, you need to:
1.  Grab (standard) sorry, the bad guy gets a chance to escape
2.  Sustain grab (minor).  Lift and Move grabbed enemy (Standard) with a       STR vs. Fort. to force the  enemy over the rail. The player's   STRx20     must be more than the enemy's weight, which I think might   preclude   some   of the smaller characters from attempting this.
[/sblock][sblock=Cover/Concealment]Most of the junk on the ship's deck       is not that tall.   Since Carolina is small, she can crouch behind   the     cannons and the boats   to get total concealment. Everyone else   at     medium size would need to  go  prone behind the objects to   achieve the     same effect. Otherwise, you  can  get the -2 variety   only.     [/sblock][sblock=Dim Light]
Characters who have normal vision can’t see well in dim light: Creatures         in the area have concealment (-2 to hit with melee / ranged).      Characters who have low-light vision or    darkvision see normally in      dim light.
I have adjusted the enemy stat blocks to include any attack penalties as part of their stated stats.
[/sblock][sblock=mechanics]
Haneth "Tesla" Tsalaxa
 Recharge: Haneth's Trick 1d6=2 nope
Minor: NA
Standard: Handful of poison vs Fortitude
Attack Khemnos: 
1d20+12 =  18
Attack Wil: 
1d20+12 =  20
Damage: 
3d6+6=19
Effect: Wil is blinded (save ends) 
Move: NA
Bartleby Haff
Move: to I20
Standard: Wretching Chain Attack vs Wil (AC)
Attack: 1d20+12=18 Miss 
Damage: 1d10+5=0
Effect: 
 Porse
Standard: Flamboyant Strike vs Kruk (AC)
Attack: 1d20+14=17 +2 CA=19 Miss 
Damage: 
[/sblock][sblock=Status]
   Wil Rando: H18 
51/70 HS 8/8 AP 1 MW 2/2, 
blinded,
     Kruk: G25 
87/94 HS 12/12 AP 1,
   Carolina: K16 
64/64 HS 7/7 AP 1 
  Charina: I10 
69/69 HS 7/7 AP 1
Khemnos: I18 
37/56 HS 9/9 AP 1,
 5 ongoing poison, 
Kane: G26 88/88  HS 11/11 AP 1, Overboard 
Bartleby Haff: F25 
13/96, 
bloodied
Haneth "Tesla" Tsalaxa: J18 
99/154 AP 0/1, 
Porse: H23
 204/204 AP 1/1, marked by Kruk
???
 
Pirate 3: H25 -13/95, dead
Tarkanan Assassin: G24 136/152 overboard
Pirate 1: H15 -13/95, Dead
Pirate 2: I23 0/95, Dead
Dire Beast Hunter 1: K23 -14/76, dead
[/sblock][sblock=Map]
		
		
	
	
The Hatch at H24:I24 is the ladder which leads below deck.
Current Deck Direction: Aft is high (uphill) 
    - Moving from left to right: Difficult Terrain
    - Moving from right to left: +1 to move
[/sblock][sblock=Enemies]
Bartleby Haff
Medium natural humanoid, human
Level 9 Soldier (Leader)XP 400
HP 96; Bloodied 48    Initiative +8
AC 25, Fortitude 23, Reflex 21, Will 20    Perception+3
Speed 6    
Immune fear
Insane Litany   Aura 5
All allies in the aura gain a +1 bonus to attack rolls and a +2 bonus to saving throws.
Chain (Standard, At-Will)
Attack: Melee 2 (one creature); +12 vs. AC
Hit: 1d10 + 5 damage, and the target is immobilized until the start of Bartleby’s next turn.
Wrenching Chain (Standard, At-Will)
Attack: Melee 3 (one creature); +12 vs. AC
Hit: 1d10 + 5 damage, and Bartleby pulls the target up to 2 squares. If      Bartleby has combat advantage against the target, he also knocks the      target prone.
Chains of Madness (Standard, Encounter)
Attack: Close blast 3 (enemies in the blast); +12 vs. Reflex
Hit: 1d10 + 5 damage, and the target takes a -2 penalty to attack rolls and cannot move away from Bartleby (save ends both).
Dark Eye of Tharzidun (Minor, At-Will) 1/round
Attack: Ranged 5 (one immobilized creature); +12 vs. Will
Hit: The target goes insane (save ends). While insane, when the target      starts its turn, it rolls a d6. On an even number, it acts normally.   On    an odd number, it becomes dominated by Bartleby until the start  of   its   next turn.
Equipment: chain
Human Dire Beast Hunter
Initiative +8        Senses Perception +12
HP 76; Bloodied 38
AC 22; Fortitude 21, Reflex 22, Will 21
Speed 6
Spear (standard, at-will)   Weapon
+14 vs AC; 2d8+5 damage.
Poisoned Crossbow (standard, at-will)   Poison, Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage, and ongoing 5 poison damage (save ends).
Trapping Net (standard; requires net, encounter)
Ranged 3; +14 vs Reflex; the target is restrained (save ends).
Equipment: crossbow , crossbow bolt x40 poisoned, net , spear .
Human Pirate
Initiative +8        Senses Perception +5
HP 95; Bloodied 47
AC 23; Fortitude 21, Reflex 21, Will 20
Speed 7
Cutlass (standard, at-will)   Weapon
+12 vs AC; 2d6+5 damage.
Rigging Monkey (minor; encounter)
The human pirate gains a climb speed of 7 until the end of its next turn.
Scurvy Dog's Flank
A human pirate gains a +1 bonus to attack rolls against an enemy it is      flanking, and its attacks deal 2d6 extra damage to that creature.
Equipment: cutlass (short sword)
Haneth Tsalaxa
Medium natural humanoid (changeling, shapechanger)
HP 154; Bloodied 77    Initiative +12
AC 23, Fortitude 21, Reflex 22, Will 21    Perception+9
Speed 6    
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Short Sword (Poison, Weapon)   At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 3d6 + 6 damage. If the target is granting combat advantage to Haneth, it takes ongoing 5 poison damage (save ends).
Dagger (Weapon)   At-Will
Attack: Ranged 5 (one creature); +10 vs. Reflex
Hit: 4d4 + 6 damage.
Slick Swordplay   At-Will
Effect: Haneth uses short sword twice, making each attack against a   different target. Haneth can shift 3 squares before, after, or between   the attacks.
Handful of Poison (Poison)   Recharge  5,6  
Attack: Close blast 3 (creatures in the blast); +12 vs. Fortitude
Hit: 3d6 + 6 poison damage, and the target is blinded (save ends).
MINOR ACTIONS
Changeling Disguise (Polymorph)   At-Will
Effect: Haneth can alter his physical form to take on the appearance   of any Medium humanoid, including a unique individual. Haneth retains   his statistics in his new form.    His clothing, armor, and other   possessions do not change. To assume a specific individual’s form,   Haneth must have seen that individual.
Haneth's Trick   Recharge (6)  
Effect: One enemy Haneth can see grants combat advantage to him until the end of his next turn.
Skills Bluff +12, Insight +9, Stealth +13
Equipment: blinding powder, dagger x2, leather armor , short sword 
Porse (reskin: Royal Eyes Elite Agent)
Medium natural humanoid , human
Initiative +12        Senses Perception +13
HP 204; Bloodied 102
AC 27; Fortitude 21, Reflex 24, Will 25
Saving Throws +2
Speed 6
Action Points 1
Rapier (standard, at-will)  Weapon
+14 vs AC; 1d8+7 damage. 
Hand Crossbow (standard, at-will)  Weapon
Ranged 10/20; +13 vs AC; 2d6+8 damage. 
Flamboyant Strike (standard; requires rapier, encounter)  Weapon
+14 vs AC; 2d8+7 damage, the agent slides the target 1 square, and the target is dazed until the end of the agent’s next turn. 
Information Is Power (minor, at-will) 
Ranged 5; +11 vs Will; the target grants combat advantage to the elite agent until the end of its next turn. 
Aundairian Elan (immediate reaction, when the elite agent is hit by a melee or ranged attack; at-will) 
If the Royal Eyes elite agent is marked, that condition ends. In  addition, the agent shifts 2 squares and makes a basic attack as a free  action against the triggering target at any point during this movement.
Combat Advantage
A Royal Eyes elite agent deals 3d6 extra damage on melee and ranged  attacks against any creature granting combat advantage to it.
Disguise Trick (standard; at-will)  Illusion
The Royal Eyes elite agent takes on the appearance of any Medium  humanoid race. Its clothing and equipment alter appearance to reflect  this change. The illusion does not adjust sound or texture, so a  creature listening to or touching an elite agent might detect the  illusion.
Alignment Unaligned        Languages Common
Skills Acrobatics +15, Bluff +16, History +12, Insight +13, Streetwise +16, Thievery +15
Equipment: crossbow bolts (20) , hand crossbow , leather armor , rapier , thieves’ tools .
[/sblock][sblock=Adventure Summary]
  
Motives
  Everyone: Report back to Byron & decide what to do with the information about the brotherhood.
[sblock=LB3 Summary]
  
Summary of Events
  1. Bested Pirates en route to Allaria. Traveled on the ship 
Wind's                                              Will captained by 
Captain                    Levenbrech,                           and mated by 
Porse                           and  
Trig.
  2. Arrived in the port, to find it besieged by Lizards from the                                                              unending         mire.          Defeated         lizards    and            met/teamed      up         with                   Charina.
  3. Journeyed to Geardagas and asked the locals for information with                                                                    mixed      results  (
link to the leads gathered).
  4. Went to the temple of Netari, where the new priest, 
Father Niris,                       has been tending to the                                                                    ill (apparently quite poorly).      He         led         the                 players          into      the                        catacombs,                   where     his           zombie         minions          ambushed.       The            priest,              over                      confident,           rambled              on             about 
Hellview (
background                                               reference for players).   
  5. Dealing a mortal blow to the Priest, he says 
Master De Luccia                       (First time they                                                          have       heard   the name) cannot be            stopped,         and       he               stated           that            Greggor       "
will      be...     among  the      first...   at                   Hellview."         The   priest     laid  dying  on     the              floor with  his       fallen     minions.
 6. As they approach Hellview, they encounter the ghost of 
Sir Alistair Glasston, who begged them to enter                                       the cave and retrieve his lost        battleaxe.  
 7. They entered Hellview, and came across a portal, as well as some                                                             guards/workers.   It       seems      they      were      using         zombies    to       dig   a           new           path          near   the     portal...   
 8. They step through the portal into a bizarre world. A demon statue                                                    looms ahead, with a tall      gate         behind.     The       bodies    of        fallen                           adventurers,       as    well  as  a     dead    demon,     lay       about           the   floor.   Wil                   Triggered      the      Demon              statue    trap,     alerting    the      nearby          demon's.      
 9. After a long battle, they slew all of the demons who had come through                 the hell gate, and they found 
Sir           Alistair       Glasston's lost                       battleaxe. But Greggor   was    still       missing,       and                 there    is   the question of why the    demons         were         digging.     
 10. Hergunna departed the group to alert the local militia, while the                                      others pressed ahead North, trying to      find     the        source    of    the                 demon-aligned     miners,  as    well  as   the     lost    silver. 
 11. They came upon a wall blocking the road to the mine. Mounted knight 
Brother Arleas                       leads a band of outlaws          and    zombies to        defend     the      mine       entrance. After slaying the    Knight           and      half   his    men,   the       remaining  wizards and    archers    closed     the     gate.  The    battle     continued        until only  the   fat   temporal   wizard, 
Alaria, remained alive. She pleaded for her life to be spared. 
12. Alaria identified the men who hired her as being part of 
the Brotherhood. 
13. They entered the mine and found 
Greggor with                      some other miners. Greggor shows them a path   recently        carved      from     the    mine into the Hellview   portal  tunnels.   They     are  using     the   tunnel   to    subvert   the  protection   which  bars    them  from   exiting   the   portal     into     Alaria. 
14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside, 
Master De Luccia brings the demon 
Amendfohl (the same demon that 
Sir Alistair Glasston fought during the fall of Allaria) back to life. De Luccia Declared, "
The time for the Brotherhood of the Bright Eon is once again at hand."         The players slay the demon, and De Luccia offers them a deal   where       everyone just walks away. The players balk, and attack.   DeLuccia   drops     Kruk and threatens to kill the dwarf if they don't   leave, but   the     players press the attack, and kill the brotherhood   master as   well. 
[/sblock]
Summary of Events
   1. The adventurers return to Geardagas. They meet with Count Saga,       who puts them on a quest to Alert Daunton to the Brotherhood threat   and     request aid for Allaria. They are joined by the mage Khemnos.
2. They board the Wind's Will to return back to Daunton, but things seem       off. The Captain and his second mate are missing; First Mate Porse       seems to be running the ship, and he is his usual unfriendly self.    Over    dinner, they question Porse, and get a bad feeling about the    Sailor's    intentions. 
3. The Sailors made a move against the adventurers at night. The sea is rough. 
[/sblock]