|  | GM: | Does everyone have their character leveled up? Last I checked, I thought Mal and IG still needed to level up. I want to tweak the encounter level once I have all the players' updated levels. 
 | 
 | 
    
"Yes, Enjoy," Porse repeated, 
"Well I shall enjoy the rest of the wine myself. You can sleep on the deck, or don't sleep, but I don't want you below deck after dark. I spot at least one thief among you, and though we may not be carrying silver, my cargo is still quite valuable."
The 
captain ended the dinner, and the adventurers returned to the deck. The seas were a bit rough. One deck hand was serving as look out, and he gave them a nasty look as the adventurers made their way topside.
Something was definitely wrong. The tone of that dinner and the absence of the real Captain made them suspicious. So as not to be caught off guard while sleeping, they devised a plan.
While discussing their plans, the ship crashed over a huge swell,  sending the unprepared adventurers stumbling toward the front of the  ship. 
    |  | GM: | Since you passed the skill challenge, you have a good idea the crew is up to something. You are prepared for any attack which might come. Decide where to move your character on the ship. 
 I am still working out the exact mechanics, but the ship breaking through the tall swells will have an impact (probably like a hazard).
 
 | 
 | 
    
[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. Characters who have low-light vision or   darkvision see normally in dim light.[/sblock][sblock=Status]
   Wil Rando: I23 
70/70 HS 8/8 AP 1 MW 2/2 
     Kane: H22 
88/88  HS 11/11 AP 1 
    Kruk: I22 
94/94 HS 12/12 AP 1 
   Carolina: H23 
64/64 HS 7/7 AP 1 
  Charina: J23 
69/69 HS 7/7 AP 1
Khemnos: J22 
56/56 HS 9/9 AP 1
 [/sblock][sblock=Map]
		
		
	
	
The Hatch at H24:I24 is the ladder which leads below deck.
[/sblock][sblock=Enemies]
Placeholder
[/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. 
[/sblock]