|  | GM: | I picked a spot for Charina. 
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 | 
    
The seas were churning, so there was no risk of actually falling asleep as they waiting. The moon rose far overhead and starting to go back down before Porse made his move. A trio of men emerged from below deck, had a word with the officer on deck, and then turned toward were the adventurers 
rested. The drew weapons, making their intentions clear.
As they went to act, the ship lurched over a huge swell that sent the front of the ship downward. The seasoned seamen, however, were accustomed to such weather, and they barely moved as they steadied themselves. 
    |  | GM: | Players have initiative The players are currently prone, but have initiative. You have stand up as a free action, due to the surprise nature of your turn, or lay in wait with readied actions (which can also include a free stand/draw weapon as part of that action). Up to you how to play this.
 
 Motion in the Ocean
 Active effects:
 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.
 
 I will roll these. The first round is a freebie. The NPCs are considered to have +15 for this skill check.
 
 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.
 
 Current Deck Direction: Aft is high (uphill)
 - Moving from left to right: Difficult Terrain
 - Moving from right to left: +1 to move
 
 
 | 
 | 
    [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=Status]
   Wil Rando: G14 
70/70 HS 8/8 AP 1 MW 2/2 
     Kane: J18 
88/88  HS 11/11 AP 1 
    Kruk: H15 
94/94 HS 12/12 AP 1 
   Carolina: F13 
64/64 HS 7/7 AP 1 
  Charina: K13 
69/69 HS 7/7 AP 1
Khemnos: G9 
56/56 HS 9/9 AP 1
Pirate 1: H23 
95/95
Pirate 2: G24 
95/95
Dire Beast Hunter 1: J24 
95/95
Bartleby Haff: H25 
96/96 
???
 [/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)
[/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]