The Pirate unmoved by the treasure moved up the center of the ship, hoping down on the deck and approaching Wil. 
The second pirate was ready to fight back, but not willing to just leave  the treasure. Standing his ground against Kane, he swung the cutlass  wildly, and it was easily deflected. 
"Under the sea, men can't scream, but they can dance like a ballerina," Bartleby Haff proclaimed. 
"Would you care to see my seaman's shanty, master dwarf?" The  Haff lashed out at Kruk with his chain, but the weapon rebounded off  his armor. And, so far, the man's inane rambling had no ill effect. 
A third Pirate climbed onto the deck, close to Kane. 
[sblock=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. 
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]
Pirate 1
Move: to G16
Pirate 2
Standard: Cutlass vs Kane (AC)
Attack: 
1d20+12=18
Damage: 2d6+5=0
Save vs Imobilized: 
1d20+2=17 saved
Bartleby Haff
Move: to F23
Standard: Chain Attack vs Kruk (AC)
Attack: 
1d20+12=24
Damage: 1d10+5=0
Pirate 3
Move: Come up on Deck.
[/sblock][sblock=Status]
   Wil Rando: G14 
70/70 HS 8/8 AP 1 MW 2/2 
     Kane: J22 
88/88  HS 11/11 AP 1 
    Kruk: F21 
94/94 HS 12/12 AP 1 
   Carolina: F13 
64/64 HS 7/7 AP 1 
  Charina: K16 
69/69 HS 7/7 AP 1
Khemnos: G9 
56/56 HS 9/9 AP 1
Pirate 1: G16 
95/95
Pirate 2: I23 
75/95, 
Pirate 1: H23 
95/95
Bartleby Haff: F23 
96/96
???
 
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)
[/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]