| 
| OOC: | Mal, Carolina is already in K13, and I am not sure where to put you. So take your shift 3 before your turn. | 
 | 
 
 
"The deck hands drop in a fight like frogs, frogs that rain from the sky," Bartleby Haff said. 
"Oh magnetic Porse, would you repel some better fighters to the deck. These frogs are lacking in the lacky department." 
The   Haff lashed out at Kruk with his chain, and this time the weapon bit hard into the dwarf. Angered, Kruk struck back with a devastating slash of his own. The Pirate adjacent swung at Kruk, but missed. 
The other pirate, this one close to the ranged heroes, moved in next to the mage. But his attack was awkward and easily dodged. 
As requested, two more enemies popped up from below decking, maneuvering into position.  
The ship broke against a huge wave, sending the forward section up into the air and sinking the aft section downwards. The sudden and dramatic shift in direction sent half the heroes and half the villians sliding down the deck. 
[sblock=Ship Motion Change Mechanics]
Ship Motion Change: Atheltics DC 22
Wil Rando: 23
Kane: 20
Kruk: 17
Carolina: 27
Charina: 31
Khemnos: 8
Pirate 1: 33 
Pirate 3: 22 
Bartleby Haff: 21 
Haneth "Tesla" Tsalaxa: 16 
Tarkanan Assassin: 21
Current Deck Direction: Forward is high (uphill) 
   - Moving from left to right: +1 to move
   - Moving from right to left: Difficult Terrain
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. 
Save vs Prone:
Kane: Saved
Haff: Saved
[/sblock]Kane and the Haff slammed against the deck rail, but maintained their  footing. Kruk, the assassin, and Khemnos stumbled, but also stayed  afoot. Tesla stumbled back and tripped over himself, sprawling on to the  deck. 
[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]
Bartleby Haff
Move: NA
Standard: Chain Attack vs Kruk (AC)
Attack: 
1d20+12=32 Crit
Damage: 1d10+5=15
Effect: Immobilized TSNT-Bart
  IA: Kruk: Strikebacks: Hits 
32 for 17
Pirate 3
 Move: NA
Standard: Cutlass vs Kruk
Attack:
 1d20+12=20 Miss
Damage: 2d6+5=0
Pirate 1
 Move: Shift to H15
Standard: Cutlass vs Khemnos
Attack:
 1d20+12=13 Miss
Damage: 2d6+5=0
Haneth "Tesla" Tsalaxa
Move: up to deck
Standard: Move: to I17 
 Minor: Changeling Disguise 
Tarkanan Assassin
Move: up to deck
Standard: Move: to H21 (avoid OA)
[/sblock][sblock=Status]
   Wil Rando: G12 
70/70 HS 8/8 AP 1 MW 2/2 
     Kane: G26 
88/88  HS 11/11 AP 1 
    Kruk: G25 
79/94 HS 12/12 AP 1, 
Immobilized TSNT-Bart
   Carolina: K13 
64/64 HS 7/7 AP 1 
  Charina: J15 
69/69 HS 7/7 AP 1
Khemnos: I18 
56/56 HS 9/9 AP 1
Pirate 1: H15 
13/95, 
Bloodied
Pirate 3: H23 
36/95, 
Bloodied
Bartleby Haff: F25 
79/96,
 -2 Atk TENT-Kane
Haneth "Tesla" Tsalaxa: I20 
154/154, 
Prone
Tarkanan Assassin: G24 
152/152
???
 
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: Forward is high (uphill) 
  - Moving from left to right: +1 to move
  - Moving from right to left: Difficult Terrain
[/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 
Tarkanan Assassin
Medium natural humanoid , human
Initiative +11        Senses Perception +10
HP 152; Bloodied 76
AC 26; Fortitude 22, Reflex 25, Will 25
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will)   Weapon
+12 vs AC; 1d4+5 damage.
Tear through Space (standard, recharges when first bloodied)   Teleportation, Weapon
+12 vs AC; 2d4+7 damage.
Khyber's Veil (minor 1/round, at-will)   Illusion
Close burst 3; targets one creature; the Tarkanan assassin is invisible to that target until the end of the assassin’s next turn.
Combat Advantage
A Tarkanan assassin deals 2d6 extra damage against any creature granting combat advantage to it.
Fearsome Blade
A Tarkanan assassin can score a critical hit on a roll of 18–20 when making a dagger attack.
Alignment Unaligned        Languages Common
Skills Bluff +13, Stealth +17, Streetwise +13, Thievery +14
Equipment: dagger .
[/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]