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OOC:
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IG, I moved carolina so you could roll the stealth.  
Mal, I hear ya, it's just hard for me to RP with everyone having these high level, complex characters (read: I am lazy). 
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 Porse slashed at Kruk and backed away from the Dwarf. He shouted, 
"I SAID ALL HANDS ON DECK!"
  
Tesla pressed the attack, slashing Khemnos, and moving up to attack Wil. He distracted the bard, and landed a blow dripping with poison. Both the mage and the bard we left bloodied. 
Porse fired a bolt from his hand crossbow, but the shot flew over Khemnos's head. He pressed on, moving next to the mage. 
Another of Porse's men made his way up 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]
Haneth "Tesla" Tsalaxa
 Recharge: Haneth's Trick 
1d6=6 yup
Recharge: handfull of poison 
1d6=6 yup
Minor: Haneth's Trick on Wil (grants CA TENT)
Move: to H16
Standard: Slick Swordplay
Attack Khemnos: 
1d20+12=29 vs AC 
http://invisiblecastle.com/roller/view/3233431/
Damage Khemnos:
 3d6+6=20
Shift 3 to H13
Attack Wil: 
1d20+12=30 +2(CA)=32 vs AC
Damage Wil:
 3d6+6=18
Effect: Wil takes 5 ongoing posion damage  (save ends) 
 Porse
Immediate Reaction: Aundairian Elan - Mark Ends. Free basic Attack. Shift 2
 - Attack: 
1d20+14=18 Miss vs AC Kruk
 - Shift 2 to 
Standard: Hand Crossbow vs Khemnos
Attack: 1d20+13=16 Miss 
Damage:
Move: to H16
Dire Beast Hunter
Move: Get up on deck
[/sblock][sblock=Status]
   Wil Rando: H18 
37/70 HS 8/8 AP 1 MW 2/2, 
Bloodied, 
5 ongoing poison, 
     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 
12/56 HS 9/9 AP 1, 
Bloodied,
 5 ongoing poison, 
Kane: G26 88/88  HS 11/11 AP 1, Overboard 
Haneth "Tesla" Tsalaxa: J18 
59/154 AP 0/1, 
Bloodied. 
Porse: H23
 146/204 AP 1/1, marked by Kruk
Dire Beast Hunter 2: I23 76/76,
???
 
Bartleby Haff: F25 -15/96, dead
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]
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 .
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]