[sblock=Dims]
I'm not sure about the rule change. A quick look on the Insider didn't net any results for me. So, until someone says otherwise, I'd say your daily is fair game.
[/sblock]
Atop the gate wall, the magician raised his sword again, but the the wolf succumbed to the flames and fell limp. So, the Demon King's Wand turned his attention to Hergunna, firing a mind bolt at the Druid. But Hergunna, having sensed the loss of her wolf companion, was already focused on the mage, and she easily rebuffed the mental attack.
"No! Get back!" The human doomdreamer yelled frantically, swinging wildly at Kane with his mace, with no effect.
"Help me you stupid Drow!"
"As you wish," the enemy drow said, venom in his voice. With a clutched hand, it ignited the area behind the gate wall in heavy flames. Hands of fire reached up, grabbing; Kane knocked the hands away, but the doomdreamer was not so lucky.
"What! AHHHH!" The doomdreamer screamed.
"You Bastard! What have you done!?"
"It is unfortunate you were caught in the crossfire, dear Jamus. No doubt the master will be saddened to hear of your death, but take comfort that the brotherhood sing songs of the bravery you showed in your death."
The doomdreamer screamed obscenities, but could not move from the flames.
[sblock=Flame Zone]
The flame zone behind the wall (-F13:C21) is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.
[/sblock]
The Bloodseep demon, without a target, retreated back to the firezone which it was immune to.
The huge Neldrazu wrapped an arm around Kruk, and the dwarf disappeared. A moment later, it too disappeared. Both reappeared 40 feet to the south, up against the huge stone wall. Facing Kruk 1 on 1, the Neldrazu attacked with all of its arms, slashing and cutting the dwarf all over. The cuts were so deep that even after the attack was over, life was still pouring out of him.
[sblock=Mechanics]
Trap Attack
Standard: Trap attack vs (Will)
Attack: 1d20+10= n/a
Effect:
Demon King's Wand
Move: sheath Short sword
Standard: Bedeviling Bolts vs Hergunna (will)
Attack:
1d20+11=18 Miss
Damage: 1d10+5=0 damage
Effect: N/A
Doomdreamer
Recharge: touch of insanity 1d6=4 fail
Standard: Mace vs Kane (AC)
Attack:
1d20+13=15 Hit
Damage: 1d8+7=0 Damage
Drow Demonologist
Move: N/A
Standard: Demonic Grasp (vs Reflex)
Area Burst Target: -B17
Attack Kane: 1d20+11=19 miss
Attack Doomdreamer: 1d20+11=24 hit
Effect: Doomdreamer is restrained (save ends).
Effect: The zone (-F13:C21) is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.
Bloodseep Demon
Recharge: Poison Portal Strike 1d6=1 nope
Move: C20
Standard: N/A
Attack: 1d20+12=
Damage: 2d4+5=
Neldrazu
Move: N/A
Move: Abduct vs Kruk (Reflex)
Attack:
1d20+11=31 CRIT
Effect: Teleport Kruk 10 squares to N11
Effect: Teleport self to adjacent square (O10

11).
Standard: Flaying Claws vs Kruk (AC)
Attack:
1d20+13=26
Damage:
4D6+5=20
Effect: Kruk 5 ongoing damage (save ends)
[/sblock][sblock=Status]
Wil Rando: G16
31(26)/50 HS 7/10 AP 0 MW 0/2,
+1 AC/Ref-Shift-TENT,
Bloodied, 5 ongoing poison,
SW +2 DEF
Hergunna: G18
42/56 HS 7/9 AP 1,
Kane: B14
23(18)/65 THP
0/5 HS 7/11 AP 0,
Bloodied,
In flame-zone
Kruk: N11
19(15)/67 THP
0/9 HS 9/12 AP 0,
Bloodied,
5 ongoing damage
Carolina: G17
43/49 HS 4/7 AP 0,
Charina: S21
49/49 HS 7/7 AP 1,
Wolf: N13 -1/28
Enemies:
Demon Face Statue: M16:N17
15/21
Demon King's Wand: E21
24/52, Bloodied,+2 Cover from Gate Wall
Bloodseep Demon: C20
24/79, Bloodied
Doomdreamer: B13
24(19)/87, Bloodied, Restrained, In flame-zone
Drow Demonologist: D14
64/64
Neldrazu: O10

11
48/71
Wendigo Manhunter: J16 0/70, dead
Skelmur the Stalker: K11 -18/99, dead
Demon King's Wand: G16 0/52, Dying
Bonecrusher Skeleton: M12:N13 -1/80, Dead
Bonecrusher Skeleton: G18:H19 -3/80, dead,
[/sblock][sblock=map]
[/sblock][sblock=BIG map]
[/sblock][sblock=Enemy Triggers]
Demon King's Wand:
- Trigger: first time it is bloodied
- Effect: turns invisible
[/sblock][sblock=Enemies]
Demon Face Statue
Trap
Statue Attack
Standard Action Close blast 5
Target: Each enemy in blast
Attack: +10 vs. Will
Hit: The statue pushes the target 4 squares. If the target ends this movement next to an ally of the demon face statue, that ally can make a melee basic attack against the target as an opportunity action.
Special: The trap treats all nondemons that are not part of the statue’s demon cult as enemies. It treats all members of the cult and their allies as its allies.
Countermeasures
-Stealth DC 17: By making a Stealth check, a character can move within 5 squares of the statue without activating it or alerting the creature linked to it.
-Thievery DC 17: A character adjacent to the statue can make a Thievery check (as a standard action) to disable the trap until the start of the character’s next turn. Three successful Thievery checks destroy the trap.
-A character can attack the statue (AC 22, Reflex 22, Fortitude 21, 21 hit points). Doing so activates the trap (as above). Destroying the statue ends its threat.
Demon King’s Wand
[FONT="][/FONT]Initiative +5 Senses Perception +9; low-light vision
Medium natural humanoid
HP 52; Bloodied 26
AC 18; Fortitude 15, Reflex 20, Will 19
Speed 5
Short Sword (standard, at-will) Weapon
+13 vs AC; 1d6+4 damage.
Mind Razor (standard, at-will) Implement, Psychic
Ranged 10; +11 vs Will; 2d8+4 psychic damage.
Bedeviling Bolts (standard, at-will) Illusion, Implement
Ranged 10; +11 vs Will; 1d10+5 damage, and the Wand slides the target 1 square.
Scintillating Pattern (standard, recharge 6)
Area burst 2 within 10; targets enemies; +9 vs Will; 3d8+4 damage, and the target is dazed (save ends).
Fade Away (immediate reaction, when the king's wand takes damage; encounter) Illusion
The King’s Wand turns invisible until after it hits or misses with an attack or until the end of its next turn.
Equipment: surcoat, short sword , wand implement.
Bloodseep Demon
Medium elemental magical beast (demon)
Initiative +9 Senses Perception +8; darkvision
Weeping Poison (Healing, Poison) aura 2; each enemy that starts its turn within the aura takes 5 poison damage. While the Bloodseep Demon is bloodied, any demon that starts its turn within the aura regains 5 hit points.
HP 79; Bloodied 39
AC 21; Fortitude 18, Reflex 20, Will 19
Resist 10 variable (1/encounter)
Speed 7, teleport 3
Claw (standard, at-will) Poison
+12 vs AC; 2d4+5 damage, and ongoing 5 poison damage (save ends).
Poison Portal Strike (standard, recharge 4,5,6) Teleportation
The bloodseep demon teleports 5 squares and makes a claw attack. If the attack hits, the bloodseep demon teleports 5 squares.
Poison Blast (minor, encounter) Healing, Poison
Close blast 5; targets enemies; +10 vs Fortitude; 1d4+5 poison damage. Effect: Each demon in the blast regains 1d4+5 hit points.
Doomdreamer
Medium natural humanoid, human
Blessing of the Elemental Eye aura 2; elemental and demon allies within the aura gain a +2 bonus to attack rolls.
HP 87; Bloodied 43
AC 22; Fortitude 18, Reflex 20, Will 21
Speed 6
Mace (standard, at-will) Weapon
+13 vs AC; 1d8+7 damage.
Chilling Ray (standard, at-will) Cold
Ranged 5; +12 vs Reflex; 1d8+7 cold damage, and the target is immobilized until the end of the doomdreamer’s next turn.
Touch of Insanity (standard, recharge ) Psychic
+12 vs Will; 1d6+7 psychic damage, and the target must move at least 1 square during its turn or take 10 psychic damage at the end of its turn (save ends).
Maddening Howl (standard, encounter)
Close burst 5; targets enemies; +12 vs Will; 2d8+7 thunder damage, and the target is dazed until the end of the doomdreamer’s next turn.
Equipment: purple robes of Tharzidun, holy symbol of Elder Elemental Eye, mace.
Drow Demonologist
Medium natural humanoid
Initiative +6 Senses Perception +11; darkvision
HP 64; Bloodied 32
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 7
Demonic Rod (standard, at-will)
+11 vs AC; 1d6 damage, and the target is immobilized (save ends); see also Lolth’s judgment.
Immolating Ray (standard, at-will) Fire
Ranged 10; +13 vs Reflex; 2d8+1 fire damage, and ongoing 5 fire damage (save ends); see also Lolth’s judgment.
Demonic Grasp (standard, encounter) Fire, Zone
spectral flames fill the zone; Area burst 4 within 10; drow and demons are immune; +11 vs Reflex; the target is restrained (save ends). The zone is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.
Demon Curse (standard, encounter) Necrotic
Spectral imps swarm over and bite the target; ranged 20; +11 vs Will; 1d6+5 necrotic damage, and the target takes ongoing 5 necrotic damage and is weakened (save ends both); see also Lolth’s judgment.
Flame Blast (standard, encounter) Fire
Close blast 5; +9 vs Fortitude; 2d6+8 fire damage. Miss: Half damage.
Cloud of Darkness (minor, encounter)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow demonologist’s next turn. The cloud blocks line of sight for all creatures except the drow demonologist. Any creature entirely within the cloud (except the drow demonologist) is blinded until it exits
Lolth’s Judgment (free, when the demonologist hits a target with a melee or a ranged attack; at-will)
All demon allies within 20 squares of the demonologist gain a +2 bonus to attack rolls against the target until the end of the demonologist’s next turn.
Alignment Evil Languages Common, Elven
Skills Arcana +12, Dungeoneering +11, Intimidate +6, Stealth +8
Equipment: robes, demonic rod
Neldrazu
Large elemental humanoid (demon)
Initiative +13 Senses Perception +7; darkvision
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 21, Will 19
Resist 10 variable (1/encounter)
Speed 8, climb 6 (spider climb)
Slashing Claw (standard, at-will)
Reach 2; +13 vs AC; 2d6+5 damage.
Abduct (move, recharge 5,6) Teleportation
Reach 2; +11 vs Reflex; targets enemies only; the neldrazu teleports the target 10 squares, and the neldrazu teleports to a space adjacent to the target. Miss: The neldrazu teleports 10 squares.
Flaying Claws (standard; usable when only one enemy is within 5 squares of the neldrazu, at-will)
Reach 2; +13 vs AC; 4d6+5 damage, and ongoing 5 damage (save ends).
Bloodied Abduction (free, when first bloodied; encounter) Teleportation
The neldrazu teleports an enemy adjacent to it 5 squares, and the neldrazu teleports to a space adjacent to the creature.
Alignment Chaotic evil Languages Abyssal
Skills Stealth +14
[/sblock][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron
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.
[/sblock]