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OOC:
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I have really messed up the status block. So, per the old map, De Luccia is the one in robes, currently at M35, and the Death Priest is the one holding the mace, next to kruk, at I35. I am going to assume the one at I35 is the one Wil meant to target, but if not, please say so and I will retcon.
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[sblock=Wil's Triggers]
NA
 [/sblock]
Charina shot a final bolt into the demon, who screamed, 
"Nooooo!"   as it exploded. Gore covered the room, and it covered Kane. 
The flaming skull fired another flaming blast at Kane. This time, the powerful blast burned the barbarian, despite his protective wards. 
After pulling the priest, Wil moved into melee range of both his target and Master De Luccia. The death priest turned on Wil in anger. 
"A fool Bard to match the dwarf?"  And he said, raising the mace to Wil. But the bard easily dodged the wild swing.
De Luccia swung his rod at Wil, who narrowly parried the attack with his bow. 
So far, the gamble had worked. 
[sblock=Mechanics]
 Flameskull
Move: N/A
 Standard: Flame Ray vs Kane (Ref)
 Attack Wil: 
1d20+10=30 Crit 
 Damage: 2d6+6=18 (-5 resist, -5 fire resit)=8 Fire damage
Deathpriest of Orcus
Standard: Mace vs Wil (AC)
 Attack: 
1d20+12=13 
 Damage: 1d8+1+1d8=0 (9 normal, 8 Necrotic)
 Move: N/A
Master Mosser De Luccia
 Standard: Barbed Rod vs Wil (AC)
 Attack: 
1d20+14=20
Damage: 1d8+2=0
 [/sblock][sblock=Status]
   Wil Rando: L34 
35/61 HS 7/10 AP 0 MW 0/2, 
+1         AC/Ref-Shift-TENT, 
     Kane: K24 
26/77 THP 
0/5                                         HS 8/11 AP 0, 
Resist-5, 
Bloodied, Immobilized, 
    Kruk: I36
 1/80 THP 
0/11 HS 5/12 AP 0, 
Bloodied
   Carolina: H30 
53/54 HS 6/7 AP 0, 
Charina: L23 
59/59 HS                                      7/7 AP 2, 
   
Enemies:
 Flameskull: S24 
70/70
Deathpriest of Orcus: K35 
24/96, 
Bloodied
Master Mosser De Luccia: M35 
64/92, 
Amendfohl: K25:L26 -alot/214 AP 0, dead
Gnall Demon: M38 -6/66, dead 
Arzanezra, Paladin of Slaughter: L29 0/96, Dying
Corrupted Commander: L28 -7/96
Human Slaver: M28 -13/102, Dead
 Human Slaver: K23 0/102
Gnall Demon: L23 -11/66 dead
 [/sblock][sblock=map]
 
		
		
	
	
[/sblock][sblock=Enemies]
    
Master Mosser De Luccia (Reskined: Pelgor)
Medium natural humanoid
HP 92; Bloodied 46
AC 
27; Fortitude 24, Reflex 23, Will 24
Speed 6
Barbed Rod (standard, at-will)   Weapon
+14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends).
Hellish Rebuke (standard, at-will)   Arcane, Fire
Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage         before the end of his next turn, the target takes an extra 1d6+5 fire         damage.
Howl of Doom (standard, recharge 5,6)   Arcane, Fear, Thunder
Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares.
Summons of Marlug (standard, encounter)   Arcane, Psychic, Teleportation
Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the         target to an unoccupied square within 3 squares of him. Sustain      Minor:    +16 vs. Will; Pelgor teleports the target to an unoccupied      square   within  3 squares of him. On a miss, the effect ends.
Shielding Shades (immediate reaction, when hit by an attack; daily)   Arcane
Reduce the damage from the attack to 0.
Soulbound
If Pelgor is ever more than 3 squares away from the altar, his powers         deal -2 damage and he cannot use his summons of Marlug power.
Alignment Evil        Languages Abyssal, Common
Equipment: barbed rod, leather armor .
Deathpriest of Orcus
Medium natural humanoid, human
Initiative +4        Senses Perception +12
HP 96; Bloodied 48
AC 
25; Fortitude 21, Reflex 19, Will 21
Speed 5
Mace (standard, at-will)   Necrotic
+12 vs AC; 1d8+1 damage plus 1d8 necrotic damage.
Ray of Black Fire (standard, at-will)   Fire, Necrotic
Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally         in the deathpriest's line of sight gains a +2 power bonus to its    next      attack roll against the target.
Dark Blessing (standard, encounter)   Necrotic
Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target         is pushed 1 square. Hit or Miss: The deathpriest and all allies in     the     burst gain a +2 power bonus to AC until the end of the     encounter.
Alignment Unaligned        Languages Abyssal, Common
Equipment: skull-headed mace, chainmail .
Flameskull
Small natural animate (undead)
Initiative +7        Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
Fiery Bite (standard, at-will)   Fire
Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage.
Flame Ray (standard, at-will)   Fire
Ranged 10; +10 vs Reflex; 2d6+6 fire damage.
Fireball (standard, encounter)   Fire
Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half         damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will)   Conjuration
As the wizard power mage hand.
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce         its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned        Languages Common, one other
Skills Stealth +12
[/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.     
 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. 
[/sblock]