[sblock=Ryry]I have updated the map and status block.
[/sblock]
[sblock=WIP]
[sblock=John/Triggers]
  Fox's Cunning can trigger, but because of your position and  threatening reach, the enemy attack still hits. So, if you would like to  use this one, go ahead.
Chord of Dissonance also can trigger, for either you or Kruk.  I'll let you decide how to use it.
[/sblock]
As Kruk approached the Bonecrusher, it swung with it's great club, but the dwarf took only a glancing blow. 
"I SAID BEGONE!" The demon statue  boomed again, focusing on the two melee warriors. Kruk was ready this  time, and the dwarf stood his ground, but Kane was caught off guard and  tumbled to the edge. 
[sblock=Kane Trap/Cliff Rules]
You get a chance to save vs falling. 
If you passing the saving throw, you are prone where you are. 
If you fail, you move one square to the right, and you are hanging on to   the cliff by the edge. You will need to use a move action to pull   yourself back up (Athletics DC 10). This will put you back on land, but   still prone. You'd need a second move action to stand. 
Another adjacent character can use their move or standard action to pull   you up, making you prone on solid land. 
[/sblock]
"Ahhhrrggg! Away with" "Intruders!"  the twin skeletons said. The  damaged Skeleton moved toward Hergunna. It swung with the heavy club,  but the druid sidestepped at the last minute. 
The other Skeleton turned it's attention to Wil. Closing in, it swung  hard with it's club, slamming Wil into the wall. 
A smaller, skulking skeleton lurked out from the gates. Turning it's  gaze Caroline, it sent a mental bolt which froze the rogue in place. 
Two demon worshiping humans followed. The first came through the gate,  and attacked Kruk mentally, sending waves of pain through the dwarf. The  second ascended the gate wall. It tried to assail Kane, already  dangerously close to falling down into the chasm, but the barbarian  resisted the mental dagger. 
[sblock=Wil, Caroline, Kane, Kruk]
You see, for just a moment, some furry thing go moving past, from the  gate toward the south east cliff. Though, as you stare in that  direction, you can see nothing; not even a set of floating eyeballs. It  moved so fast, like a blur, you're not sure what it was.
[/sblock][sblock=Charina, Hergunna, Kruk, Kane]
You are -2 Wil Defenses. 
[/sblock][sblock=Arcana DC 15 rolled]Some creature is causing the Will  penalty.
[/sblock][sblock=Arcana DC 25 rolled]A 
Wendigo Manhunter is lurking around, unseen,   causing the breakdown of your mental defenses.
[/sblock][sblock=Mechanics]
Bonecrusher Skeleton OA vs Kruk
Trigger: Threatening Reach + Leave adjacent  square
Attack: 
1d20+13=31
 Damage: 
1d10+5=6
Trap Attack
Standard: Blast 5 +10 vs Will
Attack Kane: 
1d20+10=25 Hit
Attack Kruk: 
1d20+10=15 Miss
Effect: Push Kane 4
Bonecrusher Skeleton: I14:J15
Move: to M12:N13
Standard: Crushing Blow vs Hergunna (AC)
Attack: 
1d20+13=19  Miss
Damage: 
2d10+5=0
Bonecrusher Skeleton: I17:J18
Move: to G18:H19
Standard: Crushing Blow vs Wil (AC)
Attack: 
1d20+13=28 -2= 26 Hit
Damage: 
2d10+5=24
Skelmur the Stalker
Move: to I16
Minor: Skelmur's Eyes vs Caroline (Will)
Attack: 
1d20+12=29
Damage: 
1d6+3=6  psychic damage
Effect: Caroline is immobilized TENT-Skelmur.
Demon King's Wand C15
 Move: to G16
 Standard: Mind Razor vs Kruk (Will)
 Attack: 
1d20+11=28
 Damage: 
2d8+4=16  psychic damage
Demon King's Wand 2
 Move: to E20
 Standard: Mind Razor vs Kane (Will)
 Attack: 
1d20+11=12
 Damage: 2d8+4=0  psychic damage
???
Move: to I17
Move: to ???
[/sblock][sblock=Status]
  Wil Rando: F18 
50/50 HS 8/10 AP 1 MW 1/2, 
+1 AC/Ref-Shift-TENT, 
    Hergunna: O12 
56/56 HS             9/9 AP 1, 
-2 will defense
    Kane: K21? 
65/65 THP 
0/5                 HS 8/11 AP 0, 
-2 will defense
   Kruk: L21 
61/67 THP   
0/9 HS 10/12 AP 0, 
-2  will defense
  Carolina: F14 
43/49 HS 4/7 AP 0, 
immobilized  TENT-Skelmur
 Charina: R12 
44/44 HS             7/7 AP 1, 
-2 will defense
Enemies:
Demon Face Statue: M16:N17 
21/21
Bonecrusher Skeleton: G18:H19 
15/80, Bloodied, Slowed & Can't Shift-TENT
Skelmur the Stalker: I16 
84/99
Demon King's Wand: G16 
6/52, Bloodied
Demon King's Wand: E20 
52/52, +2 Cover from Gate Wall
???
Bonecrusher Skeleton: M12:N13 -1/80, Dead
[/sblock][sblock=map]
   
		
		
	
	
   [/sblock][sblock=Enemy Triggers]
    
Bonecrusher Skeleton
 - Threatening Reach: OAs within 2 squares 
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.
Bonecrusher Skeleton
Large shadow animate (undead)
Level 7 Soldier
HP 80; Bloodied 40
AC 22; Fortitude 21, Reflex 21, Will 19
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
Greatclub (standard, at-will)  Weapon
Reach 2; +13 vs AC; 1d10+5 damage.
Crushing Blow (standard, recharge 6)
Reach 2; +13 vs AC; 2d10+5 and the target is pushed 1 square and knocked   prone.
Threatening Reach (!!!)
The bonecrusher skeleton can make opportunity attacks against all   enemies within its reach (2 squares).
Equipment: greatclub
Skelmur the Stalker
Medium natural humanoid (undead)
HP 99; Bloodied 49
AC 22; Fortitude 19, Reflex 20, Will 21
Immune disease, poison; Resist insubstantial
Saving Throws +2
Speed fly 6 (hover); phasing
Action Points 1
Spirit Touch (standard, at-will)  Necrotic
+12 vs Reflex; 2d4+3 necrotic damage.
Skelmur's Eyes (minor 1/round, at-will)  Fear, Gaze, Psychic
Ranged 5; +12 vs Will; 1d6+3 psychic damage, and the target is   immobilized until the end of Skelmur's next turn. This attack doesn't   provoke opportunity attacks.
Drowning Hands (standard; requires combat advantage; sustain minor,   recharges after skelmur uses dematerialize)  Necrotic
+12 vs Fortitude; 2d10+5 damage, ongoing 5 damage (save ends), and the   target is dazed until the end of Skelmur’s next turn. Sustain Minor:   Skelmur can only sustain the effect on a target he hit with the above   attack or following attack during his last turn. When he sustains the   power, he repeats the attack on the target, dealing 5 damage (10 to an   immobilized target).
Dematerialize (standard; at-will)
Skelmur reduces himself to a set of floating eyes, and he shifts 2   squares. He can make a Stealth check to hide if he has any sort of cover   or concealment.
Demon King’s Wand
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 .
[/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]
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