[sblock=John/Triggers]
Chord of Dissonance: Triggered for Kruk, negating 10 damage. 
Virtue of Prescience: This could have triggered for Kane, but since the attack did no damage, I assumed you would want to wait. 
[/sblock]
As Kruk approached the Bonecrusher, it swung with it's great club, but  the dwarf took only a glancing blow. 
Hergunna snapped out her hand, and sharp vine lashed at the bloodied magician's neck. It clutched at the bleeding artery for a moment before falling to the ground. 
"AWAY!" The demon statue   boomed once more, targeting the barbarian with its anger. The psychic wave pushed Kane, who went stumbling forward through the game. 
"COME AND KILL THE INTRUDER!"
"No! NO!" the remaining bonecrusher yelled, dismayed at the demise of his counterpart. It swung wildly, like an angry child, and Kruk easily blocked the attack with his shield. 
The ghostly undead Skelmur drifted over to Hergunna. It stared into her eyes, sending a wave of pain which locked her legs in place. Even so, as it reached out with a necrotic hand to grab her, Hergunna twisted her body away and parried the attack with her totem. 
As Hergunna stood there, warding back the undead, she felt something grab her shoulders and then bite down hard on neck. She screamed as a savage beast appeared behind her, its teeth deep into her neck. 
Charina watched with shock as the creature appeared, as if out of thin air, with its upper torso covered with Hergunna's blood. It let out a blood curdling howl, with the druid's vitae dripping from it's maw. 
The Wizard atop the wall took aim at Kruk with it's mind, delivering a hammering blow which echoed in the dwarf's ears. 
Kruk was about to turn back and rejoin the fight when two more enemies exited the second portal: a human and a demon. 
The human Doomdreamer stepped up first, firing an icy bolt at Kane. The blast froze his feet to the ground. The Bloodseep demon moved up, taking a defensive position in front of the human. 
[sblock=Wil, Charina, Hergunna, Kruk, Carolina]
You are -2 Wil Defenses, thanks to Mr. Wendigo, who is currently visible.
[/sblock][sblock=Mechanics]
Bonecrusher Skeleton OA vs Kruk
Trigger: Threatening Reach + Leave adjacent  square
Attack: 
1d20+13=31
 Damage: 
1d10+5=6
Hergunna
Standard: Thorn Whip vs DKW-G16
Attack: 
1d20+9=16
Damage: 
1d8+6=6
Effect: Dead
Trap Attack
Standard: Blast 5 +10 vs Will
Attack Kane: 
1d20+10=14 Hit (-2 Will Defenses from Unknown Enemy Aura)
Effect: Push Kane 4 to D17
Bonecrusher Skeleton: I17:J18
Recharge: 
1d6=3 Nope.
Move: N/A
Standard: Great Club vs Kruk (AC)
Attack: 
1d20+13=15 Miss
Damage: 1d10+5=0
Skelmur the Stalker
Move: to N11
Minor: Skelmur's Eyes vs Hergunna (Will)
Attack: 
1d20+12=31 Hit
Damage: 
1d6+3=5  psychic damage
Effect: Hergunna is immobilized TENT-Skelmur.
Standard: Spirit Touch vs Hergunna (Ref)
Attack: 
1d20+12=17
Damage: 2d4+3=0
Wendigo Manhunter
Move: to P13
Standard: 
1d20+13=32 (+2 CA)=34
Damage: 
4d6+6=23
Effect: Healing N/A
Demon King's Wand
 Move: to E20
 Standard: Mind Razor vs Kruk (Will)
 Attack: 
1d20+11=20
 Damage: 
2d8+4=11  psychic damage
Immediate Interupt: Chord of Dissonance
Effect: Negates 10 damage. 
Doomdreamer
Move: to A15
Standard: Chilling Ray vs Kane (Reflex)
Attack: 
1d20+12=23
Damage: 
1d6+7=11 cold damage
Effect: target is immobilized until the end of the doomdreamer’s next turn.
Bloodseep Demon
Move to: B16
Standard: Total Defense
[/sblock][sblock=Status]
  Wil Rando: G15 
50/50 HS 8/10 AP 1 MW 1/2, 
-2 will defense, +1 AC/Ref-Shift-TENT, 
    Hergunna: O12 
19/56 HS              9/9 AP 1, 
Bloodied, 
-2 will defense, immobilized   TENT-Skelmur
    Kane: D17 
54/65 THP 
0/5                  HS 8/11 AP 0, 
immobilized   TENT-Doomdreamer
   Kruk: G20 
60/67 THP    
0/9 HS 10/12 AP 0, 
-2   will defense, 
  Carolina: F14 
43/49 HS 4/7 AP 0, 
-2 will defense
 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, 
Skelmur the Stalker: N11 
84/99
Demon King's Wand: E20 
52/52, +2 Cover from Gate Wall
Wendigo Manhunter: P13 
70/70
Bloodseep Demon: B16 
79/79, Total Defense
Doomdreamer: A15 
87/87
???
Demon King's Wand: G16 0/52, Dying
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.
Wendigo Manhunter
HP 70; Bloodied 35    Initiative +13
AC 22, Fortitude 20, Reflex 22, Will 18    Perception +13
Speed 8    Low-light vision
Scent of Fear (Fear)   Aura 10
Enemies within the aura take a -2 penalty to Will.
Beyond Sight
Whenever the manhunter ends its turn 5 or more squares from an enemy, it is invisible to that enemy until the end of the manhunter’s next turn.
Standard Claw   At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 3d6 + 4 damage.
Effect: The manhunter shifts 2 squares.
Standard Wendigo Bite (Healing)   At-Will
Attack: Melee 1 (one creature that cannot see the manhunter); +13 vs. AC
Hit: 4d6 + 6 damage, and the manhunter regains hit points equal to half the damage dealt.
Triggered Variable Resistance   2/Encounter
Trigger: The manhunter takes acid, cold, fire, lightning, or thunder damage.
Effect (Free Action): The manhunter gains resist 5 to the triggering damage type until the end of the encounter or until it uses variable resistance again.
Skills Endurance +12, Stealth +14
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.
[/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]