[sblock=WIP]
   [sblock=John/Triggers]
N/A
[/sblock]
Kruk moved over to the Demon's body, and as he reached down for the Axe,  the handle seemed to rise to meet him, releasing from the corpse as  easily as a warm knife slices butter. The weapon had heft, but it felt  sturdy. A talon shape was forged where the blade met the shaft. 
Skelmur drifted slowly over to Wil, using his unnatural gaze to stop Wil  in his tracks. And while the Bard's was stuck, the ghostly undead  reached out a gnarled hand and grabbed Wil's forearm. The touch burned  as the skin around it began to die. 
The Wendigo fled to the east, disappearing into the wind. The dull head  pain the accompanied the creature still remained, however. 
"Back away now while you still breathe, Bugbear!"  The human doomdreamer called, moving back into a defensive position and  readying himself to attack. The Bloodseep demon looked ready as well,  but made no move against Kane. 
[sblock=Readied Action Trigger: If any player enters a square in Row C]
Doomdreamer
Readied Standard: Chilling Ray vs (Reflex)
Attack: 1d20+12=
 Damage: 1d6+7= cold damage
 Effect: target is immobilized until the end of the doomdreamer’s next   turn.
If that square happens to be adjacent to the Bloodseep Demon, he will  also use a readied action to attack. 
Readied Standard: Claw vs (AC)
Attack: 1d20+12=
  Damage: 2d4+5= damage + ongoing 5 poison damage
  [/sblock]
[sblock=Wil, Charina, Hergunna, Kruk, Carolina, Kane]
You are -2 Wil Defenses, thanks to Mr. Wendigo, who is currently  invisible.
[/sblock][sblock=Mechanics]
Skelmur the Stalker OA
Attack: 
1d20+12=19
 Damage: 2d4+3=0 necrotic damage
Trap Attack
Standard: N/A
Attack: 1d20+10= 
Effect: Push 4 
Skelmur the Stalker
Move: to K10
Minor: Skelmur's Eyes vs Wil (Will)
Attack: 
1d20+12=28 Hit
Damage: 
1d6+3=5  psychic damage
Effect: Wil is immobilized TENT-Skelmur.
Standard: Spirit Touch vs Wil (Ref)
Attack: 
1d20+12=21
Damage: 
2d4+3=8 necrotic damage
Wendigo Manhunter
Move: to ??? 
Effect: Due to Aura, Wendigo is now invisible Tent-Wendigo
Demon King's Wand
 Move: N/A
 Standard: Mind Razor vs Kruk (Will)
 Attack: 
1d20+11=21
 Damage: 
2d8+4=9  psychic damage
Doomdreamer
Move: to -A13
Readied Standard: Chilling Ray vs Kane (Reflex)
Bloodseep Demon
Readied Standard: Claw vs AC
[/sblock][sblock=Status]
  Wil Rando: J12 
37/50 HS 8/10 AP 1 MW 0/2, 
-2 will defense, +1   AC/Ref-Shift-TENT, 
immobilized     TENT-Skelmur
    Hergunna: N13 
42/56 HS  8/9 AP 1, 
-2 will defense, 
    Kane: D17 
65/65 THP 
0/5                    HS 7/11 AP 0, 
-2 will defense
   Kruk: I16 
51/67 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
Skelmur the Stalker: K11 
27/99,   Bloodied
Demon King's Wand: E20 
52/52, +2 Cover from Gate Wall
Wendigo Manhunter: ??? 
10/70,  Bloodied, Blinded + Can't Shift TENT-Charina, Jinxed-TENT
Bloodseep Demon: B16 
79/79, Total Defense
Doomdreamer: -A13 
87/87
???
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=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]
[/sblock]