[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 Demon King Wand tumbled over the wall and slammed into the hard dirt. 
"You'll regret this, Bard," he said, slowly rising to his feet and spitting blood. The wizard fired a blast which exploded on Wil, raining sparks, but the magic blast sputtered-out and did no damage.
Stuck between the flames and the barbarian, death coming from either, the human     doomdreamer screamed out a vicious howl of defiance, 
"Neither of you can defeat me!" The mental assault dazed them both, but still his fate was sealed; he tried to slump away, but the flames slowed his movement, and he could not escape the fire. 
"Farewell," the enemy drow  said, mockingly. He turned away, and fired a blast of fire at Hergunna's back. The attack only brushed against her, doing little damage, but it did ignite her clothing on fire. 
The Bloodseep demon guarded itself against further attack, and waited to see what would happen. 
[sblock=Mechanics]
Demon King's Wand
Save vs Fall: 
1d20=1 fail
Fall Damage: 
1d10=5
Demon King's Wand
 Move: Stand
 Standard: Scintillating Pattern (will)
Target: Burst 2 targeting G16
 Attack Will: 
1d20+9=18 Miss
Attack Carolina: 
1d20+9=11 miss
Damage: 3d8+4=0 damage
Effect: N/A
Doomdreamer
Effect: Take 5 Fire Damage
Standard: Maddening Howl vs Kane, Demonologist (Wil)
Attack Kane: 
1d20+12=31 
Attack Demonologist: 
1d20+12=29 
Damage: 
2d8+7=16 Damage
Effect: Kane and Demonologist Dazed TENT-DoomDreamer
Move: C16
Drow Demonologist
 Move: N/A
 Standard: Immolating Ray vs Hergunna (Reflex)
Attack Hergunna: 
1d20+13=28
Damage: 
2d8+1=3 Fire Damage
Effect: 5 ongoing fire damage
Bloodseep Demon
Recharge: Poison Portal Strike 1d6=3 nope
Move: N/A
Standard: Total Defense
Attack: 1d20+12=
Damage: 2d4+5=
[/sblock][sblock=Status]
  Wil Rando: G16 
26/50 HS 7/10 AP 0 MW   0/2, 
+1     AC/Ref-Shift-TENT, 
Bloodied, 
    Hergunna: J12 
39(34)/56 HS  7/9 AP 1, 
5  ongoing fire damage
    Kane: A13 
7/65 THP 
0/5                        HS 7/11 AP 0, 
Bloodied, 
In  flame-zone, 
Dazed-TENT-Doomdreamer
   Kruk: N11 
22(17)/67 THP 
0/9 HS  9/12 AP 0, 
Bloodied,
5  ongoing damage, 
resist 5 any type TENT
  Carolina: G17 
43/49 HS 4/7 AP 0, 
 Charina: N20 
49/49 HS                     7/7 AP 1, 
Wolf: N13 -1/28
 Enemies:
Demon King's Wand: G19 
11/52, Bloodied, Prone
Bloodseep Demon: C20 
24/79,   Bloodied
Doomdreamer: C16 
2(-3)/87, Bloodied, In flame-zone
Drow Demonologist: D14 
48/64, Dazed-TENT-Doomdreamer
Neldrazu: O10
11 -2/71, Dead
Demon Face Statue: M16:N17 -4/21, Clumbly
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]
http://www.nexusnine.net/images/L4E/Byron3-3-9.png
		
		
	
	
[/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
 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]