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OOC:
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Please update your character sheet / stat block before you post. Everyone has new toys, plus I think enough experience to level up. Please, let me know what needs to change in my status block.
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As Hergunna made her way back to the town, the rest of the adventurers pressed ahead, following the woodland road toward the silver mine. As they got closer, the march became more laborious. The elevation picked up quickly, the road winding its way up the steep mountain. Further up, a light snowfall covered the ground. 
Snow crunching under foot, the group spied a crude wooden wall blocking the road where the steep hills funneled the traffic though a narrow passage. Cautiously, they moved forward, and spied sentries atop the wall. 
      |   GM:  |  Roll for stealth and initiative. See the enemy results in Mechanics.  
If everyone beats their perception, you'll have a surprise round. 
If everyone fails to beat perception, the enemies will start with initiative.  
If some pass and some fail, those who beat enemy initiative start now, and those who fail will go after the enemy's first round.   |       | 
    
[sblock=Mechanics]
Guards perception: 
22
Guards initiative: 
21
[/sblock][sblock=Status]
  Wil Rando: X16 
50/50 HS 10/10 AP 2 MW 2/2, 
+1     AC/Ref-Shift-TENT, 
    Kane: V17 
65/65 THP 
0/5                          HS 11/11 AP 2, 
   Kruk: W18 
67/67 THP 
0/9 HS 12/12 AP 2, 
  Carolina: X18 
49/49 HS 7/7 AP 2, 
 Charina: Y17 
49/49 HS                       7/7 AP 2, 
 Enemies:
Human Archer: L12 
62/62 Bolts(20/20),
Human Archer: L25 
62/62   Bolts(20/20),
Human Outlaw: L10 
87/87 Bolts(20/20), 
Human Outlaw: L27 
87/87 Bolts(20/20), 
???
[/sblock][sblock=map]
[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
    Snow Drifts: M9:O10 and M26:N28 and O27:O28
    Snow-covered Rocks: R15, W21, X21:X22, H14
    Treeline
2. The wall and gate are made of wood, 12' tall. 
3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road. 
  [/sblock][sblock=Enemies]
   
Human Archer
Medium natural humanoid, human
Initiative +6        Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will)   Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will)   Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save  ends).
Alignment Unaligned        Languages Common
Equipment: club , crossbow , crossbow bolts (20) .
Human Outlaw
Medium natural humanoid, human
Initiative +8        Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
Halberd (standard, at-will)   Weapon
Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the  end of the outlaw's next turn.
Pushback Strike (standard, recharge 5,6  )   Weapon
Requires halberd; reach 2; +15 vs AC; 1d10+10 damage, and the target is  pushed 1 square and knocked prone.
Crossbow (standard, at-will)   Weapon
Ranged 15/30; +11 vs AC; 1d8+4 damage.
Alignment Unaligned        Languages Common
Equipment: chainmail , crossbow , crossbow bolts (20) , halberd .
[/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. 
 [/sblock]