[sblock=John]Sorry I didn't realize this earlier, by N17 doesn't make any sense for your move, because that puts you behind the wall/door, with no LOS, so I moved you to N21 which has line of sight, and incidentally is a shift.  
[/sblock]
"Get them!" Strongheart ordered. Kane charged Kruk, slicing through the Dwarf's defenses. Kruk, ignoring this, charged Carolina, leaving a deep gash in her. 
While strongheart laughed, Alaria bent space, causing Kane and Carolina to swap places. The barbarian was barely alive after the relentless temporal attacks; his face and chest were covered with his own blood. 
Alaria moved south towards the wall, while Strongheart stepped back. Firing bolts at Kruk and Carolina, he was only partially successful: The attack on his temporary ward missed, but the one against Carolina hit, painfully pulling her even closer to the mage. 
"You've been hiding for too long, little one. Now, Tell your friends I will spare your life if they flea. Or else, I'll make you my next puppet."
As he said this, he pulled the two crossbow bolts from his chest. Winching, he added, 
"even your best isn't good enough."
[sblock=Dominated]@
dimsdale   @
renau1g
So, roll a save now. If you make the save, this turn is yours. If not, you're still dominated for this turn. 
[sblock=Dominated Rules from Compendium]
While a creature is dominated, it can’t take actions. Instead, the   dominator chooses a single action for the creature to take on the   creature’s turn: a standard, a move, a minor, or a free action. The only   powers and other game features that the dominator can make the  creature  use are ones that can be used at will, such as at-will powers.  The  creature also grants combat advantage and can’t flank.
[/sblock]Kruk and Kane are dominated. If you have any powers/abilities   which let you take a save before the end of your turn (or if anyone has   an interrupt to stop the attack, or a power to let you save before the   end of your turn), do those now to override the dominated power.   Otherwise, the only thing you can do for your current turn is roll to   save (which affects next round). 
After the other players take their turns, I will post the dominated   character actions and the next enemy actions.
[/sblock][sblock=Mechanics]
Kane Dominated
Standard: Charge Kruk
Attack: 
1d20+14=30
Damage: 
1d12+9+1d6=19
Kruk Dominated
Standard: Charge Carolina
Attack: 
1d20+15=33
Damage: 
1d10+7=11
Alaria d’Orien
Standard: Painful Jaunt (vs Kane)
 Attack: 
1d20+12=24
 Damage: 
3d8+6=20
Effect: Kane resists 5; total damage = 15. Kane and Carolina swap places
Move: to K12
Ajathan Strongheart:
  Recharge: Charm Ray 
1d6=5 Recharged AGAIN!        
 Move: to G26
Standard: Dual Bolt vs Kruk and Carolina
Phantom Bolt Kruk: 
1d20+13=17 Miss
Damage: 1d8+7=0
Teleporting Bolt Carolina: 
1d20+13=32
Damage: 
1d8+7=10
Effect: Carolina teleported to G22
[/sblock][sblock=Status]
  Wil Rando: N21 
17/61 HS 8/10 AP 1 MW 0/2,   
Bloodied, 
+1        AC/Ref-Shift-TENT, 
    Kane: M21 
6/77 THP 
0/5                                        HS 11/11 AP 1,
        Bloodied, 
-5     defenses, 
resist 5, 
Dominated. 
   Kruk: L20 
37/80 THP    
0/9 HS     9/12 AP 1,
        Bloodied, Dominated. 
  Carolina: G22 
33/54 HS               7/7 AP 2, 
 Charina: O22 
59/59 HS                                     7/7 AP 2, 
 Enemies:
Alaria d’Orien: K12 
56/86 THP 0/10, 
Jinxed
Ajathan Strongheart: G26 
104/180       AP    1/1,  
 
Human Archer 3: L28 -5/62  Bolts(18/20), Dead
Zombie Throng: V19:X21 -7/121 THP 0/10,        Dead
Human Archer 1: L15 -16/62 THP 10/10 Bolts(15/20), dead
Human Outlaw: W19 -10/87 THP 0/10Bolts(20/20), dead
Gloom Mount: U24:V25 -8/88, Dead
Human Outlaw: X24 -15/87 THP 0/10             Bolts(20/20), dead
Brother Arleas (Knight): U24:V25 101/170 AP    1/1, Dead
 Human Archer 2: L25 -8/62    Bolts(19/20), dead
[/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. 
If standing on the wall, there is no cover bonus granted. 
If prone atop the wall, the target has superior cover (-5) vs opponents              on the ground. 
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]
   
Alaria d’Orien
Medium natural humanoid, human
Initiative +6        Senses Perception +12
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6 See also teleportation savant
Dagger (standard, at-will)   Weapon
+13 vs AC; 1d4+4 damage.
Disrupting Warp (standard, at-will)   Force, Teleportation
Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the             target 1 square.
Painful Jaunt (standard, recharge 5,6 )   Teleportation
Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and             one ally within range to swap positions.
Temporal Disruption (standard, encounter)
Area burst 1 within 10; +10 vs Will; the target is dazed and slowed             (save ends both). Aftereffect: The target is slowed (save ends).
Dimension Leap (Standard, recharge 4, 5,6) Teleportation
Alaria teleports 5 squares and gains a +2 bonus to all defenses until             the start of its next turn.
Teleportation Savant (Minor, Encounter)
Alaria gains a teleportation speed equal to her current speed until the             end of her next turn.
Skills Arcana +14, Endurance +10, Insight +12
Equipment: dagger 
Ajathan Strongheart
Medium natural humanoid, human
Initiative +7        Senses Perception +5; low-light vision
HP 180; Bloodied 90
AC 23; Fortitude 20, Reflex 21, Will 22
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will)   Weapon
+14 vs AC; 1d4+5 damage, and the target is slowed until the end of             Ajathan’s next turn.
Charm Ray (standard, recharge  5,6)   Charm
Ranged 10; +13 vs Will; two targets; the target is dominated (save             ends).
Dual Bolt (standard, at-will)
Ajathan makes a phantom bolt attack against one creature and a             teleporting bolt attack against another creature.
Phantom Bolt (standard, at-will)   Illusion, Psychic
Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the             target 1 square.
Teleporting Bolt (standard, at-will)   Teleportation
Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up             to 3 squares. The target cannot be teleported into an unsafe       space.
Skills Arcana +14, Bluff +12, History +14, Streetwise +10
Equipment: robes, dagger 
[/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. Mounted knight 
Brother Arleas leads a band of outlaws         and    zombies to defend the mine entrance. After slaying the  Knight     and    half his men, the remaining wizards and archers closed  the   gate. 
 [/sblock]