[sblock=Wil's Triggers]
Fox's Cunning Triggered.
Chord of Dissonance Triggered on Kruk by flaming skull attack.
[/sblock]
Carolina drops the commander with her thrown blade. But as he falls, his ghostly form remains standing, his face twisted in agony. The specter's mouth looked to be shouting, but no sound came. And moments later, the ghost was sucked toward the alter. 
"Uuuuhhhhh," came a low growl from behind De Luccia. 
"Yes! You are two late, infidels!" De Luccia jeered.
 "The time for the Brotherhood of the Bright Eon is once again at hand. You are graced with the privilege of seeing its rebirth. Too bad for you, it is the last thing you will ever see. When Amendfohl consumes your souls, he will be restored fully, and none upon this broken land will be able to stop him."
"Uuuhhhh," The demon Amendfohl says, as if in agreement, as it rose to its feet. With a dull, rumbling roar, the large demon moved toward the adventurers. He could not quite reach them, but his undead stench did, distracting and unnerving Kane and Kruk.
The Paladin moved forward and lashed out at Kane, but the attack missed. 
The two flying demons closed in on Wil. The first one bit at the Bard, who quickly stepped back to avoid the attack. He strung a quick arrow and returned fire, but he stumbled and the arrow struck the ceiling instead. The second demon moved in after Wil, and bit down hard into his flesh. 
The flaming skull sends a fire bolt directly at Kruk. Wil, seeing this, struck an odd chord which deflected some, but not all, of the blow. The skull moved south, using the huge demon as cover. 
The death priest followed suit, focusing on Kruk. This black fire burned kurk with no protection. Smiling, he withdrew from the doorway's line of sight. 
"Is it hot enough for you, dwarf?!" De Luccia yelled, spitting fire of his own. 
"Now our fates are tied, or at least yours to mine dwarf. If your friends hurt me, they hurt you."
 
[sblock=Mechanics]
 Amendfohl 
Move: stand
Standard: Move: to M3:N31
Arzanezra, Paladin of Slaughter: L33
Move: To L29
Minor: Smite the Righteous on Kane (
Targets one enemy adjacent to Arzanezra; the target gains vulnerability to necrotic until the end of Arzanezra’s next turn. When the target takes necrotic damage, it is immobilized (save ends).)
Standard: Death Stab vs kane (AC)
Attack:
 1d20+15=18 Miss
Damage: 2d8+7=0
Gnall Demon: J24
Move: Fly to K24
Standard: Bite Wil (AC)
Attack: 
1d20+12=17 Miss
Damage: 1d8+7=0
Wil Interrupt: Fox's Cunning
Shift 1 to L22
Attack: 
1d20+11=12 Miss
Damage: 1d10+5=0
Gnall Demon: O24 
Move: Fly to L23
Standard: Bite Wil (AC)
Attack: 
1d20+12=25
Damage: 
1d8+7=13
Flameskull
Standard: Flame Ray vs Kruk (Ref)
Attack: 
1d20+10=30 CRIT
Damage: 2d6+6=18 Fire Damage
Wil IA: Chord of Dissonance Trigger: Reduce damage by 10
Move: to N33
Deathpriest of Orcus: I35 
96/96
Standard: Ray of Black Fire vs Kruk (Ref)
Attack: 
1d20+10=23 
Damage: 
1d8+3=11 Necrotic
Effect: De Luccia has +2 to attack Kruk. 
Move to: F32
Master Mosser De Luccia
Standard: Hellish Rebuke vs Kruk (Ref)
Attack: 
1d20+16=22
Damage: 
1d6+8=14 fire damage
Effect: If Pelgor takes damage before the end of his next turn, the target takes an extra 
1d6+5=10 fire damage.
 [/sblock][sblock=Status]
   Wil Rando: L22 
48/61 HS 8/10 AP 1 MW 2/2, 
+1         AC/Ref-Shift-TENT, 
     Kane: M28 
77/77 THP 
0/5                                         HS 8/11 AP 0, 
Resist-5
    Kruk: K28 
41/80 THP    
0/9 HS 7/12 AP 1,
   Carolina: K20 
53/54 HS 6/7 AP 1, 
Charina: I20 
59/59 HS                                      7/7 AP 2, 
   
Enemies:
 Gnall Demon: K24 
66/66
Gnall Demon: L23 
66/66
Flameskull: N33 
70/70
Arzanezra, Paladin of Slaughter: L29 
72/96, 
Deathpriest of Orcus: F32 
96/96, 
Master Mosser De Luccia: K35 
92/92
Amendfohl: M30:N31 
214/214 AP 1
Corrupted Commander: L28 -7/96
Human Slaver: M28 -13/102, Dead
 Human Slaver: K23 0/102
 [/sblock][sblock=map]
 
		
		
	
	
Auras: 
Pink: 
Amendfohl Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Blue: 
Gnall Ankle Biter aura 1; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn.
Not shown on map: 
Unholy Bravado (Fear) aura 1; any enemy that starts its turn   within the aura takes a –2 penalty to attack rolls and all defenses   until the end of its next turn
Not shown on map
: Paladin Amendfohl Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
[/sblock][sblock=Enemies]
    
Master Mosser De Luccia (Reskined: Pelgor)
Medium natural humanoid
HP 92; Bloodied 46
AC 25; Fortitude 24, Reflex 23, Will 24
Speed 6
Barbed Rod (standard, at-will)   Weapon
+14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends).
Hellish Rebuke (standard, at-will)   Arcane, Fire
Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage   before the end of his next turn, the target takes an extra 1d6+5 fire   damage.
Howl of Doom (standard, recharge 5,6)   Arcane, Fear, Thunder
Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares.
Summons of Marlug (standard, encounter)   Arcane, Psychic, Teleportation
Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the   target to an unoccupied square within 3 squares of him. Sustain Minor:   +16 vs. Will; Pelgor teleports the target to an unoccupied square  within  3 squares of him. On a miss, the effect ends.
Shielding Shades (immediate reaction, when hit by an attack; daily)   Arcane
Reduce the damage from the attack to 0.
Soulbound
If Pelgor is ever more than 3 squares away from the altar, his powers   deal -2 damage and he cannot use his summons of Marlug power.
Alignment Evil        Languages Abyssal, Common
Equipment: barbed rod, leather armor .
Gnaw Demon (Improved)
Small elemental humanoid (demon)
Initiative +2        Senses Perception +3; darkvision
Ankle Biter aura 1; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn.
HP 66; Bloodied 33
AC 21; Fortitude 21, Reflex 16, Will 18
Resist 10 variable (1/encounter)
Speed 3, fly 5 (clumsy)
Bite (standard, at-will)
+12 vs AC; 1d8+7 damage.
Abyssal Hunger
A gnaw demon’s melee attacks deal 1d8 extra damage against a bloodied target.
Hungry Teleport (move; at-will)   Teleportation
The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy.
Pain-Induced Teleport (free, when first bloodied; encounter)   Teleportation
The gnaw demon teleports 10 squares.
Alignment Chaotic evil        Languages Abyssal
Skills Stealth +5
Deathpriest of Orcus
Medium natural humanoid, human
Initiative +4        Senses Perception +12
HP 96; Bloodied 48
AC 23; Fortitude 21, Reflex 19, Will 21
Speed 5
Mace (standard, at-will)   Necrotic
+12 vs AC; 1d8+1 damage plus 1d8 necrotic damage.
Ray of Black Fire (standard, at-will)   Fire, Necrotic
Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally   in the deathpriest's line of sight gains a +2 power bonus to its next   attack roll against the target.
Dark Blessing (standard, encounter)   Necrotic
Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target   is pushed 1 square. Hit or Miss: The deathpriest and all allies in the   burst gain a +2 power bonus to AC until the end of the encounter.
Alignment Unaligned        Languages Abyssal, Common
Equipment: skull-headed mace, chainmail .
Flameskull
Small natural animate (undead)
Initiative +7        Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
Fiery Bite (standard, at-will)   Fire
Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage.
Flame Ray (standard, at-will)   Fire
Ranged 10; +10 vs Reflex; 2d6+6 fire damage.
Fireball (standard, encounter)   Fire
Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half   damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will)   Conjuration
As the wizard power mage hand.
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce   its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned        Languages Common, one other
Skills Stealth +12
Arzanezra, Paladin of Slaughter
Medium natural humanoid, human
Initiative +5        Senses Perception +4
Unholy Bravado (Fear) aura 1; any enemy that starts its turn   within the aura takes a –2 penalty to attack rolls and all defenses   until the end of its next turn
HP 96; Bloodied 48
AC 23; Fortitude 22, Reflex 19, Will 20
Speed 5
Spear (standard, at-will)   Necrotic, Weapon
+15 vs AC; 1d8+2 damage plus 5 necrotic damage.
Death Stab (standard, encounter)   Necrotic, Weapon
+15 vs AC; 2d8+7 necrotic damage, and the target is knocked prone.
Necrotic Strike (standard, recharge 5,6)   Necrotic, Weapon
+15 vs AC; 1d8+5 damage, and ongoing 5 necrotic damage (save ends).
Smite the Righteous (minor; at-will)
Targets one enemy adjacent to Arzanezra; the target gains vulnerability   to necrotic until the end of Arzanezra’s next turn. When the target   takes necrotic damage, it is immobilized (save ends).
Alignment Chaotic Evil        Languages Common, Abyssal
Skills Bluff +11, Intimidate +11, Religion +9
Equipment: spear .
Amendfohl (Reskined: Balthrad )
Medium elemental humanoid (demon, undead)
Initiative +16        Senses Perception +10; darkvision
Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
HP 214; Bloodied 107
AC 26; Fortitude 26, Reflex 25, Will 21
Immune disease, poison; Resist 5 necrotic, 5 fire, 5 acid; Vulnerable 5 radiant
Saving Throws +2
Speed 6, climb 4
Action Points 1
Bite (standard, at-will)
+16 vs AC; 2d8+8 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized stunned, or unconscious, the bite deals an extra 2d6 damage.
Claw (standard, at-will)
+16 vs AC; 1d10+4 damage, and the target is immobilized (save ends).
Double Strike (standard, at-will)
Balthrad makes two claw attacks.
Dead Blood (when reduced to 0 hit points)   Necrotic
Close burst 1; all enemies in the burst take 10 necrotic damage.
Consume Soul (immediate reaction; when an ally within 5 squares of balthrad is reduced to 0 hit points)
Balthrad regains 10 hit points.
Alignment Chaotic evil        Languages Abyssal, Common
Skills Stealth +19
 [/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. The battle continued     until only the fat temporal wizard, 
Alaria, remained alive. She pleaded for her life to be spared. 
12. Alaria identified the men who hired her as being part of 
the Brotherhood. 
13. They entered the mine and found 
Greggor with    some other miners. Greggor shows them a path recently carved from the    mine into the Hellview portal tunnels. They are using the tunnel to    subvert the protection which bars them from exiting the portal into    Alaria. 
  [/sblock]