| 
OOC:
 | 
Generally, you can't use more than 1 AP in an encounter, but since this is the final encounter, I'll make an exception.
 |   
 
 | 
 
 
[sblock=Wil's Triggers]
NA
 [/sblock]
The flaming skull floated backwards until it bumped into the corner. 
After seeing the Death Priest fall, De Luccia moved back behind the Altar. 
"Back! All of you, or the Dwarf dies! You have ruined my plans, but you will not take me, not without sacrificing one of your own. I am not stupid. I can see how the numbers work out here. But know this well: I will not go down without a fight. So leave, now, or leave later carrying the corpse of your friend."
[sblock=De Luccia Readied Action (okay to read)]
Trigger: Any character attacks De Luccia OR any character moves into the following squares: K38, K37, L37, M37, M38
Also, the altar is providing cover. 
[sblock=Triggered Action (only read if you activate the trigger)]
Readied Action: Hellish Rebuke vs Kruk
Attack: 
1d20+16=25
Damage: 
1d6+8=13 fire damage
Effect: If De Luccia takes damage before the start of his next turn, Kruk takes an extra 
1d6+5=11 fire damage
[/sblock][/sblock]
[sblock=Mechanics]
 Flameskull
Move: to S34
 Standard: Total Defense
Save: 
1d20=5 fail
Master Mosser De Luccia
 Move: to L38
Standard: Readied Action. 
 [/sblock][sblock=Status]
   Wil Rando: K33 
35/61 HS 7/10 AP 0 MW 0/2, 
+1         AC/Ref-Shift-TENT, 
     Kane: K24 
26/77 THP 
0/5                                         HS 8/11 AP 0, 
Resist-5, 
Bloodied, Immobilized, 
    Kruk: J36
 1/80 THP 
0/11 HS 5/12 AP 0, 
Bloodied
   Carolina: H30 
53/54 HS 6/7 AP 0, 
Charina: J21 
59/59 HS                                      7/7 AP 2, 
   
Enemies:
 Flameskull: S34 
51/70, Blinded & Can't Shift,
Master Mosser De Luccia: M36 
54/92,
Deathpriest of Orcus: K35 -1/96, dead
 Amendfohl: K25:L26 -alot/214 AP 0, dead
Gnall Demon: M38 -6/66, dead 
Arzanezra, Paladin of Slaughter: L29 0/96, Dying
Corrupted Commander: L28 -7/96
Human Slaver: M28 -13/102, Dead
 Human Slaver: K23 0/102
Gnall Demon: L23 -11/66 dead
 [/sblock][sblock=map]
 
		
		
	
	
[/sblock][sblock=Enemies]
    
Master Mosser De Luccia (Reskined: Pelgor)
Medium natural humanoid
HP 92; Bloodied 46
AC 
27; 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 .
Deathpriest of Orcus
Medium natural humanoid, human
Initiative +4        Senses Perception +12
HP 96; Bloodied 48
AC 
25; 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
[/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. 
14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside, 
Master De Luccia brings the demon 
Amendfohl (the same demon that 
Sir Alistair Glasston fought during the fall of Allaria) back to life. 
[/sblock]