Hrav's acidic attack burns the berserker badly. The enraged human swings his axe blindly while screaming in rage. One of the weaker humans beside him end up being in the way of the blow and is chopped nearly in twain. The enraged man moves forward to swing his greataxe at Hrav, but the bugbear manages to barely dodge the blow.
The other berserker moves as well, but throws his handaxe at Hrav. It flies true and the bugbear is injured, though only slightly.
The halfling high on the stack of crates in the center of the room points its hand crossbow at Hrav, but the bolt thunks into the crate beside the bugbear instead of hitting him.
[sblock=Hrav only!]You notice two other halflings trying to be stealthy as they get ready to attack with slingstones at you. They are at K35 and F33 respectively.[/sblock]Two slingstones shoot out of the air and crack around Hrav, but neither hits him.
The remaining human rabble hold their positions, apparently nervous about getting too close to the enraged berserker.
OOC: Now the party's turn. Actions count in whatever order you post in unless found to be illegal for some reason. We'll resolve any difficulties each round.
[sblock=Map]
[/sblock][sblock=Enemy Actions]
Berserker 1 Battle Fury vs. Rabble 2 AC15 (1d20+11=16, 1d12+4+1d6=17) Kills Rabble 2 in his berserker fury!
B1 moves to I36
Berserker 1 Greataxe vs. Hrav AC19 (1d20+7=18, 1d12+4=8)
Berserker 1 save vs ongoing acid (1d20=11) Success.
Berserker 2 move to G35
Berserker 2 handaxe vs. Hrav AC19 (1d20+5=19, 1d6+3=6) Hit Hrav for 6 damage.
Halfling Prowler Hand Crossbow attack at Hrav AC 19 (with -2 for cover) (1d20+10-2=14, 1d6+4=7) Missed Hrav.
Halfling Slingers' stealth checks (1d20+9=15, 1d20+9=14) Hrav can see them both.
Halfling Slingers' Sling attacks at Hrav's AC19 (1d20+6=16, 1d6+4=9, 1d20+6=18, 1d6+4=10) Both attacks miss Hrav.
The human rabble stay back away from the crazed berserker for now and hold their positions.[/sblock][sblock=Details]-The black crates with brown border are 10' tall. Getting on top of them requires either an Acrobatics or Athletics check DC15. Once on top, you can move across black crates as difficult terrain.
-The smaller brown crates and barrels with black border are harder to stay stable on but are only 5' tall in general. Climbing onto or over these requires a DC15 Athletics(Climb) or Acrobatics check. If you fail this check, you fall back down to the floor (no damage though as it is only 5 feet.)
[sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 35/41, [6/8]
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 29/29, [12/12]
Milestones: 1 today (1 AP awarded)
Enemy current HP's/conditions:
Halfling Prowler: 52/52 (F28)
Halfling Slinger 1: 22/22 (Hidden)
Halfling Slinger 2: 22/22 (Hidden)
Human Berserker 1: 32/66 (H33)
Used Battle Fury
Human Berserker 2: 66/66 (I33)
Human Rabble 1: 1/1 (G34)
Human Rabble 2: 0/1 (G33) dead
Human Rabble 3: 1/1 (G32)
Enemy stats:
Halfling Prowler
Perception 18
HP 52; Bloodied 26
AC 18; Fortitude 14, Reflex 17, Will 15; see also
crowd shield and
nimble reaction
Saving Throws +5 vs fear effects
Short Sword (Standard,
at-will) Poison, weapon
+10 vs AC; 1d6+4 damage and the halfling prowler makes a secondary attack.
Secondary Attack: +8 vs Fortitude; if hit the target takes ongoing 3 poison damage and is slowed (save ends both).
Hand Crossbow (Standard,
At-Will) Poison, Weapon
Ranged 10/20; +10 vs AC; 1d6+4 damage, and the halfling prowler makes a secondary attack.
Secondary Attack: +8 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).
Catfall: If the halfling prowler falls, reduce the distance it falls by 20 feet when determining how much damage it takes.
Crowd Shield: The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it.
Nimble Reaction: Halflings gain a +2 racial bonus to AC against opportuninty attacks.
Second Chance: (immediate inturrupt, when the halfling would be hit by an attack;
encounter) The halfling prowler forces the attacker to reroll the attack and take the new result.
Halfling Slinger
Perception 15
HP 22; Bloodied 11
AC 15; Fortitude 12, Reflex 15, Will 13; see also
Nimble Reaction
Saving Throws +5 vs Fear Effects
Dagger (Standard,
at-will) Weapon
+4 vs AC; 1d4+4 damage.
Sling (Standard,
at-will) Weapon
Ranged 10/20; +6 vs AC; 1d6+4 damage
Stone Rain (Standard,
recharge 

) Weapon
The halfling slinger makes three sling attacks, each with a -2 penalty to the attack roll.
Combat Advantage:The halfling slinger deals an extra 1d6 damage on ranged attacks against any target it has combat advantage against.
Nimble Reaction: Halflings gain a +2 racial bonus to AC against opportuninty attacks.
Second Chance: (immediate inturrupt, when the halfling would be hit by an attack;
encounter) The halfling prowler forces the attacker to reroll the attack and take the new result.
Sniper: A hidden halfling slinger that misses with a ranged attack remains hidden.
Human Berserker
Perception 12
HP 66; Bloodied 33
AC 15; Fortitude 15, Reflex 14, Will 14
Handaxe (standard,
At-will) weapon
Ranged 5/10; +5 vs AC; 1d6+3 damage
Greataxe (Standard,
At-will) weapon
+7 vs AC; 1d12+4 damage(crit 1d12+16)
Battle Fury (
free, when first bloodied;
Encounter)
+11 vs AC; 1d12+4+1d6 damage
Human Rabble
Perception 10
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 11, Will 11; see also
mob rule
Club (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Rule - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.[/sblock][/sblock]