Kauldron takes advantage of the berserker missing him and shifts to a better spot.
Hrav puts the goblins new position to good use as he runs the berserker through with his blade. This has the effect of driving the man stark raving mad it seems as he swings and knocks Kauldron into unconsciousness.
Dang't gets annoyed and blasts the berserker with his lightning, also catching the halfling that Quagmire is fighting a little.
Beyrk attacks one of the slingers, but can't do any harm. He also manages to bring Kauldron back around as the little armored goblin's eyes pop open. He's still flat on his back though. (Shifting him 1 away from the berserker would have to be to space G37 since Kauldron had moved to G36 on his turn.)
Girth shifts away from the remaining berserker (I moved you to I36 instead of G36 since that would have been right beside the berserker you said you were moving away from. And I'm assuming you wanted to target B2, not B1 who is already dead.) The half-elf unleases a massive blast of energy at the berserker, but it flies wide and impacts the cell door beside the man instead.
Eldritch Blast vs. Berserker2 Ref14 (1d20+9=10, 1d10+5+1d6=15)
Quagmire
misses the Halfling Prowler unfortunately.
The berserker roars at the sight of Kauldron reawakening, moving forward to swing his greataxe down at the goblin. His plate armor deflects the blow luckily, and the axe skids aside to thunk into the floor.
The prowler fighting Quagmire stabs again with its sword, but can't pierce the hobgoblin's defenses.
The halflings above send another volley of stones flying out, one hitting Quagmire hard while two miss him. The other volley flies at Hrav, but none of them connect.[sblock=Map]
[/sblock][sblock=Enemy Actions]Berserker 2
* Move- shift to G36
* Standard-
B2 Greataxe vs. Kauldron AC20 (1d20+7-3=12, 1d12+4=8) Misses.
* Minor- none
Halfling Prowler
* Standard-
Short Sword attack at Quagmire AC20 (1d20+10=14, 1d6+4=5)
* Minor- none
* Move- none
Check for recharge on HS1 and HS2 Stone Rain (1d6=4, 1d6=6) HS2 recharges Stone Rain.
Halfling Slinger1
* Standard-
Sling attack at Quagmire AC20 w/ CA due to stealth. (1d20+6+2=25, 1d6+4+1d6=16 Hit Quagmire for 16 damage.
* Move- to E33
* Minor-
HS1 Stealth check (1d20+9=17) Hidden to anyone not in possession of a passive perception 17 or higher.
Halfling Slinger2
* Standard-
HS2 Stone Rain triple sling attack at Hrav AC19 w/CA (1d20+6+2=12, 1d6+4+1d6=7) Misses.
* Move- to K34
* Minor-
HS2 Stealth check (1d20+9=12) Hidden to anyone not in possession of a passive perception 12 or higher.
[/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][sblock=Status]
Party member current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 35/41, [6/8]
Quagmire: 19/41, [7/9],
Bloodied
Girth: 45/45, [9/10] +4 on defenses TENT, +2 on next d20 roll
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 12/29 +5 temp HP's, [11/12]
Bloodied, prone
Milestones: 1 today (1 AP awarded)
Enemy current HP's/conditions:
Halfling Prowler: 37/52 (F28)
Halfling Slinger 1: 22/22 (E33 or Hidden) Used Stone Rain, check for recharge on 5 or 6.
Halfling Slinger 2: 22/22 (K34 or Hidden)Used Stone Rain, check for recharge on 5 or 6.
Human Berserker 1: -21/66 (H33) dead
Human Berserker 2:
1/66 (G35) Bloodied, -3 to hit Kauldron, -5 to hit anyone else, divine challenge from Kauldron.
Human Rabble 1: 1/1 (G34) dead
Human Rabble 2: 0/1 (G33) dead
Human Rabble 3: 1/1 (G32) dead
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]