Kauldron gets back up and then makes the nearly dead berserker wholly dead.
Beyrk calls out a target to Kauldron, and the halfling flinches at being spotted.
(Technically, you couldn't do this as the Halfling Slinger is hidden via Stealth. Since you are in combat, it would normally require a standard action perception check to spot one of them before you could attack. I'll let it slide this time, but in the future you could also ready an action to attack one of them when they break cover to attack the group.)
The goblin sorcerer blasts one of the halfling slingers with a barrage of lightning, leaving the foe bloody and on its back.
(Again, unless your passive perception beats their stealth check, you would need a standard action to do the perception check unless you ready an action for when they are visible during attacking. Again, I'll let it pass this time. Great job assuming that he used his Second Chance power and rerolling though!
)
Hrav moves toward the fried halfling which Dang't's lightning knocked over. Stumbling on the crates the first time, he manages to get up and in reach of the fallen halfling on his second try. That is all it takes as the bugbear rams his sword through the halfling's chest and the crate it fell on. The rapidly forming pool of blood under it puddles and leaks between the boards of the crate.
(Hrav on the other hand has a high enough passive perception to see both the hidden halflings, so no problem here!
)
Quagmire stabs at the halfling prowler again, hitting the small foe but not stopping it at all.
Girth moves into the room and waits for the remaining halfling slinger to show itself so he can blast at it.
(Okay, you said move to O30, but that would not be in this room. I'm going to assume it was a mistype and you meant I30 since you could reach there in 6 squares and 'I' is next to 'O' on the keyboard. Also, as noted above, using perception like this won't work. So I'm converting this to a readied action to blast at the halfling when it shows itself to attack. Hope you don't mind much.
Also, IC is down again and I'm just gonna manually roll for your preemptive attack on the slinger.)
The remaining slinger pops out of hiding. Not able to target Kauldron from where its at, the slinger aims for Beyrk instead but the distraction of worrying about Kauldron throws off its aim just enough to be blocked by the bards shield instead of hitting him.
Girth fires off a blast of eldritch power and hits the slinger just as it finishes its attack on Beyrk. The dark light rips into the halfling, leaving it bloody. (Rolled a 16 to hit and a 4+5 (9 total) for damage leaving HS1 bloodied.
The bloodied slinger moves back as it tries to hide again.
(Stealth check 18, so Hrav can see him, but anybody else can't with just passive perception)
The prowler facing Quagmire takes a look at the situation and decides he no longer likes the odds. Jumping down off the high boxes to the floor, the halfling tucks and rolls out of the landing and moves toward the double doors on the west side of the room. Reaching the doors, he looks back as he pulls them open.
[sblock=Map]
[/sblock][sblock=Enemy Actions]Halfling Prowler
* Standard- Jump 10 feet down to E27, then move to E26, F25, G25, H24.
* Move- to H23, H22, H21
* Minor- Open doors
Check for recharge on HS1 Stone Rain (1d6=1) HS1 does not recharge Stone Rain.
Halfling Slinger1
* Standard- Sling attack at Beyrk, missed
* Move- to D33
* Minor- Hidden to anyone not in possession of a passive perception 18 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: 38/41, [6/9]
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
Milestones: 1 today (1 AP awarded)
Enemy current HP's/conditions:
Halfling Prowler: 28/52 (F28)
Halfling Slinger 1: 5/22 (E33 or Hidden)
BloodiedUsed Stone Rain, check for recharge on 5 or 6, marked by Kauldron
Halfling Slinger 2: -14/22 (K34) dead
Human Berserker 1: -21/66 (H33) dead
Human Berserker 2: -4/66 (G35) dead
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]