Hergunna, Tessa and Stanng move the bed outside the building. Wil get in behind it. Seeing he has some cover, but is still partially exposed, be drops prone behind it.
Hergunna stays outside as well, using the bed as cover. Stanng and Tessa are able to move back inside the cover the building.
The dragonshield tenses, looking as though it was ready to move as the players left. But when Stanng and Tessa returned, inside the building, it shifted toward the table and chest and then froze again. Unarmed, it cowered behind its shield, weapon still within reach.
* * *
Outside, the Slingers went cycled through another round of hit and run. The first Kobold to emerge fire and missed, but did not retreat as usual. The other three performed the expected hit and run, firing and then retreating. Of the 4 bullets fire, only one landed, a glancing blow that was slowed by the be linens.
"Did you sssee bed?" Asked the Slinger still visible. "Humansss trickssssy."
"Priessst not be happy," another commented.
[sblock=Mechanics]
Dragonshield
Minor: Shift to I15
Slinger #1 (emerged from central building concealment)
Move: ??? to F8
Standard: Attack Hergunna
Attack:
1D20 + 4 => 8 Miss
Slinger #2 (using central building for concealment)
Move/Minor: ??? to E9
Standard: Attack Hergunna
Attack:
1D20 + 4 => 7 miss
Move/Minor: to ??? (in concealment of central building)
Slinger #3 (Using doorway to west building for concealment)
Move/Minor: ??? to D8
Standard: Attack Hergunna
Attack:
1D20 + 4 => 16 Hit
Damage:
1D6 + 3 => 4
Move/Minor: ??? (in concealment to west building doorway)
Slinger #4 (Using doorway to west building for concealment)
Move/Minor: ??? to G9
Standard: Attack Hergunna
Attack:
1D20 + 4 => 10 Miss
Move/Minor: ??? (in concealment to west building doorway)
[/sblock][sblock=Status]
Wil Rando (20): K7
4/28 HS 8/10 AP 0
Majestic Word used twice. SW Used. Bloodied, Prone
Tessa Tressd'n (20): K9
11/23 THP
0/3 HS 6/7 AP 2
Bloodied
Hergunna (20): K8
27/31 HS 6/9 AP 1
Kane (20): K10
11/35 THP
3/3 HS 5/10 AP 0
Second Wind Used Bloodied
Stanng (20): J9
13/25 HS 7/10 AP 0
Kobold Dragonshield (6) - H15
13/36 THP
0/5 Bloodied,
Disarmed
Kobold Slinger (2) - F8
24/24
Kobold Slinger (2) - ?D7?
24/24
Kobold Slinger (2) - ?C7?
24/24
Kobold Slinger (2) - ?E10?
24/24
Kobold Skirmisher (2) - ?F18?
25/27
Guard Drake (6) - L9 -3/48
Guard Drake (6) - J10 -1/48 Dead
Kobold Dragonshield (6) - H10 -13/36 THP
0/5 DEAD
Kobold Dragonshield (6) - J11 -20/36 THP
0/5 DEAD (now pulp)
Kobold Wyrmpriest (6) - K12 -6/36 DEAD (and burning)
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Kobold Dragonshield
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Kobold Slinger
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12;
Speed 6
Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4 + 3 damage.
Sling (standard; at-will) Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
Kobold Skirmisher
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13
Speed 6
Spear (standard, at-will) Weapon
+6 vs AC; 1d8 damage.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
[/sblock][sblock=So, what happened?]
1. All enemies in the main house are dead except 1 dragonshield, who has a readied action.
2. Slingers continue to use hit and run tactics, with one hiding behind the central building and two hiding inside the west building. One is out in the open still.
3. Tessa, who I hope comes back, still has an action point and dailys, FYI. If the player doesn't return for this round, feel free to tell me how to use those, since the group is running low on other options.
[/sblock][sblock=Map/movement]You can still move outside the range I am zoomed to on the map. Ex., Tessa could move straight west to L1 if she wanted to. I've just zoomed in to make it easier to read the map.
Also, keep in mind, as you move, you may make map areas more visible, and there may be other obsticles there.
[/sblock][sblock=Rules for moving the Bed]
It's not super heavy, but it's big and bulky, and the weight is awkwardly distributed, given your relative size. So, make a strength check.
00-05 - Doesn't move
06-10 - Moves 1 square
11-20 - Moves 2 squares
21-30 - Moves 3 squares
31-40 - Moves 4 squares
41-50 - Moves 5 squares
51-60 - Moves 6 squares
If two or more players team up to move the bed, add the strength rolls together. At the end of the move players should be at squares adjacent to the opposite ends of the bed (So, 1 player should end at head or foot of bed. 2 players, 1 should be at head, other at foot). You can shift 2 to an adjacent (to the bed) square as a free action.
[/sblock]