[sblock=Wil]I'll let you still use your minor from the end of last turn at the beginning of this action, if you would like.[/sblock]
As Hergunna moved up and attacked, she spied another Kobold Skirmisher in the back of the east building guarding two human prisoners. The men inside were not bound, but they had no weapons and looked beaten.
Stanng moved north, taking a moment to heal himself. Tessa also moved ahead, and readying herself for the end of the battle.
The Skirmisher near the door moved forward, striking the Pack Wolf with its spear. The attack drew blood on the beast, but it stayed on its feet, growling. The kobold stepped back, taking a defensive position.
The Slinger fired a bullet at Hergunna, but the shot hit the doorway. Grumbling, the Kobold retreating into the building, out of line of sight.
"Forget the prissssonersss. Get the intrudersss!"
The Kobolds argued in draconic, and finally the skirmisher in the back moved forward. It took up position just behind the other skirmisher, ready to stand its ground.
[sblock=Mechanics]
Tessa
Move: to C10
Standard: Second Wind
Skirmisher -A18
Move: -A18 to -A17 to -A16
Standard: Attack Wolf
Attack:
1D20 + 6 => 16 Hit
Damage:
1D8 => 3
Minor: Shift to -A17
Slinger
Standard: Attack Hergunna (Long Range)
Attack:
1D20 + 6 - 2 => 9 Miss
Move: to C23 (out of line of sight)
Skirmisher -A27
Move: to -A21
Standard: Move to -B18
[/sblock][sblock=Status]
Wil Rando (20): K7
4/28 HS 8/10 AP 0
Majestic Word used twice. SW Used. Bloodied
Tessa Tressd'n (20): C10
16/23 THP
3/3 HS 6/7 AP 1
SW used.
Hergunna (20): -A10
13/31 HS 6/9 AP 0
Bloodied
Kane (20): D10
12/35 THP
0/6 HS 4/10 AP 0
Bloodied Second Wind Used
Stanng (20): C16
15/25 THP
3/3 HS 5/10 AP 0
Shifted (+2 dmg, +2 regen[when bloodied]).
SW used.
Summoned Pack Wolf (20): A15 4/15
Enemies:
Kobold Slinger (2): C23
7/24,
Bloodied
Kobold Skirmisher (2): -A17
18/27
Kobold Skirmisher (2): -B18
27/27
Dead:
Kobold Slinger (2) - C11 -7/24 , Dead
Kobold Slinger (2) - C9 Dead, Coup De Grace
Kobold Dragonshield (6) - K9 -2/36 THP
0/5 Dead
Kobold Slinger (2) - B15 0/24, Dead
Kobold Skirmisher (2) - F7 -1/27, dead
Kobold Skirmisher (2) - Q11 -4/27 Dead
Kobold Skirmisher (2) - O10 -6/27 Dead
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. You didn't think that was all the enemies, did you?

One more skirmisher inside with two human captives who are not bound, but look thoroughly beaten.
2. Stanng didn't have enough move to get adjacent to Kane, so I just advanced him toward the enemies.
3. I didn't think Tessa had line of effect to the enemy, so I opted to use SW instead. With THP, she could take a few hits.
4. Kobold Slinger is in the non-visible part of the building. The two Skirmishers are at the doorway.
[/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]