Girth stealthily jumps up to the top of the large crates just behind Hrav and lets loose with an attack that bloodies the nearest berserker while an arc of its lightning takes out one of the rabble farther away.
Girth moves up behind Hrav before disappearing and reappearing on the other side of the berserker. Spitting a curse at him, the warlock waits for what comes next.
Using Girth's distraction, Hrav easily finishes off the berserker between them before moving forward to be near the next one.
With the path cleared, Quagmire rushes into the room and charges up the crates to attack the halfling atop the higher crates. He hits the crossbow wielder, but not hard.
Beyrk moves into the room and takes stock before shouting at the nervous rabble that remains. After witnessing the rapid death of so many he though were strong, something in him just breaks at the noise and he crumples to the floor lifeless.
The remaining berserker happily chops at Kauldron with his greataxe. He's not so happy when the small but heavily armored goblin easily knocks aside his blow.
The halfling atop the crates pulls out its short sword with its free hand and stabs shallowly into the warlord.
Another Halfling rises up out of hiding and launches a volley of sling stones down upon the heroes. Hrav and Beyrk aren't hurt, but Kauldron takes a stone right in his helm and it really rings his bell.
Then it happens again from behind them. Another trio of stones streak out, but don't hit anyone solidly. The halfling that launched the attack remains hidden throughout though.
[sblock=Map]
[/sblock][sblock=Enemy Actions]Berserker 2
* Standard-
Greataxe at Kauldron AC20 w/-3 to hit (1d20+7-3=6, 1d12+4=8) Misses.
* Move- none
* Minor- none
Halfling Prowler
* Minor- Draw Short Sword
* Standard-
Short Sword attack at Quagmire AC20 (1d20+10=26, 1d6+4=6) Hits Quagmire for 6 damage.
* Move- none
Halfling Slinger1
* Standard-
Stone Rain tripple attack at Beyrk AC18, Hrav AC19, and Kauldron AC20 (1d20+6-2=12, 1d6+4=8, 1d20+6-2=14, 1d6+4=5, 1d20+6-2=20, 1d6+4=9) Extra damage to Kauldron due to CA of Halfling. (1d6=2)Hits Kauldron for 11 damage total (forgot the bonus 1d6 from CA in the original roll)
* Move to D33
*
HS1 Stealth check (1d20+9=13) Anybody that has passive perception 13 or higher can see him there, anyone else can't see him to target.
Halfling Slinger2
* Standard-
Stone Rain triple attack at Beyrk AC18, Hrav AC19, and Kauldron AC20 (1d20+6-2=16, 1d6+4+1d6=11, 1d20+6-2=6, 1d6+4+1d6=14, 1d20+6-2=12, 1d6+4+1d6=11)
* Move to K33
* Minor-
HS2 Stealth check (1d20+9=20) Anybody that has passive perception 20 or higher can see him there, anyone else can't see him to target.
[/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: 35/41, [7/9]
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: 18/29, [12/12]
Milestones: 1 today (1 AP awarded)
Enemy current HP's/conditions:
Halfling Prowler: 41/52 (F28)
Halfling Slinger 1: 22/22 (D33 or Hidden) Used Stone Rain, check for recharge on 5 or 6.
Halfling Slinger 2: 22/22 (K33 or Hidden)Used Stone Rain, check for recharge on 5 or 6.
Human Berserker 1: -21/66 (H33) dead
Human Berserker 2: 59/66 (I33) -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]