
Heimoth |

Heimoth sprints into the bandit camp as fast as his heavy armour will let him and lays into the bowman on the ground.
Charge to M7 before attacking the archer in N8. This is a completely normal melee attack roll 11+5+2(charge)=AC 18, damage 7+3=10. My AC for the rest of the turn is 18.
Hasren, then Marc.

Aubrey the Demented/Malformed |

As Thom leads the advance the archer open fire. Two of the bandits aim wide, but one inflicts a nasty flesh wound. As the bandits pause to reload, Heimoth charges the nearest bowman and hits with his greatsword. But the blooded bandit jumps back and fires his bow again, though the aim is hasty and the arrow hisses into the undergrowth.
Shouts go up around the camp. Someone crashes in the undergrowth nearest to Thom (you can see someone at T10).
Three attacks, all on Thom:
Attack 1: 1d20 + 5 ⇒ (6) + 5 = 11, damage 1d10 + 3 ⇒ (3) + 3 = 6
Attack 2: 1d20 + 5 ⇒ (1) + 5 = 6, damage 1d10 + 3 ⇒ (10) + 3 = 13
Attack 3: 1d20 + 5 ⇒ (19) + 5 = 24, damage 1d10 + 3 ⇒ (5) + 3 = 8
The bandit used his Fox's Cunning power on Heimoth, which allows him to shift 1 (to N9) and fire as a reaction to being attacked in melee once per encounter. Attack on Heimoth: 1d20 + 6 ⇒ (2) + 6 = 8, damage 1d10 + 3 ⇒ (9) + 3 = 12
Hasren and maybe Quinn.

Hasren Gunnarrsson |

Hasren advances, crosses the stream & takes cover next to the first tree he comes across.
Move action: Hasren enters the map along column M & move south to M2, crosses the stream at L3 & ends his move at K4.
Standard action: Total Defense -> AC: 19, Fort:15, Ref & Will: 16
Quinn heads south & ends in square P4 & then blasts the nearest archer & swordsman with a Chill Wind.
Move action: Quinn moves south 3 squares along column O, cuts over diagonally to end his move in square P4.
Standard action: Quinn casts Chill Wind centering on square O9
To Hit A3: 1d20 + 4 ⇒ (11) + 4 = 15 vs Fort
To Hit SS2: 1d20 + 4 ⇒ (12) + 4 = 16 vs Fort
On a hit, Damage: 1d6 ⇒ 5 cold damage &, A3 slides to M8, SS2 slides to O8
Positions if both targets are hit
Also, no penalty to defenses on a charge in 4E. However, bonus to hit is only +1

Hasren Gunnarrsson |

I figure it might be helpful to point out a few difference between 4E & 3.5/Pathfinder
Anyone in column M should have a clear shot if A3 gets moved to M8. Your allies do not provide the enemy with cover. Also no penalty to hit for shooting into melee in 4E.
It's late here & I'm tired, so there are likely otehr 4E teaching points that I'm failing to bring up as I crawl off to bed.

Aleph |

Flames of Phlegethos (Daily, arcane fire, one target, range 10, Con vs. Ref, Hit: 3D10+Con dmg fire, Effect: 5 fire ongoing save ends). Rituals ...
move action..Aleph moves to M3 gaining concealment from shadow walking. Queue Queensryche.
minor action..Aleph puts a warlock's curse on the nearest enemy, being the archer at M8.
attack action... the schmuck on the platform de 10-11 (the guy at f9) gets
flames of phlegethos 1d20+3
damage 3d10+3
hit roll was 22;
damage was 20.
SHEEEEEEESH!

Marc Wyvernspur |

Move to M6, attack on same target as Aleph (F9) Chaos Bolt vs Will:(to hit/Dmg)
1d20 + 4 ⇒ (18) + 4 = 221d10 + 7 ⇒ (1) + 7 = 8
Marc dashes forward up to Heimoth. Then he draws an arcane sigil in the air with the tip of his dagger, and sends a rainbow, more of a kaleidoscope, of colorful, searing energy towards the guy on the platform that was just seared by hellfire.
Decent to hit roll, lousy dmg! ;P

Aubrey the Demented/Malformed |

Sorry for the delay. I meant to get back on to post their actions after having breakfast and couldn't get on the site all day.
A strange man, seemingly his face plastered in mud and with twigs pushed through his matted hair, emerges from the furthest end of the camp. Shadows seem to dance around him, making him hard to see. He dances a curious jig before pointing at Heimoth. "The spirits of the forest curse you, stranger!" he yells, and then fires a bolt of energy at the Gorumite.
1d20 + 4 ⇒ (12) + 4 = 16 v Reflex, damage 1d10 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11
The swordsmen press forwards, eager for blood.
Swordman in N8 moves to O8 and attacks Heimoth. Swordman in I16 moves and charges to K5 and attacks Hasren. Two more swordmen also appear. One from the bushes at P11. The other emerges at S9.
Attack on Hasren: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 v AC, damage 1d8 + 3 ⇒ (8) + 3 = 11
Attack on Heimoth: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 v AC, damage 1d8 + 3 ⇒ (5) + 3 = 8 and Heimoth is marked.
A woman breaks from the undergrwoth not far from Thom and advances, death in her eyes. Muscular and scarred and with a mop of roughly-cut dark hair, she carries two hand axes. Her face twists in a snarl as she attacks, bust most of the force of her attack is taken by the log behind whick Thom shelters.
Kressle bursts from cover at T10 and moves to Q7. She attacks: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 v AC, damage 3d6 + 4 ⇒ (2, 4, 1) + 4 = 11, half damage on a miss. If that bloodies you, please let me know.
The archer nearest Heimoth hastily back-pedals away from his greatsword and fires, his arrow flicking past Heimoth as he dodges just in time. The archer in the furthest platform looks on in horror as his associate burns like tallow on the other platform. He then takes a bead on the cause of that attack, but the infernal powers protect their charge.
Archer in M8 shifts to M9 and fires at Heimoth. 1d20 + 5 ⇒ (12) + 5 = 17 v AC, damage 1d10 + 3 ⇒ (6) + 3 = 9. The other fires at Aleph. 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11, damage 1d10 + 3 ⇒ (3) + 3 = 6.

Thomdril |

Sitting on 14/27 after the archer fire and the axe-swings. So… no bloodied yet.
As she steps into his path, Thom grins a mirthless grin, "Is it my birthday?"
Minor - Censure Kressle.
Standard - Apect of Might on Kressle's AC. 1d20 + 6 ⇒ (20) + 6 = 26 OR 1d20 + 6 ⇒ (16) + 6 = 22. damage 3d10 + 3 ⇒ (10, 9, 7) + 3 = 29 and Until the end of the encounter, Thom gains a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to all the damage rolls of melee attacks. <--Crit makes this 33 points of damage!
Move - Healing Word on self. 1d6 + 6 ⇒ (5) + 6 = 11 hp's back. Up to 25/27.
ACTION POINT - Whirlwind Charge vs Kressles AC. 1d20 + 6 ⇒ (16) + 6 = 22 OR 1d20 + 6 ⇒ (2) + 6 = 8. damage 2d10 + 5 ⇒ (10, 3) + 5 = 18.
AFfter his onslaught, Thom roars, "DROP WEAPONS OR DIE NOW!"
If Kressle dies to the initial attack (which I highly doubt), I will go ahead and heal myself but save the Action Point for later use.

Heimoth |

Heimoth cautiously steps forward before laying into the bowman again. "Bandits! Those of you that do not break and surrender will face the uncertain mercies of Gorum! Who do you fear more, your gods or this hatchet-faced hag?"
5' step to M8. Once there I attack the bowman with Valiant strike, which increases my STR to 18. Attack roll 13+6=AC 19, damage 7+4=11.

Hasren Gunnarrsson |

Maps!
Situation at end of round 1
Hasren 17/28 HP
Hasren grins while watching the first archer fall to the arcane barrage, and grunts at the solid blow from the bandit. He regards the bandit grimly, and then breaks into a grin. "Ha! That was a good one!" he exclaims. He then pleasantly inquires "Let's see how you do in return shall we?"
Hasren then cheerily begins an Ulfen warsong. Each of his blows hammering on his opponent is timed with the strike of a ram on a gate & the blow that gets through his opponent's defenses with the breaking of the gate!
Inspiring Refrain
To Hit: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d8 + 3 ⇒ (5, 4) + 3 = 12
On a successful hit, all allies within 5 squares (that's everyone by my reckoning) gain a +1 bonus to hit until the end of Hasren's next turn.
A couple of points. Heimoth according to your char sheet your Reflex defense is 13, so I think mud-boy hit you since he hit 16 vs Ref.
Also, Valiant Strike gives you a +1 bonus to hit for each adjacent enemy vs adding +1 to you Str score per adjacent enemy. End result 1d20(13)+7 vs AC & 1d10(7)+3 for damage. Sorry I didn't point this out on your character sheet earlier.
Quinn drops Twisting Vines into square R8.
To hit vs Kressle: 1d20 + 4 ⇒ (19) + 4 = 23 vs Ref.
To hit vs SS4:1d20 + 4 ⇒ (16) + 4 = 20 vs Ref.
On a hit, damage = 1d8 + 4 ⇒ (1) + 4 = 5 and each square adjacent to the target becomes difficult terrain until the end of Quinn's next turn.
Aleph, Marc & then the bandits.

Heimoth |

A couple of points. Heimoth according to your char sheet your Reflex defense is 13, so I think mud-boy hit you since he hit 16 vs Ref.
Yeah, I saw that on a second look-through - I confused the damage result with the attack roll. I've noted the damage on my character sheet.

Marc Wyvernspur |

Marc glances nervously at the clash of arms between the bandit leader and Thomdril. Then he turns his attention back to the battle before him.
Marc side steps to get a clear shot as he shouts (a little louder than he intended),
"Heimoth! Help Thom! I have these 'gentlemen'." and he slashes his dagger sideways through the air before him and BLOWS, unleashing a wave of electrical energy that washes over the bow and swordsmen,...
Minor to step 5' to N6 (I can use a move to go farther if I have to), Standard to use Daily power Lightning Breath, Cone 3, (I think I can hit Both A3 & SS2 from there AND miss Heimoth, let me know if I need to move/change the angle Aub) Att is Vs. Ref, IF hit, 3d8+7 Lightning Dmg AND 'Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square'
1d20 + 4 ⇒ (12) + 4 = 163d8 + 7 ⇒ (7, 4, 5) + 7 = 23
GAH! WHY do the dice gods mock me so!?!? ;P

Aubrey the Demented/Malformed |

You need to roll again to hit once for each target, but only roll damage once, for area attacks. If it makes you feel better, that's actually a hit above.
EDIT: actually, the archer is already dead so from that position you would only have a single target. You could move to P5 and unleash on Kressle and the other swordsman with her. Or you can choose another attack - up to you.

Hasren Gunnarrsson |

You need to roll again to hit once for each target, but only roll damage once, for area attacks. If it makes you feel better, that's actually a hit above.
See! Didn't even need the +1 bonus to-hit Hasren is providing until the end of his next turn. But it was there if it was close...

Aubrey the Demented/Malformed |

As a general point, the non-AC defenses are normally lower than AC as you can't do much (like wear armour) to increase them. Anyhoo...
Marc moves next to Thom and belches out a corruscating cone of lightning. After Thom's savage assault, this is more than Kressle can take and she collapses twitching. The swordsman next to her is still standing, though he twitches with palsy after the blast and his clothing smokes gently.
Kressle down - a slight disappointment for the GM, since she didn't really get to do much, but that's probably for the best for the PCs. Congrats, gentlemen - your first Elite kill.

Aubrey the Demented/Malformed |

The mud-daubed freak continues to sashay. "The forest goddess knows of your trespass," he keens, eyes rolling. "Feel her wrath!"
Attack on Heimoth: 1d20 + 4 ⇒ (8) + 4 = 12 v Will, 2d8 + 4 ⇒ (5, 7) + 4 = 16 necrotic damage.
The swordsman who had been with Kressle staggers up and swings wildly at Marc.
The one is R7 moves to Q6 and attacks Marc. 1d20 + 6 ⇒ (13) + 6 = 19 v AC, damage 1d8 + 3 ⇒ (6) + 3 = 9 and Marc is also Marked.
While Hasren continues to cross blades with his assailant, another charges Heimoth as his companion smashes his shield into the paladin's face.
The one in K5 attacks Hasren again. 1d20 + 6 ⇒ (17) + 6 = 23 v AC, damage 1d8 + 3 ⇒ (2) + 3 = 5 and Hasren is Marked.
The one in P11 charges to N9 and, along with the one in N8, attacks Heimoth. Attack 1 (N9): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 v AC, damage 1d8 + 3 ⇒ (4) + 3 = 7 and Heimoth is Marked. Attack 2 (N8): 1d20 + 5 ⇒ (18) + 5 = 23 v AC, damage 3 and if it hits Heimoth is also Dazed until the end of the swordsman's next turn.
The archer continues to fire at the Aleph, but the combination of clinging shadows and cover from the log make the warlock almost impossible to hit.
1d20 + 5 - 2 - 2 ⇒ (3) + 5 - 2 - 2 = 4 v AC, damage 1d10 + 3 ⇒ (8) + 3 = 11

Marc Wyvernspur |

Note, the SS who hit Marc is pushed one square back by the lingering effect of Lightning Breath
Marc's grin fades in a grunt of pain as the swordsman's blade finds the flesh beneath the fancy clothes. Marc's grin returns, if still somewhat pained, at the expression an the bandit's face as the lingering sparks on Marc's body arc at the contact, forcing the bandit back.
16HP, NOT bloodied yet, so no AC increase