The male mercenary drops his crossbow, and moves to intercept Abigail as she moves along the catwalk. Drawing his longsword, he waits, ready to strike her once she moves into range.
As he moves, archers pop up from behind the crates, loosing a volley of arrows. Dante, and Virgil, are scratched by them and Talks-to-the-Moon is only saved by the crate she's behind, but Abigail, despite being closer, avoids any damage as the arrow buries itself in the wall two feet away from her.
The curtain parts, and another mailed figure emerges, followed by an unarmored woman chanting in arcane language.
"That one," he shouts, pointing to Abigail The woman fires a bolt of arcane force, at her, but Abigail again remains intact. He himself looses his crossbow bolt at Eraden--a good shot, but the armor, prone position, and Speaker's mystic additions are enough to deflect the bolt.
"Okay, lads," he shouts again.
"The one along the side and the one in plate."
Two goblins with shortbows rush out from behind the curtain. Their missiles fly true. One strikes Abigail. The other neatly strikes the gap between Eraden's helmet and his shoulder, digging deep.
Finally, the female crossbow wielder steps out from behind the goblin, and looses another bolt at Talks-to-the-Moon, again wounding her.
[sblock=terrain features]
* The big pit filled with fish (the light green area labeled "fish" is challenging terrain. Make a DC 15 Acrobatics or Athletics roll or fall prone whenever you take a move action which moves you on to a square of terrain (you don't have to roll for each square, only once per round).
* The conveniently labeled catwalks along the side are a different sort of challenging terrain. If you have a hand free, you can move normally along them. Otherwise it's a DC 20 Acrobatics roll to avoid falling flat on the fish.
* The big boxes provide cover. They provide superior cover (& concealment) for people crouching or prone behind them, or for small characters. They can be moved (DC 15 Athletics roll to push, DC 20 to pull or slide). Also, for an extra square of movement, you can jump up on top of one.
* The curtains provide superior cover. It's one extra square of movement to go through.
[/sblock][sblock=actions]
Mercenary #1 - Free: drop Crossbow, Move: to A18, Minor: Draw Sword, Standard: Ready action.
Archers #1-#4 - Move: stand up, Standard:
Attacking Abigail, Virgil, Dante, Talks-to-the-Moon (1d20+8=12, 1d20+8=23, 1d20+8=18, 1d20+8=18) Miss, 3 damage, 3 damage, Miss
Mercenary Leader - Move: to F19, Standard:
Crossbow at Eraden (1d20+6=22) miss, Minor: reload crossbow
Mercenary Wizard - Move: to G20, Standard:
Magic Missile at Abigail (1d20+7=8) Miss
Goblin #1 - Move: to E18, Standard:
Shortbow at Abigail (1d20+6=22) Damage: (1d8+1d6+2=9)
Goblin #2 - Move: to H18, Standard:
Shortbow at Eraden (1d20+6=26) crit: 16 damage
Mercenary #2 - Move: to G19, Standard:
Crossbow vs. Talks-to-the-Moon (1d20+9=26) Damage: (1d8+2=3)
[/sblock][sblock=status]
Archer 1 - C19 -
No Hits Taken
Archer 2 - E20 -
No Hits Taken
Archer 3 - I19 -
No Hits Taken
Archer 4 - J19 -
No Hits Taken
Goblin 1 - E18 -
No Hits Taken
Goblin 2 - H18 -
No Hits Taken
Mercenary 1 - A18 -
No Hits Taken Warlock's Curse (Alastair), Hunter's Quarry (Dante)
Mercenary 2 - G19 -
No Hits Taken
Mercenary Leader - F19 -
No Hits Taken
Mercenary Wizard - G20 -
No Hits Taken
Eraden - G6 -
12/28 Prone
Dante - C6 -
19/22
Virgil - C7 -
19/22
Abigail - A16 -
18/27
Alastair - G7 -
24/24 Prone
Talks-to-the-Moon - B4 -
23/29
[/sblock][sblock=map]
[/sblock][sblock=enemies]
Mercenaries:
AC 18, Fort 16, Ref 15, Will 14
Archers:
AC 13, Fort 13, Ref 14, Will 13
Goblins:
AC 17, Fort 13, Ref 15, Will 12
Mercenary Wizard:
AC 17, Fort 14, Ref 16, Will 16
Mercenary Leader:
AC 18, Fort 15, Ref 14, Will 14
[/sblock]