The sound of footsteps can be heard from below, as well as some indistinct mumbling, and the inevitable barking, but nothing more.[sblock=Enemy Actions]
?????[/sblock][sblock=maps]
Exterior:
Green areas are brush. They are difficult terrain, but provide concealment (total concealment for prone characters).
Large rocks provide cover and are difficult terrain.
Trees provide cover, as usual.
Contour lines cost an extra square of movement to cross when going uphill (except on the marked trail)
When two contour lines are in the same square, they only cost one extra square of movement.
Two contour lines in the same square also provide cover and concealment on the downhill side from observers more than five feet away from the nearest line.
The tower is two stories high with the flat roof as the third story. It is battlemented about (note the dashed lines).
The lower part of the structure has a steeply gabled roof which is difficult terrain normally, but making a DC 20 acrobatics roll for each move action will reduce it to normal terrain. You can substitute an athletics roll if you're going straight up towards the peak. The edges of the roof come down to just over 5 feet off the ground on the north and south sides. The roof's peak is only five feet below the edge of the tower.
This means that going from ground to the roof costs an extra square of movement, as does going from the gabled roof to the tower top. Going to the tower top also requires that you go from N18 to N17 or M18 to M17.
The Trap Door is now open, revealing a ladder leading down. No check to climb.
Interior:
The greyed out area indicates the approximate size of the tower interior. The white part is what's visible from the doorway/trapdoor.[/sblock][sblock=status]Goldenhorn: N14 (roof) HP
32/32, Surges 10/10, AP 1, second wind unused
Spider: P15 (roof) HP
29/33, Surges 10/10, AP 1, second wind unused
Tyris: O17 (roof) HP
24/24, Surges 7/7, AP 1, second wind unused
Zardi: N16 (roof) HP
42/42, Surges 11/11, AP 1, second wind unused
Hobgoblin A Last Known: L17 (lower level)
7/47
Hobgoblin B Last Known: N18 (upper level)
47/47
Hobgoblin 1 Last Known: L13 (upper level)
Uninjured
Hobgoblin 2 Last Known: O16 (upper level)
Uninjured[/sblock][sblock=enemies]
Hobgoblin A & B: AC 19, Fort 17, Ref 15, Will 15

+8 vs. AC, 1d10+5 and target is marked until the beginning of the Hobgoblin's next turn.
These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.
Hobgoblin 1 & 2: AC 17, Fort 15, Ref 13, Will 12
+2 to AC if adjacent to at least one hobgoblin ally.

+6 vs. AC, 5 damage.[/sblock]