As his allies charge into battle, Mallaby makes a mad dash to his right, weaving in and out of the brush, dodging rocks and trees.[sblock=Mallaby's Actions]Surprise Round: Stand Up
Double Move: Z23->Z24->Z25->AA26->Z27->Z28->Y29->X30[/sblock]The hobgoblins are, for the moment, more occupied with their immediate attackers.
"Intruders! Point Seven!" the flail-wielder that Zardi attacked calls out.
"What's going on out there!" comes a voice from the tent. A big hobgoblin armed with a heavy mace and a longbow steps out, sees what has transpired, and starts barking orders.
"Squad A, form up facing Eight! Squad B, shift to Seven! Sentry Eight, reinforce squad B! Other sentries maintain. This may be a feint. Archers pick your targets!"
The big leader draws his bow and looses an arrow at Zardi. He is joined by another archer from behind the tent. The boss's arrow goes wide, but the other hits its mark. The damage isn't much, but the archer yells "Mark!" and the leader nods, already plotting readying his next arrow.
The archer which Spider hit stumbles backwards, and shoots an arrow at him, again going wide.
On their leader's command, the rest of the hobgoblins move, switching off targets, as the one that Zardi hit, steps away from him and then goes rushing at Jarro, with little success. The swordsman next to him also tries for Spider, and also misses, but another swordsman, coming around from behind the tent charges at the half-orc and manages to get a good thump in.
A hobgoblin with a flail rounds the big tree that Zardi is standing next to, and lashes at the goliath--enough of a hit to get his attention. Yet another swordsman rounds the tent, but fails to hit Zardi.
The sentry that had been guarding the trail turns at his leader's command and charges at Zardi, with another stinging blow.
Finally another hobgoblin emerges from the tent, this one smaller than many of the others, and dressed in robes rather than armor.
"Blast them, Azar!" shouts the leader.
"I can't get a good shot!" Azar says, sneering.
"I wouldn't want to waste my power!"[sblock=Enemy Actions]
Boss
Move (from tent): to L13
Standard:
Longbow vs. Zardi (1d20+11=16) miss.
Bow 46
Move: to L14
Standard:
Longbow vs. Zardi (1d20+10=26, 1d10+4=5) 5 damage, and the Boss has a +2 on his next ranged attack vs. Zardi.
Bow 25
Move: shift to O19
Standard:
Longbow vs. Spider (1d20+10=14) miss.
Flail 34
Move: Shift to O15
Standard: Charge to P17
Flail vs. Spider (1d20+8+1=13, 1d10+5=11) miss.
Sword 37
Move: to Q17
Standard:
Longsword vs. Spider (1d20+6=12) miss.
Sword 42
Move: to K18
Standard: Charge to P18
Longsword vs. Spider (1d20+6+1=22) 5 damage
Flail 97
Move: to O13
Standard:
Flail vs. Zardi (1d20+8+1=25, 1d10+5=8) 8 damage and Zardi is marked until the end of the Hobgoblin's next turn.
Sword 66
Move: to O14
Standard:
Longsword vs. Zardi (1d20+6=11) miss.
Spear 79
Move: to V12
Standard: Charge to Q12
Spear vs. Zardi (1d20+11+2=18) 4 damage.
Spear 70
No actions
Caster
Move (from tent): to N13[/sblock][sblock=Perception DC 16 (Active or Passive)]There are more sentries in the brush at L2 and C16. They have not moved.[/sblock][sblock=map]
[/sblock][sblock=status]Goldenhorn: W20 HP
37/37, Surges 9/10, AP 1, second wind unused
Spider: Q18 HP
34/39, Surges 9/10, AP 1, second wind unused
Tyris: Y18 HP
29/29, Surges 5/7, AP 1, second wind unused
Zardi: P13 HP
34/48, Surges 8/11, AP 1, second wind unused, marked by Flail Hobgoblin 97
Mallaby: X30 HP
26/26, Surges 5/5, second wind unused
Thais: Y24 HP
38/38, Surges 5/5, second wind unused
Sword Hobgoblin 26: Q13 HP
0/1 dead.
Sword Hobgoblin 37: Q17 HP
Minion
Sword Hobgoblin 42: P18 HP
Minion
Sword Hobgoblin 66: O14 HP
Minion
Spear Hobgoblin 70: L27 HP
Uninjured
Spear Hobgoblin 79: Q12 HP
Uninjured
Flail Hobgoblin 34: P17 HP
13 Damage Taken
Flail Hobgoblin 97: O13 HP
Uninjured
Bow Hobgoblin 25: O19 HP
20/39
Bow Hobgoblin 46: L14 HP
39/39
Hobgoblin Caster: N13 HP
Uninjured
Hobgoblin Boss: L13 HP
Uninjured +2 to next ranged attack vs. Zardi.[/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent.
Any PC can take a move or minor action to have an NPC perform a move action (or a minor action).
Any PC can take a standard action to have an NPC perform a standard action.
NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.
If, in a given round, none of the PCs give instructions to Thais, she will take a single non-offensive action, either a move or total defense.
If, in a given round, none of the PCs give instructions to Lord Mallaby, he will attempt to make his way to the tent, using two move actions--stealthily at first, but in the open once spotted. He's determined to take an active part in this rescue, and going straight for where he thinks Ismene is kept is the best plan. He can, of course, told not to, but unless he's doing something else useful, he'll want to make for the tent.
If either NPC becomes bloodied, that NPC will use Second Wind as a standard action without needing actions on the part of a player.[/sblock][sblock=NPC stats]
Lord Adelin Mallaby
HP: 26, Bloodied 13, Surge Value 6
AC: 15, Fort: 12, Ref: 13, Will: 14
Speed 6
Skills: Diplomacy +8, History +6, Stealth +3, Perception +1

Rapier +6 vs. AC, 1d8+4 damage
[o] Second Wind
Thais
HP: 38, Bloodied 19, Surge Value 9
AC: 16, Fort: 13, Ref: 14, Will: 15
Skills: Arcana +6, Nature +11, Stealth +3, Perception +4

Staff +7 vs. AC, 1d8+5 damage
Spore Strike Ranged 10 (one creature)
Attack: +5 vs. Will
Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn.
[o] Bramble Patch Area Burst 1 within 10 (all enemies in burst)
Attack: +5 vs. Reflex
Hit: 1d8+5 damage, and the attack creates a zone which lasts until the end of the encounter. Any enemy that starts its turn in the zone takes 3 damage and is slowed.
[o] Tree Step (move action)
Effect: Thais teleports 8 squares.
Requirement: Both the starting square and the target square must be adjacent to trees.
[o] Second Wind[/sblock][sblock=Enemy Stats]
Flail Hobgoblin
AC 19, Fort 17, Ref 15, Will 15
Passive Perception 18

Flail: +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.[sblock=nature 13]
Hobgoblin Battle Guard
Level 3 Soldier
medium natural humanoid[sblock=nature 21]Phalanx Movement: As a move action the Battle Guard and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock]
Sword Hobgoblin
AC 17, Fort 15, Ref 13, Will 12
Passive Perception 11
+2 to AC if adjacent to at least one hobgoblin ally.

Long Sword: +6 vs. AC, 5 damage.[sblock=nature 13]
Hobgoblin Grunt
Level 3 Minion
medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Grunt suffers an effect that a save can end, the Grunt can make an immediate saving throw.[/sblock][/sblock]
Spear Hobgoblin
AC 20, Fort 18, Ref 16, Will 15
Passive Perception 13
+2 to AC if adjacent to at least one hobgoblin ally.

Spear: +11 vs. AC, 4 damage.[sblock=nature 14]
Hobgoblin Sentry
Level 4 Soldier Minion
medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Sentry suffers an effect that a save can end, the Sentry can make an immediate saving throw.[/sblock][/sblock]
Bow Hobgoblin
AC 17, Fort 15, Ref 15, Will 13
Passive Perception 18

Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13]
Hobgoblin Archer
Level 3 Artillery
medium natural humanoid[sblock=nature 21]When the Archer hits with its longbow, in addition to damage, it grants an ally a +2 bonus to its next ranged attack against the same target.
Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock]
Hobgoblin Caster
AC 17, Fort 15, Ref 15, Will 17
Passive Perception 15

Staff: +8 vs. AC, 1d8+6 damage.[sblock=nature 13]
Hobgoblin Warcaster
Level 3 Controller (Leader)
medium natural humanoid[sblock=nature 21]The Warcaster has the following attacks:
Shock Staff (recharge 4-6): melee attack that does lots of damage and dazes the target until the end of the Warcaster's next turn.
Force Lure (recharge 5-6): range attack that slides the target in addition to damage.
Force Pulse (recharge 6): Close Blast 5 which pushes and knocks prone in addition to damage.
Hobgoblin Resilience (encounter): When the Warcaster suffers an effect that a save can end, the Warcaster can make an immediate saving throw.[/sblock][/sblock]
Hobgoblin Boss
AC 18, Fort 15, Ref 17, Will 16
Passive Perception 11

Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14]
Hobgoblin Warmonger
Level 4 Artillery (Leader)
medium natural humanoid[sblock=nature 21]A creature hit by the Warmonger's longbow grants CA until the start of the Warmonger's next turn.
Battle Cry (recharge when bloodied): area burst 1, in which an enemy hit makes a basic attack as a free action against a target of the Warmonger's choice, and in which the Warmonger's allies each can make a charge or basic attack, and regain hit points if they hit.
Phalanx Movement: As a move action the Warmonger and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][/sblock]