Mallaby advances more cautiously through the brush, dropping prone before he reaches the edge, trying to stay hidden.[sblock=Mallaby's Actions]Move: to S29
Minor: Drop Prone
Standard->Move: to R29
Stealth roll (1d20+3-5=17)
Beats some, but alas, not all.[/sblock]
"Two down here, and four targets!" the flail-wielder caught in Thais's brambles yells.
"And more movement at point five!"
"Right!" the leader calls back.
"Sentry four, reinforce the left flank, and keep an eye on those bushes! Sentry twelve, pull back half and cover point fourteen. Sentry null, pull in and support squad B. Jekka, get around there and help out."
He draws his bow again, and looses another arrow at Zardi, striking him hard in a painful, distracting wound.
The archer next to him dashes around the back of the tent and shoots his bow at Spider, missing.
His fellow archer steps away from Spider, and out of the danger zone, shooting at his assailant, and also missing.
The sentry off to the right turns and charges at Spider, hitting to little effect.
Two other sentries emerge from the brush, and move towards the battle, but not far enough to have a big effect.
"Squad A, Pull XX!" the hobgoblin leading the assault on Zardi shouts.
The remaining swordsman slashes at the Goliath, misses, then steps back.
The spear-wielder sidesteps and pokes at Zardi, but the blow bounces off his tough hide.
The hobgoblin that shouted then sidesteps, with the spear-wielder and the one called Azar in his wake. He lashes out with his wicked flail, but fails to make any contact.
Azar steps away from Zardi. Chanting arcane syllables he aims his staff at Spider. Strands of mystic force lash out, grabbing the half-orc and pulling him away from the archers and into the melee.
After he slides past, the remaining flail-wielder steps out of the brambles and up against the tent, lashing at Spider ineffectually as he does so.[sblock=Enemy Actions]
Boss
Standard:
Longbow vs. Zardi (1d20+11+2=30, 1d10+7=15) -5 for DR, Zardi takes 10 damage and grants CA until the start of the leader's next turn.
Bow 46
Move: to L19
Standard:
Longbow vs. Spider (1d20+10=12) miss.
Bow 25
Take 3 damage from bramble patch.
Move: shift to N20
Standard:
Longbow vs. Spider (1d20+10=12) miss.
Spear 70
Move: to P22
Standard: Charge to P20,
Spear vs. Spider (1d20+11+1=32) 4 damage.
Spear 11
Double move: to K19
Spear 90
Double move: to I10
Sword 66
Standard:
Longsword vs. Zardi (1d20+6+2=11) miss.
Move: shift to N14
Spear 79
Move: Shift to P12
Standard:
Spear vs. Zardi (1d20+11+2=20) 4 damage, -5 DR = no damage.
Flail 97
Move: Phalanx Movement. Flail 97 shifts to P14, Caster shifts to O14, Spear 79 shifts to O13
Standard:
Flail vs. Zardi (1d20+8+2=16) miss.
Caster
Shift to O15
Standard:
Force Lure (Fort) vs. Spider (1d20+6=25, 2d6+4=12), and Spider is slid to P16
Flail 34
3 damage from bramble patch.
Move: shift to O16
Standard:
Flail vs. Spider (1d20+8=9, 1d10+5=9)[/sblock][sblock=map]
[/sblock][sblock=status]Goldenhorn: R15 HP
37/37, Surges 9/10, AP 1, second wind unused
Spider: P16 HP
18/39, Surges 9/10, AP 1, second wind unused
Tyris: R16 HP
29/29, Surges 5/7, AP 1, second wind unused
Zardi: P13 HP
24/48, Surges 8/11, AP 1, second wind unused, resist 5 all, grants CA (start of Boss's next turn)
Mallaby: R29 HP
26/26, Surges 5/5, second wind unused, prone
Thais: T18 HP
38/38, Surges 5/5, second wind unused
Sword Hobgoblin 37: Q17 HP
0/1 dead.
Sword Hobgoblin 42: P18 HP
0/1 dead.
Sword Hobgoblin 66: N14 HP
Minion
Spear Hobgoblin 11: K19 HP
Minion
Spear Hobgoblin 70: P20 HP
Minion
Spear Hobgoblin 79: O13 HP
Minion
Spear Hobgoblin 90: I10 HP
Minion
Flail Hobgoblin 34: O16 HP
20/49
Flail Hobgoblin 97: P14 HP
49/49
Bow Hobgoblin 25: N20 HP
17/39
Bow Hobgoblin 46: L19 HP
39/39
Hobgoblin Caster: O15 HP
Uninjured
Hobgoblin Boss: L13 HP
Uninjured[/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.
[X] 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]