Mallaby stands up out of the brush and splashes across the stream, taking shelter as best he can behind a tree. Thais holds her position and waits for the next opportunity. [sblock=Ally's Actions]
Lord Mallaby
Move: Stand Up
Standard->Move: to O26
Thais
Standard: Full Defense[/sblock]
"Another coming in, point four!" the remaining archer shouts.
"And Stanx is down!"
"Okay, Jekka, take charge that side," the leader shouts.
"Everybody else, Maneuver Total, centered on Hagra, on my mark!"
"Lads, don't worry about the new one," the archer (Jekka) says,
"Hold down that guy with the big sword."
He retreats back across a pile of brush, then looses his arrow at Spider, which strikes him painfully.
The one spear-wielder next to Spider jabs at him, as the other charges forward. They are accurate strikers, but Spider is protected from their blows by the power of Goldenhorn's ancestors.
On the other side of the tent, the leader yells
"Mark!"
One of the flail-wielding hobgoblins steps over the body of the fallen caster and lashes at Zardi with a stinging cut. The other turns on Goldenhorn but his wicked lash hits only the tree.
The spear-wielder next to Zardi steps away to strike at Goldenhorn. This one hits.
The remaining sword-armed hobgoblin steps into the space just vacated and slashes at Zardi, slowly wearing the goliath down.
The final spear hobgoblin charges at Zardi, but Goldenhorn's ancestral spirits protect him.
When everyone is clustered together, the hobgoblin leader shouts piercingly
"Go it! Strike! Now! Now! Now!"
There is a massive and sudden clash of arms. In the confusion Zardi strikes his sword at Tyris, giving him a nasty nick, while Tyris attempts to strangle Goldenhorn. The flail that hit Zardi does so again, and the flail that missed Goldenhorn likewise misses again. Zardi is hit with a sword, and Goldenhorn with a spear, and the hobgoblins seem cheered by this action.
The leader quietly slips back to a safer position.[sblock=Enemy Actions]
Bow 46
Move: to H20
Standard:
Longbow vs. Spider (1d20+10=25, 1d10+4=14)
Spear 70
Standard:
Spear vs. Spider (1d20+11=22) miss due to Shield of Sacrifice
Spear 11
Standard: charge to N18,
Spear vs. Spider (1d20+11+1=20) miss due to Shield of Sacrifice
Flail 34
Move: to O15
Standard:
Flail vs. Zardi (1d20+8+2=26, 1d10+5=7) 7 damage, and Zardi is marked until the end of the Hobgoblin's next turn.
Flail 97
Standard:
Flail vs. Goldenhorn (1d20+8=12) miss.
Spear 79
Move: Shift to P13
Standard:
Spear vs. Goldenhorn (1d20+11=28) 4 damage.
Sword 66
Move: shift to O13
Standard:
Longsword vs. Zardi (1d20+6+2=22) 5 damage.
Spear 90
Standard: Charge to N14,
Spear vs. Zardi (1d20+11+2+1=18) miss due to Shield of Sacrifice
Boss
Standard: Battle Cry (burst 1) centered on P14
Battle Cry (will) vs. Goldenhorn, Tyris, Zardi (1d20+9=13, 1d20+9=18, 1d20+9=28) miss, hit, hit. Zardi and Tyris make MBAs vs. targets of the Boss's choice.
Zardi:
MBA vs. Tyris (1d20+9+2-2=19, 1d12+6=8)
Tyris:
MBA vs. Goldenhorn (1d20+8=17) miss.
Hobgoblin Boss's allies in burst make MBA. Those that hit gain 5 temp HP.
Flail 34:
MBA vs. Zardi (1d20+8+2=26, 1d10+5=8) 8 damage.
Flail 97:
MBA vs. Goldenhorn (1d20+8=14) miss.
Sword 66:
MBA vs. Zardi (1d20+6+2=24) 5 damage.
Spear 79:
MBA vs. Goldenhorn (1d20+11=26) 4 damage.
Those hobgoblins that hit gain 5 temp hp (yes, even the minions. weird, huh?)
Move: to H13[/sblock][sblock=map]
[/sblock][sblock=status]Goldenhorn, Spider, and Zardi have a +5 power bonus to AC until the end of Goldenhorn's next turn.
Goldenhorn: Q14 HP
29/37, Surges 8/10, AP 1, second wind unused
Spider: O19 HP
18/39, Surges 9/10, AP 1, second wind unused
Tyris: P15 HP
21/29, Surges 5/7, AP 1, second wind unused
Zardi: P13 HP
14/48, Surges 8/11, AP 1, second wind unused, marked by Flail 34
Mallaby: O26 HP
26/26, Surges 5/5, second wind unused
Thais: T18 HP
38/38, Surges 5/5, second wind unused, Full Defense
Sword Hobgoblin 66: O13 HP
1+5/1
Spear Hobgoblin 11: N18 HP
1/1
Spear Hobgoblin 70: P20 HP
1/1
Spear Hobgoblin 79: P13 HP
1+5/1
Spear Hobgoblin 90: N14 HP
1/1
Flail Hobgoblin 34: O15 HP
20+5/49
Flail Hobgoblin 97: P14 HP
30/49
Bow Hobgoblin 25: N20 HP [
0/39 dead.
Bow Hobgoblin 46: H20 HP
39/39
Hobgoblin Caster: O15 HP
0/46 dead.
Hobgoblin Boss: H13 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 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]