"Continue on, my friends!" Mallaby shouts.
"I can handle this one!"[sblock=Mallaby's Actions]Standard: Full Defense[/sblock]
"Ow!" he yelps as the spear hits him despite his defensive posture.
"Coming around this side!" the archer shouts, stepping away from Spider and striking him with a rapidly shot arrow.
"This side too," the leader calls back.
"Keep on it."
The leader looses his shaft at the new threat from the flanks, Thais, and striking her solidly.
The remaining two hobgoblins shore up shoulder-to-shoulder and attack Goldenhorn, who is struck with both sword and spear.[sblock=Enemy Actions]
Spear 11
Standard:
Spear vs. Mallaby (1d20+11=20) 4 damage
Bow 46
Move: Shift to L20
Standard:
Longbow vs. Spider (1d20+10=25, 1d10+4=10)
Boss
Standard:
Longbow vs. Thais (1d20+11=26, 1d10+7=16)
Spear 79
Move: to P14
Standard:
Spear vs. Goldenhorn (1d20+11=31) Crit (woo) for 4 damage
Sword 66
Standard:
Longsword vs. Goldenhorn (1d20+6=26) Crit (two in a row!) for 5 damage[/sblock][sblock=map]
[/sblock][sblock=status]Goldenhorn: P15 HP
11/37, Surges 8/10, AP 0, second wind unused
Spider: N20 HP
8/39, Surges 9/10, AP 1, second wind unused
Tyris: M18 HP
16/29, Surges 5/7, AP 1, second wind unused
Zardi: Q16 HP
26+3/48, Surges 7/11, AP 0, second wind unused
Mallaby: O26 HP
18/26, Surges 5/5, second wind unused
Thais: M10 HP
18/38, Surges 5/5, second wind unused, grants CA TENT
Sword Hobgoblin 66: O14 HP
1+5/1
Spear Hobgoblin 11: L18 HP
1/1
Spear Hobgoblin 70: R15 HP
0/1 dead
Spear Hobgoblin 79: P14 HP
1+5/1
Flail Hobgoblin 97: P14 HP
0/49 dead
Bow Hobgoblin 46: H20 HP
21/39
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.
[X] 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]
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]