[sblock=Stealth Rules]
These goblins are going to be using Stealth a lot, so here's how I'll work that: I'll tell you when they roll Stealth, and give their location in an OOC block to everybody whose
passive Perception beats their Stealth roll. If you're not listed, the hiding goblin is totally obscured, so you need to guess which square it's in and the take a -5 to hit anything in that square. Using Active Perception to try and spot a goblin is a minor action. (Chances are when they make that Stealth roll, you won't have line of sight - that means if you beat their Stealth you can hear them or see some telltale to show where they are, but you still can't target them until you get line of sight to them.) Characters who see a hiding goblin can point out the correct square as a free action, but anyone who hasn't beaten the Stealth check still takes -5.
Any enemy that's invisible to somebody, I'll leave off the map, and list as "hiding" in the status list (along with the list of PC's that can see it).
[/sblock]
Balth's shot is just slightly off-target to hit the goblin hexer - until the wind catches it, making it tumble. Balth holds his breath hoping the wind has given him a second chance, but it just blows his shot farther away. It strikes next to the goblin's foot, pinning its robe to the ground; the goblin curses as it scrapes its leg on the arrow while trying to struggle free.
The sniper nearest the hexer raises a small crossbow and snaps a return shot off at Balth, drawing blood. The hexer gibbers at him in anger, gesturing towards Murphy. The sharpshooter cowers in supplication, getting down on all fours, and skitters off behind the hill where it's lost to view. The hexer rages at it as it flees.
[sblock=Balth]
The sharpshooter flattens itself against the back of the hill for cover, but you can still see the vapour of its breath rising into the air. It's at F15.
[/sblock]
On of the two goblins blocking the southern path clambers up the hill to its left for a better vantage point, then hurls a javelin at Larinza. It dances a triumphant jig as it strikes true. The other advances to the center of the ice slick and hurls another javelin at her, but this one falls short.
The second sharpshooter pays more attention to the hexer's orders, and arcs a high shot over the brow of the hill towards Murphy. Despite the distance, the shot plunges into the center of the shadows surrounding him and grazes his cheek. The goblin capers and laughs as it scurries back down the hill to cover.
[sblock=Everybody]
You can still hear it giggling, though. It's at N2.
[/sblock]
Suddenly another goblin that you hadn't seen rears up on the slopes of the northern hill, where it had been crouched in the snow. It launches a javelin towards Murphy and pierces his shadowy veil, striking him in the leg. Another goblin appears on the slopes of the southern hill, moves to the brink for a better vantage, and hurls a javelin at the closest foe - Larinza - but falls short. It spits a curse at you in its foul tongue.
[sblock=Status]
Balth's shot misses, so he uses Elven Accuracy and misses again. (But still does 8 damage and slows the hexer until end of his next turn; thanks for the reminder, Ozy.)
Bowman 1 (I15) shoots at Balth and hits for 9 damage, then moves down the slope to F15, where he has total concealment from everybody because of the slope of the hill, and rolls Stealth.
Cutter 1 (J6) moves up the slope to H7 and throws a javelin at Larinza, hitting for 4.
Cutter 2 (L4) moves to L9 and throws a javelin at Larinza, missing.
Bowman 2 (Q8) hits Murphy for 6, moves to N2, where it's hidden behind the hill, and hides.
Cutter 3 (M16) breaks cover, throws a javelin at Murphy and hits for 4.
Cutter 4 (O6) breaks cover, moves to P8, and misses Larinza with a javelin.
Initiative:
28 - Balth (
13/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at ?? (hidden, visible to Balth)
21 - Cutter 1 at H7
21 - Cutter 2 at L9
17 - Bowman 2 at N2 (hidden, visible to everybody)
16 - Cutter 3 at M16
15 - Cutter 4 at P8
14 - Murphy (
12/22 hp, concealment until EOT) <-- your turn
12 - Shorrin (
33/33 hp)
9 - Janus (
22/22 hp)
6 - Hexer at J18 (
27 damage, slowed until end of Balth's next turn)
5 - Larinza (
20/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp)
4 - Cutter at S10
[/sblock]