[sblock=OOC]
Balth doesn't need to move through any difficult terrain - the difficult terrain is all the shading that I added (not what was on the original map). Row 23 and 24, and the freezing cloud. (I'm not familiar with these "triangles".) After moving to C20 you still have 2 squares of movement left, so I took the liberty of moving you on to B18 where you get a better angle. That still gives him partial cover, since the most favourable line I can draw to the hexer clips the hill on one side:
[/sblock]
The pool of blood around Larinza spreads slightly and sinks into the snow.
Balth swings wide around the hill until he can get a good sighting on the hexer, and lets two arrows fly - they barely graze it and it keeps running without a pause.
The sharpshooter scoops up its bow as it backs away from Larinza's body and then turns to flee, flying down the snow ramp and then down the hill, slithering through the chest deep snow like an eel.
The southernmost goblin sees Balth come around the hill, but finds its sheaf of javelins empty. He runs out onto the ice sheet, grabs the weapons of one of its fallen friends, and turns to throw. But it can no longer see Balth around the hill, so instead he hurls it at Shorrin, who is framed against the sky on the crest of the hill, making a tempting target. The javelin sails harmlessly past.
The remaining sharpshooter fires its crossbow at Balth, but he needs to aim too high for the bolt to clear the hill and the bolt passes several feet above his head. Then it sidles back behind the southern hill, out of sight, and crouches down. Unknown to it, its thick quiver of bolts is still visible, sticking up over the hill.
[sblock=Status]
I just realized that removing the icons for the dead goblins means you can't tell where they are, and it might be important. So I'm using the splotch of blood icon to show a dead body.
Larinza now has 1 failed death save, and is still slowed.
Balth's two attacks get a -2 for cover, but they still hit. For 4 measly damage.
Bowman 1 uses a minor action to pick up its bow (it's now carrying bow in one hand, sword in the other, and will need to spend a minor action to sheath its sword or a free action to drop it before shooting at anyone), a move action to shift to G17, and then a standard action to move to E14. (The last step takes 4 squares of movement and an Athletics check, which it passes.)
Cutter 4 moves to L10 with a move action, picks up Cutter 1's sheath with a minor action, and throws a javelin at Shorrin, missing.
Bowman 2 fires at Balth (with a -2 due to cover from the hill), missing, then moves to G4 and hides. He rolls a 7 on his Stealth, so everybody can see him.
Murphy's turn!
28 - Balth (
22/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at E14 (
2 damage, concealed while in cloud, both hands full)
21 - Cutter 1 at L10
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at L10
14 - Bowman 2 at G4 (hidden, visible to everyone)
14 - Murphy (
18/26 hp, prone, concealed until end of turn) <-- Your turn
12 - Shorrin (
19/33 hp, takes 3d6+1 cold damage if moving during his turn (save ends))
9 - Janus (
22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at G16 (
51 damage, used 1 AP, concealed while in cloud)
5 - Larinza (
-2/24 hp,
1 failed death save, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, dying, slowed (save ends)) <-- Your turn
4 - Cutter 6 at P11
[/sblock]