Yes, I've seen things 'chain' like that, before. Often in the player's favor, as well as the monsters. It is an artifact of turn-based cyclical initiative that sometimes a thing one creature does can be completely un-wound before it's turn comes back again.It woke up, and now it was the goblins' turn in initiative.
Here's where an artifact of group monster initiative came into play: The wounded goblin stood up, slapped the face of the sleeping goblin next, disengaged, and fled into the chamber where the goblins were rallying. The slapped goblin did the same thing. So did the next one, and the next one. Essentially, the work of the sleep spell was undone by monsters all acting on the same initiative. ... what I found interesting was how the sleep spell was undone essentially because like monsters all act on the same initiative. This would be much harder for PCs to pull off, I think, if the situation was reversed since they act on different turns, often with monsters in between.
Have you seen a situation like this unfold in your game? What other sleep shenanigans have you seen play out?
Goblin wakes up after being nearly killed by a cleric with a mace. He sees all his companions lying about with varying amounts of blood on them. How would he know to smack some of his companions? Do typical goblins know about sleep spells and how to awaken someone from such enchantments? At a minimum I would think an int check would be in order.
Besides the rp aspects of it (I generally assume that most monsters do not have xp fighting adventuring parties...the goblins in Sunless Citadel are probably most experienced at fighting kobolds and raiding the outlying farms from the nearby town...) as a DM I try to avoid artifacts of the rules that seem contrived. Chain events like that seem to fit that.
If it seems like something that can only be done because of the nature of turns and rounds I generally avoid it unless the PCs do it...then it becomes fair game.
I think Wartiak deserves a class level or few.Wartiak the goblin, who was nearly killed by Drongo, is a veteran of the Red Hand, and once a personal valet of Azarr Kul himself. A survivor of the Battle of Brindol, he scattered to the countryside and eventually fell in with the Durbuluk tribe that occupies the Sunless Citadel. He has a great deal of experience fighting adventurers including wizards with sleep spells. As soon as he fell to Farkus' foul elvish magic, he knew what to do if he were awoken.
Another system artifact that enabled the effect you saw was the treatment of movements & actions in 5e: getting up is just some of your movement, and you can use the rest to reach an ally, action slap them, and move through a door (object interaction to close it) - goblins in 5e get to Disengage as a bonus action, too, otherwise the first one moving away from the cleric to wake it's buddy would have provoked. In 3e or 4e, the newly-woken goblin would have used it's move to stand up, and, maybe, 5' step & it's standard to wake an ally w/in reach (in 4e, give the ally a save) - they couldn't all have woken eachother, /and/ all fled, because the move action was discreet and Opportunity attacks a little harder to avoid.
The 5e method of movement (and only one reaction &c) is intuitive and makes the action seem less 'jerky,' but it's still going on in a turn-based system, and that jerkiness is there for a reason.![]()
Yeah, group monster initiative is intended to be just a convenience short-hand - having it result in unusual displays of coordination is an unintended side-effect. This is just a particularly visible example of that effect.
On the other hand, it's not particularly out of line with players' tactics. If multiple characters are down and dying, the groups I've played with would totally take into account their initiative order when deciding upon the optimal order in which to heal them.
Goblin wakes up after being nearly killed by a cleric with a mace. He sees all his companions lying about with varying amounts of blood on them. How would he know to smack some of his companions? Do typical goblins know about sleep spells and how to awaken someone from such enchantments? At a minimum I would think an int check would be in order.
Besides the rp aspects of it (I generally assume that most monsters do not have xp fighting adventuring parties...the goblins in Sunless Citadel are probably most experienced at fighting kobolds and raiding the outlying farms from the nearby town...) as a DM I try to avoid artifacts of the rules that seem contrived. Chain events like that seem to fit that.
If it seems like something that can only be done because of the nature of turns and rounds I generally avoid it unless the PCs do it...then it becomes fair game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.