Combat Turn 1
The surprise segment is done with; following that are the regulation segments of turn 1.
I have it that:
Arian and Leudigar will fire missiles as the others retreat, then
Faengol will retreat, then
bring forth his magic incarnation. However, spell casting can't occur on the move, so Faengol's orders will necessary span two turns (see the Order of Battle
Here come dice!
The ref dices for some Goblinkind hp:
Hobgoblins 6 # d6 + 1 → [3, 5, 7, 3, 3, 5]
Bugbear 1 # 3d6 →  oh my!
The ref dices for initiative, players d6 → 2 then non-players: d6 → 3 so the hobgoblins still have the initiative this turn.
The hobgoblins charge, abandoning any chance to fire this turn.
Faengol cannot conjure on the move.
Arian and Leudigar loose their missiles: 2 # d20 → [15, 20], that's two hits 2 # d6 → [4, 2] for 6 hp damage.
2, 7, 3, 3, 5] One hobgoblin goes down.
It is 60ft across the room, but only 50ft between the parties.
The Hobgoblins can possibly charge up to 120ft (9" movement + 3" charge allowance),
The ref assumes Leudigar and Arian were firing on the move
(a -2 attack adjustment, but allowing a half-move backward--3" for Leudigar and 4.5" for Arian--before they are caught). Thus the ref determines that only a single round of combat will occur this turn.
Melee Segment, 1st (and only) Round
How many of the five hobgoblins can actually find space attack as Leudigar and Arian withdraw toward the narrow passage? 1 # d6 - 1 →  so four.
4 # d20 + 1 (FC Man+1) → [3, 9, 6, 17] that will be one hit (17+ will hit AC 2).
Who is targeted? 1-3 Arian, 4-6 Leudigar d6 → 2, so it's Arian. d6 → 2 so 2 hp damage.
The players reply. Since everyone is cramming down a narrow passage, who can find room to attack?
The ref decides that everyone else is in the passage before Leudigar and Arian and can't attack through them. Our stalwart defenders can of course attack:
Leudigar (FC 2 Men-1) 2 # d20 - 1 → [12, 12] two misses (both by exactly 1 pip!).
Arian (FC 1 Man) 1 # d20 → , miss.
No morale dice necessary.
End of Combat Turn 1.