Part 1: The Road to Hommlet
Rolls
Move Silently (20%) - (1d100)
(3) = 3

Angel stalks off towards the cover of the small copse of birch trees to the west of the feeding gnolls. His soles seem to barely touch the wild grass underneath him, and after only a moment he steals silently underneath the shadows of the canopy above. Seconds later he finds a suitable position to shoot his bow from. He's about 80 feet from the beasts, though it's likely as close as he's going to get if he still wants to under cover of in the trees.
The rest of the party begins moving in a more or less northward direction, taking advantage of the natural placement of large boulders to give themselves some cover. Between the obstruction of large stones blocking their view and the almost singular attention the gnolls give to their meal, the party manages to creep to a distance of about 40 feet from the deer carcass before one of the gnolls, raises its head on its thick, muscular neck, looks at the approaching group, and looks back at its meal again, lost in a sense of gluttonous rapture. A second later its more persuasive mind succeeds in getting through to it, and almost as a doubletake,the gnoll suddenly bounds to its feet from its squat and raises its spear at you, issuing a challenge that is part snarl/part bark. The two other gnolls, shocked out of their reverie, jump up and scatter a few meters from their kill, looking around at what could possibly be their companion's issue, until they spot you and point their spears at you.
Unless any PC speaks gnoll, your hear them give a series of indecipherable barks, but their body language and the spears pointed at you would be a pretty good indication that their dispositions aren't friendly.
1. Since Angel made it to the trees unseen, the gnolls have no idea he's there. Angel can take a surprise round to fire on the gnolls before Round 1 begins.
2. After Angel uses his surprise round, Round 1 starts. As you'll see below, it begins with Angel, and Gnolls #2 and #3 going first. Be advised that Initiative is rolled every round, which I do just to keep things moving along. If your initiative roll is tied with any other PCs or NPCs, everyone acts at the same time. This is important because even if they are killed on that round the PC or NPC still gets to make their Action for the turn.
For example Angel and Gnolls #2 and #3 start Round 1. If Angel fires an arrow at Gnoll #2 and happens to kill it, Gnoll #2 still gets to act this round, under the assumption they both acted at the same time. If Angel attacked Gnoll #1, and killed it, Gnoll #1 is out of the fight and cannot attack on it's turn later on in the round. Make sense?
3. I forgot to add Initiative bonuses to the rolls for the PCs that have one. I did take them into account before I posted turn orders.
Turn orders are as follows:
Surprise Round:
-->1. Angel
Round 1:
1. Angel, Gnoll #2, Gnoll #3 (5)
2. Coulson (3)
3. Selvam, Sister Alice, Gnoll #1 (2)
4. Jonas (1)
I forgot to label the gnolls, but they are Gnoll #1, Gnoll #2, and Gnoll #3, going top to bottom of the map.
Rolls
Secret Roll
Secret Roll
Angel Initiative roll - (1d6)
(4) = 4
Selvam Initiative roll - (1d6)
(2) = 2
Jonas Initiative roll - (1d6)
(1) = 1
Coulton Initiative roll - (1d6)
(2) = 2
Sister Alice Initiative roll - (1d6)
(1) = 1
Gnoll #1 Initiative roll - (1d6)
(2) = 2
Gnoll #2 Initiative roll - (1d6)
(5) = 5
Gnoll #3 Initiative roll - (1d6)
(5) = 5
Rolls
Round 0 short bow attack on G3 - (1d20+2)
(17) + 2 = 19
Damage from short bow of G3 - (1d6)
(5) = 5
Round 1 short bow attack on G2 - (1d20+2)
(1) + 2 = 3
Damage from shorrt bow on G2 - (1d6)
(3) = 3
He lets both arrows fly, and the last one seems a bit rushed, falling well off from its target. The first arrow, however, hits its target broadside, and with a yelp it sinks to its knees momentarity before struggling back to its feet and looking around for his attacker. As the other two gnolls focus on Angel's companions, the one hit with the arrow rushes after Angel in the trees, a long jaunt putting himself at risk of another arrow before he can close the distance, but a bloodlust seems to be driving him for retribution.

Round 1 Turn order:
1. Angel, Gnoll #2, Gnoll #3 (5)
-->2. Coulson (3)
3. Selvam, Sister Alice, Gnoll #1 (2)
4. Jonas (1)
Rolls
Secret Roll
Gnoll #3 Attack, Gnoll Spear Damage - (1d20, 1d6+1)
1d20 : (5) = 5
1d6+1 : (2) + 1 = 3
Rolls
Attack (Melee) - (1d20+2)
(7) + 2 = 9
Damage if hit succeeds - (1d6+2)
(4) + 2 = 6
Round 1 Turn order:
1. Angel, Gnoll #2, Gnoll #3 (5)
2. Coulson (3)
-->3. Selvam, Sister Alice, Gnoll #1 (2)
4. Jonas (1)

Gnoll #1: Rushes forward to join the fray (moves to CC10), and seeing that Coulson is distracted with his companion, he attempts to get a jab in on the dwarf with his gnarly-looking spear.
The spear strikes deep under Coulson's armit, the point piercing through the plate mail's protection, doing a devastating 5HP damage to the dwarf.
Selvam and Alice are up.
Rolls
Gnoll #1 Attack, Gnoll Spear Damage - (1d20, 1d6+1)
1d20 : (18) = 18
1d6+1 : (4) + 1 = 5
Rolls
Attack gnoll 1 - (1d20+1)
(3) + 1 = 4
Damage gnoll 1 - (1d6+1)
(1) + 1 = 2
Rolls
THACo 20 - (1d20+1)
(5) + 1 = 6
Round 1 Turn order:
1. Angel, Gnoll #2, Gnoll #3 (5)
2. Coulson (3)
3. Selvam, Sister Alice, Gnoll #1 (2)
-->4. Jonas (1)

The Rounds with Sister Alice going first this time with turn order is as follows:
-->1. Sister Alice (5)
2. Angel, Coulson (3)
3. Gnoll #1, Gnoll #3 (3)
4. Selvam, Jonas, Gnoll #2 (2)
Rolls
Angel Initiative Roll - (1d6+1)
(3) + 1 = 4
Selvam Initiative Roll - (1d6)
(2) = 2
Jonas Initiative Roll - (1d6)
(2) = 2
Coulson Initiative Roll - (1d6+1)
(3) + 1 = 4
Sister Alice Initiative Roll - (1d6+1)
(4) + 1 = 5
Gnoll #1 Initiative Roll - (1d6)
(3) = 3
Gnoll #2 Initiative Roll - (1d6)
(2) = 2
Gnoll #3 Initiative Roll - (1d6)
(3) = 3
Rolls
Attack gnoll 1 - (1d20+1)
(14) + 1 = 15
Damage gnoll 1 - (1d6+1)
(6) + 1 = 7
Rolls
bow attack on Gnoll - (1d20+2)
(8) + 2 = 10
damage from arrow - (1d6)
(2) = 2