
Ziphora |

"Archers! Fire!" Ziphora orders the archers, while sending out a lightning bolts of her own.
Lightning: 1d20 + 15 ⇒ (10) + 15 = 25
dmg: 5d6 + 6 ⇒ (1, 5, 3, 3, 1) + 6 = 19

Beachhead |

Beachhead hides. He will leave commanding the army to the others, and he'll busy himself with keeping an eye out for direct threats to the hydra.
Stealth: 1d20 + 24 ⇒ (7) + 24 = 31
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Beachhead will use his Suddenly Already There custom ability if necessary to protect the hydra.

Grash "Warhead" Varazson |

Grash casts Mirror Image.
Images: 1d4 + 3 ⇒ (3) + 3 = 6
"Nae quite time fer drummin' yet. A little closer..."
Grash votes to fly up into the air for a better look.

GM_of_the_Heads |

A few of the hobgoblins die, but they keep advancing.

GM_of_the_Heads |

To be a little more clear The hobgoblins advance in a loose formation, taking what cover they can in a cautious advance. Any new actions?

Ziphora |

sense motive: 1d20 ⇒ 9
Ziphora continues firing lightning bolts at any hobgoblin that's too slow in finding cover.
Zip also votes to fly up to get away from cover. Preferably above the hobgoblin, to do This

Grash "Warhead" Varazson |

Sense Motive: 1d20 + 17 ⇒ (7) + 17 = 24
"Hrmph. These just be scouts; we should nae waste tae good stuff on them. Lets get up there and send em' runnin'."
Grash votes to fly up and over to the hobgoblins (preferrably avoiding Mazoss' wall), so as to roar at them properly.

GM_of_the_Heads |

Mazzoss's wasps cause havok amongst the first few hobgoblins as you fly up above them. A few shoot arrows at you ineffectually.
From your elevated position you can see the main bulk of the hobgoblins forces, along with several large beasts, is well back from these forward scouts and shows no signs of moving.

GM_of_the_Heads |

Ziphora doesn't spot anyone who looks like a leader, though it seems like there may be messengers going back and forth from the rear of the army.
Grash sees several monsters, but is rather sure they're all much weaker than you.

Beachhead |

From where he's doing his best to stay out of sight of the army below, Beachhead says, "Maybe we should ask Sir Tolgrith's opinion. Where would we have the best effect? He's trained in tactics and strategy, probably, and I'd hate to distract ourselves with enemies that are decoys before the army's leaders begin a stronger offensive.
"But even though we're asking him for advice, we're still in charge, okay?"

GM_of_the_Heads |

You notice that the surviving skirmishers seem to be retreating now back towards the main body of their army.

Ziphora |

"We can't find their leader. We could be killing the foot soldiers the whole day without detriment to their battle plans."Ziphora answers.

Grash "Warhead" Varazson |

"Bah. It be lookin' like that first wave were only scouts. I still think we shouldae pressed tae assault and hit 'em hard afore they could report back... but I be thinkin' they at least fell back afore they saw most of our forces, so keepin' to our defenses may work too, I guess."

Sir Torlgrith |

Sir Torlgrith thinks a long moment before answering.
"We don't know enough about why they're attacking. If their objective isn't important enough, they may retreat if we inflict enough casualties to make it not worth their while. The best I can think of is to bleed them, to hold our ground and kill whatever they send until they give up."

GM_of_the_Heads |

It turns out to be a good time to return to the air--you see four fire drakes, a chimera, and a manticore flying towards your archers!
Beachhead: 1d20 + 8 ⇒ (8) + 8 = 16
Ziphora: 1d20 + 4 ⇒ (11) + 4 = 15
Grash: 1d20 + 1 ⇒ (4) + 1 = 5
Mazzoss: 1d20 + 2 ⇒ (6) + 2 = 8
Enemies: 1d20 + 2 ⇒ (19) + 2 = 21
The flight of monsters draws closer--they'll soon be in range of your archers!
All of you are up!

Ziphora |

"Lightning on the chimera!" Ziphora starts blasting at the chimera.
Lightning: 1d20 + 15 ⇒ (11) + 15 = 26
dmg: 5d6 + 6 ⇒ (5, 4, 1, 5, 1) + 6 = 22

Grash "Warhead" Varazson |

"Hey, there be some more o' them drakes! I would be thinkin' they would nae want ter mess with us, but I guess they dinnae hear what happened ter the last ones. And a chimera and one of them manny-whatevers."
Grash took a deep breath. "HEY YOU MANATEE OR WHATEVER IT IS! COME OVER HERE AN' FIGHT US! GRAAOOOAWWARRR!!"
Also casting Ear-Piercing Scream on the manticore if it is within range.
Roar damage: 1d8 ⇒ 4 Fort DC 15 or be stunned for one round

GM_of_the_Heads |

Fort: 1d20 + 11 ⇒ (10) + 11 = 21
The manticore doesn't seem very bothered by Grash's roar, but the chimera certainly doesn't seem to like the blast of lightning.
Now that you're getting close, you can see there are hobgoblins riding each of the beasts. Two of the drakes dive and spit fireballs at some of your archers, while the rest of the creatures approach you. The two other drakes use their fireballs on you.
Damage: 5d6 ⇒ (1, 1, 3, 6, 4) = 15 DC 16 Reflex for half
Damage: 5d6 ⇒ (2, 6, 5, 6, 2) = 21
Several of your archers look like they're in bad shape.
The manticore flings tail spines at Ziphora.
Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Only one manages to penetrate her armored scales.
All of the creatures seem to be trying to avoid melee with you.

Beachhead |

Grash took a deep breath. "HEY YOU MANATEE OR WHATEVER IT IS! COME OVER HERE AN' FIGHT US! GRAAOOOAWWARRR!!"
"I want to make fun of that taunt, but I have to admit that it definitely would have provoked me."
Beachhead wills the body towards the manatee.

Ziphora |

miss chance, 1 misses: 1d4 ⇒ 4
Enveloping winds air defense talent:You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd.
Ref: 1d20 + 13 ⇒ (15) + 13 = 28
Ref: 1d20 + 13 ⇒ (7) + 13 = 20
Zip weaves out of the way of the fireballs, but gets slightly singed still.
"Get those drakes first!"
Ziphora votes to move towards the drakes, gathers power and fires an empowered lightning bolt first.
lightning: 1d20 + 15 ⇒ (7) + 15 = 22
dmg: 5d6 + 6 ⇒ (3, 3, 5, 5, 2) + 6 = 24x1.5

Grash "Warhead" Varazson |

"I dinnae care which ones we get first, so long as we be gettin' all of them sooner or later! Grawwr!"
Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Grash is badly burned, which fills him with rage. He starts wildly thumping on his drum, filling everyone who could hear it with rage.
Starting Raging Performance. Remember all the rage powers everyone! Including the fact that he now imparts the Tor Linnorm Death Curse, which means that if the archers get enraged and then die, the killing monster needs to save against a quite nasty curse (DC 19). Also +1 fire damage for physical attacks.
He then launches a parting Glitterdust burst at the manticore and its rider, in hopes they might blindly crash into something, or at least not be able to hit anything. [DC 16]

GM_of_the_Heads |

Mazzoss? Also I have one vote each to go towards the drakes and the manticore, so Grash may want to vote.

GM_of_the_Heads |

Ziphora blasts one of the drakes solidly as you zoom towards them.
You get into melee range at the end of this round, so if you were delaying and waiting for that you can attack.

Beachhead |

Beachhead, finally able to do something, waits for over 24 hours since the GM posted before attacking. He comes out of hiding and attacks one of the Canadian rappers named Drake that are flying above the army.
Attack: 1d20 + 16 ⇒ (10) + 16 = 26
Damage + Sneak Attack: 2d6 + 2 + 5d6 + 1 ⇒ (2, 1) + 2 + (5, 4, 2, 3, 3) + 1 = 23
Iterative Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Damage + Sneak Attack: 2d6 + 2 + 5d6 + 1 ⇒ (5, 5) + 2 + (2, 6, 3, 6, 1) + 1 = 31
Assuming one of those attacks hit, the drake now takes a point of bleed damage for five rounds and its natural armor is reduced by 5 and it's sickened until the bleed damage ends.

GM_of_the_Heads |

Your body moved before the enemies' next turn, so you had an opportunity to attack before they moved.
Beachhead kills off the drake Ziphora blasted, then bites another savagely.
Your two dumb new sibling-heads make bite attacks.
Bite: 1d20 + 15 ⇒ (17) + 15 = 32
Bite: 1d20 + 15 ⇒ (20) + 15 = 35
Bite confirm: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 3d8 + 15 ⇒ (6, 5, 2) + 15 = 28
They rip into the drake Beachhead bit second and finish it off, sending it tumbling to smash on the slope below.
The chimera nears and breaths fire over all of you.
Damage: 6d8 ⇒ (8, 8, 3, 1, 4, 7) = 31 DC 19 reflex for half
The two other flame drakes try to bite Grash.
Bite: 1d20 + 10 ⇒ (2) + 10 = 12
Bite: 1d20 + 10 ⇒ (10) + 10 = 20
But they fail to penetrate his armored scales.
The manticore, meanwhile, goes for Ziphora.
Bite: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
It is more successful with its attack, though the bite wound is rather small.
You're all up!

Ziphora |

Ref save: 1d20 + 13 ⇒ (14) + 13 = 27
Ziphora ducks partially the firebreath but she is clearly flagging at this time.
She summons a lightning horn and stabs twice at the chimera. Using 1 buffer point
stab: 1d20 + 15 ⇒ (18) + 15 = 33
dmg: 5d6 + 6 ⇒ (5, 3, 6, 5, 3) + 6 = 28
stab: 1d20 + 1 ⇒ (7) + 1 = 8
dmg: 5d6 + 6 ⇒ (4, 1, 5, 3, 3) + 6 = 22

Beachhead |

Reflex: 1d20 + 16 ⇒ (12) + 16 = 28 <-- Evasion, so no damage.
Beachhead contorts his neck to be exactly the same shape and position as one two new sibling heads and pushes up against it to dodge the flames.
Swift action: While hiding, Beachhead disappears!
Spending 1 ki point to vanish. Beachhead now has the "Invisible Blade" ninja trick, so his vanish now acts like greater invisibility, which I guess also means he remains invisible for 8 rounds.
Free Action: Beachhead uses his sudden disappearance to confuse the manticore (calling it a "manatee") before he attacks.
Using the Two Places at Once custom ability so that it's now flanked.
Stealth: 1d20 + 24 + 20 ⇒ (18) + 24 + 20 = 62
Full Round Action: Beachhead tears into the manatee!
"NINJAAAAAAAAA!"
Attack: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
Damage + Sneak Attack: 2d6 + 2 + 5d6 + 1 ⇒ (2, 1) + 2 + (3, 5, 4, 1, 5) + 1 = 24
Iterative Attack: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage + Sneak Attack: 2d6 + 2 + 5d6 + 1 ⇒ (4, 4) + 2 + (6, 1, 1, 1, 5) + 1 = 25
If either of those attacks missed, Beachhead will use his Assault Leader trick to allow someone else an immediate attack on the manatee. Order of preference: Grash --> Zip --> Mazzoss --> dumb sibling-head. Please let me know if this ability is triggered, because I can only use it once a day.
If either of those attacks hit, the drake now takes a point of bleed damage for five rounds and its natural armor is reduced by 5 and it's sickened until the bleed damage ends.

Grash "Warhead" Varazson |

"HRRRGRRRAAAMMMMMBB!!!!"
Whatever Grash was trying to say only comes out as an inarticulate growl due to his mouth being full of drum, with which he attempts to batter the closest drake.
Attack: 1d20 + 14 ⇒ (2) + 14 = 16
Drummage: 1d6 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Drummage: 1d6 + 6 ⇒ (2) + 6 = 8
The oddly melodious beating also continues to incite rage in allied troops, possibly increasing archer aggression.

GM_of_the_Heads |

Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
Ziphora stabs the chimera once with her lightning horn, though it evades her second wild swing. Then a fireball explodes behind it and it starts falling, singed fur still smoldering. The drakes, for fairly obvious reasons, don't care about the fire, though one does care about getting hit in the face with a drum.
Beachhead savagely tears into two sides of the manticore, then your dumb siblings get involved.
Bite: 1d20 + 15 ⇒ (6) + 15 = 21
Bite: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d8 + 10 ⇒ (6, 6) + 10 = 22
They finish it off, sending it also tumbling to the mountainside below. (Your archer friends are very lucky in that none of the falling beasts have landed on them)
The two remaining drakes break off and retreat. You notice that, while you've been fighting, a fresh wave of hobgoblins has entered the pass. This one looks a lot more substantial and heavily armed, and your archers are focused on firing on them.

Grash "Warhead" Varazson |

Oh, and Grash also votes to fly down to within range of some of those hobgoblins. Or maybe to body slam them. Doesn't really matter which.