
GM_of_the_Heads |

You can indeed dive down into the army below. I'm going to let Mazzoss respond to the healing request first, but feel free to post what you'll do when you get down there.

Beachhead |

Beachhead spends time during the descent trying to think of a pun that merges "hobgoblin" and "kabob." He doesn't think of any that suit him, however, which leaves him frustrated. He takes out that frustration on the hobgabobs.
He hides during the descent to gain surprise. He'll try and hit any visible leaders or larger soldiers that are within range.
Stealth: 1d20 + 24 ⇒ (15) + 24 = 39
Attack: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
Damage + Sneak Attack: 2d6 + 2 + 5d6 + 1 ⇒ (6, 5) + 2 + (5, 5, 1, 2, 6) + 1 = 33
Attack: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage + Sneak Attack: 2d6 + 2 + 5d6 + 1 ⇒ (1, 4) + 2 + (1, 4, 3, 2, 6) + 1 = 24
Don't forget we get a +1 to attack for having the "higher ground." That's pretty important for 10th level hydra heads.

Ziphora |

Ziphora attacks the same target as Beachhead, since hydra heads ought to stick together.
lightning horn: 1d20 + 15 ⇒ (10) + 15 = 25
dmg: 5d6 + 6 ⇒ (1, 1, 3, 5, 5) + 6 = 21

Grash "Warhead" Varazson |

GRAWWAAAAARR!!!!
Grash roars at the hobgoblins, then beats out a very erratic drum sequence loaded with confusion magic.
Casting Confusion on the largest available grouping of hobgoblins that aren't currently under attack. DC 17
Grash then votes to gain altitude again, then BODY SLAM!

Mazzoss, The Black |

Mazzoss uses major healing on Ziphora.
Major Healing: 3d8 + 10 ⇒ (7, 1, 4) + 10 = 22
Mazzoss will cast flaming sphere when we reach the ground towards the nearest group of hobgoblins.
Damage: 3d6 ⇒ (3, 6, 4) = 13
reflex save DC 15 negates.

GM_of_the_Heads |

Will: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
A number of hobgoblins turn on each other and start fighting with one another as Grash's spell washes over them, then you plow into the mass of warriors. Your dumb heads joyously start snapping and biting everything around you.
Bite: 1d20 + 15 ⇒ (12) + 15 = 27
Bite: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 2d8 + 10 ⇒ (8, 6) + 10 = 24
Beachhead, Ziphora, and Mazzoss's flaming sphere each kill some of the foes. You now have the attention of everyone in the canyon. The hobgoblins all around you attack with blades, javelins, and bows.
Troops attack like swarms, so there's no attack rolls. However, the ranged attack at the end hits everyone but allows a DC 16 Reflex save for half damage
Damage to Ziphora: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Damage to Beachhead: 2d8 + 4 ⇒ (1, 2) + 4 = 7
Damage to Grash: 2d8 + 4 ⇒ (7, 6) + 4 = 17
Damage to Mazzoss: 2d8 + 4 ⇒ (8, 4) + 4 = 16
Damage to Dumb Head 1: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Damage to Dumb Head 2: 2d8 + 4 ⇒ (8, 3) + 4 = 15
Ranged damage: 2d8 ⇒ (5, 2) = 7
Dumb head reflex 1: 1d20 + 8 ⇒ (18) + 8 = 26
Dumb head reflex 1: 1d20 + 8 ⇒ (6) + 8 = 14
Your archers, meanwhile, are taking advantage of the distraction you're providing to pick off hobgoblins without return fire.

Ziphora |

"Thanks."Ziphora thanks Mazzoss.
Ref save: 1d20 + 13 ⇒ (2) + 13 = 15
Ziphora is not quite quick enough to avoid the wave of javelins.
She then stabs the troop of hobgoblins with a watery horn.
water horn: 1d20 + 15 ⇒ (7) + 15 = 22
dmg: 5d6 + 9 ⇒ (6, 2, 3, 1, 3) + 9 = 24
Kinetic blasts do full dmg but no 1.5x bonus, to swarms

Beachhead |

Beachhead auto-saves because his Reflex saving throw is so high, smirks about it, and then slashes his teeth across as many hobgoblins as possible.
Attack: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Attack: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10

Grash "Warhead" Varazson |

Whoops! Forgot I hadn't gone yet.
Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Grash dodges some of the javelins and arrows while frantically drumming. Then Grash takes a deep breath, aims for as many hobgoblins as he possibly can, and lets out an incredible GROOOOAAAAAARRRRRR!!!!!
Casting Shout, DC18
SONIC ROAAAARRR!: 5d6 ⇒ (6, 2, 4, 4, 2) = 18

GM_of_the_Heads |

Fort: 1d20 + 10 ⇒ (2) + 10 = 12
Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Several nearby hobgoblins are literally blown off their feet by Grash's roar. They don't get back up afterward. Ziphora and Beachhead kill several more.
Making an assumption about Mazzoss
Mazzoss continues rolling his flaming sphere around while summoning another.
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
The hobgoblins manage to avoid both, though.
Your extra heads keep snapping about.
Bite: 1d20 + 15 ⇒ (12) + 15 = 27
Bite: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d8 + 10 ⇒ (3, 3) + 10 = 16
Confusion: 1d4 ⇒ 2 The confused hobgoblins stand around and babble.
You've cleared out all the enemies nearby you, and for some reason the others seem to be trying to keep back. Your body instinctually starts lumbering towards another group of hobgoblins, keeping you in reach of more foes.
You're now definitely the center of attention, proven when every hobgoblin that can throws or shoots things at you.
Two DC 16 Reflex saves--Beachhead *does* have to roll because you might roll a one and fail even though your bonus is so high.
Damage: 2d8 ⇒ (7, 5) = 12
Damage: 2d8 ⇒ (7, 3) = 10

Beachhead |

Apologies, I thought natural 1s and 20s only applied to attack rolls. The first save below is for the damage from this post, and the second and third rolls are for the more recent damage.
Reflex save: 1d20 + 16 ⇒ (8) + 16 = 24
Reflex save: 1d20 + 16 ⇒ (11) + 16 = 27
Reflex save: 1d20 + 16 ⇒ (8) + 16 = 24

GM_of_the_Heads |


Grash "Warhead" Varazson |

Sense Motive: 1d20 + 17 ⇒ (6) + 17 = 23
Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
Spears and arrows rattle against Grash's scales and armor, doing some damage but not too much.
remember the ranged attacks everyone!
"RAAHH! We should press 'em a bit more! Show these hobgoblins we mean business! RAMPAGEEE!!!! GRAAAOOAAARR!!"
Grash votes to trample/body slam some hobgoblins. He also tries slam any nearby with his drum.
Drum: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Drummage: 1d6 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Drum: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Drummage: 1d6 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11

Beachhead |

Mazzoss looks at the fellow heads and sees which is the most damaged.
HP Update!
Beachhead - 38/63
Grash - 36(56)/85 <-- I guess that means he has 20 temp hit points?
Mazzoss - 83/83 <-- Shirley, that's not right.
Zip - 38/93

Ziphora |

Ziphora stabs the fleeing hobgoblins with a water spout.
horn: 1d20 + 15 ⇒ (7) + 15 = 22
dmg: 5d6 + 9 ⇒ (3, 1, 5, 1, 1) + 9 = 20

GM_of_the_Heads |

I wasn't sure if anyone wanted to change their mind due to the Sense Motive check. As it is... well, there's a plurality vote.

GM_of_the_Heads |

Going to make an assumption to move this along, since I've been slow on it.
As Mazzoss heals you, you charge back into the fray. Seeing what wounds they've inflicted being undone seems to be the final straw for the hobgoblins, and they start to break and flee.
Once you've thoroughly put them to flight, you zoom back to the back lines and get healed up. You don't have many powerful healers on your side, but since they haven't had to do much yet they can heal you up. You don't have a lot of healing to draw on total.
As soon as they're done, you hear shouts of alarm from the other side of Mazzoss's wall.

Beachhead |

"Let's just stay here and ignore that!" Beachhead suggests, knowing full well that nobody, not even himself, is going to vote to do anything except checking out the shouts of alarm from the other side of Mazzos' wall.

Ziphora |

Ziphora perks her ears and tries to determine what they're shouting about on the other side of the wall.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29

GM_of_the_Heads |

Ziphora thinks she hears "Minotaurs!" in one of the loudest shouts.

GM_of_the_Heads |

You zoom back over the wall and see a half-dozen armored minotaurs charging through the pass towards the swampy area.

GM_of_the_Heads |

Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
Half of the minotaurs avoid the worst of the fireball. They get out great bows and return fire.
Bow vs Ziphora: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Bow vs Mazzoss: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Bow vs Mazzoss: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Bow vs Grash: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Bow vs Dumb Head 1: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Bow vs Dumb Head 2: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
One of your dumb heads get a big arrow through it, but the rest fail to penetrate.
It'll take another round to close to melee. What are you doing until then?

Ziphora |

Ziphora returns gathers electrical energy from the air and returns fire, a nice flashy bolt of lightning, out of the clear blue sky.
Move action gather energy, then empower on lighting blast.
empowered lighting bolt: 1d20 + 15 ⇒ (10) + 15 = 25
dmg: 5d6 + 6 ⇒ (2, 6, 2, 5, 6) + 6 = 27*1.5

Grash "Warhead" Varazson |

Grash beats upon his drums, starting a frenzied song, and then hurls one of the drums at the closest minotaur
"GRAAAAPPHHHMRMRRRR!!"
Drum throw: 1d20 + 10 ⇒ (7) + 10 = 17
Drummage: 2d6 + 6 ⇒ (3, 3) + 6 = 12
also starting Raging Song
Grash votes to BODY SLAM! one of the minotaurs.

Ziphora |

"Nooooo Mazzoss!" Ziphora screams out in grief as Mazzoss falls. 'Now the only thing left is to make them pay' she thinks, her thoughts firmly on nasty, bloody revenge.

GM_of_the_Heads |

You dive at the minotaurs, who have only enough time to switch to their axes and scatter before you plow into them.
??: 1d20 ⇒ 8
In spite of their efforts your body actually veers towards one and crashes into it, knocking it to the ground and then standing on it.
Damage: 4d6 + 20 ⇒ (2, 2, 4, 2) + 20 = 30
You can hear bones breaking beneath your bulk.
The remaining minotaurs attack with their axes.
Axe vs. Ziphora: 1d20 + 12 ⇒ (5) + 12 = 17
Axe vs. Grash: 1d20 + 12 ⇒ (7) + 12 = 19
Axe vs. Dumb Head: 1d20 + 12 ⇒ (7) + 12 = 19
Axe vs. Dumb Head: 1d20 + 12 ⇒ (3) + 12 = 15
Axe vs. Dumb Head: 1d20 + 12 ⇒ (9) + 12 = 21
But their attack are rather ineffectual.

Ziphora |

"You killed Mazzoss!" Ziphora snarls angrily. "Prepare to die!" She then manifests a water horn and stabs them with it.
horn: 1d20 + 15 ⇒ (11) + 15 = 26
dmg: 5d6 + 9 ⇒ (3, 3, 2, 1, 6) + 9 = 24