The front four horsemen, wheeling a little bit faster than their train (one 60 degree turn per round), were able to smash into the side of the goblins at the top gate, overrun their way through the mass and cause unbelievable turmoil. It took a good forty minutes to sort out this mess as it really got going, but damn! Was it a lot of fun! It is the sort of thing that no mass combat rule simulation can invent, but which ordinary combat rules (plus some refinements about overrun) manages with magnificent excitement. No telling yet if this group will break its way in easily, or flounder in the morass that's forming. It's supported by a 9th level druid (who just transformed from a mouse into a human) - found right against the wall and named 'Pikel' ... and much hinges on his ability to get off a few significant spells.
The mastodon continues to maraud. The ranger was 7th level at this time. I thought at the time that they were foolish to get inside, but if the mastodon breaks at this point, it would probably flee and be unstoppable. The ranger can take to the wind on the hippogriff in a crisis - in the meantime, together, they look to slaughter heartily. This is good, because there's clearly a lot of bodies to slaughter. The air was thick with spears.
The ladder crew at the bottom were able to regroup and not be routed; but they lost a lot of time due to morale failure.
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