Guys, don't forget about Karma. It still applies, and your first reroll before a short rest is free. After that, each consecutive reroll adds a chance to apply a scaling consequence, whether that's an amount of damage or a penalty to attack, saves, or some other thing. When you reroll, you may do so once for each roll, and the severity of the penalty will keep increasing until the end of the encounter. It will revert back to 0 at the beginning of the next encounter. So, if you reroll twice, on the second reroll I will randomly determine what penalty you get, if any. Penalties are now at level 1 for you, and you might take, say, 1d4 damage. The next time you reroll, penalties are at level 2, and you might take 1d6 damage, or -2 to attack, etc. Next time, maybe nothing happens to you, but penalties still rise to level 3. And so on and so forth.
In my tabletop game this system has gone over really well. Sometimes people try to avoid karmic rerolls as much as possible, but sometimes you just reaaally want to hit, or to make that save. Striking a balance is important, of course, but given how long combat can take sometimes, one more reroll can actually help speed things up once in a while.
I've also been contemplating adding in a bonus damage system, wherein I'd roll to see if you hit a vital body part and do extra damage. It only works for melee and ranged attacks, and does not apply to area or close attacks, but it can add to the enjoyment of landing an attack.
However, while this works well in tabletop to speed things along, it may not go over so well here, and so I've avoided working it in. If you guys want to try it out, I can use it in the next combat, but otherwise I'll just leave it out.
Gol might want to consider going all healy-like on the wounded defender like a true Leader. It's only a minor action, after all, and a pretty big burst.
Well, he's down to 10 thanks to a couple lucky crits and the like. Minharath is down to 17/25, Golkonda himself is at 17/28, and Gerand is still up at 23/27.
Oh, and the hawk is at 14/18 (Unlike some DMs, I don't forget that companion creatures are still targets.
So yeah, your primary defender is hurt the most, despite having the best AC. Part of the price of being extra-sticky.
Also, you guys have action points, so you can always take another action.