Alric, in your attempt to shift into range of the hulking brute, you wind up moving into the fringe of Hrimr's magical swirling vortex of stones and gravel. The conjured rocks bash at you as the do the goblins and it makes movement difficult. This causes you to stumble, leaving you open for an opportunistic strike from the giant warrior. The blow clips off your shield with tremendous force and your attack glances harmlessly off the spiked armor of the giant.
Some of the goblins then move in to attack Alric. They drop their bows and draw their small morning stars, pushing through the wind and dust from the spell. The closest goblin to Alric and Bannock (F14) is immediately decapitated by a quick opportunistic slash by Bannock as it scrambles across the entrance to the camp. Two goblins manage to take clumsy swipes at Alric, but miss completely.
The rest of the goblins push forward and take pot shots with their bows over the wall at Hrimr and Bannock. Two arrows sail over the wall in the direction of Hrimr, but fail to hit. The salvo of five arrows aimed at Bannock pepper him, but only two manage to strike glancing blows across his exposed face and into a gap in his platemail.
(moves: F14 to F13, I13 to G12, I15 to G13, H7 to F10, I8 to F9, I7 to G4, J8 to H5, K10 to H12, K12 to I12, M18 to J16, N17 to L16, O18 to L17, N11 to K11, N13 to K13, O12 to L12)
(Bannock got an AOO on F14 to F13 - rolled below)
(attacks: G12 and G13 vs. Alric; I14 and I16 vs. Hrimr; K11, L12, K13, L16 and L17 vs. Bannock)
GM: | Alric, you suffer 4 damage from Hrimr's Stone Call spell.
I've also updated the map to reflect the current position of all the goblins - to make your lives easier! 
Bannock, only one arrow actually hits you (so only 4 damage). I miscalculated the cover bonus for you. I've amended on my own sheet for tracking the party hit points. | |