
Nelly |

Nelly inhales for a moment as the Mage goes invisible. She was sure he was still there. Letting the strongest odor guide her, she snaps forward, and sure enough, there is something to bite down on.
Attack Mage, Greater Magic Fang, Haste, Prayer: 1d20 + 14 + 2 + 1 + 1 ⇒ (20) + 14 + 2 + 1 + 1 = 38 Damage: 1d6 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19
Miss Chance: 1d100 ⇒ 81
Crit?: 1d20 + 14 + 2 + 1 + 1 ⇒ (1) + 14 + 2 + 1 + 1 = 19 Potential Damage: 1d6 + 11 + 2 + 1 ⇒ (6) + 11 + 2 + 1 = 20
Free Trip: 1d20 + 14 + 2 + 2 + 1 + 1 ⇒ (2) + 14 + 2 + 2 + 1 + 1 = 22

Robin Weaver |

With the mage going invisible, Túrion spares a moment to seek a new target, choosing the Dwarf that stands out. The runes on his robe glow a moment before a set of magic missiles shoot out towards their target, causing it to fall into maniacal laughter for a while. He then holsters the Rod and focuses on Fennith.
Move action to holster Rod, Swift to activate Robe, Standard to Magic Missile the Dwarf - he gets a move action next round.

Fennith |

The halfling-sized woman steps closer yet to Túrion, then hugs him - (behaviour that may strike hal as weird...)
"Brother, I missed you! Will you come to play?"
She maintains her ready action - Nelly is out of range, so only Túrion and herself are covered.

Kazador The Clanless |

Hit: 1d20 + 19 + 1 + 1 ⇒ (5) + 19 + 1 + 1 = 26
Damage: 2d6 + 21 + 1 ⇒ (2, 1) + 21 + 1 = 25
Haste Hit: 1d20 + 16 + 1 + 1 ⇒ (18) + 16 + 1 + 1 = 36
Damage: 2d6 + 21 + 1 ⇒ (3, 3) + 21 + 1 = 28
Iterative Hit: 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
Damage: 2d6 + 21 + 1 ⇒ (4, 2) + 21 + 1 = 28
"Aye then!" Kazador said, as he stepped forward and swung his hammer at the human. If Fyrtor wanted to handle the dwarf, then more power to him.
We have the flank. But remember that after this it is beneficial to be adjacent to Kazador. With his hammer, he can take an AOO against anyone who attacks you that he also threatens

Brookside GM |

Reminder, Kaz's protective aoos are with his helmet from Kazad Gravr, not hammer.
Turion, I think you're using laughing touch with that robe? Be a little more explicit in your OOC next time as I won't always remember everyone's abilities that they last used months and months ago.
Nelly bites hard and one blow from Kazador's hammer lays out one of the humans. Kazador then strikes at the dwarf but only lands one blow.
Looks like Hal is the last one to go, now that he knows he IDed the summons.

Túrion Alagostor |

Aye, Laughing Touch via Robe. I did include the mechanical reminder about the move action - plus the action summary where i activate the robe(which defaults to laughing touch for lack of other options). I will try and be more explicit. I believe I simply meant to streamline things while posting with multiple profiles.

Generic Mendicant Monk |

Hal - who had been considering standing in front of Turion - instead squeezes his staff through the doorway and launches another 2 magical streaks. They flickered through the air, impacting... nothing. The same nothing Nelly was attacking.
magic missiles. damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8

Garick Fyrman |

Fyrtor was quick to use the advantage Khazador had bought and struck at the dwarf with two vicious swipes. After the blows he stepped back towards his friend's side, ready to block any follow up attacks.
Attack 1: 1d20 + 15 + 1 + 2 ⇒ (14) + 15 + 1 + 2 = 32
Damage, Non lethal: 1d6 + 7 + 1 + 2 + 2d6 ⇒ (1) + 7 + 1 + 2 + (4, 3) = 18
Attack 2: 1d20 + 10 + 1 + 2 + 2 ⇒ (11) + 10 + 1 + 2 + 2 = 26
Damage, Non lethal: 1d6 + 7 + 1 + 2 + 2d6 ⇒ (4) + 7 + 1 + 2 + (5, 1) = 20
I'm assuming the first attack hits which least me study him as an immediate action giving me the bonus to hit on the second attack.
Parry: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Reposte: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Damage, Nonlethal: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Brookside GM |

Attack Fyrtor: 2d20 ⇒ (15, 20) = 35
confirm: 1d20 ⇒ 11
Dam: 1d8 + 1 ⇒ (8) + 1 = 9
Grapples: 1d20 + 20 ⇒ (14) + 20 = 34
Dam: 1d6 + 4 ⇒ (1) + 4 = 5
Fyrtor lands one blow on the sturdy dwarf but misses with his second attack. The dwarf looks poised to counterattack but begins laughing uncontrollably, his eyes wide in consternation.
Do you have see invis going?
"Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell."
If not, lmk how you'd like to redirect that magic missile.
Two of the humans move to flank Fyrtor and strike hard at him but only the one to his east strikes him (9 dam, west one provokes from Kazador).
Nelly hears the injured mage stand up and can smell that he has moved back somewhat. Then he speaks something and a shockingly wide mass of black tentacles writhe up from the ground, grabbing everyone, friend and foe alike!
Widened black tentacles in the red circle. 34 to grapple everyone, including enemies. 5 damage to the grappled. EVERYONE GO!

Kazador The Clanless |

Current Buffs: See Invisibility, Prayer, Shield of Faith
CMD is 27 usually. +2 vs grapple, +1 from prayer, +2 from shield of faith. 32 total...so close!
AOO: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
Damage: 1d4 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Break Free: 1d20 + 14 ⇒ (5) + 14 = 19
Stuck in a field of tentacles, Kazador growled angrily. He was beginning to hate that spell. First with the elf, and now with the humans? How was he expected to kill anything if he couldn't move? It was most unfair. Bordering on rude, even.

Túrion Alagostor |

Concentration DC 34: 1d20 + 9 + 2 + 8 ⇒ (20) + 9 + 2 + 8 = 39
Honestly, I thought you rolled better on the grapple, I did not expect such a high CMB - with the flat +5 for tentacles, thats CL 15?
Regretting that Mel and Hal seemed out of reach, but knowing that he could do little while contained himself, Túrion starts casting a spell to shift him, and Fennith, outside the area of the Tentacles.
Dimension Door to the south of Nelly.

Nelly |

Nelly CMB to escape grapple DC 30: 1d20 + 15 ⇒ (19) + 15 = 34
Nelly knew those tentacles, her master controlled them as well - they caused her no distress, and she casually stepped outside of them, sniffing the air to find the mage once more. Finding his smell, she growls at him.
Grapple: 1d20 + 14 + 2 + 1 + 1 ⇒ (19) + 14 + 2 + 1 + 1 = 37
As the prey previously evaded her, she does not want to take chances again, snapping forward with the intent to hold her target this time.
Standard to break grapple, 5-foot step, move action to pinpoint.
Spending Hero Point to get extra Standard Action: Grapple the Mage. I think it does not provoke due to Dirty Combat - it's still a flank.

Fennith |

"Really, Tee? You could not do this in a more relaxed setting?"
Realizing she can't really do something to the invisible mage, and unwilling to touch him, she instead looks at the Dwarf:"Keep laughing!"
Hideous Laughter - DC 17 Will Save, or fall prone and no actions.

Brookside GM |

Kaz, just fyi, prayer doesn't boost AC or CMD.
Turion, roll miss chance, needing 51+, on that grapple. As far as I can tell, it's affected by miss chance just like other attacks. If you don't get to it by my update time, I'll roll for you. I just figure you may enjoy rolling for yourself.

Melia Elman |

Escape Artist, +8 from hero point: 1d20 + 11 + 8 ⇒ (6) + 11 + 8 = 25
Nuts.
"Grabbing people is not nice!" Melia chides the caster. But though she struggles mightily, she fails to free herself.

Generic Mendicant Monk |

As the tentacles close around him, Hal fumbles for a component, and with his one free hand poking from the dark loops attempts to invoke a mindless, ancient power.
Standard action to cast Dispel on the tentacles.
Focussed Spell for +4 CL
Diminishing Sash for +1 CL
concentration check to cast dispel: 1d20 + 13 + 8 ⇒ (20) + 13 + 8 = 41
IF this works, will burn a hero point on the dispel.
dispel check: 1d20 + 13 + 8 + 1 ⇒ (12) + 13 + 8 + 1 = 34

Nelly |

Because to me it seems that the pinpointing is actually automatic if next to the source, and does NOT actually require a move action. Which would have meant that I could have full-attacked last round, and more importantly, by using the hero point Standard action to break the Grapple, could instead step forward and Full Attack this turn as well. As Nelly does have an iterative from Multiattack and is under the effect of Haste, attempting to Maul the Mage actually seems a more desirable action, as he already must be quite bloodied, and so far, no flavor description indicates that he has Stoneskin or similar online-)
So depending on your ruling, I would consider doing a full attack instead of the grapple. (I'd also like to point out that casting is "speaking" for a -20 DC to negate the +20 from Invisibility - so if he has no actions to actually use 'Stealth' from his Concealment, he should be easy to pinpoint even with a regular passive perception check - so Scent may not even be relevant in this case?(Barring special abilities, standing up and stepping away only leaves very few spaces, followed by casting with vocal component))

Brookside GM |

I agree that he's being loud and not sneaky. Nelly knows his square without the move action. You may revise.

Nelly |

As Nelly steps out of the Tentacles, his loudness and smell give the mage away pretty clearly to her. There was blood, too, dripping on the floor and giving the air a faint metallic odor. The hunt was still on. Baring her fangs, she lunged forward, her resolve further strenghtened as her Master appeared nearby - even so the strange girl with him distracted her during one of her attacks.
Attack 1: 1d20 + 14 + 2 + 1 + 1 ⇒ (9) + 14 + 2 + 1 + 1 = 27 Damage: 1d6 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17
Miss Chance: 1d100 ⇒ 75
Trip 1: 1d20 + 14 + 2 + 2 + 1 + 1 ⇒ (13) + 14 + 2 + 2 + 1 + 1 = 33
Attack Haste: 1d20 + 14 + 2 + 1 + 1 ⇒ (19) + 14 + 2 + 1 + 1 = 37 Damage: 1d6 + 11 + 2 + 1 ⇒ (4) + 11 + 2 + 1 = 18
Miss Chance: 1d100 ⇒ 92
Trip 2(if relevant): 1d20 + 14 + 2 + 2 + 1 + 1 ⇒ (5) + 14 + 2 + 2 + 1 + 1 = 25
Attack Multiattack: 1d20 + 9 + 2 + 1 + 1 ⇒ (19) + 9 + 2 + 1 + 1 = 32 Damage: 1d6 + 11 + 2 + 1 ⇒ (2) + 11 + 2 + 1 = 16
Miss Chance: 1d100 ⇒ 28 Blindfight Re-Roll: 1d100 ⇒ 36
Trip 3(if relevant): 1d20 + 14 + 2 + 2 + 1 + 1 ⇒ (18) + 14 + 2 + 2 + 1 + 1 = 38
I did not roll separate Miss Chance for the Trips, as they are essentially part of the attack(as in, I already have to hit for that to be relevant) - if you disagree, feel free to roll for those.

Túrion Alagostor |

Immediate Action: Liberating Command.
Mel, Nelly still owed you a Hero Point. Save yours, take my immediate action for a +18 bonus to your escape artist attempt instead.
Mechanically, it would make more sense to target Hal so he can dispel, but Túrion has no idea Hal plans to do that, nor does he know if he is acrobatic enough to make good use of the bonus. Plus I don't actually see him
Seeing Mel struggle as the Tentacles envelop her, Túrion focuses on her momentarily, tugging on the strands of magic empowering the field to calm the inky black strands in her immediate area for a moment, hopefully giving her a chance to pull free.
@GM: If permissable, could I have triggered my Immediate Action before Mel's turn? With +11, she can't fail against DC 30, so she would get a normal turn, but in difficult terrain and no real escape path. Basically just trying to save her Hero Point since I used Nellys(who was holding one for her.)

Garick Fyrman |

Fyrtor is immediately caught by the tentacles. Still he struggles to maintain 5he offensive striking the dwarf hard.
Attack1: 1d20 + 15 + 2 + 1 - 4 ⇒ (17) + 15 + 2 + 1 - 4 = 31
Damage, nonlethal: 1d6 + 7 + 2 + 1 - 2 ⇒ (5) + 7 + 2 + 1 - 2 = 13
Attack2: 1d20 + 10 + 2 + 1 - 4 ⇒ (4) + 10 + 2 + 1 - 4 = 13
Damage, nonlethal: 1d6 + 7 + 2 + 1 - 2 ⇒ (2) + 7 + 2 + 1 - 2 = 10
Confirm Crit: 1d20 + 15 + 2 + 1 - 4 ⇒ (13) + 15 + 2 + 1 - 4 = 27
Damage if confirmed: 1d6 + 7 + 2 + 1 - 2 ⇒ (2) + 7 + 2 + 1 - 2 = 10
[Ooc]If the dwarf goes down with the first hit I'll attack the human closes to Khaz with my iterative.[/dice]

Brookside GM |

Good point, Turion. Mel may have the liberating command take place before her turn.

Melia Elman |

Oh! Okay, I'll take that hero point back then. Let's see. That Liberating Command took place before Hal dispelled the tentacles, so Mel's priority would have been to try and get out.
Finding herself free of constraint but still waist-deep in tentacles, Melia struggles through them, skirting the thug engaged with Fyrman, and clambers up on top of one of the barrels at the edge of the area in an effort to keep her hands and arms free.
Double-moving while hasted to make it 50 feet through difficult terrain. I provoked from one thug. GM, I sent you a screenshot with Mel's path scribbled on it.

Brookside GM |

Thanks for the screenshot, Mel.
Aoo: 1d20 ⇒ 11
Will save: 1d20 ⇒ 14
Attacks on Fyrtor, +21, +16: 2d20 ⇒ (2, 13) = 15
Dam: 8d6 + 1 ⇒ (4, 2, 1, 2, 6, 3, 3, 5) + 1 = 27
Attack Fyrtor: 1d20 + 7 ⇒ (9) + 7 = 16
Dam: 15d6 ⇒ (5, 3, 4, 2, 4, 1, 2, 2, 3, 3, 1, 4, 5, 4, 1) = 44
Kazador KOs the man who moved in to attack Fyrtor. Nelly bites and re-trips the wounded mage. Mel zips in but the human who lashes out at her misses.
The human and dwarf flank Fyrtor and the dwarf attacks twice, quickly, with his shortsword. He misses the first attack but lands the second one home (27 dam) while the human misses.
The invisible mage steps back from the cage of people enclosing him and throws a massive surge of lightning into Nelly that arcs to everyone but Mel. It's clear that you need to end this foe quickly before he can cast more spells!
Reflex saves against 44 lightning damage from everyone but Mel.
DC 20 for Nelly and 18 for others.

Melia Elman |

As the torrents of electricity send the rest of the party convulsing, Melia thinks Wow, this is just not my kind of fight!, followed immediately by Ai, Ostara, when did I start having a preferred kind of fight?
But with the caster invisible and the others severely injured, her course of action is clear. Leaping off the barrel again, Melia rushes past Nelly, drawing her dagger again as she goes. She stops beside Janus, sets down her bow, and reaches out to him with one hand, channeling healing energies into him with the finely-wrought gloves of Kazad Gravr. Then she turns to the empty air Nelly seems to be growling at. "You could always surrender," she tells it, but doesn't wait for a response before slashing at the spot with her dagger.
By my tally it's 55 feet to get to Mel's new position beside Túrion, so that's a move action. She draws her dagger as part of that, carrying it in one hand and her bow in the other. I believe she provokes an AoO from the caster if they happen to be armed. AC is 26 at the moment.
On arrival, she drops her bow as a free action; it's now on the floor in her square. This is the third time I've had to swap weapons this fight, which is a horribly inefficient use of my actions. But conditions have just not allowed Mel to sit at the back and plink away at people, so ... there you go.
Returning to the task at -- ah ha! -- Healer's Hands, those fancy gloves from Kazad Gravr let Mel do Healer's Hands as a swift action. Here's the Heal roll for that:
Heal: 1d20 + 19 ⇒ (18) + 19 = 37
That easily passes DC 20, 25 and 30, so Túrion gets (5*9)+1+9 = 55 hit points back, and heals 4 ability score damage should he happen to have any. I believe that raises him from -2 to his max of 47 hp.
All that, and Mel still has a standard action left! So she takes a swipe at the caster. Here's the miss chance first:
Percentile, pass on 51+: 1d100 ⇒ 79
I swear I thought I had a short sword, but it's not in Mel's hero lab portfolio any more. I must have gotten rid of it. So dagger it is! In deference to the obvious fey, Mel pulls out the silver dagger, not the cold iron one, even though it does 1 less damage. Daggers are Mel's chosen finesse weapon, so she gets DEX to both attack and damage anyway.
Attack, mwk silver dagger: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Brookside GM |

Mel barely stabs something there in the air but Nelly, Turion, and Hal have put in a lot of solid work on the mage and she hears a *slice* followed by a bodily *thump* against the floorboards.

Melia Elman |

"Oh," she says in surprise. "Well ... maybe you can't surrender after all. But the rest of you lot can!"
She waggles her dagger at them, which might be more threatening if the blood on it weren't invisible.

Kazador The Clanless |

Prayer, Haste, Shield of Faith
Hit Dwarf first: 1d20 + 19 + 1 + 1 ⇒ (2) + 19 + 1 + 1 = 23
Damage: 2d6 + 21 ⇒ (4, 6) + 21 = 31
Haste: 1d20 + 16 + 1 + 1 ⇒ (16) + 16 + 1 + 1 = 34
Damage: 2d6 + 21 ⇒ (6, 1) + 21 = 28
Iterative: 1d20 + 11 + 1 + 1 ⇒ (19) + 11 + 1 + 1 = 32
Damage: 2d6 + 21 ⇒ (6, 3) + 21 = 30
AOO if ally attacked: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 1d4 + 11 ⇒ (1) + 11 = 12
It felt wrong to kill one of his own kind. It was a silly feeling, he knew. Born from an earlier life of being sworn to defend his people, and now from the feeling that there just weren't that many dwarves left. With the fall of his homeland he could only think of a single other standing kingdom where the dwarves ruled themselves, and that was a minor power, at best. The humans, the elves, the orcs...all of them could boast true power on an international stage. His people? Never. But this dwarf was a threat to the lives of his friends, and he could not allow that. His first swing was full of hesitation, and for that Fyrtor got stabbed. Seeing that, Kazaodr steeled himself and delivered a pair of brutal blows that showed his skill as a Rune Warden.

Garick Fyrman |

Reflex: 1d20 + 13 + 8 ⇒ (19) + 13 + 8 = 40
Burned my 1 Hero point on making that save
Fyrtor jumps to the side as the lighting passes avoiding the worst of the damage, still he nearly passes out from the pain if it. Realizing that this mage is by far the biggest threat he casts a spell to reveal him, while trying to avoid being attacked. He then steps forward working his way around the dwarf and readies himself for a counter attack
Concentration, DC 17: 1d20 + 4 + 8 + 1 ⇒ (16) + 4 + 8 + 1 = 29
Cast defensively faerie fire where the mage appears to be surrounded
Parry: 1d20 + 15 + 1 + 1 ⇒ (11) + 15 + 1 + 1 = 28
Reposte: 1d20 + 15 + 1 + 1 ⇒ (16) + 15 + 1 + 1 = 33
Damage, nonlethal: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Confirm: 1d20 + 15 + 1 + 1 ⇒ (20) + 15 + 1 + 1 = 37
Damage, nonlethal if confirmed: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
If attacked by the dwarf at +2 to each attack and damage.

Nelly |

Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Nelly took the brunt of the electrical damage from the mages spell - it singed her fur and made it stand - she was...not content with her small frame, wishing she had her true form, and certain she could have brought the prey low already.
Just as she was about to strike again, the other elf rushed by, and casually sliced towards the man, following by him dropping. Nelly was QUITE certain the man was down, but not entirely sure. Aware that he was prone, and visible, Nelly changed her footing and placed her fangs near his throat - if he so much as said a word, she would resume her assault.
I would not put it beyond him to try and fake that. I am certain there are ways to drop prone as reaction. Nelly did not move(so she has a 5-foot step as part of the ready action) and readies an attack on him if he speaks or moves.
I do hope he is down, but not willing to take chances here.

Fennith |

Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
"What the...that HURT!" The girl moves some steps away, shaking her limbs. "This was a stupid idea. I know why you did it, but I would have been willing to wait longer and do it proper, you know, with a cup of Tea and nuts or so..."
Her eyes dart from door to door, knowing there are likely more enemies around.
Ready action to use Hideous Laughter on any new enemies if they are in range.

Túrion Alagostor |

Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
With a pained voice, Túrion answers:"I know. Now that I managed, I think I can do it again in a more calm setting."
Then, expecting more trouble as well, he starts another incantation.
SM IV again, calling 1d3 ⇒ 3 Lantern Archons.

Generic Mendicant Monk |

reflex: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Edit: no point in using resources on this as a 1 is an auto fail that may damage items :(
Need to get a reroll ability!
Actions: Free: 5ft step to close. Move: looking for contingencies and/or traps the mage might use. Standard: readied Dispel Magic/Grab to stop any more hostile magic/items.
perception: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21 + another 5 for invisible
The Monk smokes in the aftermath of the lightning bolt, a metal chain around his neck having left a scalding burn around his neck.
he stumbles forward, and sinks to his knees beside the now downed mage.

Brookside GM |

Kazador smacks the dwarf successfully twice, hard.
Smart to not trust the mage, all.
Fyrtor, care to revise your turn based on the mage apparently slumping unconscious? I think Kazador has see invis up and can verbally confirm the mage is lying on the ground with his eyes closed.

Garick Fyrman |

Revised turn, keeping my save
Fyrtor jumps to the side as the lighting passes avoiding the worst of the damage, still he nearly passes out from the pain if it. He sees the mage go down though, so after gritting his teeth he trys to end the fight with the dwarf. Unfortunately btue residual pain leaves him 5oo tense to do his best work.
Attack 1: 1d20 + 15 + 1 + 1 + 2 ⇒ (8) + 15 + 1 + 1 + 2 = 27
damage: 1d6 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16
Attack 2(Haste): 1d20 + 15 + 1 + 1 + 2 ⇒ (1) + 15 + 1 + 1 + 2 = 20
damage: 1d6 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
Attack 3: 1d20 + 10 + 1 + 1 + 2 ⇒ (7) + 10 + 1 + 1 + 2 = 21
damage: 1d6 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
if the dwarf goes down, switch to human

Brookside GM |

Kazador gets in one good strike on the dwarf, who is barely still up.
The dwarf grunts in pain and sidesteps while the dwarf and human continue to attack Kazador and Fyrtor.
Attacks on Fyrtor: 2d20 ⇒ (9, 1) = 10
Attack on Kazador: 1d20 ⇒ 18
Dam: 1d6 + 1 ⇒ (5) + 1 = 6
The dwarf lands one blow on Kazador but, without a distraction, the dwarf's sword-thrusts are not nearly as deadly.
26 misses Kazador. 25 to hit Fyrtor for 6 dam? Everyone, GO!

Kazador The Clanless |

"Take the dwarf!" Kazador said, feeling uneasy fighting his own kind. He was willing to do it, but with the human being the bigger threat, he turned his attention there.
Human first, and if he is down go to the dwarf
AOO for attacking Fyrtor: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d4 + 11 ⇒ (2) + 11 = 13
Hit: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 2d6 + 21 ⇒ (6, 6) + 21 = 33
Confirm: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 4d6 + 42 ⇒ (2, 4, 6, 2) + 42 = 56
Total damage to human if 29 hits: 13 + 33 + 56 = 102
Haste: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 2d6 + 21 ⇒ (6, 4) + 21 = 31
Hit: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d6 + 21 ⇒ (5, 2) + 21 = 28

Túrion Alagostor |

His disguise dishevelled, Túrion no longer longer pretends to be anyone else. With his summoning spell finished, Túrion quickly follows up by renewing the Haste spell he covered his companions with earlier.
excluding Harold - he is too far from Kazador - alas, the earlier casting should still be active for a while, mostly want to buff the summons.
Right after, he instructs his new summons in Draconic - the only tongue he shared with them - to assail his enemies, focusing down those looking most bloodied or provide aid to his companions after the enemies go down.
Standard for Haste, including the Summons.
Light Ray 1/1, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (6) + 3 + 1 - 4 = 6 Damage(bypass all DR): 1d6 ⇒ 1
Light Ray 1/2, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7 Damage(bypass all DR): 1d6 ⇒ 6
Light Ray 1/3, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (6) + 3 + 1 - 4 = 6 Damage(bypass all DR): 1d6 ⇒ 2
Light Ray 2/1, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (8) + 3 + 1 - 4 = 8 Damage(bypass all DR): 1d6 ⇒ 6
Light Ray 2/2, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (19) + 3 + 1 - 4 = 19 Damage(bypass all DR): 1d6 ⇒ 2
Light Ray 2/3, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (12) + 3 + 1 - 4 = 12 Damage(bypass all DR): 1d6 ⇒ 5
Light Ray 3/1, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (15) + 3 + 1 - 4 = 15 Damage(bypass all DR): 1d6 ⇒ 2
Light Ray 3/2, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (13) + 3 + 1 - 4 = 13 Damage(bypass all DR): 1d6 ⇒ 3
Light Ray 3/3, Ranged Touch, into Melee: 1d20 + 3 + 1 - 4 ⇒ (15) + 3 + 1 - 4 = 15 Damage(bypass all DR): 1d6 ⇒ 2

Fennith |

"I don't want to go back yet.", Fennith complains, then vanishes from sight. (@Hal: Not something her kind usually is capable of)
"And I don't like this, but I'll...try and help.", she stated while moving to a safer spot, further from the fighting.

Generic Mendicant Monk |

@Túrion: fair enough - Hal doesn't get a lot of use out of it anyway!
Standard action to examine the mage using Arcane Sight.
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
I think this will also tell him how many items the man has, and active spells. Not sure how long it takes to actually identify things/spells.
If he sees magic starting he'll cue Nelly and Mel to strike.If he sees anything that looks like a contingency then he'll deal with that.
Otherwise he'll try to start disarming the mage. As mage is still invisible this will be based on his memory from before, his perception and the relevant auras. Feel free to roll for Hal as necessary.
Move Action: Manipulate object. Take a (noticed) object from the mage in the following priority: Component Pouch, Staff, Wand, Necklace/Amulet, Cloak.
Still smoking slightly, Hal looks up as Fennith vanishes. He blinks, mutters "Hallus?" and then turns back to the mage. As if deciding something he nods to himself, and then looks quickly to Mel and Nelly. "Alright. Keep an eye on him for a moment. I'm going to try to disarm him."
He hovers the invisible mage, staring intently. Moments later his hand darts down and returns with an object.

Brookside GM |

** spoiler omitted **
You hear "Open that door" muffled from the south. A thuggish looking man opens the door and, surprised to see Nelly right there, steps toward her and slashes with his sword. But in his surprise, his blow bounces off Nelly's tough hide without making any impression.
In the large room revealed to the south, you see someone rush into the northeast room with a large sheaf of papers.
Standing in that room, responding quickly to your threat, are several more thugs in addition to a dwarf and a human. Both wear unassuming clothes but you quickly note that the dwarf bristles with hidden weapons while the human is beginning to cast some kind of spell. You are certainly in the hornet's nest now.
Everyone, GO!
Just reminder you all that you saw this happen since it was a long time ago IRL.
Kazador, I don't think you were adjacent to the human guy when he attacked Fyrtor, for aoo purposes. But no matter.
Kazador's hammer drops the human and the dwarf in rapid succession.
Others may revise their turns.

Melia Elman |

"I'll leave the caster to you two," Mel tells Hal and Janus. "We have to catch that one with the papers!"
"Pardon me," she adds, and reaches out to touch Hal. Soothing warmth runs through him as his wounds heal up.
Heal: 1d20 + 19 ⇒ (3) + 19 = 22
Hal gets (5*9) = 45 hp back and heals 4 ability score damage if any. That's a swift action, thanks to those very shiny gloves.
In a rush to get to the person with the papers, Mel abandons her bow where it lies on the floor. She moves swiftly over to the northeast door and attempts to fling it open.
Thanks to haste, a move action will get her to the door, and then it's another move action to open it, because opening a door is punitively difficult in PF.

Túrion Alagostor |

Aid Fyrtor: 1d8 + 3 ⇒ (4) + 3 = 7 Temporary HP + +1 morale bonus on attack rolls and saves against fear effects
Aid Hal: 1d8 + 3 ⇒ (7) + 3 = 10 Temporary HP + +1 morale bonus on attack rolls and saves against fear effects
Aid Túrion: 1d8 + 3 ⇒ (5) + 3 = 8 Temporary HP + +1 morale bonus on attack rolls and saves against fear effects
Sorry, took me a while to realize that Kaz alone felled them. So the Lanterns will instead spend their round providing first 'Aid' to those with the lowest HP Pools/current HP. I'll still Haste them.
If Hal refuses to be aided by an Lantern Archon, it will target Nelly instead.

Nelly |

Given no more specific orders, and with the other foes going down, Nelly remains ready to bite the Mage, waiting for him to become visible again to make sure the prey was no longer a threat.
I figure technically I could spend another round mauling him, as he would STILL be at -1 HP and stable, but that seems 'gamey' -

Garick Fyrman |

Fyrtor, bolstered by the aid, continues his attack on the dwarf.
Attack 1: 1d20 + 15 + 1 + 1 + 2 ⇒ (6) + 15 + 1 + 1 + 2 = 25
Damage, nonlethal: 1d6 + 7 + 1 + 2 ⇒ (1) + 7 + 1 + 2 = 11
Attack 2: 1d20 + 10 + 1 + 1 + 2 ⇒ (17) + 10 + 1 + 1 + 2 = 31
Damage, nonlethal: 1d6 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13
Confirm?: 1d20 + 10 + 1 + 1 + 2 ⇒ (10) + 10 + 1 + 1 + 2 = 24
Damage, nonlethal if confirmed: 1d6 + 7 + 1 + 2 ⇒ (1) + 7 + 1 + 2 = 11
Attack, Haste: 1d20 + 15 + 1 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 2 = 21
Damage, nonlethal: 1d6 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12
He then sets himself to block any blows he can.
Parry: 1d20 + 15 + 1 + 1 + 2 ⇒ (14) + 15 + 1 + 1 + 2 = 33
Reposte: 1d20 + 15 + 1 + 1 + 2 ⇒ (20) + 15 + 1 + 1 + 2 = 39
Damage, nonlethal: 1d6 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Confirm?: 1d20 + 15 + 1 + 1 + 2 ⇒ (10) + 15 + 1 + 1 + 2 = 29
Damage, nonlethal if confirmed: 1d6 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16

Brookside GM |

Ok I think Fyrtor missed my resolution of Kazador's turn but we'll just move on.
Mel finds a man hurriedly burning sheaf after sheaf of paper in a small pile on the floor. All of the paper is in the pile but the fire is taking some seconds to spread. He whirls and stands between Mel and the flames.
An exaggerated fire token is marked on the map. Everyone, GO!