
CaveToad |

Round 4
Vamik 26
Snow 26
Goggh 20
Zarr 16
Aurora 15
Quercus 13
Enemies 10
Vamik repositions himself and then savagely bites his foe, although his claws fail to penetrate its thick furry hide.
Snow and Aurora attack the second hound.
Snow Attack: 1d20 + 6 ⇒ (1) + 6 = 7 - miss
Aurora Bite: 1d20 + 4 ⇒ (11) + 4 = 15 - miss
Aurora Claw: 1d20 + 4 ⇒ (5) + 4 = 9 - miss
Aurora Claw: 1d20 + 4 ⇒ (2) + 4 = 6 - miss
Infortunately the hound they are fighting is wily and manages to whirl and snarl about avoiding all of their attacks.
Goggh squeezes the life out of the hound he has clutched. As it drops unconscious, he punches it hard and it expires. He drops the fallen foe.
Zarr scuttles about, but her attacks all seem to fall short as the snarling hound bites and snaps at her.
Quercus continues his punching and gets one of his wooden fists to land on the hound he is fighting.
The remaining 4 hounds attack.
Bite vs Aurora AC 20: 1d20 + 5 ⇒ (18) + 5 = 23 - hit
Bite vs Vamik AC 22: 1d20 + 5 ⇒ (4) + 5 = 9 - miss
Bite vs Quercus AC 26: 1d20 + 5 ⇒ (17) + 5 = 22 - miss
Bite vs Zarrisa AC 19: 1d20 + 5 ⇒ (14) + 5 = 19 - hit
damage to Aurora: 1d8 + 1d6 ⇒ (8) + (4) = 12 (4 is fire)
damage to Zarrisa: 1d8 + 1d6 ⇒ (8) + (3) = 11 (3 is fire)
Both of the hounds fighting Aurora and Zarrisa bite savagely, opening huge wounds, and as they tear flesh, a gout of hot flames blasts the already large wound, inflicting additional pain as flesh sears and blackens. The roc screeches in pain and agony, and Zarrisa screams as her symbiotic eidolon writhes around her.
Round 5 go!

Lady Zarrisa Ollron |

Uses lifelink to share HP DMG then
Twisted Fortune (Sp) 9/day DC17 on the dog
At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Vamik Sheeves |

Vamik delays until after Goggh acts. He hopes to get flanking.

Goggh |

Goggh gives a small pray to Irori, in name of the creature he had to hurt, and then immediately five-foot steps (from I7 to J7) and prepares to engage another of the creatures.
He will Spell Combat the Spell Long Arm, increasing his reach to 15 feet, and then try to grab the creature at J5.
He does his grapple check against the creature at J5. He power attacks during his offensive maneuvers.
Grapple: 1d20 + 10 ⇒ (20) + 10 = 30 CMB 10 + 3 (Grapple) - 2 (Spell Combat) - 1 (Power Attack)
Oooh I wish my grapple "crit" would let me double the Constrict damage :) lol
Constrict: 1d10 + 14 ⇒ (3) + 14 = 17 1d10 (creature smaller than Goggh) + 8 + 4 (single natural attack) + 2 (Power Attack)
Goggh pulls the creature closer to himself on the Grapple (K6 if possible).

Quercus Robar |

Round 5
Quercus 5' steps back to continue to draw the enemy toward the group.
Flury 1: 1d20 + 5 ⇒ (7) + 5 = 12
Flury 2: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 ⇒ 3
Damage: 1d6 ⇒ 4

Vamik Sheeves |

"That's what I'm talking about! Time for some grab and stab!" Vamik steps 5ft for flanking and full attacks!
"Look out doggie, the big ogre is threatening you...TRIPPLE SNEAK ATTACK!" Vamik yells in a frenzied glee as he slashes and bites at the creature's soft underbelly.
Claw 1 attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Claw 2 attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Bite attack: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Claw 1 Damage: 1d4 + 1d6 ⇒ (4) + (6) = 10
Claw 2 Damage: 1d4 + 1d6 ⇒ (4) + (6) = 10
Bite Damage: 1d2 + 1d6 ⇒ (2) + (2) = 4
Bite Crit confirmation: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Bite Crit Damage: 1d2 ⇒ 1

Snow Icescale |

Snow takes a shot at the horrible wolf creature cranking her crossbow to reload it she then rushes forward ordering Aurora to move into a better opsition as she takes up a flanking position on the wolf to better allow her avian companion a chance to hit it, Aurora heeding Snows command shifts her position before unleashing a flurry of attacks on the hound.
Snow to I6, Aurora to K4
Snow Crossbow Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Snow Crossbow Damage: 1d10 + 1 ⇒ (7) + 1 = 8
Solar Wind Fire Damage: 1d6 ⇒ 4
Snow Confirm Crit: 1d20 + 4 ⇒ (2) + 4 = 6
Aurora Bite: 1d20 + 6 ⇒ (16) + 6 = 22
Aurora Bite Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Aurora Claw 1: 1d20 + 6 ⇒ (10) + 6 = 16
Aurora Claw 1 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Aurora Claw 2: 1d20 + 6 ⇒ (2) + 6 = 8
Aurora Claw 2 Damage: 1d4 + 2 ⇒ (2) + 2 = 4

CaveToad |

Uses lifelink to share HP DMG then
Please specify how much damage you are sacrificing of your own to heal your Eidolon, Otherwise I will just assume something like 5. I assume you meant Fused Link, your replacement for Life Link, that you get as a synthesist (since your Eidolon cannot be at range, the only real difference between the two.)

CaveToad |

Round 5
Snow/Aurora 26
Goggh 20
Vamik 20
Zarr 16
Quercus 13
Enemies 10
Snow fires her crossbow at the hound and hit is with a well placed shot. While it doesn't pierce the creature's heart it buries itself in its chest. Snow's Solar Wind power would be extra damaging if the creature didn't appear to completely ignore the fiery burn of her shots.
Aurora moves into place to flank with Snow, hopping about her mighty wings beating and sinking her talons and razor sharp beak into the harried hound. The deep wounds are taking its toll and the creature yelps and growls in pain and fear.
Just at that moment Goggh's massive arms grow even longer, reaching across the field and grabbing on to the very wounded hell hound. He pulls it close and squeezes the life from it in a massive bear hug, the already wounded creature slumps to the ground unconscious, its wounds bleeding out.
Vamik who is now able to take advantage of Goggh's reach slips in to attack his foe, whose attention is split with having to ward against two foes now. Vamik slips in low, up under the huge hound and tears at its belly, his claws ripping deeply and hit bite tearing chunks from the beast through fur and gristle. The hound yelps in pain and torment as blood covers Vamik and sprays all over the ground.
Zarrisa, fuels her Eidolon to keep it safe on this plane, sacrificing some of her own life blood to sustain it. She invokes the power of her deity to play its with mind.
Hell hound will save DC 17: 1d20 + 1 ⇒ (17) + 1 = 18 - Success
The hound is wily and seems to shrug off the confusing state.
The untouchable Quercus slowly batters away at his foe, leading it slowly to the group as his monkey chitters and screeches taunts to the hound below.
With two of their pack mates down, and the remaining ones wounded the hounds change up tactics.
The two hounds fighting Quercus and Vamik pull away and race towards Zarrisa to aid the hound there. The hound on Zarrisa howls and attacks her Tauric form again.
Hound bite attack vs AC 19: 1d20 + 5 ⇒ (8) + 5 = 13 - miss
The change in tactics creates a very dangerous situation for the injured Zarrisa as she is surrounded now by the swift moving fire breathing hounds who wish to avoid the nasty situation on the other side of the battlefield.
Hound #2 stabilize DC 10: 1d20 + 2 - 14 ⇒ (10) + 2 - 14 = -2 - fail, -1 hp, died.
The hound that Goggh just crushed, expires.
Round 6 go!

Goggh |

Did the hound which was in Vamik move? Did it provoke and AoO from me (not grappled since the hound went unconscious on my constrict) and Vamik?
Unarmed Strike: 1d20 + 7 ⇒ (7) + 7 = 14 1d20 + 1 (BAB) + 8 (STR) - 1 (Size) - 1 (Power Attack still on)
Damage: 1d10 + 10 ⇒ (1) + 10 = 11 1d10 + 8 (STR) + 2 (Power Attack still on)
Note: I forgot to add another +2 in this attack for flanking (with Zamik; we're flanking on the square the creature provokes from, the one it's leaving)
Goggh charges the hound (at R20 - leaving the one at R19 to Zamik to flank) to help Zarrisa. He is still power attacking, and Spell Combat to Ray of Frost the same target.
Unarmed Strike: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d10 + 14 ⇒ (9) + 14 = 23
Ray of Frost (Ranged Touch): 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d3 ⇒ 3
My AC is currently reduced due to charge

Goggh |

He provokes from the square he leaves. I was threatening the first square already - unless he withdraws, and in this case if he goes SE first, then he will provoke only from Vamik

Vamik Sheeves |

Vamik swipes at the bloodied creature as it races away (still flanking).
Claw aoo: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Claw damage: 1d4 + 1d6 ⇒ (1) + (4) = 5

Vamik Sheeves |

Round 5 Action
Move 20ft and cast silent image.
Vamik causes a duplicate of Zarissa to form in her square and step to the south. He hopes the likeness is good enough to confuse the dogs. Maybe they will attack the dummy.

Lady Zarrisa Ollron |

Seeing that did not work, as the others come to flank her she tasks a 5 foot step and attacks what looks to be the pack leader once more,
Claw attack 1d20 + 3 ⇒ (15) + 3 = 18 1d4 + 2 ⇒ (1) + 2 = 3 Hit I hope
Claw attack 1d20 + 3 ⇒ (15) + 3 = 18 1d4 + 2 ⇒ (1) + 2 = 3 Hit I hope
Secondary Sting Attack 1d20 + 1 ⇒ (7) + 1 = 8 Miss

Vamik Sheeves |

Oh, and the will save for silent image is 17, and silent image was cast using my bonded object.

Quercus Robar |

Round 6
Quercus will double move south towards the pack of hounds who attacked Lady Z. His movement should take him into the center of the pack where he will intentionally move in and back out of the center provoking attacks from all of them.
Using Panther Parry he will strike out at any that attack him. (up to 4 attacks can be parried). Assuming all three took an attack of opportunity against Quercus, he can preemptively strike them all. These strikes go before their attacks actually go.
Panther Parry: 1d20 + 5 ⇒ (17) + 5 = 22
Panther Parry: 1d20 + 5 ⇒ (5) + 5 = 10
Panther Parry: 1d20 + 5 ⇒ (20) + 5 = 25
Unarmed strike damage: 1d6 ⇒ 5
Unarmed strike damage: 1d6 ⇒ 1
Unarmed strike damage: 1d6 ⇒ 1
Any retaliatory strike that hits causes their attacks to suffer a -2 to hit.
Mr Gibbons, as always, will attempt to Aid Another and distract them (up to 3 attacks) as per Bodyguard/Combat Reflexes/Protector Familiar.
Mr Gibbon Aid Another AC 10: 1d20 + 2 ⇒ (3) + 2 = 5
Mr Gibbon Aid Another AC 10: 1d20 + 2 ⇒ (10) + 2 = 12
Mr Gibbon Aid Another AC 10: 1d20 + 2 ⇒ (15) + 2 = 17
So for the second and third Attacks, Quercus' AC is 2 higher (AC 28). I would guess the first and third parries to hit which stacks another -2 for those attacks.

Snow Icescale |

It appears paizo didnt update me on everyone elses posts, thankfully Quercus saves the day!
With Snow's crossbow out of ammunition she will take the time to reload it calling Aurora in close so that when next she can act she can hop onto her feathered friend and take to the sky!

CaveToad |

Round 5
Vamik's claw slices successfully across the hound as it attempts to scuttle past him. The already gravely wounded creature, suffers yet another wicked wound. Blood....everywhere.....
Round 6
Snow/Aurora 26
Goggh 20
Vamik 20
Zarr 16
Quercus 13
Enemies 10
Snow calls Aurora over to her and attempts to mount her swiftly ( DC 20 ride check to mount as a free action).
Aurora is ill suited as a mount so -5, and I am not sure you have a saddle yet, I didn't see one on your sheet, did you get one at the Fort? I thought you did so I won't include the -5 for that as well.
Snow Ride Check: 1d20 + 12 - 5 ⇒ (2) + 12 - 5 = 9 - fail
I will take you a move action to mount, and it takes a full round action to reload your repeater, so you can start now, and finish it halfway through next round.
Let me know direction, distance, and height Aurora ascends to. Flight check may be in order?
Seeing the hell hounds circle around and pack in near Zarrisa, he builds up speed charging across the battlefield to attack the back of the pack, his long arms, gangling and almost dragging on the ground simian like as he thumps across the ground.
Charging and Spell Combat are both mutually exclusive full round actions, thus you cannot combine them from what I can tell.
Goggh comes barreling in and swings his mighty fist at the creature, but his elongated arm combined with his overzealous speed takes him off balance and his clumsy swing misses the hound.
Vamik steps up towards the cluster and begins concentrating on his illusion, drawing from the energy stored in his amulet. The figment of Zarrisa appears and steps to the south. The hounds immediately snap their heads toward it, but as it is soundless and scentless they attempt to discern what is happening.
Hell Hound #3 Will save DC 17: 1d20 + 1 ⇒ (7) + 1 = 8 - fail
Hell Hound #4 Will save DC 17: 1d20 + 1 ⇒ (12) + 1 = 13 - fail
Hell Hound #5 Will save DC 17: 1d20 + 1 ⇒ (14) + 1 = 15 - fail
There seems to be a moment of confusion as they attempt to interpret what this magical duplicate is exactly.
Zarrisa, surrounded, lashes out again, striking at her foes. While unable to discern a specific pack leader, one of the hell hounds is grievously wounded. Taking a chance, and the possibility of taking it out she digs her massive claws into the wounded creature, which shudders and drops unconscious.
Quercus comes bounding into the center of the fight, attempting to draw the attacks towards him so that he may retaliate. Since of the hounds is already down, he only needs to parry two attacks, the first of which is successful, his thick woody arm striking the hound clubbing it hard, before it tries to bite him.
Hell Hound Attack of Opportunity AC 26, penalty for parry: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 - miss
Hell Hound Attack of Opportunity AC 28, Mr Gibbons aiding AC: 1d20 + 5 ⇒ (16) + 5 = 21 - miss
The impenetrable defenses of Quercus holds off the attacks easily.
The hounds renew their attacks.
1d3, 1 = Zarrisa, 2 = Quercus, 3 = Fake Zarrisa: 1d3 ⇒ 2
1d3, 1 = Zarrisa, 2 = Quercus, 3 = Fake Zarrisa: 1d3 ⇒ 3
One of the hounds attacks Quercus, as they have him flanked.
I will use your third Mr Gibbons Aid for AC boost
Hell Hound bite vs Flanked Quercus AC 28: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 - natural 20, hit/possible crit
Hell Hound confirm crit vs Flanked Quercus AC 28: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 - no crit
Damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9 (4 is fire damage)
The hound manages to get a lucky strike in on Quercus, its fiery bite singing his leg.
The other hound attacks the figment of Zarrisa.
Hell hound bite vs AC 10 figment: 1d20 + 5 ⇒ (20) + 5 = 25 - natural 20, hit, cannot crit.
The hound snaps at the figment and realizes immediately something is strange as it bites the throat of the image, but comes away with air.
Hell Hound resave DC 17 with +4 bonus: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25 - heh another natural 20, save successful
The hound suspects the illusion and barks loudly. It takes a step back 5'.
Hell Hound #3 stabilize DC 10: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 - fail, -1 hp
The group seems to be slowly winning against the hounds, but they have taken their toll somewhat on some of the members, and have yet to give up.
Round 6 complete. Round 7 go!

Goggh |

I think I can't Spell Combat a Grapple either. It's kind of strange, and basically destroys my build :( But... Let's keep going
Goggh five-foot steps (to P16) and tries to grapple the hound he's flanking with Quercus. He power attacks.
Grapple: 1d20 + 14 ⇒ (1) + 14 = 15 CMB (Grapple) 13 + 2 (Flank) - 1 (PA)
He fails to grapple the creature.

Snow Icescale |

Not that it effects the check but I believe Aurora would be considered 'suitable' since Roc's fall in the 'easy to be ridden' category on the d20pfsrd and if its a matter of size issues Snow has Undersized Mount to account for that. Was unsure if it was fine to start reloading and mount up, she'll only be mounting Aurora but not taking off yet as next round I want to cast Ant Haul to ensure that Aurora has no issues carrying Snow what with all her new equipment. Which speaking of apparently I either forgot to add it or never hit save when I did so I'll add it in now

CaveToad |

I think I can't Spell Combat a Grapple either. It's kind of strange, and basically destroys my build :( But... Let's keep going
Goggh five-foot steps (to P16) and tries to grapple the hound he's flanking with Quercus. He power attacks.
[dice=Grapple]1d20+14 CMB (Grapple) 13 + 2 (Flank) - 1 (PA)
He fails to grapple the creature.
Yeah that makes sense too, sorry. However, at 8th level Tertori with Graceful Grappler you get Grab with unarmed strikes and you would have 2 iterative attacks by then, so as a full round action with Spell Combat you could do Spell+Strike(+grab/free release)+Strike(+grab). Also if you get Greater Grapple, maintaining a grapple becomes a move action and you can do 2 grapple checks a round for damage/pin/other fun. It just seems as though the awesomeness gets delayed somewhat.
Also if you took Grabbing Style, you can grab people with 1 hand without penalty, and with other perks above you could probably safely grapple two enemies at once.

CaveToad |

Not that it effects the check but I believe Aurora would be considered 'suitable' since Roc's fall in the 'easy to be ridden' category on the d20pfsrd and if its a matter of size issues Snow has Undersized Mount to account for that. Was unsure if it was fine to start reloading and mount up, she'll only be mounting Aurora but not taking off yet as next round I want to cast Ant Haul to ensure that Aurora has no issues carrying Snow what with all her new equipment. Which speaking of apparently I either forgot to add it or never hit save when I did so I'll add it in now
Ok, no worries, I wasn't aware of a categorical chart of what mounts were classified as easy vs not. I just assumed anything not a horse or at least quadruped was not suitable. Good to know. Still gotta hit DC 20 to mount as a free action, but should be a little easier now without severe penalties.

Lady Zarrisa Ollron |

Seeing the attack going her way and the others setting to, she moves try and flank and attack one more.
5' set if needed to P,20
Attacks once more, trying to rip another hound apart.
Claw attack 1d20 + 3 ⇒ (19) + 3 = 22 DMG1d4 + 2 ⇒ (1) + 2 = 3 I think a hit
Claw attack 1d20 + 3 ⇒ (19) + 3 = 22 DMG1d4 + 2 ⇒ (4) + 2 = 6 I think a hit
Secondary Sting Attack - feat, Arcane Strike (Combat)+1 DMG Swift action 1d20 + 3 ⇒ (7) + 3 = 10 DMG1d4 + 2 ⇒ (3) + 2 = 5
This time she has a better idea of how to get them, her claws slash out and rip into legs.
She calls out.
"Kill them all, let none get away"

Goggh |

Yeah that makes sense too, sorry. However, at 8th level Tertori with Graceful Grappler you get Grab with unarmed strikes and you would have 2 iterative attacks by then, so as a full round action with Spell Combat you could do Spell+Strike(+grab/free release)+Strike(+grab). Also if you get Greater Grapple, maintaining a grapple becomes a move action and you can do 2 grapple checks a round for damage/pin/other fun. It just seems as though the awesomeness gets delayed somewhat.
Also if you took Grabbing Style, you can grab people with 1 hand without penalty, and with other perks above you could probably safely grapple two enemies at once.
It's all good! I will probably get the Rage grappling powers using the Ogre feats (I think it's crocodile something... I don't recall) to improve it too. I guess the difference is that I'd probably wait a little more to invest in the combat casting/grappled casting feats and go for the others, until I find a way to get Grab (like the Tetori 8th for example). ;)

Vamik Sheeves |

Vamik runs up to Goggh and casts vanish on him. "Let's see how they like dealing with an invisible ogre."
The silent image will last one more round per the illusion school ability.

Quercus Robar |

Round 7
Quercus will punch the flanked Hellhound Q20
Unarmed Strike: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Unarmed Strike damage: 1d6 ⇒ 4
He will then step through the following path, provoking attacks as he moves: R22, R23, Q24.
Assuming each hound gets 1 attack, he will immediate Panther Parry each attack if they choose to attack him.
Parry 1: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Parry 1: 1d20 + 5 ⇒ (4) + 5 = 9
Unarmed Strike damage: 1d6 ⇒ 4
Unarmed Strike damage: 1d6 ⇒ 6
If they attack, I am assuming my first parry hits and second misses. The first hound will have a -2 to hit me.
Mr Gibbons aids me distracting as they attack.
Mr Gibbons Aid OtherAC 10: 1d20 + 2 ⇒ (10) + 2 = 12
Mr Gibbons Aid OtherAC 10: 1d20 + 2 ⇒ (18) + 2 = 20
My AC increases to 28 for both hounds.
If Q20 is dead, I will 5' and attack the other one Q23 and just flurry it. Just use my first parry blow for the second flurry attack instead and I will be in square Q21.

Snow Icescale |

Chanting a few words Snow casts Ant Haul on Aurora bolstering her companion's carrying capacity significantly before finishing up reloading her Crossbow grinning Snow pulls back on the lever of her crossbow loading it with a blot "Lets go Aurora Zar needs help!"
Aurora will take to the air flying over to R-17, How would you like me to indicate elevation, currently Aurora is only 5'ft above 'ground level'

CaveToad |

Round 7
Snow/Aurora 26
Goggh 20
Vamik 20
Zarr 16
Quercus 13
Enemies 10
Snow finishes reloading her crossbow and gets Ant haul in place before Aurora takes off flying.
Snow I moved your token to the designated spot. To indicate altitude just use the comments on the side. I added one for you, let me know if you can successfully edit it. Also, you need to make a ride check each round to 'guide with your knees' if you are using both hands ( like reloading a crossbow, holding it with one hand while you cast etc). The DC is only 5, so you autosucceed with your skill level, therefore it doesn't pay to actually roll, but it is worth mentioning in case you have penalties or situations arise where it is important to note like you become incapacitated etc. We can just assume it happens otherwise.
Goggh moves into to grapple with one of the hounds, but misjudges his grapple and stumbles frustratingly.
Zarrisa, maneuvers slightly, and her claws snag at the wounded hound, ripping open new wounds as it yelps in pain. Her stinger misses though.
Vamik casts vanish on the ogre a split second later, and Goggh poofs from visibility. What remains to be seen is if the keen senses of the hounds will still detect the big ogre.
Goggh, for fun, I made your token semi transparent to reflect your invisibility. Hopefully you can still see it. Heh. Adjust as needed.
Quercus punches the very wounded hound, his thick wooden fist thumping it before tauntingly moving though the hounds, provoking them to attack him, only to parry or dodge their attacks as his monkey swings about distracting and screeching. His parry on the first hound smashes it hard about the muzzle and the hound stumbles as it is barely alive.
Hell hound AOO vs AC 28: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 - miss
Hell hound AOO vs AC 28: 1d20 + 5 ⇒ (3) + 5 = 8 - miss
The extremely wounded hell hound moves to flee, doing a total withdrawal from Zarrisa. It however moves through Goggh's threatened area, regardless, and would suffer an attack from him if he chose to take one. (invisibility bonuses take effect)
The other hell hound opens its maw and breathes a gout of flame at Quercus and the annoying Mr Gibbons. It positions 5' south of Quercus after the breath.
Fire breath, DC 14 for half damage: 2d6 ⇒ (6, 2) = 8
Quercus Reflex save DC 14: 1d20 + 7 ⇒ (15) + 7 = 22 - Success
Mr Gibbons Reflex save DC 14: 1d20 + 4 ⇒ (15) + 4 = 19 - Success - although I think Mr Gibbons is still unconscious at -5.
The fire catches both of them, who manage to dodge most of it, but the monkey is unable to withstand the heat and succumbs to the flames, plummeting to the ground unconscious.
Reset: 2d4 ⇒ (3, 1) = 4 rounds
Goggh potential AOO + Round 8 go

Vamik Sheeves |

Vamik will charge the remaining hound if the route is clear. If not, he will just double move there.
If charging:
Charge attack: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Charge damage: 1d4 ⇒ 3
-2 to AC

Goggh |

Goggh takes the AoO - he smiles at Vamik's idea of making him invisible, but can't let the evil creature evade them now.
Unarmed Attack: 1d20 + 7 ⇒ (3) + 7 = 10 8 - 1 (PA/Still active)
Unarmed Damage: 1d10 + 10 ⇒ (2) + 10 = 12 8 + 2 (PA/Still active)
I forgot to add the bonuses for being invisible. Not sure how much it'd help such bad roll, though :)
Goggh then moves and tries to grapple the other hound - and pull him closer if he succeeds.
Grapple: 1d10 + 12 ⇒ (7) + 12 = 19 CMB (Grapple) 13 - 1 (PA)
Constrict: 1d10 + 14 ⇒ (8) + 14 = 22
GM: please move me in the map... I'm a little confuse with the icons! Current reach is still 15 ft.

Vamik Sheeves |

Oh, and my silent image is gone now.

Quercus Robar |

Round 8
"Mr Gibbons nooooo!"
A 5' positional change should give Vamik flank.
Quercus will cast stabilize on Mr Gibbons and then pick him up. Either of these will provoke attacks of opportunity from the hound. If it attacks, preemptive parry:
Panther Parry strike flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 ⇒ 5
If it hits, the hound is at -2 on his attack.

Vamik Sheeves |

That's a great mental image. I imagine Quercus kneeling down and gently cradling Mr. Gibbons in his arms. The dog, seeing an opportunity, lunges at Quercus. Without looking, he extends a tree branch arm strait out at the dog, knocking it unconscious. Poor Mr. Gibbons. He never even had a chance!

CaveToad |

Round 7
Goggh takes a swipe invisibly at the fleeing hound, but unfortunately misses it. You get +2 for being invisible and it is denied its dexterity bonus, but its still too low to hit.
His invisibility is spoiled by the attack.
Round 8
Snow/Aurora 26
Goggh 20
Vamik 20
Zarr 16
Quercus 13
Enemies 10
Snow sees the hound fleeing and encourages Aurora to take it out. As Aurora swoops in for a flyby attack doing a wide safe loop after the attack, Snow fires her crossbow when they get close (using grit for sharpshooter deed).
Aurora talon, Flyby Attack: 1d20 + 4 ⇒ (12) + 4 = 16 - hit
Snow Crossbow, PB shot vs touch AC: 1d20 + 3 ⇒ (9) + 3 = 12 - hit
Aurora damage, talon: 1d4 + 2 ⇒ (4) + 2 = 6
Snow damage, crossbow bolt, PB: 1d10 + 1 ⇒ (8) + 1 = 9
As Aurora swoops in and rakes the wounded hell hound across its back the hound stumbles and flips end over end, Snow seals the deal but plugging it up close and personal with her crossbow bolt, and the hound crashes to the ground, bleeding out.
The now visible Goggh steps forward and grabs at the remaining hell hound. He grabs it in his vice like grip grappling it and squeezing the life from it. It yelps and wheezes as Goggh crushes it pulling it closer.
Vamik comes rushing in and swipes at the grappled hell hound with his claw. The nearly unconscious hound struggles and emits a muffled yelp.
Zarrisa, seeing the fleeing hell hound dispatched by Snow and Aurora, moves in for the kill on the remaining hound.
Zarrisa claw attack flank: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Zarrisa claw attack flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Zarrisa stinger attack flank: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Zarr claw damage: 1d4 + 2 ⇒ (4) + 2 = 6
Zarr stinger damage: 1d4 + 2 ⇒ (4) + 2 = 6
The hound is ripped open even more by her claw and pierced by her stinger. It falls unconscious.
Quercus you are able to stabilize and pick up your monkey. The hell hound was pulled in by Goggh and also offers no more threat.
Hell Hound stabilize DC 10: 1d20 - 14 ⇒ (11) - 14 = -3 - fail, -1 hp, dead
Hell Hound stabilize DC 10: 1d20 - 11 ⇒ (16) - 11 = 5 - fail, -1 hp
Hell Hound stabilize DC 10: 1d20 - 3 ⇒ (16) - 3 = 13 - success, stable
The group manages to have defeated the hounds. Combat over.
I will post XP tally in the header. It is not enough to level yet, but gets you pretty far in that direction.

Goggh |

Goggh kneels down, serene, and begins to meditate. His eyes are still open, but the monk seems to be far away. He's trying to regain his calm, his balance, while assessing the situation around the group. The lost of lives hurt him - even hellish lives. He particularly doesn't seem happy with Zarrisa's bloodthirsty, although he understands the summoner took a severe beating.

Lady Zarrisa Ollron |

She will kill off the still living hell hounds,
Then get the others close to her and the Channel heal
3 times guys 3d6 ⇒ (3, 6, 3) = 12 points of healing

Vamik Sheeves |

Alert to other possible threats, Vamik sniffs the wind for either the rest of the pack, or other enemies waiting just out of sight.
perception: 1d20 + 6 ⇒ (19) + 6 = 25
After confirming that the area is safe, he first sees to Mr. Gibbons. Hopefully the channeling does the trick. If not, there are a few cure light wounds potions floating around. He offers it to Mr. Gibbons or anyone else who is still injured.
Next he inspects the hounds to see more closely what manner of creature they are. He wants to know as much about them as possible in case any more are in the area. He is also curious about the brimstone smell that gave them away. He digs into the flesh of one of the beasts looking for a source of that smell. A gland perhaps. If he is able to find anything, he will try to collect it for use later. Specifically he is looking for doses of the alchemical agent, brimstone, AKA sulfur. It has a value of 5sp per dose and is of negligible weight. Besides making alchemical compounds from it, 2 doses (1gp) of sulfur can be used to enhance acid spells dealing 1 extra damage. If he finds any, he will harvest from the other hounds as well.
Relevant stats if you need to make rolls for any of this:
Alchemy: +13
Knowledge Arcana: +10
Knowledge Nature: untrained, but Vamik is starting to wonder if he should study up, considering all the camping he is doing.
Knowledge Planes: +10

Quercus Robar |

Thank Zarrisa, Mr. Gibbons will be fine now. See, he is coming around." Quercus places the small monkey back on his shoulder where is timidly sits staring at the dead hounds.

CaveToad |

Vamik Knowledge Planes: 1d20 + 10 ⇒ (19) + 10 = 29
As outsiders they don't follow the laws of nature. You ponder this and determine it may be possible to obtain some chemicals from the creatures that you might distill and then concentrate into sulphur.
Vamik Heal: 1d20 + 0 ⇒ (19) + 0 = 19
Vamik Heal: 1d20 + 0 ⇒ (9) + 0 = 9
Vamik Heal: 1d20 + 0 ⇒ (20) + 0 = 20
Vamik Heal: 1d20 + 0 ⇒ (6) + 0 = 6
Vamik Heal: 1d20 + 0 ⇒ (20) + 0 = 20
Vamik you do some autopsy and are not able to find any specific deposits of sulphur per se, so you assume there must be some sort of magical or elemental process that occurs. You pull out several glands and other organs from the creatures, but only successfully get three of them.
Vamik Alchemy: 1d20 + 14 ⇒ (19) + 14 = 33
Vamik Alchemy: 1d20 + 14 ⇒ (3) + 14 = 17
Vamik Alchemy: 1d20 + 14 ⇒ (18) + 14 = 32
While the group watches, waits and does their own thing you quickly use your alchemy tools to distill out the critical reagents, mix the product with another chemical to trigger the reaction and extract the sulphur and then boil off the unecessary stuff concetrating it enough to make viable doses. All that is left is to let it dry out some. The process is not terribly difficult but takes time and a lot of steps. The first process goes well, so well that you get careless with the second one and tip over your beaker. Cursing, you are more careful again with the final one, and end up with some successful sulphur concentrate. As it dries you marvel at the yellow powdery substance and smile, as best as one can with a rat snout.
Doses: 2d6 + 2 ⇒ (2, 2) + 2 = 6

CaveToad |

The group comes to grips with the combat. Each in their own way. While some of you may have experienced violence in your past lives, your training with Goodwin had all been theoretical, drills and practicing in controlled scenarios. Luckily it was adequate, but the adrenaline of a real life or death combat takes a bit to settle down from. The group reforms, heals and takes stock of the situation. No other enemies appear to be present.
The question now is, what next?

Quercus Robar |

"Does everyone feel ok to travel more? Should we rest? Would we be ok if we had to fight again? We should try to make progress towards our goal."

Vamik Sheeves |

"This place smells like fresh kill. I'll bet every scavenger for miles around has already picked up the scent and is headed this way. I still have enough tricks up my sleeve for another fight. I think we should move out and find the real threat in these parts, the invading army.

CaveToad |

Day 7 - afternoon / evening
The group gathers together, the dead bodies thrown in a heap and you continue your journey. You wonder how far the enemies are away given the proximity of their scouts.
You push on for the rest of the day and into the early evening you decide it is time to find shelter for the night. You are just coming out of some hills entering sloping rolling highlands. There is not a lot of shelter, and few trees but you do find a small area where an sharp hill provides a nice wind break and a back to fight against if something wicked comes your way.
The group settles in and takes your nightly watch order...
Day 8 - morning
You waken refreshed and rejuvenated. Can reselect spells etc
After some breakfast, the group resumes their trek into the wilds in search of deadly foes.
Your map has you heading in a northeasterly direction. Hoping to hit a river by night fall you push on. Eventually you will turn even more northeastward and then skirt almost due north following the western mountains.

Vamik Sheeves |

Day 7 Evening:
Vamik gathers his alchemy tools and the remaining reagents for potion making. After two hours he successfully creates another potion of Cure Light Wounds.
DC: 6
spellcraft: 10
1d20 + 10 ⇒ (5) + 10 = 15

CaveToad |

Day 8 - Evening
The day pushes on as your group makes for the river on the map. You find smaller streams and start to follow them, eventually they lead to the larger river, unnamed on the map. As you arrive, you notice it is quite wide and rather deep and medium flowing. You ponder how to cross as there are no bridges here. You could look for a ford or shallow spot or try some other method or simply swim it. It is also approaching dark very soon, and you consider waiting until morning.

Lady Zarrisa Ollron |

She drops her land form and enters the water, scouting out what is there.
Endure Elements and Mage Armor running