(Well, you have ten minutes to cast it, so you're OK).
(BTW, Shando, peasant outfits here look a whole lot different than those back in Waterdeep, so changing is still a good idea.)
Before you begin, Maggie gives a short lecture on half-demons. When they arrive, yo uwill be better prepared (Her surprise round action will be move action to activate dark knowledge (Foe). Her Knowledge (Planes) is 15ranks +7int +2class +5item = 29, so she can easily make the check by 20 and give everyone +3d6dmg per hit against half-demons for one minute.)
The plan works perfectly. One of the groups sees them and all give chase. The Kyton screams out a battle cry that echoes far and wide. The floating whips keep striking the prisoners to keep them running with the group. Some are faster than others, but none can keep up with Shando and Fin, who have to go a little slower than they otherwise could to get them all in position.
Fin and Shando run to the huts while the Kyton, the prisoners, and ten pirates climb over the wood in the clearing, their weapons and chains clanking loudly and getting tangled in debris.
You've given general actions. Now is the time to clarify them, especially with regard to your targets and priorities. You have surprise. They are in the middle of the clearing. cpread out, the prisoners in the middle. The Kyton is in front, by the huts. Post your targets and whatever move clarifications you deem necessary.