
GM 7thGate |

Aella peeks through the door and sees a large room containing a number of large wooden tables and benches. The faint smell of past meals permeates the room, with a stronger smell of roasted meat coming from the closed door at the southern end of the room. A banner emblazoned
with the emblem of Branderscar prison hangs on the eastern wall. The northern door in the room hangs open, through which Aella can see a bed and a number of chests.
Aella doesn't hear or see any hostile enemies.

GM 7thGate |

At the end of the hall, the two huge double doors swing open with a loud creak, revealing two guards wearing the same chain shirts, clubs and shields as the other guards. Behind the guards, you can see an old man with long white hair dressed in exceedingly fine clothes, who promptly speaks up as he sees your group.
"The prisoners are escaping! Block them from getting through and wait my signal to attack. Use minimum needed force, we're expected to execute them, not kill them here."
The guards are standing in a courtyard, which seems to contain some sort of fountain. From the golden light filling the courtyard, it appears to be around sunset.
Everyone is up again.

Dav Theis |

Fight's on! Back to story-telling! I'll move on Roll20 when I get home tonight.
Dav moves to back up his allies, while continuing his tale.
"Jothar and Arnkel approached the fire in the overhang. As they got close, they recognized Thorfinn in the light of the fire. As they reached for their weapons, Thorfinn spotted them too. Seeing that there were two of them, the outnumbered Thorfinn spoke a verse:
Ill luck as of the Strong Outlaw has found me (Strong Outlaw = a reference to Grettir the Strong)
The heat-giver with me is no fighting-friend now (heat-giver = the fire, fighting-friend = fellow warrior)
-I cannot remain with the holders of breakers of shields- (sword-holders, i.e. warriors)
In the wind-with-weight, it will be more useful. (Heavy wind = the snow-filled air)
Thorfinn then escaped, taking with him a burning log from the fire. Jothar and Arnkel gathered the remaining burning logs and reconstructed the fire. Thus they managed to weather the storm, which went on through the entire night."
6 rounds remaining.

GM 7thGate |

Grumblejack rushes towards the guards, and approximately 20 feet away from them stops and falls to the ground, incapacitated with paroxysms of laughter.
Wizard's held action to Hideous Laughter the first person to charge got triggered, Grumblejack is down 20 feet from the guards. I'll move him when I get home.
Aella and Than are up, remember you're at +1 to hit and damage from Dav's story.

GM 7thGate |

From her new vantage point, Elaine has a better angle and can see more of the courtyard. Beyond the fountain, there is a three story stone structure, with huge wooden double doors. Off to her right, Elaine sees Sergeant Blackerly and another guard opening the door to what appears to be a small stable of some kind.

GM 7thGate |

The wizard gives direction to the guards after Grumblejack falls laughing.
Fight your way to the ogre, he won't be down long!
The guards step forward and try and hit Elaine and Aella with their clubs.
Attack Aella: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack Elaine: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

GM 7thGate |

Elaine and Aella both duck in unison under the guard's clubs.
We've got a split in initiative now, since the Wizard's readied action caused his initiative to move to just ahead of Grumblejack, Elaine and Dav are up before the wizard goes.
Elaine
Dav
Wizard
Grumblejack
Aella
Than
All the other guards.

Dav Theis |

Ouch! That was an unfortunate roll...
Dav flinches at the sound of the blast, but manages to continue his story.
'In the morning, the storm subsided. The day dawned clear and cold. Unfortunately, the cold reminded the warriors of the famine that had been afflicting the northern island for a long time. The staple crops had not grown well, and food supplies had been running very slim.
When Arnkel and Jothar had gotten up and moved down to the beach, they noticed something large had beached itself. At first, they thought it was one of the boats, but when they got closer, they saw it was a fin-back whale. This was a large animal, and it would provide many important supplies. The whale meat alone could feed the entire region for quite a long time.
The men got closer, and they saw that their enemies had been flensing the whale for a small time before they got there. Fearing that their food source would be gone, they planned to attack!'
5 rounds remaining. I'm running out! Make this bonus count! ;-)

GM 7thGate |

Yeah, that could have gone better :-/. One more explosive to go though, hopefully the last one goes in a better place.
Grumblejack Will Save: 1d20 + 3 ⇒ (10) + 3 = 13
The wizard carefully moves closer, staying behind his guards, and quickly snaps off a spell pointing at Elaine.
Elaine Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11

GM 7thGate |

Grumblejack continues to laugh and laugh, deep booming peals of laughter tinged with pain.
The Wizard speaks immediately after finishing his spell.
"My dear, I've come to rescue you! Guards, hold them off while she escapes! Come quickly, they won't harm you!"
A small voice deep in her mind screams silently in horror as it recognizes the casting and effect of a Charm Person spell, but it is sealed away by magic from affecting Elaine's actions.
Charm Person is somewhat fuzzy on what, exactly, it does. It makes the caster your closest friend, and you become friendly towards them and generally willing to give their suggestions great weight, but it isn't full mind control, so you still get to make choices on what to do; you're probably not going to bomb your own team or kill yourself at his suggestion, for example. Try and take actions assuming that the wizard is a dear old friend that you trust implicitly.
Elaine
Dav
Wizard
Grumblejack
Aella
Than
All the other guards.
Aella and Than are up when ready.

Dav Theis |

I'm wondering if I should Perform a Countersong... it does look like the wizard is casting some sort of sonic spell. But Countersong basically provides a re-roll of the save vs sonic attacks, which I don't think that spell qualifies as.
I suppose that the best time to Countersong would have been before the wizard cast his spell... if it was an attack.

GM 7thGate |

Correct, countersong is for sonic attacks and spells and language dependent effects. This one is not a sonic attack, and probably isn't language dependent (not a lot of spells are), but you would have had to recognize the spell being cast with a spellcraft check in order to know for sure. Countersong also works best when performed prior to the attack occurring, as you noted.

GM 7thGate |

Now that Aella is in the courtyard, she can see the fountain and surrounding area. The walls are all approximately 20 feet tall, with the gatehouse and towers stretching up three stories. The top of the walls and the gatehouse are all covered in crenellations. Aella can see the guard on top of the 3 story gatehouse aiming towards her with a bow. He seems to be waiting to get a clear shot without the fountain getting in the way.
There is a map of the top of the gatehouse off to the side. To try and keep everyone on the same area of the map, I moved him over to this map and gave him a tower icon; he's actually on the roof behind the battlements three stories off the ground, not behind the double doors.

GM 7thGate |

Aella kicks the wizard hard in the knee, but it deflects off an invisible force.
Elaine, both guards and the wizard all flinch as they're inundated with negative energy.
The wizard yelps as Aella's kick comes too close for comfort.
Ahh! Keep her off me!
Both guards move over and take swings at Aella.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Grumblejack laughs and laughs, then abruptly stops.