
Rahaal |

"Friends, do not harm these men. They are mistaken, but honorable."
To Pratt's wife (who maybe answered Devan when he asked her name?) Rahaal says in a tone of authority, "Now is your time to redeem yourself. Let these men know to lay down their arms and join together with us, to end this madness and save your fair village!"
Diplomacy: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 +2 from inspiring command

Thondrir Baradorn |

Thondrir shuffles over towards the doorway with his shield raised. Though his weapon still gleams brightly in his hand, he makes no move to bring it to bear against the guardsman for now. He seeks only to provide obstacle between them and his companions until they can be convinced of their idiocy.
"Laddies, best save yer ire fer tha army what marches on yer town. Nie be not tha time fer layin' down life."
Moving to the door and fighting defensively. AC is now 28.
Readied Attack: Swatting a guard with the flat of his axe blade if they try to push past Thondrir.
Readied Attack: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
> Nonlethal Damage: 1d10 + 3 ⇒ (1) + 3 = 4

Tris |

I don't believe it's that they are enchanted, so much as that they have stopped being enchanted (by us) and are robotically defaulting to 'aahhh intruders'.
Anyway, assuming the guards are flatfooted here:
Tris... sighs. Bloody-minded bastards. Welp, that's why she carries something to 'keep peace on the deck', innit.
She takes a few quick steps to team up with Thondrir-- slides the stick with its weighted, leather-wrapped end into her free hand-- and raps one of the guards smartly on the back of the skull with it.
Sap attack, flanking with Thondrir if possible: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Thank you, dice, for being awful. I seriously doubt that hits, but if so...
Sap NL damage: 1d6 ⇒ 2
Sneak attack: 1d6 ⇒ 6

Devan Steed |

Sense Motive: 1d20 ⇒ 20
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
"They are compelled or ensorcelled somehow..." Devan says, his eyes narrowing. He casts a spell, then begins concentrating on the nameless woman who was supposed to be Pratt's lover.
Casting detect magic and focusing on the wench. Maybe she's actually something evil in disguise and she poisoned Pratt then dominated the guards to make sure the town was leaderless and chaotic when the army attacks.

Rahaal |

I meant this but...do we get the Sense Motive before we act? If so...
Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18
...Can I change my standard to Countersong instead?

Devan Steed |

I was confusing this summoner/alchemist with my summoner/bard when I mentioned countersong, in case anyone was wondering what I was on about before.

Rahaal |

@Jubal, Fair enough, but I don't think Rahaal would know that. (No Spellcraft). Hopefully her Diplomacy w. Pratt's wife will be of more avail.
.
@Devan, I did take a doubletake, yes.
"Citizens, by the power of the Master of the First Vault, break free of that which binds you! Fairhaven's survival depends on your aid"
Not bothering to roll since I know the countersong doesn't apply.
.
Reading Dominate Person, perhaps at least they get another save since "Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out." If they can tell that we're here to save their village -- or just that we're way tougher than they are -- perhaps that'll count as self destructive, or at least against their nature?

Esaul |

Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Esaul comes back at the call for attacks, and his bow readily strikes at one of the man coming after Tris and Rahall, not processing the information about keeping them alive in time...
Longbow: 1d20 + 6 ⇒ (20) + 6 = 26! Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Why do criticals show up when not invited?: 1d20 + 6 ⇒ (12) + 6 = 18! Damage: 2d8 + 2 ⇒ (8, 8) + 2 = 18 HOLY (#*&$*(#

Jubal Breakbottle |

Round 1 Summary
"Friends, do not harm these men. They are mistaken, but honorable." To Pratt's wife (who maybe answered Devan when he asked her name?) Rahaal says in a tone of authority, "Now is your time to redeem yourself. Let these men know to lay down their arms and join together with us, to end this madness and save your fair village!"
Thondrir shuffles over towards the doorway with his shield raised. Though his weapon still gleams brightly in his hand, he makes no move to bring it to bear against the guardsman for now. He seeks only to provide obstacle between them and his companions until they can be convinced of their idiocy. "Laddies, best save yer ire fer tha army what marches on yer town. Nie be not tha time fer layin' down life."
Tris... sighs. Bloody-minded bastards. Welp, that's why she carries something to 'keep peace on the deck', innit. She takes a few quick steps to team up with Thondrir-- slides the stick with its weighted, leather-wrapped end into her free hand-- and raps one of the guards smartly on the back of the skull with it.
"They are compelled or ensorcelled somehow..." Devan says, his eyes narrowing. He casts a spell, then begins concentrating on the nameless woman who was supposed to be Pratt's lover. Devan detects no magic except what the Samaritans brought with them.
"Citizens, by the power of the Master of the First Vault, break free of that which binds you! Fairhaven's survival depends on your aid" Rahaal pleads.
Esaul comes back at the call for attacks, and his bow readily strikes at one of the man coming after Tris and Rahall, not processing the information about keeping them alive in time... Esaul puts an arrow through the injured guard's eye killing him.
The second guard is in front of Tris with Rahaal off to his side. Both Samaritans stand in front of Thondrir who holds the doorway. Esaul and Devan are inside the room with the Guildmaster. The second guard swings his longsword at Tris but fumbles along the furniture.
The dark-haired woman continues to sob. Her blood-stained dagger lays near her on the floor where she dropped it.
guard 2 on Tris: 1d20 + 7 ⇒ (1) + 7 = 8
Everyone go for round 2

Devan Steed |

She didn't answer me, at least not that I can see.
How is the woman reacting now?
Sense Motive on her: 1d20 ⇒ 3 Well....nvm then.
"Was there anyone else in this building?" Devan asks the woman, trying to gauge her reaction. "Someone has these guards under a spell!"

Esaul |

"As far as I know they would not need to be directing them right now! Knock them unconscious!"
Esaul commands Light to rush foward, avoiding loosing another arrow unless needed, since the first one was, well... the product of long training.
_______________________________________________________
Light Bite!: 1d20 + 5 ⇒ (10) + 5 = 15! Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trip!: 1d20 + 4 ⇒ (6) + 4 = 10

Tris |

"Son-of-a-succubus!" Tris swears as she sees Esaul's arrow punch through the guard's head like it were nothing but a ripe summer melon. She winces. So much for taking that poor swabbie alive...
She swings her sap again at the guard who tried to hit her, hoping she can drop him before he gets an arrow in his skull too.
(As before, I'll try and flank with either Thondrir or Light. If I can't flank, I'd go for the feint, etc)
Bluff roll if positioning means I can't flank: 1d20 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 (-2 if no flank, but vs FF if bluff was successful)
Sap NL damage: 1d6 ⇒ 4
Sneak NL damage: 1d6 ⇒ 4

Thondrir Baradorn |

Thondrir pushes past whoever is in his way to drive into the enthralled guardsman. He raises his shield before him and makes to remove the man's weapon from his hands. Stretching the blade of his axe forward, he hooks the crescent on the cross-guard of the man's longsword and tries to yank it out of his hands.
Disarm: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 (Still fighting defensively; AC is 28)
I'm sure I provoke an AoO in there somewhere, on the Disarm if not the movement.

Devan Steed |

Well, I'm stumped as to who it was who dominated these guys at the moment. Devan's really bad at doing nonlethal damage, so I'm gonna let people with good BABs finish this "fight" out.

Rahaal |

To Pratt's wife (who maybe answered Devan when he asked her name?) Rahaal says in a tone of authority, "Now is your time to redeem yourself. Let these men know to lay down their arms and join together with us, to end this madness and save your fair village!"
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
Did this get any reaction out of her? Hoping she can become helpful to help us talk to the crowd.
Rahaal steps up and flanks the remaining guard with Tris (or whoever doesn't have one, if Tris is already flanking). She tries, awkwardly, to knock the guard out with the butt of her dagger, but it bounces harmlessly off his armor.
butt of dagger(nonlethal): 1d20 + 2 - 4 + 2 ⇒ (11) + 2 - 4 + 2 = 11

Jubal Breakbottle |

Round 2 Summary
"Was there anyone else in this building?" Devan asks the woman, trying to gauge her reaction. "Someone has these guards under a spell!"
"As far as I know they would not need to be directing them right now! Knock them unconscious!" Esaul commands Light to rush foward, avoiding loosing another arrow unless needed, since the first one was, well... the product of long training. Light misses.
"Son-of-a-succubus!" Tris swears as she sees Esaul's arrow punch through the guard's head like it were nothing but a ripe summer melon. She winces. So much for taking that poor swabbie alive... She swings her sap again at the guard who tried to hit her, hoping she can drop him before he gets an arrow in his skull too. Tris misses.
Thondrir pushes past whoever is in his way to drive into the enthralled guardsman. He raises his shield before him and makes to remove the man's weapon from his hands. Stretching the blade of his axe forward, he hooks the crescent on the cross-guard of the man's longsword and tries to yank it out of his hands. The guard's longsword clatters to the stone floor.
AOO on Thondrir: 1d20 + 7 ⇒ (17) + 7 = 24
Rahaal steps up and flanks the remaining guard with Tris (or whoever doesn't have one, if Tris is already flanking). She tries, awkwardly, to knock the guard out with the butt of her dagger, but it bounces harmlessly off his armor.
The guard with manic eyes shield bashes the dwarf without success.
Thondrir: 1d20 + 7 ⇒ (15) + 7 = 22
New AC is 16. Anyone who wants to flank the guard, who won't surrender, can.
Everyone go for round 3

Esaul |

The wolf keeps biting and attempting to trip the poor guard, while Esaul has an arrow ready, but do not shoot it.
_______________________________________________________
Light Bite!: 1d20 + 5 ⇒ (11) + 5 = 16! Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Trip!: 1d20 + 4 ⇒ (20) + 4 = 24

Rahaal |

"Please Samaritans, live up to your name and keep this guard alive. It's not his fault that he's ensorceled!"
Meanwhile, she bends to pick up the longsword before the guard can.

Tris |

"I'm trying," Tris mutters. "I'm not the one who put an arrow through the other one's head..."
If she can't smack the skull a man who's surrounded and on the damn ground, she ought to go drown herself, she thinks.
Sap Attack, flank, vs the man's prone AC: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
NL Damage: 1d6 ⇒ 2
NL Sneak: 1d6 ⇒ 1
...golf clap for 3 NL. *facepalm*

Jubal Breakbottle |

Combat Summary
The Samaritans eventually and non-lethally subdue the dominated, prone, and disarmed guard. During that time, Miranda finally stops sobbing enough to start talking. As Guildmaster Pratt's bed buddy, she offers you lodging in the Guildmaster Quarters while you stay in Fairhaven. There are five other rooms. She also offers you a reward to save the city.
What to do next?
- Attempt to get more information from Miranda.
- Contact Regina who you met at the gates leading the militia and sent you to see Guildmaster Pratt
- Go drinking at the the Hammer's Rest; the trunk you found had a bunch of free drink coupons.
- Gather information from the townsfolk

Devan Steed |

I'd like to ask Miranda more about Pratt. Was he a powerful magic user? If not, was there anyone else who came into the guildhall? I feel like it's important we figure out who dominated the guards. The we should inform Regina that Pratt's gone. Not sure about the rest.

Esaul |

"I'm not the one who put an arrow through the other one's head..."
"That was mean, Tris! You know I didn't want to kill the man!"
I agree with Devan, but I don't see how we're gonna find that out. Maybe we should meet Regina to organize whatever is left of the army?

Tris |

Yeah, at this point I think our priority is figuring out how we're gonna handle the town being effectively leaderless. I second (third?) the suggestion of going back to talk to Regina, as she's the closest thing the town has left to authority. It seems we're likely going to have to step into that position, but getting her on our side is a good thing.
Also second the whole 'hey who dominated the guards' thing. Asking Miranda if the guards have been acting funny lately, etc, if anyone in town is a magician, who the major personalities/players are.
Tris shrugs at Esaul with a crooked smile. "You did a good job of it all the same," she says deadpan, as she gets out her rope and trusses up the unconscious guard.

Rahaal |

+1 vote for finding out if Pratt could have dominated those guards, and to talking to Regina. After that, I think we need to see if perhaps there's a way down through some crack or something to excavate, to free the trapped miners/militia

Jubal Breakbottle |

moving on
Miranda calms down long enough to confirm that Pratt was not a magic user. He was a talented metal craftsman. The guards have been standing outside, since they learned about the demise of the militia at the hands of Ymial. During the discussion, Esaul and Thondrir confirm that all of the other Guildmaster Quarters are vacant. The Samaritans leave to update Regina while Miranda continues her weeping vigil.
The Samaritans ignore the questions of the mob in front of the Guild Hall; although, Rahaal does her best to tell everyone that 'everything is going to be alright' in the tempo of a Marley song.
Regina is found supervising the fortification of the gate and steps away from any militia to receive the news from the Samaritans in private. She is shocked and eventually reacts with a stony demeanor realizing that there is no one else to lead. Now with Pratt gone, she assumes full charge and offers you all 1,500 gp for saving Devan. "That's what hope is worth right now to us."
Not knowing your full capabilities, she says the biggest issue that Fairhaven faces besides the defense against Ymial is rescuing the trapped citizens. Tobias Shortwall directs the effort to dig out the mine entrance (F9). You can check in with him.
If you find yourselves with nothing better to do, Guildmaster Pratt wanted to be interned in an ancient crypt located far up the mountain. She describes where the mountain trail starts in the town (F10). He was a great man and mentor and deserves as much as we can give.

Devan Steed |

"I can't believe that no one knows who dominated those guards. That concerns me greatly. Anyone with that kind of power could easily be hiding right under our noses, waiting to destroy any defense of the town from within. We cannot trust anyone here. No one goes anywhere alone, at least two Samaritans together at all times, guys." Devan warns after their investigations turn up jack s**@. "Let's go talk to the Tobias fellow, and see what we can do to help. Grandpappy Thondie, get your pick ready, I'm guessing we're in for some digging."
Devan then leads the way up to the mine entrance.

Esaul |

Esaul pays attention to the woman, finding it very odd that she would reward them at this moment. He tries to discern if the woman is plotting something or not.
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
"Well, certainly burying Pratt is a waste of precious time, so yeah, digging." Esaul counts the coopers they got, and remembers they have more of it. "We need to be in full strength for what's coming, Regina. We have equipment to sell and gold to buy more, if you can point us to a good place it would be nice."

Thondrir Baradorn |

"Aye, send yer only dwarf intae tha dirt fer diggin'. Ye've a strong future in bigotry when yer Samaritanin' wears thin, lad," Thondrir jokes.
To the Bloodstone Mines of Moria!

Tris |

Tris tactfully doesn't say what she thinks of Pratt having been 'a great man', in Regina's words. In her view, it's a sorry-as-hell cap'n who abandons ship and crew, and, also in her view, suicide under these circumstances counts as exactly that.
"When we can, he'll be buried with full honors," Tris says to the stone-faced Regina. "But the needs of the living-- these trapped miners-- outweigh the needs of the dead. If you've someone you trust to bathe his body and lay it out somewhere... private, until the time that we have the luxury for burials, I would do so, aye? And you'll also want someone you trust watching the guardsman we had to knock out. Be wary: there is foul sorcery at work, and the man's will is not his own. I leave it to your judgment, m'lady, as to whether or not you'll tell the townspeople that Pratt is no longer with 'em. Might cause a mutiny," Tris warns, "or whatever you call it on land. Riot. Whatever."
She gives the acting-commander a salute that skirts the line between flippant and respectful. "We'll do all we can."
Thumbs hooked in her belt loops, Tris saunters off after her friends, a thoughtful look on her face.
"I don't know much about underground work. Thondrir, call me stereotypin' all you like, but is there any gear we ought be sure to take with us?"
Back from Con!

Jubal Breakbottle |

mid afternoon
You leave Regina to prepare the gates and strike out towards the collapsed mine entrance. Fairhaven’s main road (F2) is a clay tiled, gently sloping path that connects the city’s three tiers. The hardened clay tiles form intricate mosaics that colorfully depict dragons in varying states of grandeur. You pass the second tier where the refugees, Town Square (F3), and Guild Hall (F4) are.
As you arrive at the third tier, you realize that while all of the known dragons are represented in the mosaic of the main road, the largest of the images, placed at the third tier entrance, depicts a massive red dragon with its wings spread wide. Then, you pass the Hammer’s Rest inn (F6) that was referenced in the chest that you recovered from the looter, Persey Pendersnap. Even in its current state, with cracked walls and debris littering the front lawn, the Hammer’s Rest appears more richly adorned and well preserved than most inns. But as you get closer, the solid oaken doors that seem invitingly open from afar feels more akin to a long abandoned ruin than a comforting place to rest. An oppressive darkness lies beyond the threshold...
The enormous fissure (F7) that opened outside the inn leads into the depths of the mountain. The walls are jagged natural stone and loose broken earth that has become mud. In some areas, the water runs freely into the depths of the fissure, creating a spray that is making the rock walls slick.
Finally, you reach the collapsed mine entrance (F9). The mountain walls part for a finely crafted brick path that leads past four massive statues, much like the ones that stand vigilant on the path leading into the city. The two that were built into the west side of the path have suffered greatly in the earthquake. One has fallen from its base and hangs between the two sides of the path. The other is in pieces. Dozens of capable stoneshapers and metalsmiths who weren’t in the mines when the collapse occurred are located here, attempting to clear the debris to reach their entombed brethren.
A mature male dwarf is directing the efforts here and must be Tobias Shortwall. When you arrive, he is angrily shoeing away one of his students who is urging him to get some sleep.

Tris |

Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Tris gives the mouth of the inn a wary sidelong glance and sticks to the far side of the road. Something about it gives her the heebie-jeebies.
When they come up on the mine entrance, Tris offers a wave of a hand in greeting to those who are laboring, but she defers to either Devan as their leader, or Thondrir as, well, a dwarf-- to talk to Shortwall. She'll chime in if her penchant for lying particular glib tongue is needed.

Rahaal |

Taking 10 on Perception for 20
As they approach, Rahaal whispers to the Samaritans, "That student seems to have the right of it -- can you see how exhausted Tobias is? His duty is admirable but perhaps -- after we learn more from him -- we can persuade him to take at least a short rest."
Throndrir, do you want to approach him, dwarf-to-dwarf? If not, Rahaal or Devan can continue with the face thing.

Esaul |

Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Esaul is acting weird lately. Maybe is the imminent death they face or the devastated scenario, but the hunter, usually stern and watchful, is much more relaxed than he should be.
"Well, everything looks a mess so... No, I cannot see the difference... Anyway, if he starts to rest maybe the workers will go into a turmoil so... We are all making our sacrifices here, better to praise the man and let him continue with his righteous act..."

Devan Steed |

Devan nods to Rahaal before approaching Tobias. "Good day, sir. I'm Devan Steed, these are my friends. We've come to help defend the town, and offer any assistance we might in freeing the trapped citizens. How goes the effort to free them?"

Jubal Breakbottle |

Tobias Shortwall shakes the dust and stone debris from his beard and greets them as cordially as an exhausted, aggravated dwarf can. After a minute or two, you've caught him up on who you are, Pratt's death, and Regina's situation.
"The going is agonizingly slow, 'cause I won’t risk another collapse by rushing the job. If you sincerely want to help, try to find another way into the mines. Maybe search through mining records in the guildhall, or brave the fissure to see if it connects with any of the old tunnels. We sent a crew to survey the fissure a few days ago without any success, but the aftershocks might have opened up a new passage."

Thondrir Baradorn |

"Best get me some gear then. Diggin' ain't me trade, but findin' a hole should nae be a problem. Ah'll get tae it while ye go a'readin' through geological reports. Nie tha' sounds a right proper good time, eh?" Thondrir chuckles, but it's lacking in actual mirth. The silver haired dwarf eyes the enormous rift in the ground and nods to himself. Everwhere ye go, ye be findin' a hole tae stick yerself in.
"An' ye, ye old codger," Thondrir says, pointing a metal-encased hand in Tobias' direction. "Yer no good tae any one with nary a wink o' sleep. Tired means mistakes, an' ye'll nary sleep again if yer mistakes cost more blood. Go rest, lad."
Dwarven Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

Tris |

"Suits me," Tris says with a shrug to Devan's suggestion they look to the records first.
She watches the interchange between the two dwarves-- better Thondrir than her, tryin' it, she figures. To Thondrir's words of purchasing gear for underground, she says, "Need any coin for that, old man? I'll chip in my fair bit, if so."
"Do we want to at least stick our heads an' a light into that fissure, get an idea what we might need before we go buyin'? See how far down it opens up, that sorta thing?"

Jubal Breakbottle |

"Aye, you've got the sense of it. A nap would alright. If you need any climbing gear, just ask Dvalin." He turns to his apprentice letting him know that you can borrow the climbing gear from the previous team and to wake him in two hours. The apprentice looks thankful to Thondrir, while Tobias finds a place to lay down.
The description of the fissure is here until you climb inside.