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1d20 + 13 ⇒ (13) + 13 = 26 Diplomacy
Seeing that people are cold and with a frown from Malusha's comment the bard will approach the guards in a friendly manner and explain that they are travelers seeking shelter and wanting no trouble.

EM±GM |

As the light slowly fades from the frigid Irrisen sky, and the temperature drops along with it, you decide to take the bolder approach, heading for the gate in hopes of being able to talk your way past any obstacles that might present themselves there.
Will need another Fort save vs the weather from both the unprotected folks (Phoebee and Masym)
Six travelers, on foot, with a large chest, are easily visible from the walls, even in the receding light, as you make your way across the vast open plane of snow that surrounds the city.
So it is no surprise then, that a large contingent of guards is waiting for you when you get there, all wearing the livery of the Iron Guard you recognize from the caravan massacre less then twenty four hours earlier. You can almost hear the screams of the merchants that did not make it even now (or perhaps that came from somewhere through the gate...) They eye you with barely concealed irritation.
As Phoebee steps forward, assuming the guise of a traveler seeking shelter, the irritated look doesn't go away.
"You're late, the gates are closing for the evening. Come back tomorrow." One of them says.
There are some laughing comments from the guards behind him, in another language that you recognize as Hallit.
"Unless they freeze!" One of them in the back stage whispers, eliciting a few snickers from his fellows.
"Less paperwork that way." Another adds.
"Be a pretty statue at least." Another observes, leering at Phoebee.
They all laugh again.
The one speaking to you ignores them, waving at you to turn around and go back the way you came.
You note that, though the gates are currently open, they do seem to be preparing to shut them.

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Survival DC 15 (+2 to Fort save): 1d20 + 6 ⇒ (14) + 6 = 20
Fort Save: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Phoebee also gets a +2 to her Fort save.
Masym grunts inaudibly as he sees the guards reaction, glaring at them from his position in the rear of the party. He holds his tongue, awaiting the smooth-talking half-elf bard to work her magic.

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Masym sounds bitter, lol

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1d20 + 5 + 1 + 2 ⇒ (15) + 5 + 1 + 2 = 23 Fort

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I hope she doesnt get sick. Having a cold in real life, runny nose and coughing, isnt fun, lol

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Phoebee will make a diplomacy roll, acting very much the damsal in distress and focusing on not her being a female who isn't too bright but she doenst want to be cold. Please make an execpetion this once? she pleads with a flirty smile.
1d20 + 13 ⇒ (16) + 13 = 29

EM±GM |

The guard scowls, clearly feeling a little put out by the interruption, but eventually he signals the guards, who halt their preparations to close the gate, complaining slightly.
"We shall see." He mutters ominously. He eyes all of you for a moment, before signaling behind him. Another man comes up holding a ledger of some sort.
"State your business." He demands. "Who are you, and where are you from."
If folks want to pipe-in (aka: aid) (other then glaring *cough*Masym*cough*) you can attempt such =)

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Sense Motive: 1d20 + 5 ⇒ (4) + 5 = 9
"As the lady said, we're travelers passing through seeking supplies and possibly warmer accommodations than our tents provide."
Aid Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18

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Sense Motive: 1d20 + 6 ⇒ (15) + 6 = 21
Masym reads the look in the guards' eyes easily and manages to hold his tongue again, albeit with great difficulty.
I hope Nella can help out here...these guards won't listen to me and we are not prepared for another night outside!

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Tchak, clearly at a disadvantage, does his best not to look too sour or dour or glaring... Neither does he smile too much either... Just a mostly neutral party in the negotiations, though he does speak up and reiterate Phoebee's statements.
"We've come as the lady says, to seek shelter, and conduct some business. We want no trouble."
diplo aid dc 10: 1d20 - 1 ⇒ (15) - 1 = 14

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Sense Motive (DC 10): 1d20 + 8 ⇒ (1) + 8 = 9 Lol, seriously the only way Nella could've failed that one and it happens!
"As our leader and the rest of us have said, we're not here for trouble," Nella speaks up. "And we travel with the blessings of the Yagevna family....I believe you know them, yes?"
Diplomacy (Aid Another; Associate of the Yagevnas): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 Meh...even that could've been better.
Please let this work...please let this work...

EM±GM |

Was wondering if someone was going to use their boon =)
As the others chime in and try to smooth things further to gain admittance, the seargent suddenly scowls further, looking towards Wei Tchak.
"And what business is that?" He repeats, looking irritated as no one seems to answering either of his three simple questions.
He is interrupted by Nella, and glances over at her, a puzzled look on his face. "Yagevna? Why would the jadwiga look favorably on you lot?" He looks doubtful for a moment.

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Our business with them is ours to keep but I am sure that if you were to let us in they would be more than willing to explain it to you she says with a smile.
1d20 + 13 ⇒ (18) + 13 = 31 Diplomacy

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Okay

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"Why...we were the ones who aided their daughter Natalya and made sure she was able to return home safely," Nella replies. "I'm sure news like that would've made its way through the city."
Thanks for the reminder on that last bit GM!

EM±GM |

A look of recognition briefly crosses the sergeants face.
"What? That business out in the lake a few weeks back?" He says, surprised. "You all were part of that?"
He eyes you all for a moment more, taking some time to connect events in his head.
Heh... you were short by 1 point on the DC ... that will pop you over!
"Well, we are all here to assist the jadwiga. Its nice to know foreigners are able to grasp their importance as well."
He signals back towards the others.
"I suppose we can just mark you down as visiting scholars." He says, nodding towards the man behind him, who makes an entry in the journal.
"Though you'll still need to report to the Iron Barracks to get the proper paperwork. They will be closing soon, so we'd best finish here quickly."
He again asks for your names and place of origin, as well as how long you intend to stay.
"We'll also need to examine the box." He adds absently, with a nod towards the chest.
OK, now you've changed their attitude... you can try to Diplomicize your way out of entry requirements, if you want... though failing has consequences too. Each request is a separate check. You already made the one to let you in at all =) You all now get the +2 for the boon for checks during this encounter.
If you give false information, that will require a bluff check.

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"There's nothing of importance in the box." With this Jones will hand him 5 gp.
Aid Diplomacy: 1d20 - 1 + 2 ⇒ (6) - 1 + 2 = 7

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Malusha is amazed at how deft the ladies are at using their charms to sway the guards. Amazed and pleased. Then the guards ask about the box and his heart freezes. He tries to regain his composure, "Really, it's not important."
Aid Diplomacy: 1d20 + 4 ⇒ (5) + 4 = 9

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Would I be able to keep that previous diplomacy roll that I made?

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"Like the man says, the chest is of little import and the more time spent examining it the less time you have to enjoy some hot food and cold drinks, right?"
Diplomacy, AA: 1d20 + 2 ⇒ (9) + 2 = 11

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Tchak shrugs as if it's of little import, but adds his own comment to the barrage of ideas from the others. "The box is of little interest to you, just tools of the trade, books and such. Scholars need their own sort of aids, you know. I'm sure you have better things to do with your time... And," he says, lowering his voice, and handing them a small pouch with 50gp "here's a little something to help you entertain yourselves while you enjoy that time."
diplomacy : 1d20 - 1 ⇒ (19) - 1 = 18

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Tchak was not part of 'that stuff at the lake' so he has no clue what they're asking about

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oh, i thought they were asking about something from the one I missed, and I totally missed that they asked for the other information...
"I am Wei Tchak, a recent immigrant from Kwanlai in the far east, and I don't know how long I am here for. I guess as until my interests are satisfied, but I shouldn't think longer than a week or so."

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"Masym, a mercenary for hire recently out of Absalom. My stay here depends on how long my employer here stays in town."

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My name is Ursula. she says with a smile!

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"And I'm Nella, also from Absalom. Although we are technically here until our employer deems otherwise, I don't expect our business here will take more than a few days," Nella responds. "As for the box, all it contains are books, ink, and the like. Things that survive travel through harsh climates better secured inside a box than hauled around in packs," she adds, trying not to sweat under the pressure. If their ruse fell apart now they'd all likely be killed right then and there...or taken in for questioning, which was probably a worse fate here in Irrisen.
Diplomacy: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Bluff (If Needed): 1d20 + 2 ⇒ (17) + 2 = 19

EM±GM |

cSM: 1d20 + 2 ⇒ (15) + 2 = 17
The Sergeant frowns thoughtfully, as the other man scribbles a few more notes.
"Fine." He says finally, signalling to one of the guards. "It's getting late anyway and these gates need to get closed. It will all get sorted out at the Barracks."
With Nella, and the two aids, you just make the DC exactly!
One of the guards comes over and he motions to him. "My man here will escort you there, make sure you get to the right building before it closes. They can sort out the goods and the paperwork there."
He gives a few sharp commands to the guard in Hallit.
"Take them to the Barracks, make sure they find Processing before it closes. Be sure to walk them in, so they don't get lost."
The guard, for his part, does not look at all pleased at his new assignment, but nods, and motions you forward. And without much more fuss, you are being escorted into the Irrisen capital of Whitethrone!
As you are led down the dimly-lit icy street, you hear the massive iron gates slowly lowering behind you, until they finally close with an ominously clang! Getting out might not be simple either...
Your escort doesn't say much as you go, other then to mutter a comment or two in accented common as you go.
"Do not wander." He warns. "That way, the trolls will probably decorate something with your insides." He adds, pointing to the left as you head towards the center of town.
Other than that, most of his comments are mere complaints, as its obvious escorting you has taken him past the end of his shift, and he's not happy about it, or you for putting him in that position.
Eventually, he hangs a right, and you head north for a ways. As you walk you realize that bumpy road you're traversing, that at first you thought some sort of ice covered cobble, appears to actually be skulls. Thousands and thousands of skulls! The sheer number of people that must of died to make it is almost mind numbing.
Thankfully, the morbid surface does not go on for too long, before reverting to more normal sorts of stones again, and soon you see a very large foreboding building looming up ahead.
"The Iron Barracks." The guard says bruskly, as you exit into a large open area before the building itself, almost due north of where you entered.
The temperature has dropped even more, well below freezing, as dusk has finally passed and the light faded from the sky. Even your escort seems to be finding the chill somewhat uncomfortable.
Would like another save from those unprotected!! (aka: Phoebee and Masym)
The guard gets part way across the open area, and then points to a large marked entryway off to one side, where you can see people moving in and out.
"There." He says, quickly, notably relieved to see it still open. "That is where you must go to get processed."
He hesitates for a moment, eyeing you, and the doorway so close, just as another chill wind comes through. He curses.
"It will be a cold night, go. Now. I have better things to do!" He watches to see you start moving, then seems to make a decision, and turns and heads back into the city, not waiting for you to get there.
Suddenly, you are mostly alone. The imposing Iron Barracks before you, all of Whitethrone behind you.

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On the way to the Iron Barracks, Jones grabs his flask and drinks from it. He offers a drink to the guard and speaks to the guard in Hallit.

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"Well, that turned out better than I thought. I suppose we should go check in at the barracks now." Malusha looks at the structure with a little trepidation. "I don't suppose they'll be all that friendly in there."

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1d20 + 5 ⇒ (12) + 5 = 17 Fort Save
The half elf takes it all in, thinking about how she can put her experience to song.

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Survival DC 15 (+2 to Fort save): 1d20 + 6 ⇒ (17) + 6 = 23
Fort Save: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Phoebee also gets a +2 to her Fort save.
"Yeah, I think that would be a good idea Malusha."

EM±GM |

"This is not a tourist destination." He growls. "If you don't have a place to be, then you shouldn't be here. You will probably be in Processing for a long while. Perhaps for the rest of your stay."
He seems to find this humorous, and chuckles ominously.
"Then you stay at the Bone Mill.
Both Phoebee and Masym seems to be doing alright still, despite the weather's turn for the worse.
You suspect there will be more of the same, from more specialized questioners, should you step inside.

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Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16
As we walk, Jones will look for a place called the Bone Mill.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
After the guard walks away, Jones turns to the group, "The guard said that processing us going to take a while and we'll still have to convince them to not inspect the chest. He mentioned staying at a place called the Bone Mill. Not sure what processing entails our what happens if we don't go through with it. We can either go in the Barracks and take our chances there or look for the Bone Mill on our own."

EM±GM |

If you are being sent there, you're already dead.

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Knowledge (Local): 1d20 + 6 ⇒ (8) + 6 = 14
Masym shrugs, "I suggest we make our way to that abandoned brewery in Whitethrone's Merchant Quarter, the one mentioned in Runa's journal. That way we can avoid any further trouble."

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Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6
"It looks kinda scary over there," Malusha indicates the barracks. "So I think I'd rather go find this Bone Mill. Or what was that brewery Masym? I don't remember it."

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Know Local 1d20 + 7 ⇒ (9) + 7 = 16

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I think we should go to the brewery too. The Bone Mill seems like a really scary place and it might be dangerous for Nella, what with her big hips and all. se says with a giggle.