
DM - Voice of the Voiceless |

Pale Tower
Left side is the tall tower, the right circle is where it is merely walls and the red dots are where you saw the guards.

Skäne Ingvârssonn |

Gang I have total brain freeze on the best way to approach this... feckin nae idea. Still thinking the Anvil (Skäne and Rikka) and the Hammer (Kló, Annalisa and Katherson) might work - would depend on that feckin ice portcullis tho...
Skäne eyes the others, then spits once;
"Feh. So we wait for the hrafnr (ravens) to flock afore they pick o'er our beinahrúga (bones)?"
The vikingr clearly grows impatient and more belligerent;
"I care not chief. Láta (Put/Place) me where minn work can be most blóðugr (bloody)..."

Kló |
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Screw it. This is the Black House. We'll ram this sh!t down their frozen throats.
Kló looks around at the small team. "Fvck it," he growls, "and fvck them. We do this now. Let's crash on them like a wave and see who's left standing."
He looks at Rikka and Skäne. "You two are on the gate. Get their attention, make them underestimate us if you can, and give me a signal about ten seconds before you want us to rush the wall." He looks to Annalisa and Katherson. "At her signal, I'll get ready (using Totemic Transformation for a speed boost and then Enlarge Person on myself; that means I should be able to cover the 100ft in one round of a sprint) and we'll hit the wall on the leader's side. I'll toss Annalisa up first. Clear Katherson a spot, cause he's coming up next with a rope for me. I'll drop to normal size and use the rope to get topside."
He looks at the crew for any additional thoughts. "We'll just have to go from there."
If there seem to be no objections, he pulls out his rope and hands it to Katherson, moving back up towards the treeline to await the gate team's departure and signal.

Rikka the Dðcincel |
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No one lives forever. :)
Rikka shrugs, "Hopefully, your signal will be the smell of burning flesh and the wails of men dying by fire - but I can't predict that. Use your best judgment. But before we do that..." The sorceress pulls out her small pouch and throws the stones, trying to determine their chances of success. The Feoh rune - looking like an F with raised arms - lands in the snow, a symbol of prosperity in its upright position and disaster when inverted...
Question: Is this two-pronged day assault a good option?
Cast Augury w/ 52% chance of success 1d100 ⇒ 14
Cast the Runestones: 1d24 ⇒ 1
Assuming we don't change this up based on a disastrous result from the runes, Rikka will wait for Team Wall to get to their 'go' position (conveyed by Kettu) while Team Gate gets in theirs. Just before emerging from the treeline and trudging towards the gate, Rikka will cast Mage Armor and Shield.
1st Spells (6): xx
Dancing Light (3):
Invoke the Vættir (1):
Cast the Stones (1): x
Spell Effects:
Mage Armor (4 hours)
Shield (3 minutes)

Rikka the Dðcincel |

Rikka puts the stone in her bag and seals it away. "The fates do not smile on our plan. If we wish to decide on another approach - a straight assault, a night assault - now would be the time." Rikka has no idea if any of her comrades believe in the fates but she is disquieted by the results.

Skäne Ingvârssonn |

Skäne scowls as he preps his weapons and strappings;
"Forlǫg (fate) has never done me hyllir (favors) before. Don't see why the fickle regin (gods) should change now..."
He spits once, then makes ready for the blodd deeds to come...

Kló |
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Kló looks at the bones then up at Rikka, "Do you think the fates would favor our chances on any plan to breach those walls? And i tend to agree with Skäne. At what point since accepting our task have the spirits smiled on us?"
He looks around one last time, "If there's a better plan, say it now. Otherwise, let's bleed 'em."
Here's the deal. I don't like going off half-cocked, and I'm fairly certain this is a dumb idea. But to me it sounds like a fun dumb idea. If people would prefer to spend some more time trying to gather intel, we can do that. But at Nadya's camp, in town, with rikkas fox's scouting, and with the ambusher, we've had little to no success because of lack of skillsets or luck. I'd rather do something bloody, crazy, and fun then spend another week of real game time trying to gather more information that we may have little chance of actually getting to put to good use.

Rikka the Dðcincel |

Rikka shrugs, "I can't say. We could hide, watch, and wait for a better opportunity - all the while risking the chance of discovery. Maybe we'd figure a better way in or squeeze something useful from a guard. Maybe we'd be right back where we are now. I've got no complaints about our current plan. I'm just telling you the fates seem to be saying it will get bloody and some of that blood will be ours."
I'm flexible here. If we want to go all Charge of the Light Brigade, I'm down with it. The possibility of character death doesn't bug me at all. If folks would rather try to find another way to crack what looks to be the rather hard nut of this final mission, I'll play along.

Skäne Ingvârssonn |

Skäne approaches Rikka with the glassy eyed look of a butcher. He lays one gauntleted hand on her shoulder and nods to himself, head nodding repeatedly to some silent rhythm;
"Girl. Stay við (close by/together with) to minn shield. Work your magicks, if they come at us with iss, counter with hyrr (fire). If they bíta us with iron, we bíta back harder..."
The vikingr nods one final time to himself then smiles darkly, addressing the other members of the group;
"Nei miskunn(mercy). Make viefr (orphans) of their children."

Kló |

Sorry to hear it, man. Hope everyone's alright.
As the team does it prep, Kló gets the attention of Annalísa and Katherson. "The gate is the key. If we can't secure and open the gate, none of this will work." He looks at Annalísa, "That means you need to secure it, and if you two get up there and can't spare the time to haul me up, don't sweat it. Open that gate."
He takes a few minutes to tie the rope onto Kath, coiling it so he can easily loose the climbing end over the wall once he's up. Then he takes a few minutes to look at the snowy field between the treeline and the tower. A thought occurs to him. "When we rush the walls, let me carry both of you." He pulls a vial from his pack, one of the ones they took from the troll's chest, "I'll drink this... should be able to bypass any slow-downs to help us make the wall quicker."

DM - Voice of the Voiceless |

I have you approaching along the main path directly East of the gate.
You settle in to wait as Rikka and Skane move to attempt to draw the interest of the guardsmen at the gate.
All except for the main path that leads to the gate the terrain is covered with snow - which counts as regular difficult terrain.

Kló |

Heeeere we go…
Kló hides with Annalísa and Katherson at the edge of the trees… at a spot that puts them as far north of the trail as possible but still at the 100 foot mark from the point on the wall where the leader (funny-hat-man) stands.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Stealth: 1d20 - 3 ⇒ (13) - 3 = 10; plus distance mods (and maybe some distraction mods for Rikka and Skäne being so threatening?)
Vial in-hand, he scans the intervening ground for signs of any additional traps, threats, or obstacles the snow might cover.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Skäne Ingvârssonn |

Skäne grunts a laugh under his breath at the challenge of the tower's guard;
"Stay behind me girl, lest they let loose their iron stings!"
The vikingr keeps his shield raised and grips a throwing ax near the interior arm strapping. Yeti cloak hood encasing his grim face in a grimmer jaw, the brutal warrior strides forward shouting in his harsh voice;
"Hoi tower! Your gelded voices are stolen by the wind... I struggle to hear your childish squeaks. When a true man of the North comes to speak to me shield-to-shield, eye-to-eye, then we will speak of our business... and the news of the svart-riddari (black rider) we bear."
Initimidate (to grab their attention - rile em up): 1d20 + 12 ⇒ (7) + 12 = 19
Bluff (for the lie to hide red-handed intentions): 1d20 + 1 ⇒ (18) + 1 = 19

Rikka the Dðcincel |

Rikka continues to trudge beside Skane. She pulls her hood off and turns an ear in the direction of the guard, ostensibly to hear better what he yelled but also to be seen as a woman. "What?" The sorceress tries to sew more confusion as they push forward. She waves the butt of her spear, which she has been using as a walking stick, back in the direction of town. She shouts to be heard. "That tart-faced merchant in Waldsby - the town hard by - he told us to bring you our news. Said it was worth coin to the tower. Is that true?"
Bluff 1d20 + 10 ⇒ (10) + 10 = 20
Diplomacy 1d20 + 5 ⇒ (20) + 5 = 25
1st Spells (6): xx
Dancing Light (3):
Invoke the Vættir (1):
Cast the Stones (1): x
Spell Effects:
Mage Armor (4 hours)
Shield (3 minutes)

DM - Voice of the Voiceless |

Ok... both Rikka and Skane need to figure out which one social skill you are going for... and Diplomacy is not open for use.
Diplomacy to me requires at least some good intent behind it - which is clearly not the case here.
Bluff implies an attempt to obfuscate and lie to force the story.
Intimidate implies an attempt to force a path through fear of the story teller.
Lastly - spoilered text for the moment would be appreciated, as due to the distance the guys in the forest may or may not get everything that's being said.

Skäne Ingvârssonn |

Much of a bluffness... so Bluff it is too; Aid Another synergies or more a series of lies adding credence to the previous??
A Spoilering we shall go :)

DM - Voice of the Voiceless |

What you can see of his face from this distance paints him as a man with ice in his heart... and more than willing to mouth the order that sees quarrels fly.
You're roughly 80ft from them at present.
"You there, stop and lay down your arms!"
The guards then raise their crossbows to shoulder and take aim, before another string of words is heard.
"Stop, and drop your steel - NOW!"

Skäne Ingvârssonn |

Skäne spits once and draws his langsword with a dark grin and a nod toward Rikka. The vikingr then rushes toward the assembled guards, bellowing insults as he does;
"We will klofna (split) you like boð (feast) hogs! Heimskr (stupid) Irrisenr skítkarlr (ba$tards)!"
RUN (full round - lose +1 DEX AC) toward the 4 guards outside the gate - will arrive at them in 1 round... AC is 21

DM - Voice of the Voiceless |

Klo: 1d20 + 1 ⇒ (17) + 1 = 18
Annalisa: 1d20 + 1 ⇒ (20) + 1 = 21
Rikka: 1d20 + 3 ⇒ (7) + 3 = 10
Katherson: 1d20 + 2 ⇒ (6) + 2 = 8
Skane: 1d20 + 2 ⇒ (12) + 2 = 14
Surprise Round: Guardsmen, Skane, Rikka
Round 1: Guardsmen, Annalisa, Klo, Skane, Rikka, Katherson
Bolt at Skane: 1d20 + 4 ⇒ (4) + 4 = 8
Bolt at Skane: 1d20 + 4 ⇒ (20) + 4 = 24 Confirm: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d10 ⇒ 7
Bolt at Skane: 1d20 + 4 ⇒ (7) + 4 = 11
Bolt at Skane: 1d20 + 4 ⇒ (11) + 4 = 15
Bolt at Skane: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Confirm: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 for 2d10 + 4 ⇒ (7, 7) + 4 = 18
...most of the bolts not finding the Ulfen vikingr's flesh... most. One of the guard's shots lances through thigh to draw blood, while the levelled heavy crossbow of the guard captain punches through armor and flesh to bury itself in Skane's chest, puncturing lung and cracking rib.
The guardsmen take a measured step back away from the ice wall that covers the entrance... before the wall itself melts away to nothingness in the snow. Within the courtyard now opened up to your view you see a ice statue of a dragon resplendent in it's center and what might be kennels... but the troubling call is from the guard's captain... simple words spoken loudly... "Bordegga... playtime!"
Surprise round - so standard action only. Let me know if you wish to continue to press the assault or change up.
Technically no-one can act until the first round, but Klo did manage to pre-quaff the potion - so that is in effect.
Map shall come tonight.

Kló |

I guess we're waiting for the first full round of actions.

DM - Voice of the Voiceless |

Skäne Ingvârssonn |

Mmmm royally fecked springs to mind lol. Standard action means we can't reach them and at 10/35HP I'll not likely survive the onslaught.
Rikka I need you to lay down so spell based pain... (magic missle??) I'll provide cover with my shield Saving Shield (immediate action) +2 AC and if necessary Shield Bearer another +2 AC.
If we (cough - I) survive the 1st round, then we can try and close... Apart from that I'm outta ideas lol.
Feck knows what Bordegga is... kennels suggest a wolf or some such. If its of the winter variant then we are truly goosed and you'd do well to run... :S Nothing ventured...
Surprise Round
Skäne barely begins his run afore he halts and sways drunkenly as the iron quarrels bite deep into his flesh. The warrior smiles broadly as the familiar feeling of cold of metal clashing with his hot blood jolts through his body.
The vikingr spits once again; blond beard now streaked with crimson spittal and slowly, repeatedly begins a rhythmic action of clattering his langsword off his shield;
"Komm on huglausi (cowardly) scum! Your stings are like the pricks of childish fey! Komm fight me like Nordmenn you skítkarlr (bastards)!"
Intimidate (Leader): 1d20 + 12 ⇒ (18) + 12 = 30

Rikka the Dðcincel |
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The sorceress spares a concerned glance for her ally then watches the guards scatter. Whatever is coming out is big...
Rikka screams loud enough to shatter glass (and hopefully alert her comrades), "Bordegga? Yes, send your b!tch of a wife out! She must have more balls than you gutless f#cks! By Ashurbanipal and Kló, my spear will see you all in your graves! Come on!"
She stands beside her comrade shaking her spear, and patiently waiting to cast a spell to cook the goose of whatever comes charging out to meet them.
FREE: Yell
READY Action: Cast Burning Hands on the beastie as soon as it is in range.
4d4 + 4 ⇒ (1, 2, 1, 4) + 4 = 12 DAM - Reflex DC:16 for 1/2 DAM
1st Spells (6): xx x
Dancing Light (3):
Invoke the Vættir (1):
Cast the Stones (1): x
Spell Effects:
Mage Armor (4 hours)
Shield (3 minutes)

DM - Voice of the Voiceless |

Correct - still 80ft away at the start of the surprise round.
Now that battle is joined, we can drop the spoiler tags for the most part. So Forest group - feel free to read both Skane and Rikka's last post.
Intimidate will serve to keep their attention focused on you Skane, but this far away doesn't have any mechanical effect.
Seeing that neither Rikka nor Skane are approaching, the guardsmen ignore the words spat at them and those on the ground set to reloading their crossbows. The guard captain atop the gate turns to face into the courtyard and gestures out and towards the path that leads to the pale tower.
The female troll is dressed in rough furs, tusked jaw jutting forth in a long underbite as she readies an oversized axe and looks out towards the pair upon the road...
No map as I'm at work - but she is at P/Q 10/11
Round 1: Guardsmen, Annalisa, Klo, Skane, Rikka, Katherson

Skäne Ingvârssonn |

Round 1
At the sight of the trow Skäne ceases banging on his shield, and assumes a defensive stance muttering under his breath;
"Iss Trow... Skit!"
Afore bellowing to all and sundry;
"The gate is open! They have an Iss Trow!"
STATUS
AC: 26; HP: 10/35 CONDITIONS: Fighting Defensively (+4AC)

Kló |

Round 1
At his name, shouted from Rikka’s lips, the big man’s head swivels between the small sorceress and the gate. ”Something’s changed. We need to get to them,” he looks over at Annalísa and Katherson. ”We'll spill that blood, soon!”
He throws his shield over his arm and rushes towards the injured Skäne.
Ready Shield, then move 20 feet directly towards Rikka/Skane’s position.
AC 19 FF 18 Touch 11
CMD 17 FF 16
---> +1 vs. Overrun & Bull rush
.
F +5 R +2 W +7
---> +2 trait vs. charms & compulsions
.
Conditions/Effects: Featherstep (10 minutes), Current ACP -5 (shield worn)

Rikka the Dðcincel |

Rikka plants her spear and looks to Skane, "So much for the iss troll 'playing' with us. We'll die of boredom before they slink from their shell." Hoping to compel a reaction from their enemies, the sorceress picks one of the crossbow wielding guard in front of the gate. She utters a phrase and sends two beams of force to faultlessly strike him.
~ Round 1 ~
MOVE: Plant Spear
STAND: Cast Magic Missile
Arrow #1 DAM: 1d4 + 1 ⇒ (3) + 1 = 4
Arrow #2 DAM: 1d4 + 1 ⇒ (3) + 1 = 4
1st Spells (6): xxx
Dancing Light (3):
Invoke the Vættir (1):
Cast the Stones (1): x
Spell Effects:
Mage Armor (4 hours)
Shield (3 minutes)

Katherson |

Round 1
HP = 24/24
AC/T/FF = 17/12/15
Weapon Equipped = Light Crossbow
Speed = 20' (30' unarmored)
DR = 2 Cold, +4 vs. Disease
Cold Iron Crossbow Bolts = 50/50
Crossbow Bolts = 32/32
Oracle (Seeker) Spells Known (CL 3rd; concentration +11):
1st 6/6 Divine Favor, Bless, Endure Elements, Cure Light Wounds, Unbreakable Heart
0 (at will) Purify Food and Drink*, Detect Magic, Create Water, Spark*, Light
* Allows save DC = 14 + Spell Level
Status Effects = None
Katherson will also chase after the forest group.
Double move, 40' unless it's deep snow.