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Disguise? +4
We'de better hope someone is better than Ques!

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We are doomed. Ques does his best...
disguise: 1d20 + 4 ⇒ (9) + 4 = 13
You all might want to roll too in case an aid may be used.

Ithariel Calenfaroth |

Ithariel adjusts Ques' outfit to look more guardly...
disguise AA: 1d20 - 1 ⇒ (11) - 1 = 10

Nox Copperscale |

Disguise: 1d20 - 1 ⇒ (6) - 1 = 5
Nox can't really remember anything about Irriseni guard uniforms. When he lived here he was doing his best not to pay attention to them.

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Well, doing about average.
Otach, thariel? You want to try an aid? Can't hurt.

GM Nayr |

Perception guard 1: 1d20 + 1 ⇒ (8) + 1 = 9
Perception guard 2: 1d20 + 1 ⇒ (11) + 1 = 12
Perception guard 3: 1d20 + 1 ⇒ (17) + 1 = 18
This is against DC 16, which is Ques's plus Ithariel's aid plus a distance modifier.
Two of the guards nod, and seem to be ready to let you in. The third, however, points at Ques. Hey, wait a minute! That's Rolf's shirt...he had that chowder stain on it yesterday, same spot an' everything! I knew somethin' was up! He turns to the other two guards. Keep a eye on 'em...I'm going to get the boss!
He then turns away from the wall and from your angle, you can't see where he goes. The other two guards hold their bows straight and steady.
Stay right there, don't move!
The jig is up!

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Indeed. Ques's eyes narrow as he considers the angle and distance to the guards.
I do not see any doors or windows in front of us, just a faceless wall. Where are these guards?

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So they are on top of the wall and in order to get in we have to scale it?

Otakch Tchetekza |

Ote suddenly stands upright. ”Not guards? NOT GUARDS?!? Halp!!! Let me in Invaders!!! Troglodytes! Philistines!!!”
The tengu makes a mad dash toward the wall, trying to hide from view of those on the ramparts.

GM Nayr |

Yup, so the entire structure seems to be made as solid ice as strong as hewn stone. It looks to have been magically drawn up from the icy ground. The ice walls are slippery and would be a DC30 climb check to scale. This outer wall is 25 feet high; if you could get a rope up there, the DC to climb would drop to 10. You could also try to back your way through the ice wall...that'd probably take a bit of time though.

Ithariel Calenfaroth |

Ithariel looks at the others, Should we withdraw and see if they come out to meet us? Then we could maybe engage them where we're not at the bottom of a giant ice wall? he looks at the small dog for confirmation of his 'plan'. If everyone agrees, the druid will break away from the group and attempt to get some space from the door - creating an invitation for the inhabitants to come out and look.

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Ques is all over that idea and 'hides' in the woods.
stealth: 1d20 - 1 ⇒ (19) - 1 = 18
He finds the biggest tree with the most brush and hunkers down with Grey at his side.

Ithariel Calenfaroth |

Ithariel tries to hide, badly, from the guards. Stealth: 1d20 - 2 ⇒ (6) - 2 = 4
Meanwhile Stelmaria continues to show his skills at not being seen. stealth: 1d20 + 8 ⇒ (11) + 8 = 19
From his terrible hiding spot, the druid will ask the dog is bad skald, Is there a better way into the fort?

GM Nayr |

In spite of your efforts, you are quite easily spotted by an approaching group of soldiers. They are led by a grizzled veteran with a sword and spiked shield. He chuckles at your attempt to hide.
Really now, you didn't think that'd work, did you? Come on out, you lot. What are you thinking, coming up here? Maybe should have stayed back in the village...you're gonna' have a long day now.

Grey PBP |

"Only six of them? Hmm. We could spare one to sneak over there and make sure they don't close the door, right?"

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"Play along for now. We need to get through that door."
Ques steps out with his hands up.
"I'm ready to surrender. Please don't hurt me.

GM Nayr |

As Ques comes out from behind the sparse defensive measure, the guards tense. Crossbows remain up, and the guard captain smiles. Good choice. Now, stay still as we go through the motions here. We'll get you inside for an...interview. One of his men chuckles.
Three of them line up with crossbows leveled at the group while two others sheath their swords and take out some fairly sturdy manacles. They begin to strip everyone of their main weapons and latch the manacles around their wrists - behind their backs.
One of the men looks at Nox's weapon in confusion and raises an eyebrow at the captain, who nods. Take it...not sure what that thing does, but that's for the boss to figure out. C'mon then lads, lets take in this fresh haul.
Assuming you all let them take your main weapon, one of them gathers them together and carries a bundle of them - note that that they only took your main weapons, and Nox's gun.
They seem completely flummoxed by Grey, seemingly not sure what to manacle. The captain just motions. Let's just keep behind him...same with the cat and dog. He leans in close to Ques. Keep these critters in check. They try anything funny, the'll pay the price...then you will.
Hatch seems to not have much of a choice, and goes along with you...playing the part of faithful dog.
As you near the tower again, you see the captain motion to the guards atop the gate. A few second later, the ice wall surrounding it just...well, drops. It descends down as if being drawn into the ground, revealing a more mundane porticulis beyond it. The porticulis raises to allow you passage, and you get a sight of the central courtyard to this place.
A massive ice sculpture of a dragon dominates this open courtyard, standing with raised wings upon a dais of solid ice. Seven squat shacks sit along the inner wall, with several dogsleds stored outside. Between them, four ice chutes descend from the battlements of the outer wall. To the west, large double doors studded with icicles lead inside the Pale Tower itself, just beneath an overhang of sharp icicles dangling from above.
Your vision of the door is partially obscured when a massive creature stands up and scratches its backside, then yawns. Yes...they have an ice troll.
The guard captain motions ahead. Bordegga, up and at 'em! We got prisoners here, need you to watch 'em while I go tell the boss.
The big ice troll begins to stomp over.
Do you guys do anthing?

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Ques whispers to Hatch, "Hey, Hatch, can you do something about these things? Like snag the keys all sneakily and unlock us?"

GM Nayr |

Hatch lets out a low whimper, seeming to play the part of dog. He looks down forlornly at his paws...which have no thumbs. He pads a bit closer, as if he were a lost dog wanting to stay close to its owner, and grumbles in his gravelly voice. Can make smaller...or turn you invisible maybe...but can't get those manacles off.

Ithariel Calenfaroth |

Ithariel nods under his breath, Smaller works, I think? I can throw a couple spells around, but we need to get Nox and Ote free and armed quick. Ques, any bright ideas?

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"Grey could provide a distraction, I guess. But I have no idea how to get out of manacles."

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escape artist: 1d20 - 1 ⇒ (12) - 1 = 11
Meanwhile Ques tries unsuccessfully to wriggle out of the cuffs.

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Figured as much, but I sure as heck personally would give it a try if I was cuffed like that.

Nox Copperscale |
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"They missed these ." Nox says, fishing the thieves tools out of one of the pouches on his bandolier.
DC to Disable Device the manacles? I'll take 10 if possible, and if that doesn't get me loose I'll take 20.

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DC is 30 and you have a +8 so that will not work unless your picks are masterwork and have not been added into your skill yet.

Nox Copperscale |

.I thought that was the Escape Artist DC. I’d the Disable Device DC not lower? Seems like it would be easier to pick a lock with a lock pick than to wiggle your hands out of a device specifically meant to clamp down on your hands.

GM Nayr |

Yep, they'd be different DC's; sorry for not telling you you could do that earlier. The manacles are common and have average locks, so it would be a DC25 DD to open them with tools. However....(knew there had to be one of those, right)...you will need to roll a stealth check to see if you can do this without getting noticed, since there are guards literally all around you. What does everyone else want to do while he does this...feel free to improvise;)

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Would it be possible to cast a VS spell with manacles on or could I have Ques retroactively cast Prestigitation before the manacles were put on? I did not realize the spell has a 1 hour duration.
If Nox is being sneaky, hopefully we won't notice he is picking the locks. So I'm not sure how we would know to help. Of course, if the prestidigiation goes off, Quest could snag the keys while Nox is providing the distraction with his pics.

Ithariel Calenfaroth |

Okay that's a retroactive plan, Ithariel could draw attention to himself if we want to go that way

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Thanks. Assuming you meant you were good with his casting prior to accepting the manacles it will last for an hour. Nice. time to try something!
Ques looks around for a set of keys and...
perception: 1d20 ⇒ 19
... quickly spots them. At that point he uses his link to Grey to have him assault the guard with the keys in an attempt to shake the keys loose.

Nox Copperscale |

As the other cause a distraction, Nox turns away from he bars and does his best to pick the lock on his manacles where the guards can't see him.
Stealth: 1d20 + 2 ⇒ (13) + 2 = 15
Disable Device: 1d20 + 9 ⇒ (6) + 9 = 15

Grey PBP |

Let's see how Grey does...
Steal: 1d20 + 5 ⇒ (17) + 5 = 22

GM Nayr |

Perception checks: 6d20 ⇒ (17, 4, 6, 11, 12, 10) = 60
Hey, you! Hey, stop that! One of the guards yells out as he sees Nox begin to work at his bonds. Though Nox can't seem to get it open, he does indeed make a distraction, as one of the guards advances towards him.
At the same time, Grey rushes to another guard - the captain (who has the key.) The eidolon wrests the key out of his grip, and the captain furiously puts hand to sword to unsheath it!
This will be very interesting...
Captain initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Guards' initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Bordegga the ice troll initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Ques: 1d20 + 1 ⇒ (18) + 1 = 19
Nox: 1d20 + 3 ⇒ (1) + 3 = 4
Ithariel: 1d20 + 3 ⇒ (8) + 3 = 11
Ote: 1d20 ⇒ 7
Other NPC bird: 1d20 ⇒ 18
Hatch: 1d20 + 6 ⇒ (11) + 6 = 17
Appropriately, Ques is first!

Grey PBP |

Grey flings the key in Que's direction and attacks the Captain in earnest, but not too earnestly as he attacks defensively.
to hit tentacles, defensive: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
damage tentacles: 1d8 + 4 ⇒ (7) + 4 = 11
AC now a massive 19!

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Ques uses prestidigitation to try to use the key to unlock manacles, if he has time.
I think. There is no map to refer to.

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I thought it was in an intermediate state. So we are in the doorway, not inside in the room? That presents some opportunities if we can all get in and shut the door. The confusing thing is that there is no lighting on the inside of the building so I was confused."