Kisandra

Nekare`'s page

45 posts. Alias of Toodles or summat.


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Female Human Conjurer/7

perception: 1d20 + 14 ⇒ (15) + 14 = 29+2 v invisible, surprise, incorporeal

this seems a reasonable alternative, Shadwell. in fact I volunteer to speak on our behalf. I may not be an ideal diplomat, but I have legitimate interest in druidic magic, and can therefore speak most openly


Female Human Conjurer/7

remarkably, I was just thinking something similar. We know the Nail is acquiring new resources, and that there's bad blood between the druids and the town. All we need to do is convince the druids that the Nail is likely to strike and that it's in the best interest of the druids to strike first


Female Human Conjurer/7

Nekare` meets Izithrael and Shadwell (and anyone else) on the outskirts of town. alright gentlemen, we're just trying to locate their camp, and with this many of us, we're more likely yo be spotted. If we are, I suggest we tell them as much of the truth as we can, since, quite frankly, I've no head for lies and no talent for telling them. Based on that criteria, what's a story we can agree on, if it becomes necessary?


Female Human Conjurer/7

Incidentally, she's put on her most rugged outfit and has had Clearbourne transform into a boar.


Female Human Conjurer/7

Whether alone or with company, Nekare` sets out to locate the druid camp strictly for the purpose of recon.
survival: 1d20 + 14 ⇒ (17) + 14 = 31


Female Human Conjurer/7

sorry I haven't been more active lately, been distracted and forgetful

once Myth makes his report about the Hellhound squad approval, If Shadwell can confirm the time of arrival for these beasts, I think that would be the best time to attack the Druids. I can summon a pair of them to harass any stragglers we find. What other evidence can we plant to point them in the direction of the Nail?


Female Human Conjurer/7

Nekare`continues:

  • Is the dragon allied to the druids?
  • Is the captain's home defended?
  • Are the Druids a powerful enough enough force on their own to wipe out the local Nail?
  • Is there enough player interest to move forward with the game?


Female Human Conjurer/7

After some deliberation, Nekare` speaks up again, perhaps we can put some of these questions to bed right now. Clearbourne, please ask your father commune:

  • Is some third party influencing the local Order of the Nail to investigate the Order of the Terrapin?
  • Will an investigation of the Nail captain's home likely reveal more, relevant information?
  • There seems to be dragon laired in the area, is it allied with any local parties relevant to our mission?

she returns her attention to the party once Clearbourne answers these questions, do NOT discuss them yet. There will be opportunity to ask three more yes/no questions in follow-up, if any of you can think of any, you may ask them... carefully. There will be at most a minute to ask these questions until the midnight est following these first questions being answered, provided that allows for at least 6 hours for the party to see them, otherwise, the following midnight at which point I will ask any follow-up questions I can think of

I don't want this activity to hold up gameplay and ask the GM to please allow unrelated postings to occur under the assumption that they fall outside the time limit for asking questions under the rules of the commune spell so the spell doesn't end prematurely

Edited


Female Human Conjurer/7

if we're going to verify the nature of the Nail's interest in the Order, I suggest we further investigate the captain and his home, as well; both he and it are likely to be less well protected than their headquarters, and since he's the one all political graft seems to be flowing to, evidence of manipulation will likely lie with him...

she trails off, considering something, but does not continue, allowing the conversation to flow around her for now


Female Human Conjurer/7

Before Seraphim departs

we still need to FIND the druids, first. A simple forrest fire may not be enough unless they feel directly threatened. This probably must needs fall to me, unless anyone else has experience in wilderness tracking... I would, however, ask Shadwell to join me.
She addresses Shadwell directly
even if you don't have proper survival skills, it's obvious you're one of the most perceptive and subtle among us, and tracking a beast to its lair on its home turf is delicate, dangerous work. I don't mind admitting I might need the assistance. What say you?


Female Human Conjurer/7

Nekare` lounges over breakfast for an hour, relishing every mediocre bite and ignoring Shadwell's impatient yet impressively discrete stares. Once finished, she approaches him and crosses her arms,

well, are you ready, then?

as they ascend the stairs together, she explains what the group has discussed so far. Upon reaching Mythaniel's room they discover everyone already there and waiting more or probably less patiently for them before beginning.

excellent, you're all already here! Look what the cat dragged in, indicating Shadwell.

So here's the information I've gained since yesterday,

Clearbourne the Imp wrote:

The Nail's HQ is the semi-circular keep labeled #2 on the map. The town seems to be broken up into zones. The old town, still surrounded by a wall is the shipping and banking district. It mostly comprises of military barracks converted to cramped office space. This is where all the shipping contracts are made, loans are given, and where the major players do business. This is all under the watchful eye of the Nail who perches atop their keep. There is a city guard, not associated with the Nail, but the nail is really the one running things. Or that's what they would have everyone believe. (I) was able to catch enough of conversations, and... discerned that the Nail is just one more political organization batted around by the rich, (however) they don't overtly direct the Nail. The captain definitely lives with luxuries that members of the strict order normally don't enjoy. This of course was all inferred from overheard conversations. An order for delivery of fruit to the keep, a request for police investigation at a rival firm. The elites of the town are playing this government like the do all across the land.

(I) also heard that the people with the most druid contact is the logging guild. They are located in the northeast corner of town, and things have gotten ban enough apparently, that armed patrols are now accompanying the lumberjacks as they move upriver to fell fresh trees. They drag them to the river and make rafts to float back to town. They have been harassed by an uncanny number of animals, and once in a while a logger just disappears. The rest of the town consists of the docks, the shopping and entertainment district, the core industrial district converting raw materials into useful goods, and the crafting district where finer goods are made.


Female Human Conjurer/7

don't have time for a real post just now, but Nekare`, an early riser, will be down for breakfast before going back to the meeting and can meet Shadwell at that time


Female Human Conjurer/7

then let's adjourn for now, but we should meet again in the morning before beginning our separate tasks and I'll share what my Clearbourne has discovered, and perhaps Shadwell will deign to make an appearance to enlighten us as to what he's been up to. And of course, this will give our angel-in-residence a chance to not seduce the innkeeper and find something out, as well.

need a nap so badly, thought you ought to know


Female Human Conjurer/7

she doesn't bother hiding her amusement
I agree, but perhaps start by asking if it was always called the 'Empress Suite' before he laid eyes on you.
I have Clearbourne scouting the town right now. Once he returns I'll see if I can look in on these druids, though it may have to wait until tomorrow.


Female Human Conjurer/7

This could work, but aren't we taking a lot for granted? Maybe we should see this conclave of druids for ourselves first, make sure they won't be wiped out by the Nail offhand; shouldn't we check out the Nail, also; see if they're as bumbling as Sirrith suggests. Have absolutely none of us taken advantage of that gushing innkeeper who could talk the ear off a chicken, since he probably knows the goings on around here better than anyone? ... well?


Female Human Conjurer/7

Nekare` feels Clearbourne land on her shoulder as she enters the the town and orders him, remain invisible. Scout about the town, get a sense of the layout and find the nail's headquarters. Report back to me. apparently I'll be in room 217 at the inn, if not, well, you can always find me, darling, can't you.
The fat imp rises invisibly and wordlessly to set about its task.
Nekare`, takes her time and carouses in the common room, eating and drinking her fill. She barges into the kitchen, with a confused look on her face at one point. She apologizes, and takes note of the cook before making her way upstairs.


Female Human Conjurer/7

She shrugs why not a turtle? It may not be awe inspiring in and of itself, but easier to revere something if it's already somewhat more than an ordinary humanoid, and easier still to adore something which isn't inherently terrifying.
As for compensation, I think it means to deliver. From what we've seen, fulfilling promises of power is at least part of its initial plan. Devilishly clever, really.


Female Human Conjurer/7

Nekare` opts to travel by caravan with whoever wishes to join her. She dons her simplest traveling gear and orders Clearbourne to remain invisible for the duration. She does, however, allow herself the luxury of a private coach.

To any who've decided to join her, So, we're on our way and hopefully away from prying eyes and ears, something she would have made sure of, what do we think of our new employer?


Female Human Conjurer/7

you've given us a great deal to think about, and unless anyone else has something to add, I suggest we get underway as soon as possible


Female Human Conjurer/7

Nekare` rests her face in her hands and sighs; she thinks about her own reading of the gifted tome. She thinks of the many passages regarding the cost of power, of the allusions to the necessity of loss of innocence and she remembers the white doves which were vessels for their keys and the remaining fragrance of roast dove left in the amphitheater when they left this place the last time, so much like her own supper earlier that evening. She thinks about about sacrifices and the role in this organization of herself and her colleagues...

Seraphim, a frontal assault is out of the question. As strong an evocationist as I know you to be, even six middling strong wizards don't stand a chance against of a well trained garrison, and even if we did come out victorious and in the best of circumstances, the Hellknights would be left with too many questions about a wiped out chapter house to not send an even larger and more powerful group to investigate.

Mythaniel, you're half right, there; the opponent always matters. We pick our battles, and sometimes we choose not to fight because some challenges are untenable at a given time.

Alexis, she realizes she has no idea what to make of Alexis, and that Shadwell, as usual, is keeping his own council right...

Izithrael is correct in that we need more information. Once we're done here I think we'll just have to travel to Palin's Cove and survey the situation ourselves. Then we can come up with a plan... Sirith, is there anything else you can tell us, a suggestion of where to start, perhaps, anything at all?

edited


Female Human Conjurer/7

Nekare` laughs aloud, shaking enough to send her imp flying off with his food, thoroughly disgruntled.

before we do anything, Sirith will stop her dissembling. You have admitted the this group of interfering thugs are in fact a local chapter of the order of Hellknights. This means we can expect certain minimums of difficulty from them, at least. They are, by reputation, well trained, well funded and in constant communication with one another. They are aggressive in their support of order and in their retribution against offense. I feel like there's more you're not telling us.


Female Human Conjurer/7

can you give us any further information, names or favored haunts, even the names of local order members so we can go out of our way to avoid them?

Clearbourne sits on her shoulder and seems to be eating a dainty plate of foie gras which he guards jealously.


Female Human Conjurer/7

So,... here we have what appears to be a large talking turtle whose ultimate goal is to supplant the gods by self empowering mortals, who will then worship him as a savior, and aquiring arcane and temporal power. The latter part of which we will be assisting with by going on goodwill missions to garner influence over the masses and possibly the favor of the gentry.

How close am I?


Female Human Conjurer/7

she picks up the book before her and studies it absently we can start with the some of the obvious ones, what is Terrapin?... and why all the theatrics?


Female Human Conjurer/7

She says the words and offers the signs. She locks eyes with one of the devils towering over her, now bereft of their door, and forces her will upon the ancient being with surprising ease.

Osyluth! she screams, and commands it:

infernal:
open the locked door and let only me pass!

The moment the way is clear, she makes her way through, ignoring the waves of fear emanating from the monster

will save: 1d20 + 7 ⇒ (16) + 7 = 23

Edit:in case anyone's wondering, the devil's will save was rolled during a PM conversation with the GM previously. The spell, of course, is Control Summoned Creature


Female Human Conjurer/7

she briefly looks crestfallen, but rallies herself as she looks from the devils to the door to her colleagues, formulating various contingencies.


Female Human Conjurer/7

She visibly pales as she recognizes the creatures barring her path and shoots Terrapin a scathing look, but she refuses to back down from her chosen challenge.

she whispers to herself there's a way, but it only works if...

casts detect magic and further studies the fiends


Female Human Conjurer/7

did I glean any information from my knowledge: planes check of 32?


Female Human Conjurer/7

can a door be used more than once?


Female Human Conjurer/7
Seraphim Alvaerele wrote:
** spoiler omitted **

Spoiler:
i paid boucoup for a CL9 wand and obviously don't make it myself. The maneuver check was a mistake which I've corrected, I think. Thank you for pointing it out.

Female Human Conjurer/7

She realizes she won't be able to bully her colleagues away a second time and decides she must act now while the odds are in her favor.

She steps a little ways of from the devils and hands her imp, Clearbourne, a wand, telling it you know what to do

she faces the devils again an Summons her wolves
augmented wolves susummoned: 1d4 + 1 ⇒ (1) + 1 = 2 REALLY? Whatever it'll work
which immediately attack and harry the fiend on the left At the same time, Clearbourne uses his mistress's wand on the one on the right

toppling magic missile damage: 5d4 + 5 ⇒ (4, 1, 1, 2, 2) + 5 = 15

trip cmb: 1d20 + 10 ⇒ (16) + 10 = 26

With the devils distracted and/or prone she quickly skirts past them and through the door


Female Human Conjurer/7

oops, forgot to post initiative, and how is it that both cooks are drawn to the devil door, lol

initiative: 1d20 + 7 ⇒ (3) + 7 = 10

She looks askance at Klock do you mind, I'm trying to have a conversation with my friends here?


Female Human Conjurer/7

sighing heavily, Nekare` returns to the floor of the amphitheater thinking I will get that turtle for this!

Ignoring everything else she approaches the fiends' door
spellcraft: 1d20 + 15 ⇒ (4) + 15 = 19
planes: 1d20 + 15 ⇒ (17) + 15 = 32

I assume you mean literal fiends, as in devils

infernal:
If I ask politely will you let me pass?

a chubby imp arrives and lands on her shoulder


Female Human Conjurer/7

Nekare` takes in her surroundings and casts Charm Person on her escort and politely asks him to unhand her. She then instructs him to inform yon turtle that she'll be no part of his dog and pony show, before casting Obscuring Mist and Dimension Door to transport her as near to the exit as possible before leaving.

perception: 1d20 + 14 ⇒ (10) + 14 = 24 +2 v invisible or incorporeal


Female Human Conjurer/7
Nekare` wrote:
The docile creature acquiesced to being picked up and held as Nekare` retrieved the message from its leg and read it. hmmmm... she briefly considered her options before enclosing the dove's dainty neck in her only slightly less dainty hand with its head just protruding past her first finger and thumb. A quick twist with her other hand accompanied by a surprising loud clicking noise and the bird was dead. Carrying the carcass with her to the kitchen, she began organizing a menu in her head featuring heavy use of provincial herbs to enhance the gamey bouquet of the bird and a creamy truffle risotto.

a touch too late to edit my post, but just to prove I'm paying attention it should be amended to say she listened to the message taken from the bird's neck


Still need gear, but otherwise I believe this character is complete.


Female Human Conjurer/7

The docile creature acquiesced to being picked up and held as Nekare` retrieved the message from its leg and read it. hmmmm... she briefly considered her options before enclosing the dove's dainty neck in her only slightly less dainty hand with its head just protruding past her first finger and thumb. A quick twist with her other hand accompanied by a surprising loud clicking noise and the bird was dead. Carrying the carcass with her to the kitchen, she began organizing a menu in her head featuring heavy use of provincial herbs to enhance the gamey bouquet of the bird and a creamy truffle risotto.


Female Human Conjurer/7

she springs into action running after the fetch toy, her claws clicking on the wood as she tries to gain purchase and momentum

WAAAAAAAAAAAAAAAAAAAAANT!!!


Female Human Conjurer/7
GM Pyros wrote:


Why is nekare's attack bonus so low? She is unarmored, and has no power attack or anything... Shouldn't she be at+2 to attack?

(facepalm!) um, yeah... I've been ignoring her BAB of +1 for I have no idea what reason. So yes, she should be at +2 to attack, this has been fixed


Female Human Conjurer/7

sorry
Nekare` circles round and attempts to flank the standing foe

bite: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

dam: 1d6 + 1 ⇒ (2) + 1 = 3

trip: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

The light dancing in Nekare`s eyes seems to say "Huzzah, mofo!'


Female Human Conjurer/7

attempts once again to attack the grindylow
1d20 + 1 ⇒ (6) + 1 = 7
grumble


Female Human Conjurer/7

charges grindylow 1
1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7

oh, for heaven's sake...


Female Human Conjurer/7

quickly rights herself and assuming she doesn't get tripped during the AoA bites her attacker

1d20 + 1 ⇒ (1) + 1 = 2

apparently tripping over her own feet in the process


Female Human Conjurer/7

she sniffs at Lela and lolls her tongue placidly


Female Human Conjurer/7

Necare's nose lifts and her ears perk forward as a familiar scent wafts down from a higher deck

rat?!