Magenta Ioun Stone

Joseph Zaidel's page

169 posts. Alias of TheWaskally.


Full Name

Joseph "Joe" Alan Zaidel

Race

Human|HP: 87/87|DR 5/good |AC: 20 (14 Tch, 18 Fl) |CMB: +11, CMD: 23|F: +10, R: +10, W: 7| Init: +6

Classes/Levels

Godling (mighty)/7th|Speed 50ft (50ft)|Active conditions: None.|Perc: +17, SM: +16, Diplo +19

Gender

Male (holy)

Size

Medium

Age

22

Special Abilities

Grace (Su), Negative Energy Resistance (Su), Protection from Evil (Su), Holy Spellcasting (Su), Sacredness (Su), Holy Body (Su), Linage Domain (Travel), Battle Lord I, Force of Brawn (Su), Retribution (Su)

Alignment

Lawful Good

Deity

Odin

Location

Fever

Languages

English, Icelandic, German, Celestial, Giant, Sylvan, Potawatomi (native amercian), Lithuanian, Russian, Orc

Homepage URL

Appearance

Strength 19
Dexterity 15
Constitution 18
Intelligence 14
Wisdom 18
Charisma 18

About Joseph Zaidel

Initiative: +6
Senses: Perception +16, Darkvision 60ft.
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AC 20 (14 Touch, 18 FF)(+2 Dex, +6 Armor, +1 Attunement +1 Deflection) DR 5/good
Hp 71 Fort +10, Ref +10, Will +7
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Speed 50 ft.
Melee Unarmed strike +11 (1d3+4, x2), knife +11 (1d4+4, 19-20/x2)
Ranged +1 Revolver *(w/supressor) +10 (1d8, x4)
Special Attacks Retribution (Su) 7/7x per day.
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BAB +7/+2, CMB +11, CMD 23
Feats (1) Improved Initative, (h) Improved Unarmed Strike, (3) Emergent Divinity: Divine Portfolio I Lure of the Heavens (Su), (b) Extra Talent: Physical Avatar (Ex), (5) Quick Draw, (7) Persuasive
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Skills 6/Level +1/Level Human +2/Background
Acrobatics +16 (6 Rank, 3 Class, 4 Str, 3 Physical Avatar)
Climb +11 (1 Rank, 3 Class, 4 Str, 3 Physical Avatar)
Craft +2 (0 Rank, 0 Class, 2 Int)
Diplomacy +19 (7 Rank, 3 Class, 4 Str, 3 Physical Avatar, 2 Persuasive)
Handle Animal +14 [background] (7 Rank, 3 Class, 4 Cha)
Intimidate +16 (7 Rank, 3 Class, 4 Cha, 2 Persuasive)
Knowledge (local) +7 (2 Rank, 3 Class, 2 Int)
Knowledge (planes) +7 (2 Rank, 3 Class, 2 Int)
Knowledge (religion) +10 (5 Rank, 3 Class, 2 Int)
Linguistics +9 [background] (7 Rank, 0 Class, 2 Int)
Perception +17 (6 Rank, 3 Class, 4 Wis, 4 Sacred Skills)
Ride +5 (0 Rank, 0 Class, 2 Dex, 3 Physical Avatar)
Sense Motive +17 (6 Rank, 3 Class, 4 Wis, 4 Sacred Skills)
Stealth +15 (5 Rank, 3 Class, 4 Str, 3 Physical Avatar)
Survival +9 (2 Rank, 3 Class, 4 Wis)
Swim +11 (1 Rank, 3 Class, 4 Str, 3 Physical Avatar)

SQ:

Weapon and Armor Proficiency: A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields).
Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
Sacredness (Su)
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Sacred Skills
A holy creature gains a +4 sacred bonus on Perception and Sense Motive checks.
Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.
Lineage Domain Travel
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Battle Lord I (Ex) The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers. Source: Genius Guide to the Godling
Battle Lord II (Ex) When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put away one weapon and draw another, as a free action. Source: Genius Guide to the Godling
Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Physical Avatar (Ex) The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution. Source: Genius Guide to the Godling
Force of Brawn (Su) Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).
You may also use your Strength modifier rather than the normal ability modifier for three Dex– or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed. (Acrobatics, Diplomacy, and Stealth)
Retribution (Su) When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Smite Rival (Su): Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability.

Racial Traits 2 to any One Ability (Str), Medium, Fast Speed (from Holy template), Bonus Feat, Skilled, Darkvision 60ft., Good subtype, Sacred Skills (from Holy template), Languages.
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Traits Arcane Battery and Spirit Sense
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Items Causal clothes, notebook computer, day pack, smart phone, zip-tie handcuffs, compass
Combat Gear Revolver (w/suppressor), knife, modular tactical vest, concealed holster, a clip of light handgun ammo.

Wealth $3397 in bank account.
Carrying Capacity
Light (116 lbs or less); Medium (117-223 lbs.); Heavy (224-350 lbs.)
Current Load: 49
Height 6'6", Weight 220 lbs., Eyes Blue, Hair Brown
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10 Minute Character Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Joe Zaidel is a mountain of a man. Standing 6'6", with muscles rippling down his neck, shoulders, arms, chest, and legs, Joe stands above most people, in height, but not availability.
2) He is the son of Odin. Joseph discovered his true origin, during a lengthy guided mediation assisted by who he thought was his Aunt Sandy, a spiritualist and sensitive.
3) He's a Michigander. Born in Butterworth Hospital in Grand Rapids, MI, Joe spent most his childhood in Ada, and went to Michigan State University in East Lansing, Mi.
4) Joe walked away from professional hockey. Attending MSU under a hockey scholarship, Joseph Zaidel excelled in collegiate hockey with offers to go professional after college. The big man turned them down, knowing deep inside the son of Odin was not born to be a sports star.
5) He was Michigan's secret supernatural defender, before arriving in Fever. While not in classes, Joe travelled up north to Manistee National Park to deal with sightings of The Michigan Dogman. Joe also averted some alien abductions off the shore of Lake Michigan, defended a remote trailer park in Baldwin from a pack of skinwalkers, and helped put some Potawatomi Indian spirits to rest in Dowagiac, Michigan.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) It would be great if Joseph could wield magical weapons in his fight against evil. Either as gifts from his "exalted branch" of his family Yggdrasil, or find them over the course of the campaign.
2) I want like Joseph to find true love. Growing up to be 'big, tall, and handsome", Joe is no stranger to hookups and flings, especially in college. Yet, he hopes one day to 'find his valkyrie", a 6ft. tall blonde stunner with big.."shields".

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) Odin confided in Joseph during their initial meeting that Odin took the form of Joseph's father, whom Joseph's mother, Barbara, had pictures of for Joe to see when he was a child. After Odin found out Barb was with child, Odin faked his death in a car crash, leaving Barb free and clear. Joseph had kept this secret from his mother, knowing it would break her heart, if not mind, because in his absence, Barb had romanticized Joseph's father to be a greater man than he was.
2) Early in Joseph's new age education from his Aunt Sandy, he was invited to join his aunt's mediation circle: a group of older women, who would led guided mediations and astral projections in the Higher Realms. During one such session, the body of a fellow spiritualist had channelled the spirit of an archangel, and directly warned Joseph that "The Great Satan" knew Joseph's name. It's not known if the astral body has a rectum, but Joe's ceased when he heard it.
3) Joe Zaidel is more powerful than most godling produced with the last hundred years, but that power does not reside with Asgard, but somewhere in the genetic history of The Zaidels. Hundreds, maybe thousands of years ago, Joseph's ancestor has a brush with the divine, only resurfacing with the infusion of Asgardian seed. It may be the reason why psychic sensitivity runs in the family.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Joseph's mother, Barbara Zaidel. Raising such a 'big boy' was tough on a single mother, who's child often ate the groceries within a day if not monitored. Mother and son love each other very much, but the son keeps secrets from the mother, for her safety and sanity. She did not understand why Joseph threw away a promising future in professional sports, but is happy Joseph stuck it out through all four years of college. They both lived in Joseph's grandparent's old house Barb was able to buy out from her other siblings after Joseph's grandparent's will was read.
2) Joseph's new age Aunt Sandy. When Joseph was young, he could sometimes see spirits and otherdimensional beings. Barb confided this knowledge to Sandy, and after along talk about "the family secret", Sandy was able to ease Joseph's journey into self-discovery through mediation, tarot, crystals, and other methods. It was Aunt Sandy who first introduced Joseph to Valda.
3) Loki..maybe. Joseph's life has sometimes been interrupted by a strange accidents, or instances of mistaken identity that have hampered what would normally be an idyllic adolescence. Every since his awakening to his true heritage, Joseph has been looking at these strange moments with an inquiring view. Joseph wonders if these strange occurrences of chaos in his life was due to his famous "exalted brother", Loki; trickster God of Lies. He can't prove it, but he remains vigilant.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Despite being built like a brick house, Joseph enjoys many intellectual and mental pursuits. For example, along with his continued exploration of his psychic sensitivity, Joe likes to visit museums, both art and natural; (hoping to find an actual magical weapon, among other things), planetariums, and college lecture series. Joe prefers to get news these days from NPR than television. Joseph is an avid 'foodie", finding and trying out new and exciting recipes. Joseph also favors a wide selection of music, from Hair Band Metal to irish kaylees, hard rock to new age ambient, icelandic death metal to soft rock.
2) Despite living in modern times, Joseph hates guns. He only allows himself to use and train with a simple revolver. Sure, Joe realizes they are only tools, but he would rather fight something up come and personal than at a distance, perhaps as a point of viking pride. Yet he does not feel the same about spellcasters. Joe knows that Odin is one of the most powerful warriors AND magic users in the universe, and faults no one for using magic, so long as it not used for evil means.
3) Instead of using traditional swear words, Joe like to pepper some nordic words in. Also, instead of the f-word or s-word, Joseph will often use the world "troll", as a way to show his distain.

Appearance:
Joseph is 6'6" tall, with a bodybuilder's physique. The MSU graduate has piercing blue eyes and dark brown hair which he currently has cut short, with a neat 3 week old beard. When it comes to clothes, Joseph like to dress casual, often favoring t-shirts and blue jeans, but the godling isn't averse to dressing up as the situation warrants. Under his shirt, Joe often wears a leather necklace, one it hangs various crystals, gemstones, religious iconography, and nordic charms he's acquired over his life. Each has a meaning and purpose to the godling, and is hesitant to remove it, even to wash it.
When Joseph is ready for battle, he wears his modular tactical vest, which he customized by painting viking runes and tribal representation of animals on both sides. The warrior keeps his knife shealthed behind his back and his revolver holstered under his arm.

Personality:
Joseph Zaidel is a viking warrior, born in the end of the 20th century. Joe is fond of saying that he never goes looking for a fight (mostly), but will gladly end a fight real quick. The young man was inspired by the tv show, Hercules, The Legendary Journeys he watched as a child and later bought on DVD. Like it's title character, Joe tries to talk his way out of a fight with normal folks, knowing it's not worth the trouble. Even first contact with ghosts and monsters, Joe tries to keep things diplomatic. Sadly, that is not often the case. The godling is hesitant to do nothing in the face of evil, but sadly realizes the world is rarely black and white, but various shades of gray.
Joseph is a deeply spiritual man, knowing full well that Gods exist, being the product of divinity's brush with mortality. He tries to mediate everyday, sometimes twice. He was raised irish catholic, going to St. Patrick's Catholic Church in Ada. He still likes to go to mass sometimes, particularly during Advent and Lent. But Joe doesn't consider himself catholic anymore, especially when the warrior's life he leads rarely gives him a chance to 'turn the other cheek'.
Joe is extroverted and like the company of other people. He likes making new friends and getting to know people. The godling is not shy about romancing women, but doesn't brag about sexual conquests to others. When he can, Joe likes to volunteer his time for worthy causes, like charity runs and walks, helping in soup kitchens. Helping others makes Joseph feel connected to others.
When Joseph notices crows nearby, he waves to them, sensing one or more might be his father's crows. Also Joseph has gotten into the habit of calling every squirrel he meet 'Ratatosk".

Background:
Joseph Alan Zaidel was born in Butterworth Hosptial (now Spectrum Hospital) in Grand Rapids, MI on November 6th, 1995. The infant was a staggering 11 pounds, 3 ounces. His mother is Barbara Zaidel, a child of german and polish immigrants who fled the instability of eastern europe. Joe was raised on his grandparent's old home in Ada, MI, a large forested plot where Joe would often explore for hours on end, to the consternation of his mother. His uncles and aunts would often visit Barb and Joe throughout the year. Occasionally Joe would claim to see his grandparents, who died before he was born, which would often stop casual conversations between the siblings.

When Joseph was of schooling age, he found he was much bigger than the other kids. Often this left the other kids feeling small, and would sometimes start fights with Joe to make themselves feel better. Nearly every time, Joe would come out the winner, even if outnumbered. Despite this, Joe would often be in the principal's office due to the fighting, which stressed Barb out. After a while, the teachers would not blame Joe for being in those fights, since they often witnessed Joe trying to avoid the fights. Soon these children would be on ADHD mediation and the fighting would mostly cease, at least until middle school.

During middle school age, Joseph began to see spirits and other things in The Twilight more than ever. It began to affect his schoolwork, sleep, and attendance. Barb was near her wits end when Joe decided to confide in his mother of the visions he had still from childhood. Nearly a week later on a sunny Sunday, Aunt Sandy came over and had "the talk", about how most members of the family had some kind of psychic ability. Even Joe's grandfather to an extent claimed to be able to see angels when he prayed. Aunt Sandy gave Joe several books about mediation techniques to try. The young man devoured them up, burning through those books in a few days. Joe was amazed by the new world he became apart of. In the coming weeks, Joseph's schoolwork and attendance improved. He even found greater confidence in himself and asked several girls out on dates, which to his surprise, were just waiting for Joe to ask.

In the past, because of his size, several gym coaches would encourage Joseph to join a sport. It wasn't until middle school Joe began to take them seriously. He tried football, but didn't like it much, despite being a natural linebacker. He liked softball better, but because of his size, this strike zone was as big as a riot shield. When Joe tried hockey, he found it invigorating and was at ease on the ice. From that point on, hockey followed Joseph into high school.

In high school, Joe still had a few people looking for fights, but after a while, no one wanted a piece of the bruiser on the high school hockey team. Much like in the Harry Potter books Joe loved to read, he took to hockey as Harry took to quiditch. Joseph was excelling in schoolwork and sports. He was dating more often, got invited to weekend parties, and having a great time of it. Every other weekend though, Joe visited his Aunt Sandy and her mediation circle, learning from the older ladies and traveling farther and farther in the Astral Realms.
One weekend, Aunt Sandy came over and announced she wanted to take Joe on an extended guided mediation. She had a premonition it was to be special. So Joe went over to his Aunt Sandy's house where she had several comfortable chairs set up. The lights were dimmed, the candles lit, and they begin. Immediately something was off, instead of astral traveling way from Earth, they traveled across the globe into eastern europe, where they then rode up a rainbow to a city in the clouds, and through a dark forest to a long viking hall. Upon entering it was clear, it was filled with large sleeping men on feast hall tables and benches, and by the central fire sat a large muscular bearded old man with an eye patch. His king, for he sat on a throne, held a spear in his right hand. Looking behind him, Joseph noticed his aunt was gone.

Immediately Joe was whacked on the head with the spear, and questioned if he had an manners not to kneel before a king. Joseph immediately obeyed for fear of retribution. Joe kept his head facing the floor. It was several long minutes of no response from the 'kranky king'. The young man was about to lift his head, until the old king bayed Joseph to rise. The king got off his throne and Joseph found out the king was several head taller than he was. That almost never happened. The king then quickly grabbed Joseph in a awkward embrace. The king introduced himself as both Odin the All-Father, God King of Asgard, and Joseph's real father. Odin went to tell Joseph how he became his father, how the father Joseph knew in pictures was just a magical construct who 'died" in that car crash. Odin went on to explain he always had his crows, Huginn and Muninn, watching over him, and how it was time for Joseph to learn his birthright. Odin went on to tell Joseph to live the life or a warrior, do great in battle and he will join his father in Asgard upon death.

Joe was going to ask more but a large scream had ripped him out of the feasthall and back at his Aunt's house. When Sandy drove up to her house, she saw an exact duplicate of her car in the driveway, down to the rust patterns. When she entered she saw tall warrior woman standing over Joseph while he sat on the couch in mediation. Upon Aunt Sandy's scream, the warrior woman disappeared, along with the doppelganger car. Aunt Sandy had gone into nearby Grand Rapids to eat lunch with some friends, and didn't speak to Joe or Barb that day. Joseph calmed his aunt down and explained were he went in the astral plane. Amazed, Aunt Sandy eventually came to believe that what happened to Joe was real. It explained a lot. For example, Joe's father, who Sandy met once or twice, was nowhere near as tall as Joe was. Both nephew and aunt decided to keep what they discovered a secret that day, for now.

After that revelation, Joseph began to study all things nordic, changing an elective to German from Art, which pleased Joe's mother, since Joe's grandparents sometimes spoke German when Barb was young. Having always enjoyed mythology, Joseph focused more on the tales of Asgard. In his junior year, Joseph was approached by a talent scout for Michigan State University, and wished to offer Joseph a full hockey scholarship, which he accepted to his family's delight. So after high school graduation, Joseph moved on campus in East Lansing, MI.

Life on campus was stimulating: intellectually, emotionally, and sexually. Joseph did not seek a fraternity, always seeing hazing as a deplorable practice, which left some frat houses angered at the tall hockey player. Luckily, Joseph's collegiate team always had his back, so fights were few and far. The godling studied many subjects, with anthropology, mythology, philosophy, and icelandic language his favorites. Joe even made the Dean's list one year. Sadly, Joseph did not study to find a career after college, but to broaden his mind. And at graduation, Joseph did not seek the pros.

During his time at MSU, Joseph was introduced to Valda through his Aunt Sandy. Using Skype, Joseph was able to keep a video correspondence with Valda. Siting various tomes and religious text, Valda was able to help Joseph manifest a small part of his 'divine spark' into physical manifestation, using it to augment his martial skills, and charge his electronic devices.

Shortly after graduation, Valda invited Joseph to visit her in Fever. She said she could introduce him to 'like-minded people'. Joseph took Valda up on her offer, got in his truck, bringing his gear, and spending a few nights in one of the local hotels. Shortly after arriving, Joe was given an invite to a party hosted by Valda, and decides to go.