Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Minor timeskip
"The Vale is a microcosm, Emma," he said, as he wife admired the circlet, and then put it on her brow on his gesture. "Prophecy died a hundred years ago, but here, it led us all to glory. Out of crumbling ruins, we rebuild and dig new paths over forgotten ones." "The Fool Lives in the Moment. The Wise Live Forever," he murmured, citing the Arodenite aphorism, laying his hand over the map. To the side, the Abadarian Manual of City-Building was on its founding settlements chapter. "You must've seen something disturbing here for you to start philosophizing," said the Countess slyly.
"This is...pretty good, Pear," whispered Emma, wiping a tear of awe. "It's beautiful. I'm very proud of you." Percival nodded, and said, observing the map and the planned settlement on the western side of the Coldrun River--where the roads of Korvosa, Nirmathas, and the path to Skelt meet--the settlement that was built on friendship and comradrie and aided by divine assistance, and shaped by a mysterious mix of free will and destiny. New emerges and old perishes - who will be blamed but the upstarts, the recent pieces laid on an ancient board? "With the compassion, tenacity, and respect they share with one another and their committment towards their goals--it was no wonder that it was done in record time," said Emma once hearing of the accomplishment. Turning to his wife, he saw that she was still enthralled by the view. "Yeah--it is pretty good," agreed he, as he remembered Enrico's comment, and the faces of his allies that fought alongside him. He reached for his wife's hand, placing something in, and holding on to it, and they observed the land outside. Emma looked down, and the radiant eternal fey-flower was there between their joined hands. First Encounter:
Memories wrote:
As the carriage moved out of the shadow of the mountain and the lazy rays of the midday sun fell into the room, they fell on the map Percival penned. Under the triangular-shaped city was the name Count Percival decided--Providence, capital of Bloodsworn Vale. He smiled.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
So, GM--can we make it canon? Percival becoming a count and enacting his policies? @Jetta: Don't worry about it. I think it shows a lot of character development.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
GM wrote: Of course, he would have to contend for this honor against Sir Tolgrith, as the knight has been the biggest motive force in establishing the settlement here. I'm sure Percival can find a way; he has good stewardship skills, and Tolgrith hates politics (as he said), which stewarding the vale will surely need. Inviting his wife Emma to join him, Percival will relocate from Korvosa to the Vale. Regarding internal policy-- Internal:
Settlers: We encourage more settlers to land in the area from Korvosa and Nirmathas and dwarven traders from the south, and enforce quotas on hunting, mining, lumber-jacking, and general resource extraction to stay responsible. Culturally: We formulate a narrative that amalgamates traditional Abadarian trade and Erastilian personal affairs law, with a strong social responsibility and justice bent, and will term it Frontier Law, and propagate the philosophy to reach out across religious lines. Thinkers of both religions and druids will find something to relate to regarding it, and we (and they) will propagate in the region from Varisia to around Encarthen as a whole. This is inspired by Anthuria's "A road can exist alongside a brook" quote. Security and Authority: We have three effective forces in the vale: The Hellknights under Jetta (or around Jetta, if a higher-rank officer appears), the mobility-focused scouting force under Balthus, and the guard of Fort Thorn. For the near future, the scouting force and guard will be prime focuses for development (since the Hellknights are independent). Beyond that, the dwarven settlement in the south will surely also provide security for its caravans and traders, who can work in conjunction with the guard and scouts to protect the trading routes. We (as the party) may also go out personally to put down higher-level threats, relying on the scouts to identify and locate them before they act.
Nation-building: Out of the free lands, we will carry on the tradition of Chelish bureaucracy (making barons, establishing market overseers, etc) and landing allies with noble titles (such as other party members, beyond knighthood), and entrenching competent stewards and traders and diplomats in positions of power to make a sustainable system, with the understanding that we only choose to elevate those who have proven themselves and understand the deals we struck in the Vale. With the fort as the central area (due to its position), we begin the development of a larger settlement that fits our needs that is in tune with the wilderness (structurally) and to serve trading interests (organizationally). Economically: We will focus on serving as a regional market between the western coasts of Varisia and Lake Encarthen, before branching off to cottage industries locally and financing them via the Bank of Abadar (Should we allow subprime mortgages...? :p). Regarding foreign policy, there are several concerns. External:
Molthune/Nirmathas Wars: We are aware that Molthune will probably see the Vale as a lifeline for Nirmathans against their own efforts to enforce land blockades, but will retain Korvosa's neutrality in foreign affairs regarding the two countries. Perry believes that Frontier Law might find many who adopt it in Nirmathas, making it a prime ideological partner to reach economically into Lake Encarthan, making the Vale even more prosperous. Dwarf/Lizardfolk Tensions: We will probably manage to find a good deal to strike with the dwarves and have more authority to exercise with them, allowing the (originally two-destination road) to fork out a third, with Fort Thorn as the center hub, allowing for more prosperity for our people. Hopefully, with this structure, we can sustain any deals we made with Oakbrow and other hermits, as well as not antagonize the good fey and lizardfolk, working harmoniously with one another. This way, our victories and influence in the region are far-reach and significant, and will serve to put a mark on the in-game world.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
@GM:
Quote: I do see where you're coming from on the "evil isn't punished in the Golarion afterlife" argument; it's something I've considered before, too. Arguably that's an artifact of all the deities being equal in power, both good and evil. In a setting like this you don't have the paradigm of most modern Western religions, where either: To be truthful, the best response to my argument is that death is not the end. The afterlife has as much ongoing stuff in it as the mortal world (heroes become angels, villains become devils, etc.) It's an OK answer, but if the afterlife isn't that different than the mortal world, why have a mortal world?@Amund:
It's possible to do both. In your earlier posts, Amund said this.
"My Captain, Raymond Medina, has charged me with aiding you in securing this Vale. Once secure I am to work with you in setting up a permanent guard to protect the Vale and the roads leading here." Tolgrith wrote: The seed will perhaps be as safe there as anywhere - and there's no denying that such a thing could prove invaluable, should Korvosa's safety be threatened by an invading force. --or Curse of the Crimson Throne starts in GM Rennai's games, the villains will use it to suppress revolts! >:D And we're finished. Great job, everyone. Good a time as any for my character to retire in a better socio-political and economic (and emotional) state than before.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Percival observed the celebrations at a distance, munching on semi-sweet cookies. Flashback wrote:
Nobility: 1d20 + 7 ⇒ (2) + 7 = 9 "I think that's a good idea," said Percival out loud.Enrico approached the contemplative lord, and offered him a plateful of party food. "Deep in thought, are you?" asked the bard. "I will ask King Arabasti to govern the vale," Percival announced. "As Count Arizian?" Enrico frowned slightly, thinking.
@GM: Does Enrico think it's possible?
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
I suspect that Amund might not necessarily quit the guard, but relocate and get promoted to captain (or the equivalent higher rank).
But the question of 'how do we enforce the deals/promises we made?' is a very good one. Percival has thought of it, and has an idea.
What do you think, everyone?
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Quote: Come. I want to know everything. Percival headed to the inside of the fort and Tolgrith's office. It was strange--meeting here one more time.And having a good map of the vale was one other difference--besides conquering the vale for the Chelaxian throne. Perhaps conquer was not the best term, thought Percival. Struck deals is more apt. "We faced down Vardak, the half-elven sorcerer," said Percival, finding himself a chair. "Quite boastful, but his bark was worse than his bite. It was he who awakened the drakes from their eons-long slumber by casting their stone forms back into flesh, which I believe was a curse placed upon a Chelaxian military expedition." He then placed Vardak's map on Tolgrith's table, and added, "We put him in his place and took the fort with no casualties, but a several are wounded. Due to its position in the north, it will guard against any possible orcish invasions from beyond the mountains--but that is beyond the scope of our job here." He paused, and then coughed awkwardly, adding, "We picked up several of his artifacts. The gem with you right now has a master gem--if commanded, it will unleash a firestorm. What do you intend to do with it?"
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
"I am returning to Korvosa as soon as the vale is stable, but I will surely be around for a while to help set up businesses here and support the trade route to Nirmathas," said Perry. He paused and added, "But I don't know what to do about the gem. Korvosa isn't exactly in the best health, and I don't want it to fall into the wrong hands."
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Quote: And so the figure is meant to be Vardak's spirit putting itself into the picture where he believes he'll come into play - as a being dominating the others there, rather than one of the multitudes doomed to suffer. That's what I wanted to know. Believe it or not, but this outlook alone shook Percival more than anything else he said. Not the bragging or inflated ego, nor even the cruelty of indiscriminate and unjust murder. It was this simple dismissal of divine punishment that plunged the truth into Percival's heart. The fact is that evil is not punished in the Pathfinder universe; it is refined. If you aren't evil/ruthless enough in Hell/Abyss/Abaddon, you are absorbed into something more evil until every strip of goodness or neutrality is systematically ripped off (hence why I shy away from the 'redeem demons' angle in WotR). I actually talked about this subject at length with Jetta (or at least her player) while developing a homebrew campaign I called Moonfall, an apocalyptic story where the systems that underpin Golarion's reality begin to go haywire--the most prominent of which is the cycle of souls and questioning the gods' order (if it was their order to begin with). That was a fun project (although it didn't get off the ground.
All this reminded me of a quote from Steven Pinker's 'The Blank Slate'. The Blank Slate, p. 165 wrote:
Perhaps the three-faced definition of Percival as landed nobility (giving him reason to benefit from the status quo, at least to a degree), a lawyer (who saw (along with Jetta) just punishment being met), and the priest (whose purpose is to guard and propogate the divines' plan for the world) makes Vardak's simple dismissal offend him to the core of all three aspects of his personality. The noble is appalled that the wizard is basically 'getting away with it' since he might as well indeed become a greater devil (or at least join with one); the lawyer is disgusted at the short hand of justice; and the priest looks up and asks 'Is this really the order you want?' For the foreseeable future, nothing will happen, but this seed might as well keep festering...
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
GM Rennai wrote: "As it should be. The strong trample the weak, and in turn the strongest drives all. Fearsome for the pathetic...but to become a cobblestone, you must first lie in the road. And I have no intention of such - much like yourselves, it would seem. I wonder...are you saints and I truly so different as you think? Command the stone with the tongue of fire, and it will listen. "Dayandırmaq" to stop it...and "Başlamaq" to set it to life again. " As the foul mists and images faded, and as the soundless cries from the Unholy Pit returned from whence they came, Percival found himself holding the red stone, standing before an empty corpse. At first, his eyes were glassy.
Vardak wrote: "Take control of this Vale, and of the seed's power. With your newfound glory, you will be the absolute rulers of all you see...and absolute power corrupts absolutely." Percival let out a small, strange sound--one that sounded like a mix between a laugh and a sob. "Y--you," he breathed. "You..."Anthuria wrote: "Here, let me," she offers gently. Percival turned his empty gaze to her, pausing. Flashbacks wrote:
As if parting with a dream, Percival let Anthuria take the gem.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Quote: A foul green miasma rises from the corpse's last false exhalation, cutting through the smoky hellscape in the form of a cloaked and hooded figure. As the figure crushes the ethereal cornugon beneath one clawed foot, a whisper resounds throughout the throne room. I'll see you again, when you join me. GM, could you please rephrase this part? I can't understand it. Can we see the hellish landscape as well as the target, and who is the figure?And it is talking telepathically or in common or infernal?
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Forgot about the rest
We already used Wandering Star Motes and Early Judgment.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Sitting cross-legged before the excessively talkative corpse, Percival sighed as he was barraged with insults. Perhaps one of Enrico's sugarless cookies could shut him up. Percival almost tested the idea, reaching for his pouch to pull out the hated stale excuses for dietary excess--before his hand brushed the scroll he almost forgot about. Early Judgment. His eyes lingered on it for a while, drowning out the curses and insults of the defeated Lord of the Vale.
Flashback: Kasta's Harrowing wrote: When the moment of crisis comes, you will find that something will point the way; you need only to follow it. "Your soul has a long journey, Vardak," said Percival, standing up. "See what awaits you in the Dark Beyond." Cast Early Judgment on Vardak. On a fail, he is shaken. "Your misdeeds are already accounted for by the Lady of the Graves, but you may avail yourself of harming the people of the Vale," Percival said, as the scroll burnt up. Subconsciously, he felt Abadar's hand behind his word, granting him serenity and conviction.
Diplomacy + Abadar's Favor + 2 (if shaken): 10 + 9 + 2 = 21
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Jetta wrote: "You are seen to be guilty of arson, conspiracy to commit mass murder, extortion, impersonation of a landed noble, poaching, squatting..." Talk about arson, murder, and jaywalking. :D I didn't even notice this at that time. Also: Loot of Bloodsworn Vale: -potion of cure serious wounds (2)
Any claims?
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
"Shut down," Percival said at the gem. Did it react? "Stop counting down. Is there a button here?" Percival asked, flipping the gem in his palm. "Perhaps a Dispel Magic would..." he began, before he paused. "Or I could ask the man himself." His expression was inscrutable, as he headed to the corpse of the fallen self-proclaimed Lord of the Vale.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
perc: 1d20 + 11 ⇒ (7) + 11 = 18 spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
"We have come full circle," said Percival, observing the fey ears.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
"Because we cannot find the paired crystal. If the time runs out, Fort Thorn is gone!" Percival exclaimed. "Or did we forget why we came here?" "Jetta, please wait," said Percival, before going out himself to find a flame drake's heart.
Percy gets the flame drake heart and smacks it against the wall.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
"I can speak Draconic," Percival said helpfully. "Roar." He then took a more serious expression and released a burst of healing to restore some of Jetta and Balthus's hit points, and tore out his Comprehend Languages scroll, speaking the words out loud.
Standard: Cast Comprehend Languages.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Percival takes a step to find himself in flanking range, and then rains blows with his mace. Encounter Name Badmonsters II | Round 2
Total 13 damage (if 24+ hits) Touch of Law/Protection (5/day), Channel Energy 2/day, 1+1 4th level, 2+1 3rd level, 3+1 2nd level, 4+1 1st level spells remaining
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Flaming is not multiplied on a critical hit, Amund. Although I don't understand why Flaming and Flaming Burst are separate qualities, so yeah. @Anthuria: Thanks for the offer, but the module's focus (sea adventures) is not my thing. Sorry.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Percival raised his hand to bless his companions and took a better position to flank for his next attack, moving ahead. Standard. Bless: +1 sacred to attack rolls and saving throws vs. fear.
Touch of Law/Protection (5/day), Channel Energy 2/day, 1+1 4th level, 2+1 3rd level, 3+1 2nd level, 4+1 1st level spells remaining
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Percival examines the dead wizard silently. Heal to see if dead or age: 1d20 + 12 ⇒ (3) + 12 = 15 "This was almost too easy," Percival said softly, wiping off the blood of the Burghests off his mace on the wizard's cloak. He then turned to join the others and retrieve the vale map. Replacing the tapestry cautiously with Enrico's white-and-red picnic napkins, Percival felt a savage grin on the comparative sacrilege. Took the map and tapestry. He then released another burst of healing to top off everyone. Channel Energy: 3d6 ⇒ (3, 6, 6) = 15
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Yeah, Perry is a decent melee combatant! I have no character in mind for Seers, though. I do have a pirate and her crew, but I don't think you'll allow for canon-bearing pirate ships (or whether they'll have anything to offer if they are approved).
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Encounter Name | Round X, Initiative X
"Get behind us, Anthuria!" shouted Percival, rooting himself for a full attack the next round.
(Assuming Enrico could get in an inspire courage before the attack is resolved, in which case everyone benefits from +2 to attack, damage ,and saves vs. fear (if allowed, please add to total) Swift:
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Encounter Name Freakshownames| Round 2, Initiative ?
Damage hit 1 w/Mace + Divine Favor: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17
Total 47 damage vs. Burghest 1 Touch of Law/Protection (5/day), Channel Energy 3/day, 1+1 4th level, 2+1 3rd level, 3+1 2nd level, 5+1 1st level spells remaining Edit: Forgot that the frost enchantment is on the crossbow. That's 38 damage.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Illusions!
Interacting with the illusion requires careful study, which (in most games and designer interpretations I've seen) translates to a move action to allow a saving throw.
Minor note: Enrico cast Minor Image (not silent image).
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
"Hey, freak-show-names!" Percival shouted, throwing his half-empty inkpen at the closest barggghuhst. "We're right here!" "Enrico! Use the Horn of Valhalla!" Percival shouted, moving closer and drawing his mace and casting Divine Favor. Enrico
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Lord Perry Arizian wrote:
So a 20 is not a success? :O Yeah, I know I'm pushing it.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Break the chains of fear, Jetta! *Adjusts glasses*
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
In that case, Percival will use Liberating Command on Amund as originally planned. If Anthuria can throw it in for Jetta, we can pull this off. @Anthuria: I believe you can still use it on Round 2 (current round), as it is an immediate action. Unless there is a rule saying that immediate actions must take place outside your turn (which I am not aware of).
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
In that case, Percival has haste as well, and possible AOO will cause the two to cower rather than leave the room.
...hopefully.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Perry can help. Calm Emotions can suppress fear long enough for the spell to expire as a 2nd level spell. I also removes shaken. There is also a 1st-level answer if GM Rennai allows it--Liberating Command. True, it is more transmutation than enchantment, but you all know about RPG's Rule 0. Anyone for it?
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Percival raised his hands, and shouted a blessing word for his allies' benefit.
Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12W
Percy casts: Summon Monster (Aligned) III. With Sacred Summons, summoning is down to 1 Standard action.
Touch of Law/Protection (5/day), Channel Energy 3/day, 1+1 4th level, 2+1 3rd level, 3+1 2nd level, 6+1 1st level spells remaining
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Vardak wrote: "Ah, so the fools have come to dance for me! Pity for you, though - don't you know? To challenge Vardak, Lord of this Vale and more to come, means death!" Hairless Goatee-Man | Round 1, Initiative 16 Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12WMove: Percival studied the surroundings, hoping to pierce any illusions. He once fought a particularly annoying rogue/wizard...
Standard: Noticing nothing, Percival called out to Abadar, knowing his enemy's love of fire, to guard his allies.
@GM: If Percival doubts something, he does not cast prot. from energy. Touch of Law/Protection (7/day), Channel Energy 5/day, 1+1 4th level, 3+1 3rd level, 3+1 2nd level, 6+1 1st level spells remaining
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