Abadar

Lord Perry Arizian's page

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The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Alright--Uploaded my own.

How I wonder our characters will act if GM Rennai makes Curse of the Crimson Throne canon...

The Exchange

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Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Minor timeskip
[Music link]
It was a rainy, dreary day of Lamashan when Lord Percival Aldeferi Arizian was granted the writ of stewardship over the Domain of Bloodsworn Vale.
The proclamations have been made by criers in the city ringing bells, celebrating King Eodred the Second's annexation of the lawless borderland province, and the establishment of the first land route to cross the Mindspin Mountains (if discounting orc-country and the terror-haunted paths of Nidal).
The nobles spoke with gleeful tones, 'Korvosa had another edge over the other city-states of Varisia--a route to the trade-heavy Lake Encarthan'.
Count Percival himself paid little heed for the political maneuvers of city-states and their constant scheming--he had work to do.
"I think it's sweet that Henrietta is doing well. She always was a happy child," said Countess Emmalyn breathlessly, entering the carriage and looking at her husband. Her brown-blonde hair was held up in an elegant and practical knot, and the found-faced woman (now in her late thirties) wore riding clothes for the frontier. "Remember all the days in our summer home in Kintargo?"
Percival nodded, looking out the window, and then down at a map of the Vale (where he began sketching something). Emma's mare walked by the carriage, and Enrico's voice from outside said something about estimated time for the first station along the road.
"Countdom? This is good," she said, looking out the window. The sky was starting to clear up as they passed the mountain path leading to the vale. "It's really good," she repeated.
Percival didn't respond, busy as he was.
"Pear?" she spoke.
He looked up, sweeping his hair to the side of his head.
"Are you happy?"
Percival reached to a box, and presented it to his wife. Pausing, but accepting it, Emma opened it to reveal the delicate silver circlet of persuasion Percival faced down Vardak with, bedded in golden linen. The polished silver made the Eye of Aroden only more pronounced. If prophecy and destiny had a scent--it would be of the perfumed oils with which the circlet was polished.

"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.
The circlet is already working, thought Percival, before he smiled. He then fell silent, as the carriage wheels sloshed over mud on the road, and the fresh and soil-filled scents of autumn and falling leaves began seeping through the carriage with the eastern winds. From the window, the pass began to open to the Vale, making way for the occasional ray of sunlight. Passing by an opening in the impenetrable Mindspin Mountains was a gap to the vale--a dizzying array of golds and reds amid green greeted the carriage that seemed to glow by itself. The far reaches of the vale were cradled (almost lovingly) by the slopes of high and powerful mountains, as if the earth just gave birth to life.

"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:

"I'm Jetta Stahle, a Hellknight of the Nail. I've been transferred here under the direct orders of Lictor Severs DiViri himself, effective immediately. He hopes that our order can aid you in your quest to return these lands to the Crimson Throne of Korvosa, and the just and lawful jurisdiction of the Empire of Cheliax."

"I am Mairen Roäc, paladin of Erastil and sworn through his service to clear paths and protect lands for our people to settle and thrive in. I offer my services so as to help clear the Bloodsworn Vale of all troubles."
"I don't need much reward for killing bugbears. I'll gladly bring you ears or scalps to bolster the morale in the fort."
"Greetings, Sir Tolgrith. I am Anthuria Wilano, envoy from Theumanexus College. I, er...And we are here to solve your problem."
"I am Amund Basurto of the Korvosan Guard. My Captain, Raymond Medina, has charged me with aiding you in securing this Vale."
"Up the stairs, turn left, second door on the right--Lord Perry Arizian at your service. I am willing to aid the efforts of Karvosa and her leadership to bring order and civility to these lands, gods bless."

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.
"--and it should be. After all, it's gold, land, and title."

The Exchange

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.
Also--the Order of the Vale as a new order headed by Jetta? If we can get some fey to help, it could even be the Order of Veils--

The Exchange

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.
Naturally, the law in the vale follows Chelish and then Frontier law.

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.
I think Jetta also wants the Chelish fort Vardak was using to have as a stronghold for her Hellknight forces. It's a little out of the way, though.

The Exchange

3 people marked this as a favorite.
Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

I share with everyone a little document I wrote up, containing memorable quotes and scenes from the game. I hope it will be a fun read.

Link

The Exchange

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.

The Exchange

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:
Mairen wrote:
"Can any agreement we strike today be anything but temporary?"
Anthuria wrote:
"I certainly don't wish to see the indigenous peoples here run out or worse. Korvosa's done quite enough of that against the Shoanti, and I would hope that history can teach us valuable lessons about responsible stewardship, assuming we're keen to learn them."
Jetta wrote:
"There are a lot of things wrong in Korvosa, and I have chance to make them right. That's what we're doing here, too. "

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.
Nobility: 1d20 + 12 ⇒ (12) + 12 = 24

@GM: Does Enrico think it's possible?
@Party: Tag?

The Exchange

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).
With his menagerie of animals and if Balthus also relocates, the crossroad region of Bloodsworn Vale might evolve into a good natural research area, especially if Anthuria quit her groundskeeper job and also move with her family (which we don't know much of, but seems to be interesting).
Mairen has acted very task-oriented so far, so maybe she will move on after this, while Jetta has shown that she is taking steps to achieving her goals already (talk about celerity!).

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.
When we receive land, gold, and title, he will petition King Eodred Arabasti being landed the vale. Due to its size, Korvosa's administration will likely classify it as a county, making Percival a Count who governs it.
By leveraging his current achievements along with the group's effort and his own reputation that he built in fairly resolving conflicts and negotiating (and fighting for) the vale's security, we might actually get that to work.

What do you think, everyone?

The Exchange

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?"

The Exchange

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."

The Exchange

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.
Not sure why not, though.

All this reminded me of a quote from Steven Pinker's 'The Blank Slate'.

The Blank Slate, p. 165 wrote:

But punishment even in the pure sense of just deserts is ultimately a policy for deterrence. It follows from a paradox inherent to the logic of deterrence: though the threat of punishment can deter behavior, if the behavior does take place the punishment serves no purpose other than pure sadism or an illogical desire to make the threat credible retroactively. 'It won't bring the victim back,' say the opponents of capital punishment, but that can be said about any form of punishment. If we start the movie at the point at which a punishment is to be carried out, it looks like spite, because it is costly to the punisher and inflicts harm on the punishee without doing anyone any immediate good.

In the middle decades of the twentieth century, the paradox of punishment and the rise of psychology and psychiatry led some intellectuals to argue that criminal punishment is a holdover from barbaric times and should be replaced by therapy and rehabilitation. The position was clear in the titles of books like George Bernard Shaw's The Crime of Imprisonment and the psychiatrist Karl Menninger's The Crime of Punishment. It was also articulated by leading jurists such as William O. Douglas, William Brennan, Earl Warren, and David Bazelon. These radical Krupkeists did not suffer from a fear of determinism; they welcomed it with open arms.

Few people today argue that criminal punishment is obsolete, even if they recognize that (other than incapacitating some habitual criminals) it is pointless in the short run. That is because if we ever did calculate the short-term effects in deciding whether to punish, potential wrongdoers could anticipate that calculation and factor it into their behavior. They could predict that we would not find it worthwhile to punish them once it was too late to prevent the crime, and could act with impunity, calling our bluff.

The only solution is to adopt a resolute policy of punishing wrongdoers regardless of the immediate effects. If one is genuinely not bluffing about the threat of punishment, there is no bluff to call. As Oliver Wendell Holmes explained, 'If I were having a philosophical talk with a man I was going to have hanged (or electrocuted) I should say, 'I don't doubt that your act was inevitable for you but to make it more avoidable by others we propose to sacrifice you to the common good. You may regard yourself as a soldier dying for your country if you like. But the law must keep its promises.''
This promise-keeping underlies the policy of applying justice ―as a matter of principle, regardless of the immediate costs or even of consistency with common sense. If a death-row inmate attempts suicide, we speed him to the emergency ward, struggle to resuscitate him, give him the best modern medicine to help him recuperate, and kill him. We do it as part of a policy that closes off all possibilities to cheat justice.

Capital punishment is a vivid illustration of the paradoxical logic of deterrence, but the logic applies to lesser criminal punishments, to personal acts of revenge, and to intangible social penalties like ostracism and scorn. Evolutionary psychologists and game theorists have argued that the deterrence paradox led to the evolution of the emotions that undergird a desire for justice: the implacable need for retribution, the burning feeling that an evil act knocks the universe out of balance and can be canceled only by a commensurate punishment. People who are emotionally driven to retaliate against those who cross them, even at a cost to themselves, are more credible adversaries and less likely to be exploited.

Many judicial theorists argue that criminal law is simply a controlled implementation of the human desire for retribution, designed to keep it from escalating into cycles of vendetta. The Victorian jurist James Stephen said that 'the criminal law bears the same relation to the urge for revenge as marriage does to the sexual urge.'

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...
Or maybe I'm reading too much into Vardak's good saving throw. :|

The Exchange

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.
The mind's journey.

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:

Land, Gold, and Title!

Amund wrote:
"This place is a very different kind of wild than I am accustomed to."
Anthuria wrote:
"Just when we think we've a handle on the Vale, it shows us just how precarious this situation is!"
Balthus wrote:
"Well, life ain't fair, is it? You're actually lucky 'cause you're leaving here. Imagine all these people knowing that the gem can explode and kill them all at any time."
Mairen wrote:
"Watch us have to fight every part of this glade before it's done with us."
Jetta wrote:
"We're keeping these people safe, and making things better for the people back home. Is that not reason enough?"
Enrico wrote:
"Coin and law speak clearly enough--only if everyone wants to listen."

As if parting with a dream, Percival let Anthuria take the gem.
He might as well ascend in the Unholy Pit... thought Percival darkly, withdrawing from the rest. The cycle of souls is...broken.
Suddenly feeling a pain at his heart, he reached for it--and his fingers landed on the silver symbol of Abadar. Gazing onto it, he said nothing, but thought of much. Does this order please you?

The Exchange

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?

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Forgot about the rest
-386 gp in assorted coins
-18 fey-worked gems worth 215 gp total
-knucklebones for osteomancy worth 50 gp
-arcane scrolls of wandering star motes, levitate, hold portal, communal mount
-divine scrolls of blessing of fervor, prayer, aid, early judgement

We already used Wandering Star Motes and Early Judgment.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Oh, my God.
I finally finished a character development arc with a character in a PBP game.
Also, with a Chekhov's Gun involved! :D

The Exchange

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.
"Tell us how to break this curse, please. There is no victory otherwise."

Diplomacy + Abadar's Favor + 2 (if shaken): 10 + 9 + 2 = 21

The Exchange

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)
-scroll of see invisibility,
-staff of the master (necromancy, 37 charges)
-cloak of resistance +2
-ring of counterspells (dispel magic)
-ring of protection +2
-key ring
-12 rubies worth 50 gp apiece
-ring of the ram (18 charges)
-27 pp
-potion of resist energy (fire 20) x2
-red silk bed set worth 300 gp
-flame drake hide blanket worth 100 gp
-noble's outfit worth 200 gp
-tapestry 800
-rug 200

Any claims?

The Exchange

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.

The Exchange

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
liberal use of detect magic, +1 use of take 10 cleric power.
This results in a 22 will save vs. The wall.

"We have come full circle," said Percival, observing the fey ears.

The Exchange

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.
"Fire in their hearts," he murmured, remembering the prophecy. "If it isn't the thing we need, it might just work. Curses take half-answers...don't they?"

Percy gets the flame drake heart and smacks it against the wall.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

"This'll take some time," said Percy. "In the meantime, I recall that we slew a drake or two. Could anyone get its heart for me?"

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

"I have an idea." Percival said, sitting down in preparation to fill his 3rd level slot with summon monster 3.
"We summon an elemental, or get a fire drake's heart. Both are living flames."

The Exchange

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.
3d6 ⇒ (6, 6, 2) = 14 hit points healed to all

Standard: Cast Comprehend Languages.

The Exchange

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
Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12W
Full-round: Percival makes 3 attacks.
Attack1 flanking: 1d20 + 8 + 1 + 1 + 4 ⇒ (15) + 8 + 1 + 1 + 4 = 291d8 + 3 ⇒ (5) + 3 = 8
Attack2 iterative: 1d20 + 8 + 1 + 1 + 4 - 5 ⇒ (1) + 8 + 1 + 1 + 4 - 5 = 101d8 + 3 ⇒ (3) + 3 = 6
Attack3 haste: 1d20 + 8 + 1 + 1 + 4 ⇒ (10) + 8 + 1 + 1 + 4 = 241d8 + 3 ⇒ (2) + 3 = 5

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

The Exchange

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.
Besides, there are just no good pirate builds anyway. Good luck on the game!

The Exchange

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.
Move. 5-foot step to set up flank (moved in map)

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

The Exchange

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

The Exchange

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).

The Exchange

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
Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12W
Standard + Move: Percival rushed up to the Burghest and slammed it with his mace, shouting for support from Enrico.

"Get behind us, Anthuria!" shouted Percival, rooting himself for a full attack the next round.
Attack + charge + flanking: 1d20 + 8 + 3 + 2 ⇒ (8) + 8 + 3 + 2 = 21
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

(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:
[ooc]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

The Exchange

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 ?
Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12W
Standard: Percival attacks again with his frosty mace, brandishing it twice against the Burghests in a full-attack flurry after taking a 5-foot step to help flank with Marien (If possible).
Attack 1, divine favor + flanking: 1d20 + 8 + 3 + 2 ⇒ (16) + 8 + 3 + 2 = 29
Attack 2 iterative, divine favor + flanking: 1d20 + 8 + 3 + 2 - 5 ⇒ (20) + 8 + 3 + 2 - 5 = 28
Confirmation: 1d20 + 8 + 3 + 2 - 5 ⇒ (20) + 8 + 3 + 2 - 5 = 28
(Double confirmation!)

Damage hit 1 w/Mace + Divine Favor: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17
Damage hit 2 w/Mace + Divine Favor: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15
Critical damage hit 2 from x3 weapon: 2d8 + 10 ⇒ (1, 4) + 10 = 15

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.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

A~nd 2016 is over. Whew---and before nuclear winter and the collapse of civilization.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Edit: Never mind. Illusions are badly written, and I changed my mind about discussing this.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Minor image is a second-level spell. And hitting is not auto-disbelief. And the burghests phase, so it's not out of line.

After all, phasing enemies should not faze phasing fiends.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Also happy holidays.
Watched Moana with the family. Nice movie.

Free from Frozen at last...

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Illusions!
GM, I think the second Barghest would still be fooled by the illusion. Here's my case.

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.
Since the Barghest attacked the illusion, I'd say it's an interaction--but with that saving throw (DC is 16), they failed (especially since Enrico is still concentrating, causing the angel/barbarians to react as if hit). Apparently, the angels phased/light-teleported out of the way from the high accuracy attack, and are readying their actions to lance him in unison.
Possibly provoking a total defense, hmm?

Minor note: Enrico cast Minor Image (not silent image).

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

I can't vote unless I know what the character creation rules and plots of the modules are.

The Exchange

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
"Right away, sir," Enrico said, drawing a fancy-looking horn (that looked suspiciously like a drinking horn closer-up), and let out a loud, mournful call. Enrico casts Minor Image
A ray of light seemed to descend from the heavens, as six angelic armored figures began descending from above to circle the barghests.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7
Lord Perry Arizian wrote:


[dice=Bullcrap Rules-Bender Analysis roll]1d20+6

So a 20 is not a success? :O

Yeah, I know I'm pushing it.
At any rate, Percival is following Jetta outside, and he does know Infernal.
I presume that the two might be outside in time to witness the barghgheruiwenrsts attacking the army camped outside.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Percival paused as the distant half-elf falls behind Balthus's bloody form, before turning to follow Jetta.

"Jetta, come back! It's over!" he called out.

Loot of Bloodsworn Vale!

The Exchange

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*
It's not the spell itself (which is a transmutation spell), but the command that gives another saving throw.
Clearly, this infers that the strength of friendship and love triumphs over cowardly arcane-induced terrorism. Anthuria and Percival are between the oldest and youngest characters of the tale, and their encouragement to the others speaks volumes of how socio-political and religious differences fall apart when the forces of good are systematically threatened by the forces of evil.
This also drops a shadow over the real world, and is an example to follow by all world leaders and religious heads, so that we may finally usher in World Peace!
Clearly, the ability for a transmutation spell (which deals only with a cold materialistic view of the natural world) has transcended in purpose into an enchantment by the power of friendship.
Bullcrap Rules-Bender Analysis roll: 1d20 + 6 ⇒ (14) + 6 = 20

The Exchange

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).

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

@Amund: GM says yes.

Putting Calm Emotions aside, I remember someone else used Liberating Command before. Anthuria?

The Exchange

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.
A solution could be that the two are affected by Calm Emotions, and Percival convinces them to stand adjacent to Marien as moral support (and use actions to aid).
Once hit by the burgashsdsdfotst's fire aura, it will give them allowance (as per Calm Emotion's spell descriptor) to fight back while suppressing fear (even if the fire does not deal any actual damage due to energy absorption).

...hopefully.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Cancel previous post. Will cast Calm Emotions on round 3.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Damn it, Jetta. >:(

With two characters feared, Perry will use Calm Emotions on round 3 instead of Liberating Command on round 2.

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

Cont. of previous post.

Immediate Action: Cast Liberating Command on Amund.
"Break the chains of fear, son!"

The Exchange

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?

The Exchange

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.
Hairless Goatee-Man | Round 2, Initiative 16

Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12W
Standard: Percival shouted out, "We've seen your map and know your plans, Vardak! You will never succeed in subjugating the Vale while we still draw breath!"

Percy casts: Summon Monster (Aligned) III. With Sacred Summons, summoning is down to 1 Standard action.
Percival summons the Resolute (lawful, DR/energy resistance) Constrictor Snake Quan'Strict to grapple Vardak with +9 (inexplicably provoking AOOs).

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

The Exchange

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/+12W

Move: Percival studied the surroundings, hoping to pierce any illusions. He once fought a particularly annoying rogue/wizard...
Will: 1d20 + 11 ⇒ (14) + 11 = 25
Perception: 1d20 + 11 ⇒ (7) + 11 = 18

Standard: Noticing nothing, Percival called out to Abadar, knowing his enemy's love of fire, to guard his allies.
Percy casts: Communal Protection from Fire. All allies gain protection from fire (absorbs 84 fire damage) for 10 minutes.

@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

The Exchange

Male Humanoid (Human), HP 55, Fort +8, Ref +4, Will +11, Init +4, Perception +11, Sense Motive +9 Cleric 7

All w/Balthus

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