Count Strahd Von Zarvoich

Alexander Augustus Vilger's page

91 posts. Alias of Alshoodone.


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I, too, have been awaiting a response from both of them, but it appears recruitment is, indeed, going to have to be opened up again.


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In addition to what I said, if they come back before that, they're more than welcome to continue. I'm about to PM them both in hopes we can pick up where we were.


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So, we need 2 folks then. That's not so bad.

However here's how we're going to handle this. Unfortunately the contract thing is still very much in play, so the new players would have to be loosely related to Eekz (Ew) and Charles Iridian, (Not Ew).

Fortunately they don't have to be blood related, or care that much about them.

We're going to continue for now with what people we do have left, and recruit the others when Charles and Eekz meet their untimely demises shortly, assuming they don't jump back in before that time. Does that sound reasonable?


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We'll likely be going on Hiatus, if only to figure out who is still here, who left, and who's staying. Eekzx has already made it clear that he's probably not coming back, and I daresay that Charles isn't here anymore either.


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Okay, so, I'm back and I'm pissed.

For however long, I've not heard a single update on my feed reader, and when I finally hear it, It's Eekz. I've been trying to get on this damn website for a solid month now, and it always gave me some obscure "This site can't be reached." error. I've tried getting on it from my phone, another person's house, and the local library, and it just didn't work.

Well, lo' and behold, Eekz posts here, I hear it, and now it suddenly works again. I have no idea what caused it, but I am back and more than willing to continue this.

As I said before, I'm not about to "Flake" or anything, but my luck has been terrible. If you all would, would you like to continue? Or has the damage already been done?

Here's hoping I can actually get back on after I send this message :/


To be fairly honest I've just been waiting very patiently for everyone's initiative rolls, unless someone slipped one past me, of course. I'll get this show on the road. Apologies, again.

Specifically Lord Charles.


Re-Read the thing and look at the bottom.


"That was about the moment the local DM decided to check the sense motive scores of his beloved party. He then proceeded to inhale. The laughter that followed suit resulted in such a noise that many would believe joy and terror to be terrific bed fellows."

Teuni Sense Motive Roll: 1d20 + 1 ⇒ (11) + 1 = 12 Oh no.
Eekz Sense Motive: 1d20 + 0 ⇒ (12) + 0 = 12 Oh nooo.
Charles Sense Motive: 1d20 + 3 ⇒ (10) + 3 = 13 Nooooo.

The doctor proceeds to approach the party and carefully begins to check them. He goes about tinkering about, rather invasively, checking thickness in their forearms, measurements, and tapping about all manner of places. When questioned, he claims he is merely looking for swelling, or any sign. He starts with Teuni, feeling about his tough hide. "Tsk, tsk, tsk." is all you hear beneath the mask as his tongue flicks his teeth. He contines among the rest of the party. He looks at Eekz, shakes his head, and fully ignores investigating the goblin. As he works he answers Sibeesha's question. "It's everywhere. I've had the fortune of not getting it."

Heal 20:
It would appear that the "Doctor" isn't familiar with the proper methods of detecting plague. Indeed, upon close inspection, there are even visible gaps in his garments that would get him fired from his position. If you make this check, you aren't flat-footed when he-

As he answers the question, he murmurs beneath his breath. "Hm... Sylph." With that quick utterance, he surprises the group by quickly tilting his mask upwards, and proceeds to try and bite Sibeesha right in the neck. Gangly yellow, wretched teeth are visible-

Dm Only:

1d20 + 5 ⇒ (16) + 5 = 21 Bite
Sibeesha Fortitude (Paralysis): 1d20 + 3 ⇒ (6) + 3 = 9 Paralysed
Sibeesha Fortitude (Disease): 1d20 + 3 ⇒ (1) + 3 = 4 Diseased
Bite Damage: 1d6 + 2 ⇒ (5) + 2 = 7

-and just as soon as they are, they are gone, deep within the sylph's pliant, all-too supple skin, which goes rigid. Her body visibly seizes, and a gasp is all she manages before she is unable to move.

Sibeesha takes 7 damage. Roll Initiative.

Know: Religion 16:
That's ghoul paralysis. The doctor would, in fact, appear to be a ghoul.


The plague doctor chuckles beneath his mask but doesn't stop working. "More Mercy Men, then? Well, that is certainly something we don't have here." he says, raising his hand and standing up, turning to look at you. "Very well then. Let's make a personal assessment then." he says as he retrieves a Doctor's Wand. [b]"Can't be having any plague in the ranks, after all.

Sense Motive 20:

1d20 + 6 ⇒ (14) + 6 = 20 You get the feeling this fellow isn't trustworthy.


Entering the Arboretum through the foliage betrays the presence of an individual. Surprisingly, from appearances, he is another plague doctor much like Faust. Within the Arboretum, he appears to be tinkering with various tinctures and tonics at some sort of laboratory. He turns to look at you all. As he does, you come to the conclusion that despite you were listening for things that the rustle of grasses, and the poor visibility did you no favors before you noticed him.

He acknowledges your presence, but he doesn't turn to look at you after his first sighting of you. While working again, he shakes his head. "You're loud. I wasn't aware that Sinthiliad was expecting guests." he states.


Seeing as it's been 5 days.
Sibeesha joins the party in similar fashion, hanging a bit back as Eluvias proceeds to use his skills in... well... everything, to enter the keep.

The open doors lead to a section of the keep with no roof, and ample amounts of stone flooring. To the right is the dome-like structure, which is clear, but also appears slightly overgrown within. To the left is the rather imposing structure of the main keep.


Chapter 3 is where you're going to want to be a killing machine.


As you tinker with the mechanism, you hear something go thunk behind the door, but nothing else comes of it. Proceeding to open the door, you see a rather hefty battle axe embedded into the other side. It is stuck in the large wooden door.


On another note entirely, now that the map has been posted, I want to show you something else. Seeing as you're all playing this, I figure I should at the very least show you the minimal road map for the campaign, albeit with very exaggeratedly small spoilers that summarize the point of each chapter.

Book 1: The Rightful Masters

Chapter 1: Vile Keep
The players must take back what is theirs

Chapter 2: The Understudy
The players delve deeper into the keep

Chapter 3: A Reason to Party
The Mercy Men dog the party as they seek an Audience with the Baron

Chapter 4: Tracing the Puppet Strings
The party hunts down Cojack Leatherleaf, the Baron of Mortem

Book 2: The Men of Mercy

Chapter 5: Forceful Euthanasia
The Mercy Men attack Vile Keep

Chapter 6: Payback
The party pays them back for that.

Chapter 7: Bitter Allies
The party learns of a disturbing alliance.

Chapter 8: A Madman's Resurgence
An individual recovers from Amnesia with blistering rage.

Book 3: The Cult of Extinction

Chapter 9: The Storms
Mortem is assailed by supernatural storms

Chapter 10: The Legredo Theory
The party learns of a Daemon Lord who's hard to remember.

Chapter 11: The Mountain of Enlightenment
The party tries to remember an exchange.

Chapter 12: The Lord of Extinction
The party entertains a Daemon Lord.

Book 4: The Drow of House Krieg

Chapter 13: Like Thieves in the Night
Vile keep is attacked. Again. But better this time.

Chapter 14: The Embassy
The party has questions about said attack.

Chapter 15: Krieg's Castle
The party discovers the Underdark of El'Da'Vaughn

Chapter 16: Seeking Knowledge
The Drow try to breach the walls of the Grand Archives.

Book 5: The Master's Archives

Chapter 17: The Archways of Trial
The party enters the Archives.

Chapter 18: The Questions
The party has their rulership taken into question.

Chapter 19: The Answers
The party learns of their ancestors.

Chapter 20: The Heart of Thought
The party learns more than they should.


As Eluvias attempts to look around the door, he quickly discovers that the front door of the Keep has been thoroughly rigged by some manner of trap. A set of chords is visible on the side of the door.

Color has been restored to the map.


Sibeesha:
The Amber Ooze has most definitely suffused with him, and shows up in a soft, tan color among his aura.


The map is fully designed, thankfully. I apologize for the slight delay. Please place your icons where you want to place them. You do not need an account, and yes, the whole map is supposed to be visible. This is the first floor.

Google Map, Floor 1


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Yes indeed, and to boot, I needed that same "Interwebs" to download Pyromancer's Dungeon Painter Studio. My primary concern is that suddenly disappearing for a few days might lead some of you to think I'd abandoned yet another play by post.

That said, this thing doesn't die until either we finish it, or I die, or all of you lose interest collectively.

Hopefully only one of those happens.


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Attention! I apologize for my short absense, as my internet was shut off on a Friday, and I wasn't able to pay it in any way over the weekend as my local store was closed. My internet is also linked to my home phone, so I couldn't even call to do it, nor am I near a place with Wi-Fi!

In addition, tomorrow evening I'll be posting the Map of this place, so in the mean time please just re-read what's happened so far! I apologize for the small delay.


Eluvias:
Amber Oozes can be detected with Detect Magic, and can only be removed, if they have infused themselves into a host, by the spell Remove Disease. If you cast it on him, you will detect that it has actually infused into him.

Party Experience: 200/1300


The party collectively watches this unfold, of course. At least, those that are in the shed. Those that are not, are not too keen on the sound of a gelatinous sentient mass wiggling its way forcibly down a wiry goblin's throat.

Knowledge: Dungeoneering 16 or Arcane 21:
What you've just had the misfortune of witnessing is the properly performed suffusion of a creature called an "Amber Ooze." Generally speaking they are easy enough to handle, unless, of course, you've drank one. In the best cases, stomach acid will prevent the creature from staying inside of you, however, in the case of which one finds a body "accomodating" it will stay inside, and suffuse itself throughout a creature's body, and making their minds easier to manipulate.


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"Perhaps, in the future, they believed Eekz would refrain from eating or drinking things on sight. Perhaps they were right? Perhaps there would be no future."

As you go to drink the mead, you are suddenly assailed by a 1 foot diameter discus. A small, protoplasmic blob slithers down your throat, and to your surprise, numbs your mind as it dissolves within you, suffusing its essence throughout your body.


I require a Fortitude save from Eekz Half-Ear


Is this board blank for anyone else?


Eekz:
It was Mead.


In the back room of the "Tool Shed" is also a storage unit for what appears to be functioning containers of ale, or juice. A tankard is precariously placed next to the spicket.


Particularly thorough searching of the shack's front door reveals little, even to Eluvias, whom listens quite well. It would appear that the squat shack building is, indeed empty. Closer inspection of the structure reveals it is only 15 feet wide, and 20 feet long. Just as well, it is 9 feet tall. Slowly tapping the door open is somewhat noisy, but only for a moment, as the metal grinds against itself.

Inside is a storage space, it seems. Row upon row of various, convenient tools for everything from farming, to gardening. There are other tools, as well, hidden among the others.


Just a heads up, this is my day off, so, I'm very likely able to reply at the drop of a hat. Make use of it while we have the luxury of time, and we can spring forward quite a bit.


Teuni-Hexa:
Surveying the area proves ineffective, as you don't hear anything, or see any traps. The ground doesn't even seem well-worn.


The tower in the distance is obscured by the hill, even as you approach. Faust collects himself and proceeds to take himself, and his carriage, and ride back into town. "Best of luck." is all he says as he tips his hat and makes for the other direction.

Collecting yourselves and making for the peak, you get on your way. The tower is actually only a part of a much greater stronghold. More than a stronghold, there are other things present as you venture into the opening of the outer ramparts. The greatest structure present is a two story fortress connected to the Ramparts. There are 4 other minor structures, 3 of which are only simple 1 story buildings. One appears to be a dome with dead plantlife inside of it made of glass, an Arboretum, it seems. The others are a squat, brick building with a chimney in the middle that's still spouting fumes, and a light is on inside. The third 1 story building is more of a shack, than anything. Finally, the last building is two stories, though nowhere near as large as the fortress.


So, in my extensive time of Dming in person, a particular question has always managed to vex me at every single corner. The question of "Equipment Value." with respect to NPC wealth, and Wealth by Level for the players.

A single Ring of Protection is valued, by purchasing it, at 2000 gp, but, if sold, is worth only 1000 gp.

My question is simple. When creating an NPC with Wealth, do you equip them with crafted wealth, or purchased wealth?

And does the wealth gained per encounter from the Core Rulebook also relate to Purchased Wealth, or Selling Value?

A Ruby that's 2000 gp sells for 2000 gp. A RoP that's 2000 gp sells for 1000 gp.


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Absolutely no problem whatsoever, as everyone is currently experiencing some sort of delay. Play by posts are fortunate in the regard that, as long as everyone posts at least once a week, it never truly dies.

Mind you I sincerely hope that we continue at the pace we're going presently. The stars will align soon, what with everyone's delays finishing up, and I'm sure this game will stabilize.

At the very least, I know for certain that I won't be the source of another stagnated play by post.

Also, with that in mind, how are you all enjoying this game so far? I'm open to suggestions, and upon completion of the chapters you'll all be receiving links to the completed PDF for that chapter to review and enjoy, and perhaps pick apart. Then again, they might not be PDFs, as I work primarily with Libre Office, AKA, the Poor Man's Microsoft Word.


Faust chuckles a bit. "Nocticula is the least of your concerns in this realm, my friend. All of the gods are worshipped. I meant all of them." he says with emphasis. "The tower in the distance is the tallest point of the stronghold. Please heed my warning before you enter there. No one has ever entered Vilger's hospice and lived whilst he reigned there. I can only imagine that something still rests in that place." he explains. "A new resident, traps, or awful memories. I do know for certain that lights have been witnessed from inside that tower lately..." he explains.


As per the rules on taking 10, it cannot be used on any skill that might result in failure, and since Knowledge checks are always considered capable of failing, I can't allow you to take a 10 on them.

Also, in the future if you have a question like that, I'd prefer you roll as well as write the question you have. I'm no stranger to people posting "Filler" when their rolls would have been... sub par. Not saying you did this, of course, but It's a good policy to trust no one.

As you pass by, you can't seem to make out anything of peculiar note except that, despite the dreary inclosures, people still come and go. The occasional person is hurrying through the rain. Whether they're running away from potential danger, or just trying to stay dry, is unclear.


The Carriage can contain 4 medium sized creatures inside and 2 at the wheel. Lord is in the Carriage seat with Faust and Eekz (whom is on the roof.) Sibeesha and Eluvias are inside, and are now seated apart from you.

Faust collects himself and begins to drive the Carriage once again. This time he keeps himself quiet as you pass through the city. As he does, he lets you take in the scenery, or at least what you can see as the rain picks up. The ride through the city takes a solid hour, albeit at a walking pace, as again, the horses do not go fast.

During the course of this straight proceeding you notice a few key places that seem as though they're staunch standouts amongst the dreary gloom of the city at hand.

- A distinct Brothel named "Redd's", evident by the female-shaped sign out front.

- An enormous tree with corpses hanging from it all over, and a dull buzzing noise going on as you pass it. Certainly a cause for concern.

Knowledge: Nature 20, or Arcane 20:
The tree is not natural, and is likely fashioned by magical means. It is not a tree of any kind that you're familiar with, though it is similar to an ancient Elm, if anything.

- Various shops for potions, magical items, as well as a smithy.

- A rather large, ornate fountain depicting a statue in the center. It is dressed in robes, with a blackened, visageless hood.

Know: Religion 15:
It is a statue of Nocticula. An odd choice, as he has nothing to do with water whatsoever.

The city walls pass over head again, and in the stark distance you see a tall tower up the hill, still some distance away. Faust brings the carriage to a stop, however. "I am afraid this is as far as I can take you. Travel is not permitted past the city gates, if only because it is dangerous." he explains.


Faust gestures towards his horses. "Yes."


Faust stops the carriage for a moment to look around as well. "I am not familiar with the exact... partitioning between the lot of you." he says a tad confused, as he wasn't present for the contract shenanigans. "I'd imagine that what's whos would be settled between you all eventually, if you're not certain." he explained.

"As for who did this to El'Da'Vaughn, well, that would be everyone" He dismounts the carriage to walk a little ways towards the nearest roofless structure. "Vilger was many things in his time of rule, and sympathetic was most certainly not one of them." He'd say. "With all of the time he spent cooped up in the stronghold, he'd never ever touch upon quality of life issues. Always absorbed in whatever it was he was doing..." As he described this he was quite frustrated.


People are going to read the spoilers regardless of anything, so I merely request that as long as you do it the way you want, you should at least make very certain that others know that you're speaking in Draconic.

Other than that you can do whatever you want.


"That shadowy kingdom at their behest, at the time, was nothing more than a plague-ridden city of disease, uncouth folks, and paranoid citizens. It wasn't a surprise that the streets were practically dead, given the circumstances."

The city walls loom some 30 feet in the air as you pass beneath them in the carriage, having finally cleared the forest. The city is relatively large, compared to most cities. The streets are unpaved. The structures that some call home are dingy, broken, and missing roofs even. The few houses or buildings that seem in peak condition are boarded up, and unwelcoming. At just a glance, it would appear all you've inherited is a ghost town, but a closer look reveals, in the windows, the faces of the populace. Looking at you, as if to investigate the new arrivals. Their gaze is daunting, and you feel a nervousness in the air.

And just like that. It began to rain.


Faust shook his head. "El'Da'Vaughn is a melting pot of faiths, and as a result, they're all well known for hating each other. Small surprise that the worshippers of Norgorber and Pharasma are so close to each other in the temple. Most statues go unprayed at, but, occasionally, you'll see someone at a... well... a statue like Zura's. Then the rumors start, of course."


Eluvias the Grim:
You recall, within your vast knowledge, the existence of Demi Planes, the Astral Plane, and all the intricasies among those. However, you can't, for the life of you, exactly put your finger on just what El'Da'Vaughn might be. It eludes you, as if the answer is right on the tip of your tongue, and yet, so far away. Thinking on it gives you a headache.


"Golarion's gods are not unfamiliar to me. Indeed, we have our own church here in El'Da'Vaughn." he says, with a bit of sarcasm in his voice. "It is called the All Sanctuary. It was something that Vilger designed so that any and all may worship their gods there." he says.

"And I do mean any and all. Alphabetically, even." he says with a bit of disdain.


Faust goes silent for a bit of a moment. "Death is not something I fear. It is the twisting of that death that concerns me. People should be allowed to die, or be killed, without their corpses being twisted." he explains. "Everyone is in the face of death in this land."


Faust chuckles a bit. "Yes, it certainly is. The original name was lost, and, well... the likelihood certainly stuck." he explains. "You've certainly not been given a pleasant gift, and, now that you've traversed the witching fog, well, its your home now." he goes on. He takes a moment to fiddle about with his goggles, restrapping them to his mask. "But do you know what I think?" he asked. "I think it's going to be changing soon, at least since you lot are here. It's somewhat of a chance meeting, really. In the future, should you need a doctor's knowledge, please drop by the Sanitarium. In the time I'm not surveying the shanty towns, I am working there against the plague, and tending to the insane."

The carriage continues on the gravel as the conversation carries.


The party collects themselves in the carriage, and the conversation between Charles, Eekz, and Faust carries on admirably. The carriage rides for what seems like a good half hour at a leisure pace. Faust explains that he doesn't wish to run the horses hard because of their lack of stamina due to being poorly fed, an issue he blames on blighted crops.

Suddenly, the foggy forrest breaks, and in the distance you see tall, stone walls. Ramparts align the bulwarks and the gates lay open, and while you can't see much of the city, you make out what appears to be an enormous tree in the off-right center of the land.

"Welcome, my friends, to the City of Curses, Mortem."


Faust took his hat off for a moment, and shook it free of various particles before putting it back on. You take a moment to notice it completely encloses his head. "Ah, sorry, that is one of Vilger's favorite lines... Or was, rather. The esoterica means eccentricities, and I'm sure you know what creation means. Basically, it refers to the things that shouldn't exist for any purpose, but, in fact, do, and for a very specific one at that." he described.

"Basically, weird things happen in this land. Often."


"El'Da'Vaughn and the Obscure Esoterica of creation have always been unpleasent bedfellows." he says as he gestures towards the cart for the others to get inside. "Vilger, damnable as he was, kept that evil at bay for the most part. When he died, people were terrified at what might bubble up. We were lucky in that respect that the good Baron took control of the land, albeit from the shadows." he mentioned.


"I, personally, am just a fledgling Alchemist, however, I know for certain there exist potions and divine magic that could remove the disease. The problem is isolating the diseased... It is a matter beyond my scope at the moment. Just as well, it is yours. The plague is a disease that kills with respect to the afflicted's personal construction... As a result, it disposes of the weak of body. It is something you should merely go to great lengths to avoid." he explains properly.

"I was born in El'Da'Vaughn, however, yet, I know Golarion exists by new arrivals. This land is not new, to say the least."

He coughs a moment beneath his mask. "Vilger's death is confirmed, and it's widely believed he merely succame to old age. 317 years... for a Human, that's unnatural. As for how everyone knows, well... there were creatures that he commanded that no longer roam the land. Their disappearance, along with the news has everyone fairly sure..." he explains. "That was a month ago, however."


He chuckles as he eyes the starving horses. "We are not in Golarion, Charles." he says firmly. "Wherever El'Da'Vaughn is, I can assure you that only those that lose their bearings can come here." he explains. "If you wish to avoid catching the plague, you'd do well to avoid the shanty town within the walls. It makes up the majority of the town, unfortunately, but only on the outskirts of the walls. Those with the plague are generally banished, for fear of others catching it, however... it is not that simple." he says with a sigh.

"You will not find Golarion back the way you came. Unlike there, if you get lost in El'Da'Vaughn, you don't have a terrible existence to look forward to. You'll likely just get killed." he says grimly.

"You'd do well to forget about your otherworldly possession for now, and focus on merely surviving this land."


That is all well and fine. Also, I have this thing called "RSS Feed Reader" that notifies me with an incredibly loud noise every time someone posts in this play by post. Hence why I can reply almost immediately, provided I'm actually at home to hear it. Otherwise, it just tells me how many messages I've missed. I have it tracking both the Gameplay and Discussion boards, and, until recently, the Recruitment board.

I highly reccomend it.

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