Castle Clover: METACHAT

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BMR
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Post by BMR »

Hmm, does this mean Hrulgin is gone for good? If so, should I roll up another cohort?
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Post by Spoonweaver »

I'll post a Hrulgin update soon.
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Post by Spoonweaver »

Sorry I never posted that map of the surround area. Anyways, heres the map I have for the cabin.
The rock formations are between 10 and 15 feet tall. Assume 15ft if you're going to do something with them. The dark green patches are bushes and cause half movement speed.
The path leads straight to the ruins if followed west. To the east, past the cabin is the river. The creatures have been spotted to the south west.
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BMR
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Post by BMR »

Should I just indicate there where the palisade and the ditch are? Or will you do that?
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Post by Spoonweaver »

Ah right, the ditches. Yea, you can mark them. You guys dug them, so you can place them.
Keep in mind, you do need to be able to go west fairly easily, since that's where the ruins are.
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Post by BMR »

Righto, here they are marked:


Image


Hope you don't mind, took the liberty of recreating the map. Made it easier to mark things. Tried to keep it as close to the original as possible, including rock shapes and the bushes. Extended it some as well, hope that's ok.

Oh, and the skull with the red FoV is the skull watch spell Kalar cast. It's a permanent effect, but can be moved around. It triggers when anything enters its field of vision.
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Bob the Hamster
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Post by Bob the Hamster »

How far is the river, and how wide is the river?

I ask because I am wondering if Rob's Cape of the Mountebank has enough range for a retreat to the opposite bank
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Post by BMR »

I did go ahead and map all the way to the river, but my distances were mostly just guesstimating (300 to 400 feet or so) based on how quickly everyone was able to get from the river to the fortress. If Spoon wants, I can go ahead and post that version of the map I made as well. But it's a bit on the largish side, 6,000×4,000 px.
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Post by Bob the Hamster »

The maximum range of the Cape of the Mountebank is 760 feet, and Rob can carry 3 willing medium sized creatures with him.

That means that if we had to make a hasty retreat across the river, and were willing to leave behind the wagon, Stumpy, and all Kalar's minions behind, we could do it.
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Post by BMR »

Well, Lynda and Kalar can both fly right now, so you'd only need to teleport Voulton and Rachelle. Alternatively, you could just port one of them and bring Stumpy with you, while whoever wasn't ported can fly on Bill with Kalar.
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Post by Bob the Hamster »

Now I am picturing skeletons clambering all over Bill like refugees on a raft
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Post by BMR »

Hehe, well, they're not too heavy, so provided they get a good enough grip, Bill should be able to fly with most of them dangling from him in a skellichain of sorts.
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Post by BMR »

Righto, here's the map for download.
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Post by Spoonweaver »

To answer the questions about the river.
The river is 150-220 feet across depending on where you're cross from.
So the map including the river isn't very accurate. However, teleporting across it would be in range.

EDIT: I lowered the rez and cut off some chunks of the map so I can use it better.
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Post by Spoonweaver »

The ruins are 70ft off the map to the west, following the path the cabin is on.

If you need help figuring out who's who on the map, please ask.
I will likely make it easier to read once things get closer together.
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