Castle Clover: METACHAT

Play-by-forum D&D and such go here.
Post Reply
User avatar
BMR
Metal King Slime
Posts: 3310
Joined: Mon Feb 27, 2012 2:46 pm
Location: The Philippines
Contact:

Post by BMR »

I wonder if Kalar could make some money in the town by hiring his services out as a (strictly non-magical) healer. He and Lynda don't know where the others are, so might be reasonable for them to stay in town as a few days. Kalar could say he's a traveling physician or something, using that as his cover.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
User avatar
Spoonweaver
Liquid Metal King Slime
Posts: 6247
Joined: Mon Dec 08, 2008 7:07 am
Location: Home
Contact:

Post by Spoonweaver »

OK

so, starting with Bob
The biggest clue is the scroll explaining how to break the curse. You have 3 of the 4 things needed and after that it's just a matter of dealing with the tomb.
As far as shifting history, the only thing time travel has ever changed is the number of werewolves in Averoigne. The rebirth of Vyones is something else. I do like your idea that Rob, being half adventurer, is now having his memories pulled more into reality. I'll use that to clarify the meaning behind some of the hints I've been dropping about the side info regarding the kingdom.
Rob has the chest. BMR has listed what was in the chest. We'll just assume everyone was being very tidy with the books and returning them tot he chest when they were done reading them.

Kalar would be in a better position to contact his god. I'm not saying Lynda can't, but it's not something Ranger's are normally thought of as doing. Most of their spells are combat or nature based. You're free to do anything in your character's power to try though.

Giz isn't exactly wrong.

Kalar and Lynda can tell people they are traveling healers if they wish. Sounds like an interesting plot development.
User avatar
Gizmog
Metal King Slime
Posts: 2614
Joined: Tue Feb 19, 2008 5:41 am

Post by Gizmog »

Giz is in a perpetual threesome, an eternal flirtation between both right and wrong.

EDIT:

Oh and for anyone wondering about what Voulton left behind: His Heavy Steel Shield +2, some beef jerky, and a backpack that reeks of beef jerky. Do with it as you will.
Last edited by Gizmog on Mon Sep 07, 2015 8:35 pm, edited 1 time in total.
User avatar
BMR
Metal King Slime
Posts: 3310
Joined: Mon Feb 27, 2012 2:46 pm
Location: The Philippines
Contact:

Post by BMR »

So I was thinking of making a necrosis carnex. Says that Kalar would need 200 gp worth of cold-hammered iron. Also needs the corpses from three Medium creatures, but it doesn't specify that they need to be humanoid. Typically, a necrosis carnex has 4 HD, but in the Advancement part it says "5–7 HD (Medium); 8–14 HD (Large)".

My question is, could Kalar buy five mules (3 HD each) and extra bands of cold-hammered iron (800 gp worth) and then once away from town, kill the mules and animate them together to make a 14 HD necrosis carnex? He can, per casting of Animate Dead, create up to 24 HD of undead and can control up to 48 HD worth via Animate.

It would basically serve as Kalar's new Bill, albeit without the ability to fly and looking much, much worse (and far more evil-looking).
Last edited by BMR on Tue Sep 08, 2015 6:13 am, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
User avatar
Bob the Hamster
Liquid Metal King Slime
Posts: 7460
Joined: Tue Oct 16, 2007 2:34 pm
Location: Hamster Republic (Ontario Enclave)
Contact:

Post by Bob the Hamster »

Haha! I like that Necrosis Carnex idea.

Poor Stumpy is going to need so much horse-therapy after this adventure is over.

I was trying to figure out when Rob can use the Lyre of Building again.

If I recall correctly, our recent calendar goes something like this

1) Rob played the Lyre to build the longhouse and the fortifications the evening that Voulton was killed by the mummy.
2) Rob learned that it would not work again for another week when he tried to build a boat, the same morning that Voulton was raised from the dead. The same day we abandoned camp when we retreated from the demon-bug-lizard army.
3) We were awakened early by the man with the chain who took away Voulton. It is now still the same day as we all arrive in Moulins

So including tonight, Rob has to sleep 5 more nights before he can use the Lyre again on Day 8, right?
Last edited by Bob the Hamster on Tue Sep 08, 2015 3:17 pm, edited 1 time in total.
User avatar
BMR
Metal King Slime
Posts: 3310
Joined: Mon Feb 27, 2012 2:46 pm
Location: The Philippines
Contact:

Post by BMR »

I believe that's correct, yeah. If you want to try playing it for a few days straight in order to get the most out of it, just give me a head's up and I'll have Kalar prepare the proper spells to let Rob go without food, drink, or sleep :P

Heh, and yeah, Stumpy is indeed going to need a lot of therapy.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
User avatar
Spoonweaver
Liquid Metal King Slime
Posts: 6247
Joined: Mon Dec 08, 2008 7:07 am
Location: Home
Contact:

Post by Spoonweaver »

Well, turning mules into an undead mess sounds interesting. Here's my break down of how I see it working. 4 HD needs a 200gp special iron band and 3 mediums. Assuming 1 large mule is worth 2 medium creatures, a 4 HD creature would need a mule and a half. doing the math, a 14 HD monster would need a 700gp special iron band and at least 6 mules. or 5mules and a medium creature. (You might want to consider including at least one creature with hands, so it can have hands.)

Oh and yes, 5 more days till lyre time. I look forward to the next creation.
Last edited by Spoonweaver on Wed Sep 09, 2015 1:23 am, edited 1 time in total.
User avatar
BMR
Metal King Slime
Posts: 3310
Joined: Mon Feb 27, 2012 2:46 pm
Location: The Philippines
Contact:

Post by BMR »

5 mules and a peasant so it can have hands, or just 6 mules for a hand-less unholy monstrosity, righto then.
Last edited by BMR on Wed Sep 09, 2015 1:38 am, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
User avatar
Bob the Hamster
Liquid Metal King Slime
Posts: 7460
Joined: Tue Oct 16, 2007 2:34 pm
Location: Hamster Republic (Ontario Enclave)
Contact:

Post by Bob the Hamster »

I would argue that with six sets of mule-jaws, some of them can be repurposed as toothy grasping appendages. Have you ever watched a horse eat an apple up close?
User avatar
BMR
Metal King Slime
Posts: 3310
Joined: Mon Feb 27, 2012 2:46 pm
Location: The Philippines
Contact:

Post by BMR »

Oooh, very good point. And certainly much more horrible-looking. Right, I'm going with six mules.

So, six mules at 8 gp each, comes out to 48, plus 700 cold-hammered iron bands comes out to 748 gp. I guess I could make two of them, and it would cost 1,496, still in Kalar's price range.

The town has a blacksmith, right?
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
User avatar
Spoonweaver
Liquid Metal King Slime
Posts: 6247
Joined: Mon Dec 08, 2008 7:07 am
Location: Home
Contact:

Post by Spoonweaver »

The town does indeed. I suppose you'll need him to make these things, which will take a set amount of time.
User avatar
BMR
Metal King Slime
Posts: 3310
Joined: Mon Feb 27, 2012 2:46 pm
Location: The Philippines
Contact:

Post by BMR »

Righto. Shouldn't take too much time. Hopefully Kalar will be able to commission them after dealing with the patients and pick them up the next day.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
User avatar
Bob the Hamster
Liquid Metal King Slime
Posts: 7460
Joined: Tue Oct 16, 2007 2:34 pm
Location: Hamster Republic (Ontario Enclave)
Contact:

Post by Bob the Hamster »

Regarding Rob using the hat of Disguise to make himself look like a Lizardfolk, the description says
Disguise Self Spell wrote:If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
and the description of the Disguise skill (which Rob has +3 in) says:
Disguise Skill wrote:Disguised as different race: Disguise Check Modifier -2
I assume that there will be some other rather significant penalty for the fact that I am trying to disguise as a race with a tail and a different skull structure, but that I have at least some chance of this actually working, provided that my roll is decent
Last edited by Bob the Hamster on Thu Sep 10, 2015 4:49 pm, edited 2 times in total.
User avatar
Gizmog
Metal King Slime
Posts: 2614
Joined: Tue Feb 19, 2008 5:41 am

Post by Gizmog »

Bob the Hamster wrote:Regarding Rob using the hat of Disguise to make himself look like a Lizardfolk, the description says
Disguise Self Spell wrote:If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
and the description of the Disguise skill (which Rob has +3 in) says:
Disguise Skill wrote:Disguised as different race: Disguise Check Modifier -2
I assume that there will be some other rather significant penalty for the fact that I am trying to disguise as a race with a tail and a different skull structure, but that I have at least some chance of this actually working, provided that my roll is decent
I was actually wondering about this the other night... at what point does Disguise turn into Perform? Any idiot can steal a dress off the washing line and pretend to be a peasant, but would any idiot remember that a peasant can't carry 12 buckets of water from the well at once?
User avatar
Spoonweaver
Liquid Metal King Slime
Posts: 6247
Joined: Mon Dec 08, 2008 7:07 am
Location: Home
Contact:

Post by Spoonweaver »

How it basically works is like movie quality make-up. You basically have access to the equivalent of a warehouse full of customs, makes and masks. However, as Giz says, no amount of make-up will hide some of Rachelle's lizardfolk features, like her scaly skin, snout, and tail. However, things like cloaks or full plate armor with a helmet would help with all of that. It's all in how you play it. Like Kalar. The hat doesn't make him alive, so he still doesn't breath or blink. So how he had Lynda talking for him does wonders for the whole thing.
Basically, Rachelle can pass as normal enough to not cause panic, but not enough to avoid all suspicion.
Post Reply