Castle Clover: METACHAT

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Bob the Hamster
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Post by Bob the Hamster »

BMR wrote:Anyone want to raise the ur-werewolf as our prisoner? :P
That sounds dangerous. I don't think it would be easy to talk Tammytharn into trying something like that. Especially since it would mean the consumption of the diamond that might save one of our own lives later.
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BMR
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Post by BMR »

True. If we're going to rest the night though, would she be open to Kalar casting Speak With Dead?
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Bob the Hamster
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Post by Bob the Hamster »

BMR wrote:True. If we're going to rest the night though, would she be open to Kalar casting Speak With Dead?
Yeah, she won't complain. She will be busy with spells of her own anyway. She has learned not to pay to much attention to what Kalar does right after a battle :)
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Bob the Hamster
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Post by Bob the Hamster »

Pants of Air-Swimming

The wearer of these magically enchanted bikini-bottoms can, at will, leap into the air and begin to swim, as if they are in calm water. The swimmer cannot breathe until they touch the ground again, so they must hold their breath while using the magic. If the swimmer has some method of breathing in water, such as a Water Breathing spell, or being a creature who does not need to breathe, they can keep swimming in air up to a full hour.

For a talented swimmer, combined with a way to breathe underwater, the Pants allow the wearer to effectively fly.

After the pants have been used to air-swim for a cumulative total of an hour, the magic stops working until the pants have been re-charged by submerging them completely in water for 1 hour without interruption. It does not matter whether or not the owner is wearing the pants while they are submerged.

Allthough the Pants of Air-Swimming are skimpy and provocative, they stretch to fit either gender, and can be worn underneath ordinary clothing without reducing the effectiveness of their magic.

+12600gp (4 * 7 * 1800 / 4) for <a href="http://www.d20srd.org/srd/spells/airWalk.htm">Air Walk</a>, spell level 4, caster level 7, use activated, /4 for recharge requirements
+2250gp (0.5 * 10 * 1800 / 4) for <a href="http://www.d20srd.org/srd/spells/create ... tm">Create Water</a>, spell level 0, caster level 10, use activated, /4 for recharge requirements

Total price 14850gp
Last edited by Bob the Hamster on Thu Apr 16, 2015 6:24 pm, edited 2 times in total.
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Post by BMR »

Glove of Cold

Upon uttering a command word, this glove fires off a bolt pf energy. This bolt deals 2d8 damage, half of which is cold, and the other has no specific type. The target must be withing 30 ft.

Spell used: Darkbolt (Book of Vile Darkness)
Spell level: 2
Caster level: lowered to 4

Command word activation: 2 (spell level) × 4 (caster level) × 1,800 gp = 14,400 gp
Require evil alignment: 14,400 gp - 30% = 10,080 gp
Require 10 ranks of Knowledge (Religion): 10,080 - 10% = 9072 gp
Arbitrary reduction (The original spell also has a chance to stun the target. This glove doesn't use that feature.): 9,072 - 10% = 8,165 gp

Final cost: 8,165 gp & 327 xp



This is mainly to give Kalar an attack that he can do at will now that he's too squishy to get into melee.
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Post by Gizmog »

Do we have any more summons left? Maybe we could summon an owl or something to go out and try to catch the one that got away. Also, Voulton has a hell of a lot of jerky which might be useful for bribing the escapee back. I'm 99% sure we can't just let him go, or we'll return to a future in which HE'S the original werewolf.
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Post by Spoonweaver »

Lynda still has that dog summoned.
The dragonfly has gone away. It lasted 3 rounds
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Post by Bob the Hamster »

What happened with Tammytharn's Divination? No reply?
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Post by Spoonweaver »

You must have passed the reply or something. You got a pretty big one.
Tammytharn sits down to commune with Rao. Instead of her holy symbol, she feels her spell channel through the Unknown Mercurial Potion. She hears a voice, "Hello, Tammytharn. That potion acts as a conduit to me. I have no knowledge of what would happen if you consumed such a potion. Perhaps you should apply it to you holy symbol, rub it on your skin as a balm, or apply it to some other item of your choosing. It also seems reasonable to try applying a little at a time to see what happens." With that the communication is broken. Tammytharn had never felt such a strong connection to her god before. It was an experience she will never forget but hopes she can repeat it.
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Bob the Hamster
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Post by Bob the Hamster »

Oh, wow, yeah, I missed that!

Cool!
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Post by BMR »

Ok, going to have Kalar make Feather Token (Swan Boat).

Let me just post this so you can approve/disapprove my calculations.

Feather token market price: 450 gp

Cost to Kalar to make: 225 gp & 18 xp (costs half market price to make, XP cost is 1/25th of base price


According to the text, the swan boat has a speed of 60 ft. I'm guessing this is per round, so:

60 ft. / round = 600 ft. per minute = 36,000 ft. per hour = 6.81 mph

The distance from Sylair to Vyones on the hex map on the river is 16 hexes, so that's 192 miles.

192 miles / 6.81 mph = 28.19 hours

That's with Kalar's skellies rowing the boat. As they don't get tired, they can go "ramming speed" or whatever for 24 hours. The swan boat lasts a day, so we should be able to travel to a few miles of Vyones in a day. Then we would walk the rest of the way, or Kalar could make another swan boat.
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Post by Bob the Hamster »

These children have me thinking about Tammytharn's character, and what she should really do.

A lot can happen between now and when we get back to the time gate back to the present, and it is entirely possible that Lady Sephora will magic missile the kids to death the instant we walk into her tower, so this might all be a moot point....

But there exists a possibility that Tammytharn might abandon the quest in order to try and care for the children. If she can get enough of their trust, she could take them somewhere relatively safe (maybe Moriamis's Library, or Galse's Inn) and try to raise them up in the ways of Rao, teaching them reason and pacifism, which might lead to them growing up as respectable werewolves who can keep themselves under control and not bite every dang person they meet.

If the opportunity to take this path pans out, I will retire Tammytharn to become and NPC like Giz did with Galse.

If/when that happens, I will roll a new character (probably a Savage Bard or a Paladin of Freedom, so we won't be totally healerless)
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Post by Spoonweaver »

I approve
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Post by BMR »

If you don't want to roll up a healer, I can always have Kalar fall back into his previous medic role. He won't be Earth Reavering anyone any time soon, so he can afford a few spell slots for healing spells. Can't spontaneously convert to healing though, so will be less effective. However, going to make that Glove of Healing I listed previously, so there's that.
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Post by Bob the Hamster »

I actually started rolling up a delightful bard

Rob Rottlerwits, a bastard son of the semi-legenday invisible womanizer. He has never met his father, so he only knows what his native-Avergnonian mother has told him about "That Sweet Charming Filthy Damn Invisible Bastard"

That way he can know as little or as much as you deem appropriate about Castle Amber, without actually having ever been there. Will that work okay, Spoons?
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