| Paolo |
One of my PCs has the notion of stuffing everything she kills (no really i mean EVERYTHING -- she asked me how much the Ooze would weigh) and so she'd like to take some ranks in Craft(taxidermy) to do it herself. Anyone have any ideas of how that would work? I tried using the rules for crafting other stuff (like weapons/armor) but it doesn't come out too realistically time-wise.
Also, anyone have any ideas on the logistics of toting around a dead carcass until you can stuff it? She's a barbarian, so she can carry a lot of weight, but I'd still like to keep it reasonable -- she can't just toss it in a sack and forget about it.
I could have posted this on the wizards forums, but we are doing the STAP and i like you guys better anyway ;)
Thanks!
| Valegrim |
well, you dont have any of the commercial agents we have now a days to keep stuff from spoiling; I suppose you could cover said creature in salt or dip it in a salt brine, but it would still dry out and be stiff as wood in no time. With preserve spells, she may be able to do a bit better; but basically, she is going to have to carefully skin the animal and then preserve the skin; this can be done with salt and some other readily available materials of the age; i was told once that oil; brain matter and salt can be used to cure a skin and keep it supple and not dry out hard as a rock, but never tried it. She is then going to have to remove all material from the skeleton of the creature without damaging the skelton itself; then make or use some glue or some agent to put the skeleton into the position she desires and use wire and glue to keep it that way; most of these things are mounted on a block of some kind; she then is going to partially stuff the creature so that the bones don't appear obvious; then put the skin back on the creature and carefully sew it into place. you could probably do a badger in about a week depending on climate as you need days to prepare the fur and to get the skeleton to dry. You could probably do two badgers in about the same time with only a couple hours added; you gonna need a shop to work in; several special tools like skinning knifes; scraping knives; sewing needles; mounting blocks; a hammer and other carpendry tools to rebuild broken bones; rebuild the skeletal frame and such; glues and pigments; salt and other curing agents. A big pot to boil away the meat from the skeleton, little glass beads for eyes; and stuff like this; I would think the pc needs at least a wagon to have a taxidermy shop of any meaningful size; you just cant really carry around all the coal or wood or charcoal you need for the fire; a tripod for skinning the animal; and a pot large enough for say a deer skeleton. You could tack the animal skin to a tree, but something might come along and eat it like a bird or insects. This skill is really not something you can do on the go walking; though you could so some parts sitting in a wagon while others drive like work the skin and such.
well, stuff to think about.
Two things to keep in mind; carrying dead animals around not properly preserved will make you sick; bring disease and such as they start to rot; also, it will summon lots of insects whose job it is to break down the dead animals; other animals that feed on carrion (there are lots of them).
Fake Healer
|
One of my PCs has the notion of stuffing everything she kills (no really i mean EVERYTHING -- she asked me how much the Ooze would weigh) and so she'd like to take some ranks in Craft(taxidermy) to do it herself. Anyone have any ideas of how that would work? I tried using the rules for crafting other stuff (like weapons/armor) but it doesn't come out too realistically time-wise.
Also, anyone have any ideas on the logistics of toting around a dead carcass until you can stuff it? She's a barbarian, so she can carry a lot of weight, but I'd still like to keep it reasonable -- she can't just toss it in a sack and forget about it.
I could have posted this on the wizards forums, but we are doing the STAP and i like you guys better anyway ;)
Thanks!
Look into Shrink Item spell for how to transport them (maybe the Barb buys a wand and has the party caster use it on carcasses the Barb wants stored for later stuffing). I would probably use a timeline for stuffing that would be relational to the size of the creature, something like a 1 week baseline for medium creatures and add or subtract 2 days per size category to it (large creature would take 9 days, small would take 5) to a minimum of 3 days (there is a certain amount of detail work that can't be ignored).
Now keep in mind that Shrink Item has some limitations for size/mass, maybe you could have a homebrew spell that the big-game hunters use in your world to bring back the big trophies. Something like a Store Corpse spell that only works on non-humanoid carcasses and works like Shrink Item with a higher limit on sizes that can be shrunk. The Barb would discover this spell from contact with a taxidermist while reseaching how Taxidermy works.
Just a thought or 10,
FH
Fake Healer
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Valegrim brings up so good points that need addressing also. Maybe there are a few utility spells (homebrew)that help a prosperous taxidermist do his job.
Spells to preserve the skin, strip the carcass of flesh, etc.
I think that spells used as flavor are great just don't allow them to be used in combat. Either give them 10 minute casting times or word the spell so they can't be used in an offensive/defensive manner.
I always picture high-end craftsmen in a magical world as having extra options to help them practice their craft. Self-pumping bellows, magical block and tackle systems for professional building companies, and stuff like that.
Imagine what spells a taxidermist turned wizard would come up with to help him practice his beloved hobbie.
FH
| DMFTodd |
Valegrim's points make the game way too complicated. We don't worry about all that stuff when a PC takes Craft (Armor), why worry about it now?
Crafting items is based on the GP value of the finished item. This and the skill rolls determine how long it takes. Figure out the GP value and you're done.
Now in this case, we have a bit of a special situation - the final GP value of the item in question is not really based on how good you are at the skill, it's based on the "collectability" of the item - a stuffed orc would be worth less than a stuffed medusa. I agree with the poster that says you figure out a baseline GP value based on the size of the creature, adjust up/down for how difficult it would be to stuff (stuff an ooze? Seems pretty difficult), and use that to determine how long and how many skill checks.
| Valegrim |
I have always thought it was better to have to much information and be able to pick and choose rather than grasp at straws; was just trying to give a little scope and illustrate that it if very impractical for a person to attempt taxedermy on the road so to speak. Sure, you could have someone just make a roll to do the skill, but keep in mind that that implies that the proper environment, tools, and whatnot are available; if not, modifiers to fail the roll should be applied; if all you have is a skinning knife and are trying to do this on the road while walking with a carcass, i dont think a negative modifier of 10 or greater would be to much; sure you could do this at night after you have made camp; but keep in mind this stuff is fairly fragile and is easily damaged; not the skin, but the skeletal frame. Also, as a rollplaying aspect; might not be to far a stretch to have the person accused of necromancy once in a while, as all those dead carcasses might unnerve a few people and being a barbarian is not going to calm any nerves as they have all heard about the dark magic of them wild men.
Try to resist the urge to just make the game a series of dice rolls; but, allow development and some interactive play to the game. One of the nice aspects of this game is that it tends to have a great deal of shared wealth of knowledge and the desire go gain more to improve the game.
Sure, we dont worry about it with craft armor as suggested, but when someone makes armor we all expect they have a forge, anvil; stock material, ect available as well as time. Still something a person doesnt do on the fly while traveling.