
Foxy Quickpaw |

Also I'd like to know how we proceed. As of now everyone got to talk with Jimmy, tactics are clear, fun was had. We got a lot out of a sailing trip that is no original part of the adventure.
Do you have something left that you would like to do onboard, or could I write a nice post about two more uneventful days of sea travel after everyone hits the bunk tonight?

Foxy Quickpaw |

I'm on your fish already.
I also like that part very much but it would help to have new experiences to talk about. We have to come up with something to still get quality time for these two when Oz jumps in, like him having some time with someone else of the party. We'll see about that.
As for Riddleport, please give me a rough idea what you want to do there, before walking into the woods, as I might have to read up on the town first.
And as a piece of free up front information: You will not get more detailed information about the possible enemies in the Lurkwood. If the prepper in Jimmy should speak up again :o)

Foxy Quickpaw |

@Jimmy
You did some fishing in real life?
You have a big fish on a hook the twine in your hands. The fish is far from helpless, it wildly flays around jumping 3 to 5 foot in te air if you don't hold it.
If you let it go, to fetch something, it will jump overboard again. So you either start grappling and pinning it, until it will fail it's constitution saves for not being able to breath, or you beat it unconscious with whatever you have. Have fun.

Foxy Quickpaw |

For now it's unconscious, you would normally gut it. If you feel like paying it back for the trouble it made, you can do that via coup de grace.
Also you might notice the saggy sails as you lost your course.
I'm off to bed now, but you can give me something to read up tomorrow with that info ;)

Oz Torm |

Eastern kentucky. Awful place, honestly. Least my neck of the woods is. Pike county. Corrupt goverment officials, pay offs, closet racists. You name it, they're probably here. Not all that bad, at least. Of course, that assumes you stay inside on a computer almost all day and do your profession indoors.

Foxy Quickpaw |

@Oz
It looks quite good. One more thing I noticed is, that you tend to be saving on paragraphs. For the future you might consider to throw some more in here and there, for example if Oz comes out of his inner monologue and adresses someone.
As for the tense, it's no big thing when receiving and answering your posts. I didn't notice it before I started the editing to prepare them for the gaming thread. It's when you read the story we are writing together, that it becomes an issue. Everytime Oz enters the stage, the time changes to past tense.
As for your stutter. It was really annoying the first time I read it, but while reading it again and again while doing the editing, I actually got used to it. So if you still want it you can have it back.
It will have in game consequences though. Like a malus of -2 on diplomacy or perform (oratory). Intimidate would be even worse. Diplomacy to gather information would be unaffected. At least for questions asked in a sentence or two.
On the other hand you might get a bonus on bluff checks to convince someone questioning you, that you are not worth the hassle. I would decide these bonus/malus things per situation based on your actual conversation and who you are talking to.
But I guess that wouldn't affect Oz too hard, as your CHA dump build suggests you are not planning to rely on these skills anyway.

Foxy Quickpaw |

@All
Timezones make it neccessary that we do some planning. As it seems we are at
GMT -5 Oz Torm
GMT +2 Jimmy Fiddle
GMT +1 Foxy Quickpaw
and I'm back to work, starting monday. We might need to coordinate a bit if we don't want to slow down to two posts per day and person. I would be available from about 5pm to 10pm and might be able to throw in a post or two at work in my breaks. Also real life will impede my free time now and then.
Also I would really like to get the troupe together before the weekend is over as that will take some posts. Your thoughts?

Foxy Quickpaw |

@Oz
From the ARG
Relations: Because of their shared ancestry, fetchlings
interact most easily with humans, though they also find
kinship with gnomes and other races that were cut off
from their home planes or are not native to the Material
Plane. Their pragmatism and adaptable nature put them
at odds with warlike or destructive races, and when they
do have to deal with orcs, goblinoids, or other savage
cultures, fetchlings will often play the part of the fawning
sycophant, a tactic learned from serving umbral dragons
and one they see as key to their race’s survival. Strangely,
their relationship with dwarves and elves are rather
strained. Dwarves find fetchlings duplicitous and creepy,
while the tension with elves is so subtle and inexplicable
that both races find it difficult to explain.
That will be interesting. I see Abomentolor after being pursuaded not to burn you, getting quite interested in you.
But I'll have to think in what subtle way you creep out Tauriel :o)

Foxy Quickpaw |

@Oz
As you are a creature of the shadows, it would be important to shed some light on the lighting conditions.
As I tend to play as if it were always normal light even in dungeons, for just forgetting this is an issue.
As you would loose out on some special abilities and a lot of flavor, please remind me when I forget.

Foxy Quickpaw |

As for lighting rules:
- Bright light: everything to see nothing to hide.
- Normal light: dito.
- Dim light: everyone not blind can see everything in dim light, no matter how far away. Gives 20% concealment (or 50% for Oz)
- Darkness: it is dark. nothing to see.
- Darkvision: You can see within the given range centered on yourself as if it were normal light ignoring the penalties from darkness and dim light
- Low light vision: If the source of light is a single point like a torch then the areas for normal/dim light are doubled in size.
Example:
It's a pitch black night. New moon and cloudy sky.
Person A holds a torch.
Person B (human fighter) stands 30 ft away from the torch
Person C (evil cleric) stands 50 ft away from the torch
Person D (pointy hat) stands 70 ft away from the torch
Person E (orc barbarian) stands 90 ft away from the torch
An Elf, a Dwarf and a Human (G) are watching these from 120 ft distance to the torch. All are standing in a line:
A-B-C-D-E--G
The Human can see A clearly, and B in dim Light. C, D and E are hidden in darkness
The Elf can see A and B clearly, and C and D in dim light, E is hidden in darkness
The Dwarf can see A clearly, and B in dim Light. C is hidden in darkness. D and E he can see clearly as they are within his 60ft darkvision.
That might make for some pretty interesting conversation between the three:
Dwarf: I'll whack that Orc, you shoot the caster.
Elf: What Orc? And which one of the casters, the one with the pointy head, or that evil cleric?
Dwarf: What cleric?
Human: What are you talking about? there is just that commoner with the torch, and a human figher besides him.

Oz Torm |

I'm pretty clear on the lighting rules, so no worries there. As for everything else you've mentioned, I agree. The stutters might not make much of a comeback. You're right in believing the diplomacy skills aren't my forte, either. Apart from that, I'm set to upload everything I've said up to this point when we get to that.