
GM Stargin |

Hey all.
So I just successfully! concluded a run of Falcon's Last Hope with four players. My first game as a GM ever!
One of them disappeared on me though but the rest of the group (a ranger, an arcanist, and an oracle) want to continue playing so I'm running the sequel module Crown of the Kobold King! This module is kind of a dungeon crawl and should take you from level 2 to level 5.
We'll be joined by a rogue as well so the group wants a front liner to help out the ranger. So here's the recruitment for that!
I'll run this recruitment until Monday:
Starting Level:
Second
Abilities:
25 Point buy
Classes:
Any Paizo, Use Unchained versions where available.
Races:
Any Paizo, exotic races will need stronger submissions to get in.
Sources:
Only Paizo material.
We will be using Automatic Base Progression
We will be using Background Skills
We will be using Fractional Base Bonus (if such matters to you)
Hit Points:
Max first level. 1/2 HD +1 subsequent
Starting Wealth:
WBL/2 so 500 gold
Alignment:
Strongly prefer good, no CN, CE.
Traits:
2 Traits.
Number of Open Spots:
One. For a frontliner
Length of Recruitment:
Until Next Monday the 3rd of April. Will make decision on Tuesday the 4th so have until midnight 3rd to get something in.
For verisimilitude I will be more likely to pick characters that seem like they would reasonably be in or around Darkmoon Vale.
Resident of Falcon's Hollow or a merchant caravan from close by are two plausible approaches.
Some good reason why a competent individual such as yourself were not able to help with trying to cure the recent outbrreak of a plague.
For my own sanity I will be less likely to pick highly optimized characters.
Once daily. Nothing from me on weekends so I don't expect you to post then either. If I don't think I can post for a while then I will let everyone know to the best of my ability and I hope the rest of you would provide me and your fellow players the same courtesy :)
I will try and push things along though so hope you don't mind being botted :)
This rate allowed us to get through a whole module in about three months. Keeping up the pace is important to keep a PBP from stagnating and dying so I hope to keep this up!
So I gots House Rules! Please give them a look so you can get a sense of the kind of game I really enjoyed running last time. This is only my second time as GM so obviously I'd be surprised if there aren't more tweaks as we go!
**
'Block Initiative by GM'
When required the GM will roll initiative for players and NPCs. The results will be averaged and every distinct group will take their turns according to the averaged result for all the members of their group. Please let me know of any mistakes for Player initiative rolls and it can be retconned.
**
'Passive Perception'
Out of combat/high stress situations your characters will be taking 10 on Perception and any trained Knowledge Skill AT ALL TIMES. I will keep track of these skills and in every new area and will let your character know in spoilers what they see. If there is information that is hidden behind a check that is greater than 10 and lower than 20 away from your relevant skill than I will roll a d10 for you and add it to your take 10. No need to wait a day for someone to make one roll and then one more day for me to respond. On a Knowledge check you'll have to ask the appropriate question though while Perception is always active.
So if your character has a +3 in Kn:Local then I'll just tell the character the knowledge checks that are DC13 or lower when you ask (so if you ask what the name of the mayor is and that's a DC5 then you won't be flummoxed if you roll a 1 on a d20). If knowing the name of the local cutpurse is at DC15 then I will roll a d10 and if it rolls a 2 or higher then I will let you know. This was inspired by a Gumshoe system recruitment on these boards. I think it'll work well and it's definitely worth a shot.
In combat/high stress situations you roll as normal. This includes traps.
Character that have abilities that allow you you to take 10 in even high stress situations (such as Bard Lore Master for Knowledge checks) will enable Passive Perception/Knowledge even in those situations.
**
'The Sidekick Takes Over'
In the situation that a player character rolls a skill check and another player rolls an aid another check that has a higher result than the original player's result, the aiding player's result will be the one that applies against the Skill Check DC while the original character's roll will become an Aid Another Roll.
Of course this only applies if the skill check allows other players to aid.
**
'Healing Respite'
Outside of combat don't need to roll die for cure spells. Just take max.
**
'No Save. No Die'
No Save or Die spells like Phantasmal Killer, for either the PCs or the NPCs. Just run any new spell you pick up through me and we'll decide if they are Save or Die since it's a bit of a judgment call.
**
'What do you want to do? I don't know what do you want to do?'
A lot of stalling in PBP happens when a decision has to be made not everyone chimes in. So if two people say 'Let's go this way', the party goes that way, and the GM won't wait for the whole group to reach a consensus.
If one person has made a suggestion and no one else chimes in then the GM will go with that after two days.
I don't like feat taxes on martials so I'm using a slightly tweaked version of a popular homebrew to reduce them significantly.
Here are the feat changes:
Martial Mastery and Martial Versatility
Gone. Combat feats like Weapon Focus now apply to weapon groups instead of a specific weapon by default.
Deft Maneuvers (New)
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Powerful Maneuvers (New)
You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Agile Maneuvers
Gone. A character can choose to add their dexterity instead of Strength to the CMB when attempting a DEFT MANEUVER.
Combat Expertise, Combat option for any class with at least +1 BAB.
Power Attack Combat option for any class with at least +1 BAB.
Piranha Strike Combat option for any class with at least +1 BAB
Deadly Aim Combat option for any class with at least +1 BAB.
Point-Blank Shot No longer a prerequisite for Precise Shot and comes free with it.
Dodgeability Feat
You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Basically combine Dodge and Mobility into one feat)
Greatly Improved Two-Weapon Fighting
Prerequisites Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty. (Basically combine ITWF and GTWF into one feat).
I started playing on these boards nearly three years ago and have really enjoyed it. I've only ever played P&P RPGs via PbP actually. Figured I'd try GMing and see how it went.
It went pretty well I think with my first game. Take a look at it here if you want to get a sense of my style:
http://paizo.com/campaigns/TheBlackscourTaint
Basically in terms of pace I prefer to keep the game moving and if that means botting somone then so be it. I had to bot a PC for the last stretch of the last campaign and it's sad but if that's what has to be done for the good of the game then that's what has to be done.
In terms of RP I really love it when characters post actions and thoughts and dialogue that really tie them into the world and make the campaign seem like a believable adventure. I will try and help with that myself.
I'm always open to constructive feedback as well!
That should be it. Hope to see some nice submissions!

Castle Blades |

Percival De Rolo
LG Male Human Fighter (Phalanx Soldier) 2
Stats:
Str: 18 (16+2 from human)
Dex: 13
Con: 16
Int: 10
Wis: 12
Cha: 10
AC: 22 (7 armor, 3 shield, 1 dex, 1 dodge) Touch 12, Flat-Footed 20
Offense: Speed: 20 ft, Ranseur +7 (2d4+4/x4)
Shield Bash +6 (1d4+4/x2)
Feats:
Dodge
Improved Shield Bash
Shield Focus
Weapon Focus Naginata
Skills:
Climb +3
Knowledge Dungeoneering +5
Perception +3
Fluff:
Percy was the third of seven children of the castle Whitestone, as such he did not need to study for his heritage. He turned his mind to the martial and became an adept soldier. He now strives to become a paladin, but the gods have yet to smile on him, so he headed to falcons hollow to cure the disease.

Addi Quillicus |

Addi is looking to take part in an adventure that will hopefully turn his life around, and maybe give him some more stories to tell. Backstory and a bunch of other stuff is done for this guy, so I'm submitting him now. You can look at his profile for all those infos. Over the next couple days I'll finalize him, and choose his animal companion.

Leik Dustwillow |

Hello, this is sixteenbiticon's submission.
Now I realize this isn't a traditional tank, but Leik will be very hard to hit, and prevent others from taking hits as well. With Meek Facade up he will have a 23 AC as well as Opportune Parry & Riposte at his disposal. I plan on taking Bodyguard at 3rd level to buff my allies and he can cast Vanish and Obscuring Mist for friends who need to quickly retreat from battle.
Tricksy and ever-curious, Leik is an escaped slave and recently arrived to Falcon's Hollow after being on the run (hence why he wasn't effected by the plague). I plan on writing up his background in the next few days.
I really like this concept, so I hope you will give it a fair shot.
Thank you.
-sbi

GM Stargin |

Thanks very much all. Halfway through the recruitment I've got the following:
Percival De Rolo - Fighter
Addi Quillicus - Barbarian
Leik DustWillow - Mesmerist/Swashbuckler
Javell - Warpriest
I'm not going to be allowing the Guided Weapon property sadly Daedalus.
One thing I'd like you all to think about. If your character isn't brand new to Falcon's Hollow (and even if they are) then what what a townsperson who succeeds on a DC15 Knowledge Local check know about you?
Leik would you be fine with changing your avatar if needed?

![]() |

Valenuus's damage looks low, but next level increases a lot with Slashing Grace. Also, his hit bonus is high so he will be using PA (2H for the +3) to augment damage.
Valenuus Corcus
Male human (Taldan) fighter (aldori swordlord) 1/unchained monk 1 (Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 18 (2d10+2)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk aldori dueling sword +9 (1d8/19-20)
Special Attacks stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 14, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 16 (17 vs. grapple, 17 vs. trip)
Feats Crane Style[UC], Exotic Weapon Proficiency (aldori dueling sword), Improved Unarmed Strike, Stunning Fist, Weapon Finesse, Weapon Focus (hvy blades)
Traits aldori caution, sword scion
Skills Acrobatics +8, Bluff +3, Climb +3, Intimidate +7, Knowledge (engineering) +7, Knowledge (nobility) +4, Perception +5, Sense Motive +6, Stealth +7, Survival +5, Swim +3
Languages Common, Gnome, Sylvan
SQ fuse style
Other Gear studded leather, mwk aldori dueling sword[ISWG], 155 gp
--------------------
Special Abilities
--------------------
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Being the third son of a minor noble (really just a glorified merchant), Valenuus's prospects were low. His father shipped him off to an Iori monastery as a boy to curry favor for trade rights with the monastery's control of a major mountain pass. However, Valenuus did not fit well with that lifestyle, so he ran off. First he traveled South as far as Restov where he found the street life more to his tastes. Being cut off from funds from his father, he could not sustain himself there however. Thus he returned to his homeland and headed North to the Darkmoon Vale to try his hand as a hired sword, putting his experiences with the few teachings of the Iori monks and his time in Restov to a more lucrative use. He has just recently arrived in Falcon's Hallow, fortunately missing the plague.

Addi Quillicus |

as per request, this is what an NPC would get when they try a DC 15 knowledge check about my character.

Daedalus the Dungeon Builder |

Knowledge rolls:
Javell is a warrior-priest of Desna, originally from Varisia, who stops in occasionally for supplies as he wanders the wilderness. He's helped out a few towns when attacked by goblins.
Javell is a crazy wilderness man, who has no respect for any laws and hates trespassers. He has really sharp knives, so stay away from him.

![]() |

Benjin Unrow
Male human samurai (sword saint) 2 (
Pathfinder Player Companion: Dragon Empires Primer
,
Pathfinder
RPG Ultimate Combat
18)
NG Medium humanoid (human)
Init
+1;
Senses
Perception +3
—————
Defense
—————
AC
17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp
22 (2d10+6)
Fort+5,Ref+1,Will+1
Defensive Abilities
resolve 1/day
—————
Offense
—————
Speed
30 ft. (20 ft. in armor)
Melee
katana +6 (1d8+4/18-20) or
wakizashi +5 (1d6+3/18-20)
Special Attacks
challenge 1/day (+2 damage, gain DR 1/- vs. target), iajutsu strike
—————
Statistics
—————
Str16,Dex13,Con15,Int13,Wis12,Cha14
Base Atk+2;CMB+5;CMD 16
Feats
Dazzling Display, Weapon Focus (katana)
Traits armor expert, worldly
Skills
Acrobatics -2 (-6 to jump), Climb +4, Craft (weapons) +4, Diplomacy +7, Intimidate +7, Knowledge (history) +6, Knowledge (nobility) +5 (+6 to checks relating to the nobles or politics of your land), Perception +3, Sense Motive +6, Swim +5;
Racial Modifiers
honor in all things
Languages
Common, Dwarven
SQ order of the warrior
Other Gear mountain pattern armor, katana , wakizashi, bedroll, belt pouch, flint and steel, masterwork backpack
APG, mess kit, pot, silk rope (50 ft.), soap, sunrod (5), trail rations (5), waterskin,
89 gp, 1 sp
—————
Special Abilities
—————
Dazzling Display (Katana)
Intimidate check to demoralize can affect those within 30' who see you.
Honor in All Things (1/day) (Ex)
Gain +4 morale bonus to Save or Skill check.
Iajutsu Strike +1d6/-4 AC (Full-round) (Ex)
Draw sword as strike challenged foe for extra dam, but take
AC penalty for 1 rd. You can use this once per foe, each day.
Resolve (1/day) (Ex)
Your resolve can remove effects or reroll saves.
Warrior's Challenge +2 (1/day) (Ex)
+2 to damage target, -2 AC vs. others when used, DR 1/- against
attacks from challenge target.
Having parents who were mechants helped Benjin to travel the world, he travelled all over Avistan as a young boy. Reaching well out to Tian the great contient of strangers Benjin lived there for most of his
childhood. When his parents moved back to Northern Taldor Benjin and the other Tain that came back with them continued to train in the odd Martial was of the Tian. After many years of careful practice and patience Benjin began to master the ways of the Samuari. Eventually crafting his own blade.
Months ago his parents and the Tian that came back with them were accused to of falsify documents and stealing money. Benjin was send to Northern Taldor with 2 of his Tian friends, along the way the 2 Tian
were captured, Benjin was not because he was of Taldor descent. He continued to flee north till he hit a small logging town.

![]() |

DC15 Knowledge (local)
DC 15 Knowledge (nobility)

Arknight |

Here is the background for Joran Odeber-Valas, Paladin of Shelyn. The crunch will be coming shortly.
Several potential loggers even tried to physically keep him from joining the logging crew, but with his size and raw skill, Joran fought hard, impressing the foreman and gaining a spot on the crew. For two years he was cutting in the cutyards and participating in good natured brawls among the loggers. Like most loggers, he hung out at the tavern between shifts, drinking and relaxing. (He's frustrated at times though, because he never seems to get as drunk as he might want and he doesn't know why.)
Five years ago, his life changed. A cleric of Shelyn was passing through, and her talk of art, beauty and her service captivated Joran. Stories that his mother had told him about their family service to the goddess now made sense. For weeks his work at the cutyards suffered (prompting visits from the consortium's enforcers). While Joran lay injured and barely conscious he felt a calling from Shelyn. His fevered mind saw visions of the former paladins of Shelyn from the Odeber family. They all seemed to be encourging Joran to join them.
When he recovered he found hiself ridiculed and rejected by most of the village. He suffered this for weeks until the cleric of Sheyln returned. When she did, Joran asked to leave with her, and serve the goddess. THe cleric agreed and Joran left Falcon's Hollow to begin training as a Paladin in Shelyn's service. Joran took to the training with intensity and excitement. While he was not as strong as most of the other trainees, he found his agility and dexterity could make up for his shortcomings. Choosing to wield the weapon of the goddess he learned to balance it as if it were a mere sword, and shorten and extend the weapon in defense and attack.
Recently, while getting ready to go into the world and carry Shelyn's presence to others he received word from an old friend in Falcon's Hollow. It seemed that a plague had broken out and his friend needed any assistance he could provide. Promptly heading for what he surprisingly (to him) considered home. By the time he arrived, others had managed to stem the sickness. However, Joran saw it as an opportunity to stay and help in whatever other way he could.

Arknight |

Male human (Taldan) paladin (virtuous bravo) 2 (Pathfinder Player Companion: Heroes of the High Court 12)
LG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 18 (2d10+2)
Fort +7 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+1/19-20) or
glaive +6 (1d10+1/×3)
Ranged light crossbow +5 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks smite evil 1/day (+0 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect evil
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 17
Base Atk +2; CMB +5; CMD 16
Feats Agile Maneuvers, Bladed Brush, Combat Expertise, Deadly Aim, Power Attack, Weapon Focus
Traits iron liver, threatening defender
Skills Acrobatics +1 (-3 to jump), Bluff +4, Craft (sculpture) +5, Diplomacy +8, Heal +6, Knowledge (local) +2, Knowledge (religion) +5, Linguistics +3, Profession (logger) +5, Sense Motive +5, Survival +2
Languages Common, Draconic, Elven, Varisian
SQ bravo's finesse, lay on hands 4/day (1d6)
Other Gear mwk lamellar (leather) armor[UC], crossbow bolts (20), dagger, glaive, light crossbow, 243 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bladed Brush Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +0 deflection bonus to AC when used.
Weapon Focus (Pole Arms)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Yokaiboy |

Talia Saren
Human Paladin 2;
Lawful Good Medium
Init: +1 Senses Perception: +1
DEFENSE
AC 18, touch 11, flat-footed 17, ( +6 armor +1 shield +1 dex)
hp hp 8 (17-26)
Fort +5 Ref +1 Will +2
OFFENSE
Speed 20 ft.
Melee Scimitar +7 (1d6 +4 18-20/x2);
Ranged Javelin +3 (1d6 20/x2);
STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +2; CMB 6; CMD 17
Feats Weapon Focus: blade heavy; Saving Shield;
Skills Heal +4; Perception +1; Sense Motive +3; Diplomacy +10;
Background: craft (Blacksmith) 5, handle animal 0, Appraise 1
SPECIAL ABILITIES
Code of Conduct; Aura of Good; Detect Evil; Divine Emissary; Familiar;
Religious Mentor; Delayed Grace; Skilled; Familiar: Diplomacy checks +3
bonus; Lay On Hands; Smite Evil; Lay On Paws;
EQUIPMENT
If selected
Talia never knew who her mother was, her father, a retired adventurer, was rather tight lipped concerning his past. According to the other villagers he showed up one day with a pack on his back and a baby girl in his arms and bought the old smithy.
She was a gentle girl, but woe upon those that actually managed to anger her, as her father made sure that she knew how to defend herself. But even if she helped her father from time to time with his work, it was obvious that it wasn't the right work for her. It was Lisbeth the wise woman that found the right thing for her, something that fits both her gentle natural and the steel hidden beneath it, she took her as her apprentic, to learn the trade of a healer.
It was after she found a wounded thrush that her peaceful life should forever change. People were starting to get sick, and even old Lisbeth was powerless against it. After weeks the first died, but the same night it became apparent that he didn't stay dead. While they were able to destroy the zombie the village village was in a panic, as the only one that might be able to help, the smith/retired adventurer, Talia's father was among the sick. The next night, after sleep finally found her, she had an ood dream the thrush spoke to her, his plumage shining like the first light of a new day, it spoke of The Dawnflower , of destiny and of a way to save her village. Desperate and with no other option she snuck out, armed with her fathers old equipment, and followed the thrush at the first light of dawn. Her path took her through the forest to the ruins of an old watchtower and the place of a foul rite. After a hard battle against the deranged mage and his minions the justice of Sarenrae prevailed, leaving Talia both elated, as she had saved her home, and horrified as she had taken a live, no matter how much evil he had done, regardless of what madness he planed to inflict on the world, she had killed a man.
She returned to the village the same day, carrying the body of the caster. Everyone was quite shocked to see the gentle girl carrying a dead body and it took a wile for Lisbeth to coax the story out of Talia. The relief was great as the health of the afflicted begun to improve quickly.
After the celebration she talked with her father about something that the thrush said to her, about the mission the Everlight had for her and about another nearby village that was plagued by a different mysterious disease. Her father gave her his old equipment and told her that he knew that this day might come and that she should go if she was sure that this was the right thing to do.

GM Stargin |
1 person marked this as a favorite. |

Updated List. Please let me know if I missed anybody thus far:
Percival De Rolo - Fighter
Addi Quillicus - Barbarian
Leik DustWillow - Mesmerist/Swashbuckler
Javell - Warpriest
Valenuus Corcus - Fighter/Monk
Benjin - Samurai (Sword Saint)
Joran Odeber-Valas - Paladin of Shelyn
Talia Saren - Paladin of Sarenrae
Wow 8 submissions. I was honestly expecting fewer! This is going to be a tough decision already.
About 15 hours or so left to the deadline for anybody else who would like to throw their hat in the ring.
I did say I'd make a decision tomorrow but I think I'll extend that out to Thursday to let the current players chime in.
So I'll make a decision Thursday and hopefully we can get the game proper started Next Monday or so.

GM Stargin |

Alright that's it for recuritment. Thanks so much for all the submission. The final list is:
Percival De Rolo - Fighter
Addi Quillicus - Barbarian
Javell - Warpriest
Valenuus Corcus - Fighter/Monk
Benjin - Samurai (Sword Saint)
Joran Odeber-Valas - Paladin of Shelyn
Talia Saren - Paladin of Sarenrae
Gadreman - Fighter
Hope to pick one of these submissions by Thursday or Friday at the latest!
Thanks again for the effort you guys put in on this.

GM Stargin |

Alright. It was a tough decision but I've decided on Javell by Daedelus the Dungeon Builder. Thanks much for the submission from everyone else. Maybe if we need another player I can keep you guys as possible alternates?
Daedelus I will PM you and hopefully we can come up with a good way of introducing you sometime next week. You can jump in to Discussion anytime!