| Ranhild Runeshield |
Great great granddaughter of the famed Shieldmaiden Gunhild Runeshield, Ranhild grew up immersed in stories of her fabled ancestor and her unmatched skill in battle against the giants of old. Idolizing hwe ancestor, and seeking to make herself worthy on the legacy, Ranhild immersed herself in not only the physical training, but the lore and knowledge of battle, delving into the obscure battle-magic of the Skirnir, the Shieldmaidens of old, mastering the arcane talent of enhancing both shield and weapon with powerful arcane runes.
Hailing from Kraggodan, she has sought to improve both her knowledge and prowess, studying bath magic and battle intently. Most recently, she has taken to traveling the region, joining up as a caravan guard traveling to places like the unique city of Trunau, protecting the trade route through dangerous orc territory.
| Storyteller Shadow |
@Storyteller Shadow I can see the easy development of friendship between your Destruction Ability at 8th and a certain Swashbuckler...lol.
Not to mention that the visuals of them fighting side by side is priceless...
That power reminds me of global abilities on some cards in Magic the Gathering, which I usually DON'T include in my decks (though I haven't really played much in a while) but I figured someone in the party might benefit. I can certainly see it being a Swashbuckler! :-)
| Merdec Amberheart |
Merdec Amberheart wrote:tbh if I had the Adventure Path books I’d choose those not selected for this campaign. Gotta get them while I canI find PDF copies from Paizo to be great, especially for PBP, can copy paste relevant text when necessary.
Not too expensive either.
Yeah, PDFs are cheaper and easier to get. But, call me old fashioned, I like the feeling of a book in my hand.
| Storyteller Shadow |
Storyteller Shadow wrote:Yeah, PDFs are cheaper and easier to get. But, call me old fashioned, I like the feeling of a book in my hand.Merdec Amberheart wrote:tbh if I had the Adventure Path books I’d choose those not selected for this campaign. Gotta get them while I canI find PDF copies from Paizo to be great, especially for PBP, can copy paste relevant text when necessary.
Not too expensive either.
Oh I totally agree I have 3 7' bookshelves dedicated to RPGs plus a ton of stuff in storage, but that out of print stuff can be pricey!
| Thuradin Drakkenforge |
Apologies, everyone. Last Friday I closed on a new house and I've been spending most of my free-time between the two houses. I set up internet service on the new house last Monday and have been on the phone with Comcast all week trying to get things sorted out, only to find out from tech support on Friday that they sent out a faulty modem. I have a technician coming out today to replace it and get me up and running.
| Vethorm of Trunau |
Vethorm's backstory is now complete, and I've updated his sheet a little. Everything with him should be ready to go now!
Vethorm of Trunau
Male half-orc rogue 1
NG Medium humanoid (human, orc)
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 12 (1d8+4)
Fort +2, Ref +5, Will +2
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee hopeknife +1 (1d4/19-20) or
. . short sword +0 (1d6/19-20)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
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Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Toughness
Traits magical knack, reactionary, trunau native
Skills Acrobatics +0 (-4 to jump), Bluff +8, Disable Device +1, Escape Artist +0, Intimidate +6, Linguistics +5, Perception +4, Sense Motive +4, Sleight of Hand +0, Spellcraft +2, Stealth +0, Use Magic Device +8; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Dwarven, Orc
SQ hero points, orc blood, trapfinding +1
Combat Gear caltrops; Other Gear studded leather, hopeknife, light crossbow with 10 bolts, short sword, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 79 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
========================================================================
He dresses in the plain, utilitarian style of Trunau, with various earthy tones and a suit of dark leathers that do very little to fill out his frame. He covers the whole thing with a brownish-green cowled cloak. He's kitted out with clear hand-me-down weapons, a basic hunting crossbow and shortsword. The nicest thing he owns is clearly his hopeknife, its bright steel glinting from the chain around his neck.
He's developed a curiosity about magic after finding out something about him resonates with magic items from Councilor Agrit Staginsdar, but has struggled with her rigid, wizardly teaching methods, but isn't sure if he IS capable of becoming a mage, or just really good at figuring out how to get magic items to work. He's still trying to figure himself out, who he is as a man and where in Trunau he fits in...
When he himself was born, Vethorm was clearly the runt of his family. Weedy and short, he was often left behind by his siblings when they ran off to play with the other kids. This left him in the care of his grandmother while his parents worked. The old orc looked at him with haunted eyes, claiming she saw the blessing of Verex on him. She told him frightening stories of how the Despoiler tricked his enemies and took what he desired, and as he grew older, she marked him with the god's symbol and other cunning, venomous beasts to impart their virtues on to him. Fortunately, Vethorm's parents caught her finishing up one of the tattoos and after reprimanding her sternly, hugged the lad and promised to not let her hurt him like that anymore. While they tolerated her presence in their home, they made sure to keep an eye on her, and never leave Vethorm or anyone else alone with her. The old woman begrudgingly accepted this, but not without loudly declaring his son and his wife were denying Vethorm his destiny and the truth of who he was as a dromaar. Within a year she passed away, much to Vethorm's relief.
Through Vethorm's adolescence, his parents took him regularly to Iomedaean services at Sanctuary, where they introduced him to Katrezra, an older half-orc among the congregation who could see the fear and confusion in the young man's eyes and knew him to be a kindred spirit in need of advice. Under Katrezra's wing, Vethorm unlearned some of the toxic beliefs his grandmother had tried to instill in him, but never fully adopted the codes of honor and chivalry so important to Iomedaeans. After all, the orcs that continually threatened Trunau, orcs like his grandmother, saw such codes as nothing but weaknesses to exploit. It was clear that they needed to engage such enemies on their own terms rather than hold them to standards they didn't respect. Eventually the time came for Vethorm to receive his own hopeknife. Now a man himself, Vethorm began his year of service in Trunau's militia, under the tutelage of patrol leader Jagrin Grath.
Grath and Vethorm frustrated each other throughout that year. The older man saw potential in Vethorm, saw it was clear that while he was loyal and true like his parents and siblings, there was still too much of his grandmother's influence left in him, Vethorm preferring easy patrols and to rush back and warn people of incoming raiders or trouble rather than join the militia to neutralize threats as they encountered them. For his part, Vethorm found Grath an overly strict and belligerent leader, too eager to fight in dicey engagements where victory couldn't be guaranteed, but knew the patrol leader would still have his back no matter what, and, begrudgingly, Vethorm had to admit that was comforting. While the two argued often, Vethorm still followed Jagrin's orders and received an honorable discharge at the end of the year.
Over the next couple of years, Vethorm began to try and figure out just what Trunau needed from him. He did odd jobs around town, made friends, attended services at Sanctuary, but he still felt out of place. One day, one of his older brothers and his militia squad returned to town with a wagon of spoils they'd raided from the camp of an orc warband, and while helping the townsfolk unload and sort it, Vethorm grabbed a fetish-covered staff and its head sparked in his grasp. Everyone, Vethorm included, was awed at this, and it was suggested he speak with Agrit Staginsdar, the town Councilor and local wizard. Agrit almost immediately knew the significance of it: there was the potential in Vethorm of magical power, and it had reacted to the orcish magic within the staff. She offered to take Vethorm under her wing as an apprentice, and his parents, Katrezra and Jagrin encouraged him to agree. Vethorm, unfortunately, was not a good student, struggling to understand the complicated diagrams and equations of a spellbook and getting throbbing headaches, during which he thought he could hear distant roaring that no one else could. Eventually, he gave up in frustration, but Agrit and her wife Sara let him know that he would still be welcome at Agrit's shop, the House of Wonders, as an assistant if he needed a job.
| J Scot Shady |
| 1 person marked this as a favorite. |
A lot of good submissions folks. I am working on gathering more info and my thoughts. A few more days to submit for anyone still thinking about it. Here is the latest. Thanks.
Characters Submitted
Concepts In Progress
Others Who Have Shown Interest
| Rolthvar |
So there's still possibly room? Awesome.
I know there's quite a few of the moderate folk (dwarves) applying, but I've wanted to play a version of this character for quite a while, so I figure, why not try, right? Still working on the final draft of the background, but the crunch is done.
Rolthvar Ironblood, dwarven blacksmith by profession, Paladin of Torag by destiny. Or something like that. :D
| Storyteller Shadow |
So there's still possibly room? Awesome.
I know there's quite a few of the moderate folk (dwarves) applying, but I've wanted to play a version of this character for quite a while, so I figure, why not try, right? Still working on the final draft of the background, but the crunch is done.Rolthvar Ironblood, dwarven blacksmith by profession, Paladin of Torag by destiny. Or something like that. :D
There's always room for more! Just this list of submissions alone you could run 4 or 5 tables of Giantslayer! that's always the problem with PbP, too many players and not enough DMs :_)
| J Scot Shady |
Coming down to it here folks. Last two days for the submission. Given the volume of submissions and a slight personal hiccup, it may take an extra day or two for me to make my decisions. I hope to have the list by Monday or Tuesday though and then begin getting things started after that. Lots of good options.
Here is the latest summary and a response below. Thanks.
Characters Submitted
Concepts In Progress
Others Who Have Shown Interest
Truth.
...any chance that 6 characters might get chosen instead of 5?
I can't say I will be taking a 6th character but I have thought of it as a possibility. Sorry I can't be more clear here but honestly I am undecided.
| Seth86 |
Introducing Davi Sheepfield
A small, literally, sheep herder from a small community outside a big city in Osirian. After a devastating attack on his farm, he was left orphaned, one of the city folk took him in, and over time he started to rebuild his love of farming and sheep herding. Though he has vowed to get back at the giants that ruined his childhood. Through growing up without his kin, he learned more and more how to fight against the large beasts, and taking his stature for an advantage, the halfling grew bolder and bolder.
Now, with the looming threat, even if it is far from home, he has set out to help those so that they have a fighting chance. Something he didnt have as a child. Small yes, big at heart yes. The giants will not know what hit them
Davi Sheepfield
Halfling fighter (mutation warrior) 1 (Pathfinder RPG Advanced Class Guide 93)
NG Small humanoid (halfling)
Init +3; Senses Perception +0
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +2; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +4 (1d3+2/19-20) or
. . halfling stitched sling +4 (1d4+2) or
. . quarterstaff +4 (1d4+3)
Ranged mwk sling +6 (1d3+2)
Special Attacks low blow[APG]
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Statistics
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Str 15, Dex 17, Con 12, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits indomitable faith, orphaned by giants, signature moves
Skills Acrobatics +1 (-3 to jump), Bluff +0 (+1 while wielding Masterwork Sling), Craft (leather) +6, Intimidate +4 (+5 while wielding Masterwork Sling), Knowledge (nature) +1, Profession (shepherd) +4, Survival +4
Languages Common, Halfling
SQ warslinger[APG]
Other Gear lamellar (leather) armor[UC], dagger, halfling stitched sling, mwk sling, quarterstaff, sling bullets (50), bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork artisan tools (leatherowrking), masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), small tent, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 1 gp, 5 sp
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Special Abilities
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Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Low Blow +1 to critical confirmation rolls against larger creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
It's something, i hope to be able to add more before cutoff time
| Garrett Goodbarrel |
I am throwing Garrett into the mix. His stats are in his Profile.
Garret was apprenticed to a dwarven merchant company called Thren's Goods. He learned much about understanding an items value and trade from working with the merchants. As he grew older, he started joining in on some of the wagon trains that helped bring goods from Vigil to other towns and castles in the area.
Recently, a group of rogues have been trying to get Garrett to turn on the dwarves and when he mentioned it to the dwarves they seemed suspicious of him. Concerned by this turn of events, Garret decided it was time for a change of scenery and headed to Trunau to see if his skills with locks and merchandise might provide a good life in the small town.
He is also skilled in Diplomacy and Use Magic Device to assist with side things that the group may need as we go through the adventure path.
| pad300 |
And slipping in at the last minute...
Gefirist Rivenhelm
Gefirist was born Janderhoff in 4691 AR. His parents, Jynbit and Flangna were surprised to have a tiefling child (although given both Jynbit and Flangna’s arcane experiments it was perhaps unsurprising), but raised him anyways.
He showed no talent for the arcane arts, but some promise in the field of alchemy. Unfortunately for him, he fell in with bad company and was thrown out of an apprenticeship for excessive entrepreneurship (he was dealing on the side). Through nepotism, he was still able to get a job as a delivery agent with Gabbnap’s Sundries and Incendiaries (A gnome owned alchemical supply company in Janderhoff). Gabbnap being his grand-uncle (who owed Flangna a favor). They use him for odd jobs, like long distance deliveries that no one else wants to take on.
Gefirist has come to Trunau with a visiting trade caravan. He was delivering a shipment of alchemical weapons. Having fulfilled the contract he planned on leaving with the caravan; Fate has other plans for him though...
3’7”,44 lbs. 23 years old. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow. He generally wears a concealing cloak and a mask when not at home.
Gefirist Rivenhelm
CG Male Tiefling
Rogue (unchained, Underground Chemist, Scout) 1
Hero Points: 1
Deity: Torag
Init +4 Dex +2 trait
Speed 30 ft
Darkvision 60 ft
Defense
AC: 18 = 10+4 (dex) + 2 (armor) +1 NA+1 size
HP: 11 = 8 +1*2 Con +1 FCB
Fort +0 Rog 1+2 (Con)
Ref +2 Rog 1+4(Dex)
Will +0 Rog 1+1(wis)
+2 vs Charm and Compulsion
Resist Cold 5
CMD: 13 =10 +0 bab +0 str +4 dex -1 size
Offense
BAB: +0
Melee:
Ranged:
CMB: +0
Stats
Str 11 = 11 (1 pts)
Dex 18 = 16 (10 pts)+2 racial
Con 14 = 14 (5 pts
Int 14 = 12 (2 pts)+2 racial
Wis 12 = 12 (2 pts)
Cha 8 = 10( 0 points) -2 racial
Feats:
(1st) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
(Rog 1) Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Traits:
Dwarf Trained (campaign): You gain a +2 dodge bonus to AC against creatures with the giant subtype and a +1 trait bonus on attack rolls against creatures with the orc subtype
Defensive Strategist (Religion): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Birthmark (faith): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Skills 10=1*(8+2(int) /lvl) ( skill roll. NOT INCLUDING ACP)
Perception 1 rank +3 trained +1 wis (+1 vs traps)
Stealth 1 rank +3 trained +4 Dex +2 racial +4 size
Disable Device 1 rank +3 trained +4 Dex (+1 vs Traps)
Bluff 1 rank + 3 trained-1 Cha +2 racial
Sense Motive 1 rank + 3 trained +1 wis
Escape Artist 1 rank +3 trained +4 Dex
Climb 1 rank +3 trained
K Dungeoneering 1 rank +3 trained +2 Int
Use Magic Device 1 rank + 3 trained -1 Cha
Acrobatics 1 rank +3 trained +4 dex
Background Skills (1*2 = 2 ranks)
Craft (Alchemy) 1 ranks + 3 trained + 2 int
Sleight of Hand 1 ranks +3 trained + 4 dex
Languages: Common, Infernal, Dwarven (In), Draconic (Int)
FCB +1 HP
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Tiefling (Gnome descent)
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Gnome descendent: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.
Small: Gnomes are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Small
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold,
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages:
Weapons: (34 gp)
Sap (1 gp), Dagger (2 gp), Shortbow (30 gp), 20 arrows (1 gp)
Armor (10 gp):
Leather Armor (10 gp)
Equipment 52.41 gp
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp),
Alchemy
2 vials of Acid (20 gp)
Holy Weapon Balm (25 gp)
2 Shard Gel (50 gp)
Sunrod (2 gp)
Vemin Repellent (5gp)
1 gp, 5 sp, 9 cp
| Robin Blackbrook |
Alright, coming in REALLY under the wire, since I only noticed this recruitment was running yesterday, but here's my (Cellion's) submission: Robin Blackbrook, the soft-hearted artisan
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"Ms Morninghawk, I know you turned down the last two horseshoes, but I promise you, this one is the best one yet. Look at the filigree, the inlay, I even incorporated these two shards of chalcedony at the- WAIT what do you mean scrap it? How could you ever scrap something made with love?"
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Robin is a warpriest of Shelyn and font of irrepressible optimism (some might say naivete). He's an apprentice to Sara Morninghawk (to her ongoing dismay) and holds the record for most projects reworked or thrown away. Nevertheless, the few pieces he's managed to sneak under her nose have ended up on wrists, dangling from ears, and around necks all around Trunau. He sees beauty in everything, but acknowledges even beauty can be dangerous, especially in the wild lands of Belkzen. However inspiration cannot be gained without risk, and he's about to experience more risk than he could dream of.
Robin is built to eventually become a dexterity based melee fighter with some divine magic and other minor tricks. I think it'll be interesting to explore the dichotomy between the perils of the giant and orc attacks with his unshakable Shelynite beliefs.
Details are in the profile, but let me know if you have any questions.
| J Scot Shady |
| 1 person marked this as a favorite. |
I don't selection will be completed until Sunday night/Monday morning as the DM has new submission to review and their submissions need the same level of consideration as the ones submitted at the beginning :-)
Lots to consider now. Thank you all for the submissions. I am going to take time today and tomorrow to review the submissions. I should have the group selected no later than Monday night. Here is the final list as I see it.
Characters Submitted
| J Scot Shady |
Thank you to everyone who submitted to the recruitment. This was a tough one with a lot to review and consider. I was able to do a bunch of work last night and this morning, and I have come to a decision. Given the number of submissions I liked, I have decided to go with a 6th character and will make adjustments to that end. So, without further delay here is the list of characters I would like to join me in the game.
For those selected above, please dot and delete to the Gameplay thread which I will be beginning shortly. I will be individually sending each of you a private message with the invite link to the Roll20 game. I have also started the discussion thread for people to begin getting to know each other as both players and characters.
To those not selected, thank you for submitting. You made it more of a challenge to decide. Perhaps someone with take up the list and start their own table. I hope so for several of the characters. Good luck as always in future games and I hope to see you around on the forums.