Recruiting One (1) Replacement Player for Serpent's Skull Game


Recruitment


Hello, friends! We haven't heard from one of our players in a very long time (April 4th), and the time has come to replace him, unfortunately.

I am fairly new to PbP gaming, and this is my first attempt at PbP GMing. But I've run this AP in meatspace up through a decent chunk of the second book, among other games.

To prepare your delve into dangerous jungles, colonial disasters, and ancient, forgotten ruins, I suggest that you read through the Serpent's Skull Player's Guide, located HERE.

Campaign:

Frequency Once a day would be nice, but we've slowed down a little bit. Four or five times a week is probably closer to the expectation at the moment.
Combat I will roll initiative for all parties. For maps, I'll provide the grids and upload them in the campaign info.
House Rules

  • All characters get Weapon Finesse as a free bonus feat
  • PvP is strongly discouraged
  • I’m not super picky about encumbrance

Character Creation:

Please submit your character in a spoiler tag or an alias. Feel free to post as the alias, or simply provide a link to the profile. A fully completed backstory is more important than a fully completed stat-sheet for your application!

Your Role in the Party
The rest of the players are:
-A half-elf barbarian 1
-An aasimar oracle of life 1, who will be taking mostly (if not all) paladin levels after 1st level
-A sylph witch 1
They have expressed interest in picking up another full arcane caster and/or a ranged damage dealer.

Races Flexible. Probably sticking to things from the Advanced Race Guide is best, though. The more "monstrous" races may have a harder time fitting in during the time spent in more "civilized" areas though, so be prepared for that if you want to apply with one.
Classes If it's third-party, ask first. Otherwise, Paizo-published should be fine, including the Advanced Class Guide playtest classes. Also, there's no as-written support for gunslingers (although if you really want to play one, we'll see if we can't work something out).
Abilities 25 point buy, maximum 19 in any stat after racials
Traits 2 Traits, one of which should be a campaign trait from the player's guide. No Flaws.
Alignment Non-evil.
Starting Wealth Average by class, or you can roll it by class.
Health Max at first level. For subsequent levels, you may roll or take 1/2 HD + 1
Background, Appearance, Personality Why are you aboard the Jenivere, headed to Sargava? A bit of background is nice, as is a physical description and brief personality overview. Obviously, “personality” is something that develops over gameplay more than being limited to your blurb, so don’t worry too much about it if you end up a little stuck on that particular front!

Feel free to ask questions if you have any concerns, either here or via PM.


I'm thinking Arcane Trickster for this, damage based Ninja/Sorcerer seems to fit Full Caster/Ranged damage roll. Are you still at level one? I can have a character built and alias made within the hour.


would my old character I made for this (the fey invoker) be suitable?


Dotting for interest.


@ Alistus: Yes, still first level.

@ Viluki: Sure, feel free to submit an entry. Although, based on what the rest of the party has expressed interest in, you may want to focus on a more damage-heavy or otherwise non-debuff focused pact besides Fey (if there is one, I don't quite recall).

Lantern Lodge

Dotting for interest. Have a couple of ideas that might go well. Is there going to be much if any downtime in the group?


@ thestrongangel: The first section is a sort of sandbox wilderness thing for the most part, so there's the potential for downtime there. There are intermittent periods of downtime and urgency later on, although I can't say anything past the first two books, since I haven't read through 3-6 yet.


Dotting for interest. Thinking about making a slayer or ranger. How do you feel about the Skinwalkers race?


Submitting Tagatha. Catfolk sorcerer. Planning on being a big ranged hitter. Background is up. Will finish out details in Hero Lab (90% done now) if accepted.


It's a long shot, but would a Pseudodragon be okay as a character race?


As a question, did you intend to say full arcane, and not full divine in the post? Just wondering since you have a witch, but no divine caster other than the oracle/paladin who seems to be going mostly paladin.


Consider me VERY interested, and I'll be coming up with something in just a couple of minutes. Arcane caster or ranged damage dealer, huh...Interesting...

Thinking a ranger or zen archer monk.


Alright, I would like to present Chimalsi Kybwa'ka, a Human Warpriest (with a focus on archery) for consideration :-)


@ Void Dragon: I'd be willing to accept a Skinwalker for submission--our future Oradin already has a wolf's head, so I don't think it would be too much of an issue. Were you thinking of using the base race or one of the specific heritages?

@ Azten: I'd like to stick with the more humanoid races for this.

@ Tirion Jörðhár: They specifically requested arcane. The thinking behind that is, I believe, getting access to the wizard/sorcerer spell list, which the witch does not have.

@ Tagatha & Chimalsi: Thanks for the submission!


I was thinking about the fanglord (weretiger) as I think it would make sense in this jungle setting.


I'm definitely interested in this; with their only Oracle about to go Paladin, wouldn't a full-time healer (or another part-time healer) be desirable as well though? I was thinking of perhaps a Nature Oracle or some kind of Inquisitor. Failing that, I'd love to try out a Mwangi Wizard (aren't they kind of famous? I need to do some research) if they're set on an arcane caster.

Grand Lodge

I'd be interested in playing a Sylvan Sorcerer. I'll work on putting the details up soon, hopefully tonight.


Here's Koro, a blasty blaster going back to the land that flows in his veins.

Kororinda:

Kororinda Menutswene
Male Human (Mwangi) Sorcerer 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/19-20)
Ranged light crossbow +4 (1d8+2/19-20)
Sorcerer Spells Known (CL 1st; concentration +5):
1st (4/day)—grease (DC 15), mage armor
0 (at will)—detect magic, jolt, light, mending
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 14, Int 10, Wis 10, Cha 19
Base Atk +0; CMB +1; CMD 12
Feats Eschew Materials, Flagbearer, Point-Blank Shot, Weapon Finesse
Traits boarded in varisia - bluffing, havoc of the society
Skills Bluff +8, Intimidate +8, Spellcraft +4
Languages Common, Polyglot
SQ bloodlines (stormborn), thunderstaff
Other Gear dagger, light crossbow, 113 gp
--------------------
Special Abilities
--------------------
Boarded In Varisia - Bluffing +2 Bluff checks against inhabitants of the Mwangi Jungle.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flagbearer Grant bonuses to allies who see your flag
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stormborn +1 DC for [electricity] and [sonic] spells.
Thunderstaff (Shock 1 rds) (7/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
--------------------
Background: Kororinda was born to Mwangi freemen dwelling in Varisia who had bought their freedom after a harrowing escape from Chelaxian traders. His innate magic bloomed at an early age; as it was of an extremely destructive nature, his parents wisely placed him in the instruction of the Pathfinder Society in Magnimar. Koro took to the training like a fish to water, eagerly scampering through arcane libraries and hallways, and soon found himself the standard bearer for the Society's honor guard. Yet the call of his parent's homeland beckoned to him, known only through tales they recounted after supper, of vast jungles concealing ancient ruins of great power, and, of course, of people who looked like him, a relative rarity even in cosmopolitan Magnimar. Upon graduating into the Society, Koro learned of the Jenivere's trips to Sargava and immediately decided to go and seek his fortune in the land of his forebears.

Looks and personality: Koro is a tall, cheerful fellow, with features that speak of Bonuwat and Zenj, a mixture that is less common in Mwangi itself than among emigrees. He styles his hair in long knots, but wears Varisian clothing. He is quite proud of the Pathfinder Society, but his serious nature will dissolve rapidly if he finds opportunity for a joke.

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Fighter starting wealth: 5d6 ⇒ (6, 5, 4, 3, 5) = 23 x10 = 230 gp

I'm working on a plan for a fighter/wizard/arcane archer/eldritch knight build.

Level 1 (fighter):

Bayani Nishu
Elf Fighter (Lore Warden) 1
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +4, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . rapier +3 (1d6+2/18-20)
Ranged longbow +5 (1d8/×3) and
. . chakram +5 (1d8+2) and
. . dagger +5 (1d4+2/19-20)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 17, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Arcane Strike, Point-Blank Shot
Traits clever wordplay, mwangi scholar
Skills Climb +5, Knowledge (arcana) +7, Knowledge (history) +7, Perception +3, Spellcraft +7, Swim +5, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Polyglot, Sylvan
SQ arcane focus
Combat Gear cold iron arrows (20), cold iron blunt arrows (20); Other Gear studded leather, chakram (3), dagger, longbow, rapier, backpack, masterwork, blanket, flint and steel, hot weather outfit, mess kit, soap, spell component pouch, spellbook, sunrod (2), trail rations (4), waterskin, whetstone, 10 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.
------------------------------------
Background:

Bayani Nishu is a travelling scholar who is hoping to repeat the journey of his distant cousin, Varian Jeggare, into the savannahs and jungles of Garund to observe the mysterious Terror Lizards (i.e. Dinosaurs) that inhabit the expanse. His skin is tan, much darker than most elves, as his mother was an Ekujae, one of the elves who live in the Mwangi expanse. His father was an explorer as well, and had an affair with the dusky, wild elf woman, then returned to Kyonin with the child once she broke things off. Bayani has some hope of finding his mother's people during his travels as well, though he realizes that she will see him as a stranger, not a long-lost child; that is the way of elves, after all.

He has studied archery extensively, and has studied wizardry as well, though he's yet to fully master many spells. He wishes to follow the path of the mighty elves he has seen who blend archery and the arcane.

Note: Arcane strike at first level is made possible by the Envoy alternate racial trait, which gives a number of spell-like abilities that count as arcane. Relevant FAQ in which it is stated that Spell-like abilities count for prerequisites. If you'd rather not have this rule, I can replace that feat with something else, such as rapid shot or deadly aim.


Here is Ciaphus Fangblood a were-tiger blooded skinwalker who seeks to gain experience so that he can get revenge for his mostly destroyed tribe.


The list so far:

-Tagatha, Catfolk Sorcerer
-Chimalsi Kybwa'ka, Human Warpriest of Shimye-Magalla
-Ciaphus Fangblood, Skinwalker (Fanglord) Slayer
-Kororinda Menutswene, Human Stormborn Sorcerer
-Bayani Nishu, Elf Lore Warden Fighter (later fighter/wizard/arcane archer/eldritch knight)


Van Disarzio, Human Archer:
Van Disarzio
Male Human (Taldan) Fighter 1
CG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +3 (1d4+2/18-20)
Ranged composite longbow +5 (1d8+2/×3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits get the cargo through, scholar of ruins
Skills Climb +5, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Survival +4, Swim +6
Languages Common, Elven, Polyglot
Other Gear wooden armor, composite longbow, kukri, 22 gp
--------------------
Special Abilities
--------------------
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

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Background, Appearance, Personality:
Van Disarzio is a Taldan mercenary on board the Jenevere to deliver a package to a wealthy colonial in Sargava. He has travelled the area and speaks Polyglot fluently. He learned Elvish from his archery mentor, a Forlorn elf named Sholos with whom he parted ways at the end of his apprenticeship. His skin is bronze from being out in the sun frequently. His hair is reaching shoulder length, but that's mostly due to being away from society in his line of work, he means to cut it when next in a city. His brown eyes are so light as to appear almost amber. He wears simple traveler's garb, but has a beautiful composite bow strung across his back that he seems to dote over. A heavy knife of elvish make hangs at his side, another gift from his mentor. Van is confident without being brash, and easy going, but not lazy. He is a ranged combat specialist.


Here is a goblin conjuration specialist I would like to suggest. Right now he's more of a utility caster than ranged support, but that would change as he levels up; there just aren't many decent level 1 ranged spells. He'd likely take a level or two of rogue at some point too so that he could get sneak attack damage on his ranged touch spells. With a +17 Stealth modifier, he'd also make a wonderful scout.

Katrah's stats:
Katrah
Male goblin conjurer (teleportation) 1
N Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 8 (d6+2);
Fort +1; Ref +4; Will +2;
OFFENSE
Speed 30 ft.
Melee dagger +5 (d3-1/19-20)
Ranged light crossbow +5 (1d6/19-20), ranged touch +5 (by spell)
Conjurer Spells Prepared (CL 1st; concentration +5)
1st—grease (Reflex DC 16), mage armor, magic missile
0—acid splash, detect magic, prestidigitation
Opposed Schools Enchantment, Necromancy
STATISTICS
Str 9, Dex 18, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 12
Feats AlertnessB (when Remington is within arm’s reach), Scribe ScrollB, Spell Focus (conjuration), Weapon FinesseB
Traits Stowaway, Volatile Conduit
Skills Knowledge (arcana) +7, Knowledge (nature) +8, Knowledge (planes) +8, Perception +1 (+3 w/Remington in arm’s reach), Ride +8, Sense Motive +0 (+2 w/Remington is in arm’s reach), Spellcraft +8, Stealth +17, Survival +0 (+1 to find food); Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Dwarven, Gnome, Goblin
SQ arcane bond (cat named Remington), shift 7/day, summoner’s charm
Combat gear bolts (10); Gear dagger, light crossbow, spellbook [spells prepared, plus all non-enchantment/necromancy cantrips and disguise self, mudball, reduce person, summon monster I] , wizard’s kit [backpack, bedroll, belt pouch, flint and steel, ink, ink pen, iron pot, mess kit (plate, bowl, cup, fork, knife, and spoon), soap, spell component pouch, torches (10), trail rations (5 days), waterskin], 10 gp
SPECIAL ABILITIES
Arcane Bond (Ex or Sp)
Katrah has formed a powerful bond with a cat named Remington.
Shift (Su)
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Summoner’s Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Remington (Katrah's familiar)'s stats:
Remington, Katrah’s Familiar
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8-1);
Fort +1; Ref +4; Will +3;
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft.
Melee 2 claws +2 (1d2-4), bite +2 (1d3-4)
Space 2 ½ ft.; Reach 2 ½ ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6 Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Knowledge (arcana) -1, Knowledge (nature) -1, Knowledge (planes) -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Climb, +4 Stealth
Languages empathic link
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
As long as Remington is within arm’s reach, Katrah gets Alertness as a bonus feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
Remington gives Katrah a +3 bonus on Stealth checks.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)

Background, etc.:
Katrah has been an outcast all his life. He didn't fit in at home among the Birdcruncher goblins. He didn't care for the "fowl" taste of what his father and older brothers put on the table, and he certainly didn't want to eat it raw. And--horror of horrors--he liked to read! Katrah spent most of his childhood trying to hide books from the other members of his tribe in a cave outside their encampment. As often as he could, he would sneak off to the cave and read. Unfortunately, he was eventually caught and banished from the Birdcrunchers forever. He decided to head towards Korvosa. When he got there and heard about the Acadamae, he was intrigued and decided to investigate. The guards, not being known for being overly kind to any visitor (much less a goblin), rebuffed him on sight, but Katrah was not to be deterred. He simply waited until nightfall and walked right past them without them noticing. His sneakiness was no match for the wizards in the Acadamae itself, however; they quickly caught him. They decided that if he wanted into the Acadamae that badly, they'd show him what it was really about. They admitted Katrah as a student, but they treated him even more harshly than other new students, attempting to drive him away one way or the other. They might well have succeeded except Katrah finally found a friend at the Acadamae--a stray cat named Remington. Whenever Katrah was feeling depressed and ready to give up, Remington would curl up in his lap and purr to make him feel better. Katrah completed his first three years of harrowing labor and his first year of specialized studies before the dean came up with a new plan. In order to get Katrah out of their hair, permanently if they have their druthers, they have sent him to Sargava on the Jenivere. Supposedly, there is an artifact of untold power in the Mwangi Expanse that the leadership of the Acadamae wants him to recover as the next stage of his training. Katrah isn't sure the artifact exists, and he is sure that they're lying to him about how easy it's going to be and how much they'll pay him, so he isn't taking any chances. He took most of the money the Acadamae gave him for passage and used it to buy equipment and then stowed away instead of paying for passage. Katrah is a rather average-looking goblin wearing black robes. He has a dagger in his belt and a light crossbow slung over his shoulder. In terms of personality, Katrah is rather mischievous with those he knows well (or when he thinks he is sneaky enough to get away with it), but he is often quiet and reserved.


^ that is a cool build. Paladin of Baha-who? is a great roleplayer as well; we're in another game.


Thanks!


The list so far:

-Tagatha, Catfolk Sorcerer
-Chimalsi Kybwa'ka, Human Warpriest of Shimye-Magalla
-Ciaphus Fangblood, Skinwalker (Fanglord) Slayer
-Kororinda Menutswene, Human Stormborn Sorcerer
-Bayani Nishu, Elf Lore Warden Fighter (later fighter/wizard/arcane archer/eldritch knight)
-Van Disarzio, Human Archer
-Katrah, Goblin Conjurer

I'll probably leave this up until the end of the weekend, and then we'll make our choice. Feel free to keep the submissions coming if you'd like. :)


Just for fun: Backstory vignette for Bayani:

"You're going to Mwangi?" the older elf asked.

"Yes, father," replied Bayani in a neutral tone.

"Call me Aladaer, we're both adults now. Why are you going back there? You know she won't care that she birthed you."

"You call me an adult, yet assume you know my business as if I were still a 6-decade-old? I want to see DINOSAURS, f...Aladaer. I want to find the ruins you saw a century ago. Certainly it would be pleasant to meet the woman to whom I owe this permanent suntan, but that's not the reason I'm going."

Aladaer frowns, meeting his son's deep black eyes with his own. "It's dangerous, too. You've got some talent, I won't deny that, but are you sure you can handle it? There's a phrase the humans say in Taldan: <It's a jungle out there!>" He falls into the common tongue of Avistan to say the words.

Bayani ponders the situation, then grasps what is underlying his sire's concern.

"I never blame you for taking me away from her, you know." The other's reaction confirms his line of thought. "I've had no complaints about my life, and parents rarely stay together until their child's centenary. Why should it have been different for you? Iadara is my home, and I wouldn't trade this life for one growing up in the expanse -- even if I always begged you for tales of your adventures when I was small."

"I supposed you were trying to find a connection to your mother; that wasn't it?"

"They were exciting! What little boy wouldn't love those tales? Desna and Nethys, father, did you always think when I was asking you for those, I was asking about her?"

His father shrugged sheepishly.

"Ki jan nan kreyòl mwen an?" asks Bayani, changing the subject. How's my polyglot?

"Ou pale li tankou yon natif natal," replies Aladaer. You speak it like a native.

"Mèsi. Mwen menm, ale nan Greengold, ak soti nan gen yon vwayaj de-semèn yo Korvosa. Gen yon bato kite pou Mwangi nan espas yon mwa. Vle m 'chans, papa." Thank you. Tomorrow I go to Greengold, and from there a two-week journey to Korvosa. There is a ship leaving for Mwangi within a month. Wish me luck, father.

"Good luck, son," replies Aladaer, returning to elven, emotion showing in his normally-placid eyes.


First of all, I'd like to thank you all for applying. I have made my decision with the aid of the current players.

We would like to take on Kororinda Menutswene, the Mwangi sorcerer. I'll send you a PM and we'll get you set up.

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