Team Friendship!

This campaign setting is in the default D&D 4E points of setting. No vast empires exist and the adventuring party is comprised of a group of strangers, working together out of necessity more than desire. The players are encouraged to try and think about their characters motivations and play accordingly, but the kick down the door and kill everything approach to playing has been a lot of fun too.

January 1, 2010

Well, we just played on Wednesday and I think the game went really well. This game had our first skill challenge since our very first session back in 2008, and though I need to work on skill challenges more to work out the kinks, I still think it went very well. Hopefully we’ll get a chance to play again soon.

Until then, keep checking back here every so often, as I update this page randomly with new information that could be useful. Be sure to read through the pages and start thinking about goals you may want for your individual characters or for the guild as a whole. You may not be in Bridgetown forever, but you’ll definitely be there long enough to make a name for yourself, so keep that in mind.

Also, check out Mystery in Little Wingville for a recap of the last game.

Setting notes

  • There are no class or race restrictions
  • Alignment does not come into play. Players are encouraged to play their character in a way that seems logical based on their background and established information. Additionally, though the characters have all chosen to work together they don’t necessarily like each other. Conflicting attitudes and ideas are fine between characters and players, as long as they don’t interfere with the game.
  • While there are no country spanning empires, there are several nations that dot the landscape, each with false ideas about their strength and security. Adventurers looking for fame and fortune can always find opportunity in these distraught kingdoms; whether as saviors or plunderers.

Team Friendship

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