Dooms Bay (D&D4E) - (Earl L.)

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving. Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress. In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.
The game will continue every two weeks. Start and stop time will be flexible depending on group.
Generate ability scores as per standard array or point buy (PHB pgs. 17-18).
Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).
Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).
Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).
Earl
