Adventuring Company rules in Character Generation Guide 1.8

Post/Author/DateTimePost
#1

-Bander

Jan 23, 2009 10:05:25
The peek I got was enormously disappointing!
You can't name your Ad.Co. after pre-existing (e.g. Flaming Fists) adventuring companies in Faerun. I imagine that'll apply to my Knights of Mystic Fire and the Aglarondan Griffin Riders too.
So, they exist, and though any character of the region would be proud to belong, they're completely comprised of NPCs and they don't want you.

$%@#!!!

As the (single) Ad.Co. benefit (other than coolness factor) a bonus group action point when 4 members are at the same table? Really!?

On behalf of the Knights of Mystic Fire (Aglarond chapter)...
http://games.groups.yahoo.com/group/Knights_of_Mystic_Fire/
Monumentally lame WotC RPGA LFR. So much more could (& should) be done with Ad.Co.s.

-Bander

“Nothing on the face of this earth --and I do mean nothing- is half so dangerous as a children's story that happens to be real, and you and I are wandering blindfolded through a myth devised by a maniac.” -- Master Li Kao (Tang Dynasty)