Godjammer 4e D&D

"After years of search, we thought hope to be lost. Our task of collecting the Blueflame items thought neigh impossible due to too many of them being permanently taken from our world. And yet, a band of just a few continued that search... hunting for hope. And here we stand upon it in this fraction of the Dweomerheart that even I did not know existed. These faithful found our salvation. This ship, this spelljammer... nay! this Godjammer is the largest remnant of Mystra we have ever found, her spirit swims within these sails granting us the greatest ability... time is our new destination. And while our goal remains clear in returning our Mother to us, we have an equally great opportunity to set right what once went wrong. Who better fitting to lead us in our search for both of these than the Hunters of Hope. I turn this ship and us as crew over to you... lead us.. to Mystra."
-The Simbul

The Godjammer campaign introduces players as one of the Hunters of Hope, a small sect of extremely loyal followers of Mystra on a pilgrimage to revive her. The Faithful of Mystra as a whole is lead primarily by The Simbul but also utilizes the knowledge and powers of Elminster Aumar (riding the mind of Amarune Whitewave), Storm Silverhand and her harper agents, and in an odd twist of events: Manshoon. After a great deal of searching, the Hunters of Hope stumbled upon Mystra's extremely well hidden spelljammer ship which they later learned had the ability to traverse time, as well as space. Seeing this as an opportunity to find new ways to revive their fallen god, the mother of all magic, the Faithful set out upon their journey through time to hunt specific items, people and events of significance.
This setting is written primarily as an episodic game featuring a progressive storyline, the destination for the ship will be selected by the players and can feature significant events in the history of Faerun as well as offering a unique look at the world as it would be should events have been changed.

 

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