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Adventure begins! So how do the PCs know each other?
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<blockquote data-quote="Greg K" data-source="post: 2908380" data-attributes="member: 5038"><p>Okay, this is a little long, but it gives an example of how the characters in my campaign come together.</p><p></p><p>My last campaign was comprised of a barbarian, druid, fighter (player joined the second session), paladin and rogue. </p><p></p><p>Note: I run a homebrew setting. Druids in the setting are found only among certain barbarians clans where they serve as diplomats and spiritual leaders. Paladins are based in one specific country far to the south of the barbarian lands. Rogues, well they are found nearly everywhere. </p><p></p><p></p><p>Pre-game: I offered the players of the druid and the barbarian a chance to have their characters know each other. Once I filled them in on the recent happenings and some cultural information, the two players decided that the druid and the barbarian were from the same clan and did know each other. The druid was sent by his superiors to negotiate the release of the Jarl's daughter via diplomatic means. The barbarian volunteered to be his bodyguard in hope of gaining prestige within his clan. The two set out together by ship to an island.</p><p></p><p>Unfortunately, the Paladin was not from the same region. However, the player of the paladin has been in other campaigns of mine and has familiarity with the campaign setting. He decided he wanted his character to be on a mission to find out what happened to some PCs from a previous campaign, who never returned. He wanted one of those PCs to be the older sister of his character. So, I told him that the clerics for whom whose temple his paladin served had visions- the visions involved an island ruled by wizards and that the wizards were somehow involved with his sister's disappearance.</p><p></p><p>The player of the rogue asked if he could be from the island which would give the characters a guide should the characters team up. I agreed that it was a good idea. I gave the player some information about the island. I then asked him about his rogue's background. He told me about the rogue including how the character hung out at the docks where he lived off the money he stole from foreigners just arriving to the island.</p><p></p><p>The first session:</p><p>The rogue was at the docks looking for some pockets to pick when he spotted the barbarian and druid disembarking a ship. As the druid and barbarian stood out more so than many of the other disembarking passengers, the rogue took them to be easy marks and attemptied to steal the druid's money poutch. </p><p></p><p>The rogue's attempt would have been successful had he not been spotted by another new arrival- the paladin.</p><p></p><p>A fight between the barbarian and rogue was about to ensue, but the paladin calmed matters.</p><p></p><p>Not wanting to waste time witht he rogue, the druid told the barbarian that a battle with the rogue would not bring prestige and was, therefore, a waste of time. However, knowing the paladin was a member of specific relgious order, the druid invited the paladin to accompany them in a search of food and lodging in hope that he could discuss securing the paladin's aid in case diplomacy failed.</p><p></p><p>Meanwhile, the rogue decided he wanted another crack at the druid's money poutch and, if possible, the paladin's poutch as well. So, he tailed them to the inn using the crowd as cover. Once at the inn, the rogue found a seat and oveheard the druid tell the paladin of his mission to secure the release of the Jarl's daughter. </p><p></p><p>Having heard rumors that a foreign nobleman was being held nearby and assuming that there would be a hefty reward, the rogue approached the druid, apologized, and offered his services.</p><p></p><p>Instead of diplomatically securing the release of the Jarl's daughter and unable to turn to local officials (the local wizard's guild that ruled the city were the one's holding her), the group broke in to where she was being held and stole her back.</p><p></p><p>Unfortunately, the getaway was not clean. In their escape, the party reached the docks with some wizards and guards in pursuit. The party crossed paths with a fighter (a new player). The fighter had just been chased by a press gang. In the poorly lit light of the docks, the fighter mistook a local wizard chasing the party as a member of the press gang so he fired his bow at the wizard-killing him. Two members of the militia saw what happened and mistook the fighter as a member of the party. So, the fighter was now on the run and the party now had a murder rap hanging over their collective head. </p><p></p><p>The group managed to escape on a departing ship and they banded together more formally. The paladin stayed to ensure that the Jarl's daughter got back safely and, in return, the druid and barbarian agreed to help him find his sister. Meanwhile, The fighter was invited along, because the party assumed that he had willfully come to their aid . The fighter never told them otherwise and decided to join for a chance at adventure and money. And, as for the rogue stayed with the group, because he knew that the wizards would eventually find him if he stayed on the island and come looking for him now that he had left- better to stay with a group that might protect him (and, of course, he needed to collect his reward).</p></blockquote><p></p>
[QUOTE="Greg K, post: 2908380, member: 5038"] Okay, this is a little long, but it gives an example of how the characters in my campaign come together. My last campaign was comprised of a barbarian, druid, fighter (player joined the second session), paladin and rogue. Note: I run a homebrew setting. Druids in the setting are found only among certain barbarians clans where they serve as diplomats and spiritual leaders. Paladins are based in one specific country far to the south of the barbarian lands. Rogues, well they are found nearly everywhere. Pre-game: I offered the players of the druid and the barbarian a chance to have their characters know each other. Once I filled them in on the recent happenings and some cultural information, the two players decided that the druid and the barbarian were from the same clan and did know each other. The druid was sent by his superiors to negotiate the release of the Jarl's daughter via diplomatic means. The barbarian volunteered to be his bodyguard in hope of gaining prestige within his clan. The two set out together by ship to an island. Unfortunately, the Paladin was not from the same region. However, the player of the paladin has been in other campaigns of mine and has familiarity with the campaign setting. He decided he wanted his character to be on a mission to find out what happened to some PCs from a previous campaign, who never returned. He wanted one of those PCs to be the older sister of his character. So, I told him that the clerics for whom whose temple his paladin served had visions- the visions involved an island ruled by wizards and that the wizards were somehow involved with his sister's disappearance. The player of the rogue asked if he could be from the island which would give the characters a guide should the characters team up. I agreed that it was a good idea. I gave the player some information about the island. I then asked him about his rogue's background. He told me about the rogue including how the character hung out at the docks where he lived off the money he stole from foreigners just arriving to the island. The first session: The rogue was at the docks looking for some pockets to pick when he spotted the barbarian and druid disembarking a ship. As the druid and barbarian stood out more so than many of the other disembarking passengers, the rogue took them to be easy marks and attemptied to steal the druid's money poutch. The rogue's attempt would have been successful had he not been spotted by another new arrival- the paladin. A fight between the barbarian and rogue was about to ensue, but the paladin calmed matters. Not wanting to waste time witht he rogue, the druid told the barbarian that a battle with the rogue would not bring prestige and was, therefore, a waste of time. However, knowing the paladin was a member of specific relgious order, the druid invited the paladin to accompany them in a search of food and lodging in hope that he could discuss securing the paladin's aid in case diplomacy failed. Meanwhile, the rogue decided he wanted another crack at the druid's money poutch and, if possible, the paladin's poutch as well. So, he tailed them to the inn using the crowd as cover. Once at the inn, the rogue found a seat and oveheard the druid tell the paladin of his mission to secure the release of the Jarl's daughter. Having heard rumors that a foreign nobleman was being held nearby and assuming that there would be a hefty reward, the rogue approached the druid, apologized, and offered his services. Instead of diplomatically securing the release of the Jarl's daughter and unable to turn to local officials (the local wizard's guild that ruled the city were the one's holding her), the group broke in to where she was being held and stole her back. Unfortunately, the getaway was not clean. In their escape, the party reached the docks with some wizards and guards in pursuit. The party crossed paths with a fighter (a new player). The fighter had just been chased by a press gang. In the poorly lit light of the docks, the fighter mistook a local wizard chasing the party as a member of the press gang so he fired his bow at the wizard-killing him. Two members of the militia saw what happened and mistook the fighter as a member of the party. So, the fighter was now on the run and the party now had a murder rap hanging over their collective head. The group managed to escape on a departing ship and they banded together more formally. The paladin stayed to ensure that the Jarl's daughter got back safely and, in return, the druid and barbarian agreed to help him find his sister. Meanwhile, The fighter was invited along, because the party assumed that he had willfully come to their aid . The fighter never told them otherwise and decided to join for a chance at adventure and money. And, as for the rogue stayed with the group, because he knew that the wizards would eventually find him if he stayed on the island and come looking for him now that he had left- better to stay with a group that might protect him (and, of course, he needed to collect his reward). [/QUOTE]
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