(Edit: both of the following campaigns had a group character generation session)
Campaign 1:
1. Druid and Barbarian: Druid was sent to try and negotiate the release of the Jarl's daughter, who was abducted by wizards. The Barbarian, seeking reknown and hoping to become a Jarl and marry the daughter, volunteered to be the Druid's bodyguard
2. Paladin: He is searching for his sister. He had a dream regarding her and the island ruled by wizards*.
3. Knight: He was seeking the people responsible for ambushing his border patrol. He had leads bringing him to the island.*
4. Rogue: He grew up on the island. As a mundane, he was on the bottom rung of society and hated the wizards. He wanted nothing more than to get off the island and, if possible, stick it to the wizards that ran it. He spent his morning on the docks looking for marks among the disembarking passengers.**
* the lead to the island for both of the players was given by myself.
** I fed the rogue's player info that his character had heard that the wizards had a noble woman as a hostage.
Knowing the above, I started them on the island with the rogue spotting the PCs among the disembarking passengers and set the players loose to bring themselves together.
Campaign 2:
A magical plague had driven survivors underground among various scattered locations. The PCs had grown up in one such community. Word had, now, come that it was now safe to return to the surface world
Campaign 1:
1. Druid and Barbarian: Druid was sent to try and negotiate the release of the Jarl's daughter, who was abducted by wizards. The Barbarian, seeking reknown and hoping to become a Jarl and marry the daughter, volunteered to be the Druid's bodyguard
2. Paladin: He is searching for his sister. He had a dream regarding her and the island ruled by wizards*.
3. Knight: He was seeking the people responsible for ambushing his border patrol. He had leads bringing him to the island.*
4. Rogue: He grew up on the island. As a mundane, he was on the bottom rung of society and hated the wizards. He wanted nothing more than to get off the island and, if possible, stick it to the wizards that ran it. He spent his morning on the docks looking for marks among the disembarking passengers.**
* the lead to the island for both of the players was given by myself.
** I fed the rogue's player info that his character had heard that the wizards had a noble woman as a hostage.
Knowing the above, I started them on the island with the rogue spotting the PCs among the disembarking passengers and set the players loose to bring themselves together.
Campaign 2:
A magical plague had driven survivors underground among various scattered locations. The PCs had grown up in one such community. Word had, now, come that it was now safe to return to the surface world
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