Roll call
Most Saturday afternoons, I play in a 5E "D&D" campaign. We started with six players, only to regrettably lose one fellow as a result of changes to his work schedule, then another due to personal hassles outside of the game. The characters of the four remaining players are:
* Half-orc cleric/potter who worships a dwarven goddess and really wants to be a ranger
* Damaged human sorcerer experimented on as a youngster, with a number for a name
* Aging gnome wizard/sham fortune teller who'll steal anything that's not nailed down
* Human bard mirroring the real-life player (who has been transported to the "D&D" world via an antique found in our world).
Which, you'll agree, is enough wackiness for any campaign :-)
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