Margaret Peregrine is a high school sophomore. Most of the time, she's either at school, at the school robotics club, at the school chess club, or doing schoolwork. Today, she's cleaning out her late great-grandmother's attic.
"I have to quit the game sometime this summer." She explains the situation with her grandmother again.
Hug! Hugs are nice. "I'd like to keep buying jewelry off you but I guess we'll have to see how the shipping time works out. I'm going to miss you either way."
"Yeah. I'll look at what shipping speeds cost how much." Squeeze, eventual unhugging. "I have at least the few weeks until school lets out, then it depends on how long moving ends up taking."
"That would be pretty awesome, thanks. I don't know how long it might take to find a new supplier; ideally I want one who's in the know so I can give them access to the site and stuff."
"I think I'd rather go for it, and then once we know when my last week will be my character can get killed off and I'll at least have gotten to try them out? We can make sure to avoid starting any plot threads depending on my backstory."
"You got it." And he drops them into the campaign. They are on a boat for assorted reasons - two characters are crew members, including hers, wizardry being useful on a ship, and one is a merchant traveling with his goods and one is a prisoner being transported in the hold and one is an itinerant traveling to point B, and they spring the prisoner to help them fight a sea monster when one suddenly attacks!
Starting at level 6 means her character is actually useful vs. a sea monster! Sea monster: get wrecked! Ship: do not get wrecked! Combat is fun.
They probably should not all just believe her immediately because she's a PC. Does anybody in this party have a decent Sense Motive? Because Margaret's character's Wisdom is, shall we say, not her best stat.
Y- no! There is a storm in the middle of the night and they are blown off course and shipwrecked; the party are the only survivors. Here they are in this jungle they were not intending to visit! The merchant character starts trying to collect washed-up cargo while his player giggles at the fidelity of his own roleplaying.
That is in fact pretty funny, good for that player. She suggests that they follow the coastline in the hopes of finding civilization.
"Your backstory choices are making for an interesting story for the rest of us," Margaret remarks to Brenda. "I hope they aren't making things boring for you."
Ooh, charades! This is one of those amusing cases where the skills of the characters are completely irrelevant and the skills of the players are all that matter. In Margaret's case those skills amount to "pretty decent for someone who has never tried to do this before, which she hasn't". If they stay here overnight she can prepare Comprehend Languages in the morning but for now she's having fun being a mime.