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CaptainSam
2005-05-08, 07:57 PM
*gulp* First post, first idea. This is a placeholder for the rest of the party to follow.

The theme for this group is a party of multi-racial performers who are trying to make their way in a world that hates at least one of them at all times.

Racial Harmonies

Racial Harmonies is a group of wandering bards and adventurers. They travel the land, seeking fame and fortune with their manager. Truth be told, the band get the fame while their manager, the unscrupulous Morgan Nelrim, takes all the fortune. While music and performance are their primary loves, the group is not averse to getting their hands dirty (only a little dirty, though) adventuring to gain fame and attract people to their gigs.

There are many travelling troupes of bards in the world, but Racial Harmonies is different in that the members have put their natural enmities aside in the pursuit of music. The troupe currently consists of:

Aredhel Celebrindal, singer – Elven Female
Roscoe Cobbletoss, strings – Halfling Male [Bard3/Rogue 1]
Hador Rak, drums and other percussion – Half-orc Male [Barbarian 3/Bard 1]
Ingarr Shelston, dwarven bagpipes – Dwarven Male [Bard 2/Cleric 2]
Morgan Nelrim, manager/promoter – Human Male [Bard 8]

Racial Harmonies has the potential to become the greatest group in the world, if only they could save a little more money. Then they could finally play the Circus Maximus gig they’ve always dreamed of! And hire some serious mage-power to do the lights and smoke! And buy that big carriage with the glitter on it! And hire people to carry their equipment! And buy some new clothes! And maybe eat every day!

Gaming notes: The party is based around my favourite class, the bard. Many people either love or hate them to extremes. The party could be used as NPCs in a game, a rival adventuring group in low –level campaigns or simply just as local colour. The Manager has a secret that he is keeping from the troupe, which could be used as an adventure hook. The players could assist the troupe in finding new venues, helping to overcome prejudice in the game world. The beauty of bards is that anything can, and sometimes will, happen.

[b]Aredhel Celebrindal

Description:
Aredhel is the face of the group. Her delicate elven features and haunting voice have captured the hearts of many men, be they human, elf, or even gruff dwarves. Young and relatively inexperienced, she still sees the good in all and is a little too trusting for her own good. Aredhel believes in the purity of music, and performs for the love of it, not the money.

Aredhel left home relatively early in her life and started wandering while many of her contemporaries were still learning what it means to be an elf. She spent a lot of time just gathering songs and stories. The world, however is not a nice place for a young elf on her own. In many places, elves are viewed with suspicion and fear. This was demonstrated when she was attacked in an alley, robbed and left for dead. Fortunately for her, she was found by a fellow bard who healed her wounds. He had been watching her for some days and was impressed with her singing. He offered her a place in the troupe he managed. Overcome with gratitude, Aredhel accepted, and she has been with Morgan Nelrim and Racial Harmonies ever since.

She trusts Morgan Nelrim with the financial side of the group, leaving all major decisions to him.

Aredhel stands at exactly five feet, but the cut of her clothing gives the appearance that she is taller. It should do, she paid enough for it. Her silver-blonde hair hangs loose to her waist and is impeccably cared-for, as it is part of her performance and costume. She only ever ties it back when travelling or adventuring. On these occasions, she weighs it down with a steel ring to keep it out of the way. Her eyes can change from a deep forest-green to a light jade, depending on her mood or performance. Many have commented that aside from the music, the only thing they remember of Aredhel is her eyes.

Aredhel Celebrindal
Chaotic Good female Elf (Medium Humanoid)
Bard 4th
Hit Dice: 4d6 (15 hp)
Initiative: +2
Speed: 30 ft
Armour Class: 14 (+2 Dex, +2 Armour)
Base Attack/Grapple: +4/+4
Attack: Whip +5 (1d3+1 non-lethal, 20/x2)
Full Attack: Whip +5 (1d3+1 non-lethal, 20/x2)
Space/Reach: 5ft./5ft.
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 13, Dex 14, Con 11, Int 14, Wis 8, Cha 17
Skills: Knowledge (history) +7, Knowledge (Nobility) +7, Perform (Sing) +7, Perform (Oratory) +7, Perform (Comedy) +7, Spellcraft +7 (+2 synergy decipher on scrolls), Use Magic Device +7 (+2 synergy on scrolls)
Feats: Skill Focus (Perform: Sing), Weapon Finesse
Special Qualities: Bardic Knowledge +6 (+2 Knowledge: History synergy), countersong 4/day, fascinate 4/day, inspire courage +1 4/day, inspire competence 4/day
Bard Spells Known (3/3/1; Save DC 13 + spell level): 0- Dancing Lights, Detect Magic, Light, Lullaby, Prestidigitation, Read Magic; 1st - Grease, Hypnotism, Tasha’s Hideous Laughter; 2nd – Cat’s Grace, Glitterdust

Equipment of note: Leather Armour, Rapier, Fine Entertainers Outfit, 8gp

Roscoe Tosscobble

Description:
Roscoe is the owner of the fastest fingers in the land. His prowess with any type of stringed instrument is fast becoming legendary. Originally born with the family name Fastducker, he soon found that humans had difficulty pronouncing this and tended to laugh while trying to do so. A change to a more common halfling surname seemed to be in order. However, he has found that the laughter still persists, but can’t for the life of him work out why.

Roscoe is almost the perfect stereotype of the halfling race. Happy-go-lucky and carefree, he is content as long as he is having a good time. Since joining up with Racial Harmonies, he has found that fun can be found anywhere, whether in a tavern, down a deep dungeon, or simply just travelling to the next gig.

He enjoys teasing Hador Rak, the half-orc member of the group, and Hador retaliates. They both realise this is all in jest, and there is true respect and friendship in their relationship.

Recently, Roscoe has found himself in the position of becoming the groups “problem-solver”. His natural dexterity and understanding of intricate mechanisms, such as locks and traps, make him invaluable whilst adventuring. “Roscoe, we have a problem.” “Consider it solved!”

Roscoe trusts Morgan Nelrim, but is beginning to suspect there is more to their manager than meets the eye.

Roscoe dresses to suit his personality, flamboyant and expressive. Although only three feet one inch in height, he seems to fill more space than he actually occupies. A sparkling smile and quick wit ensures he is always popular with the ladies. In fact it’s not uncommon for him to turn up late for a rehearsal, bleary-eyed and yawning. His most prized possession is his Masterworked Mandolin that was a gift from a very appreciative lady. When asked about its origin, he will always reply with a sly grin and a wink, saying that some secrets should be kept. He is proud of his prowess with both stringed instruments and the ladies and works hard to develop the reputation and rumours to sustain these skills.

Roscoe keeps a set of “work clothes” handy for those occasions when flamboyant would be a hindrance.

Roscoe Tosscobble
Chaotic Neutral Male Halfling (Small Humanoid)
Bard 3rd/Rogue 1st
Hit Dice: 4d6 (18 hp)
Initiative: +4
Speed: 20 ft.
Armour Class: 17 (+4 Dex, +3 Armour)
Base Attack/Grapple: +2/+1
Attack: Light Crossbow +6 (1d6, 19-20/x2)
Full Attack: Light Crossbow +6 (1d6, 19-20/x2)
Space/Reach: 5ft./5ft
Saves: Fort +1, Ref +9, Will +3
Abilities: Str 8, Dex 18, Con 10, Int 13, Wis 10, Cha 14
Skills: Balance +5, Bluff +8, Climb –1, Diplomacy +12, Disable Device +5, Disguise +8, Escape Artist +10, Hide +6, Jump –1, Move Silently +6, Perform (Stringed Instruments) +10, Sense Motive +2, Sleight of hand +14, Swim –1, Tumble +10, Use Rope +4 (+6 to bind someone)
Feats: Negotiator, Deft Hands
Special Qualities: Bardic Knowledge +4, countersong 3/day, fascinate 3/day, inspire courage +1 3/day, inspire competence 3/day, sneak attack +1d6, trapfinding
Bard Spells: (3/1; Save DC 12 +spell level) 0 – Daze, Lullaby, Mage hand, Mending, Prestidigitation, Summon Instrument; 1st – Alarm, Expeditious Retreat, Feather Fall

Equipment of note: Studded Leather Armour, Light Crossbow, Dagger, Masterwork Mandolin, Several Love Letters (kept well hidden!)

Hador Rak

Description:
Born of a liason between orc and human, Hador Rak found from an early age that he would never truly fit into any society. Humans distrusted and hated him for his orc blood, and orcs despised him for his weak human heritage. Chased from every settlement he approached, the half-orc had no choice but to head out into the wilderness.

For many years he wandered, learning how to survive on his own, avoiding villages and towns. He knew if he were to approach any, he would be driven off with stones and curses. His lonely existence changed forever one fateful day.

While out chasing dinner one day, a particularly tasty-looking wolf, he was stopped in his tracks by beautiful singing. The singing was then joined by the sound of strings, plaintive and haunting. When the rhythm picked up, Hador felt an unusual sensation come over him. He knew this song needed something else, something primal that would make it complete. Taking up a stick in each hand, he began to beat out a rhythm on a fallen log. The beat took over him body and spirit, and he didn’t even notice when the music stopped. Only when he was too breathless to continue did he spy the elf, the human and the halfling standing across the clearing, mouths agape. Rather than chastise him, the troupe offered him a chance to express himself through rhythm rather than violence. While Hador is not capable of performing virtuoso solos with his drums, he is able to sustain a steady beat throughout a song. Sometimes, this is more important than being flashy.

Hador Rak now carries himself with pride. He knows that he can never be as good a bard as Aredhel or Roscoe, but he tries hard. His experience with fighting and animals makes him the perfect driver and guard between towns. His best friend is Roscoe, and they tease each other mercilessly, but always in good humour. He likes Ingarr, but the dwarf doesn’t let anybody close. Hador thinks that Aredhel is the most beautiful creature he has ever seen, and harbours a secret crush. He knows nothing will ever happen, and this makes him sad around her. To him, Morgan is just another human, only this one hasn’t thrown rocks at him…yet.

Hador Rak
Neutral Male Half-orc (Medium Humanoid)
Barbarian 3rd/Bard 1st
Hit Dice: 3d12+3/1d6+2 (36 hp)
Initiative: +2
Speed: 40 ft.
Armour Class: 15
Base Attack/Grapple: +7/+7
Attack: Greatclub +7 (1d10+4, 20/x2)
Full Attack: Greatclub +7 (1d10+4, 20/x2)
Space/Reach: 5ft./5ft.
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 18, Dex 14, Con 14, Int 8, Wis 8, Cha 10
Skills: Climb +5, Handle Animal +4, Intimidate +3, Perform (Percussion) +5, Ride +6, Survival +5
Feats: Quick Draw, Combat Reflexes
Special Qualities: Fast movement, Illiteracy, Rage 1/day, Uncanny Dodge, Trap Sense +1, Bardic Music, Bardic Knowledge +0, Countersong, Fascinate, Inspire Courage +1
Bard Spells (2; Save DC 10 + spell level) 0 – Dancing Lights, Detect Magic, Light, Summon Instrument

Equipment of note: Hide Armour, Greatclub, Big Drum, Not-so-big Drum, Small Drum, Smaller-than-small Drum, Sticks for Hitting Drums

Ingarr Shelston

Description:
Ingarr Shelston was born in the Dwarven community of Shelterstone 240 years ago. This makes him, without doubt, the oldest member of Racial Harmonies. He was always regarded as an odd sort, preferring to sit up on a hill, listening to the wind rather than working the mines. Knowing that they could not keep their son confined to the mines for his entire life, Ingarr’s parents sent him off to a local monastery to train as a healer and a cleric.

While he showed some aptitude for study, Ingarr could not ignore the call of the wind. Through his studies, he learned of bards and music, and discovered the pipes. Dwarven pipes, a kind of bagpipe, enabled him to finally express the music in his soul. They can produce a wide range of sound, from haunting dirges to lively, foot-stamping jigs.

After long discussions with the Abbot, Ingarr was given leave and blessings to leave the monastery. Armed with his pipes and a burning desire to play, he headed out into the world, thinking to change it with his music. He was wrong.

The world wasn’t ready for a dwarven bard, and he found that many towns and taverns met his performances with derision and laughter. This lead Ingarr to develop a rough, unapproachable personality. Why should he let another build up his hopes, only to have them dashed?

After one dismal performance, Ingarr decided to call it a day and return to the monastery. If he could not change people’s lives with music, at least he could better it with religion. Fortunately for him, a certain human was at this performance.

Morgan Nelrim had felt for some time that Racial Harmonies was missing an element to their music. In Ingarr Shelston, he found that missing element. Although the dwarf was initially mistrusting and suspicious, Morgan finally persuaded Ingarr to meet with the rest of the group. He finds little in common with Aredhel; she is still young and flighty. Roscoe is a lecherous, immoral ne’er-do-well, and one day, the dwarf feels this will be his undoing. Morgan Nelrim appears to have the best interests of the group at heart, and while grateful for the chance, Ingarr feels that the manager has a hidden agenda and is watching him closely. Strangely enough, Ingarr respects Hador the most. Of all of the party, the half-orc is exactly as he seems, a performer of intermediate talent, but with the desire to play. Ingarr can identify with this desire the most, so he gives Hador the most leeway.

None of the other players know his feelings, though. From his earlier experiences, he has learnt to keep his thoughts to himself.

Ingarr Shelston
Neutral Male Dwarf (Medium Humanoid)
Cleric 2nd/Bard 2nd
Hit Dice: 2d8+2/2d6+2 (34hp)
Initiative: +2
Speed: 20 ft.
Armour Class: 18
Base Attack/Grapple: +5/+5
Attack: Heavy Mace +5 (1d8+3, 20/x2)
Full Attack: Heavy Mace +5 (1d8+3, 20/x2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 6
Skills: Concentration +9, Diplomacy –2, Heal +4, Knowledge (Religion) +4, Perform (Dwarven Pipes) +5
Feats: Power Attack, Cleave
Special Qualities: Domain: Earth, Domain: Protection, Turn Undead 1/day, Bardic Music 2/day, Bardic Knowledge +2, Countersong, Fascinate, Inspire Courage +1
Cleric Spells: (0/2+1) most commonly has Sanctuary Prayed for
Bard Spells: (3/0; Dave DC 11+ spell level) 0- Dancing Lights, Ghost Sound, Light, Open/Close, Summon Instrument; 1 – Alarm, Sleep

Equipment of note: Heavy Mace, Chain Shirt, Light Steel Shield, Holy Symbol, set of pipes.

Morgan Nelrim

In certain circles, the name of Morgan Nelrim is still known as a great potential lost. From an early age, this rich merchants’ son was trained in the bardic arts. His father saw in his son the chance to rise above his station and become one of the nobility, either by buying his way into the ranks of nobility or marrying into it. The young Morgan was pushed relentlessly, regardless of his own desires. Eventually he came to see this path in life as his only choice.

At the age of sixteen, he was put onto the entertainment circuit. Morgan’s abilities made him very popular in the city of his birth, and he soon found work coming in steadily. By the time he was nineteen, he could command large audiences and was receiving requests to instruct the children of local lords and ladies in the art of dance. His father was very pleased at this turn of events. It seemed that entry into the ranks of the nobility was assured. Morgan taught with skill and flair, and anyone under his tutelage blossomed. Nearly everyone.

One of his pupils, the young son of a lord, just wasn’t interested in dancing. Morgan got tetchy with his reluctant pupil, in revenge the young man hired some ruffians to rough Morgan up. And gave them specific instructions to jump on his leg. Repeatedly.

The multiple breaks were too difficult for the local priest to treat with complete success. Morgan survived, but with a limp. His dancing career was over, as was his chance at making it into the nobility. His father blamed him for not sucking up to his noble pupil, and Morgan left to prove to this father that he could make it on his own and on his own terms.

As he couldn’t perform, Morgan began to act on behalf of other bards, arranging their bookings and careers. He discovered that this did give him the trappings of success in a minor way. He also discovered that young bards are often hungrier for fame than for gold or even food, and that that meant although none of his protégés made it to the big time Morgan could make a comfortable living.

Now Morgan has hit on a plan. A band of bards that could attract enthusiasts from all races. Exotic enough to be a little dangerous, but nice enough not to worry parents. And crucially for Morgan, really hungry for something other than what Morgan wants.

If Racial Harmonies hit the big time, Morgan will be there to soak up their reflected glory. In the meantime, he has a tame adventuring party for hire who happily hand over their rewards for him to look after and invest in their futures.

Morgan Nelrim
Neutral Evil Male Human (Medium Humanoid)
Bard 8th
Hit Dice: 8d6+1 (45 hp)
Initiative: -1
Speed: 15 ft.
Armour Class: 9
Base Attack/Grapple: +6/+1
Attack: Walking Stick (club)+7
Full Attack: Walking Stick (club) +7/+2 melee (1d6+1, 20/x2)
Space/Reach: 5ft./5ft.
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 18
Skills: Balance –1, Bluff +15, Diplomacy +21, Disguise +8, Escape Artist –1, Gather Information +17, Hide –1, Knowledge (History) +8, Knowledge (Local) +11, Knowledge (Nobility and Royalty) +10, Perform (Dance) +8, Perform (Wind Instruments) +11, Perform (Sing) +11, Profession (Manager) +10, Sense Motive +9, Sleight of Hand +1, Tumble –1, Use Magic Device +12
Feats: Skill Focus: Perform (Dance), Negotiator, Leadership
Special Qualities: Bardic Knowledge +12, Bardic Music 8/day, Inspire Courage +2, Inspire Competence, Suggestion
Bard Spells: (3/3/3/1; Save DC 11+ spell level) 0 – Dancing Lights, Detect Magic, Light, Lullaby, Prestidigitation, Resistance; 1 – Comprehend Languages, Disguise Self, Expeditious Retreat, Hypnotism; 2 – Eagles Splendour, Hold Person, Invisibility, Silence; 3 – Deep Slumber, Glibness, Lesser Geas

Equipment of Note: Walking stick +1, everything the band should have but don’t!

Gorbash Kazdar
2005-05-09, 10:36 PM
Hey, CaptainSam! Welcome to the boards.

Okay, couple things about your entry. First thing you should do is have the entire entry in the first post of the thread. Also, I see the theme here, but you should explicitely state it in the beginning of the post.

Otherwise, your entry looks pretty good - I'll let the others check on the stat stuff ;)

CaptainSam
2005-05-31, 03:10 PM
Pictures of the Characters for reference can be found at:

Here (http://uk.pg.photos.yahoo.com/ph/[email protected]/album?.dir=16cd&.src=ph&store=&prodid=&.done=http% 3a//uk.photos.yahoo.com/ph//my_photos)

Love Hero Machine! I have no artistic talent at all.