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More Charisma Than a Roomful of Nymphs (finished, link to full SH in last post)

haiiro

First Post
Welcome to the Selgaunt campaign Story Hour! Updates will be frequent, it's set in a modified version of the Forgotten Realms, and I'd love to hear your feedback on the story. :)

The Road South

The party's attempts to stay undercover ended the moment they stepped out of Vars' wagon and found everyone staring at them. Behind them was the Dalesouth path, leading back to their training ground in Tasseldale. Ahead, the last leg of Rauthavyr's Road -- with Selgaunt at it's terminus. All around them was the dust and noise of dozens of people passing through the small and squalid town of Essiar, the closest settlement to the north of Selgaunt.

Their journey up to that point had been by wagon. Specifically, a cramped and strange-smelling wagon that belonged to an amiable spice merchant, Vars. He spoke of only one thing of consequence on the entire trip from Essiar: a recent spate of bandit attacks around Selgaunt and the River Arkhen. As a result, our merry band was alert, but not terribly worried -- they were seven in number, and only a long day's walk separated them from Selgaunt's gates.

Bidding farewell to Vars, they began marching southward.

The road was busy at this time of year -- and all the more so because of Rook's Night, which had provided them with a cover story thus far. Among the items that their principal contact within the Harpers, Agrafion, had given them was a small cage that contained four ravens. As people from all over Sembia travelled to Selgaunt to celebrate Rook's Night -- an annual festival commemorating the nation's most illustrious bird, the raven -- a few more would hardly stand out.

Unless, of course, those few were these seven peculiar individuals.

Here is what the average Sembian passerby -- a farmer returning from Selgaunt with his mule, or a trader heading there on a laden wagon, perhaps -- might have noticed about them, in approximately chronological order. There was a silver-haired elf, clad in an outlandish iridescent outfit bedecked with jingling bells. Oh! And look -- a worshipper of Torm in gleaming banded mail, whose mild-mannered expression belied the fact that he looked as though he had stepped out of a stained glass window. Next to him was the most striking woman they'd ever seen, who clanked sleekly along in heavy plate shot through with enamelwork flowers -- and also looked like she might have emerged from churchglass.

Her radiant beauty was matched only by the blazing good looks and natural charm of another elven companion, who idly strummed a lute and took in the scenery with glittering eyes. The next two folks might have looked a bit out of place, but to a keen observer one's twitching gait and the other's fluid, loping stride would have made them equally hard to miss. The latter looked like a strange collision between a swashbuckler and a barbarian, while the former appeared to be the product of a ruffian and a meaner ruffian -- unarmed, but appearing fully capable of uprooting trees with his bare hands. As these two were content to remain quiet, it was the silken voice of the final figure -- not his size or garb -- which drew the viewer's notice. Moving in and out through the group as they walked, this attractive gnome projected a certain something that made passing farmers think it might be wise to have their prettiest daughters move to the back of the wagon, out of sight.

Next to most of the other travelers on Rauthavyr's Road, this bunch stood out like a gold coin in a purse full of coppers. Quickly realizing this, the party began to work on a new and somewhat more elaborate cover story. They would need to be able to move about Selgaunt without exposing themselves as Harpers -- which would be a dangerous thing to do, given the way most Sembians felt about Those Who Harp. The Harper who had trained them, the thistle-haired Agrafion, had tasked them with pursuing the Harper cause and code in Selgaunt -- and given them their first mission.

The last Harper to pass through Selgaunt, a woman by the name of Allekar, was able to secure an excellent contact within the city: Thissiken of Dracon Row. The majority of what the Harpers knew about Selgaunt came to Allekar through Thissiken, and he had been an invaluable resource thus far. Before the party started their journey from Tasseldale, Agrafion received word by from Thissiken by feather token that his life was in danger -- and that he needed their help. Agrafion dispatched his newly trained recruits -- our charismatic party -- without delay.

As the party walked down the road in conversation, they quickly arrived at the notion of hiding in plain sight. This motley band was going to stand out anywhere, so why not deflect questions by standing out as much as possible? In short order, they became Tuggle's Follies -- a troupe of traveling entertainers accompanied by their manager, porter and guards.

With their legitimate musical talents, Cupric and Jaehn fell into the role of the principal entertainers. They were backed up by Artemis, whose tumbling talents were adaptable to the stage. Armed and heavily armored, Tal and De'lea became the guards. Strong, unarmed and possessing no talent whatsoever for entertainment, Vicktor was relegated to the role of porter. Lastly, Tuggle's prodigious charm made him the natural leader -- the manager and face man for Tuggle's Follies.

Once they'd settled on this course of action, the Follies wasted no time spreading the word -- to be precise, spreading it to each and every person they passed on the road. Amidst strumming and singing, they announced to anyone who would listen -- which was, not to put too fine a point on it, everyone -- that they would be performing in Selgaunt. Cupric at last remembered a Rook's Night song he had been trying to recall, and its merry chorus of "Ca-caw! Ca-caw!" accompanied many of their meetings with other travelers.

In this manner the Follies passed the time until dusk, when a thick fog began to set in. They were close enough to the Sea of Fallen Stars to smell the salt on the breeze, and Cupric noted that fog was a regular occurrence in Sembia at that time of year. Nonetheless, with visibility limited to hundred yards at most, the group formed up into a proper column and began actively scanning the terrain to either side of the road.

In the front was Cupric, who had ceased singing and instead scouted a little ways ahead of the rest of the party. Behind Cupric was Talishmere, the gleaming symbol of Torm on his breastplate beaded with moisture from the fog. De'lea brought up the rear, and the metallic noises of her enameled plate sounded strangely loud within the mist. In the middle of the column were Tuggle, Vicktor, Artemis and Jaehn. Jaehn's bells tinkled merrily, while Vicktor slouched quietly along next to him. Artemis kept a ready hand on the hilt of his rapier, and Tuggle walked near him off to one side, where the thicker patches of fog rose to his chest.

To be continued...
 
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haiiro

First Post
Wolfspirit said:
Heh, good start, looking forward for more to come. So what kind of charisma are we talking about anyways? 16+? Or a whole lot of 18s?

Thanks, Wolfspirit! :)

At the start of the campaign, the party looked like this:

Artemis Blade, human barbarian 2/rogue 1, Cha 10
Cupric EmeraldEyes, dreamborne bard 3, Cha 20
De'lea, aasimar paladin 2 of Sune, Cha 17
Jaehn Erlan'shin, sun elf illusionist 3, Cha 14
Talishmere (Tal), aasimar cleric 2 of Torm, Cha 15
Tuggle Scheppen, gnome sorcerer 3, Cha 18
Vicktor, human pugilist 2/rogue 1, Cha 8

...for a grand total of 102 points of Charisma!

The current party, with two less members and a slightly different makeup, has a combined Charisma of 81. ;)

That's what I get for telling everyone that "Charisma matters" before character generation. ;)
 


haiiro

First Post
Black Bard said:
Just a question, what's a "dreamborne"?

Glad you enjoyed the first post. :)

Cupric's player (who posts here as thedangerranger) wanted to create a character based around a compelling idea from the Manual of the Planes: sometimes a dreamscape in the plane of dreams shatters, scattering the shards into the material plane. Most of the time, these shards fade away shortly thereafter -- but in rare instances, they become permanent and take on life.

Cupric is one of these rare cases, a dreamborne. We worked up a custom race for him -- literally a race of one, as our take on the idea was that every dreamborne would be fundamentally different. In Cupric's case, one theory is that he was someone's dream of the perfect elven bard. Much like planetouched, he possesses physical traits that make him identifiably unusual, if you look hard enough: he has emeralds for eyes, and his hair is composed of strands of copper.

Here's the racial writeup, if you're curious:

- +2 Cha, -2 Con: Dreams are often surpassing perfection in appearance but lack in depth of substance.
- Medium size.
- Base speed 30 feet.
- Low-light vision.
- Immunity to magical sleep effects, and dreamborne do not sleep (as the elven trait).
- Obscure Lore: A dreamborne receives this feat from Song & Silence for free.
- +2 racial bonus to checks with one Perform skill of your choice: Dreamborne are natural performers, and their stunning appearance helps them in this regard.
- +2 racial bonus to Knowledge (history) checks: Knowledge of the world is a part of a dreamborne's making, whether he has studied the topic or not.
- Favored class: Bard.

Apart from that, the origin is mostly flavor -- and thus far, it hasn't been completely pinned down. Some of that mystery is being resolved by Cupric's player, some of it by me. ;)
 

charisma charisma

Hey haiiro, nice first post.

Big charisma parties are great to DM! Looking forward to the next installment.

So, these dreamborne shenanigans mean that somewhere out there is the dreamer of Cupric's character?

Spider
 

haiiro

First Post
Spider_Jerusalem said:
So, these dreamborne shenanigans mean that somewhere out there is the dreamer of Cupric's character?

Yep, it does -- and as a DM, I find it presents such delicious possibilities.

As for the high Charisma party thing, it's definitely fun (and not something I've ever really done before). The oddest thing is that they often comment that they can't see how their high CHA has affected the game -- but when I look back on sessions, I can see all sorts of things that went differently because of it. Probably means I'm not getting something across well enough...

Something to work on, in any case. I'm glad you enjoyed the first post, Spider. :)

And: there'll be an update tomorrow morning!
 

haiiro

First Post
(continuing session 1, Tuggle's Follies)

Forgot the campaign date last time: 4th of Kythorn (June), 1372 DR, The Year of the Rested Serpent.

Ambush

Not long after they'd settled into this marching order, Tal heard a bestial grunting off to the right side of the road. The party fanned out a bit, and Tal drew his greatsword and headed for the copse of trees where the sound seemed to be coming from. Facing the opposite direction, De'lea concentrated and detected evil on the far side of the road. Just as she sensed the aura of evil's presence, a massive form lunged out from behind the tree Tal was approaching. Shaking leaves free as it shouldered its way around the trunk, the two-headed creature roared and took a swipe at Talishmere -- and in the moonlight, he saw that its arm was wrapped in thorny vines and spiked straps.

The blow connected, staggering Tal, and suddenly the other Follies were jolted into action. Tuggle created the ghost sound of a swarm of giant rats off to one side of the creature, while De'lea approached the underbrush wherein she had sensed the presence of evil. At the same time, feral-looking humanoids stepped out from behind trees and rose up from the bushes on either side of the road, and sent several arrows zinging through the group. Vicktor moved up to engage the two-headed creature with Tal, while Cupric tried to get a bead on the archers. Jaehn prepared to assist the others with his spells, while Artemis took this opportunity to flee down the road and into the fog.

A few short seconds later, Cupric had told the nine-foot tall two-headed humanoid a magically charged joke -- he cast Tasha's hideous laughter and rendered it helpless. As bizarre as the spectacle of this giant beast clutching its sides and roaring with laughter was, Vicktor and Tal wasted no time laying into it with sword and fists. Across the road, De'lea was able to dispatch an archer, although she still couldn't tell what manner of foul creature it was.

Looking like an unwholesome crossbreed of orc and gnoll, the archer's skin was oddly withered in some places, and scaled in others. Cupric noticed this as he felled another one, catching it with an arrow in the throat despite its best efforts to stay behind cover. The remaining two archers let fly again, and again their arrows failed to find their mark. A heartbeat later, Tal and Vicktor had killed the laughing creature -- and at this, the two archers wasted no time in bolting into the fog and fleeing the battle.

Searching the bodies revealed a few troubling details. The hybrid nature of the archers was made clear, and Cupric's store of bardic lore brought their name to mind: dogsbloods. They were apparently fairly common in Sembia, and were indeed suspected to be an orc/gnoll cross that bred true. They wore ill-fitting clothes and dark leather armor, and wielded odd horn bows. One of them carried a large brass whistle, which the party claimed for their own. The larger creature was first thought to be an ettin, but it too had odd patterns and variations on its skin. Cupric was able to identify it as a war-ogre, but knew nothing of them apart from the name.

An examination of the war-ogre's body turned up several very large nails that had been pounded into its back -- as well as one that was driven into the back of its head. These were not magical, but careful study suggested that they were used to control the creature in some way. Someone with sufficient knowledge of anatomy could insert them into specific areas of the body and brain to make the creature more docile -- or fiercer. When Talishmere pulled out the nail in the war-ogre's head, it was found to be at least eight inches long.

Although they were waylaying travelers along Rauthauvyr's Road, it was clear to the Follies that these were not mere bandits -- rather, part of some much more organized and powerful group. Before they had a chance to leave the ambush site, however, they were subject to a strange visitation.

The Shimmering Man

Practically in the middle of the party, a glowing orb appeared in the air -- it popped into existence under a small tree by the side of the road. The Follies scattered, and took up various hiding places in the immediate area. As they looked on warily, the ball of shimmering light expanded slowly -- from a mote into an oval, then a larger oval, then a doorway with a rounded top. When the bottom touched the ground, Jaehn created a minor image opposite the doorway, and mirrored it exactly as it continued to grow. Artemis returned at this point, and lingered just at the range where he could observe the light.

A moment later, the sparkling door coalesced into a shimmering humanoid form. This form appeared to walk through the doorway while at the same time pulling himself together from its substance. As the image mimiced this action, the being stepped completely through the doorway -- which was no longer there, as all of the light had gone into giving depth to his form. The shimmering man seemed poorly resolved, and no details could be made out on his glowing body.

He stood still and impassively surveyed the area, without seeming to notice the image or those members of the party who were still visible. After he had looked from side to side, he reached up with his right hand -- as if to grasp a staff that was not there -- and seemed somewhat surprised. With his hand still up, he said, "Shauuuuuundaaaaaakul" in a sonorous voice, and then disappeared without fanfare.

Although Jaehn and Cupric both had knowledge of portals, neither they nor any of the other Follies had ever seen or heard of this sort of thing. Baffled, the party pressed on for Selgaunt with all haste.
 
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haiiro

First Post
Entering Selgaunt

They arrived at the Statue Gate in short order and without incident. Twin armored warriors were carved around the massive gateway arch, as if protecting the entrance. The statues were thrown into sharp relief by the light of several torches at ground level, and a scattered crowd was gathered in front of the gate.

A number of guards were also present, admitting people into the city, and they seemed to be divided into two distinct groups: one group clad in luminous sky blue capes, the other in functional black tabards. The guards in black seemed to be doing most of the actual work, and the Follies approached them. Tuggle spun their tale, describing the troupe as Vicktor brandished the cage of ravens. Satisfied that they were there for Rook's Night, the guards let them pass with only a cursory inspection.

Having asked about finding a place to stay for the night, they were directed to the Flags -- a large district of inns and taverns down one fork in the road and not far from the Gate. The street itself was bustling with activity, even this late at night, and people with cages of ravens were everywhere.

As the party quickly found out, most businesses in Selgaunt didn't use wooden signs or representative objects to advertise themselves. Instead, they hung large colored flags over their doors, depicting their wares and services. Divining this, the Follies wandered down the crowded street looking for a flag that suggested musicians and was hung from a decent inn. Only one building in easy view fit the bill, and they decided to go inside.

The Follies' First Performance

Noise and light spilled out as they opened the door, and they stepped from the crowded street into an equally crowded common room. At one end were two small stages, with a troupe of untalented minstrels on one and a dancing bear on the other. The common room was packed nearly wall to wall with people, and a long bar ran across the back wall.

Thinking that this might be a good time for their first public performance, Tuggle began casting glamour to make himself more charming -- and before the spell was even cast, the head bartender had begun shouldering his way through the crowd, glaring at Tuggle. The barkeep was a short, stocky man with a bald head and craggy features, and he brandished a cudgel in a businesslike manner. Before any of the Follies had a chance to react, he growled, "We'll have none of that in here!"

Tuggle started to apologize as Cupric stepped in and tried to mollify the barkeep. Between Cupric and Tuggle, the barman was convinced that they meant nothing by it -- and even agreed to give them a chance to perform on the spot. By way of explanation, he whispered conspiratorially to Cupric that if they start using magic openly, the Skyclads would be all over the place in no time. Cupric's honeyed words also pried out the fact that the bartender -- Frango, actually both head barkeep and owner of the inn, which was called Farry's Port -- made regular bribes to the guards to avoid their attention.

The minstrels seemed somewhat resigned to being shooed off the stage by Frango, but the dancing bear troupe was a different story. Led by a dwarf with a massive handlebar mustache, this group shot dark looks at the Follies as they made their way offstage and out the front door. Once the stages were clear, Tuggle began introducing the group as the other Follies conferred about the precise nature of their act.

After borrowing a mandolin from Jaehn, Cupric and the outlandish wizard struck up a merry tune. Artemis, despite being urged to perform feats of strength, settled on a vigorous kicking dance he had learned among the Storm Horn barbarians. On the smaller stage, De'lea began posing seductively in her plate armor, making eye contact with attractive men in the audience. Meanwhile, Tal stood near the stage in case his blade was needed, and Vicktor lurked by the exit.

Within moments, the crowd was caught up in the performance -- people were clapping in time with the Rook's Night tune being played by Jaehn and Cupric, and several men had moved to the front of the audience to dance with De'lea. Although improvised on the spot, the Follies' performance far outshone the average tavern fare -- so much so that people were stepping outside to bring in passersby. It wasn't long before the common room was more full than before, and the bartenders were busy keeping the wine and ale flowing freely. Seeing that things were going well, Tuggle began working the crowd: a combination of charming the ladies, taking song requests and spreading the word about the Follies.

The Follies played and performed for around half an hour, at which point they bowed their way off the stage. Frango was thrilled at their performance -- and the business it brought in -- and offered them room and board until Rook's Night was over, in exchange for daily engagements at dusk. The Follies agreed in a heartbeat -- they'd just covered their expenses for a short while, and found a perfect way to begin building their reputation. In combination with the gold and silver that was tossed into Jaehn's upturned hat during their act, they made out quite well. Ready for sleep, all but Jaehn, Cupric and Tuggle retired to their fine rooms upstairs, one at each end of the hall on the second floor.

The remaining three lingered for a bit to mingle with the crowd, and established that everyone had enjoyed themselves -- despite missing the dancing bear -- and wanted bawdier songs in the next performance. Shortly thereafter, they called it a night and joined their companions upstairs.
 

haiiro

First Post
A little interlude, and a map of Selgaunt with some of its landmarks and locations marked in!

Night at Farry's Port

After the common room emptied out and all of the Follies had gone upstairs, everyone was asleep in short order -- with the exception of Vicktor. Their rooms were good enough to have glass in the windows, and Vicktor stayed up for some time looking out over the main thoroughfare. A little while after the street had more or less cleared out, he saw a figure emerge from an alley opposite the inn. Cloaked and hooded, Vicktor couldn't make out much about him except that he was fairly short in stature. After a few moments spent glancing around, the figure faded back into the alleyway and out of view.

When this process had been repeated twice more over the next several minutes, Vicktor trudged down the hall and woke Talishmere. Watching with Vicktor, Tal's darkvision let him pick out enough details to establish that the figure was none other than the dwarf who led the dancing bear troupe, mustache and all. They watched for a little while longer, and then both Tal and Vicktor headed for bed.

Hours later, the Follies were all awakened with a start by a tremendous BOOM -- distant, but so loud and powerful that it made the floor shake. After leaving their rooms to confer briefly, the Follies decided that it wasn't an immediate threat and returned to sleep.

During breakfast in the common room the next morning, the Follies found out that the sound had probably been an explosion -- most likely one of the dracotechnics shops in the east end of the city going up. This was apparently not all that uncommon, and no one at breakfast seemed terribly disturbed by it. A brief foray by Artemis, Vicktor and Cupric into the alley across from Farry's Port turned up an enormous bear turd, found near where the dwarf was seen during the night. With no other sign of dwarf or bear, the Follies decided to let it go and set out into the Low City to seek Thissiken of Dracon Row.

Heading Into the City

A bit of asking around established roughly where Dracon Row could be found, and the party made its way over the Arkhen and deeper into the city. As they walked through the already busy and bustling streets, they noticed that the guards dressed in a variety of colors -- and each time a new color was spotted, the Follies made casual inquiries as to what each group was called. In this manner, they established that there were nine groups of guards (plus the Silver Ravens), each associated with a particular merchant prince:

Black - Shalligh’s Black Capes
Blue - Ursmeril’s Skyclads
Dark Grey - Bright Slayers
Gold - Baric's Pikemen
Green - Daridon’s Ravens
Grey - Gurrom's Wheels
Pale Green - Calderro's Blades
Red - Alseyn's Rangers
White - Davisson's Legion

The areas of the Low City that they passed through were marked by taller buildings -- most were two stories, often more -- of widely varying ages and styles. In the smaller streets, construction seemed to have been haphazard and frequently revisited. Buildings overlapped, and the higher floors were braced against those on the opposite side of the street; some roadways were paved or cobbled, while others were packed dirt criss-crossed with wagon ruts. Most buildings seemed to be quite old, and there were more wooden structures than stone ones. No matter what area they were in, however, people carrying caged ravens of all types were a common sight.
 

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