Lalato
Adventurer
Translators, Scribes, and Illuminators
The Scrivener's Quill
On first meeting Barth Olbee, most people come away thinking the man is completely mad. His mannerisms and speech make him appear as if he is in a constant mental fog. Don't let that fool you, though. He's as sharp as a tack. Otherwise, he wouldn't have been able to grow his business over the years as much as he has.
Barth Olbee was born Irmyn Melvil. He came to Mor's End nearly two decades ago on one of the many caravans that make their way through the city. Irmyn was a translator and aide for the caravan master. He had been stealing small, valuable things here and there from the caravan over the years, and when he came to Mor's End, he saw his opportunity to sell them for a tidy profit. One night he stole away from the caravan... and was never seen again.
Irmyn sold his loot, and for a few years continued a life of petty crime while living in the Squats. After one run-in too many with the City Watch, he forced himself to go "straight". He scraped together some money, changed his name to Barth Olbee and opened up a stall on the edge of The Tangle (an area of town that resembles a maze with it's narrow winding streets), near the market.
Barth started out simply writing letters, both legal and personal, for those that didn't have the skill to write, or at least couldn't write with any eloquence. He would sometimes read letters for those that couldn't read. On occasion he was able to use his great skill... translation. He tried to be honest at the outset, but Barth just wasn't meant for honesty. While writing up a legal document that one fellow was going to present at court, he got the idea that this fellows enemies might pay a handsome sum to find out what he had written before it appeared at the courthouse. Barth made two copies of the document, and turned over a tidy profit, indeed. It wouldn't be the last time he betrayed someone's confidence.
In the last few years, Barth has had dealings with the Thieves Guild. He and his scribes have become one of the guild's main forgers. What the guild doesn't know is that Barth has no qualms selling them out. He just hasn't had an opportunity yet.
The Scrivener's Quill is located just inside The Tangle, not far from one of the markets. It has been a great success over the last 10 years. Barth Olbee oversees a small staff of three scribes, two of which double as illuminators. Barth does the majority of the translation work. He does pretty good business. You would be surprised how many people use his services... and the secrets they entrust with him.
Plot Hooks:
1. Barth has come upon a treasure map (which he mistranslated for the poor sod that paid him). Now Barth is looking for a group of people to investigate the real treasure. Even if the party takes his offer... can they trust that everything on their version of the map is true?
2. Barth's old caravan master has heard rumors that his old translator is alive in Mor's End. His business interests won't take him near Mor's End anytime soon, and he wants to hire someone to spy on old Irmyn/Barth to find out what he's up to... and more importantly, where's that ring he stole [see Equipment below]?
Barth Olbee, male human Exp2/Rog1: CR 2; ECL 3; Medium-size Humanoid (human); HD 3d6; hp 12; Init +0; Spd 30 ft; AC 10; Melee dagger +0 (1d4-1/crit 19-20); Ranged dagger +1 (1d4-1/crit 19-20); SA sneak attack; AL LE; SV Fort +0, Ref +2, Will +3; Str 9, Dex 10, Con 11, Int 16, Wis 10, Cha 14.
Skills and Feats: Speak Language (halfling), Speak Language (gnome), Speak Language (elven), Speak Language (giant), Speak Language (goblin), Speak Language (orc), Speak Language (dwarven), Appraise +6, Bluff +4, Craft (translation) +6, Forgery +6, Hide +3, Spot +3 ,decipher Script +6, Use Magic Device +4, Search +4, Listen +3, Knowledge (languages) +6, Speak Language (open) +5; Skill Focus (Craft), Skill Focus (Knowledge).
SA–Sneak Attack (Ex): Barth Olbee deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Equipment: Dagger, Ring of X-Ray Vision.
Speak Language (open) is noted above... This is for skill ranks in other human languages that might exist in various campaigns. DM's discretion.
The Scrivener's Quill
On first meeting Barth Olbee, most people come away thinking the man is completely mad. His mannerisms and speech make him appear as if he is in a constant mental fog. Don't let that fool you, though. He's as sharp as a tack. Otherwise, he wouldn't have been able to grow his business over the years as much as he has.
Barth Olbee was born Irmyn Melvil. He came to Mor's End nearly two decades ago on one of the many caravans that make their way through the city. Irmyn was a translator and aide for the caravan master. He had been stealing small, valuable things here and there from the caravan over the years, and when he came to Mor's End, he saw his opportunity to sell them for a tidy profit. One night he stole away from the caravan... and was never seen again.
Irmyn sold his loot, and for a few years continued a life of petty crime while living in the Squats. After one run-in too many with the City Watch, he forced himself to go "straight". He scraped together some money, changed his name to Barth Olbee and opened up a stall on the edge of The Tangle (an area of town that resembles a maze with it's narrow winding streets), near the market.
Barth started out simply writing letters, both legal and personal, for those that didn't have the skill to write, or at least couldn't write with any eloquence. He would sometimes read letters for those that couldn't read. On occasion he was able to use his great skill... translation. He tried to be honest at the outset, but Barth just wasn't meant for honesty. While writing up a legal document that one fellow was going to present at court, he got the idea that this fellows enemies might pay a handsome sum to find out what he had written before it appeared at the courthouse. Barth made two copies of the document, and turned over a tidy profit, indeed. It wouldn't be the last time he betrayed someone's confidence.
In the last few years, Barth has had dealings with the Thieves Guild. He and his scribes have become one of the guild's main forgers. What the guild doesn't know is that Barth has no qualms selling them out. He just hasn't had an opportunity yet.
The Scrivener's Quill is located just inside The Tangle, not far from one of the markets. It has been a great success over the last 10 years. Barth Olbee oversees a small staff of three scribes, two of which double as illuminators. Barth does the majority of the translation work. He does pretty good business. You would be surprised how many people use his services... and the secrets they entrust with him.
Plot Hooks:
1. Barth has come upon a treasure map (which he mistranslated for the poor sod that paid him). Now Barth is looking for a group of people to investigate the real treasure. Even if the party takes his offer... can they trust that everything on their version of the map is true?
2. Barth's old caravan master has heard rumors that his old translator is alive in Mor's End. His business interests won't take him near Mor's End anytime soon, and he wants to hire someone to spy on old Irmyn/Barth to find out what he's up to... and more importantly, where's that ring he stole [see Equipment below]?
Barth Olbee, male human Exp2/Rog1: CR 2; ECL 3; Medium-size Humanoid (human); HD 3d6; hp 12; Init +0; Spd 30 ft; AC 10; Melee dagger +0 (1d4-1/crit 19-20); Ranged dagger +1 (1d4-1/crit 19-20); SA sneak attack; AL LE; SV Fort +0, Ref +2, Will +3; Str 9, Dex 10, Con 11, Int 16, Wis 10, Cha 14.
Skills and Feats: Speak Language (halfling), Speak Language (gnome), Speak Language (elven), Speak Language (giant), Speak Language (goblin), Speak Language (orc), Speak Language (dwarven), Appraise +6, Bluff +4, Craft (translation) +6, Forgery +6, Hide +3, Spot +3 ,decipher Script +6, Use Magic Device +4, Search +4, Listen +3, Knowledge (languages) +6, Speak Language (open) +5; Skill Focus (Craft), Skill Focus (Knowledge).
SA–Sneak Attack (Ex): Barth Olbee deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Equipment: Dagger, Ring of X-Ray Vision.
Speak Language (open) is noted above... This is for skill ranks in other human languages that might exist in various campaigns. DM's discretion.
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