Old Fezziwig
hell yes bro
This thread contains characters and things from the Greenwood Traders Story Hour. I'm starting with one of the PCs:
Whitman Amblecrown
Male Human Brd2; CR 2; Medium; HD 2d6-2; hp 9; Init +2 (+2 Dex); Spd. 20 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +0 melee (d4, dagger; d6, quarterstaff), +2/+3 ranged (d4, dagger/d6, shortbow); SA none; SQ Bardic Knowledge, Bardic Music, Arcane Spells; SR nil; AL CG; SV Fort +0 (-1 Con, +1 Luck of Heroes), Ref +6 (+2 Dex, +1 Luck of Heroes), Will +4 (+0 Wis, +1 Luck of Heroes); Str 10 (+0), Dex 15 (+2), Con 8 (-1), Int 16 (+3), Wis 10 (+0), Cha 15 (+2). Height 5 ft. 9 in., Weight 164 lb., Age 32.
Skills, Languages, and Feats: Bluff +4 (+2 Cha, 2 ranks), Concentration +4 (-1 Con, 5 ranks), Decipher Script +7 (+3 Int, 4 ranks), Diplomacy +4 (+2 Cha, 2 ranks), Gather Information +6 (+2 Cha, 4 ranks), Knowledge/Dalelands +8 (+3 Int, 5 ranks), Knowledge/History +5 (+3 Int, 2 ranks), Knowledge/Nobility +5 (+3 Int, 2 ranks), Profession/Scribe +2 (+0 Wis, 2 ranks), Spellcraft +6 (+3 Int, 3 ranks), Perform +7 (+2 Cha, 5 ranks: Narrative, Epic, Lyric, Lute, Melody) Listen +2 (+0 Wis, 2 ranks); Aglarondan, Chondathan, Damaran, Elven, Loross (dead language, Netherese Noble Tongue), Netherese (dead language), Thorass (dead language, Old Common), Turmic; Point Blank Shot (+1 bonus to attack and damage rolls from up to 30 ft.), Luck of Heroes (+1 to all saves, FRCS).
Special Qualities: Arcane spells; Bardic Music 2/day: Inspire Courage, Countersong, Fascinate; Bardic Knowledge +5.
Possessions (Home Region: the Vast, Equipment from Starting Package marked with a *): Explorer's Outfit, Leather Armor, Backpack (2 scroll cases, 20 sheets parchment, 2 inkpens, 2 vials ink, 2 days trail rations, scroll organizer), Belt Pouch (money: 17 gp, 2 sp), Potion Belt (3 Potions: Cure Light Wounds*), Signet Ring, Lute, Quiver (20 masterwork arrows*), 4 daggers (2 in belt, 1 in right boot, 1 on left thigh), shortbow. Total Weight: 43.5 lb. Medium Load. -3 Armor Check, Max Dex Bonus +3, Swim Penalty -8.
Spells Known (cast 2/1): 0 — Dancing Lights, Ghost Sound, Mending, Prestidigitation, Flare. 1 — Cure Light Wounds, Harmony (MoF). Bonus spells: 1 1st, 1 2nd. Spell DC: 12 + spell level (+2 Cha).
Description: Of average height and slight build, Whitman looks generally unimposing and certainly unthreatening (both of which are, to some degree, accurate assumptions to make about the man). He wears his dark hair short and trim, and a marked grayness is setting into the hair around his temples and into his trim goatee. His face is somewhat careworn, belying his childhood sickness. On the whole, his equipment is kept clean and wel maintained, although none of it is remarkable — if asked Whitman himself would be hard pressed to tell you the color of his clothes — excepting his lute, which, although not of the highest make, is a pleasing blackwood lute of indeterminable age.
History: Born in the Year of the Lion (1340 DR) to a moderately successful merchant family in Calaunt, Whitman Amblecrown was anything but lion-like. In fact, he was rather sickly, suffering from acute fevers, wracking coughs, and recurrent chest pain throughout his first 5 years of life. After some consultation with local healers and a fair bit of coin spent on their services, Whitman was removed from Calaunt (and the oppressive stench of its tanneries) to a small temple of Deneir just outside of Ordulin to convalesce. Eventually, he did get better (although to this day, Whitman tends to be short-winded and somewhat fragile, his speech occasionally punctuated by small coughs). Unfortunately, this happy event was marred by the fact that his parents hadn't expected (desired?) his recovery and did not provide for his return to the Vast. So, at age 7, Whitman became a ward of the church of Deneir, and began to be trained as a potential member of the clergy.
For the next ten years, the church trained Whitman in the reading and translation of a number of modern languages, some dead languages, and the Elven tongue for the purpose of using him as a scribe. By his 27th birthday, Whitman was fluent in most every language he had been taught, as well as conversant in the intricacies of most of the major literary works of those languages. During those years, he also managed to pick up some skill with a lute and developed a natural, if unlikely, talent for archery. The former was a nice alternative to hours spent hunched over a desk copying ancient tomes of Netheril. His practice with the bow was more a result of a practical need for someone to go hunting occassionally than anything else.
At 28, Whitman left the temple of Deneir and started travelling through the Dalelands in search of Elven texts left behind by the retreating Elven Court. Moving from town to town, staying at inns (reciting poetry and playing the lute to pay his bills), Whitman found few if any Elven texts (none to be fair, although he'd have a hard time admitting to such a drastic failure of intent) in the Dalelands proper, but managed to learn a good deal about the Dales themselves. Lately, he's found he has minor magical talents, which seem to stem from certain snippets of poetry that he's found here and there. He's managed to bunker down in Ashabenford in order to learn more about these talents (and also to practice telling stories/narrative poems he's learned from the locals).
Whitman Amblecrown
Male Human Brd2; CR 2; Medium; HD 2d6-2; hp 9; Init +2 (+2 Dex); Spd. 20 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +0 melee (d4, dagger; d6, quarterstaff), +2/+3 ranged (d4, dagger/d6, shortbow); SA none; SQ Bardic Knowledge, Bardic Music, Arcane Spells; SR nil; AL CG; SV Fort +0 (-1 Con, +1 Luck of Heroes), Ref +6 (+2 Dex, +1 Luck of Heroes), Will +4 (+0 Wis, +1 Luck of Heroes); Str 10 (+0), Dex 15 (+2), Con 8 (-1), Int 16 (+3), Wis 10 (+0), Cha 15 (+2). Height 5 ft. 9 in., Weight 164 lb., Age 32.
Skills, Languages, and Feats: Bluff +4 (+2 Cha, 2 ranks), Concentration +4 (-1 Con, 5 ranks), Decipher Script +7 (+3 Int, 4 ranks), Diplomacy +4 (+2 Cha, 2 ranks), Gather Information +6 (+2 Cha, 4 ranks), Knowledge/Dalelands +8 (+3 Int, 5 ranks), Knowledge/History +5 (+3 Int, 2 ranks), Knowledge/Nobility +5 (+3 Int, 2 ranks), Profession/Scribe +2 (+0 Wis, 2 ranks), Spellcraft +6 (+3 Int, 3 ranks), Perform +7 (+2 Cha, 5 ranks: Narrative, Epic, Lyric, Lute, Melody) Listen +2 (+0 Wis, 2 ranks); Aglarondan, Chondathan, Damaran, Elven, Loross (dead language, Netherese Noble Tongue), Netherese (dead language), Thorass (dead language, Old Common), Turmic; Point Blank Shot (+1 bonus to attack and damage rolls from up to 30 ft.), Luck of Heroes (+1 to all saves, FRCS).
Special Qualities: Arcane spells; Bardic Music 2/day: Inspire Courage, Countersong, Fascinate; Bardic Knowledge +5.
Possessions (Home Region: the Vast, Equipment from Starting Package marked with a *): Explorer's Outfit, Leather Armor, Backpack (2 scroll cases, 20 sheets parchment, 2 inkpens, 2 vials ink, 2 days trail rations, scroll organizer), Belt Pouch (money: 17 gp, 2 sp), Potion Belt (3 Potions: Cure Light Wounds*), Signet Ring, Lute, Quiver (20 masterwork arrows*), 4 daggers (2 in belt, 1 in right boot, 1 on left thigh), shortbow. Total Weight: 43.5 lb. Medium Load. -3 Armor Check, Max Dex Bonus +3, Swim Penalty -8.
Spells Known (cast 2/1): 0 — Dancing Lights, Ghost Sound, Mending, Prestidigitation, Flare. 1 — Cure Light Wounds, Harmony (MoF). Bonus spells: 1 1st, 1 2nd. Spell DC: 12 + spell level (+2 Cha).
Description: Of average height and slight build, Whitman looks generally unimposing and certainly unthreatening (both of which are, to some degree, accurate assumptions to make about the man). He wears his dark hair short and trim, and a marked grayness is setting into the hair around his temples and into his trim goatee. His face is somewhat careworn, belying his childhood sickness. On the whole, his equipment is kept clean and wel maintained, although none of it is remarkable — if asked Whitman himself would be hard pressed to tell you the color of his clothes — excepting his lute, which, although not of the highest make, is a pleasing blackwood lute of indeterminable age.
History: Born in the Year of the Lion (1340 DR) to a moderately successful merchant family in Calaunt, Whitman Amblecrown was anything but lion-like. In fact, he was rather sickly, suffering from acute fevers, wracking coughs, and recurrent chest pain throughout his first 5 years of life. After some consultation with local healers and a fair bit of coin spent on their services, Whitman was removed from Calaunt (and the oppressive stench of its tanneries) to a small temple of Deneir just outside of Ordulin to convalesce. Eventually, he did get better (although to this day, Whitman tends to be short-winded and somewhat fragile, his speech occasionally punctuated by small coughs). Unfortunately, this happy event was marred by the fact that his parents hadn't expected (desired?) his recovery and did not provide for his return to the Vast. So, at age 7, Whitman became a ward of the church of Deneir, and began to be trained as a potential member of the clergy.
For the next ten years, the church trained Whitman in the reading and translation of a number of modern languages, some dead languages, and the Elven tongue for the purpose of using him as a scribe. By his 27th birthday, Whitman was fluent in most every language he had been taught, as well as conversant in the intricacies of most of the major literary works of those languages. During those years, he also managed to pick up some skill with a lute and developed a natural, if unlikely, talent for archery. The former was a nice alternative to hours spent hunched over a desk copying ancient tomes of Netheril. His practice with the bow was more a result of a practical need for someone to go hunting occassionally than anything else.
At 28, Whitman left the temple of Deneir and started travelling through the Dalelands in search of Elven texts left behind by the retreating Elven Court. Moving from town to town, staying at inns (reciting poetry and playing the lute to pay his bills), Whitman found few if any Elven texts (none to be fair, although he'd have a hard time admitting to such a drastic failure of intent) in the Dalelands proper, but managed to learn a good deal about the Dales themselves. Lately, he's found he has minor magical talents, which seem to stem from certain snippets of poetry that he's found here and there. He's managed to bunker down in Ashabenford in order to learn more about these talents (and also to practice telling stories/narrative poems he's learned from the locals).


