Jump to content

tbgg

Members
  • Posts

    162
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions   In the Women's Quarters "Oh no, you don't!" says Mery somewhat sleepily. "Wake up, Lady Michelle. You don't get to make a statement like that without hearing from me!" She herself stretches and stifles a yawn, trying to keep from getting too comfortable. "I am not going to wash my hands of you. On the contrary, I'm going to make you my 'cohort in crime', which as you'll soon find out, I mean in a very ironic way. There are going to be some difficulties ahead, and I won't lie to you about that. But we'll get through those one at the time, so let's start with Darrett." "Darrett just saw his entire village get destroyed and the knight he had been serving get killed in a vision, and he aches to see justice done. You happen to be the nearest potential target for his itch to act, and your honorable behavior is frustrating him because he knows he can't justify doing anything. But that is his problem. Ser Artanis will remind him of what the knight's code requires and I plan to speak to Darrett in the morning on your behalf about some of the difficulties you've been through. He may or may not come around given a little time, but all either you or I can do is continue doing what we can to make a positive difference. His problem doesn't make you any less worthy of friendship." "One thing I can think of that you can do to make a positive difference - in the morning - would be to apologize to him for the abrasiveness with which you demanded that Vogler submit to the RDA's demands. That seems to be something of a sore point with him. You might also mention that destroying Vogler was never part of any plan that you knew about. I'm happy to go with you for moral support if it would make it easier for you." All of a sudden, an idea pops into Mery's head and she sits bolt upright as chills run down her spine, just barely managing to maintain her balance on the hammock. "Lady Michelle!" she exclaims in excitement, "I've just had a potentially amazing idea!" She begins explaining, growing more and more animated as she talks.   Settling back down in her hammock, Mery finishes with, "Let's keep this between just you and me for right now. The guys won't find the details all that interesting since at this point it's largely women's work and I don't want to get anyone's hopes up with the part they would be interested in hearing unless there's a real chance of making it happen. You probably heard me tell them what we need to do to get you established here, and the only real thing we'd need to add in the immediate term - assuming you're open to the overall idea - is to bring Mayor Raven or someone from her household with us when we visit your estate. I'll plan on speaking to the Mayor in the morning after I've talked to Darrett, unless you give me a reason not to." 'Mishakal's mercy, this is one great idea. I sure hope we can carry out at least a part of it!'   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC Yes, I have another secret brewing and I've got Rin in on it! But it's the very best kind of secret, and you can be sure I'll come forth with it when the time is right. Right now, there just needs to be some more back and forth between Rin and me via Mery, Lady Michelle, and Mayor Raven to find out how much of it he might be willing to run with. If he incorporates even a part of my idea, then we've got some makings for an awesome redemption arc - stay tuned! @Kamishiro_Rin: Please let me know if the private text block I set up for you isn't showing.
  2.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions   After the Vision Mery tells Hunni, "I don't speak of my birth father because I've never met him and don't know more than about half a dozen facts about him. He is supposedly some sort of minor Elven noble, and I have some noble blood from my human side, too, although it is all illegitimate and I can't claim - nor would I want to - any sort of title or inheritance. Not from them, anyhow. My birth father abandoned my mother as soon as he heard she was pregnant with me, so I consider him to be a despicable coward, and if I ever have the misfortune of meeting that Elf, I will spit in his face." Her face and voice both harden as she speaks the final sentence.   With Darrett After Darrett's outburst, Mery's face twists in empathy, and she begins to follow the young squire-now-knight, telling Mayor Raven with a chuckle, "Like the rest of us, he's tired and angry." Upon arriving at the bow of the ship, she doesn't find Darrett there, but having seen Ser Artanis follow Darrett as well, she just catches a glimpse of the older knight heading toward the hold of the ship. She follows, then waits at a discreet distance for Ser Artanis to finish before approaching. Gazing earnestly at Darrett, she tells the young man, "I know we're all tired and in need of more sleep, and I'm guessing you'll need a little time to absorb what the contents of that box mean. So I'll leave you to 'ooh' and 'ahh' over your new shinies and simply ask if I may speak with you after we've both gotten more sleep and have officially arisen for the day." Since Darrett hasn't yet opened the box, she withholds her congratulations for the moment. Once Darrett agrees to speak with her, she leaves the two knights to their business, not wanting to intrude on such a personal moment any more than she already has. She then returns to where she'd been sleeping and climbs into her hammock, deciding to eke out what rest she can manage from the rest of the night.   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  3.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions   After the Vision Mery turns a placating hand to Hunni. "I don't think Lady Michelle is trying to judge you, I think she just wants to understand you better. Would you be willing to either tell her about the curse you hope to lift or allow me to? Just as much as you've already told us?" Kai's announcement doesn't take her entirely by surprise, so she smiles at the Sea Elf. "I'd kind of figured you were more than just a simple Sea Elf, although I wasn't certain of the specifics. Nevertheless, it's a pleasure to have you along. If you choose to come with us to see Kalaman's leaders, whom I've just recalled include a governor, a military marshal, and a council of craft/guild leaders, identifying your family connection will help our message to sound more legitimate, if you would not be opposed to doing so. Although I suppose it's possible that Ser Becklin's letter to the governor may vouch for us, which would make identifying your family connection less necessary. May we still call you Kai, or is there some title we should call you by?" She tells Lady Michelle, "I understand that my gown seems a bit fancy to you - I prefer practical clothing as well, if I'm honest, but the gown is the only extra clothing I have, and it's clean. Unless the others are willing to allow us a little time upon arriving in Kalaman to shop for you an outfit more to your liking, I think having you appear in clean clothing is probably our best move, if you can tolerate it for that long. Speaking of clothing, I wanted to ask: Do you remember anything about Telwyn, by chance? It seems like your father must have trusted him or her quite a bit." Knowing the others won't understand the question, she clarifies for their benefit, "The two items we seek for Lady Michelle are located in front of a shop called Telwyn's Tailorie in Kalaman."   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  4.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions   After the Vision Mery tells Hunni with a chuckle, "I kind of envy you not having to go speak to the leaders of Kalaman, but it is, unfortunately, necessary. I wish you success on your errand." Assuming, of course, that Hunni wasn't going to be getting up to any Black Robe shenanigans. Mery liked the little Gully Dwarf as she was, thought there was an innocence to her that was quite endearing, and hated the idea that Hunni might lose that in pursuit of her goal to aid her people. 'But that's a concern for another day.' She tells Modri, "I can appreciate that you want to protect Lady Michelle. But this is her home, and if we can get her name cleared, she won't have to worry about her past coming back to haunt her. That's a wonderful gift to be starting a new life with. But if the powers that be prove unwilling to give her the chance we both know she deserves, I'll be with you in figuring out a way to help her." She completely ignores Coltan's grimace. 'Judge me all you want, Dwarf. If you can't express whatever's eating you as a concern, it's not my job to read your mind. All you're doing is refusing to be a part of any solution to your concerns, and that refusal to take a risk for the sake of making things better is on you and you alone. It's obvious you're always going to view me as unworthy scum no matter what I say or do. But males who judge me for the unpardonable sin of being different from them only bring out my determination to shine!' Ser Artanis' words about the Order of the Rose being the ones to hear Lady Michelle's case tickles something in the back of Mery's mind about the military presence in Kalaman and whether that included Knights of Solamnia. What was that? And who were Kalaman's leaders? The letter from Ser Becklin that Ser Artanis was carrying was addressed to the governor of Kalaman, and Lady Michelle's message from her father mentioned the governor of Kalaman as well. But Mery is pretty sure the governor isn't the city's only leader. 'Ah heck. While I'm at it, I might as well try to recall everything about Kalaman that I can. It's a port city - I know that because I came through Kalaman's port on my way to Vogler. And port cities usually have a pretty good trade going. What else?' "We have quite a bit of business to cover with Kalaman's leaders. Ser Artanis needs to deliver his letter from Ser Becklin and inquire about Knights of Solamnia from the Order of the Rose in the area, we need to tell them about the Red Dragon Army, see that Vogler's residents get the aid they need, and inquire about what will be necessary to see Lady Michelle installed as the head of her House. While I can agree with Coltan that aiding the residents of Vogler should be high on our list of priorities, I think the news we carry about the Red Dragon Army is likely to be the most important to the city's leaders. We should bring Lady Michelle with us - she knows quite a bit more about the RDA than we do. And the message from her father mentioned that the governor of Kalaman should be able to recognize her blonde hair and green eyes. If the person currently holding the position of governor is the same person who held it at the time Lady Michelle and her father fled the city, that could work to her advantage." 'Or disadvantage, if the governor had anything to do with the circumstances that led to their needing to disappear...but I bet my companions would grump at the delay if I took some time to learn what kind of reputation these leaders have before we meet them. But if we have to stop and ask for directions anyway, maybe I can make a quick inquiry.'   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  5.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions   After the Vision Mery decides that it's time to address her penchant for secret-keeping. "Lady Michelle recently reminded me of the position of trust that bards hold in delivering information and how our words are more likely to be viewed as true by the common citizen. Our ranks include entertainers, scholars, fighters, and spies, and some of us work in service to either nobles or royals. One thing most of us share is an ability to work with people and get them to do things. Some of us do that with charm and an outgoing nature while others of us do it with competence and trustworthiness. As the more scholarly variety of bard, a person who sits at the intersection between working with people and handling information, I more so than probably all of you need to know when to keep a secret." "When you see me acting secretively, there are a few things you can be sure of: one, there may be some kind of timing issue preventing me from speaking, and if that's the case, I'll generally tell you. Two, I may be practicing discretion or circumspection - what I consider to be the positive aspect of secret-keeping - in service to either a person or an objective. Three, if you ever need me to keep a confidence, I will be as unwilling to speak your secret as I have been these other things." "Specifically with regard to the message I found in Lady Michelle's handkerchief, it was a personal message from her father and the information is what I consider to be sensitive - bad things can happen if it falls into the wrong hands. Given the personal and sensitive nature of the message, I felt it was not my place to share it with all of you. I had another purpose as well - Coltan just mentioned that he strongly feels that the vision some of you just saw is evidence that we should trust her. I strongly felt that I wanted her to have evidence that she can trust us, and I wanted to make it as tempting as possible for her to leave behind the Red Dragon Army. If I'll maintain confidentiality around her sensitive personal information and put her in full control of whether and to whom it gets shared when she's technically still an enemy capture, what does that imply about how I'll treat her if she's an ally instead of an enemy? Of course, at the time, I had no way of knowing that a vision was going to occur that was probably a lot more persuasive to that end than what I did was." She gives a rueful chuckle. "But now that she's shared the gist of the message - that she is the rightful heir to the Folketh Barony just west of Kalaman - I suppose it is only appropriate to mention that a few things need to happen before she can give any real aid in the fight against the Red Dragon Army. One, there are two items that are proof of the legitimacy of her claim hidden in Kalaman that we need to retrieve. Two, we are going to need to take those items and present them to the proper authorities so she can be formally recognized as the head of House Folketh. Given that bards commonly herald the ascension of nobles and help legitimize their claims, I'll take the lead on that task. Three, we're going to need to visit her ancestral home so we can find out what resources she has that she can contribute to the fight." "Now, do any of you have any questions about any of this?" She gazes at each of her companions in turn.   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  6.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions   With Lady Michelle Before the Vision "Well, let's start by establishing what facts we have," says Mery with a laugh. "We are in fact heading to Kalaman." "As for washing my hands of you, that's not going to happen. I became a bard in part because of the training in persuasion and influence that it afforded me, because I wanted to be able to speak for those who need someone to speak for them. I spent most of my childhood in abusive circumstances, and until I turned 16, my abuser made me out to the be the problem whenever I would try to speak up about what was happening. Usually, further abuse followed. It was not an easy childhood, and the hardest part was feeling all alone and powerless to change the mistreatment I was receiving. So because I know firsthand how awful that feels, I am not going to abandon you." She pauses for a moment as though thinking, then all of a sudden her face lights up in a big smile, and she begins removing the contents from her backpack, finally pulling out a gown of sapphire silk and matching silver-trimmed slippers and a fine cloak. "I'd almost forgotten I had this, as I wasn't honestly sure when I left home whether I'd ever have occasion to wear it. But if you wear it when we disembark, you'll at least look like a proper noblewoman." She then hands Lady Michelle the gown and offers her assistance in changing into the outfit. "As for the offer you made me, let's table that discussion until we get you properly installed and find out whether you actually have an estate."   After the Vision After Lady Michelle explains her vision, Mery shakes her head and mutters something unintelligible in disgusted tones. She then says, "While I can agree with you all that Lady Michelle has proved herself, I would remind you of a couple of things: First, given that Lady Michelle is officially Ser Artanis' prisoner and he faces possible consequences for failing to turn over a prisoner, I think we need to let him tell us what he needs to be square with his conscience about this and how much of a risk he is willing to take. Personally, I'd feel better about letting him risk anything if I knew that the consequence he faces isn't overly dire, but finding that out might not be so easy given that the Knights' Measure currently includes more than 30 volumes and 10,000 pages. Second, it's been my experience that telling one lie has a way of begetting the need to tell more lies, and over time, lies undermine trust. If we want the Kalaman authorities to trust us - and I include Lady Michelle in 'us' - we really should tell them the truth about where she's been, although I might make an exception if we had a better reason than simple reluctance to deal with the authorities." "Fortunately, I have a thought that - at least potentially - may give us a way to deal with the authorities on her behalf in an honest way. When we arrived in Vogler, Ser Becklin had only a few vague reports about the Red Dragon Army and no real intelligence. If Kalaman is the same and there haven't yet been any incursions by the army - and I would definitely recommend that we confirm both of those points before taking the action I'm about to propose - then it might be possible to barter Lady Michelle's knowledge of how the army operates and what resources it has in exchange for clemency. Personally, I have difficulty imagining how any decent person with a love of justice and fairness in their heart could hold Lady Michelle's circumstances against her, but I suppose there are always political expediencies and hard-hearted individuals who might see things differently. We could always give it a try if our investigations reveal that this approach stands a reasonable chance of working, and then if things don't go as hoped, stage a jailbreak." She winks at Lady Michelle at the mention of a jailbreak. "The biggest thing I can imagine the authorities having concern about is that she's a spy for the RDA, but if we tell them just what we've seen and learned since meeting her, I think we stand a very good chance of putting that concern to rest."   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC As of this time, the Knight's Measure (known as the Old Measure) included 37 volumes, each around 300 pages. It was revised following the War of the Lance to a mere 3 volumes. I figure Mery would have seen the 37 volumes in the Great Library in Palanthas.
  7.                        Meryelle "Mery" Keryndon                          Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4  “My words,” | ‘My thoughts,’ | My actions In the Ship's Hold with Ser Artanis Mery is a little frustrated by Ser Artanis' dismissal of her concerns, but she decides that extending the benefit of the doubt is in order, especially given how hard he is clearly trying to be strong. For her. 'He's tired, I'm exhausted with more yet to do before I can turn in, and a riding lesson may perhaps be a better moment to get the answer I'm seeking.' She does, however, decide to speak before leaving. "I have two things to say to you, and then I promise I will leave you to your thoughts. One, by making sure you deliver that letter she gave you, you can help to make sure her death wasn't in vain." She wants to mention the very odd thing she noticed about the mercenary's words, desperately wants to share her thoughts about it with someone, but her instincts tell her this isn't the right moment. "Two, I hope you aren't feeling guilty about something. I really don't see what more we could have done. If it's just about Cudgel and Ser Becklin, then I know there are those in this world who would say that a man is weak if he cries. When I see a man cry, especially in a situation like the one we're in, I see strength, and I'll tell you why. One, it means that he is capable of genuinely caring about others. There's another reason, too. There's a woman back in Palanthas who was and is a mentor to me, and it's fair to say she saved me, not from any physical danger, but from a future as rotten as my past is. She taught me that part of the price of having the capacity to genuinely care about another person as well as an actual relationship with that person is the pain of loss we feel when they're gone, or, as in my case, when they refuse to have a relationship with us. And it takes strength to let ourselves feel that pain and have the faith to believe that somehow, some day, we'll feel something more than a huge hole in our hearts. I very honestly struggle to find that faith on some days. So for future reference, I find more meaning in someone sharing their struggle with me than I do in their being strong for me, if they're not having a genuinely strong moment. However, whether and when and who you might choose to share your burdens with is no one's business but your own. Just know, I'm willing to be available if you ever feel the need. All you ever need do is ask." With that, she excuses herself, wishing she didn't feel so totally awkward and hoping that she's played the right note.   With Dame Michelle Before the Vision At Dame Michelle's question, Mery stares at the woman in shock. 'Is she asking me what I think she's asking me?' "Are you offering me a position in your House? Because while I'm happy to help herald your legitimacy, I think you should be aware that I'm different from the sort of people who more commonly become bards. I'm more of a scholar and historian than an entertainer, although I'm enough of a musician that I can support other musicians. And while I have an education suitable for serving a noble, I have precious little experience in dealing with nobles, beyond my interactions with Lord Bakaris and now with you. If you still want someone like that, then perhaps you could tell me what my duties as your bard would entail?"   After the Vision It takes Mery a few extra moments to wake up following the door slam, so deeply asleep was she. Groggily, she slides out of her hammock and wipes the sleep from her eyes. She is unsurprised by the mention of House Folketh of Kalaman, but Dame...no, Lady Michelle's mental state concerns her. "Lady Michelle, are you alright? Talk to us."   OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  8. HP New, Level 4 Max HP: Adding +5 for this level, for a total of 30. New Class Features Due to the CHA increase from the ASI, Mery will now have 4 uses of Bardic Inspiration per day rather than 3. ASI +2 to Charisma (CHA goes from 16 to 18) Dragonlance Campaign Level 4 Bonus Feat Taking the War Caster feat (from PHB) You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Spell Slots Cantrips Known: 2 ▶ 3 (Adding the Message cantrip) Level 1: 4 ▶ 4 Level 2: 2 ▶ 3 (Adding the Enhance Ability spell) Any Other Features You’ve Gained
  9.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions In Vogler Mery gasps in horror when the Bozak draconian explodes and Handsome takes the brunt of the damage. She removes the healing potion from her backpack and then pours it down the animal's throat, taking a moment to pull out one of the bone fragments and stick it into her belt pouch. Handsome snorts, and then climbs wearily to his feet. She then slaps him on the rump much the way Ser Artanis had with Tiergan and points toward the stern of the ship, telling him, "Go!" The gelding is clearly eager to get out of the burning village, and despite his recent brush with death, begins powering his way toward safety, not slowed in the least by the firestorm. She then makes her way to the open spot on the boilerdrak and yells over to Decimus, "I'll read the instructions on this side - what do you want to do with this thing?" (Mery will help either put the boilerdrak in the river or else load it on the ship, whatever we decide to do with it.)   After the Arrival of the Ironclad Mercenary Mery squints at the woman, her suspicious nature aroused and unwilling to take anything - and especially a message of this nature - coming from an Ironclad at face value. For all she knows, this woman might be in league with Jeyev! Unfortunately, her read on the woman isn't as clear as it was with Jeyev and Darrett's groan of pain catches her attention before she can think about matters too much. She initially thinks to just place a comforting hand on his shoulder, but his cries are such that she decides stronger measures are warranted. She sinks to her own knees and then wraps her arms around the man, not saying anything, really, just comforting him with her presence and her touch, because really, there's nothing she can say that will help. Her own tears are strangely absent, but she puts that down - at least for the moment - to the unclear read she got. If either Coltan or Kai are near, she glances at the mercenary then mouths the words, 'What read do you get from her?'   On the Trip to Kalaman Once the ship casts off and Darrett is reasonably calm again, the first thing Mery does is lead Handsome into the hold and remove his saddle. She asks Ser Artanis, "Umm, does he need any special care while he heals? Also, I kind of fought on him and jumped him over a wall earlier, but I didn't really know what I was doing. W-w-would you p-p-please l-look h-him over and m-m-make sure he didn't strain a m-m-muscle or h-h-hurt h-himself somehow?" Fear fills her eyes as she asks, but her determination to do right by her horse makes her willing to accept any punishment that might be coming. (She will undertake any task necessary to do right by her horse and do it without a word of complaint.) Once Handsome is squared away, she goes and asks Mayor Raven for a room where she can close the door and work quietly for a while. The Mayor points her to her personal quarters on the second deck. Mery nods her thanks and enters the room, closing the door behind her. She pulls out her writing supplies and the encoded, embroidered message from Dame Michelle's handkerchief. She starts by writing out the alphabet across the top and the key, which she decides might be either Michelle or Folketh along the side. She decides that the easiest way to create a unique alphabet for each letter is to have the key letter equal letter A and the rest of the alphabet after the key letter map to B, C, D, etc, so she writes that out for both key words. It takes about an hour, as well as a few false starts and errors, but she finally decodes the message and copies it onto a clean fresh parchment. She then goes to find Dame Michelle before anyone else can pressure her into sharing the contents and invites her down into the same room where she decoded the message. She tells her, "First off, I wanted to let you know I've not forgotten about your handkerchief. My plan had been to take it to a seamstress to repair, but you had said you wanted to repair it yourself. Would you still prefer to do the repair yourself? If so, I will try to pick up the needed thread and needle once we arrive in Kalaman, otherwise, I'll try to get it to a seamstress." "Second, I think I may have misjudged you a little bit. I initially figured that since you were serving the army of an evil goddess, you were the sort of person who could callously trample all over other people to get what you want, but between the story about your past that you told Modri and the way you've conducted yourself since becoming our prisoner, it's clear that's not the case. I did see how the attacks of the lizard creatures from your army against the villagers horrified you, but there's a question I'm struggling with that I'd like to ask you. I assume you must have known Takhisis is an evil goddess fairly early on, but if you've been in this army for several years, how can you only now be figuring out that they have no problem doing evil things? I hope this question doesn't sound judgmental - I don't mean it to. I'm just having trouble understanding." After Dame Michelle answers, Mery hands her the decoded message, telling her, "It's from your father." After Dame Michelle finishes reading it, she tells her, "I haven't even shared this with the others yet. It's clearly a personal message, and I can think of a few ways that people of unscrupulous nature might cause trouble if they knew about it. I don't believe anyone in my group to be like that, but someone overhearing us talking amongst ourselves about it might. I feel very strongly that you should have control over who learns the contents and at what time." "However, there is one thing I wish to say about the message. Given your status as a military prisoner, I think it's unlikely the powers that be will be willing to set you free to track down the items mentioned in the first sentence. I would like to offer the service of my friends and I in doing so, but that of course means sharing the contents of the message with them, or at least the part that pertains to the items. I know there's a lot to take in, so don't feel like you need to give me an answer right away. I give you my word I won't tell anyone what this message says without getting your okay first."   OOC Action: Retrieve healing potion from backback, give potion to Handsome. Bonus Action: Reaction: Movement: Move to I5 Object Interaction: Mount Action: Dash to ship (stern entry) Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  10.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions Mery senses the firestorm start, but is protected from the worst of it by the burning building. It's only when she steps outside of her cover that she feels the full force of it, and has to fight her way to just be able to stand near Handsome. 'Uggh!' She nocks another arrow, draws, aims toward the mage lizard, and looses, but the wind from the firestorm causes her arrow to fly wide. Guard 2 swings his spear with all his might against the mage lizard and manages to barely scratch the creature's abdomen. OOC Action: shortbow attack vs. Bozak 2. Bonus Action: Reaction: Movement: 25 feet to 07. Object Interaction: Mount Action: - Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  11.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions Mery grins at the guard following her, "She's not a local, and yeah, something like that." She's relieved when the stinking cloud stops shy of her location, but wonders, 'What else? At this rate, we'll be lucky to escape with our lives!' She's unable to hear Ser Michelle's words over the din, but keeps her attention on the same lizard. Moving ahead just slightly, she fluidly nocks another arrow, then draws, aims, and looses. The arrow flies true, but a last-second movement by the lizard causes it to strike the creature's upper arm instead of its torso. However, the lizard is so close to death that it explodes in a puff of gas! Guard 2, meanwhile, moves up next to the mage lizard, removes his spear, and swings at it using both hands. The attack, unfortunately, misses. OOC Action: shortbow attack vs. BD5 Bonus Action: Reaction: Movement: 5 feet to Q4, Guard 2 to O11 Object Interaction: Mount Action: - Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    15 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC Due to a miscalculation in the number of HP the baaz draconian (BD5) has left, Mery's shot should be to finish it off instead of attacking the bozak (Bozak 2). I've not found a way to edit the descriptive text on the dice roller after the roll is completed. The baaz has AC 14, not 15.
  12.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions Mery had been about to run up to the dragon machine to try to aid Decimus in figuring out its function, but between Darrett jumping onto the thing and the two guards who had just appeared near her, her path was now blocked. 'Guess they'll have to figure it out on their own.' A tiny corner of her mind notes Dame Michelle's odd attitude toward her, but she dismisses it. For now. She tells the first guard (Guard 1),"I want you to go to the side of metal dragon where the pink-robed man is and help in firing it. He'll tell you what to do." She then tells the second guard (Guard 2), "Let's you and I go help defend the woman in the blue dress." She then returns back the way she'd come and nocks an arrow, draws, and aims at the lizard closest to Dame Michelle. 'Mishakal's mercy, let that hit!' she prays before loosing. The arrow flies a little low, and just for a moment, Mery thinks it is going to fly wide as well, but then it makes a savage thwak right in the lizard's gut!   OOC Action: shortbow attack vs. BD 5 Bonus Action: Reaction: Movement: 20 feet to Q5. Guard 1 to K1, Guard 2 to R6. Object Interaction: Mount Action: - Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    16 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  13.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions 'He's alive!' Mery thinks in jubilation at Dame Michelle's words about Handsome. "Eucharist!""Thank you!" she calls over to the blonde lieutenant, absently switching to Draconic. But she doesn't let her elation over her horse's survival cause her to lose focus, and she nocks another arrow, then moves ahead 25 feet, draws, aims at the creature that just moved to the firing station, and looses! Given the relatively close distance, the arrow strikes the creature solidly, but unfortunately hits low on the creature's torso, a few inches below where the kidneys would be on an ordinary humanoid. She flinches in startlement when the shot both does more damage than expected and a wave of healing washes over her. She then steps back 5 feet.   OOC Action: shortbow attack vs. BD 2 Bonus Action: Reaction: Movement: Move to Q0 to loose, then back to Q1. Object Interaction: Mount Action: - Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    17 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  14.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 14/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions While expecting the metal dragon to do something, Mery wasn't expecting the gout of flame to be so large, and it immediately kills Handsome, dropping the palomino gelding to the ground. The cat makes a graceful leap toward the ground, but the flame catches it mid-leap, and it, too, falls to the ground dead. She herself leaps to the ground as Handsome falls, instinctively wrapping her arms around her head to protect it, and manages to duck enough to avoid some of the fire damage, but she can feel that her neck, arms, and hands are all burned. However, with the anger and adrenaline flowing through her body, the pain is, for the moment anyhow, bearable. Ser Artanis' scream of pain, on the other hand, sounds as though he did not fare quite as well as she did, and she winces in sympathy. Understanding what the lizards are saying, she yells to her friends,"That dragon machine is jammed for the moment! This is the time to attack!" She then turns to Mayor Raven and sings: 🎵 We all need somebody to lean on 🎶 It's not a ton of healing, but Mery hopes that it will be enough to save the Mayor's life. Breathing deeply, she nocks another arrow, draws, aims at the closest rear creature manning the metal dragon, and looses! This time, her arrow strikes the lizard creature in the shoulder with a satisfying thwak! She then goes on the move, managing to find a spot between two of the smaller burning buildings that leaves her sweating profusely in the heat, but does provide full cover.   OOC Action: shortbow attack vs. BD 1 Bonus Action: Healing Word to Mayor Raven Reaction: Jump from mount to P10 Movement: Move to Q5 Object Interaction: Mount Action: - Mount Movement: - Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    18 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC Music Credit: Lean on Me by Bill Withers
  15.                        Meryelle "Mery" Keryndon                          Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft. Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages:  Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 2/4 2nd 0/2 | Bardic Inspiration: 0/3  “My words,” | ‘My thoughts,’ | My actions Mery accepts the vial from the alchemist and gives the man a brief smile as she slips it into her backpack. "Thank you, sir. I'm sure these will be quite useful." Seeing the draconian appear next to her, she signals Handsome forward about 15 feet (F/G-2/3) and, signaling the warhorse to dodge, unshoulders her shortbow. She peers in the direction of the dragon, but in all the smoke, can't make out anything, even with her Darkvision. Nocking an arrow, she draws, takes a moment to aim at the dragon, and looses. However, a puff of smoke blows across her face as she does so, causing her to cough and miss the shot. The cat, from its perch atop Handsome's hindquarters, lets out a questioning, "Mrow?" "No, I didn't hit it," Mery tells the creature. "And I'm not sure you're going to be all that safe back there. I don't want to have to tell your owner you died because I didn't protect you. Now, unless you want me to stuff you in my saddlebags, go hide! " This seems to irritate the cat, as it turns its ears back and lets out a low-pitched "Meow", stubbornly refusing to budge an inch.   OOC Action: Bonus Action: Movement: Object Interaction: Unshoulder shortbow Mount Action: Dodge Mount Movement: Move to F/G-2-3 Actions & Resources Actions:    Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.                                                                                    Hit:  (1d6 + 2) piercing damage.     Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.                                                    Hit: (1d4 + 2) piercing damage.                                                                    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.                                                   Hit: (1d4+2) piercing damage. Bonus Actions:    Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.   Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition:    19 arrows in quiver, 0 arrow bundles in backpack. Spellcasting:    Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting:  Cantrips (2/2 slots): prestidigitation, vicious mockery 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (2/2 slots): invisibility, heat metal Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
×
×
  • Create New...