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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 18/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


 

Recon Mission

When the group arrives back at the Brass Crab, Mery takes a few minutes to speak to the man who lost his friend Jefflan. "I am very sorry for your loss, but there is something yet that you might be able to do. I am going to recommend to the Mayor that she evacuate Vogler. The army that is nearby is very large and I do not believe they can be reasoned with. You can't do anything to bring your friend back, but you might yet be able to help save his wife and children as well as the rest of Vogler from that army. You can wait for the Mayor's command if you wish, but if I were you and I had a boat, I'd set about getting it ready to take out of here, just in case."

She turns to head into the room where the Mayor is when another thought comes to her. Turning her head back over her shoulder, she adds, "I know what it's like to have events in the past create a present and a future I am not particularly fond of. If things were less dire, I'd ask you to tell me about Jefflan, but there is simply not time. When I am overly focused on the past, I can either neglect things I need to be doing in the present, or else miss out on good things in the present. The bottom line is, the patrol you were on was a good thing, and you had no way of knowing what would happen. Try not to blame yourself, and remember, you are still needed."

 

Control Room

When Mery walks into the control room and is introduced to Jeyev, she takes his hand and shakes it, but then turns to study the man, trying to discern whether he's all he seems and is actually loyal to Cudgel. She hopes she's just suffering from a case of paranoia caused by her past, but it seems to her that they can't afford to trust anyone blindly.

 

Cudgel's Report

After Modri speaks, Mery is quick to add her own piece. "Mayor, I would have to agree with my Dwarven comrade, Modri. The army of a good nation or deity might respect your desire for neutrality, but not the army of an evil deity. I wouldn't hesitate to suggest fighting if I thought a battle could be won, but I believe Vogler would be better served if you evacuate your people to someplace where there is a contingent of Solamnia's army, which by the way, was suggested first by Hunni here on the way back here." She gestures at the Gully Dwarf. "It can be painful to leave your home behind, but homes and villages can be rebuilt - lost lives cannot be restored. I assume Ser Becklin would have the best idea about where to send your people." She gives the knight a nod. Then, gesturing toward the wizard, she says, "And Decimus suggested that Kalaman should be notified, and that is a good idea as well."

"I cannot speak for my companions, but I personally am willing to help with any task that helps to achieve any of the aims I've just suggested."

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: —

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.

Ammunition:

   20 arrows in quiver, 3 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 from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): aid, 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.

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 18/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


 

Recon Mission

When the group arrives back at the Brass Crab, Mery takes a few minutes to speak to the man who lost his friend Jefflan. "I am very sorry for your loss, but there is something yet that you might be able to do. I am going to recommend to the Mayor that she evacuate Vogler. The army that is nearby is very large and I do not believe they can be reasoned with. You can't do anything to bring your friend back, but you might yet be able to help save his wife and children as well as the rest of Vogler from that army. You can wait for the Mayor's command if you wish, but if I were you and I had a boat, I'd set about getting it ready to take out of here, just in case."

She turns to head into the room where the Mayor is when another thought comes to her. Turning her head back over her shoulder, she adds, "I know what it's like to have events in the past create a present and a future I am not particularly fond of. If things were less dire, I'd ask you to tell me about Jefflan, but there is simply not time. When I am overly focused on the past, I can either neglect things I need to be doing in the present, or else miss out on good things in the present. The bottom line is, the patrol you were on was a good thing, and you had no way of knowing what would happen. Try not to blame yourself, and remember, you are still needed."

 

Control Room

When Mery walks into the control room and is introduced to Jeyev, she takes his hand and shakes it, but then turns to study the man, trying to discern whether he's all he seems and is actually loyal to Cudgel. She hopes she's just suffering from a case of paranoia caused by her past, but it seems to her that they can't afford to trust anyone blindly.

 

Cudgel's Report

After Modri speaks, Mery is quick to add her own piece. "Mayor, I would have to agree with my Dwarven comrade, Modri. The army of a good nation or deity might respect your desire for neutrality, but not the army of an evil deity. I wouldn't hesitate to suggest fighting if I thought a battle could be won, but I believe Vogler would be better served if you evacuate your people to someplace where there is a contingent of Solamnia's army, which by the way, was suggested first by Hunni here on the way back here." She gestures at the Gully Dwarf. "It can be painful to leave your home behind, but homes and villages can be rebuilt - lost lives cannot be restored. I assume Ser Becklin would have the best idea about where to send your people." She gives the knight a nod. Then, gesturing toward the wizard, she says, "And Decimus suggested that Kalaman should be notified, and that is a good idea as well."

"I cannot speak for my companions, but I personally am willing to help with any task that helps to achieve any of the aims I've just suggested."

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: —

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.

Ammunition:

   20 arrows in quiver, 3 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 from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): aid, 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.

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 18/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


 

Recon Mission

When the group arrives back at the Brass Crab, Mery takes a few minutes to speak to the man who lost his friend Jefflan. "I am very sorry for your loss, but there is something yet that you might be able to do. I am going to recommend to the Mayor that she evacuate Vogler. The army that is nearby is very large and I do not believe they can be reasoned with. You can't do anything to bring your friend back, but you might yet be able to help save his wife and children as well as the rest of Vogler from that army. You can wait for the Mayor's command if you wish, but if I were you and I had a boat, I'd set about getting it ready to take out of here, just in case."

She turns to head into the room where the Mayor is when another thought comes to her. Turning her head back over her shoulder, she adds, "I know what it's like to have events in the past create a present and a future I am not particularly fond of. If things were less dire, I'd ask you to tell me about Jefflan, but there is simply not time. When I am overly focused on the past, I can either neglect things I need to be doing in the present, or else miss out on good things in the present. The bottom line is, the patrol you were on was a good thing, and you had no way of knowing what would happen. Try not to blame yourself, and remember, you are still needed."

 

Control Room

When Mery walks into the control room and is introduced to Jeyev, she takes his hand and shakes it, but then turns to study the man, trying to discern whether he's all he seems and is actually loyal to Cudgel. She hopes she's just suffering from a case of paranoia caused by her past, but it seems to her that they can't afford to trust anyone blindly.

 

Cudgel's Report

After Modri speaks, Mery is quick to add her own piece. "Mayor, I would have to agree with my Dwarven comrade, Modri. The army of a good nation or deity might respect your desire for neutrality, but not the army of an evil deity. I wouldn't hesitate to suggest fighting if I thought a battle could be won, but I believe Vogler would be better served if you evacuate your people to someplace where there is a contingent of Solamnia's army, which by the way, was suggested first by Hunni here on the way back here." She gestures at the Gully Dwarf. "It can be painful to leave your home behind, but homes and villages can be rebuilt - lost lives cannot be restored. I assume Ser Becklin would have the best idea about where to send your people." She gives the knight a nod. Then, gesturing toward the wizard, she says, "And Decimus suggested that Kalaman should be notified, and that is a good idea as well."

"I cannot speak for my companions, but I personally am willing to help with any task that helps to achieve any of the aims I've just suggested."

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: —

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.

Ammunition:

   20 arrows in quiver, 3 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 from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): aid, 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.

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 18/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


 

Recon Mission

 

Control Room

 

Cudgel's Report

Post completion pending dice rolls.

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: —

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.

Ammunition:

   20 arrows in quiver, 3 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 from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): aid, 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.

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