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spacer.png                       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: 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 1/2 | Bardic Inspiration: 1/3


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


 

 

Mery thanks Modri for ascertaining the lack of magic in Ser Michelle's belongings, and as the others begin making to leave the bluff, she fingers the handkerchief, and upon recognizing it as two pieces of fabric sewn together, says to Merituuli, "Kai, I have one final concern with this handkerchief, but I need some help to check it out, and I think you are the best person to do that. I think if the others are eager to leave, we should let them go, but you and I can hang back. I don't think this will take very long."

She then begins explaining her concern and what she needs his help with in Elvish.

Anyone who speaks Elvish can understand but Kai is the intended audience

Mery starts by gesturing to both the front and the back of the handkerchief. She says, "This handkerchief was constructed by sewing two separate pieces of fabric together along 3 edges and then turning the whole thing inside out and sewing the last edge together. What that means is that it can potentially be used as a small smuggling compartment, provided the items being smuggled are both small and flat enough to fit inside. The sort of things I want to make sure aren't inside would be something like written military orders or maybe a signet ring that would allow the Red Dragon Army to send a phony message to the Knights of Solamnia claiming to be from a trusted noble. I also want to look for evidence that this handkerchief may have been used that way in the past even if it isn't being used like that right now."

"I'm not the best at recognizing things like that, so I need someone with sharp eyes and ears to help me look. That's where you come in - I've noticed that you notice certain things even if you don't always mention what you picked up on. To recognize whether this has been used to smuggle things in the past, look around the edges of the handkerchief for a series of small holes that may be a little larger than the holes used in the stitching currently holding the fabric together, or I suppose there may be a sense of different colors of thread having been used. That would fit with unstitching and restitching the handkerchief to move things in and out."

If something is currently inside, I'd say the best test would be simply to wad up the handkerchief then listen for out-of-place sounds like clinking and feel for hard lumps or edges, thickness that seems like more than simply what can be accounted for by the fabric, resistance, or really anything that doesn't feel like two wadded-up squares of fabric. I may be being ridiculously paranoid, but wars have been won because one side figured out how to get their military's orders out without the other side understanding how they did it. I don't mind being a bit overly paranoid - better safe than sorry." She gives the shoal Elf a wry grin. "Let's both examine this thing." She then proceeds to closely examine the handkerchief, wadding it up and holding near her ear, then hands it to Kai so he can do the same.

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: Dodge

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, 1 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

@PhoenixSlayer : What I'm looking for from you is the Aid action on perception to check the handkerchief for small hidden items. Since this is a very girly way to hide something and this whole concept was my idea, Rin thought I should have Mery make the actual check, but her perception is so bad she needs all the help she can get to make the DC! I'm going to go ahead and roll with advantage under the assumption Kai is willing to help, but if for some reason he isn't, I'll just show both rolls so the correct one can be chosen based on your response.

 

tbgg

tbgg

spacer.png                       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: 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 1/2 | Bardic Inspiration: 1/3


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


 

 

Mery thanks Modri for ascertaining the lack of magic in Ser Michelle's belongings, and as the others begin making to leave the bluff, she fingers the handkerchief, and upon recognizing it as two pieces of fabric sewn together, says to Merituuli, "Kai, I have one final concern with this handkerchief, but I need some help to check it out, and I think you are the best person to do that. I think if the others are eager to leave, we should let them go, but you and I can hang back. I don't think this will take very long."

She then begins explaining her concern and what she needs his help with in Elvish.

Anyone who speaks Elvish can understand but Kai is the intended audience

Mery starts by gesturing to both the front and the back of the handkerchief. She says, "This handkerchief was constructed by sewing two separate pieces of fabric together along 3 edges and then turning the whole thing inside out and sewing the last edge together. What that means is that it can potentially be used as a small smuggling compartment, provided the items being smuggled are both small and flat enough to fit inside. The sort of things I want to make sure aren't inside would be something like written military orders or maybe a signet ring that would allow the Red Dragon Army to send a phony message to the Knights of Solamnia claiming to be from a trusted noble. I also want to look for evidence that this handkerchief may have been used that way in the past even if it isn't being used like that right now."

"I'm not the best at recognizing things like that, so I need someone with sharp eyes and ears to help me look. That's where you come in - I've noticed that you notice certain things even if you don't always mention what you picked up on. To recognize whether this has been used to smuggle things in the past, look around the edges of the handkerchief for a series of small holes that may be a little larger than the holes used in the stitching currently holding the fabric together, or I suppose there may be a sense of different colors of thread having been used. That would fit with unstitching and restitching the handkerchief to move things in and out."

If something is currently inside, I'd say the best test would be simply to wad up the handkerchief then listen for out-of-place sounds like clinking and feel for hard lumps or edges, thickness that seems like more than simply what can be accounted for by the fabric, resistance, or really anything that doesn't feel like two wadded-up squares of fabric. I may be being ridiculously paranoid, but wars have been won because one side figured out how to get their military's orders out without the other side understanding how they did it. I don't mind being a bit overly paranoid - better safe than sorry." She gives the shoal Elf a wry grin. "Let's both examine this thing." She then proceeds to closely examine the handkerchief, wadding it up and holding near her ear, then hands it to Kai so he can do the same.

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: Dodge

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, 1 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

@PhoenixSlayer : What I'm looking for from you is the Aid action on perception to check the handkerchief for small hidden items. Since this is a very girly way to hide something and this whole concept was my idea, Rin thought I should have Mery make the actual check, but her perception is so bad she needs all the help she can get to make the DC! I'm going to go ahead and roll with advantage under the assumption Kai is willing to help, but if for some reason he isn't, I'll just show both rolls so the correct one can be chosen based on your response.

 

tbgg

tbgg

spacer.png                       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: 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 1/2 | Bardic Inspiration: 1/3


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


 

 

Mery thanks Modri for ascertaining the lack of magic in Ser Michelle's belongings, and as the others begin making to leave the bluff, she fingers the handkerchief, and upon recognizing it as two pieces of fabric sewn together, says to Merituuli, "Kai, I have one final concern with this handkerchief, but I need some help to check it out, and I think you are the best person to do that. I think if the others are eager to leave, we should let them go, but you and I can hang back. I don't think this will take very long."

She then begins explaining her concern and what she needs his help with in Elven.

Anyone who speaks Elven can understand but Kai is the intended audience

Mery starts by gesturing to both the front and the back of the handkerchief. She says, "This handkerchief was constructed by sewing two separate pieces of fabric together along 3 edges and then turning the whole thing inside out and sewing the last edge together. What that means is that it can potentially be used as a small smuggling compartment, provided the items being smuggled are both small and flat enough to fit inside. The sort of things I want to make sure aren't inside would be something like written military orders or maybe a signet ring that would allow the Red Dragon Army to send a phony message to the Knights of Solamnia claiming to be from a trusted noble. I also want to look for evidence that this handkerchief may have been used that way in the past even if it isn't being used like that right now."

"I'm not the best at recognizing things like that, so I need someone with sharp eyes and ears to help me look. That's where you come in - I've noticed that you notice certain things even if you don't always mention what you picked up on. To recognize whether this has been used to smuggle things in the past, look around the edges of the handkerchief for a series of small holes that may be a little larger than the holes used in the stitching currently holding the fabric together, or I suppose there may be a sense of different colors of thread having been used. That would fit with unstitching and restitching the handkerchief to move things in and out."

If something is currently inside, I'd say the best test would be simply to wad up the handkerchief then listen for out-of-place sounds like clinking and feel for hard lumps or edges, thickness that seems like more than simply what can be accounted for by the fabric, resistance, or really anything that doesn't feel like two wadded-up squares of fabric. I may be being ridiculously paranoid, but wars have been won because one side figured out how to get their military's orders out without the other side understanding how they did it. I don't mind being a bit overly paranoid - better safe than sorry." She gives the shoal Elf a wry grin. "Let's both examine this thing." She then proceeds to closely examine the handkerchief, wadding it up and holding near her ear, then hands it to Kai so he can do the same.

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: Dodge

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, 1 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

@PhoenixSlayer : What I'm looking for from you is the Aid action on perception to check the handkerchief for small hidden items. Since this is a very girly way to hide something and this whole concept was my idea, Rin thought I should have Mery make the actual check, but her perception is so bad she needs all the help she can get to make the DC! I'm going to go ahead and roll with advantage under the assumption Kai is willing to help, but if for some reason he isn't, I'll just show both rolls so the correct one can be chosen based on your response.

 

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