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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's entire face lights up and her eyes gleam with excitement and interest as she gasps, "There's a ciphered message inside the handkerchief!"

She starts wondering whether the message could contain Ser Michelle's military orders when one thing strikes her as very odd: the purple thread and embroidered letters don't have the sort of utilitarian feel she would expect to see with military orders. And an army that arrayed itself in red and black seemed unlikely to choose purple or use embroidered lettering, even if the use of a cipher felt like something they might do. Even without knowing the content of the message, she decides the feel is just off for anything originating with the Red Dragon Army. "My gut is telling me this is a personal message," she announces to no one in particular.

She feels a strong urge try to find out whether Ser Michelle knows anything about the message and to work on decrypting it, but the others have made it clear they are getting antsy with all the delays are and are feeling the need to return to Vogler and she figures it's about time that desire be honored. Therefore, she slips the embroidered message and handkerchief into her backpack, mounts Handsome, and begins riding back to the small village. Turning her head back to the others, she calls out, "We need to keep Ser Michelle out of public view as much as possible, and certainly don't take her through the center of town or to the Brass Crab. Also, if you happen to see Cudgel or any of her regiment, please don't talk to any of them about Ser Michelle. I'll explain why not later - right now there's simply no time. As it is, I urgently need to speak with Ser Becklin about a couple of things, and there's not really time for that, either, but given that what I know can potentially save her life, I'm going to make the time. I will join you all in our next tasks as soon as I can. You can put me down for talking with the villagers."

 

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

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: 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's entire face lights up and her eyes gleam with excitement and interest as she gasps, "There's a ciphered message inside the handkerchief!"

She starts wondering whether the message could contain Ser Michelle's military orders when one thing strikes her as very odd: the purple thread and embroidered letters don't have the sort of utilitarian feel she would expect to see with military orders. And an army that arrayed itself in red and black seemed unlikely to choose purple or use embroidered lettering, even if the use of a cipher felt like something they might do. Even without knowing the content of the message, she decides the feel is just off for anything originating with the Red Dragon Army. "My gut is telling me this is a personal message," she announces to no one in particular.

She feels a strong urge try to find out whether Ser Michelle knows anything about the message and to work on decrypting it, but the others have made it clear they are getting antsy with all the delays are and are feeling the need to return to Vogler and she figures it's about time that desire be honored. Therefore, she slips the embroidered message and handkerchief into her backpack, mounts Handsome, and begins riding back to the small village. Turning her head back to the others, she calls out, "We need to keep Ser Michelle out of public view as much as possible, and certainly don't take her through the center of town or to the Brass Crab. Also, if you happen to see Cudgel or any of her regiment, please don't talk to any of them about Ser Michelle. I'll explain why not later - right now there's simply no time. As it is, I urgently need to speak with Ser Becklin about a couple of things, and there's not really time for that, either, but given that what I know can potentially save her life, I'm going to make the time. I will join you all in our next tasks as soon as I can. You can put me down for talking with the villagers."

 

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

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: 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's entire face lights up and her eyes gleam with excitement and interest as she gasps, "There's a ciphered message inside the handkerchief!"

She starts wondering whether the message could contain Ser Michelle's military orders when one thing strikes her as very odd: the purple thread and embroidered letters don't have the sort of utilitarian feel she would expect to see with military orders. And an army that arrayed itself in red and black seemed unlikely to choose purple or use embroidered lettering, even if the use of a cipher felt like something they might do. Even without knowing the content of the message, she decides the feel is just off for anything originating with the Red Dragon Army. "My gut is telling me this is a personal message," she announces to no one in particular.

She feels a strong urge try to find out whether Ser Michelle knows anything about the message and to work on decrypting it, but the others have made it clear they are getting antsy with all the delays are and are feeling the need to return to Vogler and she figures it's about time that desire be honored. Therefore, she slips the embroidered message and handkerchief into her backpack, mounts Handsome, and begins riding back to the small village. Turning her head back to the others, she calls out, "We need to keep Ser Michelle out of public view as much as possible, and certainly don't take her through the center of town or to the Brass Crab. Also, if you happen to see Cudgel or any of her regiment, please don't talk to any of them about Ser Michelle. I'll explain why not later - right now there's simply no time. As it is, I urgently need to speak with Ser Becklin about a couple of things, and there's not really time for that, either, but given that what I know can potentially save her life, I'm going to make the time. I will join you all in our next tasks as soon as I can. You can put me down for talking with the villagers."

 

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

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: 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's entire face lights up and her eyes gleam with excitement and interest as she gasps, "There's a ciphered message inside the handkerchief!"

She starts wondering whether the message could contain Ser Michelle's military orders when one thing strikes her as very odd: the purple thread and embroidered letters don't have the sort of utilitarian feel she would expect to see with military orders. And an army that arrayed itself in red and black seemed unlikely to choose purple or use embroidered lettering, even if the use of a cipher felt like something they might do. Even without knowing the content of the message, she decides the feel is just off for anything originating with the Red Dragon Army. "My gut is telling me this is a personal message," she announces to no one in particular.

She feels a strong urge try to find out whether Ser Michelle knows anything about the message and to work on decrypting it, but the others have made it clear they are getting antsy with all the delays are and are feeling the need to return to Vogler and she figures it's about time that desire be honored. Therefore, she slips the embroidered message and handkerchief into her backpack, mounts Handsome, and begins riding back to the small village. Turning her head back to the others, she calls out, "We need to take Ser Michelle to Thornwall Keep. Try to keep her out of public view as much as possible, and certainly don't take her through the center of town or to the Brass Crab. Also, if you happen to see Cudgel or any of her regiment, please don't talk to any of them about Ser Michelle. I'll explain why not later - right now there's simply no time. As it is, I urgently need to speak with Ser Becklin about a couple of things, and there's not really time for that, either, but given that what I know can potentially save her life, I'm going to make the time. I will join you all in our next tasks as soon as I can. You can put me down for talking with the villagers."

 

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

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: 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's entire face lights up and her eyes gleam with excitement and interest as she gasps, "There's a ciphered message inside the handkerchief!"

She starts wondering whether the message could contain Ser Michelle's military orders when one thing strikes her as very odd: the purple thread and embroidered letters don't have the sort of utilitarian feel she would expect to see with military orders. And an army that arrayed itself in red and black seemed unlikely to choose purple or use embroidered lettering, even if the use of a cipher felt like something they might do. Even without knowing the content of the message, she decides the feel is just off for anything originating with the Red Dragon Army. "My gut is telling me this is a personal message," she announces to no one in particular.

She feels a strong urge try to find out whether Ser Michelle knows anything about the message and to work on decrypting it, but the others have made it clear they are getting antsy with all the delays are and are feeling the need to return to Vogler and she figures it's about time that desire be honored. Therefore, she slips the embroidered message and handkerchief into her backpack, mounts Handsome, and begins riding back to the small village. Mery knows she's the last person in the world who should be escorting Ser Michelle, and she trusts the others to take care of the lieutenant.

Grinning to herself, she thinks, 'Total score for the girls' side - let them put that into their man pipes and smoke it!'

 

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

OOC comments, if I have them, go here.

 

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