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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 0/2 | Bardic Inspiration: 0/3


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


Mery watches the proceedings closely, paying particular attention to the exchange between Ser Becklin and Ser Artanis. As the young knight mounts his horse and appears ready to trot off on Tiergan, she calls out to him, “Please wait, Ser Artanis! There is urgent news yet you need to hear.”

Modri's words about traitorous mercenaries then further underscore the urgency of sharing what she knows. Gesturing her companions to circle around her so she can talk to them all while keeping her voice down, she says, “I went to Ser Becklin earlier because when we were introduced to Cudgel's man Jeyev earlier today, I got a very strong read on him that he's hiding something and he's trouble." She then goes on to explain everything from her failed attempt to warn Cudgel about Jeyev to the arguments she made to Ser Becklin and her belief that she was able to persuade Ser Becklin to take her warnings seriously despite the lack of hard evidence against the man. "I think she's handed this message to Ser Artanis instead of Darrett so she can keep the heat from Jeyev and anyone else working with him on herself and Darrett, giving an extra layer of protection to both Ser Artanis and the delivery of this message. I think there would be some value in trying to find Jeyev while the evacuation is going on and keep him from causing trouble. I'll volunteer for that task, given I'm the sneakiest of us, but frankly, I think the rest of you might have some good ideas about how we might best proceed during the evacuation given there is reason to suspect at least one more traitor within the Ironclads.”

She then nods to Ser Artanis that he can go now. He obviously needs to get Ser Michelle to the boats and pick up the box intended for Darrett, so probably won't be assisting them with the Ironclads, but she feels better knowing he now knows to be on guard should he happen to encounter Jeyev at or near Thornwall Keep.

OOC

Action -

Bonus Action: -

Movement -

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, 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

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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 0/2 | Bardic Inspiration: 0/3


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


Mery watches the proceedings closely, paying particular attention to the exchange between Ser Becklin and Ser Artanis. As the young knight mounts his horse and appears ready to trot off on Tiergan, she calls out to him, “Please wait, Ser Artanis! There is urgent news yet you need to hear.”

Modri's words about traitorous mercenaries then further underscore the urgency of sharing what she knows. Gesturing her companions to circle around her so she can talk to them all while keeping her voice down, she says, “I went to Ser Becklin earlier because when we were introduced to Cudgel's man Jeyev earlier today, I got a very strong read on him that he's hiding something and he's trouble." She then goes on to explain everything from her failed attempt to warn Cudgel about Jeyev to the arguments she made to Ser Becklin and her belief that she was able to persuade Ser Becklin to take her warnings seriously despite the lack of hard evidence against the man. "I think she's handed this message to Ser Artanis instead of Darrett so she can keep the heat from Jeyev and anyone else working with him on herself and Darrett, giving an extra layer of protection to both Ser Artanis and the delivery of this message. I think there would be some value in trying to find Jeyev while the evacuation is going on and keep him from causing trouble. I'll volunteer for that task, given I'm the sneakiest of us, but frankly, I think the rest of you might have some good ideas about how we might best proceed during the evacuation given there is reason to suspect at least one more traitor within the Ironclads.”

She then nods to Ser Artanis that he can go now. He obviously needs to get Ser Michelle to the boats and pick up the box intended for Darrett, so probably won't be assisting them with the Ironclads, but she feels better knowing he now knows to be on guard should he happen to encounter Jeyev at or near Thornwall Keep.

OOC

Action -

Bonus Action: -

Movement -

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, 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 0/2 | Bardic Inspiration: 0/3


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


Mery watches the proceedings closely, paying particular attention to the exchange between Ser Becklin and Ser Artanis. As the young knight mounts his horse and appears ready to trot off on Tiergan, she calls out to him, “Please wait, Ser Artanis! There is urgent news yet you need to hear.”

Modri's words about traitorous mercenaries then further underscore the urgency of sharing what she knows. Gesturing her companions to circle around her so she can talk to them all while keeping her voice down, she says, “I went to Ser Becklin earlier because when we were introduced to Cudgel's man Jeyev earlier today, I got a very strong read on him that he's hiding something and he's trouble." She then goes on to explain everything from her failed attempt to warn Cudgel about Jeyev to the arguments she made to Ser Becklin and her belief that she was able to persuade Ser Becklin to take her warnings seriously despite the lack of hard evidence against the man. "I think she's handed this message to Ser Artanis instead of Darrett so she can keep the heat from Jeyev and anyone else working with him on herself and Darrett, giving an extra layer of protection to both Ser Artanis and the delivery of this message. I think there would be some value in trying to find Jeyev while the evacuation is going on and keep him from causing trouble. I'll volunteer for that task, given I'm the sneakiest of us, but frankly, I think the rest of you might have some good ideas about how we might best proceed during the evacuation given there is reason to suspect at least one more traitor within the Ironclads.”

She then nods to Ser Artanis that he can go now. He obviously needs to get Ser Michelle to the boats and pick up the box intended for Darrett, so probably won't be assisting them with the Ironclads, but she feels better knowing he now knows to be on guard should he happen to encounter Jeyev at or near Thornwall Keep.

OOC

Action -

Bonus Action: -

Movement -

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, 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

Music Credit: somethinggood by Dave 1 and P-Thugg

 

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 0/2 | Bardic Inspiration: 0/3


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


Mery watches the proceedings closely, paying particular attention to the exchange between Ser Becklin and Ser Artanis. As the young knight mounts his horse and appears ready to trot off on Tiergan, she calls out to him, “Please wait, Ser Artanis! There is urgent news yet you need to hear.”

Modri's words about traitorous mercenaries then further underscore the urgency of sharing what she knows. Gesturing her companions to circle around her so she can talk to them all while keeping her voice down, she says, “I went to Ser Becklin earlier because when we were introduced to Cudgel's man Jeyev earlier today, I got a very strong read on him that he's hiding something and he's trouble." She then goes on to explain everything from her failed attempt to warn Cudgel to the arguments she made to Ser Becklin and her belief that she was able to persuade Ser Becklin to take the warnings seriously. "I think she's handed this message to Ser Artanis instead of Darrett so she can keep the heat from Jeyev and anyone else working with him on herself and Darrett, giving an extra layer of protection to both Ser Artanis and the delivery of this message. I think there would be some value in trying to find Jeyev while the evacuation is going on and keep him from causing trouble. I'll volunteer for that task, given I'm the sneakiest of us, but frankly, I think the rest of you might have some good ideas about how we might best proceed during the evacuation given there is reason to suspect at least one more traitor within the Ironclads.”

She then nods to Ser Artanis that he can go now. He obviously needs to get Ser Michelle to the boats and pick up the box intended for Darrett, so probably won't be assisting them with the Ironclads, but she feels better knowing he now knows to be on guard should he happen to encounter Jeyev at or near Thornwall Keep.

OOC

Action -

Bonus Action: -

Movement -

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, 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

Music Credit: somethinggood by Dave 1 and P-Thugg

 

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 0/2 | Bardic Inspiration: 0/3


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


Mery watches the proceedings closely, paying particular attention to the exchange between Ser Becklin and Ser Artanis. As the young knight mounts his horse and appears ready to trot off on Tiergan, she calls out to him, “Please wait, Ser Artanis! There is urgent news yet you need to hear.”

Modri's words about traitorous mercenaries then further underscore the urgency of sharing what she knows. Gesturing her companions to circle around her so she can talk to them all while keeping her voice down, she says, “I went to Ser Becklin earlier because when we were introduced to Cudgel's man Jeyev earlier today, I got a very strong read on him that he's hiding something and he's trouble. When my attempt to warn Cudgel failed, I knew we would be unlikely to have time enough to uncover any hard evidence against him, so I tried to work backwards and asked myself what further traitors within the Ironclads could do that would be of greatest benefit to the Red Dragon Army. I came up with two things: hamstringing or stopping the evacuation, given that the army needs these boats to move themselves to Kalaman, and killing either Darrett or Ser Becklin, given that she has the ability to let the rest of the knights of Solamnia know what is going on and Darrett is the person she is most likely to entrust such a message to if she were to choose not to carry it herself for some reason. Without hard evidence, there was nothing she could do to stop Jeyev, but I think I persuaded her to take some extra precautions should she need to be alone with him. I think she's handed this message to Ser Artanis instead of Darrett so she can keep the heat from Jeyev and anyone else working with him on herself and Darrett, giving an extra layer of protection to both Ser Artanis and the delivery of this message. I think there would be some value in trying to find Jeyev while the evacuation is going on and keep him from causing trouble. I'll volunteer for that task, given I'm the sneakiest of us, but frankly, I think the rest of you might have some good ideas about how we might best proceed during the evacuation given there is reason to suspect at least one more traitor within the Ironclads.”

She then nods to Ser Artanis that he can go now. He obviously needs to get Ser Michelle to the boats and pick up the box intended for Darrett, so probably won't be assisting them with the Ironclads, but she feels better knowing he now knows to be on guard should he happen to encounter Jeyev at or near Thornwall Keep.

OOC

Action -

Bonus Action: -

Movement -

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, 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

Music Credit: somethinggood by Dave 1 and P-Thugg

 

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