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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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive at the time of the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of a visiting envoy, who wasn't the real envoy but rather an imposter who was working for one of Taol's enemies that was seeking enough intelligence to stage an invasion of the kingdom. She has to explain what an envoy, a toupee, and a ferret are, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive at the time of the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of a visiting envoy, who wasn't the real envoy but rather an imposter who was working for one of Taol's enemies that was seeking enough intelligence to stage an invasion of the kingdom. She has to explain what an envoy, a toupee, and a ferret are, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive at the time of the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of a visiting envoy, who wasn't the real envoy but rather an imposter who was working for one of Taol's enemies that was seeking enough intelligence to stage an invasion of the kingdom. She has to explain what an envoy, a toupee, and a ferret are, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive at the time of the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of a visiting envoy, who wasn't the real envoy but rather an imposter who was working for one of Taol's enemies that was seeking enough intelligence to stage an invasion of the kingdom. She has to explain what an envoy, a toupee, and a ferret are, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive at the time of the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of a visiting envoy, who wasn't the real envoy but rather an imposter who was working for one of Taol's enemies that was seeking enough intelligence to stage an invasion of the kingdom. She has to explain what an envoy, a toupee, and a ferret are, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive at the time of the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of an envoy, who wasn't the real envoy but rather an imposter trying to gain intelligence so the kingdom could be invaded. She has to explain what a toupee is and what a ferret is, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive during the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of an envoy, who wasn't the real envoy but rather an imposter trying to gain intelligence so the kingdom could be invaded. She has to explain what a toupee is and what a ferret is, but the story does serve to hold their attention, and earns a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive during the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and in her horror and outrage, all further thoughts of the ghostly figure flee her mind.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of an envoy, who wasn't the real envoy but rather an imposter trying to gain intelligence so the kingdom could be invaded. She had to explain what a toupee was and what a ferret was, but the story did serve to hold their attention, and earned a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery nods a greeting to Modri, Ser Artanis, and Dame Michelle, but doesn't say anything because they seem preoccupied with Darrett's box and she doesn't want to cause a distraction that might lead to one of them getting hurt.

Before mounting Handsome, she picks the cat up to check its gender, which proves to be female. "OK, Girl," she tells it, "it would certainly be easier for me if you can ride this horse without my aid, so let's put you back on Handsome and see how you do once he starts moving. I hope I can find your owner soon, because if I have to call you some non-name like 'Girl' or 'Cat' for very long, I think I'll go a little crazy." From its perch back on Handsome's hindquarters, the cat simply meows and its green eyes regard Mery with a knowing expression.

On the ride back toward the wharf, she is content to simply listen to Dame Michelle tell her story, which Mery attends to closely. Still not entirely comfortable trusting the woman, she tries to tell if Dame Michelle is lying about anything. 'If she's telling the truth, she's not who I thought she was,' she muses to herself. 'If she's telling the truth, I'd like to talk to her a little at some point, clarify a few things.'

When Coltan and Dame Michelle spot the three ghostly figures, Mery immediately recognizes the armor that the figures are wearing as being from a bygone era. However, before she even has time to think what that might mean, she recognizes the third figure and gasps, "That's Lord Loren Soth - he was alive during the Cataclysm! In fact, he was given a mission to stop the Cataclysm, and he failed!" She then sees a lizard slay one of the villagers and all further thoughts of the ghostly figure flee her mind in her horror and outrage.

The first group Mery sees includes an older man in his 40s and four younger men ranging in age between about 16-21 who seem to be wandering the streets looking for stragglers. Mery walks up to the man and says, "We're the last group and we haven't seen any villagers heading to evacuate yet. Why don't you let us finish up with the stragglers and you take your group to the boats? Thank you for your service and bravery." The younger men all stand a little taller at the praise and the older man nods his thanks, gesturing for the younger ones to follow him. (Check 1 - Persuasion - Success!)

No sooner has she got the crew of men heading toward the wharf when she sees a frazzled-looking mother struggling with...how many children was that? Quickly counting heads, Mery finds six children ranging in age between about 13 and 3. The oldest child, a girl, is carrying the littlest one, the mother is carrying twin girls of about 6, both of whom are bawling their heads off, and two boys of about 8 and 10 are running around without seeming to be aware of how dangerous things are getting. "Looks like you could use a little help," Mery says to the mother. "I'm thinking a story might get their attention and help keep them calm, and I know a good one."

"Oh please!" begs the woman. "My husband is already at the wharf with our rowboat. But between the twins crying and the boys running all over, I'm having trouble getting us there."

Mery dismounts and asks the two boys if they would like to ride her warhorse. They enthusiastically reply yes, and she helps them both to mount. The younger of the two, who is sitting behind his brother atop Handsome, spies the cat and reaches back to grab its tail, but Mery quickly snatches the cat from the horse and tells the boy, "Tails are not for pulling. Since you can't keep your hands to yourself, I'll have to carry her. Now, would all of you like to hear a story?"

The kids agree to the story, and Mery begins telling them about Fodio the ferret, who belonged to King Fremble of Taol and saved the kingdom by ripping the toupee off the head of an envoy, who wasn't the real envoy but rather an imposter trying to gain intelligence so the kingdom could be invaded. She had to explain what a toupee was and what a ferret was, but the story did serve to hold their attention, and earned a good laugh from all but the youngest child.

"Did that really happen?" asks the oldest boy with a hint of skepticism in his voice.

"No one knows for certain," replies Mery with an air of mystery, "because Taol doesn't exist as a nation anymore, but the story is recorded in the Great Library in Palanthas as part of the history of Taol, so most people believe it has to be at least partially true."

Further discussions are precluded by the arrival of the man and boys Mery had just spoken to, who had been sent back by the husband to find his wife and children and escort them safely to the wharf. Mery waves as they all head on their way. (Check 2 - History - Success!)

Seeing a group of lizards working together, Mery wishes for a spell that affects multiple enemies. But since she doesn't have anything like that and her use of music to calm the young cat is still fresh in her mind, she decides to try an experiment - could music calm these lizards the same way it did the cat? She begins by singing a lullaby, but the lizards don't even look up from their tasks. She tries switching to the same song on her pan flute, but that doesn't get their attention, either. She finally decides that with all of the noise and chaos from the evacuation, the frightened villagers, and the burning buildings, the lizards simply cannot hear the music. (Check 3 - Performance - failure without complication)

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


 

pending dice rolls

 

'

OOC

Action:

Bonus Action:

Movement:

Mount Action: Walk (??) toward wharf

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.

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