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🗡️ Captain John Mercer (aka “Artemis”)

📌 Quick Facts
  • Player: Kenneth / Artemis (also listed as “Keith” in Session 2 notes)
  • Race: Human
  • Class: Rogue
  • Last explicitly stated level: Rogue (Level 3) (Session 2–3)
  • Party level milestone: Party reached Level 4 (Session 4) — Captain John’s exact level at that point is Not stated
  • Faction: Undecided / Not stated
🧭 Role in the Party

Captain John is the party’s surgical problem-solver: stealth, timing, and persuasion when a fight or investigation could spiral. When it does spiral anyway, he still shows up with decisive damage and stubborn refusal to stay down.

🧠 Personality & Character Style
  • Stealth-forward: Described as stealthy; repeatedly operating like a “ghost” rather than a frontliner.
  • Calm operator: Notably kept his head with the City Watch and successfully argued the party’s innocence during the fireball investigation.
  • Persuasive edge: Explicitly called persuasive; leans into talk-first when it buys time or keeps heat off the group.

Appearance / signature look:

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Voice / mannerisms: Not stated.

⚔️ Combat Style (Observed)
  • Signature output: High-impact Sneak Attack (recorded 39-damage Sneak Attack in the yuan-ti fight).
  • Clutch survival: Rolled a natural 20 death save during the sewer battle and returned to finish a red malison.
  • Team positioning: Works as a room-clear partner with Dren when the party needs floor-by-floor momentum (Gralhund Villa).
🔥 Notable Moments (Chronological)
  • Session 1 — Established as “stealthy and persuasive”: Introduced as Captain John Mercer, Rogue (Level 2), with a stealth-and-social reputation.
  • Session 3 — City Watch pressure test: When Barnabus Blastwind and Sergeant Cromley arrived to investigate the fireball, Captain John persuaded them the party was innocent.
  • Session 3 — Sewer MVP sequence: Landed a 39-damage Sneak Attack, hit a natural 20 death save, and helped finish a red malison (ending the fight at 1 HP, per party status).
  • Session 4 — Gralhund Villa bloodbath: Cleared rooms and fought side-by-side with Dren through multiple ambushes inside the villa.
  • Session 5 — Staying slippery: Used Invisibility to evade the Watch (as recorded in party actions).
  • Session 5 — Practical prep: Bought a Greater Healing Potion from the visiting merchant (with a standing 20% discount).
  • Session 5 — Nim’s reward: Claimed Nim’s adjustable stilts.
🧷 Relationships & Connections
  • Dren: Explicitly paired as a room-clearing duo at Gralhund Villa.
  • Barnabus Blastwind & Sergeant Cromley (City Watch): Captain John successfully talked the Watch down during the fireball investigation.
  • The party’s “heat management” role: Repeatedly positioned where persuasion/stealth reduces consequences (Watch interactions; evasion).
🧰 Gear, Loot & Resources (Confirmed)
  • Greater Healing Potion: Purchased (Session 5).
  • Adjustable Stilts (Nim invention): Claimed by Captain John (Session 5).

Invisibility source (spell/item): Not stated.

🧩 Open Questions
  • What is Captain John’s Rogue subclass? Not stated.
  • What’s his signature weapon/kit (rapier, bow, daggers, etc.)? Not stated.
  • Any personal ties in Waterdeep (contacts, debts, rivals)? Not stated.