# 🗡️ Captain John Mercer (aka “Artemis”)

<details id="bkmrk-%F0%9F%93%8C-quick-factsplayer%3A"><summary>📌 Quick Facts</summary>

- **Player:**<span style="white-space: pre-wrap;"> Kenneth / Artemis </span>**(also listed as “Keith” in Session 2 notes)**
- **Race:**<span style="white-space: pre-wrap;"> Human</span>
- **Class:**<span style="white-space: pre-wrap;"> Rogue</span>
- **Last explicitly stated level:**<span style="white-space: pre-wrap;"> Rogue (Level 3) (Session 2–3)</span>
- **Party level milestone:**<span style="white-space: pre-wrap;"> Party reached Level 4 (Session 4) — Captain John’s exact level at that point is </span>**Not stated**
- **Faction:**<span style="white-space: pre-wrap;"> Undecided / Not stated</span>

</details><details id="bkmrk-%F0%9F%A7%AD-role-in-the-partyc"><summary>🧭 Role in the Party</summary>

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.

</details><details id="bkmrk-%F0%9F%A7%A0-personality-%26-char"><summary>🧠 Personality &amp; Character Style</summary>

- **Stealth-forward:**<span style="white-space: pre-wrap;"> Described as stealthy; repeatedly operating like a “ghost” rather than a frontliner.</span>
- **Calm operator:**<span style="white-space: pre-wrap;"> Notably kept his head with the City Watch and successfully argued the party’s innocence during the fireball investigation.</span>
- **Persuasive edge:**<span style="white-space: pre-wrap;"> Explicitly called persuasive; leans into talk-first when it buys time or keeps heat off the group.</span>

**Appearance / signature look:**

[![image.png](https://bookstack.thecartwrights.nz/uploads/images/gallery/2026-02/scaled-1680-/PvTimage.png)](https://bookstack.thecartwrights.nz/uploads/images/gallery/2026-02/PvTimage.png)

**Voice / mannerisms:**<span style="white-space: pre-wrap;"> </span>**Not stated.**

</details><details id="bkmrk-%E2%9A%94%EF%B8%8F-combat-style-%28obs"><summary>⚔️ Combat Style (Observed)</summary>

- **Signature output:**<span style="white-space: pre-wrap;"> High-impact Sneak Attack (recorded 39-damage Sneak Attack in the yuan-ti fight).</span>
- **Clutch survival:**<span style="white-space: pre-wrap;"> Rolled a natural 20 death save during the sewer battle and returned to finish a red malison.</span>
- **Team positioning:**<span style="white-space: pre-wrap;"> Works as a room-clear partner with Dren when the party needs floor-by-floor momentum (Gralhund Villa).</span>

</details><details id="bkmrk-%F0%9F%94%A5-notable-moments-%28c"><summary>🔥 Notable Moments (Chronological)</summary>

- **Session 1 — Established as “stealthy and persuasive”:**<span style="white-space: pre-wrap;"> Introduced as Captain John Mercer, Rogue (Level 2), with a stealth-and-social reputation.</span>
- **Session 3 — City Watch pressure test:**<span style="white-space: pre-wrap;"> When Barnabus Blastwind and Sergeant Cromley arrived to investigate the fireball, Captain John persuaded them the party was innocent.</span>
- **Session 3 — Sewer MVP sequence:**<span style="white-space: pre-wrap;"> 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).</span>
- **Session 4 — Gralhund Villa bloodbath:**<span style="white-space: pre-wrap;"> Cleared rooms and fought side-by-side with Dren through multiple ambushes inside the villa.</span>
- **Session 5 — Staying slippery:**<span style="white-space: pre-wrap;"> Used Invisibility to evade the Watch (as recorded in party actions).</span>
- **Session 5 — Practical prep:**<span style="white-space: pre-wrap;"> Bought a Greater Healing Potion from the visiting merchant (with a standing 20% discount).</span>
- **Session 5 — Nim’s reward:**<span style="white-space: pre-wrap;"> Claimed Nim’s adjustable stilts.</span>

</details><details id="bkmrk-%F0%9F%A7%B7-relationships-%26-co"><summary>🧷 Relationships &amp; Connections</summary>

- **Dren:**<span style="white-space: pre-wrap;"> Explicitly paired as a room-clearing duo at Gralhund Villa.</span>
- **Barnabus Blastwind &amp; Sergeant Cromley (City Watch):**<span style="white-space: pre-wrap;"> Captain John successfully talked the Watch down during the fireball investigation.</span>
- **The party’s “heat management” role:**<span style="white-space: pre-wrap;"> Repeatedly positioned where persuasion/stealth reduces consequences (Watch interactions; evasion).</span>

</details><details id="bkmrk-%F0%9F%A7%B0-gear%2C-loot-%26-resou"><summary>🧰 Gear, Loot &amp; Resources (Confirmed)</summary>

- **Greater Healing Potion:**<span style="white-space: pre-wrap;"> Purchased (Session 5).</span>
- **Adjustable Stilts (Nim invention):**<span style="white-space: pre-wrap;"> Claimed by Captain John (Session 5).</span>

**Invisibility source (spell/item):**<span style="white-space: pre-wrap;"> </span>**Not stated.**

</details><details id="bkmrk-%F0%9F%A7%A9-open-questionswhat"><summary>🧩 Open Questions</summary>

- <span style="white-space: pre-wrap;">What is Captain John’s Rogue subclass? </span>**Not stated.**
- <span style="white-space: pre-wrap;">What’s his signature weapon/kit (rapier, bow, daggers, etc.)? </span>**Not stated.**
- <span style="white-space: pre-wrap;">Any personal ties in Waterdeep (contacts, debts, rivals)? </span>**Not stated.**

</details>