🗡️ 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: 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.