Merrit Thistlewick is a 27-year-old halfling monk from the hidden village of Collinwood, operating across Cormyr as a key member of the adventuring party. Raised at The Lucky Cup tavern by his parents alongside his brother, Barnaby, and his sisters, Merrit balances street-smart vices such as drinking and gambling with a fierce dedication to protecting his companions on the front line.

Collapsible Infobox

Merrit Thistlewick

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Basic Information
TypeStat
Titles-
Aliases-
RaceHalfling
SexMale
Date of Birth (Age)27 years old
Date of DeathLiving
HomeColinwood (The Lucky Cup), Cormyr
ClassMonk
Family
TypeStat
Parent(s)Innkeepers of The Lucky Cup
Sibling(s)Barnaby (brother), unnamed sisters
Children(s)None
Other(s)Elder Mary (spiritual village elder)

Appearance

Merrit is a nimble halfling of short stature, typically dressed in lightweight martial gear or practical traveling clothes. When attending formal events, he wears appropriate Cormyrian attire. When relaxing in his room at The Lucky Cup, he favours a comfortable flannel dressing gown and bed slippers.

He currently wears magical Viper Bracers recovered from a dragon’s hoard.

Life Details

Merrit was raised in Collinwood, the last surviving halfling sanctuary in Cormyr following the fall of Hultail. He grew up working around his family’s tavern, The Lucky Cup, alongside his siblings.

Seventeen years ago, while still a young boy, Merrit won a game of dice against a mysterious stranger. As a reward, the stranger gave him a chipped, purplish-black dragon scale etched with unknown symbols. Keeping the scale hidden because of Cormyr’s strict anti-draconic laws, Merrit eventually began developing unusual draconic traits, including darkvision and acid-infused strikes.

Seeking answers about the scale and looking for adventure beyond his hometown, Merrit eventually left Collinwood. He registered with the Adventurers Guild in Waymoot, where he joined the party.

Interactions with the Party

  • Frontline Brawler and Tank: Despite his small stature, Merrit frequently places himself between enemies and his allies. He uses his reflexes and martial techniques to absorb or redirect potentially lethal blows intended for Rose, Myravyn, Vael’ric Nhalor, and Cinovas.

  • Bickering and Vices: Known for his unusual preparations and tavern habits, Merrit frequently gambles with local patrons, once swindling 30 gold pieces. He also purchases eccentric equipment, such as extra hunting traps for the group, and regularly engages in light-hearted bickering with his companions.

  • Lady True Silver’s Gala: Merrit attended the high-society gala at The Moon and Stars, where he dramatically took a knee and charmed the assembled nobility as one of the heroes responsible for rescuing young Cicely.

  • The Collinwood Campaign: Merrit guided his companions back to his hidden hometown, led the investigation into the stolen village items, and confronted Kobold Scale Priest Zik zik zik in the dragon’s cavern. Following the party’s survival of a hobgoblin ambush, Merrit hammered 100 gold pieces into Collinwood’s Money Tree as a thankful offering to Tymora. He subsequently accepted the Vipers Bracers.

Powers and Abilities

  • Monk Martial Arts and Ki: Merrit is skilled in rapid unarmed strikes and several monk techniques, including Flurry of Blows, Step of the Wind, Patient Defence, and Deflect Attacks. These abilities allow him to reduce, avoid, or redirect incoming physical attacks.

  • Draconic Manifestations: His mysterious dragon scale has influenced his body, granting him unusual abilities. He can infuse his fists with corrosive acid, see clearly in absolute darkness, and channel a dragon’s breath weapon.

  • Halfling Traits and Tymora’s Luck: Merrit uses his natural halfling nimbleness to move through the spaces of larger creatures. He also benefits from Tymora’s favour, particularly during moments of chance and uncertainty.

  • Magical Equipment: Merrit possesses magical bracers recovered during the party’s adventures. The Viper Bracers provide additional attacks as a reaction with the chance of poisoning the creature.