Characters
- 🛡️ Eirlys “Eyeless” Shadowstep
- ⛏️ Dren
- 🗡️ Captain John Mercer (aka “Artemis”)
- 🐍 Silas “Silver Tongue” Rushtyn
- 🧑🎭 Slim Jim (Tiberius Aun Argent / “Tiberius Argent”)
- Other
🛡️ Eirlys “Eyeless” Shadowstep
📌 Quick Facts
- Player: Justin / Slitzer
- Race: Aasimar
- Class: Paladin
- Known level progression:
- Level 2 (Session 1)
- Level 3 (Sessions 2–3)
- Party reached Level 4 (Session 4; Eirlys’ exact class level at that point is Not stated)
- Faction / Affiliation: Lords’ Alliance (listed on party status in Session 2)
- Aliases used in notes: “Eyeless”
🧭 Role in the Party
Eirlys consistently shows up as the party’s moral spine and frontline anchor: the one who steps into danger, keeps people alive, and refuses the “easy” solution when it crosses a line. When chaos hits, he also shifts into a calm organizer—directing civilians, managing the scene, and pulling the Watch into play when it matters.
🧠 Personality & Character Style
- Justice-driven: Repeatedly framed as righteous and principled in the notes.
- Protector instinct: Stabilized a bleeding servant girl under active threat (and rejected the suggestion to hide her among corpses).
- Command presence: Took charge of frightened survivors and pushed someone to run for the City Watch.
- “Light in the dark” vibe: Described as shining with radiant presence; later literally used the light of his shield during the mausoleum search.
Appearance / clothing:
⚔️ Signature Moves (as seen on-screen)
- Divine offense: Smote a serpent (Session 3).
- Spellcasting: Used Guiding Bolt (Session 3).
- Emergency aid: Used Healing Hands to stabilize a wounded servant girl (Session 4).
- Durability: Dropped by cold/poison in the sewer fight, then brought back into the action (revived by Slim Jim) (Session 3).
🔥 Notable Moments (Chronological)
- Session 1 — Aftermath & cost: Party reached Level 2; Eirlys ended the session at Exhaustion Level 3.
- Session 2 — Alignment taking shape: Listed as affiliated with the Lords’ Alliance while still at Exhaustion Level 3.
- Session 3 — Sewer battle: Smote and cast Guiding Bolt; was downed by cold/poison and revived by Slim Jim. Post-battle status recorded as “downed, revived, cleared exhaustion.”
- Session 4 — Gralhund Villa triage: Stabilized a bleeding servant girl with Healing Hands; organized survivors; ensured the City Watch was called.
- Session 5 — Harper leverage: Persuaded Silvermane at the Yawning Portal; recovered the mausoleum key; recorded as having “held ground with Watch.”
- Session 5 — Mausoleum search: The party searched by the light of Eirlys’s shield, found the familiar dead, and arrived too late for the Stone of Golorr.
🧷 Relationships & Connections
- Slim Jim (Tiberius Argent): Revived Eirlys in Session 3. Ethical clash in Session 4 when Slim Jim suggested hiding an injured servant among corpses (Eirlys refused).
- The City Watch: Eirlys actively involved them at Gralhund Villa and later “held ground with Watch” (as recorded in Session 5 party actions).
- Silvermane (Harpers): Eirlys’ persuasion secured confirmation about the key’s destination and opened the Harper task thread.
🧰 Gear, Loot & Resources
- Greater Healing Potion: Purchased (Session 5; bought with a standing 20% discount from a merchant).
- Mausoleum Key (unknown): Recorded as recovered (Session 5; later tied to a South Ward mill lead).
Other notable loot from sessions: Magical scrolls and +1 weapons were recovered in Session 3, but were listed as unassigned (no confirmed ownership for Eirlys).
🧩 Open Questions
- What is Eirlys’ exact level/class details after the party hit Level 4? Not stated.
- Any distinctive appearance, insignia, or oath details you want locked in for canon? Not stated in the notes provided.
- Does Eirlys have any personal stake in the Stone of Golorr beyond the party objective? Not stated.
⛏️ Dren
📌 Quick Facts
- Player: MichaelKong / Mike
- Race: Mountain Dwarf
- Class: Fighter
- Known level progression:
- Level 2 (Session 1)
- Level 3 (Session 2–3)
- Party reached Level 4 (Session 4; Dren’s exact class level at that point is Not stated)
- Faction: Undecided / Not stated
- Status notes: Absent in Session 5 (played by DM)
🧭 Role in the Party
Dren is the group’s reliable frontliner: the one who takes space, soaks pressure, and keeps enemies busy while everyone else does the “clever” stuff. When things go bad, he’s still standing—or standing on 3 HP and pretending that’s normal.
🧠 Personality & Character Style
- Unyielding: Repeatedly framed as a “hold the line” presence in combat.
- Direct problem-solver: Less talk, more impact (as reflected by his repeated frontline highlights).
- Quietly hard to kill: Survived the sewer fight with 3 HP and stayed in the mix.
Appearance / gear aesthetic:
Voice / mannerisms: Not stated.
⚔️ Combat Style (Observed)
- Primary role: Frontline bruiser
- Weapon noted: Maul (explicitly referenced in Session 3 combat notes)
- Spell use: “Frontlined with maul and spells” is noted in Session 3, but specific spells are not stated.
🔥 Notable Moments (Chronological)
- Session 1 — The brain-eaten incident: Dren was found being tortured in the sewers alongside Floon Blagmaar (torturers included a wizard, a Mind Flayer, and an Intellect Devourer). The Intellect Devourer consumed Dren’s brain, incapacitating him.
- Session 1 — Back from the brink: The party got Dren to a temple; Floon funded a Wish spell that restored Dren’s mind.
- Session 2 — Legal consequences: Dren was imprisoned for 10 days, fined 32 gold, and placed on 3-month probation. (Reason for arrest: Not stated.)
- Session 3 — Fireball aftermath investigation: After Silas identified the blast as magical, Dren confirmed the Necklace of Fireballs was what it appeared to be.
- Session 3 — Sewer ritual fight: Held the frontline with maul (and unspecified spells), surviving with 3 HP.
- Session 4 — Gralhund Villa bloodbath: Cleared rooms and fought side-by-side with Captain John through multiple ambushes inside the villa.
- Session 5 — City of the Dead pressure: While absent (played by DM), Dren is recorded as frontlining against Zhentarim and later against duergar.
🧷 Relationships & Connections
- Captain John Mercer: Explicitly paired in Session 4 as the duo clearing rooms and pushing the fight forward.
- Floon Blagmaar: Key turning point: Floon funded the Wish spell that restored Dren after the Intellect Devourer attack.
- Legal system (Waterdeep): Arrest → imprisonment → probation (Session 2). Ongoing impact on Dren personally: Not stated.
🧰 Gear, Loot & Resources
Confirmed personal items claimed: Not stated in the notes provided.
Notable gear referenced:
- Maul (combat reference)
⚖️ Legal Status & Consequences
- Sentence (Session 2): 10 days imprisonment + 32 gold fine + 3-month probation
- Current legal status after Session 2: Not stated.
🧩 Open Questions
- What subclass is Dren using (if any)? Not stated.
- What spells did Dren use in Session 3? Not stated.
- Any defining personal goals, grudges, or ties in Waterdeep after the brain incident and the arrest? Not stated.
🗡️ 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.
🐍 Silas “Silver Tongue” Rushtyn
📌 Quick Facts
- Player: James / Sicareus
- Race: Yuan-ti (later noted as Yuan-ti Pureblood)
- Class: Sorcerer
- Known level progression:
- Level 2 (Session 1)
- Level 3 (Sessions 2–3)
- Party reached Level 4 (Session 4; Silas’ exact class level at that point is Not stated)
- Faction: Undecided / Not stated (but showed interest in the Harpers in Session 5)
- Nickname in notes: “Silver Tongue”
🧭 Role in the Party
Silas is the party’s high-impact arcane leverage: when the group needs a fight ended fast, he brings the kind of spellwork that leaves scorch marks and uncomfortable questions. Outside combat, he’s positioned as charismatic (and increasingly influential) as bigger faction politics close in.
🧠 Personality & Character Style
- Charismatic presence: Explicitly described as charismatic, with “Silver Tongue” branding baked in early.
- Clean execution: Notably walked out of the sewer ritual fight untouched while others hit the floor—except for the running gag detail: muddy/dirty boots.
- Dangerous collateral potential: Unleashed a psychic blast in the chaos at Gralhund Villa that killed a friendly ally—without anyone realizing it was him.
Appearance / signature look:
✨ Signature Magic (Observed)
- Fireball: Used repeatedly, including via a Necklace of Fireballs (Session 3) and later via a Fireball scroll (Session 5).
- Fear: Cast during the sewer ritual battle (Session 3).
- Psychic magic: Used in the sewer fight (Session 3) and as a “psychic blast” in the Gralhund Villa chaos (Session 4). Specific spell names: Not stated.
- Arcane assessment: Identified the Trollskull Alley explosion as magical (Session 3).
🔥 Notable Moments (Chronological)
- Session 1 — Introduced: Silas “Silver Tongue” Rushtyn entered as a Yuan-ti Sorcerer (Level 2), described as charismatic with his role still emerging.
- Session 3 — Fireball aftermath: Identified the explosion outside Trollskull as magical; helped confirm the Necklace of Fireballs was the key clue.
- Session 3 — Sewer ritual fight: Cast two Fireballs (from the Necklace of Fireballs), cast Fear, and used psychic spells—ending the fight untouched while the party was battered (with the detail repeatedly noted: dirty/muddy boots).
- Session 4 — Gralhund Villa: Accidentally killed a friendly half-orc ally with a psychic blast during the chaos; no one realized Silas was responsible.
- Session 5 — Dock Ward inferno: Wiped out the sellswords outside Grinda Garloth’s boathouse with a Fireball (explicitly noted as using a Fireball scroll in the highlights).
- Session 5 — Faction curiosity: Took keen interest in Harper membership as the party made contact through the locksmith and Silvermane.
🧷 Relationships & Connections
- City Watch exposure: Present during major Watch entanglements (fireball investigation; Gralhund Villa lockdown), but no charges against Silas are stated.
- Gralhund Villa ally casualty: The friendly half-orc’s death is a silent thread tied directly to Silas (unknown to others in-party, per notes).
- Harpers (emerging): Marked interest in joining as the party’s Harper link solidified (Session 5).
🧰 Gear, Loot & Resources
- Necklace of Fireballs (party-recovered): Silas used it to cast two Fireballs in Session 3. Current status/remaining beads: Not stated.
- Fireball scroll: Used in Session 5 to eliminate sellswords outside Grinda’s boathouse (consumed on use; remaining scrolls with Silas: Not stated).
🧩 Open Questions
- What’s Silas’ exact level/subclass details after the party hit Level 4? Not stated.
- Does anyone ever connect Silas to the half-orc ally’s death at Gralhund Villa? Not stated.
- Is Silas formally joining the Harpers, or just circling them for leverage? Not stated.
🧑🎭 Slim Jim (Tiberius Aun Argent / “Tiberius Argent”)
📌 Quick Facts
- Player: Robb / BaconBuff
- Race: Human
- Class: Rogue / Artificer (multiclass)
- Last confirmed level: Party reached Level 4 (Slim Jim’s exact class split at Level 4 is Not stated)
- Faction: Undecided / Not stated
- Aliases recorded: “Tiberius Aun Argent”, “Tiberius Argent”
🧭 Role in the Party
Slim Jim consistently fills the “get-it-done” gap: quick, hands-on problem solving, willingness to take risks, and an instinct for practical (sometimes morally questionable) solutions when pressure spikes. He’s also repeatedly stepped into a support role mid-crisis—patching people up, reviving allies, and staying in the fight even after being dropped himself.
🧠 Personality & Character Style
- Pragmatic survivalist: Proposes solutions that prioritize outcomes and safety (even if they’re grim or socially risky), like hiding an injured servant among corpses to keep her alive (proposal rejected).
- Hands-on “tinkerer” vibe: His Rogue/Artificer multiclass is repeatedly framed as practical ingenuity rather than theory.
- Combat behavior: Willing to stay close enough to get hurt, take the stab, or eat the counterstrike—then keep moving. Not afraid to finish a fight decisively.
- Social posture: Not the main face, but contributes under pressure (e.g., cooperating during Watch fallout; navigating consequences after Gralhund Villa).
Visual style / look:
Voice / mannerisms: Not stated.
🔥 Notable Moments (Chronological)
- Joined the crew (Session 1): The party convinced Slim Jim to join, finalizing the adventuring team.
- “Field medic” under fire (Session 3): Revived Eyeless during the yuan-ti sewer fight; later Slim Jim was downed and revived himself.
- Cold practicality at Gralhund Villa (Session 4): Suggested hiding a bleeding servant girl among corpses to protect her (Eyeless refused). Slim Jim nearly died to a brutal counterstrike, then landed the final kill on a thug right as the City Watch arrived.
- Paid the price (Session 4 → 5): Arrested after the Gralhund Villa incident; sentenced to 10 days in prison and fined 200 gold. Later released (Session 5), with fines cleared (paid in platinum; the exact payer/split is Not stated).
- Ambushed and bloodied (Session 5): Stabbed during the duergar ambush at the City of the Dead mausoleum, but survived as the party killed the duergar and concealed the bodies.
🧷 Relationships & Connections
- Eyeless (Eirlys Shadowstep): Slim Jim revived Eyeless in the sewers; later clashed ethically when Slim Jim proposed hiding an injured servant among corpses (Eyeless refused).
- City Watch: Arrested and punished after Gralhund Villa; later released. Ongoing Watch attention toward the party remains likely, but specifics are Not stated.
- Campaign power-players (indirect): Slim Jim is repeatedly present where the Stone of Golorr / Nimblewright trail intersects major factions (Zhentarim, Harpers, Xanathar interest), though Slim Jim’s personal ties are Not stated.
🧰 Gear, Loot & Resources
Confirmed items personally assigned: Not stated in the notes provided.
Party assets relevant to Slim Jim’s story:
- Nimblewright recovered and hidden under Trollskull (party-controlled; Slim Jim’s personal control is Not stated).
- Mysterious map found with the Nimblewright (contents Unknown / Not stated).
- Stone of Golorr is a recurring objective; its possession changes hands (current owner/status depends on later notes; for Session 5 it was missing at the mausoleum).
⚖️ Legal Status & Consequences
- Sentence (Session 4): 10 days imprisonment + 200 gold fine.
- Status (Session 5): Released; fines cleared (paid in platinum; details Not stated).
🧩 Open Questions
- What is Slim Jim’s current exact class/level breakdown after the party hit Level 4? Not stated.
- Does Slim Jim personally hold any key items (map/keys/Stone) at the current point in your notes? Not stated.
- Any lasting Watch heat on Slim Jim specifically after release? Not stated.