# Characters

# 🛡️ Eirlys “Eyeless” Shadowstep

<video autoplay="autoplay" class="video-full align-center" controls="controls" height="425" loop="loop" muted="" preload="metadata" style="width: 556px; height: 425px;" width="556"> <source src="https://bookstack.thecartwrights.nz/attachments/121" type="video/mp4"></source></video>

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

- **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”

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

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.

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

- **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:**

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

</details><details id="bkmrk-%E2%9A%94%EF%B8%8F-signature-moves-%28"><summary>⚔️ Signature Moves (as seen on-screen)</summary>

- **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).

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

- **Session 1 — Aftermath &amp; 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.

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

- **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.

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

- **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).

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

- 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.*

</details>

# ⛏️ Dren

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

- **Player:**<span style="white-space: pre-wrap;"> MichaelKong / Mike</span>
- **Race:**<span style="white-space: pre-wrap;"> Mountain Dwarf</span>
- **Class:**<span style="white-space: pre-wrap;"> Fighter</span>
- **Known level progression:**
    - **Level 2**<span style="white-space: pre-wrap;"> (Session 1)</span>
    - **Level 3**<span style="white-space: pre-wrap;"> (Session 2–3)</span>
    - **Party reached Level 4**<span style="white-space: pre-wrap;"> (Session 4; Dren’s exact class level at that point is </span>**Not stated**)
- **Faction:**<span style="white-space: pre-wrap;"> Undecided / Not stated</span>
- **Status notes:**<span style="white-space: pre-wrap;"> Absent in Session 5 (played by DM)</span>

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

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.

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

- **Unyielding:**<span style="white-space: pre-wrap;"> Repeatedly framed as a “hold the line” presence in combat.</span>
- **Direct problem-solver:**<span style="white-space: pre-wrap;"> Less talk, more impact (as reflected by his repeated frontline highlights).</span>
- **Quietly hard to kill:**<span style="white-space: pre-wrap;"> Survived the sewer fight with </span>**3 HP**<span style="white-space: pre-wrap;"> and stayed in the mix.</span>

**Appearance / gear aesthetic:**<span style="white-space: pre-wrap;"></span>

[![image.png](https://bookstack.thecartwrights.nz/uploads/images/gallery/2026-02/scaled-1680-/1alimage.png)](https://bookstack.thecartwrights.nz/uploads/images/gallery/2026-02/1alimage.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>

- **Primary role:**<span style="white-space: pre-wrap;"> Frontline bruiser</span>
- **Weapon noted:**<span style="white-space: pre-wrap;"> </span>**Maul**<span style="white-space: pre-wrap;"> (explicitly referenced in Session 3 combat notes)</span>
- **Spell use:**<span style="white-space: pre-wrap;"> “Frontlined with maul and spells” is noted in Session 3, but </span>**specific spells are not stated**.

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

- **Session 1 — The brain-eaten incident:**<span style="white-space: pre-wrap;"> 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.</span>
- **Session 1 — Back from the brink:**<span style="white-space: pre-wrap;"> The party got Dren to a temple; Floon funded a </span>**Wish**<span style="white-space: pre-wrap;"> spell that restored Dren’s mind.</span>
- **Session 2 — Legal consequences:**<span style="white-space: pre-wrap;"> Dren was imprisoned for </span>**10 days**<span style="white-space: pre-wrap;">, fined </span>**32 gold**<span style="white-space: pre-wrap;">, and placed on </span>**3-month probation**<span style="white-space: pre-wrap;">. (Reason for arrest: </span>**Not stated**.)
- **Session 3 — Fireball aftermath investigation:**<span style="white-space: pre-wrap;"> After Silas identified the blast as magical, Dren confirmed the </span>**Necklace of Fireballs**<span style="white-space: pre-wrap;"> was what it appeared to be.</span>
- **Session 3 — Sewer ritual fight:**<span style="white-space: pre-wrap;"> Held the frontline with maul (and unspecified spells), surviving with </span>**3 HP**.
- **Session 4 — Gralhund Villa bloodbath:**<span style="white-space: pre-wrap;"> Cleared rooms and fought side-by-side with Captain John through multiple ambushes inside the villa.</span>
- **Session 5 — City of the Dead pressure:**<span style="white-space: pre-wrap;"> While absent (played by DM), Dren is recorded as frontlining against </span>**Zhentarim**<span style="white-space: pre-wrap;"> and later against </span>**duergar**.

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

- **Captain John Mercer:**<span style="white-space: pre-wrap;"> Explicitly paired in Session 4 as the duo clearing rooms and pushing the fight forward.</span>
- **Floon Blagmaar:**<span style="white-space: pre-wrap;"> Key turning point: Floon funded the Wish spell that restored Dren after the Intellect Devourer attack.</span>
- **Legal system (Waterdeep):**<span style="white-space: pre-wrap;"> Arrest → imprisonment → probation (Session 2). Ongoing impact on Dren personally: </span>**Not stated**.

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

**Confirmed personal items claimed:**<span style="white-space: pre-wrap;"> </span>**Not stated in the notes provided.**

**Notable gear referenced:**

- **Maul**<span style="white-space: pre-wrap;"> (combat reference)</span>

</details><details id="bkmrk-%E2%9A%96%EF%B8%8F-legal-status-%26-co"><summary>⚖️ Legal Status &amp; Consequences</summary>

- **Sentence (Session 2):**<span style="white-space: pre-wrap;"> 10 days imprisonment + 32 gold fine + 3-month probation</span>
- **Current legal status after Session 2:**<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 subclass is Dren using (if any)? </span>**Not stated.**
- <span style="white-space: pre-wrap;">What spells did Dren use in Session 3? </span>**Not stated.**
- <span style="white-space: pre-wrap;">Any defining personal goals, grudges, or ties in Waterdeep after the brain incident and the arrest? </span>**Not stated.**

</details>

# 🗡️ 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>

# 🐍 Silas “Silver Tongue” Rushtyn

<video autoplay="autoplay" class="" controls="controls" height="50%" loop="loop" muted="" preload="metadata" width="50%"><source src="https://bookstack.thecartwrights.nz/attachments/122" type="video/mp4"></source></video>

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

- **Player:**<span style="white-space: pre-wrap;"> James / Sicareus</span>
- **Race:**<span style="white-space: pre-wrap;"> Yuan-ti (later noted as </span>**Yuan-ti Pureblood**)
- **Class:**<span style="white-space: pre-wrap;"> Sorcerer</span>
- **Known level progression:**
    - **Level 2**<span style="white-space: pre-wrap;"> (Session 1)</span>
    - **Level 3**<span style="white-space: pre-wrap;"> (Sessions 2–3)</span>
    - **Party reached Level 4**<span style="white-space: pre-wrap;"> (Session 4; Silas’ exact class level at that point is </span>**Not stated**)
- **Faction:**<span style="white-space: pre-wrap;"> Undecided / Not stated (but showed interest in the Harpers in Session 5)</span>
- **Nickname in notes:**<span style="white-space: pre-wrap;"> “Silver Tongue”</span>

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

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.

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

- **Charismatic presence:**<span style="white-space: pre-wrap;"> Explicitly described as charismatic, with “Silver Tongue” branding baked in early.</span>
- **Clean execution:**<span style="white-space: pre-wrap;"> Notably walked out of the sewer ritual fight untouched while others hit the floor—except for the running gag detail: </span>**muddy/dirty boots**.
- **Dangerous collateral potential:**<span style="white-space: pre-wrap;"> Unleashed a psychic blast in the chaos at Gralhund Villa that killed a friendly ally—without anyone realizing it was him.</span>

**Appearance / signature look:**

[![image.png](https://bookstack.thecartwrights.nz/uploads/images/gallery/2026-02/scaled-1680-/6dpimage.png)](https://bookstack.thecartwrights.nz/uploads/images/gallery/2026-02/6dpimage.png)

</details><details id="bkmrk-%E2%9C%A8-signature-magic-%28o"><summary>✨ Signature Magic (Observed)</summary>

- **Fireball:**<span style="white-space: pre-wrap;"> Used repeatedly, including via a Necklace of Fireballs (Session 3) and later via a Fireball scroll (Session 5).</span>
- **Fear:**<span style="white-space: pre-wrap;"> Cast during the sewer ritual battle (Session 3).</span>
- **Psychic magic:**<span style="white-space: pre-wrap;"> Used in the sewer fight (Session 3) and as a “psychic blast” in the Gralhund Villa chaos (Session 4). Specific spell names: </span>**Not stated**.
- **Arcane assessment:**<span style="white-space: pre-wrap;"> Identified the Trollskull Alley explosion as magical (Session 3).</span>

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

- **Session 1 — Introduced:**<span style="white-space: pre-wrap;"> Silas “Silver Tongue” Rushtyn entered as a Yuan-ti Sorcerer (Level 2), described as charismatic with his role still emerging.</span>
- **Session 3 — Fireball aftermath:**<span style="white-space: pre-wrap;"> Identified the explosion outside Trollskull as magical; helped confirm the Necklace of Fireballs was the key clue.</span>
- **Session 3 — Sewer ritual fight:**<span style="white-space: pre-wrap;"> Cast </span>**two Fireballs**<span style="white-space: pre-wrap;"> (from the Necklace of Fireballs), cast </span>**Fear**<span style="white-space: pre-wrap;">, and used psychic spells—ending the fight </span>**untouched**<span style="white-space: pre-wrap;"> while the party was battered (with the detail repeatedly noted: dirty/muddy boots).</span>
- **Session 4 — Gralhund Villa:**<span style="white-space: pre-wrap;"> Accidentally killed a </span>**friendly half-orc ally**<span style="white-space: pre-wrap;"> with a psychic blast during the chaos; </span>**no one realized Silas was responsible**.
- **Session 5 — Dock Ward inferno:**<span style="white-space: pre-wrap;"> Wiped out the sellswords outside Grinda Garloth’s boathouse with a Fireball (explicitly noted as using a Fireball scroll in the highlights).</span>
- **Session 5 — Faction curiosity:**<span style="white-space: pre-wrap;"> Took keen interest in Harper membership as the party made contact through the locksmith and Silvermane.</span>

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

- **City Watch exposure:**<span style="white-space: pre-wrap;"> Present during major Watch entanglements (fireball investigation; Gralhund Villa lockdown), but no charges against Silas are stated.</span>
- **Gralhund Villa ally casualty:**<span style="white-space: pre-wrap;"> The friendly half-orc’s death is a silent thread tied directly to Silas (unknown to others in-party, per notes).</span>
- **Harpers (emerging):**<span style="white-space: pre-wrap;"> Marked interest in joining as the party’s Harper link solidified (Session 5).</span>

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

- **Necklace of Fireballs (party-recovered):**<span style="white-space: pre-wrap;"> Silas used it to cast two Fireballs in Session 3. Current status/remaining beads: </span>**Not stated.**
- **Fireball scroll:**<span style="white-space: pre-wrap;"> Used in Session 5 to eliminate sellswords outside Grinda’s boathouse (consumed on use; remaining scrolls with Silas: </span>**Not stated**).

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

- <span style="white-space: pre-wrap;">What’s Silas’ exact level/subclass details after the party hit Level 4? </span>**Not stated.**
- <span style="white-space: pre-wrap;">Does anyone ever connect Silas to the half-orc ally’s death at Gralhund Villa? </span>**Not stated.**
- <span style="white-space: pre-wrap;">Is Silas formally joining the Harpers, or just circling them for leverage? </span>**Not stated.**

</details>

# 🧑‍🎭 Slim Jim (Tiberius Aun Argent / “Tiberius Argent”)

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

- **Player:**<span style="white-space: pre-wrap;"> Robb / BaconBuff</span>
- **Race:**<span style="white-space: pre-wrap;"> Human</span>
- **Class:**<span style="white-space: pre-wrap;"> Rogue / Artificer (multiclass)</span>
- **Last confirmed level:**<span style="white-space: pre-wrap;"> Party reached Level 4 (Slim Jim’s exact class split at Level 4 is </span>**Not stated**)
- **Faction:**<span style="white-space: pre-wrap;"> Undecided / Not stated</span>
- **Aliases recorded:**<span style="white-space: pre-wrap;"> “Tiberius Aun Argent”, “Tiberius Argent”</span>

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

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.

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

- **Pragmatic survivalist:**<span style="white-space: pre-wrap;"> 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 (</span>**proposal rejected**).
- **Hands-on “tinkerer” vibe:**<span style="white-space: pre-wrap;"> His Rogue/Artificer multiclass is repeatedly framed as practical ingenuity rather than theory.</span>
- **Combat behavior:**<span style="white-space: pre-wrap;"> 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.</span>
- **Social posture:**<span style="white-space: pre-wrap;"> Not the main face, but contributes under pressure (e.g., cooperating during Watch fallout; navigating consequences after Gralhund Villa).</span>

**Visual style / look:**

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

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

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

- **Joined the crew (Session 1):**<span style="white-space: pre-wrap;"> The party convinced Slim Jim to join, finalizing the adventuring team.</span>
- **“Field medic” under fire (Session 3):**<span style="white-space: pre-wrap;"> Revived Eyeless during the yuan-ti sewer fight; later Slim Jim was downed and revived himself.</span>
- **Cold practicality at Gralhund Villa (Session 4):**<span style="white-space: pre-wrap;"> 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.</span>
- **Paid the price (Session 4 → 5):**<span style="white-space: pre-wrap;"> 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 </span>**Not stated**).
- **Ambushed and bloodied (Session 5):**<span style="white-space: pre-wrap;"> Stabbed during the duergar ambush at the City of the Dead mausoleum, but survived as the party killed the duergar and concealed the bodies.</span>

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

- **Eyeless (Eirlys Shadowstep):**<span style="white-space: pre-wrap;"> Slim Jim revived Eyeless in the sewers; later clashed ethically when Slim Jim proposed hiding an injured servant among corpses (Eyeless refused).</span>
- **City Watch:**<span style="white-space: pre-wrap;"> Arrested and punished after Gralhund Villa; later released. Ongoing Watch attention toward the party remains likely, but specifics are </span>**Not stated**.
- **Campaign power-players (indirect):**<span style="white-space: pre-wrap;"> 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 </span>**Not stated**.

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

**Confirmed items personally assigned:**<span style="white-space: pre-wrap;"> </span>**Not stated in the notes provided.**

**Party assets relevant to Slim Jim’s story:**

- **Nimblewright**<span style="white-space: pre-wrap;"> recovered and hidden under Trollskull (party-controlled; Slim Jim’s personal control is </span>**Not stated**).
- **Mysterious map**<span style="white-space: pre-wrap;"> found with the Nimblewright (contents </span>**Unknown / Not stated**).
- **Stone of Golorr**<span style="white-space: pre-wrap;"> is a recurring objective; its possession changes hands (current owner/status depends on later notes; for Session 5 it was </span>**missing**<span style="white-space: pre-wrap;"> at the mausoleum).</span>

</details><details id="bkmrk-%E2%9A%96%EF%B8%8F-legal-status-%26-co"><summary>⚖️ Legal Status &amp; Consequences</summary>

- **Sentence (Session 4):**<span style="white-space: pre-wrap;"> 10 days imprisonment + 200 gold fine.</span>
- **Status (Session 5):**<span style="white-space: pre-wrap;"> Released; fines cleared (paid in platinum; details </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 Slim Jim’s current exact class/level breakdown after the party hit Level 4? </span>**Not stated.**
- <span style="white-space: pre-wrap;">Does Slim Jim personally hold any key items (map/keys/Stone) at the current point in your notes? </span>**Not stated.**
- <span style="white-space: pre-wrap;">Any lasting Watch heat on Slim Jim specifically after release? </span>**Not stated.**

</details>

# Other

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