Skip to main content

Session 01 - Trollskull Heros

Waterdeep Campaign: Session 1 Summary

Campaign: Waterdeep, blending Waterdeep: Dragon Heist with custom elements
DM: Rewok (Reuben)
Date: Prior to May 17, 2025 (specific date not provided)

Images 🖼️

inside2.jpg

inside_opening_night2.jpg

skull.jpg

trollskull.jpg

drinks_menu.jpg

bard.jpg

AudioMusic 🎶

"Ballad of the Trollskull Heros"

(Verse 1)
In Waterdeep’s alleys, where shadows hold sway,
Five heroes united to challenge the fray.
Eyeless’s blade shone with justice’s light,
Artemis struck swift, a ghost in the night.

(Verse 2)
Dren’s hammer crashed bold, like stone unyielding,
Slim Jim’s traps sparked, his cunning revealing.
Silas wove spells, his silver tongue sly,
Together they fought ‘neath a dark, dreaded sky.

(Chorus)
Toss a coin to your heroes, O Waterdeep’s pride,
Through peril and pain, they stand side by side!
With hearts forged in fire, their legend will soar,
For Trollskull’s brave souls, sing forevermore!

(Verse 3)
In a dungeon, Floon lay, by Mind Flayer torn,
A wizard was felled, potions claimed, battle-worn.
Dren’s mind was devoured, yet a Wish brought him back,
Through a halfling’s door, they escaped the attack.

(Verse 4)
Volo gave Trollskull, a manor to claim,
A tavern they’d build to ignite their fame.
Factions like Lords call, with Eyeless’s vow,
Their path to the treasure begins taking shape now.

(Chorus)
Toss a coin to your heroes, O Waterdeep’s pride,
Through peril and pain, they stand side by side!
With hearts forged in fire, their legend will soar,
For Trollskull’s brave souls, sing forevermore!

(Outro)
Raise tankards to Eyeless, Dren, and their kin,
In Trollskull’s warm hearth, their saga begins!


Characters:

  • Eirlys Shadowstep (Justin/Slitzer): Level 2 Protector Aasimar Paladin, Chaotic Good, justice-driven, Exhaustion Level 3
  • Artemis: Captain John Mercer (Keith): Level 2 Human Rogue, stealthy infiltrator
  • Dren (MichaelKong/Mike): Level 2 Mountain Dwarf Fighter, durable melee combatant
  • Slim Jim (Tiberius Aun Argent) (Baconbuff/Rob): Level 1 Rogue/Level 1 Artificer Human, crafty tinkerer, Exhaustion Level 1
  • Silas "Silver Tongue" Rushtyn (Sicareus/James/Jamie): Level 2 Yuan-ti Sorcerer, charismatic spellcaster (limited details)

Overview

In the sprawling city of Waterdeep, a band of five adventurers embarked on a perilous mission that would set the stage for their legend. Eirlys Shadowstep, a radiant Aasimar Paladin driven by justice; Artemis, a cunning Human Rogue with a knack for stealth; Dren, a stalwart Mountain Dwarf Fighter; Slim Jim, a resourceful Human Rogue/Artificer; and Silas "Silver Tongue" Rushtyn, a mysterious Yuan-ti Sorcerer, united under the guidance of DM Rewok. Their first session saw them rescue a captive, face otherworldly horrors, and claim a foothold in the city, all while forging plans for a grand future.

Key Events

Forging the Fellowship
The adventure began with a crucial moment of camaraderie: the party persuaded Baconbuff (Rob), playing Slim Jim, to join their ranks, completing their eclectic crew. Eirlys, with her charismatic leadership, likely rallied the group with her vision of justice, while Artemis’s silver tongue and Slim Jim’s quick wit may have sealed the deal. Dren’s gruff determination and Silas’s enigmatic presence (though details of his role remain sparse) rounded out the team, setting a tone of unity despite their diverse backgrounds.

The Dungeon of Dread
Tasked with rescuing Floon Blagmaar, a figure tied to Waterdeep’s underbelly (per Waterdeep: Dragon Heist), the party ventured into a dungeon reeking of malevolence. They stumbled into a chamber where Floon lay tortured, guarded by a sinister wizard, a Mind Flayer, and an Intellect Devourer—a custom addition hinting at deeper psionic threats. Eirlys charged forward, her longsword blazing with holy might, likely smiting the wizard with Divine Smite. Artemis darted through shadows, his daggers finding weak points with Sneak Attack precision. Dren, wielding his warhammer, stood firm against the Mind Flayer’s psychic onslaught, while Slim Jim’s Magical Tinkering or rogueish traps disrupted the foes. Silas, presumed to have woven sorcerous spells, may have unleashed fiery or charming magic, though his exact contributions await clarification.

The party felled the wizard, claiming a haul of loot: several healing potions, a Level 1 wizard spellbook, and an unspecified sum of gold. However, tragedy struck as the Intellect Devourer burrowed into Dren’s mind, consuming his brain and leaving him a husk. Eirlys and Artemis likely led the effort to restrain their fallen comrade, ensuring he posed no threat, while Slim Jim’s quick thinking may have secured the loot and Floon’s safety.

A Desperate Escape and Miraculous Recovery
With Floon freed but weakened, the party administered healing—possibly via Eirlys’s Lay on Hands or the looted potions. Floon, grateful, pledged to fund Dren’s restoration. Avoiding pursuit, Artemis’s stealth guided them through an alternate exit, a humble halfling’s home, adding a touch of Waterdeep’s quirky charm. At a temple, Floon’s coin secured a rare Wish spell, a testament to the party’s persuasive skills (perhaps bolstered by Silas’s silver tongue or Eirlys’s righteous plea). The spell nearly fully restored Dren’s mind, leaving him battle-ready once more, his warhammer gripped with renewed vigor.

A New Home and Ambitious Plans
Returning to the Yawning Portal, a bustling tavern central to Waterdeep’s lore, the party met Volo Geddarm, their flamboyant contact. Lacking coin, Volo offered the deed to Trollskull Manor, a dilapidated but promising estate. Inspired by Eirlys’s vision for a just community hub, Artemis’s eye for opportunity, and Slim Jim’s tinkering ingenuity, the group resolved to transform the manor into a pub/tavern to generate income and establish a foothold in the city. Dren’s practical mindset likely grounded the plan, while Silas’s charisma may have sparked ideas for drawing patrons (pending more details on his role).

As they surveyed their new domain, the party began deliberating which of Waterdeep’s factions to align with—perhaps the Harpers for Eirlys’s ideals, the Zhentarim for Artemis and Slim Jim’s roguish leanings, or the Lords’ Alliance for stability. These discussions, rich with intrigue, set the stage for future conflicts and alliances.

Outcomes

  • Level Up: All characters reached Level 2 (Slim Jim’s progression possibly delayed due to multiclassing), marking their growth as heroes.
  • Exhaustion: Eirlys suffered Exhaustion Level 3 (disadvantage on ability checks, halved speed, disadvantage on attacks/saves), and Slim Jim Exhaustion Level 1 (disadvantage on ability checks), likely from the grueling combat or psychic strain of the Mind Flayer’s presence.
  • Loot: Healing potions, a Level 1 wizard spellbook, and an unspecified amount of gold bolstered the party’s resources.
  • Trollskull Manor: The party acquired the manor and committed to converting it into a tavern, a decision blending Dragon Heist’s mechanics with their entrepreneurial spirit.
  • Faction Deliberations: The party began weighing faction alliances, a pivotal choice that will shape their path.
  • Pause: The session concluded with plans to pause until the new Player’s Handbook release, allowing for potential rule updates.

Notes

  • The early inclusion of a Mind Flayer and Intellect Devourer, uncommon in Dragon Heist’s opening, suggests a custom arc involving psionic or aberrant forces, adding a layer of dread to the campaign.
  • Silas’s contributions remain vague due to limited character details. His sorcerous abilities likely played a role, possibly in combat or negotiations.
  • The tavern venture will require investment (repairs, staffing) and decisions (e.g., name, theme), offering roleplay and economic opportunities.
  • The unspecified gold loot from the wizard awaits clarification for accurate tracking.