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Session 01: Brains, Blades, and the Birth of a Tavern

Waterdeep Campaign: Session 1 Summary

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

Images đŸ–Œïž

inside2.jpg

inside_opening_night2.jpg

skull.jpg

trollskull.jpg

drinks_menu.jpg

bard.jpg

Music đŸŽ¶

"Ballad of the Trollskull Heros"
by Varrick Songweave
(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!

📍 Location:


CharactersWaterdeep:, City of Splendors


  • đŸ§‘â€đŸ€â€đŸ§‘ Party Members:

    Protector Aasimar Paladin, Chaotic Good, justice-driven, Humaninfiltrator
  • (MichaelKong/Mike):Fighter,combatant crafty tinkerer, Yuan-ti(limiteddetails)
    CharacterPlayerRaceClass & LevelNotes
    Eirlys ShadowstepJustin / SlitzerAasimarPaladin (Justin/Slitzer): Level 22) Exhaustion Level 33,
  • justice-driven
  • Artemis:Artemis (Captain John MercerMercer)KeithHumanRogue (Keith): Level 22) Stealthy Rogue,and stealthypersuasive
    Dren MichaelKong Level/ 2Mike Mountain Dwarf Fighter durable(Level melee2) Mind
  • restored via Wish spell
  • Slim Jim (Tiberius Aun Argent)Baconbuff / RobHumanRogue (Baconbuff/Rob):1) Level 1 Rogue/Level 1/ Artificer Human,(1) Exhaustion Level 11,
  • tinkerer
  • Silas "“Silver Tongue"Tongue” RushtynSicareus / JamesYuan-tiSorcerer (Sicareus/James/Jamie): Level 22) Charismatic, Sorcerer,role charismaticstill spellcasteremerging

    đŸ§© Key Events:

    🔧 Party Formation

    • The group convinced Slim Jim to join, finalizing their adventuring team.

    Overview

    🧠 Dungeon Rescue

    • 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 Rewrok. 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:sewers, the party persuadeddiscovered BaconbuffFloon (Rob), playing Slim Jim, to join their ranks, completing their eclectic crew. Eirlys, with his charismatic leadership, likely rallied the group with her vision of justice, while Artemis’s silver tongueBlagmaar and SlimDren Jim’sbeing 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, the party ventured into a dungeon reeking of malevolence. They stumbled into a chamber where Floon lay tortured, guardedtortured by a sinister wizard,wizard, a Mind Flayer,Flayer, and an Intellect Devourer—aDevourer.

      custom
    • addition hinting at deeper psionic threats. Eirlys charged forward, his 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 partywizard felledwas theslain.

      wizard,
    • claiming
    • a

      The haulIntellect ofDevourer loot:consumed severalDren’s brain, incapacitating him.

    • Loot collected: healing potions, a Level 1 wizard spellbook, and angold unspecified(amount sumunconfirmed).

      of
    • gold.
    However,

    â›Ș tragedyTemple struckRestoration

    as
      the
    • Intellect

      Escaping Devourer burrowed into Dren’s mind, consuming his brain and leaving himthrough a husk. Eirlys and Artemis likely led the effort to restrain their fallen comrade, ensuring he posed no threat, while Slim Jim’halfling’s quick thinking may have secured the loot and Floon’s safety.

      A Desperate Escape and Miraculous Recovery
      With Floon freed but weakened,house, the party administeredbrought healing—possibly via Eirlys’s Lay on Hands or the looted potions. Floon, grateful, pledgedDren to funda temple.

    • Floon funded a Wish spell, restoring Dren’s restoration.mind.

      Avoiding
    • pursuit,
    Artemis’s

    🏚 stealthTrollskull guidedManor

    them
      through
    • an

      Back 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 toat the party’sYawning persuasivePortal, skillsVolo (perhapscouldn’t bolsteredpay byin Silas’sgold, silverbut 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 togave 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 committeddecided to convertingrenovate it into a tavern,tavern, establishing a decisionbase blendingof Dragonoperations.

        Heist’s
      • mechanics

      🧭 Future Planning

      • Discussions began on which Waterdeep faction to align with:

        their
          entrepreneurial
        • spirit.

          Harpers (idealistic)

        • Faction Deliberations:

          Zhentarim The(rogue-friendly)

          party began weighing faction alliances, a pivotal choice that will shape their path.
        • Pause: The

          Lords’ sessionAlliance concluded(order-focused)

          with
        • plans
        to
      • pause
      • Plans paused until the new Player’s Handbook release,is allowingreleased.

        for potential rule updates.

      Notes


      📈 Outcomes:

      • The early

        All inclusioncharacters 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 dreadleveled to the2

        campaign.
      • Silas’s contributions

        Eirlys remainsuffers vagueExhaustion dueLevel to3

        limited character details. His sorcerous abilities likely played a role, possibly in combat or negotiations.
      • The tavern

        Slim ventureJim willsuffers requireExhaustion investmentLevel (repairs,1

        staffing) and decisions (e.g., name, theme), offering roleplay and economic opportunities.
      • The unspecified

        Trollskull goldManor lootacquired

        from
      • the
      • wizard

        Faction awaitsalignment clarificationunder discussion

      • Campaign paused for accuratePlayer’s tracking.Handbook release