Current Campaign

CAMPAIGN MASTER RECORD

I. The World & The Fellowship

Setting:
Waterdeep festers beneath the weight of invisible war. In the streets above, the memory of two shadow-corrupted giants lying dead on the cobblestones of Warrior's Way has spread through the city in whispers. Below, in the reeking labyrinth of the city's sewer network, a necrotic corruption grows unchecked — zombie limbs manifesting in the dark, multiplying, and crawling through the foundations of the greatest city in Faerûn. The party has confirmed what they feared: Xanathar's Guild has declared open hostilities. And whatever dark engine is driving the necrotic tide beneath the streets is still feeding.

The Party (The Six-Fingered Hand / The Council of Bad Ideas):

Player-to-Character Map (used by transcript-processing agents — Chatham House Rule applies)

Real Name Role / Character
Jason Dungeon Master
Shaun Willetts Ezekiel (Paladin)
Adam Willetts Bain (Rogue)
Andrew Palmer Rem (Rogue)
Rab Easton Skacel ()
Mark Hamer Nix (Warlock)
Oz Powles Ergic (Bard)

II. Recent Chronicles

24th Alturiak, 1495 DR: The Heist

The twilight shadows of Waterdeep embraced The Six-Fingered Hand as they lay in wait along the cold, damp cobblestones. The clatter of hooves soon heralded the arrival of a seemingly ordinary carriage, but their keen eyes pierced the veil of mundane deception. A cloaked mage, reeking of arcane secrets and dark intent, had slinked into its covered depths. With a synchronized ferocity born of desperation and honed skill, the fellowship struck without mercy. Ezekiel, a towering sentinel of steel in his cross-visored helm, shattered the vanguard’s defenses, while Bain’s poisoned daggers danced unseen in the gloom. The mage fell beneath a flurry of merciless blows, their blood staining the city streets. Within the carriage lay the true prize: a heavy chest groaning with dark, pulsating potential. Bursting the iron lock, the party gazed upon twenty-four radiant soul crystals, their necrotic glow casting long, unnatural shadows upon Nix's alien features. Alongside these cursed gems lay a magical Ring of Sending and a leather-bound ledger. The book bore the name of Mr. West, a Zhentarim operative whose sudden demise at their hands birthed a dangerous but brilliant stratagem. They would not merely rob the Zhentarim; they would become them. By assuming Mr. West's identity, they would hollow out the corrupt syndicate from within. The die was cast, the first blood spilled, and there would be no turning back from their chosen path of shadows.

20th Mirtul, 1495 DR: Blackridge Break-In

The pristine façade of Blackridge & Company in the Castle Ward concealed a rotting heart of Zhentarim corruption, and the fellowship sought to tear it out. Slipping silently through the perimeter, they clashed fiercely with a hulking orc enforcer. Steel rang out against hardened muscle, and Rem’s cocky smirk barely faltered as he delivered the fatal, twisting thrust, leaving the brute dead upon the polished marble floors. Delving deeper into the establishment’s forbidden secrets, they unearthed a chilling document: the Nightshade manifest. It whispered of an infernal war machine, a mechanical nightmare fueled by the very soul crystals they now carried in their satchels. Seeking wise counsel, they brought their terrifying findings to the gruff rebel leader, Durnan. Within the dimly lit, smoke-filled confines of the Yawning Portal, Durnan painted a grim portrait of Waterdeep’s fracturing stability, confirming the catastrophic scope of the Nightshade threat. Emboldened by this revelation, the party returned to Blackridge, descending into its heavily guarded, subterranean vault. With Skacel murmuring ancient prayers to deaf gods and Ergic weaving subtle, blinding illusions, they cracked the treasury. They emerged laden with six thousand two hundred shimmering gold pieces, three more soul crystals humming with trapped essence, and rare vials of Mind Blank potion. The Zhentarim's coffers were emptied, their darkest secrets laid bare, and the Six-Fingered Hand had struck a crippling, audacious blow against the criminal empire.

27th Mirtul, 1495 DR: The Ledger and the Explosion

The relentless hunt for answers led the fellowship to the Honourable Knight tavern, where Veylan 'The Ledger' Duskryn, a Zhentarim logistics master, sat utterly unaware of the approaching storm. With practiced, ruthless precision, the party snatched the accountant from his reverie, dragging him out into the unforgiving, moonlit streets for a brutal interrogation. But the Black Network does not let its secrets, or its operatives, go easily. Without a single whisper of warning, a nearby street vendor's cart erupted in a blinding flash of alchemical fire and jagged shrapnel—a deadly trap meant to silence Veylan forever. The concussive blast ripped through the night air, deafening the fellowship. As the acrid smoke cleared, Veylan lay lifeless, his body broken amidst the burning wreckage. Yet, the fellowship defied fate itself. Skacel, the weary Deep Gnome cleric, rushed forward, his golden earring catching the flickering firelight as he called upon divine powers beyond mortal ken. With a desperate, echoing casting of Revivify, life shuddered painfully back into the accountant's charred form. Gasping for air and trembling with newfound terror, Veylan spilled his ultimate secrets: the Nightshade war machine was not merely a rumor, but a terrible prize about to be auctioned. The Ships of Luskan, a fleet of ruthless pirate smugglers, held the infernal device and planned to sell it to the highest bidder in the coming fortnight. The grand race against both Xanathar and the Zhentarim had truly, terrifyingly begun.

8th Flamerule, 1495 DR: Sewer Shadows and Stone

The murky, fog-choked depths of Waterdeep's docks ran red as the party found themselves violently entangled in the city's ceaseless, grinding violence. Two monstrous grells, their barbed tentacles writhing with paralyzing venom, descended from the gloom to ambush the local City Guard. Without a moment's hesitation, Ezekiel charged with righteous fury, his heavy plate armor deflecting the beasts' unnatural, grasping reach, while Ergic’s razor-edged lute strummed a deadly, magical chord that sliced through the salt air. By slaughtering the horrific aberrations, the fellowship won the grudging, blood-stained respect of the embattled guardsmen—an alliance that might soon prove vital in the coming war. Yet, brute force was not their only weapon in this treacherous city. Seeking secret shipping manifests to track the Luskan pirates, Nix drew upon her otherworldly power, shapeshifting into a terrifying, commanding visage of authority. She cornered Harvin Docks, a deeply corrupt customs official, her alien eyes piercing his fragile web of deceit. Trembling uncontrollably, Harvin surrendered the hidden smuggling routes and tavern drops used by the underworld. But their glorious victories came with a chilling, unseen cost. In a fleeting moment of quiet respite, the magical stone carried by Skacel flared with an ominous, sickly green light. Through the cold stone, the entire party felt a sudden, crushing psychic weight—the unblinking, paranoid gaze of Xanathar himself. The beholder kingpin was watching them, his many eyes tracking their every move through the sprawling sewers and beyond.

23rd Flamerule, 1495 DR: Giants in Warrior's Way

The ancient, worn cobblestones of Warrior's Way trembled uncontrollably under the thunderous footfalls of titans as the Six-Fingered Hand faced their most monumental and terrifying challenge yet. A routine transit through the ward erupted into sudden, violent chaos when two massive giants materialized, blocking their path with weapons large enough to cleave a merchant's carriage in twain. The vanguard of this brutal assault was a male giant known as Wigloth (bearing a striking and terrifying resemblance to Wigluf, the giant previously charmed at Skyreach Castle). It became immediately apparent that this was no ordinary behemoth of the wilds. A sickening, palpable necrotic aura clung to Wigloth’s massive, lumbering frame like a shroud. His eyes burned with an unnatural, sickly green fire, and shadowy, incorporeal tendrils lashed out blindly from his body, corrupting the very air and stone around him. The fellowship engaged with a desperate, unified fury. Bain melted seamlessly into the surrounding shadows, his poisoned daggers seeking a vital strike, while Rem darted acrobatically between the giant's tree-trunk legs, his blade flashing in the dim light. Ezekiel stood firm as a mountain, his heavy shield raised against earth-shattering blows that threatened to crush his bones to dust, bellowing righteous challenges to draw Wigloth's necrotic ire. The wide street quickly became a bloody battlefield of flashing steel, roaring magic, and shattering masonry. As the epic clash reached a deafening fever pitch, the ultimate fate of the party hung precariously in the balance, caught in a desperate struggle against a foe whose very existence hinted at a darker, soul-consuming threat lingering over all of Waterdeep.

27th Tarsakh, 1496 DR: The Stench Beneath and the Coin of Fellowship

Dawn had barely broken over Waterdeep before the Six-Fingered Hand stood over the cooling corpses of their giant assailants, the cobblestones of Warrior's Way eerily silent around them. Where City Watch patrols should have converged on the carnage, there was only stillness — and the grim revelation that the giants bore the unmistakable mark of Xanathar's Guild. The beholder had made his move in the open, and war had been declared. It was Skacel who had found the key to turning the tide: his Guiding Bolt blazed with holy radiance that struck the frost giant's corrupted form with doubled fury, the blessed light scorching the necrotic tendrils into hissing retreat. Victory was theirs, hard won and reeking of shadow.

Returning to the Yawning Portal to recover their strength, the fellowship sought counsel from Durnan. The grizzled rebel received the news of Xanathar-marked giants with grave quiet and pledged to find an informant — a route into the beholder's paranoid inner circle. Newly rested and freshly armed from the magic shop, the party descended into the reeking labyrinth beneath the city: Waterdeep's sewer network, where necrotic corruption had been seeping upward, uncontested. There, in the fetid dark, a clutch of Kobold sewer workers intercepted them — small, gold-loving lizardfolk who communicated largely through gestures and the universal language of a coin pressed into a wall-mounted slot. Warmed by Bain's unlikely success at their wild card game and charmed by the fellowship's show of coin, the Kobolds led the party deeper into the tunnels — and directly to the nightmare that awaited: a swarm of writhing, disembodied zombie limbs, crawling through the dark, growing in number, and utterly without master.

6th Mirtul, 1496 DR: The Undershrine — Into the Dark

The stench of the Waterdeep sewers parted before the holy fire of Bain's radiant arrow, obliterating the writhing horror of the zombie limb swarm and revealing a dark, necrotic chasm. Plunging into the abyss, the Six-Fingered Hand discovered the Undershrine—an ancient, corrupted labyrinth echoing with the psychic presence of an unseen observer. Guided by bloody warnings of a "Mad Mage" and "Certain Death," they navigated the Pillar Forest, a chamber leering with abyssal demon carvings hiding secret passages.

In a flooded side chamber, Skacel fell prey to an unseen grey ooze that permanently scarred his armor, saved only by Rem's quick thinking with a whip and levitation boots. Pressing ever onward, they clashed with two floating, tentacled Grells in a bone-strewn hall. Though Rem suffered grievous wounds from a savage beak, the fellowship's coordinated strikes and Nix's explosive Eldritch Blast reduced the aberrations to viscera.

After uncovering a magically fractured white staff beneath defaced statues of Waterdavian nobles, the party stumbled upon an occupied bandit camp. True to their chaotic nature, Ezekiel kicked the door off its hinges, leading a brutal, preemptive assault in the dark. Maces crushed bone and Nix’s terrifying Arms of Hadar filled the room with grasping necrotic tentacles. Amidst the slaughter, a resilient watcher—secretly a shapeshifting Doppelganger—was hurled violently into the corner, bloodied but unbowed, as the chaotic fray raged on.

Visions of the Future


III. The Grand Appendix

Locations Visited

Location Description Last Known State
Blackridge & Co. (Castle Ward) A high-end establishment hiding a Zhentarim money-laundering and smuggling hub. Compromised and looted by the party. Vault empty.
Jenks & Mull Warehouse (Dock Ward) A dingy warehouse used for smuggling magical goods and low-level Zhentarim ops. Active, under Zhentarim control.
The Yawning Portal A famous tavern run by Durnan, serving as the nerve center for the city's growing rebellion. Safe haven and intel gathering point.
Honourable Knight Tavern A local watering hole where Verlund Duskren was discovered. Site of a recent Zhentarim explosive trap.
Warrior's Way A wide thoroughfare in Waterdeep. Scene of a recent giant attack; bodies since removed.
The Waterdeep Sewers The vast tunnel network beneath the city, maintained by Kobold workers. Zombie Limb Swarm destroyed (session of 6th Mirtul, 1496 DR). Necrotic drop revealed, leading to the Undershrine.
The Kobold Card Den A concealed Kobold encampment in a sewer side-chamber. Friendly territory; entry requires a coin in the slot.
The Undershrine Ancient dungeon beneath the sewer tunnels, accessed via a 20ft necrotic drop (~30–40ft below sewer level). Multiple rooms: Sandy Entry Chamber, Pillar Forest (demon carvings, secret doors), Flooded Side Chamber (purple statue, Grey Ooze), Voices Room (glowing longsword — unclaimed), Bone-Pillar Room (two Grells — defeated), Noble Statue Room (Waterdavian statues, broken staff recovered), Ceramic Plate Alcove, Bandit Chamber. Active exploration zone — combat ongoing at session end. Doppelganger (critically wounded) and one bandit (wounded, interrogation target) remain. Southern corridor unexplored — marked "CERTAIN DEATH THIS WAY."

Dramatis Personae

Name Alignment/Disposition Faction Key Notes
Durnan Chaotic Good (Ally) Rebellion Proprietor of the Yawning Portal, orchestrating an uprising against the corrupt Council. Pledged to find an informant route into Xanathar's Guild.
Veylan "The Ledger" Duskryn Lawful Neutral (Informant) Ex-Zhentarim Logistics master revived by the party. Holds key intel on the Nightshade auction.
Harvan Docks Neutral Evil (Intimidated) City Customs Corrupt official providing shipping manifests after being threatened by Nix.
Gareth Ken Lawful Evil (Hostile) Zhentarim Half-elf enforcer controlling the docks and intimidating customs.
Doc Rylo Rask Neutral Evil (Hostile) Cult of the Dragon? Necromancer and crystal researcher tied to the infernal engineers.
Xanathar Chaotic Evil (Hostile) Xanathar's Guild Paranoid beholder crime lord. Confirmed to have sent necrotic-corrupted giants against the party. Actively hunting them.
Kobold Sewer Workers Neutral (Friendly) City of Waterdeep (Contractors) Kobolds employed to maintain the city's sewer network. Filed repeated unanswered reports about zombie limb manifestations. Guided the party to the edge of the necrotic zone; refused to enter the Undershrine. Allied with the party following a card game and exchange of coin. (Note: previously mis-recorded as lizardfolk — corrected.)

The Hoard

Item Description Carried By
Soul Crystals (21) Pulsating gems used to power infernal machines; attract necrotic entities. Party Stash
Mr. West's Ledger Leather-bound book detailing Zhentarim financial records and contacts. Rem / Party Stash
6,200 Gold Pieces Laundered bribes recovered from the Blackridge vault. Party Funds
Zhentarim Snake Coin A heavy, authentic authentication token for the Black Network. Bain
Ring of Sending Magical ring allowing limited telepathic communication. Ergic
Potions of Mind Blank (2) Rare vials providing temporary protection against psychic intrusion. Party Stash
Nightshade Manifest Stolen shipping documents detailing the transport of the infernal weapon. Nix
Portable Hole Extradimensional space currently containing the corpse of Mr. West. Ezekiel
Skacel's Stone (Stone of Golorr) A cursed magical rock linked to the unblinking gaze of Xanathar. Skacel
Frost Giant's Pelt A massive, surprisingly well-preserved hide stripped from the necrotic frost giant. Potential uses unknown. Ezekiel
Tower Shield +1 A giant-sized shield recovered from the stone giant. Resized and taken by Ergic. Ergic
Ring of Necrotic Resistance Grants resistance (half damage) to necrotic attacks. Purchased from Elyon's magic shop. Ergic
Ring of X-Ray Vision Allows the wearer to see through solid matter (30ft radius) for 1 minute. Purchased from Elyon's magic shop. Rem
Ring of Water Walking Discovered in existing inventory. Allows walking on liquid surfaces. Rem
Elemental Arrows 20 flame, 20 frost, 20 thunder (Rem). Bain confirmed as a separate user of elemental (radiant) arrows — one expended opening the session (destroyed the Zombie Limb Swarm). Rem / Bain
Explosive Arrows (×20) High-yield explosive-tipped arrows. Purchased from Elyon's magic shop. Rem
Belt of Hill Giant Strength Grants the Strength of a Hill Giant. Purchased at Castle Ward magic shop (session of 27th Tarsakh, 1496 DR). Ezekiel
Mantle of Spell Resistance Grants advantage on saving throws against spells. Purchased at Castle Ward magic shop (session of 27th Tarsakh, 1496 DR). Ezekiel
Broken White Staff (2 fragments) A white wooden staff found snapped in two in the Noble Statue Room of the Undershrine. Both pieces carry a faint but real magical trace. Potentially repairable. Portable Hole (Ezekiel)

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