
original artVenris Greystone is the party's primary rogue and scout throughout the campaign — a young (~22) cavern elf with pale skin, yellow eyes, darkvision, and a fixation on the legendary Rose Guard and the Gauntlight lighthouse [S1]. He fights with a kukri (his signature weapon), a rapier, daggers, a shortbow, and thrown chakrams, relying on sneak attack, Nimble Dodge, and high speed [S6, S15, S26]. He is money-focused and frequently pockets loot, sometimes concealing it from party members [S19, S24]. He follows Calistria and respects Pharasma, and his devotion to trickery literally freed him from spectral chains of sin [S31]. At S32 the campaign's defining injury occurs: Venris touches the cancerous rot in the Gauntlight and loses a hand and forearm to the corruption, also contracting mummy rot [S32]. The aftermath drives a multi-session arc: he lobbies for gold to obtain an Absalom clockwork prosthesis, suffers void-rot nightmares so severe he reaches his stump toward Cid's throat in his sleep [S33], and eventually receives a custom clockwork transforming arm — nicknamed 'Money' — with his kukri embedded in it [S35]. The arm becomes central to his fighting style: it shifts into a silver ghost-touch blade on demand [S36, S42]. Alongside the mechanical upgrade, Venris is progressively afflicted by the 'empty death' — a soul-darkening condition tied to the vault's corruption [S50, S51]. He takes the Ghost Hunter archetype, develops an ability to sense the dead, and expands into occult casting (Electric Arc, Organ Sight, See the Unseen) [S35, S55]. He remains the party's lockpicker, trap-finder, and fastest mover, soloing the Cheery Man's arena in a 1v1 duel and winning at 4 HP [S45]. In S63 he dove for the submerged objective, recovered the fourth silver/star-pendant fragment, and mapped a ceiling route back toward the grave-knight area [S63]. In S64 he again acts as point scout and logistics lead: he detects the grave knight's approach, warns Carman about Uravian's bounty, buys crafting leathers and water-breathing potions, and moves stored gear to Menhem Manor.
2 open hooks remain on this record.
Venris Greystone enters the campaign as a 22-year-old cavern elf with pale skin, yellow eyes, and an obsession with the Rose Guard and the Gauntlight lighthouse [S1]. From the start he fills the party's rogue slot absolutely: he climbs walls to flank, handles locks, disables traps, translates Sakvroth for the Morlocks, and scouts ahead in darkness with his brass ear pressed to doors [S2, S7, S13]. His weapon kit evolves quickly from rapier-and-main-gauche toward a kukri-primary build with a shortbow for range, and he picks up Nimble Dodge, Shadow Mark, Fleet (raising his speed to 40 ft), and Sonic Blow as combat tools [S4, S8, S15, S26].
His character flaws are just as present as his skills. He pockets Carman's coin sack and hides extra loot and crystals from Abbas, and he is openly hostile toward Carman [S19]. The GM leans into this: at S20 a failed Will save leaves him confused and attacking the party, and Cid develops an ongoing distrust of him for having run away in the past [S20]. Yet his Calistrian faith proves narratively consequential — when the spectral chains of sin grip the party in the crypt, Venris alone shrugs them off because his trickery career means he has no regrets to bind him [S31].
He contracts ghoul fever during the cultist annex raids, progressing to stage four or five before a multi-day downtime cure [S13]; he is re-cursed by ghoul bites not long after [S14]. He is also briefly fascinated by the void-creature released from Serafa's tomb, a moment that foreshadows what is coming [S31].
At S32 Venris touches the foul cancerous rot inside the Gauntlight and loses his left hand and forearm — the wound leaves a stump below the wrist — and contracts mummy rot on top of it, spending the rest of that session repeatedly near death [S32]. This is the pivot of his entire arc.
Immediately after, the nightmares begin. He wakes half-asleep and reaches his stump toward Cid's throat for a dagger that is no longer there [S33]. He becomes single-mindedly focused on a clockwork replacement, lobbying townsfolk for gold and eventually traveling to Absalom. He returns from the downtime fitted with a custom clockwork/transforming arm from the artificer Morhand — the arm can free-action shift into a ghost-touch blade with his kukri embedded in it, and he nicknames it 'Money' [S34, S35].
The arm immediately becomes the signature of his fighting style: a ghost-touch shifting blade lets him land precision/sneak damage on incorporeal undead that would otherwise be immune [S36, S42]. Alongside the prosthesis he takes the Ghost Hunter archetype and gains a troubling new ability to sense the dead — 'I see dead people' — tied directly to his vault exposure [S36]. At S38 he learns from Father Thalos that he carries the 'empty death' affliction — the same dust-turning condition that killed the priest's apprentice — and he is aggressively in denial about it [S38]. He insists he does not remember the nightmares others say he has, even as the affliction worsens through sessions 39 and 40 [S39, S40].
With the clockwork arm established, Venris evolves into the party's most versatile fighter and its occult/crafting support. He retrains the never-used Trapfinder feat into Quick Draw, then later retrades Shadow Mark for Titan's Wrestler [S41, S54]. He adds a thrower's bandolier stocked with chakrams and light hammers, and regularly opens fights with thrown-weapon ranged crits before closing to sneak attack [S39, S43].
His crowning individual moment comes at S45: the Cheery Man's arena forces a 1v1 'fair fight' against the Executioner, and Venris solos it — using hit-and-run mobility, feints, persistent bleed, and a hero point to survive at 4 HP [S45]. He claims the Healer's Gloves as his prize.
On the caster side he expands steadily. He uses wands, scrolls, and a Kaline key keyed to Word of Freedom/Unfettered Movement [S42, S47]. He adds Organ Sight (a 3rd-rank precision spell that lets him target internal anatomy), See the Unseen, Electric Arc, and Hand of the Mage [S51, S55, S58, S60]. Organ Sight alone carries several fights: at S55 he pre-casts it and delivers the kill on a denizen with a crit, and at S54 he uses it to discover that Yazongleer has no lungs [S54, S55].
Meanwhile the empty-death affliction quietly worsens. At S50 the GM describes a darkness clouding his soul, he is bedridden with night terrors, and Abbas cures his lingering Velstrack disease but cannot touch the deeper corruption [S50]. At S51 Venris reasons that the affliction 'steals space-time,' applies Unguent of Timelessness to his stump for a save bonus, and starts driving the investigation into the Zarmavdian/Thresholds-of-Truth lore as a potential cure [S51]. He is also carrying the Lantern of Empty Light in his bag of holding — unlogged — and has twice checked the empty Gauntlight cupola [S58].
By the campaign's later sessions Venris has grown into a rapid, multi-threat specialist with the deepest dungeon knowledge at the table. He runs scouting well ahead of the group, opens locked doors on the fly from a jangling keyring while under pressure [S56], and holds party-wide Message telepathy. He laid a false book-trail to lose the grave knight [S59] and disabled a blood-light alarm using glue [S60].
His clockwork arm continues to evolve: it can absorb weapons directly — he absorbs a new bloodletting kukri into it [S60] — and in combat it transforms into a silver ghost-touch blade capable of delivering precision crits against nearly any undead type [S61, S62]. At S62 he is scouting the hellfire-forge level, fighting sodhounds and hydras with the kukri, thrown chakrams, a filter-spork, Organ Sight, and a Hellforge glaive he carries in his bag [S62].
The empty-death intrusion still follows him. The affliction's nightmares and fatigue have never fully resolved, and as of S62 the cure remains incomplete — the condition is described as still present and worsening [S62]. Venris Greystone, the loot-hungry, Calistria-following cave elf who entered the Gauntlight fixated on the Rose Guard, has become the party's ghost-hunter, occult caster, and combat vanguard, carrying a haunted arm and a death that has not yet caught him.
S63 gives Venris another scout-risk spotlight. He dives for the submerged magical object, reaches the bracelet on the bottom, and triggers the hidden star glagon ambush right as he grabs it [S63, 00:30:43; S63, 00:35:51]. The fight turns into a water-terrain survival problem: Venris uses the rope of climbing to keep the party connected, drinks a water-breathing potion, and goes back into the water rather than leaving the objective behind [S63, 01:14:41; S63, 02:07:29]. After Veve kills the creature, Venris recovers the fourth silver/star-pendant fragment and the Lesser Armory Bracelet, then scouts a ceiling double-door that connects back toward the known grave-knight area [S63, 03:08:57; S63, 03:19:03].
S64 returns Venris to the scout-and-logistics role. On the way out of the Gauntlight, he hears the grave knight's metal steps near the library route and warns the party into a safer detour [S64, 00:36:22; S64, 00:36:53]. In Otari he warns Carman Rajani that Uravian/Erevian wants him brought alive into the vaults, then spends the town day managing gear, buying crafting leathers and three water-breathing potions, and moving stored equipment to Menhem Manor [S64, 01:09:28; S64, 02:42:23; S64, 03:38:25]. He returns to the Gauntlight with the party as the warded door begins to open [S64, 04:14:33].
> The cavern elf who never met a lock, trap, or coin purse he didn't want to handle himself.
Scout ahead, avoid notice, pick the lock, disable the trap, then strike from the shadows. His weapon of choice is the kukri (later a ghost-touch kukri), backed by daggers, a rapier, and a shortbow. Gear-wise he's a walking heist kit: brass ear at the door, crowbar, grappling hook, a ring of keys. Late campaign he added arcane tricks — Message, Organ Sight, Electric Arc [S40, S55, S58].
> "And I failed." — Venris, the entire arc of a reckless rogue in three words [S55 00:17:34].
Frenemy-turned-partner with Cid, who never forgot Venris once ran away — now they fight as a tight scout-and-shield pair [S20]. Perpetually at odds with the cleric Abbas over loot he keeps quietly pocketing [S19]. Traded languages with the bard Veve, who has kept him breathing more than once [S20].
From a coin-hungry kid chasing the Rose Guard legend to the party's one-handed de-facto leader and quartermaster — he paid for that growth with a hand lost to the crypt rot [S31, S32 04:01:28].
…touch the cursed thing you specifically told him not to touch. He grabbed the void-creature [S31], reached for the rotting cancer [S32], and still carries his own Lantern of Empty Light around in his bag of holding [S58]. Curiosity cost him a forearm — and he'd probably do it again.