Five souls, one descent. Here is how they fit together — and where each of them could go when the sheets are unsealed at level 3.
Roles
Doom McGloomfaceDrow · PaladinFrontline · BurstWalks first into the dark. Divine Smite turns a hit into a crater.
Gloomy McGloomfaceDrow · RangerSkirmisher · Scout · (Secretly the Tank)Holds the edges. Marks a target and whittles it down from the treeline — and, at 20 HP, quietly the hardest of the five to drop.
Grozz UlmhauerHuman · FighterAnvil · Sustained · ArcherStands where the enemy wants to go, and does not move. As subtle as a closing door — with a longbow and seventy arrows for the doors that keep themselves.
Hiram Hibernia HellionHalfling · DruidControl · FlexBends the battlefield, then becomes something with far too many teeth.
RadekHuman · WarlockBlaster · UtilityEldritch Blast on tap; Hex, a familiar, and a pact best left unexamined.
Signature Combos
Faerie Fire → Smite crit-fishingHiram + Doom
Hiram outlines a target: everyone attacking it has advantage. Advantage is how Doom fishes for the crit that doubles his Divine Smite dice. The party's signature opener.
Repelling Blast + Spike GrowthRadek + Hiram
If Radek takes the Repelling Blast invocation, Eldritch Blast shoves an enemy 10 ft — back through Hiram's Spike Growth for 2d4 per 5 ft of forced movement. Pinball.
Hex + focus fireRadek + the martials
Radek hexes the priority target; Grozz and Doom delete it while Hex's disadvantage-on-checks kneecaps any escape — brutal against something Grozz has already grabbed.
Aura of Protection (level 6)Doom + everyone
Down the road, Doom's aura hands the whole cluster +CHA to every saving throw. It rewards fighting close together — which this melee-heavy party already wants to do.
What the Sheets Revealed
Corrections from the unsealed sheets (3 of 5 imported) — the fiction and the math don't always agree.
The sturdiest of the five is Gloomy — 20 HP to Grozz's 18 and Radek's 17. The fighter is the anvil by position, not by hit points; don't spend the ranger like he's fragile.
Grozz is secretly a scholar — INT 15 with Arcana and Nature proficiency, plus a longbow and seventy arrows. He's the second lore-checker and a real archer when the door holds itself.
The party face is the hermit — Radek's CHA 17 and Deception +5 beat everyone. Let the warlock do the talking; the pact apparently taught him how.
Gloomy is the whole scouting department — Perception +6 with expertise (passive 16), Stealth +5, Sleight of Hand +5, and thieves' tools. Locks, traps, watches, ambushes: his.
Hex and Hunter's Mark are both confirmed — the concentration-splitting plan below is now fact, not theory.
The Dark Itself
The campaign is named for darkness, and the sheets make it a real tactical problem: Grozz and Radek are human and Hiram is a halfling — none of them can see in the dark. Only the McGloomface brothers can. The party has already armed itself for this — Radek carries a lamp and ten flasks of oil, Grozz ten torches, and Gloomy was born with Dancing Lights — but every flame does two things at once:
Marching order is a light decision. The drow scout beyond the lamplight; the humans hold the middle where the light is; nobody with a torch stands next to Gloomy when he's sneaking.
Dancing Lights is a weapon. Cast it on the enemy's position, not the party's — the drow see everything either way, and the humans get targets without holding a torch that says "shoot me."
Light is a resource. Ten torches and ten oil-flasks is a countdown. The deeper the descent, the more every hour of light matters — track it.
Skill Coverage
Computed from the imported sheets — fills in as the rest of the party unseals.
Trip and Push maneuvers control the field. But the sheet revealed INT 15 with Arcana proficiency — Eldritch Knight is suddenly a very live alternative.