Adventure Logsheet
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Starting gold (+10), sold 2 Hand crossbows (+75), and chain mail (+32.5), bought scimitar (-25), shield(-10), healer's kit(-5), and military saddle(-20), bit&bridle (-2), saddlebags(-4). XGTE's This is Your Life Wil, This is your life! 77, Knew both parents. Half-elf lineage d8 = 4 , One parent was an elf and the other was a human. Birthplace. d100= 73. Forest Youngest of four kids Half-brother is an Elf: Exiled and Infamous, though we still get on well. My stepbrother is a (LE human) Explorer My stepsister, the youngest, is being groomed to take over as blade after my stepmother. She’s a (NE) noble brat. Grew up in rolling d100 = 100 Palace or Castle rolling 3d6 Lifestyle = Modest rolling 3d6+2 (6+5+6)+2 = 19. Everyone knew who I was, and I had friends everywhere I went. Nobility. rolling d6 = 3 My family recently came by its title, and that elevation thrust us into a new and strange world. Why am I adventuring? rolling d6 = 3 The world is a dark and terrible place. I decided to serve as a beacon of light shining out against the gathering shadows. Under age 20, just 1 event. Boons Rolling d10 = 3 You found a riding horse. I found a HORSE!
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Not Tradeable.
Story Award: Master of the Thieves’ Guild You have saved Glevith of the Welcomers from certain death. In return, he makes you an honorary master of the Welcomers. All purchases you make within Phlan are 25% cheaper, including spell services. In addition, up to five future characters that you create in the Adventurers League gain a free tool proficiency in Thieves’ Tools, and begin play with a set of Thieves’ Tools. See Story award earned here: https://www.adventurersleaguelog.com/users/843/characters/23771/characterlogentries/740803
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Run all 19 Tomb of Annihilation DDAL adventures, the full Hardcover, & participate in both season 7 Epics as a DM or organizer. Legacy Item: when awarded, choose an uncommon Weapon or Armor to give to a 1st level character. As that character advances the item advances, turning into a tier appropriate item of the same magic item category and form when the character reaches a new tier, including Legendary rarity when the character levels to 17. Legacy items require attunement, have a rarity of Unique (untradeable), and cannot be sentient items.
Awarded certificate for MESSENGER OF THE RAVEN QUEEN – REAPER by GREG MARKS
Wil sponsored a reinterment for their mother away from Mulmaster and nearer to her childhood home in Cormanthyr. Priests of Kelemvor officiated and supported Wil's legal challenge against Wil's father to the final disposition of the remains. Blessing of Health - +2 to Constitution and max increases by 2
Story Award: Blessing of the Ki-Rin You have helped the Ki-Rin and its allies on the Moonsea. It may choose to bless you with celestial aid down the road. This can only happen if you once again choose to help the School of the Swift Horse. Downtime Activity (Completed): Saved the School. Having aided the school in a time of great need, you are welcome to stay with them for a time. If you spend 5 downtime days training at Swift Horse, you train your spirit to make one future Wisdom saving throw with advantage, which causes this benefit to disappear.
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Legacy weapon upgrades at level up. Scimitar of Warning -> Sun Blade
Story Award: Favor of House Peytir By redeeming Ardet Peytir, you have gained the favor of House Peytir and, with it, the approval of many of the anti-Thayan political factions in Mulmaster. Your Charisma checks to interact with Cloaks as well as Mulmaster nobles who are not aligned with Thay are made at advantage.
bought 4 daggers Story Award: A Lich's Secret When going through Selfaril’s memories of the past, you discovered Rastol Shan’s secret. He is a lich who was formerly Thurndan Tallwand, the Senior Cloak who betrayed Selfaril Uoumdolphin on behalf of his brother Rassendyll. What you do with this secret is up to you.
Story Award: High Blade in your Debt You prevented an alliance between an efreeti pasha and the Cult of Reborn Flame, you rescued Selfaril Uomodolphin from a mental prison woven by a hag coven, and you prevented Mulmaster from being engulfed in lava by the Black Phoenix. For these deeds and more, the High Blade of Mulmaster is in your debt. With his city overrun by Thayans, Selfaril cannot repay that debt now, but perhaps that may change one day.
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One item unlock from the 24 hours preceding: Belt of Hill Giant Strength, Necklace of Prayer Beads, Sun Sword, Canaith Mandolin, Glamoured Studded Leather Armor, Figurine (gryphon) Gulthias Staff, Plantsbane Battleaxe
Wil was "best man" at a wedding of two fellow adventurers, Thom and Lucindra. **GAIN BLESSING OF UNDERSTANDING.* +2 Wisdom and maximum increases to 22*
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bought 3x spell scroll of Haste with TCP
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Traded Wil's utilitarian Mitrhril Plate to Sorren Blackbanner, a Righteous Hand of the Order of the Gauntlet and follower of Gorm Gulthyn, in exchange for a set of Adamantine Plate, covered in minute Netherese runes of protection.
Story Award: Thwarted the Devil’s Plot. The group accuses Norre, a Thayan Ambassador of a plot to overrun Hillsfar with a demonic army. Story Award: The Crazy Squirrel. Clad in shiny plate armor, this adorable squirrel is often seen holding what appears to be an acorn. However, upon closer inspection, one will notice it is holding a 20-sided-die. If killed or reduced to 0 hit points, The Crazy Squirrel can be recalled via find familiar, and uses the statistics of a cat from the Monster Manual. It has proficiency in all gaming sets. The shiny plate armor has no effect on the Squirrel’s AC.
Sent by Malkyn Fenris, a High Harper and the self-proclaimed "Archmage of Phlan", to search the Thayan Embassy for the master cryptographer Thessyl'k, stop his work to decipher the Lost Journal of Karsus and remove the time paradox created when Szass Tam brought the Lost Journal from the past to Mulmaster. 1 potion of greater healing
During a time that Wil is sojourning with Jaxx the ever-sleepy bugbear, Ember the Imbiber, and Aravahn, Cleric of Corelleon, undead attack their caravan in the hills between Hillsfar and Mulmaster. The revenant's last whisper is of the treasure of Solina, an item named the Dawnfire. We discover a Zhentarim agent amongst the caravan members who is in posession of a sunblade named Dawnfire. The priceless treasure was uncovered in a Zhent archaeology (cough, grave robbing) expedition; this culprit has been pursued for days by the revenants of the paladin order who once guarded the holy weapon. We come to learn that two members of the caravan have been taken back to the Barrows of Solina and Jaxx the ever-resourceful Bugbear uses a bead from a blessed necklace to turn us to vapor so that we may travel faster than the winds. Moving so quickly, we find ourselves stopping at a local farm for directions, where Grandfather Murphy Cord tells us two of the Cord's children are now missing from that area. Wil promises the village elder that they will enter the mounds to look for the children and mount a rescue if they are able. Within the barrow, the adventurers discover all four missing persons on trial for the crimes of the single Zhentarim thief. In order to protect the innocent Cord children, Wil invokes trial by combat and faces the revenant of Alisandre Solina, paladin and Lady Arbiter of the Order of Dawnfire. Wil fights their finest duel yet, parrying or avoiding all but a single critical stroke from the storied warrior, and that fearsome and lethal blow only mitigated with their adamantine armor and a careful Warding Maneuver. After much swordplay, Wil manages to disarm Dame Solina of her greatsword and Alisandre yields. Before she retires to Celestia, her last wish is that we bring the Barrow down to lock in her foe, the frost giant death shaman Vornjolnir the Harrowed King. As we approach to the second warding stone to begin the implosion, a vile devourer rises from the red rime of the floor above. Necrotic waves and punishing strikes knock Wil unconscious, but Jaxx the ever-faithful Bugbear brings them to their feet with the use of that same blessed necklace of prayer beads. Reeling from the fiend's onslaught, we manage to dispatch it and escape the collapse. The only items Wil and Jaxx the ever-industrious Bugbear could save from the barrow of Solina are the sunblade Dawnfire, and a tapestry with the ancient order's emblem. Thankful that we have saved the mortals, the children are returned home safe (if a bit traumatized.) Wil declines the offered reward of these good and humble folk. Wil and Jaxx the ever-pragmatic Bugbear do, however, turn the grave robber over to the Order of the Gauntlet and Harpers for interogation, sentencing, and/or prisoner exchange with the Zhentarim. Story Award: Solina's Blessing In the event that you come across Vornjolnir's machinations or the Harrowed King's relics, know that Solina’s blessing is upon you. * Gained a Potion of Superior Healing
Soleil Finchfib, faithful priestess of Shiallia (exarch of Mielikki) and resident of Silverymoon, was tasked by her forest deity to recover and return the ashes of Tick Tary Tanner, a gnomish wizard of the Emerald Enclave and progenitor/martyr of the Red War that destroyed Mulmaster. After tracking down the Red Wizard thief, Soleil enlisted the help of Wil, a Dwarven heavy named Ping, a confusing sorcerer named Raksha (with his familiar Coral), and a druid of suprising ability, named Orry. We convinced the thief to tell us what happened with the urn, and found that Tanner had been reconstituted and raised as a greater zombie by the foul villain, Szass Tam. Tracking down the animated remains of the poor druid Tanner, we dispatched him. Yet, our attempt to recover the corpse were thwarted when a magic user cast a passwall on the street where they stood, dropping them into the sewers below. The trip through the sewers concluded in a tearoom of all places. We made the acquaintance of Thelma Scrollroller there. After an inexplicable attack by aThayan Wizard astride a young black dragon, we had to face a harsh reality that the gnomes' ashes could not be restored to the urn. Our best option was to burn the pile, dragon and all. Story Award: Woodland Hospitality Shiallia, the Daughter of the High Forest, owes you for helping out Soleil—regardless of the outcome. Small woodland animals of the High Forest treat you like royalty. Gained scroll of protection (from undead)
Wil is travelling with a motely collection of travellers on the road from Ylraphon to Mulmaster, when they happen upon a mage of the Mulmaster Cloaks and a fist of Soldiery executing a halfling that carries an intricate sword. Reosera, a sorceress of great strength with ice and water magics, destroys the attackers, but the doomed halfling was dead before they hit the turf. Teleportation magics deliver Rastol Shan, Senior Cloak of the Mulmaster High Cloaks has been tracking this sword, because the Sword of Selfaril's pommel holds the trapped soul of Selfaril Uomodolphin, a Mulmasterite High Blade deposed by his brother 100 years ago. After Rastol Shan performs a ritual to shatter the gem, he hires the group to escort the weakened High Blade into Mulmaster to a respite hidden in the sewers under the Wink and Wave, a dancehall. Wil guarded the recovering High Blade while other members of the group made contacts within the city, gaining support for Selfaril to overthrow the sitting High Blade, who is a puppet of the church of Bane. In a climactic show, Selfaril Uomodolphin challenges the High Blade Jaseen Drakehorn, defeating her in a duel with the subtle assistance of the Nobles, the City Watch, Sark Tolliver, and the Mulmaster Beholder Corps as they countered the interference of the Red Wizards, several Cloaks, and Cult of Black Earth.
A stressed Zor of the von Zinklestein merchant house retains the assistance of some adventurers to check in on a country estate that's fallen out of communication with the Mulmaster-based House. Wil is among the group that discovered the manor under the control of the daughter and the Fathers nowhere to be found. The juvenile was attended only by a butler who seemed to comply with her every whim; the manor house was covered in chalk drawings and other evidence that the undisciplined child was in charge. After a tea of sugary treats, Abby invites her new friends to play games before she would tell us where her fathers had gone. After hide-n-seek and a bit of sparring, Abigail gave Wil two bracelets of twisted thread, one red & one blue, as proof of their friendship. Just after sundown, Abby escorted us toward the family crypt. Immediately suspicious of this, Wil made a small excuse for using the dimmed sunblade as their light source. Abigail brought us into the undercroft to meet "Auntie Magdelena" who immediately hissed at the presence of sunlight and revealed a vampire's fangs. the adventurers faced a variety of enemies as the vampire had a flesh golemn, two bodaks and a few animated statues as protective minions. The foul creature fled when the last of her minions were slain. It was then we realized that young Abby had been bitten and turned. Wil made a vow to abigail's fathers that they would either find a means to cure Abigail before she fully turned or she would do as her oaths to Kelemvor required. +587 gp reward for services rendered, paid to silver 4 daggers and a rapier -500gp Story Award: Gratitude of the von Finklestein Family. You have made an ally of the von Finklestein Family. You may use this favor to gain a spell scroll with a Player's Handbook wizard spell of 3rd-level or lower,... (2nd option N/A. Wil is not a caster.)
Hired to find six ships that had gone missing between Luskan and Neverwinter. While looking for information around the port, Wil is asked by a farmer to watch a cart and horses. What was agreed to as a friendly gesture leads to the city guard arresting Wil and team for stealing the cart. The confusion cleared after the owner verifies our innocence after some hours. Inquiring with the Harbormaster and a sailor that recently left the crew of the Graceful Dancer, we learn that a sallow faced, tattooed man has hired Captain Quint and the Graceful Dancer to capture merchantman ships and return the prizes to an island called Isolation. Isolation is a rarely charted active volcano 4 days' sail from Neverwinter. Making use of the ship provided to us by Zehira, we are able to find Isolation Isle, rescue some two dozen sailors from cells in the side of the volcano, then execute the Thayan conjurer and his apprentices, the Pirate captains, a dozen of their crew and a Fire Elemental. While there, we met the three individuals who had framed us with the stolen cart and swiped the port manifests of the 6 ships we were trying to trail. It seems the Harpers had set them on a similar assignment to our team. They freed a number of prisoners and secured the village and port on the island, allowing us to retreat quickly once Harlequin & Fushigoro figured out how to set off some elemental devestation orb and drop the island back into the sea. gained potion of Heroism, Elixir of Health, Ammunition (crossbow bolt +1) x3 Legacy event: Bond of Fellowship You encountered three Harper agents during your time in Isolation: • Amri Thistlebrick • Salros Eventide • Tua Legacy Event: Redspear’s Ring Northlander captain Carys Redspear has given you one of her arm rings, which her crew will recognize should you ever cross paths.
Dispatched to Candlekeep to recover some research before a group of Thayans, the party finds themselves up against an Eldritch horror, a half dozen Shadows, and two shadow-wielding monks. Though it took nearly everything the adventurers could bring to bear, they won out and banished the vile creature back to the Outer Planes.
Wil and some of their travelling companions are returning to Candlekeep when they see an immense purple dome shroud the castle library. The party was tasked by Lady Remalia Haventree to probe the catacombs beneath CandleKeep, searching for the silver dragon that is set as guardian over the caverns. The dragon has been trapped in a sickly green rime, the apparent work of a Far Realm entity called Father Lymic. Retrieving an informant from Waterdeep further improved their chances of success. A Far Realm-warped beholder attacked just outside the walls of Candlekeep. It remained out of most of the heroes' reach until Wil was able to leap from the roof of a nearby outbuilding and grapple the aberration to the ground. After quelling a trio of arcane tomes run amok, the adventurers found the source of the violet dome over the library fortress: an aboleth with unexplicable powers gained in the Far Realms. It too attempted to remain out of reach, but the sorcerer's magics and a few well placed slings & arrows from Wil and Geran the Bard felled the creature at the last. Gained a potion of Invulnerability Story Award: Favor of Dar’lon Ma You accepted Dar’lon Ma’s magical aid and he’s marked you as a reasonable ally. Story Award: State of Candlekeep You defended Candlekeep against the incursions of the Far Realm and the Tenebrous Creed, however, the toll was great. Bowed but Not Broken. The librarians were able to assist you in your quest against Szass Tam.
The Harpers summon allies to Suzail, capital city of Cormyr, and to the Dragon's Jaws tavern. In a meeting there, High Harper Remalia Haventree reveals a beholder-related Artifact is rumored to be entering the city in the next two days and the city is endangered. Given three leads, the adventurers with Wil select to visit Lord Potrick Huntcrown, the Spymaster of Suzail. Turned away at the gate, we enter via sewers, clearing several traps and stealthing past the guards. The Lord has messages from Scorn, a Zhentarim wizard warning that the artifact mustn't be taken by a noble house. He also has a Manifest showing Lady Deandra Thistledown has imported a large number of "perfumes" that are highly flammable and unstable. She is attempting to prove her claim to the crown of Cormyr. There is also rumor that she is allied with the Zhentarim who have been smuggling items into Suzail for Thay. Those smugglers are using undead or wearing masks, indicating that their cargo could be noxious. Visiting the Lady Thistledown, we discover that she has placed all of the evidence aboard the Dolphin's Dream at the Stoutbold Marina. No information she gave us indicated any nefarious goals. Leaving her manor, we were ambushed by a pair of half-dragons. When questioned, they revealed they were hired by House Truesilver and Crownsilver to impede anyone assisting Lady Thistledown. Meeting back at the Dragons' Jaws, we put information together with what other teams learned. The Zhentarim smugglers were found dead from a gas attack and the magically sealed chest they smuggled was stolen. Lady Thistledown was implicated in the attack. We responded to a report of a Purple Dragon Knight in need of support. Aven Konigchy, a junior Purple Dragon Knight patrolling the north end of Hunt Bide district, overheard three criminals duscussing destroying Huntsilver Manor (home of Lady Thistledown), but we couldn't get more information from them. Speaking with some urchins, they reported that magic users were protecting a chest that was being taken into a manor near Garth Street. The adventurers were dispatched to the docks, while the Harpers and Dragon knights protected the Promenade and raided Huntsilver Manor. It appears that Lady Thistledown was innocent of any wrongdoing. While the Harpers & Dragon Knights took some losses, he adventurers were able to destroy the Thayans and prevent the artifact from being exported to Thay. Story Award: Qualith Psi Crystal Retrieved You retrieved the Qualith psi crystal from the Suzail docks before it could be sent to Thay. + Potion of Greater Healing, Potion of Heroism, Spell Scroll of Revivify
Wil the Younger disembarked a ship in Aykar, a port in Turmish and shortly after was approached by MXXX. He introduced himself as an officer of the XXX noble merchant house guard and requested Wil recruit some adventurers to assist in searching out JXXX a kidnapped daughter of the house. Wil recruits two individuals who were on the same inbound vessel, Jewels, a paladin of Hoar and XXXX, an acolyte of Sune Firehair. The next morning, all three were put aboard the maiden voyage of a new vessel. The untried vessel nearly capsized at sea, but bore them to Hawk's Isle, where they discovered the pirate ship Umberlee's Resolve had beached itself, but was salvagable. After a day of searching the island, the threee adventurers, along with the first mate and ship's stormspeaker, discovered a cave where Jessira was being held captive by a morkoth. The pirate crew was already dead. Making our way back to shore, we were able to make the Umberlee's Resolve seaworthy and return her to port.
Zehira has discovered, agents of Thay are seeking the Librarian in a city called Myth Nantar. oh, also, Myth Nantar is a cuty of the Sea Elves under the Moonsea. setting sail, Zehira guides us to Myth Nantar, where we find sauhagin have invaded. we dispatch them and after a visit with city officials, find that The Librarian is an oracle of sorts After consulting the oracle, we step into the street to find a hydra is attacking after being riled up by the sauhagin who might be working for a Thayan. Unable to burn the abomination whilst underwater, the heroes had to resort to overwhelming damage to put it down. Ally: Thessalia Lamaer Helping Thessalia retrieve the bowl of commanding water elementals has earned her allyship. Thessalia is less of a fighter and more of a scholar, but she gladly helps research topics that aid in their quest. Like Zehira, Thessalia is proudly Turmish and wants to keep her homeland free from Thay.
The SEA QUEEN’S FURY was absent from the pirate base of Isolation (DRW09). The pirated ship's trail led the Harpers and our party to Waterdeep. In an effort to find the Thayan base of operations within the city, we join the ship's crew under false identities. One of the crew says Green Allis will reveal the location, but only in exchange for a large stuffed beholder sild in the front of a local shop. Wil spends two days either going on supply trips with the ship's crew or quietly tailing them, but finds no clues as to where the Thaysn spy operatuon in Waterdeep is based *found an elixir of health
gained potion of Superior Healing
Tasked by High Harper Remalia Haventree in search of the Tenebrous Creed’s lair, we find this cult of darkness in the Thunder Peaks of Icewind Dale. Forgotten in the tundra is a long-lost prison where Father Lymic–an ancient Far Realm Elemental Evil was bound by the elves of Myth Drannor. After inflitrating the Tenebrous Creed's occultic camp, we found evidence that Father Lymic had left the temple long ago and that the Tenebrous Creed was seeking the Thayans to recover artifacts stolen by Szass recently . After restoring the moonstones that held the echoes of Father Lymic, we encountered Damita Uthros, an agent of Darlon Ma (Thayan Zulkir if Enchantment.) Uthros requested a parlay and explained that the stolen items are within the Thayan Embassy in Mulmaster, Wil's Hometown. Found Potion of Cold Resistance, Spell Scroll of Contact Other Plane, Spell Scroll of Greater Restoration Legacy Event: Uneasy Alliance Damita Uthros is alive and you "might" be allies.
Planned and infiltrated the Thayan Embassy in Mulmaster to gain information regarding * Data and conclusions from the Thayans’ experiments with controlling the elemental planar rifts in Mulmaster. * Kazit Gul’s research recovered from the Doomvault’s Far Realm cysts. * A magic sword shaped hole in space through which one can see darkness, moving stars, and more. This is Wil's 7th adventure in Mulmaster and as such, Wil retroactively joins The Brotherhood of the Cloaks, and attains Rank 7 within their ranks. (-21 Downtime for this activity + 10 for this adventure.) * found Potion of Invisibility , Spell Scroll of Pass without Trace.
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Dispatched by the Harpers to infiltrate theThayan-held, Netherese-built city of Xorvindroth in the Thundering Peaks of Icewind Dale. This city has been transmuted to green glass by the unholy touch of Father Lymic's influence. Our mission is to infiltrate, discover a defensible position with potential for an observation point, and create a teleportation circle so the Harpers can begin to establish a forward operating base. The infiltration at the front gate went completely pear-shaped, with the group fighting the Thayan gate detatchment during a blizzard and within a tunnel with an anti-magic zone as a primary defense. Through a survey of 4 potential locations for the Harper base, the party came in combat with an otherworld aberration like nothing any of us have heard of in all our adventures, nor the reports from our factions. So much of the city's walls and infrastructure has been transmuted to green glass that threatens the viewer's desent into bouts of mind-warping madness. What has not been transmuted is still more chilling and uncanny still, much of it a remainder of the dying days of a Netherese metropolis warped by Our Planes abberations. The team, especially the paladin Jewels, the mage Dresden, and Tordak, a cleric of Clangeddin, acquited itself well, locating a teleportation circle in a cavern beneath the remains of a clockwork academy that will suit the Harpers' needs and yet all seeminglynot drawing the notice of the Red Wizard forces and none descending into long term madness. Found (1) potion of Vitality, (1) potion of comprehension, (1) Spell scroll of Teleportation Circle Story Award: Xorvintroth Base Security You secured the hidden base against discovery by the Red Wizards and against being breached by wandering dangers. Gave the set of magic-draining statues to the star spawn • Destroyed the fog-generating pods.
Wil and the crew return to Xorvintroth with supplies, via teleportation, to find the Harper safehouse in disarray and Harper agents either fighting each other, sunken into despairing torpor, or hallucinating and weeping uncontrollably. With the help of Tua, Amri, and Salros, we find and calm Zehira, bring Remalia out of her delusions, tend to the junior harper agents, and then witness Soggy Wren grab a telepathic artifact crystal and sprinted off into the city at a speed that's nearly impossible for a Tabaxi. Only one of the several artifact pieces is still in the lab, a daggersized shard of silvery metal that telepathically introduces itself to Wil as "Rudrum" and offers Wil a bargain: Additional power to destroy evil while they are together, but some of Wil's perception and memory will be reduced while the bond is in place. Wil takes the bargain, though it never seems to come into play. Rudrum is one of 6 slivers of a key that keeps an ancient lesser Evil locked in magical ice, but that ice cage is failing and Rudrum insists we must find Wren and the remaining slivers to prevent invasion by the far realm creature. The adventurers set out to find Soggy Wren and the crystals that Wren took, but not without resistance. In the end, all six pieces of the Crystal form a singular keystone that Wil is able to use to release, then immediately banish The Shadow In The Ice to the far realm without loss of life on Toril. *Used 1 potion of Vitality. Gained one Potion of Speed & (1) Spell Scroll 8th Level (Sunburst) Story Award: Wren's Fate Wren was captured by star spawn, but remains alive. Story Award: The Stars Are Right You helped the Painter find the information hidden in the pattern, and they’ve disappeared into Xorvintroth to use it.