Wil the Younger

Season:
S8
Race:
Half-elf
Class:
Fighter (Cavalier)
Background:
Knight of the Order
Lifestyle:
Modest
Current Level:
13
XP Level:
1
Total XP:
0
XP to Level:
300
XP for Next:
300
ACP Level:
6
ACP to Level:
8.0
Milestone Level:
13
Total GP:
30165.8
Total Downtime:
263
Tag:
Dual-Wield, Striker, Tank
Faction:
None
Faction Rank:
Seasoned (rank 3)
Renown Rank:
Notorious (rank 2)
Total Renown:
6
Secret Missions:
0
Treasure CPs:
0/0/0/0
Magic Item Count:
22
Magic Item Limit:
6
+1 Rapier,
Reaper (Familiar),
Blessing of Health,
Vault of the Efreeti (Portable Hole),
Dragonhide Saddle (Saddle Of the Cavalier),
Dread Helm,
Blessing of Understanding,
Vorpal Scimitar,
Adamantine Plate,
Belt of Hill Giant Strength,
Stone Tortle's Bracers of Defense,
Thayvian Mantle of Spell Resistance,
Dawnfire (Sun Blade),
The Choralier’s Companion (Saddle of the Cavalier),
The Wall of Teeth (Shield +2),
Mr. & Mrs. Wubsy (Sending Stones),
Amulet of Health,
Mariner's Studded Leather,
Gloomy Mantle of Spell Resistance,
Arrow-Catching Shield,
Bracers of Archery,
Earring of Message,
Wand of Fireballs,
Moon Sickle +2,
Iron Bands of Bilarro,
Bowl of commanding water elementals,
Moon sickle +1,
Ring of X-Ray Vision,
Goggles of Night,
Wand of Winter,
Flame tongue (Longsword),
Pearl of Power,
Miirym's Wrath (Legacy),
Belt of Stone Giant Strength,
Bracers of Defense,
Discord (Plate +2)

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2025-04-27 17:03 DDAL-DRW-14 The City That Should Not Be 2 1 8000 10 Belt of Stone Giant Strength, Bracers of Defense Show

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.

2025-05-12 18:47 DDAL-DRW-15 Frozen Whispers 1 8333.33 10 Discord (Plate +2) Show

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.

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-04-27 17:03 DDAL-DRW-14 The City That Should Not Be 2 10 Show

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.

2025-05-12 18:47 DDAL-DRW-15 Frozen Whispers 10 Show

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.

Date Played Adventure Title Session XP ▲ GP Downtime Renown Magic Items
2025-04-27 17:03 DDAL-DRW-14 The City That Should Not Be 2 8000 10 Belt of Stone Giant Strength, Bracers of Defense Show

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.

2025-05-12 18:47 DDAL-DRW-15 Frozen Whispers 8333.33 10 Discord (Plate +2) Show

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.