Scaled Down Scales

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Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

Scaled Down Scales

Scaled Down Scales

Thinking about it, calling this Scaled UP Scales may have been better. I am starting a campaign based loosely on the Scales of War adventure path, but I am starting out with 12th-level characters (not something I’d recommend, but necessary when your real goal is teaching players playing 12th-level characters how to play). So I’ve up-scaled the opponents to make them a challenge for my players.

The Story Thus Far

In the first session, Zell was the only PC to notice everybody was carrying similar scrolls to the reading of the last will and testament, so the PCs were a little slow to join together. The appearance of demons and flammible zombies sped things up a bit.

The second session took us into the sewers under Fallcrest, where the characters confronted a Chasme and some of her demonic friends. Sun Li showed up in the third session to help close The Abyssal Portal.

The fourth session was largely taken up with an extended research project for the Lord Warden. A fight did break out, however, during the interrogation of some members of a gnomish street gang. (Well, a street gang run by gnomes.)

The Lord Warden sent the characters on a errand for his wife and on this trip my characters got hit with their first hard encounter, rescuing a desperate messenger from Argent (courtesy the Revenge of the Giants supermodule).

After leaving the messenger to the tender care of Sister Linora and the not-so-tender care of Lord Padraig (who offered them a reward for killing the Bloodreavers), the characters picked up a couple more minor quests and proceeded toward Brindol. Heskan and Kell continued to have trouble getting out of a bar without a fight.

Hobgoblin terrorists struck in Brindol as well, and the party rushed into the city as fires began to break out all over. The cause soon became apparent.

After the terror attacks were revealed to be cover for two operations (kidnapping of random Brindolians and looting of the museum), the adventurers discovered one of the kidnap victims was the very person they were sent to check up on, the Lord Warden’s sister-in-law. Since they were going to have to rescue Keri anyway, the party decided to negotiate with the city council, picking up two more quests. Note that, so far the adventurers have been far more successful in getting quests than resolving them.

After picking up some information from a captured hobgoblin, the rangers in the party (which now includes Orion) had no difficulty tracking the kidnappers to the ruins of Castle Rivenroar. All the kidnap victims have been rescued (only one has died) and the Hobgoblin Chieftain (Sinruth) killed. Some the museum artifacts have been recovered, but some are still missing.

Another adventuring group (some kind of guild based out of Overlook) has sent in help Blackguard’s Bane and some guy claiming to be from Argent has appeared to perform a ritual which revealed Sun Li’s true nature (and her brother, Li Sun).

Sinruth goes down

With Sun Li in Japan, Li Sun in limbo, and Blackguard’s Bane at a meeting, Orion, Paine, Zell and Visage had to take down the Hobgoblin chieftain without their main tank or main healer. Visage had to take both roles.

The original plan was to sneak into Sinruth’s lair in Castle Rivenroar and surprise him before he could get to a place where he could make use of his standing stones. Zell managed to make enough noise that the hobgoblin heard them coming. And charged out swinging his spiked chain.

Visage managed to stop him in the hallway for a while, repeatedly charging and knocking the Red Hand chief down. By the time Sinruth made it into the room with his beloved standing stones, he was already bloodied. Paine hit him with her realing torment spell and was able to pinball him around the room, using the cold damage from the meinhirs (Sinruth’s standing stones) against the hobgoblin.

The party found a message from a mysterious “emissary” on Sinruth’s body:

Castle Rivenroar cleared...

…except for the gnomes.

The adventurers rescued all the hostages and found all the relics (with Zell at the brink of death in the final fight). They returned to Brindol, where they were feted with a banquet at the restored museum. As each relic was returned to its proper place with great ceremony, the adventurers were hailed as heroes. Though they may never have the same place in the hearts of Brindolians as those the museum was created to honor, their efforts have now tied them to the heroes of the Battle of Brindol in the hearts of the current generation at least.

That cannot help but burnish their reputation in the Elsir Vale at least.

But a minor tarnish has arisen over the presence of a revenant in their midst. Jen (a leader of the rival Freeriders adventuring group) has warned them that Blackguard’s Bane is a member of The Order of the Black Feather, an upstart adventuring group in Overlook which is suspected of being nothing more than a cover for a criminal gang.

Back to Nentir Vale

After an interesting fox-chicken-grain puzzle appeared spontaneously during the rush back to Nentir Vale (where our brave adventurers have obligations inside Thunderspire Labyrinth), the solution produced an unexpected advancement of several plotlines.

The three heroes (Blackguard’s Bane, Ki’sho and Visage who stayed longer in Elsir Vale were able to help improve the image of The Order of the Black Feather as well as finding out much about the Emissary who seems to be behind the Red Hand’s foolish attack on Brindol. Besides determining their potential nemesis is probably a dark creeper, they may even have stumbled onto a clue as to who he might be an emissary of.

All those who hurried on to Nentir Vale were healed of the mysterious elemental infection which has dogged Ayaz’s days on the material plane…

...except Ayaz himself. Even Sister Linora was unable to heal him with the help of Ki’sho, who has some knowledge of the underlying metaphysics of diseases of the Elemental Chaos.

In a room near the entrance to Thunderspire Labyrinth, a halfling was rescued from some Bloodreavers. So glad to be rescued from the slavers (and so eager to help our heroes eliminate those slavers), the halfling gave his rescuers a map to the Chamber of the Eyes where he believes the slavers are headquartered.

Into the Labyrinth
The 7-Pillar Hall...

...welcomed the Heroes of Falcrest with an underwhelming introduction the local bureaucracy. Although the Ordinator Arcanis was mysteriously absent from the Customshouse when the adventurers arrived, he did put in an enigmatic appearance before the party went to an inn where Rendil’s aunt put them up for the night, day.

Ki’sho was able to ferret out the urban legend that the Ordinator is not really a single individual (as he purports to be) but rather a role that different member of the Mages of Saruun plays at different times. Rendil told Ki’sho the Ordinator’s omnipresence in the Customshouse would be hard to explain otherwise. But Ki’sho couldn’t help noticing the mage was not in the building when the party first arrived at the Customshouse.

Further investigation revealed the urban legend is fairly widely held…

...and most of those who hold it attribute it to precisely the evidence that the Ordinator is always in the Customshouse. So Rendil’s version seems to hold up, even though it doesn’t quite square with what the party has seen.

While the rest of the party took a daytime siesta to recover from the first battle with the Bloodreavers, Paine and Ki’sho explored the Seven-Pillared Hall and got the lay of the land.

Wherein the brave adventurers...

…learn obscure architectural terms and how to make puns based on them.

The adventurers pushed onward to the Chamber of Eyes and discovered it was constructed like a small shrine with an outer narthex where the faithful (or faithless, since no one is certain yet what kind of religion was practiced here) could gather and be addressed from a raised platform. Visage helped Zell climb to the podium, where he listened at the back door.

Zell, however (apparently intimidated by past failures as a scout) climbed back down. It wasn’t an act of pure cowardice, but we all know certain gnomes would have been glad to characterize it has such.

When the guards overheard the party discussing strategy, they began shouting challenges through the main door (which was adorned with a large eye symbol). A quick-thinking Li Sun tried to convince them he was a slaver on an assignment from Krand himself. While the rest of the party tried to arrange themselves to look like Li Sun’s slaves, Visage failed to apply his considerable charisma to the challenge of convincing the guards of their bonafides. Li Sun was unable to carry to deception off by himself.

The guards, perceiving the fraud, rushed off to alert their boss, a bugbear of considerable talent (well, for a bugbear, anyway) who was sleeping nearby. Fortunately, while the rest of the party dithered over a wait-and-come-back-later strategy, Visage and Paine forced the back entrance (well, it was actually opened by a hobgoblin guard trying assess the enemy before he ran off to alert the big boss).

By this time, Li Sun had the front door open and the main hallway exposed. No sign of the retreating guards, however, as they had gone to wake the sleeping bugbear. The back way, on the other hand, was crawling with guards rushing for heavy reinforcements. It might have been all over were it not for the quick thinking of Paine and Visage. Paine bottled up the two guards most likely to get away with a timely Ice Stalagmites spell, and Visage finished the job by using a draconic leap to get past them and block the door they were trying to flee through.

Then the rest of the party moved up and sealed off the other route of escape. It was all over but the shouting.

The Shouting
Wherein Visage gets called...

...for excessive celebration.

Yes, it’s true: Visage did celebrate the party’s victory very loudly, right in front of a door. No one knows who is on the other side of that door, but if they were close they surely heard his shouting.

We’ll have to wait until next time to see what consequences his display will have.

15 Yards
Sure enough...

…the main boss of the Chamber of Eyes was waiting for the party as they came through the door. He had organized the two main rooms. As soon as the party went through one door, the call to release the hounds was heard and a large Dire Warg was set loose through the other door.

The party made quick work of the boss though (even though he had duergar help), so when reinforcements from the third room showed up, the first thing they heard was despairing shouts about the boss’s fall. Being mercenaries unlikely to see money from a dead paymaster, they made for the exits.

They did not count on the persistence of Ki’sho‘s hatred for slavers, however: The Lost Zerth soloed the runners while the rest of the party cleaned up a hobgoblin/warg infestation. Augustus went down in the final seconds of battle, having tanked the party’s exposed flank for the entire fight.

But Visage was able to heal the defender once the warg went down.

Grimmerzhul Trading Post
Back at the 7-Pillared Hall...

…the brave adventurers easily cleaned out the Dark Dwarves’ Trading Post.

Turned out to be nothing more than a front for the slaving operation, but the a map was discovered pointing them toward The Horned Hold.

Which appears to be the center of action in the Duergars’ slaving operation.


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