Game 1 Concept- Me and all the players worked
together to come up with the start of the campaign. All PC's would be CG and human. All would be slaves from birth
and have very little knowledge of their culture. As slaves they were all 0 level, and would start out in The Hold of
The Sea Princes. (As the Hold of The Sea Princess has long been known to allow slavery.) We agreed that when the
chance for escape came, that it was an opportunistic escape, and that around 30 slaves escaped in all.(That way if a person
had to make up a new PC, there would be no problems assimilating the new PC into the group as the new PC, being apart of the
30 escaped slaves themselves, would be known to the other PC's.) We also agreed that Chad's PC had a birthmark on his
left upper arm that looked like the symbol of pursuit, and that he would be the groups spiritual leader, and that all PC's
would worship The Summoner and abide by the church's edicts. We rolled for Att's. with the method 1.(3d6 straight down
the line.)
Game 2 After escaping and heading North the PCs come
upon the temple of The Summoner on the outskirts of the village of Saltmarsh in The Vicecounty of Selinmoore. There
they are taken in by the clergy and are provided for and trained to 1st level, all for free! To test their new skills
the church sends the PCs on a mission to find out about a mysterious mansion that may be hunted. Investigation of the
house finds that it is being used by men, however no one is for sure why. This game ends with the PCs looking through
a window on the outside of the house in the snow.
Game 3 This game starts with a battle as the PCs had
been spotted. Lyndsi's PC dies and she makes another. (in game) Further Investigation of the house finds that it is
the land based part of a sea/land slave/contraband ring. The land based part is wiped out by the PCs and plains are
maid to do the same with the sea part. This game ends with the PCs in the village, at the church.
Game 4 The pcs sneak aboard the Sea Ghost and lay waste
the slavers and claim the ship for their own!(It is worth noting here that Carl's PC became impatient here and went off on
his own while the other PCs did the odd thing or so...) They also find evidence that points to the fact that a colony
of Lizard Men are arming themselves nearby! At this point the PCs have more then proven their worth in the eyes of the
church, and have become more amd more sponsored by the ruling body of Saltmarsh then by the church. They are asked by
the Village Counsel to investigate the Lizard Man outpost and they accept... They have also become quiet well known
in and around Saltmarsh. This game ends with the PCs in Saltmarsh, at the church/ship.
Game 5 Griz's PC is added and after some false starts
and some side tracks (Some of which include but are not limited to, a dragon, a large cockatiel, and a misunderstanding involving
a Sea Devil.) the PCs manage to ascertain that the Lizard Men are preparing for a war vs. the Sea Devils. It is noted
here that Diana's PC was the only PC not to run, duck, or hide when the dragon attacked! Plains are quickly maid to ally together
and combat this greater evil... This game ends with the PCs in the village, in the inn.
Game 6 Troops are sent from Seaton but are un-commanded
when the attack from the Sea Devils comes. The PCs must command the units of men and dwarves and do so with gusto!
Much treasure is gained and they are Heroes of The Village of Saltmarsh and the surrounding area! This game ends with
the PCs in Saltmarsh on their ship.
Game 7 The church explains that the head church in Greyhawk
in a joint effort with the church in Hardby, has asked far and wide across the churches in the Flaness, for a elite squad
of slave busters to bust a notorious slaver ring that has been plaguing the Wild Coast for years! You accepted and a
journey of 40 days begun ending in the outskirts of the despoiled city of Highport, outside a defiled temple of The Summoner.
An attack on the temple seen the PCs through 4 or 5 rooms and the near death of Dianna's PC. (It is worth noting here that
Chad's PC became impatient here and went off on his own while the other PCs did the odd thing or so...) As noted before, the
PCs are doing just fine in respect of alg. This game ended with the PCs on their ship.
Game 8 Well... There was definitely some dissention
amongst the PCs/Players. The issues are known to most and I'm sure that word will get around so I see not reason to
address it publicly here. Aside from that though some really interesting things were done... Dida's PC was healed
over the 12 days that transpired to bring the ship into a harbor of the free city of Safeton, here for 22 days the ship's
hull points were raised to maximum by the addition of iron side planks and ship merlons, a catapult and a ballista were added
to the aft and fore decks respectively, an extra dismantled catapult, 4 replacement sailors were added as well as some extra
sailors and another Mate. 6 months of iron rations were bought and stored and nets were made and fishing polls
were bought so that in emergencies people might fish. After these and other things were done in the town of Safeton
then 12 more days were spent going back to the outskirts of the despoiled ruins of Highport... This time the PC's went
around back of the temple and entered in through a secret door that was found in the last game but decided not to use then.
This door entered into a 5'x10' hallway that ended in another secret door. Using a ring of X-Ray vision the PCs spied
a slaver party. Due to surprise the band of slavers were killed or captured and questioned. After the questioning
a 'discussion' was held that got heated to the point that the PCs drew the attention of some nearby Undead. The Undead
were delt with in a timely fashion but some of the captives were killed by the undead. It was then decided that this
kind of discussion should be had on the ship, and this is wear the PCs ended the game.
Game 9 In this game the PCs left from their ship to
make their 2ed run on the Ruined Temple of The Summoner. They went in through the secret door they had found before. They
encountered a small group of slavers (who were the left overs of the ones they had encountered before) which they quickly
took care of and used to great extent. Two plans which involved to captured slavers and a charmed orc went off without a hitch.
13 slaves were freed. A mysterious slaver caravan which was to pick up a large shipment of slaves was defeated by the PCs
and the leader of this caravan was turned into a frog by Lyndsi's PC and was latter captured by Chad's PC. The PCs then went
back to the ship with the 13 slaves, 2 ex-slavers, and the charmed orc (which was latter simply told to head North.) to meet
their crew and to rest until later that night to make a 3rd attempt on the Slavers. This game ends with the PCs on their ship.
Game 10 The PCs spend about 9 hrs on their ship preparing
their spells and plans and finished up around noon, and just as they were getting ready to leave, they were attacked by 26
orcs and to wights. The battle was handled efficiently in about 2 or 3 mins, however Griz's PC was caught by surprise and
took an arrow to the eye that took his PC's life. However he was lucky to have a party that is (at least at this time) in
tight with The Summoner. The Summoner said him self that he was taking a minor interest in the group and felt that they had
potential and so wanted to help strengthen the party. With this, he chose the two weakest PCs of the group to imbed in their
minds, skills that pertained to their professions, and then sent them back to the Prime. They then left for the secret doors
that they had been to before and in-between them discussed ferther plans. Then they headed around the despoiled temple of
The Summoner to the two portcullis. At about 90ft. away they see 26 orcs and 3 undead. Fearing for their lives, the opponents,
fled as fast as they could, but all did not escape. Then on into the upper works of the temple to the room with the repaired
statue of Grummush, the god of the orcs. After a brief encounter with a lone undead, they despoiled the statue yet again,
and deactivated a trap that was found within. Then they entered into the room behind the statue and found a crushed alter
of The Summoner, which they restored as much as possible and consecrated it. Then they moved on, into the trap door in the
floor. Using the ring of X-Ray Vision, Carl's PC found the trap and treasure in a niche in the wall. Climbing down into the
lower works they find a 5ft wide dirt tunnel leading off into darkness. Carl's PC did some scouting and in all some giant
ants, aspis, traps, and secret doors were delt with. In the end a 2ed occurrence in which the PCs had a special advantage
of surprise. They took the leader of the slave pits captive and alive! Before the PCs had a chance to question their one captive
that they left alive, the Players decided to stop the game there. So the game ended with the PCs still deep in the dungeon..
Game 11 This game starts with the PCs briefly questioning
Meleer, and then quickly moving to their ship for more questioning. After around 8 hours of questioning, meditating,
sleeping, and more questioning, let's just say that the PCs managed to extract, what they needed. In the end, they found
out much information. One such piece of information was the possibility that Diana's PC and Chad's PC might have been
Re-Animated as a creation of Markessa the High Elf. With this information in mind and training needing to be done they
headed to Safeton. There they meet with a high priest of The Summoner and discuss their next move as well as some dreams
most of them have been having. They trained and ended this game in The Safeton Holy Church of The Summoner.
Game 12 The PCs started in the church in Safeton after
all going up a level. Also while this is going on some of the slaves that were freed are being trained in carpentry and such.
The formal slaves will go back to Highport and the now abandoned slave pits to repair the inside so that they and the PCs
can use it as a near by base of opps. After training, equipping, gathering of worldly information, finding out that their
ship has been mistaken for another and all their supplies have been confiscated until they can be searched, they set off.
Another 12 day journey sees them back at the slave pits where they drop off their crew and they themselves leave via a coble
stone road on horse back. 2 or so days later in the - Hills, near the Stockade, they make a small temporary camp off the road.
The group sends the Thief, and Jim's PC's owl to scout out the Stockade. After this information is gathered the Thief goes
to get a closer look at the Stockade and finds a well that turns out to be a back way into the Stockade. After the Thief returns
with this information a plan is made. While Lyndsi's PC makes an illusion to cause a distraction, all the PCs (including Lyndsi's
PC.) go into the well and head into the Stockade. They have just a few small battles but do catch a minor slaver which they
question. While questioning him his "guards" (really former elves magically and surgically mutated into gray scaly things.)
come back. The PCs make short work of the "guards", and go bake to questioning the slaver. This is ware this game ends.
Game 13 From the last game the PCs deep within the stronghold
had just finished questioning a major slaver. He successfully kept his life for the time by giving over information to the
PCs about the stronghold and drawing a map of the area he knew. After this the PCs hear rapid footsteps approaching outside
the slaver's door. Thinking the worst the PCs ready themselves only to find that the footsteps just as rapidly pasted them
by. They hurriedly opened the door and followed to find en escaped slave. The convinced the fellow to stay with the zoned
out slaves they had found earlier for 2 hours or so until they could come back from their invasion of the stronghold. Upon
heading back they ran into The Executioner who they had heard of earlier. They had the fortune of catching him by surprise
and won the battle quickly. Using the information they had gotten they made their way through the stronghold with not much
trouble, even freeing another slave, until they made their way to the kitchen. There they engaged in a major battle with Icor
(who some thought was a demon) and his minions. This battle was very good and very bad for the PCs. On the good end a spectacular
use of a fireball saved the PCs from a much harder battle. On the bad side the PCs lost their Cleric who was decapitated by
a goblin. However the Cleric is in good standing with The Summoner and we stopped The Game before any game mechanics could
come to bare on the this fact. It is more likely for a Cleric in good standing with his deity to be resurrected then not so
this may not be the end of the Cleric. If it is, this would be the 2ed permanent death of a PC for them. In the end the battle
was won and the leader of the garrison of the upper stronghold was killed. This game ended with the PCs in the kitchen deep
within the Stronghold.
Game 14 This game opened with the PCs in the kitchen
deep within the Slaver's stockade. Just as the last battle ended and the PCs are taking toll, they see the Cleric's body disappear.
(This is normally a good sign as it most likely means that the Cleric has made contact with his deity.) A few moments latter
the Cleric reappeared in their midst. However the Cleric's entire body was bright red! The Cleric told the PCs that his death
happened at a real bad time as The Summoner was vary preoccupied at that moment. The Summoner was furious! In a fit of rage
The Summoner ordered that from this point on, all the Slave Lords would be brought to him personally instead of converted
or killed. The Cleric said The Summoner also spoke of the unavoidable encounter with the Domain of Dread and its master Count
Strahd von Zarovich Lord of Vampyrs. Of this he said that the Cleric must be the one to strike the killing blow to the Undead
Lord. Also the Cleric said that The Summoner would not resurrect him again if he died in the near future, and thus he was
marked red. Accepting all this without hesitation the PCs explored onward. In Icar's room they found an entrance to the Dungeon
below the Stockade. They also found a Medusa which was guarding some of Icar's treasures. Aaron's fighter and Chase's Magic-User
were turned to stone. A short time later the Illusionist used her Wand of Polymorphing to turn them back to flesh. However
Aaron's fighter failed his System Shock roll and died. (More on this later.) The PCs made their way to the upper most part
of the Stockade where the Cleric, and the Thief died in combat with Goblins. The Cleric made his God Call but the Thief and
Aaron's fighter did not, so they cried out to the Multiverse for any who would listen. A voice replied back to the Thief...
For the Cleric this new meeting with The Summoner went slightly less well then the last time. The Summoner was still preoccupied
and in a great rage that all the PCs could feel. Meanwhile, the 'someone' who answered the Thief's call, told the Thief and
the Fighter, that if they would but willingly submit to coming with him, that he could bring them back to life. As well, this
'someone' told the Thief and the Fighter that if they could convince the other PCs to willingly come along with them, he would
give the Thief two + 3 swords and gladly save them from The Summoner's wrath as well. (And no one wanted to be on the receiving
end of that!) None of the PCs felt that they should be treated this way after all they had done for the glory of The Summoner.
They had become confused. And in their confusion, they had found fear. And in fear they fled from The Summoner's Call. After
careful thought, all the remaining PCs willingly turned away from The Summoner's Call... Save one. The Cleric alone remained
faithful. The Summoner in spite of his rage could not bring himself to destroy one as faithful as this rare man. So instead
he incased him in amber until he could calm down and toughly think things through. The rest of the PCs were transported by
the 'someone' to Ravenloft. There they soon started exploring the doomed village of Barovia. There they commandeered an abandoned
house and got some rest. In the middle of the night Griz's Magic-User was awakened by a female vampyr bearing two + 3 swords
with a piece of parchment binding them together at the handles. The Undead gave instructions to Griz's Magic-User to give
the swords to the Thief. Then she left up the chimly in a puff of mist. Griz's Magic-User woke the Thief and did as he was
told and gave the swords to the Thief. They then (when the whole party was together) told the rest of the PCs what had happened
and read the parchment which said "As per our deal. With love, Z." And so it was that Count Strahd von Zarovich Lord of Vampyrs
was found to be the 'someone' with whom the Thief and Aaron's Fighter spoke with when they were dead. The PCs explored the
village more ending up at the Blood on the Vine Inn where they spent the night. The Envoker was attacked by a female Vampyr
in the middle of that night. It took three Magic Missile spells cast by a Thaumaturaist Envoker just to repel it... The next
day the PCs explored more and met a woman who was driven insane by the loss of her daughter. Unfortunely before any more information
could be had, the Thief let it slip that they all knew Count Strahd von Zarovich Lord of Vampyrs. And at this she through
herself out of a 2ed story window and killed herself. The PCs buried her and were heading to the only church in the village
to explore it when we left off play. It does indeed look to be Dark Times for the PCs... Game 15???
|