Campaigne 7: Summary

Introduction and Game Background:

This adventure starts about two weeks after the last Demon Gate Campaign. The party started as newly inaugurated members of the Order of Light. Each of the members with the exception of Ephemiris the Gnome and Lenor the Golem is from another plane or realm. The campaign begins in the city of Arden Bay on the western coast of Mordent. The party is given their first mission in the first game. They are charged with bringing in the criminal Ailynne, preferably alive but dead if necessary. They have to track down Ailynne and bring her in to the authorities.

Characters:

PLAYER
CHARACTER
RACE
CLASS
STATUS
Andy Saurabh Human Psion

active

Tom B. Ephemorous Gnome Mystic Theoge active
Tom B. Lenior Golem

Construct

active
Aaron Faris Fire Genesi Cleric active
Ted Ahkmed Fire Souled   active
Ted Zeph Air Genesi Fighter/Rogue unknown
Steve Fethyr Halfling Ranger active
Lane   Human Sorcerer active
Lane Cloudspin Air Elemental Cleric trapped
Amy Melindara Gnome Bard active

Initial Party Members Background:

This is the first game for the Tom's Campaign 7. The players are Andy Becker, Tom Beeker, Lane Henson, Aaron Kellogg, Ted Swedalla. This campaign takes place about two to three weeks after the last Ravenloft campaign ends.

Zeph is the only member from the last campaign that is joining this party. The previous Ravenloft party has been separated for several reasons. Zeph and Ailynne were the only members that were still together. Zeph was supposed to meet with Ailynne after she delivered a package to the guild of the Ba'al Verzi. Zeph has not heard from her since that meeting was supposed to take place and he has no idea how to find the Ba'al Verzi. Zeph is approached by the Order of Light and he agrees to join the guild.

Ailynne was scheduled to meet with the Ba'al Verzi to deliver a package that the pervious party recovered from a mansion north of Arden Bay in the domain of Mordenshire. She went alone and was only supposed to be gone a couple of hours. At the start of the campaign she has not been seen or heard from.

Ephemerous is a Gnome Necromancer who travels with his most prised creation, a flesh golem he has named Lenor. They are inseperable and she is completely devoted to him in all areas. His specality is the creation, control and domination of the undead. He did not create the flesh golem Lenor but he is responsible fo augmenting her as well as repairing and enhanceing her appearance. His skill with repairing and controling the undead is extremely refined. It is this natural attraction and affinity with the dark arts that keeps him solitary. Few adventuring parties stay with Ephemerous and Lenor for long, either due to deadly accidents or simple fear of their creepy little party member. There is an untapped darkside to this character. By the prickling of my thumbs, something wicked this way comes...

Lenor is the flesh golem companion and follower for the Gnome Necromancer Ephemiris. Picture an even hotter Emma Frost, if that were possible. Her master is no longer in control of her and she has a semplence of free will. She willing chooses to stay as Ephemerous's companion and can leave any time she wants. She has been enhanced by Ephemerous in both mental and physical abilities. She is blunt and only speaks when she has anything pertenant to say. She is not friendly nor hostile, she simply exists and moves on. LENOR SMASH!!! But only if Ephemerous tells her to.

Cloudspin is a full Air Elemental from the plane of air. He has a corporeal form that resembles a medium male humanoid. He is trained as a wizard. His motives for traveling to this plane of existance are unclear. It is not know if he either traveling to the Domain of Dread on his own or if he was trapped here like most souls. It was clear that he fought for the side of good and showed none of the apathy that most in this plane have for life. Even though he possess an impressive array of combat tactics and abilities he has a tendency to aire on the side of caution. It is perfectally acceptable to advance in the direction opposite of combat to regroup and heal. A strong sence of selfpreservation outweight any party obligations in extremely dangerous situations.

Saurabh is a human male from the distant land of Scarn. He is also a rare type of psionic character. A breed of human that is reletively new to the dark realm. This has given him an advantage in the past and is partly the reason he has survived as long as he has. His nature is straght and to the point with a level of clinical detatchment that allows him to justify any moral dicision to suit his current needs. The premise, "There is a good reason to do almost anything" is the guiding factor for this character. On the surface this type of character personality might not seem like a team player. On the contrary, this character, with effort, can find a justifyable motivation for just about anything he desires. That means that he is not limited my the morals, or lack of morals, that he may encounter within an adventuring party. Just watch your back.

53570:

After meeting each othet for the first time they recieve their first mission. They are to track and capture the criminal wizard known as Ailynne preferably alive but dead if nessassary. They manage to track her to the bay where she is slowlly making her was toward the center of the bay. Zeph remembers that they senced either a gate of another tile piece in the center of the bay. They attempt to take down Ailynne but fail in their first mission. In the process of failing they raise a major alarm and bring the city to alert. After some of the party members are knocked unconscious by a mysterous energy wave they retreat to the forest to the east of city.

53577:

The party decide to teturn to the city and try to track down Ailynne. They want to know where she went and hopefully redeem themselves by bring her in. After contacting Van Richten they formulate a daring daylight plan to get to the now heavyly guarded ring gate. After doing battle with the first wave of city guards they manage to activate the gate and fall through into an ancient tomb. Upon relaizing that Ailynne has not been here they manage to escape the tomb only to find they are looking out over a vast desert. Again, as a team, they manage to take on a group of slaver pirates and their Insane Red Dragon master and survive. They also add another member to their party, a former slave that was just captured.

53584:

The party lick their wounds after the battle with the Insane Red Dragon. They explore his cave lair and discover that it is full of junk magic and well made counterfiets. After throughly searching and finding what little real treasure their was they turned their attention to the boat sitting on the 700 foot cliffside. After searching the ship they find several odd qualities to the inside of the vessel. They manage to get the ship flying and take off in the direction of he rising sun. They race across the Sea of Sand at break neck speed for several hours. They are in direct sunlight but they are somewhat protected by Resist Elements spells and other magical items. In the distance they see an enormous black hemisphere. They discover that the Globe of Darkness encompasses a large city of rock and stone. The City of the Darkened Sun is heavly populated as well as being a thriving trading port. It is important to note that the population is nearly 3/4 slaves.

53591:

The party has just arrived in the City of the Darkened Sun when the adventure begins. They are greeted as just another sailing vessel. The crystal sphere that propelled their vessel died out just as they were apporaching the city so they had to actually try to sail the last half mile. This took about an hour to do. They discover some of the basic facts about the city and are told that the best place for newcomers is the Stake and Cross tavern. They are told about an interestign event that night called the Demonstration of the Dark Arts. They are told how to enter the building where the demonstration will take place. Once outside the building they are attacked by two Vampire assassins that manage to deal some considerable damage before breaking off the attack. The party manages to cast Control Undead on one of the vamire and the battle ends. They are not sure how to kill the vampire before it can turn into mist and escape they decide to turn him over to the local athorities.

53598:

Amber Strother came to the game so that she could play the card game Munchkin with the group. The experience awarded was for the distraction as well as the lack of game play. The card game lasted too long and the actual campaigne was suspended for a week.

53605:

The party has just captured a vampire assassin that tried to kill them. They are outside the main temple for the Dark Arts. They decide that the best thing to do with regard to the Vampire is to take him to the athorities. Once that is done they continue to explore the city and discover that Leasat may be more than he appears to be. The party pays a visit to a seer that shows them several visions. They also meet a rogue that has also seen some strange things since he arrived in the city. They realise that they are being followed and hide out for a few hours before confronting Leasat. They also learn that something called the "Dark Ship" is approaching and is only a few hours away. There is also a rumor that the pharoh Ankhtopot is on the ship. As they enter the main square near the Nergal they are approached and surrounded by the local athorities. Tom's Characters turn the vampire over to the guards and watch as they lock it up in a local cell. They promise to take care of it and try to destroy it completely. The guards also take the vampire's possessions and tell the party that since they brought the vampire in they would get his loot once they have a chance to examine each piece for clues about where the vampire came from.

53612:

GAME CANCELED!!!

53619:

The party is feeling the strian of being on this island with nothing to do except wait for thier items and merchandise. They decided that it was time to take leave so they decided to sleep on the boat and take shifts. The plan was to leave before the dark ship arrived which was abotu 8 hours away. They also witness some suspecious behavior from Lesiate. They also discover that the magic sphere that drives thier ship has been stolen. They accept the help from a rogue sitting on a nearby boat. While looking for thier shpere they are sent to a seer who shows them images of Lesiat steeling the sphere. They now fear that they have been betrayed and that there are people watching them. They hide in a nearby warehouse an allow their new friend to do a little reconosiince. They set out to take on Lesiat and force him to return the sphere and tell them what is going on. Their first and almost fatal mistake was to power and cast spells on themselves in plain sight of the taverm. This gave the vampire a serious advantage because this also allows the bad guys to power up before the battle. With some acting and a few well played magical items the battle goes south very fast for the party. At the end of the game the party has managed to "mist" two vampire but they have been seveerly hurt. Two members have been bitten and Ahkmed has been reduced to 1 point of CON.

53626:

After having their asses handed to them in the first part of this battle the party is still trying to fight with theses vampires. They only thing that has saved them and allowed them to get this far is the fact that all the vampire's damage is subdual. That along with the fact that the vampire's are nor inflichting a negetaive level with each hit. After seven rounds of playing with the party Lesiat tells them to lay down thier weapons and stop. When they refuse to listen he gets violent and slams the Gnome for severe damage. With the remaining vampires being rebuked Leistat order the Gnome to dispell the rebuke and stand down, he promised they would not be hurt. Fethyr decided to make one last aggressive gesture against the vampires. Lesiat uses the "Quivering Palm Strike." on him and knoocks hil on his ass. Finallyl, he activates his "Domination" power on Saurabh and succeeds. Fethry tries to make it to the door and sneak out to get help. Upon looking out the door he beign to scream insanly and uncontrollaby for nearly a minut. Now that the party is in a state to talk they all sit down and Lesiat tells them how they can all walk away from this and make a very nice prophit. Their mission is to destroy and entire population on the rival island, Zaratan. The game ends with the Dark Ship of Lord Ankhtopot only 4 hours away.

53633:

GAME CANCELED!!! We canceled for two reasons. One, everyone was not able to be at the game this week. Two, Tom Beeker had a lot of homework.

53640:

The party has just agreed to go on the mission for Leisat. Once they decide to take the mission Leisat tells them about the mission and what they are required to do. Since the dark ship of Ankhtopot is only 4 hours away they have to leave soon. While the party is discussing the details of the escape and the mission there are clerics altering the bodies of dead slaves to look like the party members. The plan to get them out of the City of the Darkened Sun without anyone outside the tavern knowing they are still alive. Each member of the party is given a potion that for a short time feigned death. They were stripped of their equiptment and placed in crates as body cargo. According to the plan they were send to a small island on the sea of sand and from there they are to proceed to Zaratan. The trip should take them about 3 days from their small oasis where they woke up. As they are about to leave the island the party discoveres that they are not alone, there is another person stranded on this island. When they finally get underway they manage to make it about an hour before the sphere gives out and they are forced to land their ship. While floating on the Sea of Sand they are approached and attacked by a Kraken. They survive the attack and manage to kill the Kraken without taking any fatal causalties. The game ended with the party still floating on the Sea of Sand without a charged crystal sphere and no real idea how to sail a boat.

53647:

Game Canceled!!!

53654:

Game Canceled!!!

53662:

Game Canceled!!!

53668:

Without a means to power the ship the party decide that this is agood time to rest and clear some of their spell slots for the crystal. Once they have rested a full eight hours they transfer 16 levels of spells into the crystal. They have tried to sail the boat in the mean time and are making a pretty good speed when they spot something in the distance about two hours away. When they change course to investigate they discover that it is another ship. The ship is a little bigger than theirs and they are flying the flag of Zaratan. The larger ship stops to ask if they need help, when the party tells them that they are fine the larger ship turns to leave. Rather than talk to an experienced crew the party attacks without provokeation and manages to get a few good shots in before the crew and captain recover. I the course of the battle the new ship demonstrates an ability to fly similar to the party's ship. A short battle ensues and the crew of the merchant ship has no choice but the activate a self destruct. The merchant ship's crystal overloads and desimates the ship and everything within 100 feet. The party's ship looses two-thirds of its hull integrity and several of the party are killed. Only Saurahb, Ephemiris, Lenor, and Lane's character are known to survive. Nothing is known about Melendara or Fethry. Ephemiris is badly hurt and the boat is in bad shape. At the end of the game they are floating on the sea of sand with a badly damaged boat and no idea where they are or where they are to go from here. There is nothing left of the other ship and nothing remains of their former party members.