Party levels
Nope, they know not. Each character receives their periodic experience point amounts in secret, either via e-mail or delivered by hand by me. There is a three-level difference between the highest and the lowest, as a result of old-school resurrections and roleplaying differences generated over a two-year-span. Oh, and the time everyone in the party climbed into a Portable Hole and suffocated except for one character. The intrigue can be cut with a knife.
Spoiler follows for my campaign as well as the Freeport D20 line of modules (boy, am I asking for it!?)
Really not kidding...
The party started out way, way back in Death in Freeport, which segue'd into the rest of the Freeport series interleaved with all of the other WOTC 3.0 modules (the "adventure path" ones), as well as The Rod of Seven Parts. Well, the Freeport series delves heavily into Cthulhu mythos, including the "ancient ones", "the unspeakable one", the concept of an advanced civilization which, thousands of years ago, delved into things better left undiscovered and found themselves wiped out and their continent sunk below the waves.
The Unspeakable one is probably meant to be Hastur, by the madness which he brings, but they also use Cthulhu because he was supposedly imprisoned below the sea.
Anyway, after freeing Ammet and ridding the multiverse of the dreaded Ashardalon, the party will return home to relax and heal up, only to find that the Blood War has taken a turn for the worse. The Gods of good approach the party through the Cleric, who is an Elven Saint of Corellon Larethian (see BoED), and ask for their help. The only reason that the universe was kept in balance since its inception was because Evil fed upon itself, so they were never strong enough to take over.
Well, now that Ammet has unified them, the Gods of Good know for certain that they will not last long before their might. They approach the party and ask them to speak with Oghma on their behalf. You see, the Gods of Neutrality have steadfastly refused to ally with the Gods of Good because they fear that the "balance" will be disrupted if they do so. The party must work their way through The Outlands to Oghma's library, past his guards (he is really busy and not taking any visitors), and straight into his presence.
The party then has to come up with a good enough argument for him to change his mind and ally with the Gods of Good, bringing the other Gods of Neutrality (or most of them, at least) with him, just to help put the Gods of Evil back in their place.
If they can manage to come up with a good argument, Oghma will agree to form the temporary alliance, but with one condition: (and this one is a doozy, I SURE HOPE nobody in my group is reading this):
There is a sickness eating away at the base of The Spire in the center of the Outlands. The Spire is a utterly massive pinnacle of rock around which the entire multiverse revolves, and on top of which the town of Sigil sits. The party must travel to the Spire and solve the problem before Oghma will come and help.
Only two problems:
1. For those not familiar with The Spire and The Outlands, magic (even that of the Gods) is supressed the closer you get to the spire itself. Right next to the spire, almost no magic or deific powers work at all.
2. It is no normal "sickness" that is eating at the spire. Oh, no. It is...
...wait for it...
...The Tarrasque. An old enemy of the party has surfaced at long last and is hoping to destroy the Spire and take the Multiverse down with it. The old enemy has summoned and bound The Tarrasque and forced it to claw its way through the spire, until it is destroyed.
The problem is that the only way to permanently destroy The Tarrasque is with a Wish spell, and Wish does not work until you get 1,000 miles away from the spire. The party is going to have to find a way to lure The Tarrasque 1,000 miles away and then kill it.
Ha.
Anyway, after they accomplish this, Oghma will grant his blessing to the Alliance. The party will take part in a few key assaults on strongholds of the Evil Gods, probably encountering weakened avatars in charge of small armies, and the Gods of Evil will eventually be vanquished.
However, because the Gods of Neutrality have abandoned their support of The Balance, it will then shatter, breaking down the barrier which until now kept The Unspeakable One entombed beneath the waves. The party will have to travel back to his watery prison and stop the ceremony which is even then in the process of breaking the seal on his tomb.
The Multiverse will be safe at last. Unfortunately for the party, that is when the REAL surprise is unleashed. That is the one that I cannot express here in this public forum (sadly).
Hopefully, you can take something from this for your own campaign, since they will be around the same level as my group when Bastion is completed.