Planescape Campaign

Session 4 - Islas - Meeting
High stakes adventuring meets high stakes poker.

In which the adventuring party loses Relaeryn, and Arithel goes to make amends for the mistake he made, while Eachra stays in bed. They manage to make contact with the Stormtamer’s First Mate and his Windsinger. They break the news about the young elf’s demise, Lori, one of the Stormtamer’s cousins who sail with him. The Stormtamer himself sneaks up on the group and manages to sit down with them, surprising them all. Varic hands the package to the Stormtamer, who sets it on the table to open it gently.

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Session 3 - Islas - Ambush
Lurkers in the dark can be either friend or foe...

In which the adventuring party manages to make their way out of the Night Harbormaster’s office with a large sum of monies, to find the majority of the ships fleeing the port, and one lone ship coming into the harbor. The ship is swarmed with people carting ledgers. Seconds after it is boarded, a lone figure disembarks. They manage to track the figure down, learning he knows how to get in touch with the Stormtamer. They discover he is a courier names Varic, who has done some work for the Stormtamer in the past. They set out to all meet with Bartholomew that night. A ship approaches nearby – faintly recognizable as the Windwalker. They ambush some ambushing creatures, and Arithel manages to set the dock on fire. They retreat to the nearby bar, where Varic spends the night drinking with a soft-eared man, drinking to love and to long roads traveled.

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Session 2 - Islas - Attack
The Merchant of Islas bit off more than he could chew.

In which our adventuring crew, Eachra, Relaeryn, and Arithel find themselves under attack from a corsair’s ship. The three pitch in to douse the flames of a nearby shop, protecting it from potential looters. They then make their way through town to the harbormaster’s office, trying to find the man who decieved them. They encounter instead the Day Harbormaster, a rather opulant Aasimar, who claims no involvement. They finally locate the Night Harbormaster, who caused all of the trouble to begin with. The party discovers a bill of lading containing some heavy ordinance destined for the Wind Break, a ship with a rather unsavory captain.

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Session 1 - Islas - Arrival
In the Plane of Water, some trades are more than you bargained for.

In which our adventuring crew, Eachra, Relaeryn, and Arithel arrive to deliver a package to the harbormaster of Islas. After locating him in the bar of the island of Juniper Landing, the Rat’s Nest. They uncover that the package was a retrieval of a dead elf – actively tracked down and murdered. While they’re holed up in the bar – they catch a glimpse of a massive black cloud with a white patch in it. The ‘island’ the group finds themselves on appears to be under attack from a corsair’s ship.

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Not an adventure log - Take 1
What? its a work party.

Principal focus:
Article, the Second;

1.) Reworking alignment

Re-working character alignment to include different measures to different sub-cultures, species, nationalities and what-have-you, with the original Alignment being the character’s position on the good-evil and law-chaos axis of his own home culture / nation.

Completed – To Be found under Character’s Reputation link, under Cast of Characters

Location and layout suggestions required for progress to be made – A

Article the first;

Changing main page, replacing (?) with two sections → “Fluff” and gameplay related crunch topics. Done, with potential expansion capability to a third or fourth section vis-a-vis new portal additions.

COMPLETED
1.) To move into “gameplay” →

  • Timeline (tentatively to be expanded to include direct linking to chat logs)
  • Cast of Characters
  • Laws of the Multiverse
  • Weapons of the Planes
  • Artifacts
    and possibly
  • Mercenaries, Merchants and More
  • The Pantheon of Deities

This’ll get all the relatively important sections grouped together where things can be relatively easily found. Stats, house rules, the chat logs, etc.

COMPLETED
2.) To move into “fluff” →

  • Legends
  • Memorable Quotes
  • The Factions
  • Sigil
  • The Outer Planes
  • The Inner Planes
  • The Prime Material
  • BttS 2.0
    and possibly
  • Mercenaries, Merchants and More
  • The Pantheon of Deities

This would move all the less immediately important information together as a reference, but without bogging down more frequently relevant sections during game play.

Article, the Second;

1.) Reworking alignment

Re-working character alignment to include different measures to different sub-cultures, species, nationalities and what-have-you, with the original Alignment being the character’s position on the good-evil and law-chaos axis of his own home culture / nation.

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Welcome to your Adventure Log!
A blog for your campaign

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.

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