Planescape Campaign
Gaming Sessions
The following is a list of Gaming Sessions:
The Archives
The First Campaign, in which lay the only records of the last ill-fated party’s struggle against truth, justice, The Sigil Courts, True Love, and Oengam.
Those That Yet Continue to Make Headlines
Session 1 – Islas – Arrival: Eachra, Relaeryn, Arithel. The party arrives to deliver a package to the night 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.
Session 2 – Islas – Attack: 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.
Session 3 – Islas – Ambush: 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 named 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 travelled.
Session 4 – Islas – Meeting: 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 in the gaming establishment, Pirate’s Cove on the island of Raven’s Talon. 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, suprising them all. Varic hands the package to the Stormtamer, who sets it on the table to open it gently.
Session 5 – Islas – Dinner and Conversation: The Stormtamer sits down to drink with the Hammerhead, Arithel, Safana and Varic. Varic hands it to Bartholomew, who tucks it away. Arithel discusses the circumstances under which the Stormtamer’s cousin was found murdered. At the height of their conversation, a strange humanoid tries to assassinate the Stormtamer. The group excuses themselves and goes to ruminate on their own. Safana discusses who the Stormtamer is, and why. The group agrees to track down the Stormtamer’s would-be assassins.
Session 6 – Islas – The Hunt: Arithel, Safana, and Varic are sitting enjoying a drink when Eachra finally emerges from upstairs. They go to meet with the Stormtamer to deliver Lori’s body. He rewards them handsomely. They turn to finding out who may be striking out at the Stormtamer. It seems to be the Wind Break, captained by a Fallen Angel and an Arch Daemon. They determine the best course of action is to flee the Plane of Water for Ysgard. They steal a clipper and a key to transport themselves to the other Plane. They find themselves ambushed by the Wind Break in a horrible storm. They narrowly escape and find themselves on the Plain of Ida. After turning the broken ship into a Pyre, they head North, towards sounds of a large scale battle.
Session 7 – Ysgard – The Battlefield: Arithel, Safana, The Hammerhead and The Stormtamer all make their way towards the sounds of battle, dragging Varic and Eachra behind them. They note that there are two armies fighting over some four acres of land – one emblem a white cup on a black field, the other a black hammer on a blue field. They enter the camp of the White Cup and sit with a female mercenary who tells them the lay of the land. She agrees to take them to Himinborg. On the way, they are ambushed on the road. They vanquished their foes and proceeded to interrogate the lead corpse. They manage to find their assassin’s camp, discovering that they had been quite well paid for their efforts.
Session 8 – Ysgard – Himinborg: Safana, Varic, Meich, Arithel and the two pirates investigate the assassin’s camp, with some small result. Arithel discovers a small note to one of the assassin’s wives. They make their way into Himinborg, where they are accosted by a man begging their assistance against a demon. They agree to help for some gold and 5% of the salvage. During the battle, Varic gets knocked around, but does some impressive damage, while the Hammerhead loses an arm, a leg, and his life. They stop for sleep at the “Field of Glory”. On waking, they see someone who looks quite a bit like the Hammerhead. They then discover that those who suffer mortal wounds on Ysgard do not stay dead. They go off to see about their salvage. Safana barters a deal with Meich to hire her services for 200 gold a month. They decide to hire an army of mercenaries to take Islas by force.
Session 9 – Ysgard – Planning: Safana, Varic, Arithel and Meich find themselves having a quiet lunch, discussing the plans for the upcoming conflict. Safana lays out a rough idea of where the most important buildings in Islas are. They decide that the most important thing is to discover a portal back to Islas. Meich gets sent to discover the portal using her contacts. They send her off to hire 400 men, including some specialist soldiers.
Session 10 – Ysgard – Mobilization and Assault: Arithel, Eachra, Safana, Varic and Meich wrap up their planning session, with Meich arriving with news of 500 new hires. They prepare to launch their invasion. Meich returns with a dragonborn lieutenant, and leads them to the Eloper’s Portal. Arithel, singled out as the only one capable of opening it, stammers and delays before Safana throws herself at him, sealing the opening of the portal with a kiss. They make their way to a small port on a Prime world that goes by the name of Vargarel. Varic hires enough ships for their entire crew – they set camp for the night before taking off through the ocean portal to make their way to Islas. Safana lays out the plan of attack: The dragonborn will take the armory, the half-orc will take the barracks, the woman will take the docks, and the kobold will assist in the assault on city hall. Eachra offers up a 500gp bounty to the mercenary who keeps the most of his men alive. On the trip, Eachra and Arithel discuss the history of Eachra’s people’s extermination. Safana opens up with a salvo of diplomacy, and scores full marks. They make their way past some automated constructs to confront a stunning daeva, Nuoi, and get her to peacefully leave her office. They find a room filled with a strange divine energy. Arithel discovers it to be some sort of scrying device. He discovers massive fighting in the streets, between the populace and the occupying militia.
Session 11 – Islas – Defense of Islas: Meich, Safana and Arithel recover from Arithel’s scrying and make a dash for the entrance, where they see a pitched battle in which they are losing. They slip behind the cannon line and commandeer a weapon. Safana sees fit to arm the cannon with gold, to teach the greedy mercenaries a lesson. She fires into the crowd, having the others reload – it causes pandemonium as the mercenaries scramble to sieze the wealth. The fighting ceases, but is re-ignited when the Orc and the Human with the soulless eyes assault Safana, Meich and Arithel. They are dispatched, but not before Meich takes a near-fatal beating. Arithel saves the life of the Kobold mercenary captain, and they set off to investigate the fate of the Fourth Company. They find the armory in tatters, having exploded from the inside, and find the dragonborn within, the lone survivor of a mutineer’s attack. They save his life and proceed to ensure that the Stormtamer becomes the governor of Islas.
Session 12 – Islas – The Fortification of Islas: After setting the Stormtamer at the head of the government, the group stays around to solidify his power and rebuild the infrastructure of Safana. They fend off a few attacks by rogue pirates, but by and large the transition is peaceful. Things are relatively quiet one day when they are summoned to see the Stormtamer.
Session 13 – Farport – The Deliverance of Farport: The group of adventurers are summoned to see Bartholomew, who reveals to them an impossible demand – that those known as A+D, theoretically the names of Heaven and Hell, want the Stormtamer’s daughter in exchange for the Farport, a fleshtrader’s city. Faced with an impossible demand, they set off as quick as they can to Farport, taking a blind ratman’s ship, along with a new companion, Masud. On the way, they are accosted by two strange looking dolphins that wail a melancholy tune, but they slowly dissapear when Safana begins to sing back to them. They are set upon by two giant squid creatures, which they dispatch easily, with no small assistance from Arithel. Their captain, K’zinn, falls prey to the squid’s acid, leaving them stranded a few hundred feet away from the port. They go drinking and attend a slave auction after teleporting ashore. Eachra ends up buying a Faerunian harlot for a considerable sum of gold. Safana pays off the bartender to spread the rumor that they are in town and ‘not looking’ to be found. They hole up in a cheap palatial inn outside the central auction block, waiting for their prey to find them.
Session 14 – Farport – Farport Dealings: Arithel, Safana, Meich and Eachra wake up in the most elegant of suites, finding a veritable feast in the morning awaiting their consumption. During the meal, Arithel buys a golden Lyre for Safana. In witnessing the auction, they hear news of the Storm’s Daughter – a painting of unfathomable beauty of a sea nymph. They discuss the best way to obtain the painting, before Arithel realizes they’re chasing false leads. They accompany a boy to a meeting place, bringing their slave Leei, but forgetting to get Meich after she began crying. They meet with the Angel and Demon in the abandoned warehouse. After dispatching them, they return to investigate the painting.