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Simmi yellWelcome to the Planejammer Campaign Series, a group of interlocking campaigns started in 1979.

Back in the old days of 1st Edition DND we modeled our games after the games of Gary Gygax, who introduced alternate realities and planar travel in the very first few sessions ever played. Taking inspiration from members of that first party of adventurers, particularly Don Kaye’s Murlynd, we rapidly sent our first PCs on side treks to modern day London, Gamma World and more.

When the Spelljammer and Planescape product lines debuted we immediately ret-conned them into our continuity with the original Pcs turning up as high level patrons for future parties. Now, more than thirty years later there are several generations of PC’s related by blood or obligation to the PCs of prior games.

Thus began the ongoing continuity that has evolved over time into our current Pathfinder based games, including Obsidian Portal’s 2011 Campaign of the Year – The Spelljoined.

I hope digging through the past and current games brings you a fraction as much entertainment as we had in playing them!


- Planejammer: The Spelljoined -
Within the dungeon settings of the Greyhawk campaign were areas that removed play to exotic places of water, wilderness, sky castles, and strange planes. Portions of the underground complex contained labyrinths; others led to caverns, unexpected places of beauty, dark temples, and so forth. In one place there was much combat, in another none, in a third a mixture of fighting and activities requiring thought and investigation. Outward and downward and elsewhere the delving adventurers went, and still they could never hope to know the true geography of that strange place.

Around that deep place of danger and the unknown sprawled both wild land and the teeming metropolis of the city. Those readers familiar with my Gord the Rogue stories will know a bit about the City of Greyhawk. Cosmopolitan and rude at once, its towers and catacombs offered as much in the way of derring-do as any dungeon could. Espionage and politics were there aplenty, all alongside simple taverns where thieves held concourse. Other cities and towns near and far beckoned. A whole continent filled with wonders of man and nature, kingdoms and despotic realms, and savage places too.

Beyond that world were the infinite places of the sort most humans of that milieu could not reach—except for the bold adventurers. These were the elemental planes and those connected to them, shadow and the ether. The multiverse extended below the realms of darkest evil, above the palaces of light, and laterally to the home of uncaring chaos on one end and absolute order on the other.

With all of that, and a co-GM too, there occurred from time to time a slackening of interest because one group or another simply had enough immersion in the realms of fantasy, magic, and make-believe. When that happened, a quick shift of gaming milieu would enable play to move to another adventure better suited to the player mood. The Old West, a brush with some World War II events, an expedition into New York City, an inadvertent transportation to a Starship, or a similar trip to some setting conceived by an author such as Edgar Rice Burroughs or Jack Vance—anything was possible.
- Gary Gygax, Master of the Game, pp. 89-90

Image: Capt. Vedis Valentine by GwynethRavenscraft