DragonMech

Ep 3: Old Myth, New Myth

As the party was leaving the scene of destruction, they were hailed and pulled over by Lt. Marcus Axehand of Goria, who officially deputized the party and told them that he would likely have work for them if they ever returned to the Thuron Maintanance Site

After a quick stop to restock a bit at Edge, they were off to help Professor Dunn with whatever it was he needed help with (no one quite was sure).

However, on the way to the event, they happened upon a group of orcs. While at first they thought they were attacking, the party quickly realized they were fleeing from something. After some discovery and a battle with Zombie Orcs and an opposing mech, they discover the source of the orcs’ fear: A masked, leather-clad necromancer calling himself Azrael who, despite his obvious power, did not outright slaughter the party and chose to flee when they left him with no other option but to kill them.

After the battle, Quincy told some of the story of how it happened.

They manage to make it to Dunn’s laboratory near the Mech Graveyard. It appeared he wanted to study a creature known as a Trak-Trak, an entity of spontaniously animated mechanical parts, thought to be holy by the followers of Dortak. He was willing to pay 3000 gold per person for their help, an absurd amount for the simplicity of the task at hand. Upon entering the scrap yard, they discovered that Trak-trak’s were not the only mechanical creatures inhabiting the area. A form of autonomous mechanical bug attacked the Trak-Trak and our intrepid heroes were forced to defend their prize.

Eventually managing to defeat the Bug, they lead the Trak-Trak outside the graveyard into a waiting trap for the strange creature. Dunn payed them the money he promised and sent them on their way.

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Episode 2
Sabotage at Thuron

After a vicious battle against a Rust Rider band, the Roadhouse found itself crippled a few days outside of Edge City. Our intrepid heroes individually signed on with a merchant who was trying to get to the Citymech of Thuron.

They manage to make it there in one piece, despite a run in with a Bulette and Vincent’s strange dreams. While at Thuron, they make friends with a Dwarven Officer. Vincent attempts to shake his feeling that something is terribly wrong.

A cogling approaches Tindra looking for “Boss-man,” but she redirrects him elsewhere.

Soon, the officer receives a letter and leaves in a hurry. Vincent follows him in an irrational panic. As they enter the dwarf-only portions of the Mech and notice a considerable lack of officers.

It became apparent that a number of counterfit letters had been sent to all of the officers on the mech, each one equipted with Explosive Runes and Sepia Snake Sigil. Just as order was being reistablished, the mech ground to a complete halt.

The party managed to find the cogling that had approached them earlier. He took them down to the Gearforest to show them what he had been talking about earlier. They found rust covering everything and the reminants of the glass pottery the Merchant had been delivering. The party quickly realized that their merchant had smuggled Crumble Bugs on board as part of a terrorist plot.

They tracked the terrorist down as he was painting a gear cut by a lightning-bolt. Before they handed the man over to the Stenian Authorities, he told them that he worked for someone or something called “Dreamstealer.”

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Prologue: Ep 1
Team-Builiding

Our intrepid heroes gathered to the traveling tavern known as the Roadhouse for their various reasons.

Orin “Treehugger” Relboron had recently lost his tribe and was looking for any way of getting in contact with them. Tindra Rowan is on her way to Stilt City to deliver a letter on behalf of her master, Shadowlord Byron Hafstead. The Dragonborn Vincent Lenora has been granted a terrible vision and is on his way to Flatlands in order to investigate what it could possibly mean.

Orin talked to an odd dwarf wearing powered armor named Malador Twinhammer, who tipped him off to a mercnant who was looking for an escort to the Stenian Citymech, Thuron. Malador and Orin seemed to get along well, both being members of the Irontooth Clans.

Vincent attracted the attention of a strange Brother of Boccob named Quincy Attilius Knight, who Vincent recognized for his potential despite his eccentricities.

Tindra learned that the lower-class neighborhoods of Stilt City were being terrorized by some manner of necromantic plague. Despite her initiatl interest, the conversation quickly got boring. She was “rescued” by the drow Tesa Ri’Aldras who, unfortunately for Tindra, proved to have less-than-altruistic motives in conversing with her. Tindra fled to her room in embarrassment.

The next day, all seemed to be going well until the Roadhouse’s sensors indicated that they were about to run afoul of a band of Rustriders. The Adventurers readied themselves for the fight to come…

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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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