The complete record · Both campaigns

The
Chronicle

Every session either table has recorded, written up and kept in one place. Rovaksole runs long and gets worse for everyone involved. The Dark Fortress has only gone two levels down. Read either from the beginning, or find the session you half-remember.

Entries
26
Rovaksole
23
Dark Fortress
3
Status
Both ongoing

Nothing in the archive matches that.

Chapter I

The Shadowed Horizon

Mile High Dragons Prologue: Rovaksole — A Shadowed Horizon
Folio · Prologue

Rovaksole: A Shadowed Horizon

Before the dice ever hit the table, there was Rovaksole. This narrated prologue opens the dark history of a world born from cosmic chaos and reshaped by a mysterious cataclysm — a continent where ancient empires have risen and fallen, where dragons and deities carved their will into the land, and where cults still wage their wars in the shadows. It's the foundation the entire campaign is built on: the lore, the cosmology, and the weight behind every choice the party will later make. If you're new to the world, start here.

Mile High Dragons Episode 1: The Journey Begins
Entry I

The Journey Begins

The real campaign began at session seven — so Episode 1 rewinds to show how this unlikely band first crossed paths. We revisit the awkward introductions, the early chaotic battles, and the strange coincidences that bound the party together. Luna, a cleric and former adventurer, is haunted by a recurring nightmare: a bloodied companion and a pair of yellow eyes burning with rage. Primo Balduchi, a human rogue running errands for the Harvester family, makes his entrance with the mechanical eye that spots a distant dragon before anyone else. This is where the story truly begins.

Mile High Dragons Episode 2: Shadows of Stormsend
Entry II

Shadows of Stormsend

A casual Tuesday in Stormsend: rescue a cleric, deliver a doom scroll, and get warned about a second shadow apocalypse. While the party regroups at McGillies, their threads scatter across the city — Primo collects a feathered blade from Duke Poppy, Drax loses a bare-knuckle pit fight at The Hollow, and Luna takes a secret temple meeting with Adriel that turns toward ritual sacrifice to Tiamat and a set of dark instructions. At the Librarium Citadel, the Grand Magistronox reads the scroll aloud and the prophecy lands: the "second advent of shadow," old blood, and hints toward a royal line. Juniper is back on her feet, the continent edges toward war, and the whole party hits Level 4 — now powerful enough to make much bigger mistakes.

Mile High Dragons Episode 3: The Reaper and the Red Dragon
Entry III

The Reaper & the Red Dragon

Stormsend is on edge — armies marching, mercenaries flooding the streets — and what starts as a simple escort into the Under City spirals into something far worse. Divine visions, accusations of treason, and a deadly hunt for a missing man pull the party through the city's underbelly. Baraka receives a vision of the Great Reclaimer; a stop at Primo's mother's house reveals Fiona's worsening condition; a Centivian ambush ends with a Reaper interrogation and Captain Walco fleeing. Then the sky opens. A Red Dragon descends, snatches a farmer, and steel, spells, and fire collide on a covered bridge. Not everyone is guaranteed to walk away.

Mile High Dragons Episode 4: Rubies and Raptors
Entry IV

Rubies and Raptors

Fresh off a battle that's already becoming tavern legend, the party rides east into the wildlands, where quiet grasslands hide anything but peace. The Red Dragon fight resumes against a Forta Milius patrol and the whole party cuts loose: Drax rages after a reckless greataxe miss, Luna lands Guiding Bolt and Sacred Flame, Andre's Eldritch Blast snaps out like a lightning javelin, and Juniper answers fire with fire. Just as the dragon threat eases, a velociraptor pack ambushes the group. Strange dreams trail them, unseen predators circle, and a hidden network twisting through the region hints that Stormsend's shadow reaches farther than anyone guessed.

Chapter II

The Goblin Hunt & the Hellish Mine

Mile High Dragons Episode 5 Part 1: The Farm House of Mystery
Entry V · i

The Farm House of Mystery

The group pushes deeper into the wilderness of Rovaksole, and as some old wounds begin to heal, a routine goblin hunt starts curdling into something more sinister. Juniper Von Snovail recounts the Crimson Bone attack, opening a thread of dark lore: the cursed dagger and the phenomenon of "turning," Drax's knowledge of Crimson Bone corruption and the mutations it breeds, and the grim history tied to the ruins of Carthage. The closer they get to the first marked location, the clearer it becomes that the bounty was never simple.

Mile High Dragons Episode 5 Part 2: The Farm House of Mystery
Entry V · ii

The Farm House of Mystery

A recap session covering the lost second half of the Farm House of Mystery. The party's investigation of the trap-filled farmhouse comes into focus: blood, spent arrows, and unmistakable signs of combat. Upstairs, Luna destroys a hellish shrine. Drax rolls a natural 20 to uncover a hidden cellar door — and claims Storm Fang, a Javelin of Lightning, for his trouble. Primo turns up narcotics and poison in the cellar while Baraka finds Potions of Healing outside. The session ends on a thread the party can't ignore: drag marks leading off into the hills.

Mile High Dragons Episode 6: Ancient Boons and Watched Towers
Entry VI

Ancient Boons and Watched Towers

This episode splits between a mystery and a melee. Andre, separated from the group, follows the Astral Lynx through a vision of Rash into a cave — and emerges as the unlikely guardian of a glowing, mysterious egg, an ancient gift offered with the words "this orphan needs a parent." Meanwhile the rest of the party fights its way upslope to a goblin-fortified watchtower, the apparent heart of the hunt that's consumed the last several sessions. Is this the conclusion of the goblin hunt, or just the tip of the spear?

Mile High Dragons Episode 7: Expecting Guests
Entry VII

Expecting Guests

Now at Level 4, the party digs in to defend the high ground of the captured watchtower against an incoming incursion — and the question keeps nagging: where do these enemies keep coming from? Between waves, the character drama deepens. Juniper Von Snovail grows suspicious of Luna, and Andre keeps unraveling the secret of his egg, testing it with cantrips and discovering it responds to a spell focus. There's gallows humor too, from disposing of bodies to a prayer at the Last Lantern.

Mile High Dragons Episode 8: Into the Mine They Go
Entry VIII

Into the Mine They Go…

The party finally reaches the "X" on the map. What began as a simple goblin-hunting bounty has led them deep into the Rovaksole wilderness, following a breadcrumb trail of disturbing relics and missing bodies — and now deposits them at the mouth of an abandoned mine where a terrible force has dug in. After buffing up with Bless and Aid, the group spots wargs and goblin archers at the entrance. Primo and Andre open with stealth strikes, a warg goes down fast, and the goblins are alerted. The deeper they go, the clearer it becomes: whatever made a base here is far worse than goblins.

Mile High Dragons Episode 9: Rumble in the Dark
Entry IX

Rumble in the Dark

The party presses deeper into the abandoned mine — and learns whose domain they've trespassed into: Baracarab, one of the gods of the Five Hells. The mine is a place of offerings, where combat and treasure feed a dark power, watched over by a mountain troll. The question driving the episode is whether the rot can be solved by knocking down a door, or whether it spreads all the way to the root. Combat resumes against exploding goblins — acid blasts, Eldritch Blast and arrow kills — while Andre snatches a bonus-action word with his patron Hex mid-fight.

Mile High Dragons Episode 10: Feathers Don't Make You a Bird
Entry X

Feathers Don't Make You a Bird

It's a race against time. The party pushes to save prisoners held by a cult devoted to Baracarab, god of the Iratum plane of Hell. The episode opens at the mountaintop watchtower with a showdown against a Goblin Shaman, then sends the group sprinting through perilous tunnels packed with exploding mutants and a mysterious puzzle bridge. With the full party in play — Andre, Primo, Luna, Drax, and Juniper, with DM Graham steering — the tension is whether they can reach the captives before the cult finishes what it's started.

Mile High Dragons Episode 11 Part 1: In the Belly of the Beast
Entry XI · i

In the Belly of the Beast

The party levels up to 5 — complete with live HP rolling and a breakdown of new abilities — just in time for the deadliest fight yet. Still racing to save the prisoners, the adventurers devise a novel way to bridge the mine's yawning chasm and charge into a vast hall of sacrifice. There, an evil Orc Enchanter is putting prisoners to death and harvesting their souls for his dark master. An epic battle erupts against the Enchanter, his cultists, and the hellish creation he summons. Part 1 sets the board and lights the fuse.

Mile High Dragons Episode 11 Part 2: In the Belly of the Beast
Entry XI · ii

In the Belly of the Beast

The conclusion of the hall of sacrifice. The party bursts into the final chamber — chained prisoners, orc cultists, and Thakul the Cool waiting on the shrine. Andre weighs dropping Hunger of Hadar to swallow the room in void as the group debates the opening move. Thakul delivers his villain's welcome speech, then combat detonates: an Eldritch Blast opens the dance, the orcs return fire, and Thakul summons a giant hellish creature into the fray. It's the payoff to the entire mine arc — the soul-harvesting enchanter, the cult of Baracarab, and the prisoners' fate all decided in one brutal chamber.

Chapter III

The Road to Leadville

Mile High Dragons Episode 12: Blood Soaked Riverbank
Entry XII

Blood Soaked Riverbank

Exhausted but victorious after destroying Thakuul and his minions, the party takes stock — now carrying a mysterious green crystal orb and a troubling letter. The letter warns of a large Orc campaign led by General Kroak, hunting a missing legendary artifact called the Menkulum. Pressing eastward toward Leadville, the Oligarium's industrial mining hub, the adventurers come upon a battlefield strewn with fallen Danheim soldiers — grim confirmation that the Oligarium–Danheim alliance has collapsed into open civil war. As the session closes, the group sets a trap for a massive dark-purple wyvern drawn to the blood-soaked riverbank.

Mile High Dragons Episode 13: The Factorum Moldavithran
Entry XIII

The Factorum Moldavithran

After discovering the grim aftermath of the broken Danheim–Oligarium alliance along the river, the party investigates a massive scavenger feasting on the fallen — and the trap they set pays off in a brutal, cinematic wyvern battle. Drax's raging greataxe strikes, a clutch Guiding Bolt from Luna, and a spectacular natural-20 sneak attack bring the beast down, and the adventurers harvest their hard-won trophies. From there they travel to Leadville, the soot-covered industrial city, where a warm reunion awaits at the Griffin's Wing inn. The next morning they venture into the towering Factorum Moldavithran — the sacred Gothic forge-temple of the Instromotus — seeking enhancements for their weapons and armor.

Mile High Dragons Episode 14: Forge Master Monazut
Entry XIV

Forge Master Monazut

In Episode 14 of Shadowed Horizon: Rovaksole, the party arrives in Leadville and visits the grand Factorium Moldavithran, where they meet the enigmatic Forgemaster Monazut of the Instromotus. Primo undergoes a transformative arcane eye upgrade while the group trades artifacts, upgrades gear, and learns of dangerous ruins across the land — including the deadly Crimson Bone stronghold of Carthage. The episode builds to a chilling cliffhanger as a terrifying Snap tears through reality in the streets of Leadville, unleashing screams and unknown horrors.

Chapter IV

The Snap Over Leadville

Mile High Dragons Episode 15: The Shadow's Claw
Entry XV

The Shadow's Claw

The Snap tears open and Leadville empties into the streets in a panic — but the party runs the other way. After a last accounting of the Instromotus meeting, the Menkulum letter, Primo's new eye and a blood-contracted staff, reality splits and initiative is rolled on the open battle map. Scritters pour through and fall on civilians and guards; Luna advances and readies; Andre drops Hypnotic Pattern on a Spainix; Primo tries reasoning with a sword before settling the matter with Duke Poppy's dagger. Then the fight turns — Drax is paralyzed by poison, green Oligarium light flares as Criterion Warriors arrive, and a Guant lands critical hit after critical hit on a barbarian who cannot move. Roll high or die.

Mile High Dragons Episode 16: Within the Smoke of Battle
Entry XVI

Within the Smoke of Battle

Combat picks up mid-street with the shadow realm still pouring through the Snap. Surrounded by Roggles, Scrittermars, Spainixs and swarms of shade vermin, the party holds a critical intersection alongside a Forge Cleric of Instromotus, a Triturian warrior, veterans and an archer. Luna delivers the turn of the session — Spirit Guardians erasing the vermin swarms, a Spiritual Weapon crit tearing into the Roggle — while Primo and Drax trade heavy blows and Storm Fang flies as a Javelin of Lightning. Then a sniper nobody has seen nearly assassinates Andre, and Luna's Cure Wounds drags him back from the brink. As Fortamilias and Oligarium forces contain the last abominations, the defensive stand becomes a pursuit: the assassin is running.

Mile High Dragons Episode 17: Arrow and Chain
Entry XVII

Arrow and Chain

With Andre revived, the hunt begins. A high-stakes skill challenge sends the party through Leadville's industrial night — blood trails, alleys, rooftops — until the wounded killer is hauled back to the Picker's Den, a dangerous Harvester sub-family, where Thistle makes a dramatic entrance and Chain demands answers. Hours later a crowded tavern hails them as the heroes of the Snap, and Thornabel Everjones, a flamboyant gnome reporter, offers an exclusive weekly contract they are wise enough to refuse. The night ends badly anyway. Old suspicions surface, the argument goes open, and Andre walks out — leaving the Mile High Dragons fractured even in victory.

Mile High Dragons Episode 18: Old Scars and Treacherous Wings
Entry XVIII

Old Scars and Treacherous Wings

The party finally gets a quiet night, and quiet is where the real damage surfaces. After a nightmare of falling endlessly through the Pentabyss searching for lost friends, Luna calls a huddle and cracks open twenty years of buried grief: the vanished companions, Brooke's warning, the shipment of sacred white oak that Drax names a divine bridging material — and the confession that could see her executed: she knows necromancy. Andre burns his trophy scalps, Luna offers Chain a vial of dragon's blood, and Drax speaks about the Crimson Bone taking his village and his father. A commendation from Captain Husdane, an enchanted whistle, and a letter from Grandmaster Goltrinox point the way to draconic knowledge in the Ruins of Millente. Then the road south through the Sundered Mountains: a peaceful family of Stegosauruses, a “Tree Walker” blessing — and a sky suddenly full of screaming wyverns.

Mile High Dragons Episode 19: Operation — Save Baby
Entry XIX Newest · Seal Broken

Operation — Save Baby

The wyverns from the end of the last entry come down on the Stegosauruses, and the party does the least sensible thing available: it goes to help. Deep in the Sundered Mountains, on the road toward the Jade Rain Forest, two wyverns have a family of grazing dinosaurs pinned — and one of the wyverns is wrong. It carries the same black corruption the party watched take hold of a dragon, which turns a roadside rescue into evidence. Andre's Hypnotic Pattern catches both beasts mid-dive and holds them there, which is all the opening Drax needs to go through them as the Red Reaper while Luna and Primo take the survivors apart from range. What they carry away matters more than the kill: the party harvests the tainted poison and sends it back to an ally who has been hunting the source of the rot for longer than they have. The Stegosauruses live. The rot has a trail now.

Appendix

From the Archive

Mile High Dragons bonus: Key Characters in Rovaksole
Appendix · Primer

Key Characters in Rovaksole

A character primer for the first Rovaksole campaign, A Shadowed Horizon. If you're jumping into Mile High Dragons and want to know who you're following — the party members, their backstories, and the figures who shape the world around them — this is the orientation. A useful companion to the Prologue for anyone starting the chronicle from the beginning.

The Dark Fortress · Level I

The Mountain Door

The Dark Fortress Episode 1: Into the Shadows of Khundrukar
Episode 1 The Dark Fortress

Into the Shadows of Khundrukar

A new table, a new campaign, and a job that sounds simple when you hear it in a warm room. A hundred years ago a dwarf called Durgeddin the Black made the finest blades anyone in the Stone Tooth mountains had ever held. Then Khundrukar fell and he stopped making anything at all. A baron down in Blasingdell is paying to have a few of those blades brought back down the mountain, and five strangers take the money: Doom Sloot, Kaan, Kayaq, Pasm and Rumble, and Toe Maas. This first episode is the town, the terms, and the long walk toward a door nobody in Blasingdell has opened in a century.

The Dark Fortress Episode 2: The Mountain Door, Part 1 of 2
Episode 2 The Dark Fortress

The Mountain Door, Part 1 of 2

The path runs out at a carved gate set into the mountainside, and the broken halls behind it are the first thing anyone has seen of Khundrukar in a hundred years. Everyone in Blasingdell agreed the place had been empty that whole time. The orcs holding the entry hall disagree, at length, with axes. Level one of five, and the phrase "abandoned fortress" is already doing more work than it can carry.

The Dark Fortress Episode 3: The Mountain Door, Part 2 of 2
Episode 3 Newest The Dark Fortress

The Mountain Door, Part 2 of 2

The second half of the fight for the entry hall, and the end of the first level. What waits past it is the Glitterhame — caverns the size of cathedrals, lit from the walls by fungus and by mineral veins that grab hold of every torch brought in. Wet, cold, and unmistakably lived in. Three sealed levels still sit below that, and nobody at the table has seen any of them.

Here the record ends, for now. Both tables are still playing.