Mile High Dragons · Campaign One
Rovaksole
A continent that keeps trying to end the world, and six people who keep showing up anyway.
A continent with
a bad history
Rovaksole is a large solitary continent in the southern hemisphere of a planet called Tuandra — rainforest in the north, glaciers in the frozen south, and everything dangerous in between. Dragons live here. So do the giants of old, and mortals who have not yet worked out that this was a mistake.
The world was born from cosmic chaos and reshaped by a cataclysm nobody has fully explained. Ancient empires rose and fell on it. Deities carved their will into the land and left. The cults they started are still fighting each other in the shadows, and a doom scroll read aloud in the Librarium Citadel has already promised a second advent of shadow.
Six adventurers walked out of Stormsend on a simple job. Eighteen entries later they have burned a hellish shrine, put down an orc enchanter harvesting souls, closed a tear in reality above Leadville, and learned that the cleric leading them knows necromancy — a word that gets people executed.
Every scar on the map is a session somebody had to sit through.
- Entries
- 23
- Dungeon Master
- Graham
- Party
- Six
- Status
- Ongoing
Four arcs,
eighteen entries
Where the campaign has actually been. Nothing here spoils anything the chronicle does not already spell out — but if you would rather find out in order, start at the Prologue and come back later.
Arc I
The Shadowed Horizon
Introductions, and the doom scroll. The party crosses paths in Stormsend — a city with fighting pits, a Librarium Citadel, and an Under City best entered with a will already written. The Grand Magistronox reads a prophecy aloud: a second advent of shadow, old blood, and a hint toward a royal line. Then a red dragon, a reaper, and the first real sense that the job is bigger than the job.
Prologue — Entry IV
Arc II
The Goblin Hunt & the Hellish Mine
A farmhouse with a hidden cellar, a Javelin of Lightning pulled out of it, and an abandoned mine that turns out to be an offering ground for Baracarab, a god of the Five Hells. Thakul the Cool harvests souls in a hall of sacrifice, delivers an excellent villain speech, and does not survive his own arc. Andre follows an Astral Lynx into a cave and comes out the guardian of a glowing egg.
Entry V — Entry XI
Arc III
The Road to Leadville
A riverbank full of fallen Danheim soldiers confirms the Oligarium–Danheim alliance has collapsed into civil war. The road ends at Leadville, the Oligarium's soot-covered mining hub, and at the Factorum Moldavithran — a Gothic forge-temple where the masked, chained, green-lensed Forgemaster Monazut upgrades weapons, armor, and on one memorable occasion an eye.
Entry XII — Entry XIV
Arc IV
The Snap Over Leadville
Reality tears open above the street. Scritters, Roggles, Scrittermars, Spainixs and shade vermin pour out of the realm of shadow, and it takes the party, the Fortamilias and the Oligarium three entries to close the account. Leadville calls them the Heroes of the Snap. The celebration is also where the group comes apart — and where Luna finally says out loud what she has been carrying for twenty years.
Entry XV — Entry XIX · current
Six people and
the man who ruins their day
Open any of them. Every word is on the page whether you click or not — the click just decides how much of it you have to look at.
01 LunaCleric · Former Adventurer
A recurring nightmare: a bloodied companion, and yellow eyes burning with rage.
A cleric pulled back into the life she thought she had left behind. Luna answers darkness with divine fire — Guiding Bolt, Sacred Flame — and has already burned one hellish shrine to the ground. A secret temple meeting with Adriel left her carrying dark instructions she has shared with no one. In Entry XVIII she finally shared something else: twenty years of grief for companions who vanished, and the admission that she knows necromancy — a word that gets people executed.
02 Primo BalduchiRogue · The Arcane Eye
The eye sees what the rest of the party misses. Lately, it sees more.
A human rogue who ran errands for the Harvester family until the errands started running him. Primo carries a feathered blade from Duke Poppy and a mechanical eye newly transformed by Forgemaster Monazut himself. Hidden cellars, distant dragons, and natural-20 sneak attacks are all, technically, his department.
03 DraxBarbarian · Bearer of Storm Fang
Rage first. Questions optional.
Drax swings a greataxe like the argument is personal — and once lost a bare-knuckle pit fight at The Hollow, which he does not discuss. A natural 20 uncovered the hidden farmhouse cellar where he claimed Storm Fang, a Javelin of Lightning. He also carries grim knowledge of Crimson Bone corruption and the mutations it breeds — which stopped being strange the night he told Andre what the Crimson Bone did to his village, and to his father.
04 AndreWarlock · Guardian of the Egg
"This orphan needs a parent."
Andre's Eldritch Blast snaps out like a lightning javelin, and his patron Hex is never more than a bonus action away. After following the Astral Lynx through a vision, he emerged from a cave as the unlikely guardian of a glowing, mysterious egg — an ancient gift he is still learning to understand, one cantrip test at a time. He has since taken a sniper's arrow, walked out on the party, come back, and burned his collection of trophy scalps. A Stegosaurus father calls him "Tree Walker".
05 Juniper Von SnovailSurvivor of the Crimson Bone
Answers fire with fire.
Juniper carries the memory of the Crimson Bone attack — the cursed dagger, the phenomenon of "turning" — and a healthy suspicion of everyone, Luna included. Knocked off her feet in Stormsend and back up by the next entry, she is the party's proof that surviving is its own kind of magic.
06 BarakaSeer of the Great Reclaimer
The visions led here for a reason.
Baraka receives visions of the Great Reclaimer and reads the world like weather. While others kick doors, Baraka watches, waits, finds the Potions of Healing everyone else walked past, and prays over ground that needs it. The quiet compass of the party — pointing, lately, somewhere dark.
DM GrahamDungeon Master · The Voice of Rovaksole
Steers the world. Summons the wyverns. Narrows his eyes.
Every doom scroll, red dragon, and reality-tearing Snap arrives through Graham. He built Rovaksole from cosmic chaos down to the tavern menus, and the party has been making him regret it, lovingly, for twenty-two entries.
Leadville · The Oligarium
The sky over Leadville
is not fixed
Soot, forge-light, and a freshly torn-open street. The Griffin's Wing still pours. The Snap is closed. Nobody is calling it over.
Everything worth
writing down
Places, powers, relics, figures and the things that happened to them. Thirty-two entries, all of them earned in play.
Place
Rovaksole
A large solitary continent in the southern hemisphere of the planet Tuandra — rainforests in the north, glaciers in the frozen south, and everything dangerous in between. Home to dragons, giants of old, and mortals.
Place
Tuandra
The third planet from a brilliant star at the far edge of a spiral galaxy. Deep blue oceans, twisting white clouds, and at least one continent that keeps trying to end the world.
Place
Stormsend
The city where it all began. Home to McGillies, the fighting pits of The Hollow, the Librarium Citadel, and an Under City best entered with a will already written. Currently edging toward war.
Place
The Librarium Citadel
Where the Grand Magistronox read the doom scroll aloud, and the prophecy landed: a "second advent of shadow", old blood, and hints toward a royal line.
Place
Leadville
The Oligarium's soot-covered industrial mining hub. The Griffin's Wing inn offers warm reunions; the streets now offer a freshly torn-open sky.
Place
Factorum Moldavithran
The towering Gothic forge-temple of the Instromotus in Leadville, where Forgemaster Monazut upgrades weapons, armor — and, on one memorable occasion, an eye.
Place
Carthage
Deadly ruins, now a Crimson Bone stronghold. Every mention of it so far has come with a warning attached.
Place
The Picker's Den
Home of the Pickers, a dangerous Harvester sub-family in Leadville, and where a wounded assassin was dragged for questioning.
Place
The Sundered Mountains
The range on the road south out of Leadville. A peaceful family of Stegosauruses grazes here. So, as of Entry XVIII, do wyverns.
Place
The Ruins of Millente
Where Grandmaster Goltrinox believes lost draconic knowledge still lies. The party's next standing invitation to be killed by something old.
Place
The Pentabyss
The layered descent Luna falls through, endlessly, in the nightmare she has been having for twenty years. She is looking for someone down there.
Power
The Crimson Bone
A corruption that breeds mutations and the phenomenon of "turning", tied to a cursed dagger — and to Juniper Von Snovail's past.
Power
Baracarab
A god of the Five Hells, ruler of the Iratum plane. His cult turned an abandoned mine into an offering ground where combat and treasure feed a dark power.
Power
The Five Hells
The lower planes of the cosmology. Iratum belongs to Baracarab. The party has now personally inconvenienced at least one of them.
Power
Tiamat
Ritual sacrifice in her name surfaced during Luna's secret temple meeting with Adriel — a thread still hanging over the party.
Power
Necromancy
Luna's secret, admitted aloud in Entry XVIII: she knows it. In the wrong ears it is an execution, which is why twenty years of grief came out with it.
Relic
The Menkulum
A missing legendary artifact, and the reason General Kroak's orc campaign is on the march. Nobody who wants it seems like they should have it.
Relic
Storm Fang
A Javelin of Lightning, pulled from a hidden farmhouse cellar by one of Drax's finer natural 20s.
Relic
The Egg
Glowing, mysterious, and in Andre's care since the Astral Lynx led him to it. "This orphan needs a parent." It responds to a spell focus. That's all anyone knows.
Relic
The Green Crystal Orb
Recovered after the fall of Thakul. Purpose unknown, which historically has never once been good news.
Relic
The White Oak
A shipment of sacred white oak, which Drax names a divine bridging material sought by shamans. Nobody has explained yet why it was moving through Leadville.
Figure
General Kroak
Commander of a large orc campaign sweeping the land in search of the Menkulum.
Figure
Thakul the Cool
Orc enchanter who harvested souls in the mine's hall of sacrifice. Delivered an excellent villain speech. Deceased.
Figure
Forgemaster Monazut
The enigmatic master of the Factorum Moldavithran, of the Instromotus. Masked, chained, green-lensed, and apparently open to walk-in appointments.
Figure
The Great Reclaimer
The presence in Baraka's visions. Whatever it is reclaiming, it has not finished.
Figure
Chain
Leader of the Pickers. Met at knifepoint, mended with a vial of dragon's blood. The alliance is fragile and worth keeping.
Figure
Thistle
A Picker with a flair for entrances. Arrived exactly when the party least wanted an audience.
Figure
Thornabel Everjones
A flamboyant gnome reporter who offered the party an exclusive weekly contract. They refused. He does not seem like a man who hears no.
Figure
Grandmaster Goltrinox
A Librarium grandmaster whose letter — delivered by a bat-eyed crow, alongside a commendation from Captain Husdane and an enchanted whistle — set the party hunting draconic knowledge.
Event
The Snap
A tear in reality that ripped open the streets of Leadville at the end of Entry XIV, spilling Scritters, Roggles, Scrittermars, Spainixs and shade vermin out of the realm of shadow. It took the party, the Fortamilias and the Oligarium three entries to close the account.
Event
Heroes of the Snap
What Leadville called the party after the invasion was contained — a crowded tavern, free drinks, and a gnome reporter with a contract. The celebration is also where the group came apart.
Event
The Broken Alliance
The Oligarium–Danheim alliance has collapsed into open civil war. The battlefield of fallen Danheim soldiers along the riverbank was the confirmation.
The whole run
Oldest first. Full write-ups for all of these live in the chronicle.
PrologueA Shadowed Horizon
Entry IThe Journey Begins
Entry IIShadows of Stormsend
Entry IIIThe Reaper & the Red Dragon
Entry IVRubies and Raptors
Entry V · iThe Farm House of Mystery
Entry V · iiThe Farm House of Mystery
Entry VIAncient Boons and Watched Towers
Entry VIIExpecting Guests
Entry VIIIInto the Mine They Go…
Entry IXRumble in the Dark
Entry XFeathers Don't Make You a Bird
Entry XI · iIn the Belly of the Beast
Entry XI · iiIn the Belly of the Beast
Entry XIIBlood Soaked Riverbank
Entry XIIIThe Factorum Moldavithran
Entry XIVForge Master Monazut
Entry XVThe Shadow's Claw
Entry XVIWithin the Smoke of Battle
Entry XVIIArrow and Chain
Entry XVIIIOld Scars and Treacherous Wings
Entry XIXOperation — Save Baby
AppendixKey Characters in Rovaksole
Three honest
ways in
The proper way
The Prologue
Narrated lore, no dice. The world, the cosmology, and the weight behind every choice the party later makes. Twenty minutes and you are oriented.
The fast way
Entry I
Straight to the table. The real campaign began at session seven, so Entry I rewinds to show how this unlikely band first crossed paths.
The cheat
The Character Primer
Who everyone is, in one sitting, so you can drop into a recent entry without being lost. Pairs well with the Prologue.