The setting for this game is a bit niche and not very widely known. As we are playing within the Mykrulverse the entire multiverse of campaign settings (forgotten realms, eberron, World of Warcraft, Warhammer, so on and so forth) is essentially up for grabs I wanted to run a campaign in a setting I’ve personally played in a few times and had tons of fun with. My brief summation of the setting is a more Metal, more technology filled D&D, where most amazing things are actually a mix of mechanical engineering and magic called Mechanicka. There are trains, trolleys, and even a few sky ships. Most importantly there are Warjacks and Laborjacks, semi-sentient steam powered constructs. And guns. Lots of guns.
This is the version of the book we are using currently - IRON KINGDOMS: REQUIEM *5e* by Privateer Press — Kickstarter
The Players : As part of their mission from Myrkul to come to this world, they were given the decree to have their bodies changed to one of the natural denizens of the world. Their objective so far is vague : “Gain Wealth, Gain Fame, and Establish a headquarters.”
- Rayven, a Soulless (very white, very creepy version of human, that is resistant to all magic but can never cast any himself )Gunfighter of the Sniper Variant
- Scree, a Cryxian (savage, human, hated by most others on this world) Cleric of Guile.
- Nerion, a Khadoran (think more russian like, not despised but very war heavy) Oathbreaker Paladin/ Hexblade Warlock.
- Roofer, an Iosan (elf of this world) Eldritch Knight Fighter - the only one to not be hiding an undead nature.
A Teaser I gave the players prior to session 1, which helps to establish the scene of their arrival on Caen :
Campaign Teaser : It has been two months since the successful defense of the Temple of Myrkul. Following that aftermath you four have been chosen to embark on a long-term mission to the planet Caen who’s existence only became known to Myrkul as his influence grows. Having been warned of other flying vessels on this planet, the crew of the Death’s Wish exert caution by only entering the stratosphere of the planet. Through powerful enchantments to amplify one’s vision, Lord Scree aids in the positioning of the ship. Once in position miles and miles above The City of Walls, Caspia, you each drink what appears to be an empty vial and all four of you step off into air from the bow of the ship. Like silent, invisible missles your bodies gain more and more speed. The ground, once so distant becomes clearer. Your destination firmly in sight your resolve heightens. Seconds go by, then a minute, and then two. It’s not long until the ground will claim you. As planned, each of you down another vial, this time of a white color. Your velocity towards the ground becomes a trickle of what it once was. Allowing you to survey the city in its beauty. You take note of some nearby landmarks and realize the city has some ugliness to it as well. That you can work with.
Session 1
The party lands in the shitty part of Caspia, known as “the Dregs” all meeting up in a desolate alleyway filled with trash and debris. There they undo their invisibility and begin to take note of their immediate surroundings. The party notices they are being watched from one of the piles of debris, the sensation being triggered by a red light. After some interaction and investigation they uncover a defunct laborjack. After pulling its power core Lord Nerion summoned his warstead and stowed the metal creature across the saddle.
They proceed to hit a tavern named “The Shovel and Pickle” and gather some more information, including the name and location of “The Iron Gut” - the local job broker for mercenaries. This place is hard to miss when it is in sight as it sits several stories in the air, adjacent to one of Caspia’s many walls. It’s called the Iron Gut because it resides within the belly of a scrapped Colossal Warjack of Old.
Next to the Shovel and Pickle they also notice a bulletin board labelled upcoming attractions in front of an unlabelled warehouse that has very loud music coming from inside. This bulletin board lists several dates and name of what appear to be performers of a sort. The party has no idea what day it is and proceeds to not ask for the entire session.
Before venturing to the Iron Gut, the party finds a shop for their laborjack, called the “Kenneth Shop” and drop him off there. The mechanik, Kenneth, agrees to look at it when he finds time.
They venture to the Iron Gut and proceed to set up their own mercenary company after some truth spelled questioning. Only one of any suspicion was Scree as he seemed to be purposely provoking the gobber named Misty who was interviewing them, trying to see if they were spies for the Infernals, Cryx, Protectorate of Menoth or had any Ill intention towards King Julius. Name of the mercenary group to be decided upon next session.
They gathered the name of the nearest magika item shop, named Crazy Curios, run by Detter.
When asking for work the newly founded mercenary group were offered three different missions, all of them D rank, only one of which they asked further information on.
- Clear out rats from the sewer - 500 gp
- Find a missing Feline - 500gp was marked out and replaced with 1000 gp
- Escort a Business man - 400gp
They decided on the missing feline. And found out they need to find an Aether Panther known as Smittens and the poster of the job is Lynda.
Session 1 end.