11825, the Eleventh designation from the 825 batch, a distinguished batch of clockwork Mymidions, was a proud construct. Manufactured 1270 years earlier, 11825 had served both the Dragon Overlords and the nascent Gothic Imperial Court. He served with distinction, fighting and destroying many of the rebellious lizardmen. He aided the Gothic Imperial Court in their evacuation from the Lands. And he accepted his deactivation full well knowing he may never see another day.
But that day came 1120 years after deactivation, when new people that 11825 thought had come from the Gothic Imperial Court (for they spoke Gothic, who else could they be) reassembled him, and called him to service once again. The plasma ran through his circuits, and he knew that he would uphold the honorable 825 designation once more.
He fought the strange new lizard like creatures, smaller than Lizardmen but fierce nonetheless. He answered the many questions from the Gothic Courtiers. He refused to be called “Brobot”, whatever that meant. He opened doors. Finally, in the second fight with the little mini-dragons, the courtiers became indicisive. Some called for him to back up. Others, to attack. A few simply yelled “shut the door.” But 11825 was in the doorway, and requested clarification. All the while, the little Mini-dragons pelted him with fire bolts and spears. As his strength ebbed, and eternity beckoned, 11825 wondered, for a moment, what a breeze felt like. A laugh. A mountain flower looked like. Then he could take no more damage, and ceased to be. 11825 had served his 825 designation with honor, and was now at rest.
Our colonists studied the mysteries of the Towers, trying to find a way to travel from point to point without allowing others to do the same. Eventually, the party went through the portal of the first tower, and came upon a large snake and a Kobold Shaman controlling that snake. The party battled, concetrating on the Shaman. Once the Shaman was defeated, the large snake became torpid and nuetral, and the party was able to navigate around it. Loud noises downstairs suggested the rest of the kobolds were bracing for a fight. Instead, the party simply figured out the placement stones of the Tower, and teleported to the third tower. Upon their arrival, a Clockwork Mymidion detached from the wall and defending the Tower. With an annoying metallic “Enemy” uttered everytime it fought one of the party members, a close fought battle went the party’s way. Defeated and deactivated, the party investigated the clockwork device. Part machine, party creature, the Clockwork device gave up a secret. That was, through its visor, the party could see that the Tower and a road to the south sat upon, and were energized, by electric blue Ley Lines. These Ley Lines were enfused by magical power, which the party decided to draw upon. As the tower was invested with a large kobold host (guarding the nearby Kobold King’s Demesne), the party used Calem’s magic missile wand to blow open the large double stone doors leading into the demesne (also taking out several kobold guards). Quickly recharging the wand on the Clockwork device’s wall charge, the party then rushed the now opened passge into the Demesne. After a battle with the remaining Kobold Guards, the party found themselves locked out from an interior door into the Demesne. But they had learned some sectrets about the Towers, and the Ley Lines. The New World seemed very old indeed, with questions answered only leading to more questions. Who layed the ley lines? What was their purpose. Who maintains them now?
Our colonists, fresh from saving the lumberjacks from the Kobold scourge, next followed a map found in the Kobold lair to perhaps find a cure for the Bloody Pox. Added to the map was information giving by the sole survivor of the previous colony, Jacob Bluecastle. He let it be known that the Bloody Pox could be cured, and the cure perhaps found in the far off Kobold King’s demense.
So our colonists set out south, towards a tower as indicated on the map. Through snow, across the flat plains, the party journeyed for days until they found a mysterious tower, 80 feet high and alone in the plain. It’s manufacture odd, with technology lost to the current times. The party entered the tower, and almost immediately fought a scouting party of Kobolds who had taken up residence in the Tower. The battle was close, but the colonists prevailed. After finding out information about the bloody Pox and it’s possible origin, the party went upstairs, to find Kobold Artificers had fled, and a strange portal on the top floor. It appeared to be a teleportation device, maybe linked to many others. The cure seemed closer all of a sudden, and yet, wrapped in danger.
Our intrepid colonists tracked down the kobold force, and the five lumberjacks that had been absconded with and taken to the kobold hold. The trail stayed warm, and as the party turned the corner, they were blasted by three kobold Fire casters. After a close battle, the party continued into the depths of the kobold caves, where they found the foul dragon kin had made it their home. Exploring ever deeper into the caves, they finally came upon three kobold alchemists, and a blue Dragon Wyrmling on a collar with the Kobold Chieftain. A nasty fight ensued, but the partyy was victorious.
The luberjacks were rescued, as was a longtime settler from the Gothic Empire, Jacob Bluecastle. jacob let the party know about a cure for the bloody pox, and that a map found in the caves contained the way to the kobold King’s hold. The party looked around the caves, and decided to return at some future time. But for now, they returned back to Vidorville as heroes, lifting the spirits of the settlers. the lumberjacks had been rescued and safety returned to the Colony.