A Draw Steel campaign covering levels 1 to 3 inspired by classic spaghetti westerns. Enjoy your train heists, mad max style war machine chase across the desert, a ruthless murder, and faction play in the wild wild west of the Ruby Desert.
A Fistful of Iridoss is a full campaign covering levels one to three for Draw Steel.
"A merciless sun beats down on the wind blasted red dust of the Ruby Desert. Among the mesas and cacti, runs a dirt road from horizon to horizon. A lone rider, on a horse, travels down the path — a gun slinging from a holster on her hip.
Slicing through the silence and the occasional call of carrion birds, a shrill whistle rings through the air. A serpentine metal chariot, breathing smoke and fire into the cloudless sky, snakes out from behind the mesas on the horizon.
The gunslinger stops, raises her right hand to her desert-sored mouth. She blows a short, sharp whistle. Four other horse riders emerge from their hiding places behind rocky outcroppings. They draw their guns and turn towards the approaching train, waiting…"
Heroes find themselves in the Crimson Creek Valley lying on the eastern edge of the Ruby Desert. It is a wild desert, dotted with mesas, cacti, bandit gangs, tyrannical orewardens, and hopeless citizens … also timescape secrets. Desperate pleas from the populace, living under immense oppression, brings the heroes into this godforesaken land. They are the last shade of hope in the scorching desolation of the townsfolk.
In the midst of the agents of Lady of Brass, the group of displaced locals called Sandriders, and a mysterious faction pulling shadowy strings, the heroes fight to find hope for the denizens of Crimson Creek Valley. They must choose where they stand amongst the factions through
Bandit ambushes
Train heist
Mad max style war machine chase
A visit to the fallen city of Alloy
The secrets of iridoss
And a murder mystery
Do you dare to walk the main dirt road at high noon through Copperbanks?
Storyline
Chapter 1: Have Gun Will Travel A Fistful of Iridoss opens with a few quests where the heroes help the desperate villagers of Copperbanks. Several seemingly unrelated incidents in Copperbanks bring the heroes to town. Delving into each of these reveals pieces of a bigger puzzle. Why are miners going missing in the iridoss mine? Why was priest Darzok killed? Why did the horses in Longhorn Ranch go insane?
Chapter 2: For a Fistful of Iridoss Heroes have found the secret of Copperbanks, but they need to tread carefully. Powerful players in the area are all ready to use the secret to their own advantage. None of them can be counted on to care about the townsfolk. A raid from the Sandriders throw Copperbanks in turmoil. Complicating matters even further, the Lady of Brass' agents show up in town. In the middle of all this the heroes have to ask, "What is orewarden Azeeza playing at?"
Chapter 3: Train-ed Killers The secret is out. Copperbanks draws the attention and if needed, the ire of the Lady of Brass and the Sandriders. A plea for help from a hitherto enemy, a starving populace, and riots in the street culminate to a desperate train heist.
Chapter 4: The Ruby, the Brass, and the Sandriders The time has come for the heroes to make a choice. Will they side with the sandriders or will they pick the Lady of Brass? Even if they do, will either side accept the heroes or will the heroes start a civil war in the faction they choose?
Chapter 5: A Bad Day at The Castle of Fire With the carnage of chapter four, the Ruby Desert teeters on the edge of full scale war. The Lady of Brass offers a chance to end the madness by holding peace talks in the Castle of Fire, her seat of power. But will the Sandriders even come to the table? Even in the urban environment of the Castle of Fire, the heroes realise that there is no rest for the weary. A sabotage leads to mad max style war machine chase through the Ruby Desert.
Chapter 6: The Battle of Copperbanks With an army bearing down upon Copperbanks, the heroes must marshal what defences they can against their foes.