Eberron: Junkers & Jockeys 5e D&D Campaign

Eberron: Junkers & Jockeys 5e D&D Campaign

The solar system belongs to Orion Corporation. Your salvage mechs and your crew are all that stand between the frontier and total corporate control.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
3 NEEDED TO START
$20.00

/ Session

Details

Bi-weekly / Tuesday - 1:30 AM UTC

Session Duration / 2–2.5 hours

0 / 5 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

Magic Gemstone

Report Adventure

Money Back Guarantee

StartPlaying Money Back Guarantee

If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy

This game will begin once 3 players have joined
About the adventure

Their trash is your treasure. The towers of Sharn rise so high they cast shadows over entire lives. In the lower wards, people are born under those shadows, work under them, bleed under them, and get told to be grateful for the scraps that fall from above. The wealthy own the sky. They own the airships, the foundries, the courts, the guilds, and the polished war machines that keep everyone else in line. You are the people they stepped on. You are scrap pilots, back-alley artificers, warforged veterans, smugglers, ruined heirs, union bruisers, street runners, and lower-ward survivors caught in the middle of a growing scrap war. Your machines are not elegant. They are not clean. They are giant Junker mechs built from trash, broken lightning rail plating, stolen dragonshards, wrecked war machines, and whatever your crew can salvage before the city crushes you beneath its heel. This is a character-focused Eberron campaign about class warfare, found family, corruption, and fighting back when survival is no longer enough. Expect high-stakes mech battles on skybridges, airship raids through Sharn’s towers, dangerous salvage runs, rival pilots, political intrigue, and hard choices about what justice costs. Your character’s past matters. Your crew matters. Your mech is not just a vehicle. It is proof that something discarded can still stand tall enough to make the powerful afraid. This game is for players who want cinematic action with emotional weight: underdogs with oil on their hands, enemies in glass towers, friendships forged in the junkyard, and battles where every dent in the armor tells a story. You are not here to save the system. You are here to take back what was stolen, protect the people still trapped beneath it, and prove you are done being the thing everyone steps on.

Meet the Game Master

5.0

(28)

TOP GM
Artist
Educator

3 years on StartPlaying

334 games hosted

Highly rated for: Creativity, Teacher, Knows the Rules

Average response time: 4 hours

Response rate: 100%

About me

Well met, adventurers! I'm Avner, and whether you're brand new to tabletop role-playing or continuing a long journey, I'm thrilled to share a table with you. I started DMing 10 years ago when I got tired of waiting for someone else to run a D&D game and decided to learn how myself — and I've been immersed in the hobby ever since. In my three years on StartPlaying I've hosted over 300+ games and counting, and I've done my best to soak up every system I can get my hands on. My dice-rolling journey started with Warhammer Quest and HeroQuest, and these days I run and love 5e and the new 2024 D&D, Star Wars RPG, Pathfinder, Genesys, Cypher, World of Darkness, and many more. What ties them all together is the thing I care about most: players telling a shared story, with highs and lows that create memories lasting years. I've played in just about every format there is — dice around a kitchen table, across a camera, on Roll20 and Fantasy Grounds, and plenty of hard-fought play-by-post. If there's a way to play, I've probably tried it. What I bring to a table isn't just rules knowledge — it's a polished, immersive game with custom maps, atmospheric audio, written recaps so no one loses the thread, and a story we build together. I'd love the chance to bring that to you.

View Profile →
Character creation

Creating your character

Characters and mechs are built together at Session Zero as a group. This is intentional. The connections between pilots matter as much as the pilots themselves, and building together means everyone arrives at Session One with history already in place. During Session Zero we will: * Walk through the Cypher System together — no prior experience required, I'll teach you everything *Choose your Descriptor, Type, and Focus from the options in the Iron Horizon Player's Guide — all of which are custom-built for this setting *Build your Junker mech step by step — choosing your chassis, your mods, your paint job, and your mech's name *Establish your PC Connections — the threads of shared history that link your pilots before the campaign begins *Run through Lines and Veils and set up our safety tools together The Player's Guide contains all available Descriptors, Types, and Foci. These have been written specifically for Iron Horizon and its tone. If you have an idea for a pilot concept that doesn't quite fit what's on the page, bring it to Session Zero — I welcome suggestions for additional Descriptors or Foci that fit the setting, and we'll work it out together. Character creation uses standard Cypher System starting stats. No mechanical experience is required or assumed.

What to expect

Preparing for the session

You will need a Discord and Roll20 Account, we will also use D&D Beyond so you will need an Account there.

What Avner brings to the table

What I Provide Every player receives the Iron Horizon Player's Guide before Session Zero — a custom-written document covering the setting, factions, pilot types, mech building, and everything you need to create your character. No rulebook purchases required. No homework beyond reading it and showing up with a rough idea of who your pilot might be. Sessions run on Foundry VTT on The Forge with a purpose-built campaign environment — maps, tokens, handouts, faction intel, and a living record of what your crew has done and who they've become. Ambient music and soundscapes run throughout every session, scored to the scene — quiet tension in the corridors of Juncture Station, something heavier when the mechs deploy. My GM Style I am a story-first GM. My job is to build a world that responds to who your character is, put them in situations that matter, and make sure every player leaves each session with at least one moment that belonged specifically to them. I track what your pilot cares about, what they're afraid of, and what they haven't dealt with yet — and I use all of it. I do character voices and distinct NPC personalities. The factions of Iron Horizon have real people in them — people with agendas, contradictions, and the occasional crisis of conscience. The Orion executive who believes in what the corporation stands for. The Blades of Talmor operative who has stopped being able to tell the difference between justice and revenge. The frontier contact who likes your crew more than is professionally advisable. These people will feel like people. Combat is cinematic and consequence-driven, not a tactical puzzle. I use the Cypher System because it keeps the action moving and the spotlight on the story rather than the grid. That said, your choices in a fight matter — positioning, cyphers, who you protect and who you leave exposed all have weight. I embrace the Rule of Cool when it serves the moment, and I will always find a way to make your best idea work. I will also never protect you from the consequences of your worst one. I run towards character moments, not away from them. If your pilot has unfinished business with a faction, I will use it. If your mech has a name and a history, that history will show up in the fiction. If you write a backstory hook, it will become a plot thread. The more you give me, the more the campaign will feel like it was built specifically for your crew — because it will be. What I Expect From You Show up. Be present. Be curious about the other pilots at the table, not just your own character. The best sessions happen when the crew is invested in each other, not just the mission. You don't need experience. You don't need to know the rules. You need to want to tell a story with a group of people who are all in on the same thing. That's the table I'm building. Come find out what your mech is called.

Homebrew rules

I will be using 5e rules as the base for this adventure leveraging existing rules in vehicle combat and crafting with some minor changes to add the mech mechanics into the game where they already fit seamlessly next to warforged and golems.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Avner creates a safe table

I run a Session Zero before the campaign begins. We'll use Lines and Veils to establish what's off the table and what we handle with care, and I keep an open door policy — you can always step away without explanation, no questions asked. We use Stars and Wishes at the end of every session. Stars are moments that landed. Wishes are things you want more of. It keeps the game pointed at what the whole table actually wants and keeps communication open without anyone having to make it a big deal. This is a table built on trust, collaboration, and the shared goal of telling a story worth remembering.

Content warnings

Alcohol Use
Blood
Body Horror
Character Death
Classism
Controlling Parents
Cults
Death
Fire
Extreme Violence
Execution
Freezing
Genocide
Guns
Language/Cursing
Lifechanging Injury
Mass Death
PTSD
Sexism
Terrorism
Violence

Safety tools used

Frequently asked questions