Fallout: Equestria meets tabletop roleplaying. The weekly adventures of Dragon Mawlers Inc, a ragtag bunch of wastelanders questing for loot in the frontier region of Dragon's Maw.
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What lies in the future of the Dragon's Maw and its ponies? Thanks for listening!
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The Executive has made his move to steal the greatest draconic power source in the world. Can the Mawlers stop him?
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How far does a dragon go to avenge their entire species?
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A non-stop brawl with four legendary raiders from the distant past!
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One final dracolich's base of operations. But the Mawlers weren't the first to get there.
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The Mawlers need to figure out their next move. Then theyprepare for that next move, say goodbyes, etc.
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The Cult is in retreat, and a newly revived dragon shares the details of the dracoliches' grand scheme.
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A dracolich is ended, and another new dragon is born.
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The lives of two dragons are on the line: One that hasn't been hatched yet, and one that's been dead for over two centuries.
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The Dragon Mawlers' prospects are shrinking fast! But they might be able to bargain and sneak their way out of it, if they choose to make some sacrifices.
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A war is on, but there's yet more room for absurdity and shenanigans before this adventure in the Maw is through.
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The forces on the Mawlers' side meet up in Skyfall to team up, coordinate their forces, and finally form a plan of attack for taking on the sixth dracolich.
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And now, the thrilling conclusion to the latest skirmish between the old world and the new.
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On two different airships, multiple attempts at breaking the stalemate in the skies are set into motion.
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With a strange companion in tow, the duo finds out the mystery of Greenfield, then heads back to report it.
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Skyfall's ready to fly! Let's hope there aren't any complications on the way up...
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The duo travels south from Greenfield on a sidequest, running into some kooky characters on the way.
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There are a few last-minute preparations to deal with, including a prolonged interaction with some of the prisoners in Skyfall's brig.
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A couple of days after the Curse of Cinders incident, the ponies of Skyfall continue to get ready for war.
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Manehattan is burning up. It's up to the Mawlers to find out why, once and for all. This is the finale for Mawlers Take Manehattan!
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Previously, very previously, outside of Dragon's Maw... A future dynamic duo meets up for the first time. And almost blow up in the process.
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The kids are on the trail of a kidnapping! But there's more to this case than meets the eye. A lot more.
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The Crystal Games are coming! Whee! But this little slice of life is interrupted by some real intrigue...
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Lapis-Lazily runs the show as the class is taken on a grand adventure through... VR gaming?
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Shenanigans continue as everyone tries to get the kids and adults back to normal.
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Magical shenanigans occur at a classmate's party.
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The class trip to the Manehattan City Zoo ends in a dangerously unregulated jackalope hunt!
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Field trip! The class and their chaperones head to the Manehattan City Zoo!
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Aurelia tries raising money through a lemonade stand on a hot day. She fails at first, but her classmates come by to help.
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Dr. Javolt and his TV crew clashes with Powder Keg's demolition company, with a few potential child stars caught in the middle.
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In Manehattan, kids and adults reluctantly come together for the dreaded Career Day at the local public school.
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The party comes back together to get a cloudship back in the air and maybe stop a spellplague along the way.
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Firelight and Dr. Tibbs discover a new threat to the citizens of Skyfall.
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Now that they've scavenged the rest of the parts, Flotsam and Dr. Javolt see what needs to be done to repair the fallen city of Skyfall.
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Xencarn and Tempered Steel attempt to do the impossible: Convince a pack of hellhounds to become allies.
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Having learned that trouble is on the horizon, the party takes stock of everything in the Maw and decides what to do next.
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With Stable 998 behind them, the Mawlers say farewell to some friends, say hello to new allies, and head back to Ribcage for a good night's rest.
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In the aftermath of the defense of Stable 998, Chica the changeling and Xencarn have a private discussion and come to an important decision.
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There's a problem: The location of Stable 998 is now common knowledge. And the nearby townsfolk want to loot it.
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The time comes to end the Machine Curse once and for all. But even when it's over, there are new problems to consider.
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The Dragon Mawlers find a secret Stable deep within the Maw, a relic from before the war. Why is it here, how is it related to the dragons, and what will the Mawlers find inside?
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The Mawlers follow the trail of the Cult of Tiamat, a mysterious power source, and an army of mutated fire-breathing lizards.
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The Mawlers' second morning in Ribcage starts out casually, but trouble looms on the horizon.
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As Javolt starts to calm down, the rest of the party get to know the movers and shakers of Ribcage.
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Dr. Javolt copes with loss the only way he knows how: Science! And getting on the rest of the party's nerves.
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Amidst revelations about Dr. Javolt's past, the Mawlers travel to the openly hostile wasteland settlement of Ribcage. (It's also our one-year anniversary!)
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The Dragon Mawlers' time in Apocalypse draws to a close. All that's left is to tie up a few loose ends.
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The Four Horses Gang finally convenes in the center of Apocalypse, but a last-minute twist threatens to topple everything the Dragon Mawlers have worked towards.
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During the party in Apocalypse, while Xencarn deals with the raider known as Scales, Dr. Tibbs and Flotsam speak to Locust, the other Famine raider of interest.
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There's a party in Apocalypse! While Powder Keg distracts Famine with random activities, the rest of the gang do what they can to get intel and undermine Famine's web of secrecy.
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