Critical Hits

The Journal of Gamer Culture

Gears of Ruin: When it Bombs, it Bombs.

And I’m sick and tired of trying to “fix this”, I’m currently unhappy with our 4e games but was at a loss about turning things around until mid-week.

…and when it’s all said and done, an unhappy Dungeon Master is the surefire sign of a dying campaign/gaming group.

Gears of Ruin: Sabotage! Part 2

Amazingly, the Gnome Airship was still intact when the PCs own ship set in formation near it (along the Melorian’s living airship, and the Warforged chaos-propelled aerolith). Viscount Daven Sakran was joyously awaiting for them, all smiles and virginal innocence under the malvolent look of our semi-railroaded Goliath Warden.

Gears of Ruin: Sabotage! Part 1

Brought together to oversee the security of crucial peace talks, the PCs are faced with sabotage at 20 000 feet over the jagged surface of a world torn by 8 years of global conflicts. One of the diplomat factions turns on the other while demon-summoning clockwork bombs explode on the Gnomish airship housing the peace negotiations. Our heroes have to keep the negotiators alive.

The Briarthorn Needle, Gnomish Airship

The game’s action will occur entirely on board a Feywild grown, Clockwork-powered gnome airship called The Briarthorn Needle owned by ‘neutral’ fey privateers. The last warring factions of Sikkara (our Clockowork D&D gameworld) have agreed to meet on it to negotiate a peace accord and put an end to 8 years of global war.

The Gnomish Viral Music Box

Upon freeing themselves from the Fomorians, the gnomes knew that they could not rely on the other, more powerful races, to guarantee that they would not fall back into slavery. While many champions of the Gnomish causes have risen in the last centuries, the masters of trickery have created their own tricks to ‘convince” the world’s best heroes and scoundrles to help them.

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