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.
Gears of Ruin Interlude: The Warforged Wars
The arrival of sentient machines in an already explosive political situation plunged the whole world into global wars among economic, religious and opportunistic alliances. The auto-clanks (humanoid machines) ended up obtaining their emancipation at a horrendous price of scrap metal and blood. They took the name “Warforged” as to never forget how they won the right to exist as free beings on this hostile world.
Gears of Ruin: The Phantom Rails, Part 1
The one rule I gave myself was “Shape the adventure based on the questions your players ask you” and “When in doubt, ask for a skill check”.
It worked wonderfully. So much so that my first true sandbox dungeon adventure probably felt like a seamless linear adventure narrative to my players who probably thought they were just following the path I had made for them.
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