Here are the FIVE possible campaigns for the RPG program this summer! I run these separately from the afterschool program. Refer to these descriptions when you vote in my survey. If you want to join one of the summer RPG groups, have your parents contact the Grandmaster at guildgrandmaster AT gmail DOT com!
Fantasy meets sci-fi in Paizo’s upcoming Adventure Path that starts rolling out this August. It is set in Golarion’s NUMERIA, where, thousands of years ago, the fragmented remnants of a spaceship fell from the sky, scattering strange technological ruins and deadly perils. Today, these sites are feared by the barbaric tribes and coveted by the spellcasters of the Technic League. Paizo says we should expect to see “lasers and robots and radiation and gravity suits and nuclear resonators and atom guns and neurocams and K-lances and heavy weapon harnesses and robojacks and thoracic nanite chambers and graviton generators and more.” (People newer to Pathfinder would play the 2nd volume and start at Level 4. Veterans would play the 6th volume and start at Level 15.)
Do you want to build your own kingdom and run it? The rulers who cleared out land and founded the fledgling nation of Esper have suddenly disappeared! You must deal with the chaos they have left behind as well as deal with the birth pangs of a young kingdom. Defend your kingdom from threats within and without! To expand your kingdom, you must also explore an untamed wilderness laden with its own mysteries. This is one of Paizo’s most popular Adventure Paths (second to Rise of the Runelords). (Starts at Level 7.)
Rappan Athuk, also called the “Granddaddy of All Dungeons,” is in the spirit of old-school D&D, full of lethal traps and demons from hell that will force you to think smart and use your wits. Just as unforgiving as the dungeon is the wilderness surrounding it. Notoriously difficult, Rappan Athuk (and the massively powerful creature it serves) have never before been beaten by RPG players anywhere without cheating. We will also vote on which RPG system to use: Pathfinder, original D&D, or 5th Edition D&D. Original D&D was way harder, and you got a sense of accomplishment for surviving and making it to the next level. If you succeed, you will most definitely get BRAGGING RIGHTS in the Guild! This campaign is less about building your ideal character and more about thinking creatively, avoiding death, and trying to “beat” a very difficult adventure! (Starts at Level 4.)
Razor Coast (or Beyond Razor Coast)
Razor Coast, Caribe-Polynesian flavored, wereshark-infested Age of Sail swashbuckling RPG campaign was a big hit in 2013-14. A new power has, well, installed itself in the pirate town of Port Shaw, and you must deal with the consequences! I am expanding beyond the main campaign of Razor Coast for people who want to return to this seedy corner of the world, engage with sine post-apocalyptic politics and of course some ocean sailing. (For those who want to play in the main campaign, we’d start at Level 9. For those who want to start from where the main campaign left off, we’d start at Level 12.)
Wrath of the Righteous Finale!
WAGE WAR AGAINST DEMONKIND! After defending Kenabres and repelling the initial demon invasion, your characters have grown MYTHIC, have taken back the key city of Drezen, and have returned from the Abyss to face the final challenge! Can you save all of Golarion from the apocalypse? We Because you are taking on demons and their commanders, this is the first Adventure Path to use Pathfinder’s Mythic Adventures rules to make your characters MYTHIC!!! (We will play the 6th volume of this adventure path. You start at Level 18 with 8 mythic tiers, and eventually reach Level 20 with 10 mythic tiers! We will use the Mythic Adventures rules.)