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RPG Campaigns in Fall 2017

Join one of the RPG campaigns that I am running this fall! (These are separate from the afterschool program.)

There is an online application to sign up for one of these groups. If you are interested and/or have more questions, parents/guardians should contact me (Ronald) at guildgrandmaster AT gmail DOT com!

Princes of the Apocalypse (investigate elemental cults in the Forgotten Realms)

The party continues its investigations into the Sumber Hills, where brigands and strange cultists seem to have sinister designs that may threaten the humble town of Red Larch. Set in the iconic Forgotten Realms. (Uses 5th Edition D&D. Continues at Level 5, goes until Level 14.)

Rappan Athuk (challenging and deadly megadungeon)

rappan-athuk-miniRappan 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. If you succeed, you will most definitely get BRAGGING RIGHTS in the Guild! This campaign is more about thinking creatively, avoiding death, and trying to “beat” a very difficult adventure! (Uses Pathfinder RPG. Continues at Level 13, goes until Level 20+.)

Slumbering Tsar (challenging and deadly lost city/dungeon sandbox campaign)

SlumberingTsar_Banner-miniBy the makers of Rappan Athuk:

Something Stirs in the City of Evil… Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? (Uses Pathfinder RPG. New group could start exploring the desolation surrounding Tsar at Level 7. Current group would continue at Level 12. Goes until Level 20+.)

Dead Suns (galaxy-spanning adventure)

This is the first adventure path for the new science fantasy Starfinder Roleplaying Game, which combines exotic alien races, futuristic technology, magic, and starships! Dead Suns begins when a derelict ship arrives at Absalom Station towing a mysterious asteroid. Investigating it only raises more questions requiring traversing the galaxy to answer them… (Uses Starfinder RPG. Goes from Level 1 to 12)

Stoneheart Dungeon (challenging and deadly dungeon) –> Slumbering Tsar

By the same people who publish Rappan Athuk, Stoneheart Dungeon begins with the party reclaiming lost temples to Sarenrae and Abadar. However, uprooting the evil that claims them requires delving into a deadly dungeon… (Uses Pathfinder RPG. Continues from Level 4 and goes to Level 7, when it can transition into Slumbering Tsar)

-Grandmaster

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Posted by on August 21, 2017 in Announcements, Campaign

 

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Slumbering Tsar #11: Ghosts

The party encounters shades from the past in the wall-fortress of Tsar. -GM

10th day of Sarenith, 4717 AR

“Well look here, another group of dead adventurers. Or, if you aren’t yet, then soon to be dead.”

The screams of the dead filled of the air as they drifted into the room. The party was struggling; even Nonek had broken a sweat. We were tired, wounded, and outnumbered. Hope seemed fleeting, and for a moment I thought all was lost. But then, Neptune raised his rail gun, shaking in his weary hands. The weapon slowly panned towards the wraith, before exploding in a tidal-wave of light and sound. The monstrosity was blown into oblivion by the barrage of debris. And, like a spark catching, visions of victory sprung up before us. Nirot raised his voice into a cry of battle and plunged into the fray. Jackie Sparrow was like a darting viper, exploiting weaknesses and taking out foes at the perfect moment. The foes tried to surround Nonek, but he simply laughed as blow after blow glanced off his armor.  All the while I stood behind them, manipulating the world to better suit our needs. We were glorious in our sheer power, and the undead could not hope to compete.

From there we retreated, needing to regather ourselves and regain what energy we had spent. Soon, we were back within the keep. Down into the tower we went, looking for clues in order to solve the mystery that is Tsar. We eventually came upon some barracks, which may have been built for the more expendable soldiers of the city. The party opened the lockers in search of anything that could be of value or use, but sadly we didn’t find much. However, the next floor down was another story. Chained to the wall was a spectral man, bound by manacles as dead as he. It seemed that he had lost all belief in escape long ago. He slowly pulled up his head to gaze at us. “Well look here, another group of dead adventurers. Or, if you aren’t yet, then soon to be dead.” He soon dissolved into incoherent ramblings, but not before telling us that the only way to set him free would be to burn his body deep below.

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Slumbering Tsar #10: The Armory

The party gains some valuable information and continues exploring Tsar’s wall-fortress. The party’s techslinger, Neptune, narrates. -GM

9th day of Sarenith, 4717 AR

As soon as I heard the squeak of The Peddler’s cart, I sighed, wondering what ominously cryptic information he would give us.

We left the swamp, muck still clinging to our armor. Personally, I hope we never return. I hate mud and smelly swamps. We returned home, and while Nonek and Nirot were having their mummy rot and swamp sickness cured by Father Death at The Camp, Dio and yours truly made a quick trip to the capital to sell the spoils of our adventuring. It took two castings of teleport, and the second one landed us about a mile off-target. I pointed out that a technological teleportation device would never do that, but Dio ignored me. We also stopped in at the local library, to ask about the artifact we had recovered after the fight with the iron devil and the weird blade robot.

The historians told us that long ago, Orcus had a competition to decide his “Grand Cornu,” which is a weird way of saying second in command. There were 11 priests, and after competing, Orcus gave the title to the weakest and turned the rest into these statues. Orcus seems to have a pretty twisted sense of humor.

We returned to The Camp, and the night before we returned to Tsar, the weird old peddler who told us to not sleep in Tsar or “to darkness we would awake” decided to stop by. My keen ears heard him first of course, and as soon as I heard the squeak of his cart, I sighed, wondering what ominously cryptic information he would give us.

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Slumbering Tsar #9: Drain the Swamp!

In a missing chapter of our tale, the party entered the tower on top of the central fortress and fought an iron devil and a mechanical construct wearing a human’s skin but with an array of flensing blades in its chest. They also found a statue with an overwhelming magical aura… an artifact? (More on that later.) -GM

6th day of Sarenith, 4717 AR

There was another hideous mummy standing unnervingly still next to the entrance…

Destroying the iron devil and machine had taken a considerable amount of our strength. We were too tired to charge the central guard tower and vanquish the sinister creator of all these nonliving guards, but we weren’t tired enough to go back to the camp and rest. After some thought, we decided to explore a presumably less dangerous entrance to the city: the sunken, swampy northeast gate.

There were two immense towers guarding the oxidized gate. One seemed to be mostly intact, but the other had fallen halfway into the bog. It looked as if whatever made the area sink didn’t happen until after Tsar’s citizens made the place perfectly suited to a flat, dry climate. A pool of swampy water separated us from the northern tower, but luckily there was a functioning boat on the shore. It looked more like a weird triangle than a boat, but we knew it was a boat because it was labeled as such, in large capital letters.

As we boarded the small vessel, we noticed several lights hovering above the pool. I threw a rock at one of them to show the insignificant photons that they were no match for us. The light flew toward me and exploded. How rude. I would have given the remaining lights a lesson on etiquette if a bunch of hideous mud mummies hadn’t ambushed us.

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Slumbering Tsar #7: I Don’t Say Much, and Let My Gun Do My Talking for Me

Choosing the method of frontal assault, the party enters the bailey of the fortress at the center of the city’s walls. (-GM)

4th day of Sarenith, 4717 AR

They call me Neptune. And they also told me to chronicle our little expedition into Tsar. So I will.

After dealing with the mob of skeletons, leaving them dead (again), we realized that we were still in danger. In the middle of the large courtyard was a tower, and from the arrow slits came a continuous stream of arrows. Not many hit their targets (us), but it got annoying, and so I took a few shots at one. It stopped firing for about 30 seconds, then kept shooting. We quickly had Alucard’s roc fly us back up to the ramparts, saw a door to our left, and went inside.

We found ourselves in a barracks, with beds, an armory, and a kitchen. A careful search revealed some dust, and a few cobwebs. We took the time to heal, and discussed our plan of action. I remembered seeing a door above the side of the entrance gate leading into the central fortress, and we decided to go into that. I knew my lock-picking prowess could get us in, and Dio could get us out.

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Slumbering Tsar #6: The Midnight Message

The Church of Iomedae, intrigued by the possibility that some remnant of the paladins left behind in Tsar by the Army of Light might still survive thousands of years later, resigned itself to the fact that the previous adventurers they had sent had either died or otherwise succumbed to some great evil. The Church has sent a new party of more experienced heroes to investigate the ancient ruin of Orcus.

Their diviner, Dio, begins their story. (-GM)

4th day of Sarenith, 4717 AR

Malerix, the tar dragon

The first thing one might notice about The Camp was the smell. Not the pure, putrid odor of rot, but a more subtle, complex, dry smell that leaves you wondering. A smell that makes you nervous, a smell that makes you look over your shoulder or lock your door. The next thing one may notice is the inhabitants of this “town.” They peer through rotten curtains and cracks and doors. Their greedy, shining eyes peer out at you with a wicked desire, instilling a sense of wrongness, a sense that all is not as it seems in this pathetic excuse for a town. Finally, the last thing one may notice is the Usurer himself. His rat-like eyes glint out at you with a sheen of avarice. His thoughts are occupied with any situation that could result in the smallest bit of profit for himself. He concerns himself with nothing else, for in his mind there is nothing more important in life. Overall, one may conclude that The Camp is a sad, disgusting mockery of modern civilization. No one in their right mind would want to go within 50 miles of the place; it is simply that repulsive.

However, our group cannot be rightly called within their right mind. Our company is composed of a Paladin, Alucard, a wizard, Dio, a gunslinger, Neptune, and an Armored behemoth of a man, Nonek. We have come together united by our mutual goal of reaching the city of Tsar. We arrived together at the camp at mid-day, and were greeted by the Usurer. He peered at us through shrunken eyes. “Good day sirs, Welcome to my fine city. If you would like to purchase anything, you must exchange your gold for bits. The current rate of exchange is, lets say, five gold per bit.” He smiled as he crowed this to us, eyes alight with dreams of wealth.

“Sorry to disappoint, scum, but we do not deal with weasels. Good riddance.” I proclaimed. He sneered at us and scurried away, knowing that he would not win this battle nor convince us otherwise.

We headed to the outskirts of town, content to waste the day and head to Tsar tomorrow. However, that night we heard an ominous noise which awoke the more perceptive members of the party. An odd creaking came from out of the gloom. “Who’s there?” The noble paladin bellowed, but to no response. Louder and louder the noise grew, until we could finally see a hunched figure in the distance. Pushing a cart and bundled in rags, the creature moved closer. Searching my mind, I remembered tales of strange figures coming out of the night and offering knowledge at a price. “Buy? Buy?” The mass of rags spoke, shuddering slowly and holding out a quivering hand. Upon his hand was a set of false teeth. We paid the man 50 gold for the object, and he spoke unto us this, “Sleep not in the city or to darkness awake. Not light to the eye but to the soul at stake.”

The next morning we headed out from The Camp and ventured towards the city. We knew of a large dragon that was said to vomit upon travelers before swallowing them whole. However, we believed that the vile beast would pose little threat to a group as adept as ourselves. Overall, when we did face the beast, the fight was anticlimactic. It flew away constantly, and just spat over and over. It died how it lived: Pathetic and alone.

Finally we arrived. The colossal structure loomed over us, intense and ancient. What lay within was unknown to all. The giant doors to the city seemed to lean over us, awing the party with their massive size. We entered through those doors, but not before some scouting was done. We discovered that there were groups of undead on the ramparts above and to our sides, and we decided that they needed to be dealt with. The bird took us up, and the battle began.

– Dio (Zack)

=================================

Alucard, ifrit paladin 11
Dio, elven diviner 11
Neptune, undine techslinger 11
Nonek, human armor-master fighter 11

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Gaming During the Summer!

Join one of the tabletop groups that I’m organizing for the summer! Both are separate from the afterschool program.

Most are Pathfinder RPG or D&D campaigns where you adventure with the same group and embark on a grand quest! I personally gamemaster them, and so there is a fee.

One (or two) of the groups will be boardgaming get-togethers that are centered around the RPG board game Gloomhaven. Other games that could be played are Mage Knight, Pathfinder Adventure Card Game, and other games you want to bring!

There is an online application to sign up for one of these groups. If you are interested and/or have more questions, parents/guardians should contact me (Ronald) at guildgrandmaster AT gmail DOT com!

Princes of the Apocalypse (investigate elemental cults in the Forgotten Realms)

The party continues its investigations into the Sumber Hills, where brigands and strange cultists seem to have sinister designs that may threaten the humble town of Red Larch. Set in the iconic Forgotten Realms. (Uses 5th Edition D&D. Continues at Level 5, goes until Level 14.)

Rappan Athuk (challenging and deadly megadungeon)

rappan-athuk-miniRappan 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. If you succeed, you will most definitely get BRAGGING RIGHTS in the Guild! This campaign is more about thinking creatively, avoiding death, and trying to “beat” a very difficult adventure! (Uses Pathfinder RPG. Continues at Level 10, goes until Level 20+.)

Slumbering Tsar (challenging and deadly lost city/dungeon sandbox campaign)

SlumberingTsar_Banner-miniBy the makers of Rappan Athuk:

Something Stirs in the City of Evil… Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? (Uses Pathfinder RPG. Goes from Level 11 to 20+.)

Board Gaming Group

Meet up with others to play board games — the gaming centers around the VERY EXCELLENT Gloomhaven RPG board game which comes out in August/September. But we might be done with the 10 scenarios in the public mini-campaign before the summer is out, so we can also try out other board games. Personally I’m thinking the focus will be on more tactical/strategic games. Pathfinder Adventure Card Game (cooperative strategy card game), Mage Knight (complex RPG/deckbuilding hybrid), and Through the Ages: New Story of Civilization (civilization management and warring game) are games that would like to play. But people can propose and bring their own games and we can organize something around that, too.

-Grandmaster

 
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Posted by on May 30, 2017 in Campaign

 

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