What's included
6 live meetings
9 in-class hoursClass Experience
This is a continuing campaign set in a gothic steampunk world. As such some of the themes tend to be a bit darker, which is why I've designated it primarily for older teens (though I will still be keeping it at a light PG-13 level). This continues where part 1 left off, with the adventurers departing from the island where they had crash-landed their airship and battled against supernatural powers vying with each other for control. The group is gifted a new ship to take to the skies, making their way to the mainland, but it isn't long before they learn that the world still faces a grave threat from Malekith, the Nightmare Lord who resides in the Wake. Will the adventurers turn back this powerful foe, or will the world fall into darkness? This is for students who have previous experience with Dungeons & Dragons. All characters will start at level 6. The optional firearm rules will be permitted in this setting. Session 1 - With Corvinus saved from destruction, the adventurers embark on an airship of their very own. But it isn't long before an unexpected encounter has them fighting not only for their lives, but to keep the ship airborne. Can they mount a strong defense, or will they be tossed into the depths of the sea? Session 2 - The group has survived the attack, but not without damage to their airship. At last reaching the mainland, the adventurers visit Marseine, the City of Water, to have repairs made. Despite only just arriving, the group notices eyes in the shadows follow their movements, and masked figures stalk them on the streets. Who might these individuals be? Why do they have an interest in the party? Session 3 - A battle ensues upon the rooftops of Marseine, as the masked figures strike out at the adventurers with deadly precision. Will the adventurers uncover the truth, or will they die at the hands of assassins? Session 4 - An old acquaintance of the party (either friend or foe, or both) makes an appearance and reveals important news. The group resumes their journey, heading northward into the wild lands of Grandia, arriving at a foreboding town in the Twilight Woods. What will they discover there? Session 5 - Many dark and dangerous things lurk in the Twilight Woods, and to make matters worse, the adventurers have to contend with xenophobic villagers while searching for the gateway into Malekith's realm. How are the villagers connected to the Wake, and what pathway will the party find to lead them to the gateway? Session 6 - Having discovered the location of the gate, the adventurers enter the last leg of their journey to the Wake. But first they must contend with the fearsome guardian that Malekith has placed to watch over the gate. Will the party prevail and enter the Nightmare Realm, or will they fall prey to the great beast?
Other Details
Parental Guidance
As mentioned above, the setting and theme of this campaign tend to be a bit darker than some other games, but nothing will exceed a light PG-13 level. Specifically, suspense, mystery and magic will be central to the story, and some of the enemies could be described as visually scary. There will be no vulgar or sensual content whatsoever, and descriptions of violence will be kept very light.
Supply List
I will provide a character sheet if anyone needs it.
External Resources
Learners will not need to use any apps or websites beyond the standard Outschool tools.
Teacher expertise and credentials
I have been playing Dungeons and Dragons for over twenty years, both as a player and a dungeon master (storyteller). I have experienced the benefits of roleplaying first hand in my life and love the shared creative aspects that the game encourages.
Reviews
Live Group Class
$65
for 6 classes1x per week, 6 weeks
90 min
Completed by 21 learners
Live video meetings
Ages: 13-17
2-4 learners per class