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Available Games

Hello intrepid adventurers!

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Below are the games and settings I have available for new adventures, each with a short description and a note on if it's entirely homebrew or based in an existing module or adventure path (and undoubtedly altered).

These are not existing games with open slots, as I generally ask players to come with a party already in mind.
I am not a digital game-finding service nor a party matchmaking service, and am not responsible for creating a group for you to run with.

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If you want to play an adventure or module doesn't appear on the list below, please contact me about it! I'm always looking to expand my library of adventures!

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Please note that requesting a new setting be constructed from scratch, or having to purchase a new module for an adventure, may slightly affect the cost of campaigns.

Below you'll find the short descriptions of all the games (campaigns and one-shots) currently available.

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If you are interested in a custom campaign written especially for your party, you can contact me via email or the Contact button above to talk about what you have in mind.

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Adalar: A Bard's Journey

A 12 sided die

Come one, come all to the 39th annual Bardic Tournament! Which band of performers will travel the King's Road and collect all the sigils of the cities and towns? Which group of merry minstrels and magicians will traverse the Queen's Road and win the hearts of the people? Only time will tell!

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Come to the continent of Oatheria, a nation of peace where artisanal pursuits and bardic talents are in demand and highly honored; Near everyone here has a hobby or craft to their name, even if their day-job is hucking ice-spears and fireballs.

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The party comes together as the 39th Bardic Tournament is about to begin, but there's a problem: They've all still got to find a troupe to join! Whether they just came alone or got kicked out of another troupe for a dangerous badger juggling act doesn't matter now; they still have a chance to perform if they can get a few hands together for a troupe get the name in by day's end!

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A romp through a peaceful nation's annual "battle of the bards", where nearly any performance is free game as long as it delights and astounds the crowds! Still, a peaceful nation can hold plenty of chaos, and no good story is without a few trials on the way!

Normally Run As: Pathfinder 2e, D&D 5e available
Estimated Level Range: 0 - 12

Themes: Fantasy, Growing into Heroism, 

Setting: The Kingdom of Edelmarch, Adalar; The Third Age of Myth, 847.

Other Notes:

Adalar: A Hero's Rest

A 12 sided die

Edelmarch's peace in the third age of Myth was hard won by the deeds of the Gais'Lan Daenoch, a group of legendary heroes and heroines that still inspire the heroic and commonfolk alike. It has been almost nine hundred years after their sacrifice, and the wind has begun to carry foul portents of evils not so easily bested.

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Be they residents or tourists, the party comes together in the town of Cindergrave. Gathering for an auspicious festival, they  soon find themselves taking on a mantle that none in Edlemarch have worn in centuries: Hero.

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A high-fantasy quest through a troubled land of peace, faintly guided by echoes of the past and forged in the fires of tomorrow.

Normally Run As: Pathfinder 2e, D&D 5e available
Estimated Level Range: 0 - 12

Themes: Fantasy, Growing into Heroism, 

Setting: The Kingdom of Edelmarch, Adalar; The Third Age of Myth, 847.

Other Notes:
 

Adalar: The Whitewind Expanse

A 12 sided die

 

This game is coming soon!

Normally Run As: Pathfinder 2e, D&D 5e available
General Level Range
: 0 - 10

Bel'Mithra: Anima Ascendant

A 12 sided die

Bel'Mithra is a realm long considered to be the heart of the Elemental Chaos, or at least some long forgotten nexus point in that calamitous plane. It would be a simple question to answer if anyone were able to leave and check. The cradle of civilization in this inhospitable plane is it's center, where the elemental calamities are believed to cancel each other out and have provided peace enough for the kingdom there to create the Octovarian Configuration and grow prosperous by it's protection.

 

The Noonlocke Expedition Co. is nothing if not a noble's vanity project. That said, being noble's vanity project means it's well funded and somewhat lackadaisical when it comes to standards for their guards and staff. Whether it's just a paycheck or an attempt to do some actual research before someone stomps over all the artifacts, you find yourself tagging along as the expedition sets off after forgotten ruins. Forgotten, at least, until your employer won a scrap of parchment off of a broke mage in a game of cards.

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At least name isn't overly ominous: "Where Sleeping Gods Lie". Probably just a metaphor.

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A High Fantasy adventure through a realm caged by raging elements, home to an unexpected battlefield of ancient wounds and rivalries that seek to claim a new generation!

Normally Run As: D&D 5e, Pathfinder 2e
Estimated Level Range: 2 - 12

Themes: Fantasy, Ancient Gods, Rising Pantheons, 

Setting: Bel'Mithra, 1272 AO

Other Notes:
 

Bel'Mithra: Calamity Rising

A 12 sided die

Bel'Mithra, a realm long considered to be the heart of the Elemental Chaos, or at least some long forgotten nexus point in that calamitous plane. It would be a simple question to answer if anyone were able to leave and check. The cradle of civilization in this inhospitable plane is it's center, where the elemental calamities are believed to cancel each other out and have provided peace enough for the kingdom there to create the Octovarian Configuration and grow prosperous by it's protection.

 

As it stands you're stuck here either as a resident or a transplant, marked by a mysterious black pattern on your flesh that has long gone unanswered. You've researched it, or perhaps ignored it, but in the end you always ran into dead ends. It was a dull echo in your mind when you met Gabriel Vantas and found out there are other such individuals as yourself: marked and seeking answers. This apprentice of the Mage's Guild has contacted all of you after weeks of research, and has called you to The Scarlet Cup to discuss his findings. He seems certain it's an answer to the question of the markings, and certainly so much more!

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A High Fantasy adventure through a realm caged by raging elements, crossing paths with a cosmic battle that the party will find themselves entangled in!

Normally Run As: D&D 5e, Pathfinder 2e available
Estimated Level Range: 2 - 12

Themes: Fantasy, Elementals, Restoring Balance 

Setting: Bel'Mithra, 1189 AO

Other Notes:

The Badlandz Blitz

A 12 sided die

“It’s cooler because we put extra z’s in our words and extra spikes on the cars!”    -Landmine Larry, Bandit of the Iron Lord

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The Badlandz have a simple set of rules. Be kind. Drive safe. Don't. Open. The Trunk. It's a shame no one here can follow instructions worth a damn.

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The party picked a bad time for their story arcs to meet up in Dustwater, catching a drink just as an ominous rumble builds outside. Whether it's the Iron Lord's Bandits here to raid and rob, the Matron's Peacekeepers doing their usual inquisitions and tax collecting, or a rogue Mana-squall come to decimate and mutate probably doesn't matter much at this point.

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What does matter is what follows and the sudden realization that maybe, just maybe, there's a way to shake up this rusted land and break the shackles binding it...

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...Or at least have a hell of a party along the way.

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A science-fantasy setting leaning towards an eccentric Mad-Max romp through a world that's already seen it's apocalypse and knows how to party.

Normally Run As: Pathfinder 2e, D&D 5e available
Estimated Level Range: 0 - 12

Themes: Post Apocalyptic, Science-Fantasy, Cooperative engineering,  

Setting: The Badlandz, year ???

Other Notes: If nothing else I say summarizes this game, imagine a clan of Kobolds riding their ancestral war-rig (a jumbled mess of cobbled engineering that runs on pulverized sky crystals) through a color blasted wasteland as Na Na Na Na by MCR plays in the background.
 

The Humblewood

A 12 sided die

Only you can prevent forest fires! Or rather, only you and your party can hope to quell the hungering fires of the Scorched Grove, and put to rest the unquiet wood!

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Be they residents of the Humblewood residing in sleepy Meadowfen, or travelers come to see the majesty of the Alderheart, the party will find themselves put to a trial by fire, racing to stop the blaze before the Humblewood is naught but humble ashes!

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A fantasy setting in which Birdfolk and Humblefolk (Animal folk) are the main cultures, living in tune with nature and struggling to maintain that connection as new trials arise. A lightly edited adventure in the Humblewood campaign setting by Hit Point Press.

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Normally Run As: D&D 5e
Estimated Level Range: 1 - 5

Themes: Fantasy, Nature, Elementals, Animal-Folk

Setting: Humblewood (Hit Point Press)

Other Notes: Character options unique to the Humblewood setting will be made available to players.

Heckna! (A Heckin' Good Time!)

A 12 sided die.

This game is coming soon!

Normally Run As: D&D 5e
Estimated Level Range: 0 - 12

Themes: Fantasy, Horror, Circus

Setting: The Revelia

Other Notes:
 

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