Previous Campaigns - GM
Iron Hack - Ongoing mega homebrew world
Ezra is an old world by the standards that measure such things. As such, age upon fallen age of civilization has be founded, fallen, and buried under the progress of each new successor. The world is ripe with dungeons and of course ancients evils best left undisturbed. It is currently the Age of Reclamation, which was proceeded by the Age of Dragons, a time when 9 living gods bound in dragon form ruled the entirety of the world.
In this current Age, small kingdoms have risen up and vie for control over lands and resources. Eager to amass power greater than their neighbors every leader is scrambling to amass as many relics and as much lore as possible from the assorted ruins, dungeons, and wastelands of Ezra as they can. As such, it is an age…. Of grand adventure. But these times are far from light-hearted, nay, for each kingdom finds itself walking the thinnest razor’s edge of war… |
This heavily house-ruled, completely home-brewed campaign is centered around a frontier steampunk city in the Western Wastes. There, a ragtag group of would be mercenaries find themselves in ever escalating escapades and deadly dilemmas. The Golden Eagles must contend with a power-mad princess, a sadistic mad scientist, a jeopardized dwarven king, a time traveling arcanist of legendary renown, and a soul hungry moon intent on the necrotic terraforming of the world. And let's not even get started with the Mindflayers...
Season 1 took characters from level 1-6. Season 2 took characters from level 7-14.
Season 2 ended with the looming threat of planetary destruction and the party trapped in an alternate timeline... What insanity awaits in season 3?
Season 2 ended with the looming threat of planetary destruction and the party trapped in an alternate timeline... What insanity awaits in season 3?
Red Hand of Doom - APril 2018 through December 2019
The afternoon sun beats down on you; the air is hot and still. Whether you were born in Elsir Vale, stationed here by your organization, or came here for your own reasons, you currently call the Vale, and the town of Drellin’s Ferry, home. It’s a settlement hard on the borders of the Witchwood, the westernmost settlement of the great human empire. The sparsely settled lands of Elsir Vale are quietly prosperous, dutiful in their taxes to the empire, but starting to grow monotonous. Some days you can’t help but wish for a little excitement. But, you know what they say, be careful what you wish for…
The campaign was played weekly and took characters from levels 1-12. During that time the party defeat 5 different dragons, fought a war, and saved their homes, among other things. The same group is now playing through Scales of War. |
Tomb of ANnihilation - October 2017 through December 2019
Run in a somewhat 80's pop culture infused Faerun, this sprawling meat grinder really pushed the group to the limits with its challenges and meat-grinder mode.
"A shocking rumor buzzes through the Forgotten Realms; a mysterious affliction is targeting those who have been raised from the dead. This wasting disease, which marches its victims back toward the death they once defied, has been dubbed the “death curse.” When this wretched sorcery claims a life, divine magic no longer revives them. Any others who fall to their demise, through natural or unnatural causes, is similarly lost to the living realm. Adventurers who wish to stop this devastation must travel to the peninsula of Chult to find the source of this death curse and destroy it. Chult is a tropical wilderness composed mostly of jungles, plateaus, impassable mountains, and belching volcanoes." The campaign was played weekly and took characters from levels 1-12. In the end the group was successful and the souls of Faerun were able to resume business as normal. |
Paradise Vale
a Collaborative homebrew west marches world
This was a homebrew west marches game developed with a good friend of mine. Over 25 different players and 3 GMs brought the world of Paradise Vale to life despite the insane challenges presented by resource shortages and deadly house rules. After a year of steady gameplay, we eventually had to close to doors on Paradise Vale. Though, on occasion this campaign world opens back up for special events, fundraiser games, and short adventure paths. My rendition of Skull & Shackles is set in the same campaign world.
"Overpopulation threatens the Valorian civilization, and resources are becoming scarce causing internal strife and hints of civil war. Turning to their patron Goddess Erathis for guidance, the Valorians received visions of another land, far across the vast oceans veiled in mist. It is here they must journey to lay claim to a new dominion for mankind.
After 5 weeks at sea, and having lost 3 of its 20 ships to the unknown dangers of the Mists, the Valorian fleet caught the slightest hint of land far off in the Eastern Horizon. The fleet never reached land, however. A massive serpent of the deeps attacked and destroyed 3 ships before turning its attention on the Rushen Castle and physically tearing it asunder. Those who survived were tossed and dragged through the coastal currents and deposited on the shores of Paradise Vale, surrounded by their dead and dying countrymen, and the wreckage of the fleet. That night, huddled together for warmth in the light of 2 mighty bonfires, many survivors braved the dark and the cold to travel towards the lights and find each other.
Now, of the 6000 who set out initially, three small communities totaling over 500 individuals, Valorians, Mousekin, Warks, and Kobolds, work tirelessly to develop and protect their new homeland."
"Overpopulation threatens the Valorian civilization, and resources are becoming scarce causing internal strife and hints of civil war. Turning to their patron Goddess Erathis for guidance, the Valorians received visions of another land, far across the vast oceans veiled in mist. It is here they must journey to lay claim to a new dominion for mankind.
After 5 weeks at sea, and having lost 3 of its 20 ships to the unknown dangers of the Mists, the Valorian fleet caught the slightest hint of land far off in the Eastern Horizon. The fleet never reached land, however. A massive serpent of the deeps attacked and destroyed 3 ships before turning its attention on the Rushen Castle and physically tearing it asunder. Those who survived were tossed and dragged through the coastal currents and deposited on the shores of Paradise Vale, surrounded by their dead and dying countrymen, and the wreckage of the fleet. That night, huddled together for warmth in the light of 2 mighty bonfires, many survivors braved the dark and the cold to travel towards the lights and find each other.
Now, of the 6000 who set out initially, three small communities totaling over 500 individuals, Valorians, Mousekin, Warks, and Kobolds, work tirelessly to develop and protect their new homeland."
ARCHIVED CAMPAIGNS - Player
Blood in the North
"In a world cursed by magic and torn apart by war, a ragtag band of warriors fights against the insidious machinations of corrupt leaders, demonic orcs, evil cultists and their Elder Gods."
In this game, run by my friend John Bryan, I play a human fighter named John D. Fletcher who, after losing everything that mattered to the war, joined up with a band of traveling warriors, first as a mercenary sharpshooter, and now, as a trusted ally. It was played weekly via Roll20 Blood in the North blends warcraft, darkest dungeon, and good old Lovecraft together in an engaging story punctuated by tough strategic battles against powerful home-brewed opponents. The grim-dark eldritch tale of corruption and loss took characters from levels 1 all the way to 20. I had a lot of fun playing a super multi-classed character (fighter battlemaster, rogue assassin, GOO Warlock, Grave Cleric) all the way to 20. |
WesWorld
This high powered, fast paced campaign that follows a band of heroes attempting to save their worlds from the conquest of Orcus, Demon Prince of Undeath.
A traditional 5e game with an emphasis on high level play, our heroes traveled the world and the multiverse itself in an effort to undermine and ultimately topple Orcus's reign of terror. In this campaign, created and run by my friend Wesley McGregor, I played as Iyssyl, wood elven cleric of the Raven Queen. A very old elf who has lived too many "human" lives, and is hopefully living his last in the service of the Queen of Death. Beating up Orcus was extremely satisfying. |
XADRIA
A ragtag group of exceptional misfits is forced to work together by a powerful empire. Over time they discover truths the rest of the world is not ready to hear or understand. Together, they break their bonds with the empire and begin pursuing their own agenda. But will this agenda save the world or destroy it?
In this campaign, created and run by my friend Rob Murry, I played as Валерия, The Witch of Winter, a human warlock raised in the Winter Court of the Unseelie Sidhe. She returned to the prime material world to look after her brother and broker trade and war alliances between mortal kingdoms and the Winter Court., but wound up caught in a power struggle that ultimately unraveled the very threads of reality itself. The campaign was played weekly and took characters from levels 1-12. |
Waterdeep Dragon Heist
Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures.
A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin! This intro campaign took characters from level 1-5. I was a player in this game and the DM was Loren the GM. In this campaign I played Chamomile, Teifling Galmour Bard. It was a tremendous amount of fun with several heists, cons, and even a few dungeons to crawl. In the end Magic Head wound up stinking rich. |
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