Games

I offer a range of games, both in person and online via Discord, Roll20, and StartPlaying.

The Temple of Tempus

This is the go to adventure that I run for team-building and other events.

The Temple of Tempus is a classic dungeon crawl containing puzzles, problem solving, and combat. This adventure is written by me. It is designed for a level three party.

This adventure has simplified pre-built characters and is run using a rules-light playstyle so that new players can jump right into the action.

For in person gaming, this adventure comes with coloured printed maps and painted miniatures.

This adventure can be completed in a single 2-3 hour session.

Baldur's Gate – Descent into Avernus

This game is an official Wizards of the Coast module that takes characters from level 1 through to level 13. The characters start out in a chaotic Baldur's Gate which is being harassed by evil cultists and surrounded by refugees from nearby Elturel. Eventual their story will take them to Avernus, the first layer of the Nine Hells.

This adventure has a lot of combat, including the 'War Machine' combat that is included in the adventure. There is also plenty of opportunity for role play with some really interesting NPCs to mess with.

The adventure is loosely linear with large sandbox sections of the game where you can get lost in the freedom.

The adventure is of moderate difficulty, with some spikes in difficulty along the way. The adventure is a classic heroic journey with rooms for corruption, and plenty of comedy thrown in.

I use a small amount of third-party and homebrew content with this adventure. This is to improve on the original story, expand on sandbox content, and to add additional encounters.

The adventure could take about six months to complete based on playing weekly. There is scope for continued play after the completion of the campaign as written.

Critical Role – Call of the Netherdeep

This game is an official Wizards of the Coast and Critical Role module that takes characters from level 1 through to level 12. The characters start out in the land of Xhorhas which actively encourages character builds that are more difficult to justify in other campaigns. The characters will travel great distances to answer the Call of the Netherdeep and follow, or ignore, their detiny.

The adventure is a good mixture of combat and roleplay. And being set in the Critical Role, many fans of the show may be familiar with some of the lore that appears in this adventure.

The adventure has a linear structure with some sandbox areas. With my knowledge of the setting and resources available I am willing and able to expand on the openness of the world.

The adventure is of varying difficulty, with some areas being easier than others and some difficulty spikes. The adventure is a classic heroic journey with rooms for corruption, and themes of darkness and dispair

I use a small amount of third-party and homebrew content with this adventure. This is to improve on the original story, and expand on an area in the adventure where the actual content is not as expansive as what the lore suggests it should be.

The adventure could take about six months to complete based on playing weekly.

Curse of Strahd

This game is an official Wizards of the Coast module that takes characters from level 1 through to level 10. The characters are pulled in and trapped in the land of Barovia where they must content with wild beasts, horrific undead, and and unusual locals.

The adventure has a good mixture of combat and roleplay, with many situations providing players with a choice depending on their play-styles. There is a lot of opportunity for some deep role-play in this module, often being possible to go several sessions without a single combat.

This adventure is a pure sandbox. Any place you can see on the map you can go.

The adventure is considered to be harder than many of the other official adventures. Character death is highly likely. This is a horror-based adventure with a lot of dark themes, but allows for the occasional bit of humour.

I use a small amount of third-party and homebrew content with this adventure. This is to allow for the game world to adapt to the characters and their decisions, include content that was left out of the adventure but is in the lore of the setting, and to add more flavour and encounters.

I've run this adventure quite a few times. This is 100% my favourite adventure to run.

This adventure can take three to six months. They way I run this adventure, the main story tends to run tighter compared to how other game masters run this adventure. There is plenty of scope for continued play after the completion of the campaign as written.

Ghosts of Saltmarsh

This game is an official Wizards of the Coast module that takes characters from level 1 through to level 12. The characters are based in the town of Saltmarsh were there is plenty happening and lots of quests to undertake.

The adventure is a series of short adventures from earlier editions of D&D that have been tied together to the town of Saltmarsh. This can be run as individual adventures or an open-world campaign

The adventure has a mixture combat (including ship combat) and roleplay.

Depending on how the players want to play this adventure, it is either a series of linear adventures, or it can be a large sandbox adventure.

The adventure is a medium difficulty, with some difficulty spikes. This is a standard heroic adventure with plenty of room for shenanigans and comedy.

This adventure can be set in either the Forgotten Realms or Exandria, depending on the players' preferences.

If run as an open-world, this adventure will have a lot of homebrew content as I build the world around the party.

The adventure should take about six-twelve months to complete, with it being very easy to carry onwards after the completion of the official story.

The Sunless Citadel

This game is an official Wizards of the Coast module that takes characters from level 1 through to level 3. The characters are visiting a small town as the prepare to investigate the local dungeon this adventure is named after.

The adventure is a semi-linear dungeon crawl filled with plenty of combat and room for role-play.

The adventure is relatively easy but there is still opportunity for character death. The adventure is a standard heroic fantasy with plenty of room for comedy.

I add some of my own homebrew content to give the adventure some of my own flavour and to demonstrate my Game Master skills.

This adventure can be completed in four to eight sessions and can flow onto The Forge of Fury if the players want to carry on.

The Forge of Fury

This game is an official Wizards of the Coast module that takes characters from level 3 through to level 5. The characters are visiting a small town as the prepare to dungeon dive into an ancient forge in the search legendary treasure.

The adventure is a semi-linear dungeon crawl filled with plenty of combat and some room for role-play.

The adventure is relatively easy but the are some difficulty spikes with real risk of character death. The adventure is a standard heroic fantasy in the form of a dungeon crawl.

I tend to run this adventure as written. The adventure is well written and well balanced, with not a lot of room for improvement.

This adventure can be completed in five to ten sessions. This adventure can flow on from The Sunless Citadel and can flow into many of the other adventures with a few adjustments. There are other dungeon crawls from the same book that carry on from level five that are available if requested.

The Tomb of Horrors

This game is an official Wizards of the Coast module that can be played at levels from 10 to 14. If we are running new characters we tend to go for level 13.

The Tomb of Horrors is famous in the D&D community. It is probably the most difficult dungeon crawl around. While there is some combat, most of this dungeon is trap, puzzles, and more traps. There is a good chance your character will face a brutal death so it is good to have a backup character.

I run this adventure as written.

This adventure can be completed in two to four sessions. It makes for a great dungeon crawl that you can do after completing another campaign, a final test for your heroic characters.

The Tomb of Annihilation

This game is an official Wizards of the Coast module that takes characters from level 1 to level 11. The characters will explore the dinosaur and zombie filled jungles of Chult, before delving into deadly dungeons, all in the hope of saving the world from a mysterious 'Death Curse'.

This adventure has a lot of combat, a lot of exploration, and plenty of room for roleplay.

This adventure is a massive sand-box as the survival and exploration takes part across a massive hex map. Many of these hexes have interesting encounters or strange locations to explore.

The adventure has varying difficulties, with the legendary tomb often being described as a 'Meat Grinder'. And with the presence of the 'Death Curse', characters killed while adventuring cannot be brought back to life.

The adventure uses a lot of homebrew and third-party content that expands on content already in the adventure.

This adventure is one of the longer adventures to play. Taking at least a year to complete the main adventure with still plenty of jungle to explore after that, and plenty of story hooks to pull on.

Waterdeep – Dragon Heist

This game is an official Wizards of the Coast module that takes characters from level 1 to level 5. The characters will be based in the city of Waterdeep chasing down myth of a 'dragon' hoard within the city.

The adventure has a lot of combat, but even more roleplay. It also makes playing social based characters a lot of fun.

The adventure is set in a sandbox of a massive city. Any building you see on the map you can go to, or at least you can try.

The adventure is easy to moderate difficulty, with smart play making things easier.

The adventure uses a lot of homebrew, third-party, and older edition content to help fill out the city. This makes the city feel more real and lived in.

This adventure takes about three to six months to complete. However, there is plenty of post campaign content with many story hooks appearing after the main story is finished.

The Tempest Realm

The Tempest Realm is a homebrew setting of my own creation. Playing in this world can range from one-shots, short campaigns, to long running multi-year campaigns.

Each adventure is unique (though some pull on D&D tropes) with the longer campaign being written for the characters supplied by the players.

The short adventures tend to be semi-linear. The longer campaigns are open-world, though it is expected that characters will follow some of the story hooks presented – but in their own methods.

The adventures range in difficulty, some are easier, other hard, and the longer adventures varying wildly depending on the story played through.

All content played in The Tempest Realm gets added to the World Anvil account that acts as the world setting guide. This means if your character burns down a town, the next group that arrives at that town will find it burnt down.