The world feels alive.
Your choices matter.
That suspicious innkeeper has something to hide. The enemy you spared remembers. And the plan you came up with five minutes ago? It might change everything.
I bring the preparation, colorful characters, and years of experience that let me follow your lead without losing the thread. Published adventures get rewritten around your party. Encounters give you more to do than trade damage. Your character’s ambitions and questionable decisions become part of the story.
I invest in beautiful maps, character art, atmospheric sound, and tools that keep play moving—and put them to work building a world around your adventure.
I’ve even written a dozen custom Foundry modules to give investigations, social encounters, and other challenges the tools they deserve. If the adventure needs something the software doesn’t do, I build it.
Every campaign gets its own website with session recaps and current quests. Spend your time playing, not trying to remember what happened last week.
Foundry brings it to your screen. I bring it to life.
Find your next adventure
A few questions before the adventure.
What’s it actually like to play at your table?
Expect memorable characters, mysteries worth poking at, and fights that reward thinking. I like giving you a situation with several possible approaches, then finding out which wildly unexpected option you choose. There’s room for serious roleplay, ridiculous plans, and the occasional NPC you adopt against my better judgment. Your choices should change what happens next.
What kinds of stories do you like to tell?
I love stories where your character has something at stake beyond completing the quest. Ambitions, grudges, friendships, and questionable decisions give an adventure its teeth. The tone depends on the campaign—from gothic horror to mythic fantasy to space opera—but even a dark story needs room to laugh. And even a funny story can land a punch.
Do you run published adventures or your own stuff?
Both. Many of my campaigns start with a published adventure, but I rewrite, expand, and reshape it around the people playing. Your backstory should have somewhere to go, and your decisions should matter even when the book didn’t anticipate them.
My favorite question from a player? “Wait. Was that really in the book?”
How closely do you stick to the rules?
I like rules that give your decisions weight and make challenges fair. I’m also a former lawyer, so untangling ambiguous wording is familiar territory. When something gets confusing, I aim for a clear, fair ruling, explain my reasoning, and keep us moving. You should know where you stand without spending your evening in Rules Court.
I’m a fan of the Rule of Cool, too. Bring me your clever, ridiculous plan. But bending a rule shouldn’t make another player’s carefully built character less useful or give away the signature move they invested in. Let’s make your moment awesome without stepping on somebody else’s toes.
What systems do you run?
Mostly Pathfinder 2e, D&D 5.5e, and Starfinder 2e. They’re well implemented in Foundry VTT, and I can run just about any kind of adventure with those rules.
I also sometimes run Daggerheart if you want more say in building the world, or Draw Steel if you think Pathfinder could be even more tactically crunchy. For mystery, investigation, and the bleak certainty that you’ll eventually go insane, there’s Call of Cthulhu, Pulp Cthulhu, and Delta Green. I also enjoy cozier games like Brindlewood Bay and Stonetop.
I’d especially love to find more players interested in mystery, investigation, and horror. If that’s your thing, come talk to me.
Can I join if I’m new—or the campaign isn’t?
Absolutely. All my games are beginner friendly, and joining an established campaign shouldn’t feel like showing up halfway through a movie with nobody willing to explain the plot. I’ll help you understand what matters, build a character who belongs, and get comfortable with the table. You don’t need to memorize months of campaign history before you can contribute.
Do I have to do voices or be good at roleplaying?
No acting audition required. Speak as your character, describe what they do, or tell us what they’re trying to accomplish. All of those work. Take your turn in the spotlight—or don’t. That’s cool, too. You can enjoy the story without delivering a dramatic monologue every session.
Can you run a private game for my group?
Absolutely. I’ve run both one-shots and longer campaigns for established groups looking for a GM. Whether your group has played together for years or is figuring out which end of the d20 is up, we can talk about the system, tone, and adventure you want.
For private games, I generally charge a single table rate, with up to six players per session. Your group decides who plays each session and how to split the cost.
How does playing with you work?
Start with Find a Game and browse the campaigns with open seats. Each listing shows the system, schedule, price per session, and where the party is in the adventure. Pick something that grabs you, then use Join Campaign to get started. Not sure which game fits? Come say hello in Discord.
We play online using Discord for voice and Foundry VTT for the game itself. Foundry runs in your browser—you don’t need to buy a license. Bring a computer, a reliable internet connection, and a microphone. Headphones help keep everyone’s audio clear.
Before your first session, I’ll help you get connected, prepare your character, and get up to speed. Joining an ongoing campaign? We’ll give your character a reason to be there. You don’t need to memorize a mountain of lore or learn every rule before we play.
Sessions generally last three hours. For public games, cancel at least 24 hours in advance and you won’t pay for the session you miss. Private bookings have separate arrangements. And if the game doesn’t happen, you don’t get charged.