Campaigns are listed in reverse chronological order:
Frozen Lands of Chult - (2024) Dnd 5E and roll20. It is Rime of the Frost Maiden set in the now frozen land of Chult.
Dungeon of the Lost Mine (2023) - Conversion of Lost Mine of Phandelver to Dungeon World to test module conversion rules. Hosted on Roll 20.
Keep Running - (2020-2022) Remote roll20 campaign using DnD4 following the adventures of the descendants of big bad evil folks who decide to rebel against their parents and turn good to save the world. Started in Keep on the Shadowfell and transitioned to 5E to run Tomb of Annihilation.
Wilton guard - (2019 - pandemic) Lunch based gaming group following the adventures of a team of frontier town guards.
After the plague - (2016) The rise of gods brought with it an age of plague and destruction. Society has fallen into dark times with much lore and civilization lost to the ages. Will you take up sword and spell to delve long lost ruins, looking for treasure and answers among the ashes of civilizations lost past?
Freeport System Test dungeon crawl - (2014) One shot test of Fate Freeport rules. A Cat burgler, a Feisty firemage, and a retired commando are sent to close a demon gate. What can go wrong?
Amnesia - (2014) Wake up in a room with a dead body and total amnesia. What happened? Who are you? What is real? A story about what is within. A Victorian Psychological Thriller. A distinguished elderly gentleman who knows too much, A battle hardened champion of the working man, and an androgynous lady in an expensive suit find themselves in Victorian times but all is not what it seems.
Steam punk space smugglers - (2014) Short experiment using Fate Accelerated. A young pilot looking for his lost father. A robot clown looking for its maker and a softhearted space smuggler with a ship falling apart around his ears take on galactic mega-corps.
Rise of Monsters - (2013) Short monster interlude highlighting the monster side of the story after Exodus. Sessions are grouped with exodus. Players play goblins, kobolds, and seafolk. Covers the rise of Besmirian influences and the of monster races in Arcania.
Exodus - (2013) Short interlude. Rumors of Gods return fly around the lands. But the people of Falcon's rest are coming down with a wasting disease even as the Dwarves from the nearby kingdom are driven from their homelands. Can the villagers discover save the village from an early demise?
Thule's Gold - (2011-2013) A hundred years ago an Archmage attempted ascension to godhood and the attempt destroyed his country leaving a swirling vortex of negative energy in its place. Now a century later the danger is even worse. A mad woman is preparing another attempt. Will the party stop her before she triggers the end of the world?
Witch Hunter - (2010) Magic has returned with a vengeance Now arcane magic is synonymous with dangerous radiation. Party is part of government ministry tasked with cleaning up and regulating dangerous magical emissions. But political and corruption make the job difficult and someone influential is collaborating with the wrong side.
Cowboys - (2009) based in a fantasy world without magic. Cowboys and indians have replaced the classic tropes of heros and monsters.
Baronies - (2001-2004) multi-year campaign starting at 1st level and running to 20th with same players. At culmination the gods were destroyed and magic was altered fundamentally.
Wynn - (2000) campaign I ran in Connecticut. Focused on territories of Wynn just north of Lothia and the troubles brewing in the fae woods.
Sula - (1995+) Setting used in most of my campaigns. Lot of world notes here.