Free Shadowdark Adventure: Descent to Thargrond

Shadowdark is quickly becoming my favorite TTRPG. Its simplicity makes homebrewing easy without breaking balance. It also addresses by biggest issue with 5e, it actually rewards treasure hunting, since PCs must earn gold to advance.

Whenever I learn a new system (the curse of being a forever GM), I build an adventure for it. This is one of two I’ve created for Shadowdark. This one is inspired by classic OSR dungeons where rival factions vie for dominance in the dark. For good measure, I added an ancient dwarven city, long fallen, now ruled by a necromancer. The necromancer manipulates the factions into destroying one another so he can swell his undead ranks.

The main inspirations for this dungeon are Caves of Chaos—the 5e remake of Keep on the Borderlands—and Barrowmaze. Running Caves of Chaos in the past led to some truly memorable player–monster alliances. Olly the Orc and Harry the Hobgoblin will live in infamy in my group (I needed names on the fly,I was expecting a fight, not a parlay!). The players even taught them the value of trade over conquest.

From Barrowmaze, I borrowed the idea of the mongrelmen and created a race of mutant humanoids adapted to survive the dangers of the dark.

Without further ado, here’s the back-cover summary and player pitch I use when running this dungeon in one-shots. Download the full adventure below.


Adventure Summary

Descend into a living dungeon, where every alliance is fragile and every victory feeds the darkness.

When monsters erupt from the depths beneath the village of Umberstead, desperate defenders pursue them into the caverns below. The tunnels once led to the dwarven city of Thargrond, but now form a labyrinth of warring factions and restless dead. In the heart of Thargrond, a necromancer known as the Pale Warden desecrates the city’s ruins, feeding on the chaos he’s sown and growing stronger with every fallen soul.


Player Pitch

Umberstead is under siege.
Strange mutant creatures have fled from the depths—what horrors drove them to the surface? Fight beside the villagers, then descend into a cavernous underworld where rival factions clash for survival, unaware they stand between you and something far worse.

Feedback or other comments: reach out at worldsbywally@gmail.com, or find me on Threads.

Hope y’all enjoy it!

Gen Con 2025!!!

I submitted my events for Gen Con 2025 today. My goal is to have all five of these adventures published or at least ready for publication by then. Two are part of the Journey to Hawaiki series. Those will include appendices with new rules.

I’ll update this post with links and description changes as the sessions are approved.

Dead Rising! – Pathfinder 2e.

Time: Friday August 1st 9AM.

In the small village of Vasuda, people have gone missing, and undead sightings are causing panic! Find the source of the undead, conquer the dungeon, and save Vasuda!

This short adventure has two parts. The first part of the adventure will be focused on role-playing as you investigate the recent disappearances and undead sightings to find out where they came from. If all goes well, the party should embark on a short dungeon crawl filled with traps, puzzles, and of course, undead.

In the small village of Vasuda, people have gone missing, and undead sightings are causing panic! Find the source of the undead, conquer the dungeon, and save Vasuda! Enjoy a little roleplay before embarking on an undead dungeon crawl!

Isles of Intrigue – Worlds Without Number

Friday August 1st, 2PM.

There’s a delicate power balance, three islands, alliance breaking, political marriages, and island adventures. You’ll face mythological dangers on the high seas. Save the island and prevent a war!

This is political intrigue set in Ancient Polynesia. The adventure provides a balance of roleplay and combat opportunities, with it up to the players when to apply which techniques. Each player will begin at 1st level. In addition to the core WWN rules, the game introduces new mechanics for wayfinding (sailing between islands) and divine intervention in addition to the core rules. The rules will feel familiar if you played any classic RPGs.

War or Peace in the Ancient Pacific -Worlds Without Number

Saturday August 2nd, 9 AM

Embark on a stealthy scouting mission and use subterfuge, sabotage, or direct force to save your island. Your chief urges caution while his advisor warns of dangers that need to be ended.

You’ll play a group of 1st level heroes. You’re in Ancient Polynesia and your island’s chief expects a nearby island to make an aggressive strike soon. He’s recruited the island’s bravest adventurers to scout out the enemy territory. In addition to the core WWN rules, we introduce new mechanics for wayfinding (sailing between islands) and divine intervention. Overall, the rule set will feel familiar if you played any classic RPGs.

The adventure provides a balance of roleplay and combat opportunities, with it up to the players when to apply which techniques.

Echoes of the Void – Stars Without Number

Saturday August 2nd, 2PM

Save a neuroscientist of galactic fame! Investigations so far led to a series of dead ends, until his wife received a cryptic message to send a crew. Can you save Dr. Ohno, or will you disappear too?

You’ll play a group of 1st level heroes. The adventure will begin as you meet his wife, Debra Walford. She describes a series of dead ends and disappearances associated with people who have investigated her husband’s disappearance. She received a message saying to send a crew and purchased passage for your group to investigate. The adventure provides opportunities for combat and roleplaying.

Mystery in Elanysia! – Pathfinder 2e

Sunday August 3rd, 9AM

Imps in the World’s safest city! Two wizards are under investigation for a series of robberies involving Imps and have hired you to help clear their name.

This adventure focuses on solving the mystery, starting with a chance to talk to witnesses of the three recent crimes. The first half will be heavily skewed towards roleplay, with the second part involving a short dungeon crawl.

Upcoming Publications!

The post title might be a little ahead of itself. But I’ve got two adventures for the without number series ready (one for worlds, one for stars). Now, I’m looking for play testers. I want feedback from both players and GMs. I’m thinking about starting a discord server to do play testing. If you’re interested, head over to my contacts page and reach out!

Echoes of the Void

Introduction: Dr. Ohno, A famous nuero-psientologist went on a short-term research assignment and went missing. His wife Debra started investigating his disappearance, and everyone she talked to started to go missing. A week ago, she received a cryptic message and hired the PCs to follow this clue to find her husband.

Shortly after taking the assignment, Dr. Ohno realized his research was intended to create psionic super-soldiers for a biotech megacorp. This bio-tech firm discovered a lost world with strange psionic properties. Not only did this lead to breakthroughs in psionic research, but the system’s position could completely change the sector’s economy by breaking up monopolistic trade routes. Realizing what was happening, Dr. Ohno attempted to sabotage the research and managed to leak a short cry for help to his wife Debra.

This adventure is a roughly four-hour adventure for 4-6 first level characters in Stars Without Number. It’s part of a longer campaign that I have outlined but haven’t been able to run in its entirety yet. I have run this part of the adventure a few times using SWN and Fantasy Flight’s Star Wars RPG. My plan is to publish the whole campaign in parts, making each module a standalone product.

The adventure starts on the most populous planet in the sector, with a chance for the PCs to follow up on the leads that turned into literal dead-ends for Debra. Then the PCs take a shuttle to a backwater space station to follow the message from Dr. Ohno.

On the space station the PCs get to the space station they’re able to acquire a ship, but it comes with some string attached in the form of a powerful new enemy. They’ll be pursued by local authorities as they leave the backwater space station. The players then end up at an abandoned research station, where Dr. Ohno was conducting research, in a unknown system. The station itself is basically a space dungeon, inhabited by aggressive robots and a torched psychic. Here they can piece together what happened, find Dr. Ohno (in the one-shot version), and realize how big an enemy they’ve made by taking this job.

Mystery in Elanysia

Introduction: Below the Tower of Arcana in the sprawling metropolis of Elanysia sits a seemingly endless maze of passages. For centuries the doors have been sealed shut, and in that time their purpose was long forgotten. Recently, a local thieves guild has taken up residence in these catacombs and allied themselves with forces they don’t fully comprehend, threatening to bring disaster to Elanysia.

This adventure is a dungeon I’ve placed in almost every campaign I’ve run. It’s inspired by the lost woods in the original Zelda game. The module is based on a one-shot version of the dungeon I put together while quarantining with Covid (it’s been sitting half-done for a while!) The adventure has the PCs following a series of robberies, where Imps provide a distraction while something valuable is stolen. Eventually, the PCs should figure out that George, and indebted gambling addict, is at the center of all events. Following him should lead the PCs to an endless dungeon maze where a local thieves’ guild has taken residence. Then the fun begins, as the PCs learn how to navigate the maze. They must stop the thieves’ guild from allowing a demon trapped in the maze from threatening the safety of Elanysia.

Pamona Cider RPG Night January 2025

Hi all, making a short post for my next one-shot. If you’re in the Milwaukee area come join for the third installment of Journey to Hawaiki. Follow this link for sign-up details: https://forms.gle/ZixRYorCpsTS2TgT8

This adventure will take you to a volcanic island to commune with a fiery god. Your island’s Kahuna received a vision, clouded by smoke and ash, and suggests you can decipher the vision atop this volcano. Escort your princess to the island to find out the meaning of this vision!

I’ve also formalized a couple more things to test with the setting as well.

Other systems are ready for playtesting like trade and crafting, but I won’t be including them in the one-shot.

Upcoming One-Shots

I’ll be hosting a series of one-shots, starting with three events at the Midwinter Gaming Convention on the 9th and 10th of January.

I’ll be submitting games for additional events, and will share details on those events in this post.

Midwinter Gaming Events:
I’ll be using Stars/Worlds Without Number deluxe rules for all the games below. The Journey to Hawaiki games will include pieces of the Ancient Polynesian rule set I’ve started building.

Journey to Hawaiki-1 and Journey to Hawaiki-2:

Embark on an episodic campaign in the mystical world of Ancient Polynesia.

The gods are meddling in human affairs, each god searching for a heroes to champion their cause. They aim to reclaim the sacred Hawaiki (the mythical homeland to all Polynesians) and need the mightiest champions to undertake this perilous journey. Heroes from various islands are pitted against one another in divine contests, as the gods seek their hero. Every one-shot changes and develops the world for this setting.

Each adventure will start with the chief of your island assigning you an urgent mission. Most involve a balance of roleplaying, combat, and puzzle-esque game opportunities.

Echoes of the Void:

This is a snippet from a longer sci-fi campaign I’ve been writing. The heroes are given a mission by a brilliant widow whose husband disappeared on a work assignment. In classic soap opera style, the heroes will quickly find themselves irreversibly involved in a larger set of problems. It features classic sci-fi action (space combat), some sci-fi horror, and a little science fiction esque magic.

Session Two: War or Peace

After the excitement of the wedding celebration had subdued, the Chiefs Pauihito and Temaunota quickly turned to deciding what must be done about Tahitia. Pauihito urged an aggressive strike, while Temaunota pushed for a more cautious approach. Chief Temaunota was weary of going to war while Borotonga recovered from the recent plague. Ultimately, they agreed to send a scouting party to Tahitia so a more informed decision could be made.

The chiefs sought the adventurers with the greatest Mana from Morotana and Borotonga to send on the mission. They brought in the renowned navigator Wake, Root the Warrior, and the old but wise Kahuna Leilani. They shared with the adventurers the pressing need to gather information as the Chiefs debated the best course of action. Like the Chiefs, the adventurers themselves were also divided on the best course of action. They listened as the chiefs bickered back and forth, Pauhito encouraging sabotage and assassination and Tamaunota hoping to avoid a conflict.

Eventually the conversation was interrupted by the arrival of Kahuna HareHare. He pulled the group outside the hut and shared with them a vision gifted to him by the gods. “I presume you all remember the story of Maui and Tuna. Tuna continually harassed Maui’s mother Hina angering Maui. Maui chased Tuna from island to island, each time Maui caught up, the slippery eel escaped. Eventually Maui cornered Tuna, and slayed him. Maui buried Tuna’s head and cast aside the body. Where the head was buried, the first coconut tree grew.” The Kahuna paused, after reminding the adventurers of the story.

“It seems as if the Gods, after all these years, are teaching my like I teach our children. The version of the story I saw was different. Maui and Tuna made peace, and Tuna became guardian of Hina’s home. Still, could you imagine a world without coconuts? While I employ you to be cautious in your approach, Parau-tia must be stopped.”

The group of adventurers then prepared to depart Morotana. Nearly ready to set sail for Tahitia, the group returned to the two chiefs before departing and asked if they had anything that belonged to Parau-tia, to enable them to call upon the power of Hina to guide them directly to the evil Kahuna. The chiefs recalled the adventurers who helped stop the plague on Borotonga and the bones of Parua-tia’s servant the brought back from the island of Moti-Poti.

Ready to set sale, the group set sail for Borotonga. On the last day of the journey, Wake saw a wicked storm approaching. Seeing no other option than to leverage the winds of the storm and race to the island, that’s exactly what they did. Masterfully tacking into the wind, the group managed to reach the island just as the storm intensified.

Once on the island the group sought out the Princess’ Manao and Tepiti shared the mission they were on and inquired about the bones. The princesses sent for an old Kahuna, and they found the bones were securely wrapped away at the islands main alter. Throwing the old man on his back, Root carried him to the alter and retrieved the bones.

Before departing, Princess Manao paused the adventurers and told them she thought Prince Tiape was a good man. They inquired if he was rather eel-like, and although a euphemistic miss-understanding occurred, she mentioned he kept his head shaved. Leilani then asked the princess if she perhaps still had anything that once belonged to Prince Tiape, and she provided them with a massive snail shell he had gifted to her. Princess Tepiti scowled at Manao upon finding out she held on to this gift, although it was clear there was no real ill-will between them.

The trip to Tahiti passed by quickly and uneventfully. Upon arrival they were hailed by a pair of warriors on a small patrol canoe. The group convinced the warriors they were traders blown off course by the whims Tahwhiri in the recent storm, unsure of where they were and looking to trade for supplies. Wake pulled of the rouse masterfully, and quickly befriended the pair of warriors.

Guiding the PCs through the reef, the warriors seemed overly concerned with ensuring the adventurers avoided the south side of the isle. Following the warriors’ lead, the party came ashore and began negotiations.

The island seemed abuzz with activity. The sound of stone axes echoed across the island, celebrations with Kava were everywhere, and disagreement on the course of action taken by Chief Aturu (and whether he was even in charge) seemed to permeate every conversation. While Wake negotiated to get as many supplies for his rare feathers as possible, Leilani and Root began to meander south to look for a quiet place to conduct their ritual.

Reaching the edge of the forest near the cove on the south side of Tahitia, Leilani and Root saw two massive Pahus under construction. While not necessarily instruments of war, these boats could carry hundreds of warriors the short distance to Morotana and Borotanga. To avoid suspicion Leilani pulled a full-on Grama Taly act. Acting a bit eccentric in song and dance, she eventually shifted into the actual ritual of finding as the sun set. Once complete, Leilani looked at the stars and realized Prince Tiape was not on the island.

Realizing something was amiss in Tahiti and trusting the advice of Princess Manao, the group immediately set sail and followed the stars. However, it seems the gods were not in favor of this course of action, and the group was blown off course and into the tentacles of a Kraken looking for a meal.

A brief and violent battle ensued, but the adventurers fought heroically. Leilani was grappled by an arm, and pulled back by Root. Then Root expertly deflected the attacks of the kraken, pushing Wake out of the way to be grabbed himself, then cutting his own way out of the Kraken’s grasp. Leilani converted Hina’s healing energy into a dark necrotic force to help subdue the beast, and Wake swung his leiomano at the beast. Eventually, the Kraken decided this meal was not worth the effort.

The adventurers continued to sail north, trying to adjust their path and follow the stars shining in the sky, when a massive burst of light occurred not too far off their current course. Setting sail in that direction, the group found Prince Tiape later that evening.

They found out that Prince Tiape, dis-illusioned with his father’s leadership, was seeking out a new island and planned to steal one of the three war Pahu’s under construction and take with him those who shared his viewpoint and wished to avoid war. A short negotiation took place between the prince and the adventurers. The adventurers agreed to help the Prince in exchange for a Mele Hoku to a magical island where the Prince found the oversized snail shell he gifted to Princess Manao.

The prince and the adventurers set course back to Tahiti, and used the time on the journey back to make a plan on how to deal with the dangerous Kahuna Parau-tia. Root shared a magical potion he had been given allowing him to take the form of someone else for a brief time. Practicing how to impersonate the Prince’s Kahuna Kalahari, the group decided they would have Prince Tiape surrender to be brought to Parau-tia once on the island.

Upon reaching Tahitia, the plan worked as expected. During the Prince’s absence Kahuna Parau-tia ended the rouse of Chief Aturu having any authority, completely seizing control of the island. The group was escorted directly to the evil Kahuna. Parua-tia, not seeing through the enchantment worn by Wake, asked who he thought was Kahlahari, of his loyalty.

Wake bluffed excellently, making up a story of remaining loyal and brining the prince back to him. Wake slowly approached the Kahuna, and waited for the perfect moment to break his disguise. The moment came. The Kahuna dropped his guard for a brief second, and Wake swung his leiomano at the Kahuna’s throat. The shark’s teeth found their mark, and the Parau-tia instantly collapsed.

Afterwards, the group found Queen Maroa prisoner in the Kahuna’s hut and saw the compulsion enchantments fade from Chief Aturu. Prince Tiape set off the next day with hundreds from the island and headed north to follow a Mele Hoku to an unknown future with two of the great Pahu’s that had originally been made to prepare for war.

Inspired Monsters Part 1

This post is part of a multi-part series on my approach to monster design. I wanted to start with some memories, and in the next iteration I’ll discuss my approach to finding inspiration and ideas. In all my years of DMing two battles stand out as more memorable than all the rest. It’s not because they represented reaching the apex of a storyline, but because the battles themselves provided interesting player choices which generated tension.

As I discuss my design philosophy I will stress player agency through meaningful choice. If in combat, you always have a single best action to take, it can feel like you’re simply rolling dice. Now, that can be plenty of fun just join a craps table at a casino! But players want to feel like their choices influence whether or not their characters succeed. By creating situations where the player has to figure something out and can make designs which influence the outcome. you tend to generate more engaging play.

The first fight I’ll discuss was a boss fight at the top of a wizard’s tower which focused elemental energies. The environment was inspired by the location and an extension of the story, but it also created benefits and drawbacks for the PCs and their enemies. The room was a circle separated into quadrants filled with different elemental energies. In each quadrant there was a golem of that element. Those golems could enter the neighboring quadrants, but not the quadrant opposite its own element. When the elements in a quadrant were active (there was a switch in each section of the room), the golems would gain benefits. But only if in their own quadrant.

This created a series of interesting interactions. Each room section created an advantage or disadvantage for being within it, the golems had to decide whether to stay in their quadrant or help their neighbors.

The environment created interesting, impactful, choices for the players and the golems. Not only did where each character stand matter, the players also had to choose which golems to focus on and figure out how and if to shut off the elemental energies. If a disabled golem remained in its own quadrant, it would begin to heal if the element was active.

The battle ended with about half the party down while fighting in total darkness. Once they figured out what turning off the switches did, they focused on shutting down the golems one by one. It was a tense battle where every player had impactful options.

I won’t go into as much detail on the other battle. It took advantage of the physical game board. My daughter made a Christmas tree out of a paper plate that we used as a slime demon. It had tentacles and eyeballs on everywhere. I used those characteristics to give it some related attributes like grab attacks and immunity to flanking. What made the battle particularly memorable was using the pipe cleaner tentacles to create reach. It made for a really memorable fight as the game board became even more interactive than it usually was.

In both cases, the terrain added an extra dimension to character choice, leading to fun interesting battles. I’ll have more posts on monster design and in the next post I’ll discuss inspiration more. In the meantime, I leave you with a simple advice and a recommendation. Try to add one dynamic element to your monster or the battlefield which gives the players a meaningful choice. It could be as simple as giving the players a tough path to advantageous terrain. Or leverage a mechanic like the one I used for the golems, where the players have to learn it along the way.

For the recommendation, watch this Matt Colville video on action-oriented monsters. You’ll find me recommend many of his videos throughout the blog, as I think Matt makes many aspects of game design quite approachable.

The adventure begins: Secret Love

Note: The links highlighted throughout the text are to a WIP campaign wiki on Scabard, a wonderful DM tool I would highly recommend.

Chief Pauihito called the adventurers into his hut, an honor reserved only for those of great Mana. He sat sullenly on his throne holding a large, shattered conch shell. As the adventurers entered, he thanked the adventurers for coming so quickly.

Raising the shell gently, as if he could somehow will its pieces back together, he began. “This shell arrived this morning via bird, it was obviously sent as a message to end the engagement of my son Price Pauifeia and Princess Manao of Borotonga. Setting aside the great dishonor this places on our family, I am looking to avoid a war against the combined might of Tahitia and Borotonga. Alone, we are the strongest, but I fear the consequences of facing their combined might. Could you help me find out why they called off the engagement?” The wedding date was fast approaching, set initially to occur after the next full moon.

The PCs (player characters) proceeded to probe the chief for additional information. They asked about the recent visit from the Borotongan emissary, how the royal family reacted to the news, and if anything seemed amiss in the interactions between the two tribes. The chief shared that his daughter, Princess Tepiti seemed the most disappointed and mentioned some fisherman had said they saw the moon missing a few nights ago.

The PCs started out chasing down the few leads they had, beggining by talking with the Chief’s Kahuna HareHare. The kahuna shared a vision he had of the story of Hinemoa and Tutanekai. Though, the version of the dream portrayed a dark tale. Instead of reaching the other shore and finding her true love, she drowned halfway across the lake. HareHare suggested this may be a signal of Hinemoa’s disapproval and suggested a great sacrifice may be needed to obtain a clearer message.

Exploring the rest of the island, the PCs pieced together clear evidence the two princesses were in love and pulled a confession and a gift intended for Princess Manoa from Princess Tepiti. They also heard rumors of a ghost ship passing by the night after the moon was mysteriously absent.

HareHare worked with Su (the pc Kahuna) to conduct the ritual, using Tepiti’s gift to Manoa, and received the same vision. But this time, he received a Mele Hoku (star chant), as she swam towards the sound of the flute across the water and began to drown, a clear vision of the night sky was shown in the vision.

The next morning the PCs set out under the roof of voyaging on this unknown path through the skies. On the second day of their journey, the PCs crossed the path of the ghost ship. Though it was not a ghost ship, it was just a poor fishermen succumb to a mysterious, potentially magical, disease. They pushed the fishermen’s vessel away, lit it aflame to stop the disease from spreading, and continued on their way.

The remainder of the journey was uneventful and on the seventh night they reached the isle of MotiPoti. As they approached, they heard a whistling that sounded like the flute in the vision. They threw anchor for the night and waited until the morning.

As the sun rose, they found the whistling was simply wind howling through a cave entrance. The parties shapeshifter changed into a great frigatebird and scouted the island. In the cave they found a massive crab, known to be a favorite of the god Kiwa, along with a fresh body and footprints that likely belonged to the crabs last big meal.

The group first gathered supplies on the island for the journey back, and then ventured into the cave. A short battle ensued, and just as the crab was about to die Su put it to sleep. Little did the group realize, sparing this crab saved them from the full wrath of Kiwa later. They searched the cave, found a tattooed arm of a Tahitian, and mushrooms often used in some dark rituals.

The group quickly fled the island, fearing any other dangers that may lurk here, and set sail to Borotonga. With evidence from the island, they were convinced the Tahitian kahuna must have done something to poison the union between the Borotonga and Morotana.

After arriving in Borotonga, the group was escorted to Chief Temaunota. They presented the arm, the mushrooms, and their story. After a brief exchange with the chief and his kahuna they managed to convince him of their tale. Working with the islands kahuna and using the mushrooms originally put to a nefarious purpose, they set out to conduct a long and complicated ritual to reverse the plague.

After successfully appealing to the gods for help through the ritual, the PCs had won over the trust of the Borotongans. They then set out to chat with Princess Manoa. Although Princess Tepiti’s original gift was sacrificed to have the gods show them a path forward, during the journey the PCs competed to make the best replica of the original tiki. After a heart to heart with Princess Manoa, they approached the chief with a proposal for a new union between the islands.

With relatively little resistance, the chief vowed to renew the marriage between the islands, but this time proposed a marriage among the princesses.

Welcome to Worlds by Wally

Hey, I’m Greg, AKA Wally, an aspiring indie TTRPG publisher. 

At home, I’m a father and husband. In my day job I’m an economist and data scientist. To many friends, and hopefully some of you, I’m a Dungeon Master and aspiring storyteller. This blog is primarily documenting my journey in building Journey of the Wayfinder. It includes a campaign diary of the game, along with discussions about my approach to DMing and adventure design. You can also find links to my published adventures, and a calendar of public events I’m running.

This hobby is my favorite past-time. My first foray into TTRPGs was trying to expand Hero Quest into a full TTRPG at about 12 years old. Before I finished the game, I discovered Dungeons and Dragons. That first taste of home-brewing game rules and a world had me hooked on world building for life. 

While I have run games in many systems my forte is high fantasy, with fantasy heavy sci-fi (e.g., Star Wars) a close second. My favorite game systems are Sine Nomine’s Without Number Series, Shadowdark, and Pathfinder 2e. Journey of the Wayfinder, will be an expansion to Worlds Without Number.

Click here for my titles on DriveThruRPG!

Event Calendar

Click on the events below to join in a game! I’ll be hosting at local game nights and conventions regularly.