About

Hello, I am GM Ken here on Polyhedra! He & him pronouns work fine. I’m born and raised in Florida, where we have an emphasis on sun and concrete and little else inside any city limits. I got my start behind the screen when our backyard group pulled together for a game, and I decided that storytelling was more my thing than swiping loot from nameless malevolent shrines. From there, I’ve been dreaming up story lines and worlds to inhabit, and am always excited to chat about what’s been in the headspace. My personal style of storytelling I liken to a game of pick-up-sticks. That is, whatever stick the players choose to tug on, they’re always at risk of several other sticks shifting in response. Or perhaps a “layered cake” analogy works well also: the deeper the cut of the world the players strive for, the more there is to uncover. Influences growing up range from authors to video games and movies. I adore Final Fantasy 9, for its pseudo-Shakespearean storytelling and emphasis on identity, and what it means to not know who you are either to yourself or society at large. The Legacy of Kain franchise (Blood Omen 2 excluded) has also long captured my imagination. Nosgoth and its denizens are interesting, compelling characters, whose conflicting philosophies and spiraling tapestry of deceit and manipulation leads our title characters on quests of self-discovery and truth-seeking that I’m not sure has been adequately captured elsewhere. For authors, we can probably all give some credit to JRR Tolkien for his influence on the hobby, as the “Lord of the Rings” still captures the imaginations of a massive audience. Alongside such works as Star Wars and Star Trek, Dune (new and old), and Issac Asimov’s writings on robots, Philip Pullman’s “His Dark Materials,” and probably plethora others, I find myself finding touchstones across classic genres, and finding new-to-me tales all the time. Out from behind the GM screen, I enjoy reading and writing, raising my daughters (who are an endless font of energy and silly, kid-logic fueled ideas) and spending time with my lovely wife, and no shortage of video games. There is more media than I could possibly capture in a single lifetime, but we like the Dark Souls and Armored Core experiences, puzzlers, simulators, and strategy games. I also dabble a bit in 3D modeling via AutoCAD, and in 2D digital art with a cheapo tablet. Perhaps I’ll find time in there somewhere to add physical journaling to the list – putting ink on paper has an appeal I can’t shake or find time for.

Dungeon of the Mad Mage
Tuesdays, 8 p.m. EST

A fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game. 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!

Path of the Red Horse
Fridays, 8 p.m. EST

At the edge of the Realm sits the quiet village of Oakhurst. A religious site to some, a monument of victory to others, Oarkhurst has been the outpost at the edge of the Rigus kingdom since the fall of the previous civilization. Druids come on pilgrimage to the statue of the legendary druid Dydd, who lead the Circle of Elements against the mythological Red Horse, and slew him and his vampire lieutenants across the Realm before vanishing into obscurity. Now, Oakhurst has a new problem: The local clan of kobolds sell the village mysterious apples each solstice – one red, and one white. One brings healing and longevity for any who take a bite – while the other rots the body to thick sludge in moments. Whats more, the kobolds have become aggressive, attacking travelers and looting the outlying farmland. Finally, adventurers have come to Oakhurst to track down a certain Belak, known as the Outcast. Several factions are interested in this Belak’s capture or demise, and all leads have the mysterious elven outcast pinned to Oakhurst’s area. With the next solstice approaching, the townsfolk are apprehensive, and worry about what the arrival of adventurers might mean to their quiet existence...

Raiders of the Serpent Sea
Mondays, 8 p.m. EST

Raiders of the Serpent Sea is an epic adventure book published by Arcanum Worlds for the 5th Edition of the world's greatest roleplaying game. In the nearly forgotten long ago, the survivors of a vanquished civilization fled the cruel giants and demons devastating their home world. In desperation, the heroes of that time unleashed primal magics to create a safe haven for those they protected. They ushered the last of the mortals through a portal into this new world. Covered in dark forests, ruled by sinister monstrosities, and with a storm-tossed sea connecting the many disjointed islands, this new world, Grimnir, is full of dangers. To survive, the people, now known as raiders, learned to sail that serpent filled sea, learned to survive in this impossible world. They sail with pride... and the strongest take what they need from both the land and any foolish enough to stand in their way.

Valley of Spears
Thursdays, 8 p.m. EST

You are a fierce raider of the fierce fjords and seas of Grimnir, and a well respected member of your clan. Each of these clans, though far flung from one another, nevertheless find common ground on two things: the Drifthall, and the Völv. For this is winter that refuses to end, the clans stoke their fires and pray to their gods, and a courier has come to each of the jarls from the Well of Wisdom. The Völv, then, have called a representative from each of the clans under the legendary Hrolf Hallharn, a mighty raider and veteren of a hundred raids. Some clans have sent their best, as the Hallharn clan has. Others have sent who they could. Yrsa, the most respected and feared of the Völv, met with each of you in private, casting runes and imparting personal wisdom to each of you. For there are signs in the stars and in the seas, and she needs each of you to sail to a forgotten speck of volcanic coast, where there stands something... misplaced. A tower where none should be. “It falls to you. The winter persists, the snow accumulates, as do the stories of beasts wandering down from the mountains. Yes, these may be only a few of the signs but they are signs. And now this… shared nightmare. Of a tower that should not be. I fear that it begins, and we are already undone.” ~Yrsa, High Seer of the Völv

Stay tuned for more information in the future...

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