Copperheade (Robert)

Copperheade (Robert)

he/him

Timezone

America/chicago

Language

English

Experience Level

ADVANCED

Identity

Veteran
Neurodivergent

About me

My name is Robert and I am a life long lover of all things nerdy. I like to dabble in a bit of everything but my favorite hobbies are TTRPGs and video games. I've been playing and DMing starting in the early 90s with AD&D and Tunnels & Trolls and continuing through high school and some college. After a bit of a hiatus, I came back to the game in 5e and have really enjoyed getting back into the hobby both as a player and as a DM. I'm not always great a talking about myself so... bullet points! - I am a very genuine person and strive to be very open and honest. - I have a strong sense of humor and a love for spicy food. - I love to meet new people and expand my horizons. - I am very passionate about and dedicated to my games and am very reliable.

My preferences

I like to play...

I prefer to play on...

I prefer games that have...

Roleplay Heavy

Rule of Cool (RoC)

Reviews I've given (7)

Corey avatar

Corey

Played 19 sessions

I really enjoyed playing with Corey. Every session was a frolicking romp through a unique world with plenty of interesting characters. You are bound to find some to both love and love to hate (our group definitely did!) I always felt like there was enough space to roleplay in, and Corey was great at leaning into whatever ridiculous bits we threw at him. If you are looking for a fun adventure, you are sure to find it at Corey's table!

Planescape: Turn of Fortune’s Wheel avatar

Planescape: Turn of Fortune’s Wheel

Ran 53 sessions

Planescape is one of my favorite settings in the D&D universe. I'm fascinated by the unique ways that the setting plays around with philosophical topics, the wide variety of interesting factions, and the endless possibilities of things that you can incorporate into your adventures in the Outlands. However, I can't in good consciousness give this adventure 5 stars. As much as I enjoy running Turn of Fortune's Wheel, it does have its flaws. Others have described a myriad of complaints about how the adventure is written, but there is nothing in this adventure that can not be fixed by a good GM. My players absolutely loved playing through this adventure and even extended the campaign to an epic finale at level 20 after wrapping up their backstory and everything they built in the world. It may take a bit of extra work to really make this adventure shine, but the core concept is strong enough that it is absolutely worth the effort.

The Wild Beyond the Witchlight avatar

The Wild Beyond the Witchlight

Ran 29 sessions

What a delightful module this is. I love how it can be run as a whimsical fairy tale or a more gritty, grim adventure or anywhere in between. It can be as combat light or heavy as your table wants it to be. The NPCs can be as charming or as dastardly as you like and I really love the roleplaying cards appendix. My players absolutely loved the NPCs and were fully prepared to kill for the ones they liked or absolutely destroy the ones they hated. There are quite a few extra things for the GM to track in this adventure, but the provided story tracker helps quite a bit. The hooks are great, but may need some reinforcement as the campaign goes on and the player characters start achieving their individual goals. Fortunately, this is rather easy if you get your players invested in the NPCs whether they love or hate them. If you want a change of pace from a typical fantasy world adventure, the Feywild is a great place to do that. There are no major cities where you can find taverns and shops which makes for a very different feel for the campaign.

Ghosts of Saltmarsh avatar

Ghosts of Saltmarsh

The greatest strengths of this book are in the setting and world building. Saltmarsh is full of life and has plenty of character, and just feels great to play in. Adapting Saltmarsh to other D&D worlds can be a bit clunky but definitely doable. One complaint I have is the lack of seafaring and/or swashbuckling adventure in this book despite the way it is advertised and talked about. Many of the adventures take place adjacent to water and there is little actual high seas adventure. This is easily fixed by an experienced GM but it is something you should be aware of, especially if you are planning on running this as a campaign. Overall, the setting is great and the adventure is a lot of fun. As with most adventure anthologies, the adventures are easily run individually but will require some additional work to run as a campaign.

Candlekeep Mysteries avatar

Candlekeep Mysteries

Ran 13 sessions

As a collection of individual adventures, this book is fantastic! Most of the adventures are well-written and can be run as one shots or incorporated into other campaigns quite easily. Some adventures are not organized as well as I would like but I did not run into any significant difficulty in running any of the adventures. Running this as a complete campaign can be rather tricky, and requires significant work from the GM to make everything fit together. The level scaling of the adventures when made into a campaign makes it difficult to build the overarching story in earlier levels unless you pick and choose which adventures to run and which ones to skip. I personally recommend skipping some of the earlier adventures to fit in more development of the story and characters into earlier levels without slowing down progression. Overall this is definitely worth playing, but the ease of use will highly depend on how you are using the book.