How fortuitous. I'm a GURPS GM, and I have been thinking about getting back to Roll20. I have a lots macros and interactive characters already set up, and I have material for two camppaigns I could run: Rebels on the High Seas Caribbean, 1660. The overseas colonies of the Spanish Empire are vast and rich. Harbor fortifications and church towers rise high as slaves labor in the mines and the plantations and fleets of great galleons bring back to capitol the treasures of the New World. You are all the cargo of a slaver ship heading for the colonies, aboard either for opposing the Empire or just happened to be the wrong ethnicity or religion. But you manage to organize a mutiny and seize the ship. Now you shall join the Brotherhood of the Coast and sail free under a black flag, pillaging ships of the colonial empires and liberating any slaves you find. A nautical campaign of heroic pirates, who fight against oppression and slavery, and might even change the course of history. Delvers of the Deep The world’s most powerful known mana well lies under an extinct volcano in the Hadrada mountains. To take advantage of the bountiful supply of mana, an academy of magic was founded upon the slopes of the old volcano. In time, it grew into a sizable settlement. Underneath the mountain stretches a vast network of caves, suffused with magic. The flux of arcane energies has led to the development of a peculiar ecology of mana dependent fauna and flora. Adventurers will frequently plumb the depths of this labyrinth, harvesting useful alchemical ingredients and searching for deposits of crystallized mana, a much sought after substance by both enchanters and alchemists. But one must take caution, for the creatures of the Dungeon become ever more dangerous the deeper one descends, and none have survived to explore the very deepest of levels. This would be a more combat focused game.