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D&D / TTRPG One-Shots

Thursday, 9 November 2023 @ 19:30

Location: Visserstraat 18-A, 5612 BT Eindhoven

Every Thursday evening we host a One-Shot event. One-Shots are D&D or other TTRPG adventures that are played in a single session.

Weekly we try to get 5 a 6 GM's to run a table in D&D or other TTRPG rulesets and at different playing levels. It really doesn't matter if you are a beginner or expert player. All people are welcome. Our tables run in dutch and/or english (as we have a big expat community in the region in and around Eindhoven.)

Entrance fee for playing is 3.50 euro + 1.50 euro for consumption credit.

Please check out our socials for more information about the D&D and TTRPG One-Shots

Facebook: https://www.facebook.com/groups/dndgameforceeindhoven/

Discord: https://discord.gg/QxjjqWa7RH

Turn of Fortune's Wheel #1: Grave Escape

Freek van Tongerloo
Game Master
Game table
Game table

Sometimes the multiverse doesn’t work as it should. Case in point: you find yourselves victims of an unprecedented multiversal mistake. You have led a remarkable life, died by suspicious means, and were reborn untethered from your true past. This makes each of you a singularity of existential uncertainty—a being that the laws of the multiverse contort around as planar forces fail to identify their logical place in reality. 

Ranging from the planar metropolis of Sigil to the fringes of the Outlands, this Dungeons & Dragons adventure takes characters on a tour of remarkable realms, where they’ll brush shoulders with immortals and discover a plot to forever change the multiverse. 

This will be an ongoing story, played with a continuously changing group of players in a hop on/hop off style. Because of the effects of the “Glitch” your characters will not notice this as the characters have confusing, vague, and sometimes conflicting memories of multiple possible or previous lives.

Please make your own characters following these basic rules:

  • Use Point buy/Standard array for stats
  • Average or Fixed HP
  • All official content is allowed, no Unearthed Arcana (please contact me if you want to use the Planescape character options)
  • Normal starting equipment, plus 250gp to spend on additional (nonmagical) gear
  • 1 Uncommon magical item of your choosing (please contact me for approval)
  • Answer the following questions for your character (keep a record of the answer for yourself)
  1. What was the greatest decision or turning point in your character’s life? If your character made a different decision, how might their life be different? How would they be different if they made their choices based on others’ espectations?
  2. What is something your character wishes they could change about themselves? How would the best version of themselves be different?
  3. What is your character’s signature possession or physical trait? What makes you certain that your character would retain this no matter what could have happened in their life?

Due to the ‘glitch’, each character has not just a single form, but three incarnations. These incarnations share the same level and advance at the same time, but they can be otherwise as different or similar as the player wishes. Incanations might use completely different character options, they might have different physical forms, or they might simply have cosmetic differences. 

Please prepare at least one, but preferably both of these ‘variants’ for your character, using the same rules (except for any equipment as you keep those between your incarnations). A player plays one incarnation at a time. When creating different incarnations, players should review their answers to the above mentioned questions and consider how different choices might have led their character down different paths.

 

For questions, clarifications, or additional information feel free to contact me through PM or find me on the Discord server (#Freek_Tv)

System D&D 5e
Level 3
Registered Players 4 (Max 5 Players)

A Feywild Exorcism

Anna (She/Her)
Game Master
Game table
Game table

A cursed child lies in her bed. Her dreams filled with nightmares and trickery. The source of this malice is the magnifecent Feywild; seeking to claim the unfortunate girl. In order to save her, a ritual must be performed. 

For this task, the druid Deidre Farlein was reqruited. Unfortunately so, she has disappeared. Desperate as they were, the girl's parents have send out quests far and wide, paying a handsome sum to find the druid and bring her to their daughter. Who will answer the call?

 

This table is beginner friendly

  • All official content is allowed
  • No homebrew
  • No Unearth Arcana
  • For ability score use Standard Array or Point Buy
  • Custom Lineage / Races etc from Tasha's are allowed
    *For any and all questions feel free to shoot me a message on here or discord! (Username ligning#4792)
System D&D 5e
Level 4
Registered Players 4 (Max 5 Players)

Menace Under Otari

Jono
Game Master
Game table
Game table

Pathfinder 2e

Pathfinder 2e is an open[1] variant of D&D. If you have D&D 3.5e or 5e experience, you should be able to just jump in to most pathfinder adventures, but expect edge cases to rule different[2]. I will have documents for most relevant rules on the table so don't feel the need to prepare for this session.

A lot of complexity is in making your own character because you have a lot of options[3]. But a characteristic of pathfinder is that most characters are about as strong, regardless of build. So, choose for flavor! But, I expect you to know the rules if you're bringing your own character. Otherwise you can choose from the ones I'm bringing[4]:

  • Amari the Human Barbarian
  • Ezren the Human Wizard
  • Fumbus the Goblin Alchemist
  • Kyra the Human Cleric
  • Merisiel the Elf Rogue
  • Valeros the Human Fighter

The Setting

The small seaside town of Otari is known for its fresh fish and skilled sailors, but above all, it’s a big logging town, providing valuable wood to the nearby metropolis of Absalom. But for you, Otari is home. You grew up playing on the docks, getting lost in the nearby woods, and hearing the fantastical stories of travelers from faraway lands, tales of terrifying dragons and virtuous knights. Such adventure always seemed so distant—until today! Word has begun to spread around Otari that there’s a problem down at the Otari Fishery. Some are saying that some sort of beast is lurking in the basement, feeding on the stores of salted fish. Folks are worried that whatever is eating the fish might get hungry enough to eat the fishers next! You’ve received a letter from Tamily Tanderveil, the owner of the Fishery. Inside is a desperate plea for help. With the town guard busy protecting the loggers, she needs a few brave souls to venture down into the basement of her warehouse and put an end to the beast that’s feasting on her fish! "Do you have the courage to face the menace under Otari?"

Links

1: The source book is available for free at https://2e.aonprd.com/
2: See https://2e.aonprd.com/Rules.aspx?ID=311 for the main rules for playing.
3: https://pathbuilder2e.com/ is a useful tool for building a character sheet.
4: The characters I'm bringing are publicly available here https://paizo.com/products/btq01zt5

System Pathfinder 2e
Level 1
Registered Players 4 (Max 5 Players)

Diggy diggy hole (session 2 of ...4?) (hop on / hop off)

Sander / Savanc
Game Master
Game table
Game table

♫♪ We do not fear what lies beneath
We can never dig too deep ♫♪

♫♪ I am a dwarf and I'm digging a hole
Diggy diggy hole, diggy diggy hole ♫♪

 


 

You and your group of fellow dwarves have been travelling to the mining outpost. Even though a messenger was waiting for you to guide you (whom you totally left waiting at the great hall) and you had a map of this sector, due to a fear of becoming lost, you convinced a hostile goblin to guide you to the mining outpost. You bribed him with fake magical animals and in the end had to part with your Bag of Tricks.

As a side note, before you went on the expedition, you stockpiled some odd magical items (like the Bag of Tricks) and lots of potions (mostly Healing potions). 

After arriving at the mining outpost you find (almost) no one in the outpost except for over a hundred rats who are eating all the rations. So your task changed into investigating the disappearance of the dwarves of a mining outpost. You have found a few dead dwarves who have obviously been bludgeoned to death by something big (as big as a decent sized tree branch; so about 20cm in diameter). During the investigation of the outpost you stumbled upon a lone survivor, Mustlobec, in the last dormitory. You found him badly injured, but you were able to save his life. He described to you what happened to the missing dwarves: they were taken by grey creatures that he had never seen before but resemble some kind of (for lack of a better description) "mad dwarf-goblin yet slightly smaller. But not Duergars." Those grey creatures were accompanied by weird yellowish big humanoid with raspy voices.

He tells you that a few days prior the dwarves had struck something unexpected while searching for valuable gems. One of their prospecting tunnels led to an ancient tunnel of unknown origin. It is made by humanoid creatures (like dwarves), but you have no idea by whom (so not actual dwarves). The tunnel leads both to the left and right. According to tracks you found and the information Mustlobec gave, the kidnapped dwarves seem to have been taken into the right section of the ancient tunnel. Although he was badly injured, you managed to heal his wounds and even mended his broken leg. You convinced him to join you in your search and after a good night's rest he was able to do so. You go into the tunnel and head to the right, but not before marking the T-section with a torch so you will be able to find your way back.

While the party (with Mustlobec) is following the tracks, you stumble upon some kind of thing. Luckily one of you (Mustlobec) is paying attention and warns you of the danger ahead: a plant with tentacle-like appendages is blocking your way.

"Roll for initiative!"

And that's where session 1 left off!

 

Main quest: The party wants to find the missing dwarves and get them back.

Side quest: The leader of the dwarves also wants you to drawn a map of everything you find.

 


 

The following is applicable for this mini-campaign:

 

Campaign type (this session's type is within the brackets):

(on a scale of 1-low to 9-heavy)

  • Battleheaviness: 6 (7)
  • Roleplaying: 5 (4)
  • Social interaction: 3 (3)
  • Mystery solving: 5 (4)
  • Puzzle solving: 4 (7)
  • Creative thinking: encouraged

 

Character:

  • Your character will be a dwarf.
  • Level 4.
  • All official content is allowed.
  • No homebrew.
  • No Unearth Arcana.
  • For ability scores use Standard Array or Point Buy.
  • Custom Lineage / Races etc. from Tasha's are allowed.
     

Equipment:

  • You each have 500 gold to spend before and during the one-shot.
  • You may each select 2 common or uncommon magical items which are befitting a dwarf*.

* befitting a dwarf unique for dwarves. Many items are not made specially for dwarves, but will still be befitting a dwarven character and are thus very welcome. For example, a +1 weapon may not be unique for dwarves, but a +1 battleaxe or a +1 warhammer fits a dwarf very well.
However, for example dwarves ♫♪ won't fly so high ♫♪. Therefore, Winged Boots or a Broom of Flying would not be befitting a dwarf.
Feel free to be creative though.

 


 

Side notes:

  • Most important is having fun.
  • I am quite new at being a DM.
  • This mini campaign consists of about 4 sessions. Each session is open to everyone, so feel free to join if you did or did not join the previous session(s) (i.e. hop on when you want). And no obligation to join future sessions (hop off when you want).
  • If you have a question, don't hesitate to send me a message on Discord (Savanc#8239).
System D&D 5e
Level 4
Registered Players 4 (Max 5 Players)

Campaign: Wild Beyond the Witchlight #27

Stefan Lenders
Game Master
Game table
Game table

The traveling extravaganza known as the Witchlight Carnival visits your world once every eight years. You have a dim memory of sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret. During this childhood visit, your character lost something. You tried to find it, but the carnival owners—a pair of elves named Mister Witch and Mister Light—were decidedly unhelpful.

“Silly little screeching cricket,” said Witch. “You forgot to buy a ticket.”

“The carnival goes round and round,” said Light. “The multiverse is our playground. Nothing’s free and nothing’s lost. Every visit has its cost.”

As time passed, your heart became less heavy, and you gave less and less thought to those childhood events. Now, for reasons you can’t explain, the longing to retrieve that which you have lost has resurfaced, as though an old spell has faded away, allowing you to feel the loss as sharply as if it happened yesterday.

The Witchlight Carnival has returned, and you find yourself standing near a ticket booth by the entrance at twilight, just as the carnival is about to open. There you meet others who look as troubled as you. Without knowing how or why, you sense that each of them has lost something as well. Perhaps fate has brought you together.

This is a private table and can't be registered for. Please contact the Game Master if you like to know more.
System D&D 5e
Level 8
Registered Players 5 (Max 5 Players)