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
the Dragonlance: shadow of the dragon queen campaign at gameforce eindhoven
System | D&D 5e |
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Level | ? |
Registered Players | 6 (Max 6 Players) |
Blingdenstone, a city that was once the home of
thousands of svirfneblin (deep gnomes) and
the only safe refuge in the northern Underdark,
is in ruins. Although a brave band of svirfneblin
struggles to reclaim the city, the gnomes
cannot do so without help. The power to aid
them is in the hands of the adventurers.
This adventure is set in the Underdark. The place with the mushroom people (myconids), Drow, Duergar, and also the deep gnomes. These deep gnomes used to have a Town called Blingdenstone. It was protected with illusion magic, and other traps and trickery. However, many years ago the Drow managed to capture it. Some Deep Gnomes managed to flee. Several years later, the gnomes managed to retake part of their Town. However, driving away the Drow was only the start. There are still many problems in Blingdenstone, for which the gnomes (who suffered quite some losses) need your help.
The way this adventure is structured, is that there are 6 problems that the gnomes need your help with.
Each one you manage to solve allows the gnomes to help you out more. For example, if you reclaim the forge, the gnomes can make weapons for you. However, the other problems will become more difficult to solve over time. So choose which problems to solve carefully.
After this adventure has ended, it connects very well with Out of the Abyss. So we can continue right into there for those who want.
character creation rules:
- You are currently level 2
- all official content allowed (no unearth arcana)
- point buy
- fixed hp
- If you want, you can play the myconid race (you can find it here: https://www.gmbinder.com/share/-LDJHDtETJ7Z916te-D6 )
System | D&D 5e |
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Level | 2 |
Registered Players | 5 (Max 5 Players) |
♫♪ I am a dwarf and I'm digging a hole
Diggy diggy hole, diggy diggy hole ♫♪
♫♪ We do not fear what lies beneath
We can never dig too deep ♫♪
You and your group of fellow dwarves have been investigating the disappearance of the dwarves of a mining outpost.
For a detailed summary of session 1 please go to https://reservation.gameforce.nl/gamedays/details/335bd942-60ea-4d19-bbd6-2512f2d01312
When you investigated the mining outpost you discovered 4 dead dwarves and 1 survivor, Mustlobec. He told you that the miners discovered an ancient tunnel while prospecting and that a few days later most dwarves were taken captive by creatures who look like "mad dwarf-goblins yet slightly smaller. But not Duergars." You healed him and convinced him to join your party to look for the missing dwarves. The ancient tunnel goes both to the left and right; the missing dwarves were taken to the right. While travelling these tunnels you found a missing dwarf. Unfortunately, days ago he had been infected by a parasitic plant and fought you alongside said plant.
After defeating both you continued following the tunnel until you discovered an ancient temple. While some of you explored the entrence of the temple, one of you and Mustlobec together stayed behind a bit. There you found out who Mustlobec really was! It was him who murdered the 4 dwarves in the outpost; possibly because these dwarves found out Mustlobec was not a dwarf at all. In reality he was a Faceless: an (to dwarves) unknown creature from this ancient world who disguised himself as the dwarf that he killed in the tunnels. The weapons he used against you were a conclusive match to the fatal wounds of the dwarves in the outpost: his own tentacle-like arms.
(fun fact: the name Mustlobec Fastfirewand is an anagram of I'm not Dwarf but Faceless)
You did manage to defeat him in the end, but not after taking considerable damage and needing serious rest and medical attention. Too bad the dwellers of this ancient temple were alerted (you saw 6) and slowly hovered their way towards you. They were impressed but undeterred by your use of dynamite against them. At that moment you were telepathically messaged by a creature inside the temple who doubted your intelligence and wisdom. It invited you to enter the inner temple to prove how smart you all really are.
As you attempted to enter the inner temple you found out the hard way that you need to be smart to enter the temple. The step stones of the little plaza in front of the temple were a puzzle. As you tried to make your way across the maze-like puzzle the creature inside the temple mocked and taunted you and punished every wrong step you took. This damaged your intelligence, wisdom and charisma so much that some of you are at risk of experiencing severe loss of memory and even brain functions.
In the end, you made your way into the temple and were greeted by an entity that best describes itself as a mix between a djinn and a mind flayer; bigger than the ones outside the temple. Anyway, he simply wanted to taste your brains to determine how smart you are (i.e. your worthiness to have your brains actually devoured). Some of you were quite willing (this lack of judgment was obviously caused by severe brain injuries from the puzzle), but it also led to a fight with the creature. You all somehow managed to survive this fight, even with the friendly fire...ball. ...Bertha did apologize...
And that is where session 2 ended: you all inside a temple in desperate need of medical attention due to severe wounds and brain injuries, all while the hovering temple dwellers are still outside.
by Bertha
Main task: Find the missing dwarves and bring them back safe.
Status: Found 4 in the outpost (death by Faceless). Found 1 in the tunnels (death by parasitic plant). Probably another 1 dead (the one whom the Faceless used so he could change into a dwarf). The remaining 20ish are still missing.
by Bhatgorg after the battle in the temple
Side quest: Defeat a big brain meanie in the temple of the smarty pants.
Status: We did Boink! Also saw (fire) boom! Big meanie down. Head ouchie! We now go? How we go? Where is we? Who is we?
The following is applicable for this mini-campaign:
Campaign type (& session type) (on a scale of 1-low to 9-heavy):
This session may be the most social (i.e. talking with NPCs) of all. But it depends on your choices of course.
Character:
Because of the situation the group finds itself in, at the start of the session new players will be brought to roughly the same situation as the other players.
Equipment:
* 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:
System | D&D 5e |
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Level | 5 |
Registered Players | 4 (Max 5 Players) |
Between Episode III & IV
A Long Time Ago, In A Galaxy Far, Far Away
The galactic Empire has risen.
Order 66 executed.
The machinations of war churn to suppress the people.
And it's power is reaching ever further.
...but there are some that resist.
Small independent bands of rebels are forming.
Attempting to sabotage The Empire's ever reaching grasp for power.
You, are one of them.
An opportunity has risen:
Intel is still unfolding
An imperial transport ship is refueling on your location.
Rumors are it is heading to a Top Secret "essential" military base.
Eager to thwart the empire and prove yourselves
you are dedicated to join this transport
find this base
And Rebel!
This adventure features all species and ways of life from the Star Wars universe whose motives have aligned for this mission.
Premade characters are available,
if you are early, you can make your own in a few minutes,
or contact me on the Gameforce discord for custom builds.
No preperations are necessary to play at this table.
System | EZD6 |
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Registered Players | 3 (Max 5 Players) |
Placeholder Campaign
System | D&D 5e |
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Level | 1 |
Registered Players | 5 (Max 5 Players) |
The wizened human wizard Mister Taberknack has spent decades mastering the art of summoning familiars in his decrepit home, Taberknack Tower. He sees spells like find familiar and flock of familiars as juvenile and flawed incantations. In fact, Mister Taberknack has not only learned how to summon multiple familiars that remain on the Material Plane indefinitely, he has crafted a magical oven that can reconstitute his familiars when they take a nasty fall and go poof.
But Mister Taberknack's ambitions get the better of him in "A Familiar's Quandary." While taste-testing a freshly brewed potion of polymorph — made so that he might spend some time in his familiars' shoes — the wizard discovers that the calculations behind his concoction are off. His familiars watch from their enclosures as the wizard turns into a puddle of goo and are suddenly tasked with reversing the magic.
You will be playing as a familiar. The character sheets to chose from will be provided. You'll only need a set of dice!
System | D&D 5e |
---|---|
Registered Players | 5 (Max 6 Players) |