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
**Campaign setting**
This campaign setting will take place in the embercore. You're a person that has lived in this horrible place as long as you can remember.
You might have once supported the ideals of the empire or you were always against it.
Maybe you finally had enough or something is forcing you to flee. Maybe some of the ideals still linger in your mind and you have a hard time leaving them behind. Either way somehow you find yourself in a search for something that can change your current situation. You're looking for the resistance. A group that only seems to exist in the hopes and dreams of the people struggling to stay alive. But you've found some clues that it's not just talk amongst the poor. You found out there might actually be a group hiding on the Lost isle. An island that once was alive until the empire cut it off completely.
You gathered your courage and left your life behind in search for the resistance.
System | D&D 5e |
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Level | 6 |
Registered Players | 6 (Max 6 Players) |
On a different plane of existence there is a world that was held together by an orb of elemental magic.
However, this orb was broken a long time ago by unknown people who took a shard to each of the four regions of the world. The elemental magic within each shard changed the regions and the world and made life there ... challenging. You final goal is to restore the Elemental Orb and thereby bring balance back to the world.
Due to elemental magic running wild and leading to unwanted and unforseen results, you succesfully went through a crash course training complex into elemental magic.
You have now been tasked with retrieving the Air shard in the realm called Zephyria.
That is up to you! 🫵
This (mini) campaign consists of about 16-ish sessions. You are welcome to join all of them, a few or even just one. Every session will start with a summary of the mini-campaign so far. It is to make sure everyone can follow along and thereby participate in and enjoy the session as much as possible.
This session will probably be a session with a mix of exploration, roleplaying, social interaction, combat, etc.
The following is applicable for this session (and the rest of the campaign):
Side notes:
System | D&D 5e |
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Level | 5 |
Registered Players | 2 (Max 5 Players) |
Closed campaign for call of Cthulhu, session 12
Intrested in joining or do you have quesions?
feel free to message me on our discord:
https://discord.com/channels/697040809102409810/761584427473043457
System | Call of Cthulhu 7e edition |
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Level | - |
Registered Players | 5 (Max 5 Players) |
You be bored.|
You be needing excitement.
You be knowing there's a wedding planned.
Easy job!
You be party crasher....
System | Goblin Heist (D&D 5e rules) |
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Level | 0 (no kidding, character sheets will be provided) |
Registered Players | 5 (Max 5 Players) |
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 is 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. Your character will always have been present for the previous sessions of the story.
Please make your own characters following these basic rules:
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?
What is something your character wishes they could change about themselves? How would the best version of themselves be different?
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 a‘glitch’ that is affecting you, each character has not just a single form, but up to 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. A player plays one incarnation at a time. When an incarnation dies, another incarnation will appear in a nearby location.
For questions, clarifications, or additional information feel free to contact me through PM or find me on the Discord server (#Freek_Tv)
Previously: On your quest for the missing modron, R04M, you ventured into the Outlands. After dealing with some Yugoloths, you gained the gratitude of a Githzerai woman, Zaythir. and she offered the use of her castle, Iedcaru, as your base while travelling through the Outlands. She also gave you the Mosaic Mimir, a floating, magical skull-looking device that contains the knowledge of the Multiverse, including information used by R04M to figure out where to go next. However, this Mimir has lost some of its basic knowledge when the Yugoloths broke it. In order to restore the data, you need to rerecord some of its lost data about 7 of the Gate-towns.
Your first stop brings you to Excelsior, the gate-town to the heavenly plane of Mount Celestia. Soon after making your recordings, one of the town guards approached you with an offer. It appears that Locals have been disappearing from Excelsior for weeks. The investigations led the guard to a tiefling named Sincerity, who has been seen near many of the places where people went missing.
System | D&D 5e |
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Level | 6 |
Registered Players | 2 (Max 5 Players) |