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
You are party of adventurers looking for your next job. On a quest board in the main city of Dawnstar, you see a quest that the Major of Wiggum has posted.
In big letters it says.
WIGGUM NEEDS YOU!
CLEAR A GOBLIN INFESTATION!
GRAND REWARD!
The note says to contact the major for more information.
Your party takes the quest note and leaves for Wiggum, your party arrives a few days later.
- All official content is allowed
- No Unearth Arcana
- No homebrew
- For ability score use Standard Array or Point Buy
This One-Shot is meant for beginners who want to try playing D&D for the first time, more experienced players are of course welcome at the table.
If you are new and need help making a character, or you have any other question, feel free to contact me on this website, but for a quicker reaction
send me a message on Discord at "Classymarc"
System | D&D 5e |
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Level | 3 |
Registered Players | 3 (Max 5 Players) |
Farmers from the Shield Mountains say that there is a werewolf, or a entire pack of them, that is terrorizing the farmers. You have been called by the authorities of these communities to solve this problem. If you solve it, the farmers promise to owe a big favor to the Ghost Kids.
-This is a west marching style campaign in which you form part of an adventurers guild. Every session is its own story, but there is continuity between the sessions. You can bring your character to another adventure with all the gold and items they got in previous ones.
-For character creation you can use point buy, you start with 400gp, and you get to add a free feat!
-All official content is allowed, yet Unearth Arcana is not allowed, unless it is the newest release of One DnD. Homebrew is not allowed.
-Your character forms past of the Ghost Kids guild for over a year. Your character works well with his party and must have a strong motivation to be in the adventure.
-If you send me a +150 word backstory in which you show the motivation of the character and what do they care about, you get to pick an uncommon magic item to start.
System | D&D 5e |
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Level | 6 |
Registered Players | 5 (Max 5 Players) |
The people of Icewind Dale have long stood against the perils of the North. For most of these folk, the events that shook the region a hundred years ago are now distant memories. But what was defeated was not destroyed, and the sinister influence of the Crystal Shard, Crenshinibon, has now wormed its way into the very land of Icewind Dale. As evil forces converge on Ten Towns, the people of the North face their greatest trial yet. Fortunately, they won’t have to face it alone.
Legacy of the crystal shard is a mini campaign for level 1-3 set in Icewind Dale, it is a prequel to the 5e adventure "Rime of the Frostmaiden". There are multiple threats facing the Ten Towns of Icewind dale, and your adventuring group doesn't have the 10 heroes you would need to be in 10 places at the same time. So you will have to make hard choices in regards to which town to help first.
You start out as a caravan guard, but will quickly become involved in politics, exploring dangerous areas and fighting horrible ice monsters.
The rules for character creation are::
- 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 your character background: come up with a reason why you would go to a relative isolated region, and why you would want to protect it. Do consider that you start out as a hired guard for a caravan.
recap (spoilers):
The adventuring party choose to escort the dwarf to the Dwarven Valley. There they learned that an old evil has risen again. The black ice has also turned the dwarfs against each other. Though there might still be hope for them if they could somehow be convinced to get rid of it. Though even if the adventuring party succeeds in this task, then there are still wild animals out there controlled by the ice witch. There is also political maneuvering in Bryn Shander, with elections coming soon, and some rivla of the current speaker using all kinds of dirty tricks to win. It doesn't look like the adventuring party can solve all problems. So what will they do next?
System | D&D 5e |
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Level | 1 |
Registered Players | 4 (Max 5 Players) |
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.
System | D&D 5e |
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Level | 8 |
Registered Players | 5 (Max 5 Players) |
Summer is here, and without the stress of exams and nosy teachers you can do whatever you want, so you and some of your friends decided to take the easiest job in town, working at the local radio station, besides most students are out of town anyways, so who cares if you and your friends screw around?
That is.. until strange things start to happen.
(This one-shot is using the modern rules set for 7e Call of Cthulhu)
Call of Cthulhu is an horror/investigation game using the works of H.P Lovecraft and other (Horror) authors as inspiration, this includes grim subjects and might therefore not suit everyone,
That being said, I strive to create a safe and welcoming atmosphere for everyone, the system works in procentiles and is quite intresting for both beginning and veteran players.
Due to the nature of the game, pregenerated characters are provided, there will be a selection of characters to chose from that all fit into the narative of the one-shot.
If you have any furder questions or remarks feel free to message me on our discord:
https://discord.com/channels/697040809102409810/761584427473043457
@ FrozenSpip
System | Call of Cthulhu 7e edition |
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Level | - |
Registered Players | 5 (Max 5 Players) |
Hi all,
I will continu the adventures set in Waterdeep based on the Dragonheist books.
This adventure is semi campaign style, choices made by characters have impact on the next one-shot, magic items required will be shared by the group and if you keep track of your own exp. you can come back and level up.
Upcoming quest:
The guild has found the city's money and have returned it to them, but got a decent amount of coin as a reward.
The guild is now booming with reputation and money and now it is time to think about what to do with. Of course first they need to get rid of all the guilds new found friends and beggars.
This will we be a roleplay heavy session, so no guarentees on any combat.
- All official content is allowed;
- Homebrew allowed with approval (contact the DM);
- Unearthed Arcana allowed;
- For ability score use Standard Array or Point Buy;
- Custom Lineage / Races etc from Tasha's are allowed;
- You are working for a adventurers guild with a good name and they like to keep it that way!
The game is welcome to anyone from beginner to veteran!
System | D&D 5e |
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Level | 5 |
Registered Players | 3 (Max 5 Players) |