Self-contained tabletop adventures that begin and end in a single sitting. No long-term commitment and no homework.
DFW Young & Social Club · 2309 Springlake Rd, Suite 600, Farmers Branch, TX 75234
Andrew is a registered Dungeon Master with the Adventurers Guild and has led countless campaigns through a variety of settings. Away from the table he writes, draws and makes music, and spends as much time as he can camping under the stars.
Devin works across writing, film, language coaching and creative event design. She is known for making niche things feel inviting, and brings curiosity and a love of shared discovery to every session she runs.
Three things, all of them one-shots. Dungeons and Dragons 5th Edition is the biggest of them and runs as the Wardens of the Veil series. Kids on Brooms is the magical academia series at Aldermere College. And then there are the indie systems, which rotate through the year and are usually short, strange and funny.
Every one of them has a way in for somebody who has never played before, and first timers turn up to all three. Dice, character sheets and rules all come with the session, and the Game Master walks you through everything as you go.
A shared world, a rotating cast and a new story every month. Each session stands on its own, but the world remembers what happened.
An army approaches, and your party stands as the final barrier between the empire and destruction.
The hunt for Malakor has begun, and more lives than yours are on the line.
The final battle for the Realms is not going to be clean or heroic. It is going to be brutal, desperate and deeply personal.
You are emissaries at a party with the king when things go very sideways.
The ley lines are wrong, the town is empty, and something from beyond has taken root.
The enemy is not waiting any more, and neither can you. Every day of hesitation is another day they dig in deeper.
Every clue, every betrayal and every body left behind has been pointing at a single hand pulling the strings. Now you know whose it is.
The Realms are fracturing. Old alliances crumbling, borders dissolving into bloodshed, and the Spire that has kept the peace for generations going dark.
Oakhaven survived the blight, but an ancient curse is not done with the town yet.
A powerful artifact must be recovered from someone even more powerful. How you approach it is entirely up to you.
The Pale Weaver once stitched an army of undead together. You are here to make sure he never can again.
The fight is over. The last piece recovered. But at what cost? What comes next for the Wardens of the Veil, and for the Emperium, in this closing chapter of the campaign.
A stolen magical lantern has left a village defenceless. The pay is good. The risk is higher.
A school for magic where the curriculum is dangerous and every student has secrets. Built on Kids on Brooms. Start with the free Orientation.
Step into a magical university and get ready for a new system. No experience needed. Come with a personality in mind and Devin walks you through the rest. Required before any other mission.
A Tundra Tapir has made itself very comfortable somewhere it absolutely should not be. Resolve the situation before administration has to officially acknowledge it.
The East Annex has been off-limits for some time. Something in there has made routine maintenance impossible. It is not dangerous. Probably.
The night market in Morane runs monthly, and this month local authorities received a tip that something big and legally questionable was going down. Whatever is happening in the lower levels is not on the official programme. Neither are you, technically. Infiltrate the event, gather information, and leave. Do not engage.
No assignment this month. No problem to solve, no cabinet to open, nobody asking you to be somewhere by a certain time. Morane is there. Aldermere is there. The people you have met are, presumably, somewhere. What you do with that is entirely up to you.
Drop-in friendly, improv-forward and open to anybody regardless of experience.
A comedy of manners set in the 1920s, where social mishaps are the main event.
A magical house outside of time and space where it is always September 15th and there is always room for one more.
You have a complex plan. Precise timing. High stakes. Also, you are a bear.
You are the Chosen One on a team of monster hunters, your love interest has just been bitten, and the show has no budget for the next fifty minutes of television.
An isolated community builds the words it needs to survive, to love and to lie to each other, and then watches that world and its language end.
The Baron’s adventures are legendary: riding cannonballs through the sky, sailing to the Moon, meeting gods, escaping the Turkish army on half a horse. You are expected to do better.
Every adventure here can be run privately for your group, at a time that suits you. Bring friends, pick a story, and we handle the rest. We also build custom one-shots from scratch, and run ongoing campaigns for groups that want to keep going. Tell us roughly what you are after and we will come back with the detail.