Now gathering, Beirut to Jbeil

Every campaign startswith a table.

Not another virtual tabletop. This is the part that happens before it: the players, a night that survives real life, and a real table you can get to.

The character builder is free and needs no account. Joining a party does, because a group has to know when you can play. Sessions are paid, and you settle that with your game master. We never touch the money.

Where you play

Starting on the coast, Beirut to Jbeil.

Games here happen face to face, at a table someone can actually get to. So we are opening one stretch of coast at a time rather than claiming the whole country. 15 areas from Beirut up through Antelias, Jounieh and Kaslik to Jbeil, close enough that we meet every game master in person first.

  • Your place, on demand
  • Game shop
  • Café
  • Library or community space
  • Campus

Your game master comes to you, or you meet somewhere public, whichever the table agrees on. A home game only happens when everyone at the table has said yes to one.

See how parties form

Somewhere else in Lebanon, or outside it? The character builder works anywhere and always will. The rest of the coast is next.

Lebanon seen from above at night. Scattered lights across the country, brightest in a chain along the coast between Beirut and Jbeil, where games are running now.
Open: Beirut to Jbeil. The rest of the country is next.

The fable

Every game starts in the same room.

Every session opens the same way: a door, a fire, and people who have not met yet. The site is the part before that. It finds you four to six players and a game master, and puts a night in the diary. Point at anyone in the room to hear what they came for.

  1. Nessa: Hello, dear travellers. What can I get you?
  2. Orla: Ale. The big cup, and keep it coming.
  3. Kest: Bounties. Whatever is posted, whatever pays.
  4. Dain: Glory. I did not walk three days for soup.
  5. The hooded one: Mercenaries. I have a cause that is short of swords, and I am not particular.
  6. Maret: Then you are all in luck. The mayor has been expecting brave adventurers, and his daughter is in grave danger.

Barkeep

Maret

Bought the place with a soldier's pension and has not closed a night since. She knows which parties came back and which did not, and she keeps a list of who is still looking.

Serving maid

Nessa

Came up the coast road with a name and nothing else. She can carry six cups without looking and read a table in one pass, and she is the first person anyone new speaks to.

Adventurer, four seasons in

Orla

Four seasons of paid work and a knee that tells her when it is going to rain. She has buried people who went out with the wrong party, so she takes her time about who sits down.

Adventurer, first game

Dain

Walked three days on the strength of a story he heard once. A satchel, a knife he has never drawn and no notion of what he is doing, which is how every single one of them started.

Adventurer, hired blade

Kest

Sells his sword by the job and has never asked what a job is about. He came in alone, the way he always does, and he is not going to leave that way.

A cause of his own

The hooded one

Nobody sees him come in. A lantern, a list of names and a cause he will not explain, and he is here to hire rather than to drink. He was in the room before the news was.

How it works

Four adventurers, one storyteller, and a free Tuesday.

That is the whole bottleneck. Not rules, not dice, not software. Just enough people willing to be somewhere on the same evening. The line below is what happens to you. What turns off it is there when you want it and skippable when you do not.

You, with nobody to play with

  1. One

    Say when you are free

    Not prose. Mark the hours you can actually play, the areas you can get to, and what is off the table. Hard limits are a filter, never a suggestion.

    Set your availability →
  2. Two

    A party forms around you

    Four to six players, never more, put together from people whose evenings and areas genuinely overlap. Under four it cannot be given a game master. At six it closes.

    See how parties form →
  3. Three

    The house finds your game master

    You do not write an advert and hope. When your party is full enough, it is offered to a game master whose calendar and area already fit it. We have met every one of them.

    How we vet them →
  4. Four

    The night gets booked

    Your party proposes and confirms a session together instead of losing three days to a group chat. The venue rides along with the booking and the reminders go out on their own.

    See a party's first night →
  5. Five

    You play, and the table stays live

    Damage, healing, rests, spell slots and conditions on one shared sheet that everybody is looking at. Modifiers are shown. Dice stay on the table, where they belong.

    See the live table →

Thursday, after dark, around a real table

At the table

The whole party, on one screen.

Once your party has a game master, it has a campaign, and this is it. Spend a slot, drop a condition on somebody, call a long rest for the table. It is a real one below, with four made up people in it, so go ahead and break it.

A game master’s view

4 sheets, live. Everything here is yours to change.

Ilvara

Cleric 4

22/ 31

AC
18
Init
+0
Passive
14
All skills and saves

Saving throws

  • Str+1
  • Dex+0
  • Con+2
  • Int+1
  • Wis+6
  • Cha+3

Skills

  • Athletics+1
  • Acrobatics+0
  • Sleight of Hand+0
  • Stealth+0
  • Arcana+1
  • History+1
  • Investigation+1
  • Nature+1
  • Religion+3
  • Animal Handling+4
  • Insight+6
  • Medicine+6
  • Perception+4
  • Survival+4
  • Deception+1
  • Intimidation+1
  • Performance+1
  • Persuasion+1
1
2

Bram

Fighter 4

38/ 38

AC
17
Init
+2
Passive
11
All skills and saves

Saving throws

  • Str+6
  • Dex+2
  • Con+5
  • Int+0
  • Wis+1
  • Cha+1

Skills

  • Athletics+6
  • Acrobatics+2
  • Sleight of Hand+2
  • Stealth+2
  • Arcana+0
  • History+0
  • Investigation+0
  • Nature+0
  • Religion+0
  • Animal Handling+1
  • Insight+1
  • Medicine+1
  • Perception+1
  • Survival+3
  • Deception+1
  • Intimidation+3
  • Performance+1
  • Persuasion+1

No spell slots

Sena

Wizard 4

5/ 26

AC
12
Init
+3
Passive
13
All skills and saves

Saving throws

  • Str-1
  • Dex+3
  • Con+1
  • Int+6
  • Wis+3
  • Cha+0

Skills

  • Athletics-1
  • Acrobatics+3
  • Sleight of Hand+3
  • Stealth+3
  • Arcana+6
  • History+6
  • Investigation+4
  • Nature+4
  • Religion+4
  • Animal Handling+1
  • Insight+1
  • Medicine+1
  • Perception+3
  • Survival+1
  • Deception+0
  • Intimidation+0
  • Performance+0
  • Persuasion+0
1
2

Vess

Warlock 4

24/ 28

AC
15
Init
+1
Passive
10
All skills and saves

Saving throws

  • Str+0
  • Dex+1
  • Con+2
  • Int+1
  • Wis+2
  • Cha+6

Skills

  • Athletics+0
  • Acrobatics+1
  • Sleight of Hand+1
  • Stealth+1
  • Arcana+3
  • History+1
  • Investigation+1
  • Nature+1
  • Religion+1
  • Animal Handling+0
  • Insight+0
  • Medicine+0
  • Perception+0
  • Survival+0
  • Deception+6
  • Intimidation+4
  • Performance+4
  • Persuasion+6
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