Drop in.
Drop through.
Extract alive.
MakerCraft D&D is a weekly drop-in campaign running in the lab every Thursday night. D&D 5e. Self-contained one-shots. No ongoing commitment. No prior experience needed. MakerCraft members play free.
Watch before you drop in.
The lab is the headquarters.
The MakerCraft lab is the in-game base of operations for The Syndicate — a powerful magitech guild operating as a localized defense force against an escalating dimensional threat.
Mysterious rifts known as Gates are tearing open across planes of reality. Rated Rank D through Rank S by danger level, each Gate harbors threats that only Syndicate agents can neutralize. Every Thursday night, a team of agents boards a magitech airship, drops through a designated Gate, and fights to extract alive.
Each session is a self-contained Sortie. You do not need to have played the week before. You do not need to return the week after. Show up, suit up, and survive.
One night. One mission. No second chances.
Select your Syndicate faction and bring your own character sheet — or use a Makerschool pre-generated agent. D&D 5e rules apply.
The DM presents the Sortie manifest. Gate rank, threat assessment, mission objective. Physical terrain is laid out on the table. Study it.
Combat begins. Positioning matters. Line of sight matters. Veterans protect Rookies. Rookies keep the action economy alive. The squad succeeds or fails together.
Every Sortie has an asymmetric objective beyond “kill everything.” Hold the line. Rescue the hostage. Seal the rift. Veterans fight. Rookies solve.
The Recall Rift closes. Get your squad to the extraction zone before it collapses. Successful extraction means survival, progression, and Syndicate prestige.
A real tactical environment.
Every Sortie is laid out on the lab table with physical terrain — structures, cover, elevation, and chokepoints. Positioning is not abstract. It has consequences.
Characters are represented by 3D-printed miniatures, designed and printed in the lab. Your agent has a physical presence on the battlefield from the start.
Show up in costume or thematic attire that reflects your character’s aesthetic and you begin the session with Heroic Inspiration — a free reroll on any d20. The Syndicate rewards commitment.
If your character falls and fails their death saving throws, they are gone permanently. But the mission does not end with them. The Neural Link Echo keeps fallen agents contributing until the squad extracts.
Five factions. One Syndicate.
Every agent operates under a Syndicate faction. Your faction shapes your quest lines, magic item rewards, and how your victories contribute to the shared Syndicate base — managed between sessions in the MakerCraft Telegram community.
Tech-magic hackers and spell-weavers. They scout hidden Gates, deploy predictive wards, and gather intelligence no other faction can access.
Heavy-armored military shock-troopers. They lead extermination raids, hold fortress lines, and deploy the heaviest frontline tactical gear in the Syndicate arsenal.
Primal spellcasters and biopunk researchers. They harvest alien organisms from beyond the Gates, research biological mutations, and seal unstable reality rifts.
The corporate and political elite who fund the Syndicate. They offer the highest-paying regulated contracts, industrial manufacturing assets, and state-of-the-art magitech logistics.
A shadowy cartel of black-market mercenaries. They run illegal smuggling operations, take on high-risk assassination contracts, and trade in unstable prototype weaponry nobody else will touch.
No XP counting. Extract to level up.
Progression is tied to successful extractions, not experience points. Survive a Sortie and your character advances. It is that clean.
Veterans who hit Level 5 bring elite capability to the table. The Syndicate scales every encounter to match the exact mix of agents present — Rookies clear swarms, Veterans hold the line. The squad wins or falls together regardless of level.
Extract from 1 Sortie
Extract from 2 more Sorties
Extract from 3 more Sorties
Extract from 4 more Sorties
Members play free.
Active MakerCraft membership covers Thursday D&D sessions. Pre-booking is required via the MakerCraft Telegram group. Seats are capped at 5–6 agents per table.
No membership required. Book your slot via WhatsApp at least 72 hours before Thursday’s session. Subject to seat availability. One-shots — no need to return the following week.
Common questions.
No. Each session starts with a short briefing covering everything you need for that night’s Sortie. If you can roll a dice and listen to instructions, you can play. Pre-generated character sheets are available if you do not want to create your own.
Yes. D&D 5e rules apply. Bring your character sheet and faction alignment. If you are creating a character for the first time, come 30 minutes early and we will help you build one at the table.
No. Every Sortie is a self-contained one-shot. You can join any Thursday without having played the week before. Your character and progression carry over if you return, but attendance is never required.
Permadeath is real. If your character fails their death saving throws, they are gone permanently. However, you are never sidelined — fallen agents enter Neural Link Echo mode and continue contributing to the squad until extraction. Between turns, you begin designing your next agent.
Drop-in agents book via WhatsApp at least 72 hours before Thursday’s session. MakerCraft members book via the MakerCraft Telegram group. Seats are strictly capped at 5–6 agents per table.
Yes. D&D sessions run during MakerCraft evening hours. MakerCraft members play free as part of their membership. Drop-in players pay $28 per Sortie. Many agents join MakerCraft after their first drop-in session — the lab, the community, and the specialists are all part of the same membership.
