Highlights 2025

Eine Auswahl von Events im CDC

A lot happened with us again in 2025 - the selection below is only a small part of the roughly 300 events that have now been hosted at - and by - the CDC. None of this would have been possible without the many players involved; it is their stories and ours that are being written here. Thank you for being part of it!

In this year we not only hosted our first CDC Movie Night, but also introduced the CDC Pub Socials. In addition, we were once again active as game masters at several conventions. You can find us, for example, at the “Herofest” in Bern, “GeCo” in Zurich, “Books and Dragons” in Aarau, or “La Nuit du Jeu” in Neuchâtel.

Have you become curious? Then why not stop by and play with us! We already have plenty planned for 2026 as well.

-UNDISCLOSED- (18 sessions)

Operation HORIZON exposed the agents to the dangers of corporate powers pursuing biological transcendence, while Operation FORTUNE VAPOR showed how human grief can spiral into obsession with forbidden knowledge. The personal toll: After military prison, Ryan struggles to adapt to civilian life; Ray was changed forever by cosmic encounters; Brian keeps himself together while his marriage suffers; and Mike is drawn to dangerous secrets. Amid it all, Case Officer Newman works to uncover a looming conspiracy in the military-industrial complex.

"Taroticum: From London to Hell" (9 sessions)

We have played through the final cycle of the campaign we had started in September 2024. The campaign taking place in London during the early 1990s, the characters fought a powerful evil and madness, ventured into forbidden lands and twisted realities, learned unholy rituals, all that while battling their personal demons and ghosts from the past. Eventually, the characters prevailed... scarred forever and at great personal cost.

"The Two-Headed Serpent" (12 sessions)

Started in 2024 we are now halfway through this highly praised campaign for "Pulp Cthulhu" ...in which the heroes have sold their souls to a secretive organization, explored ruins and realms, battled the Mythos on 3 different continents, made friends with a very special cat and witnessed the explosion of an atomic bomb ...while parachuting to safety. Can it become any pulpier than that? Oh yes it can! :)

"The Dark Dream" (10 sessions)

The players’ strange crew of Hawkers, dealing in ghost-infused drugs, makes powerful enemies and gets caught in a bloody turf war, barely surviving the Lord Governor’s brutal crackdown on the gangs. They find themselves foolishly unleashing a cunning demon, whose arrival tears a cataclysmic rift through Doskvol and empowers the Shrouded Queen’s cult, who hail the demon prince as the promised groom of their dead goddess.

"The Bureau" (7 sessions)

The first day on a new job is always stressful, but for the five players, their first day at The Bureau was more than that. A dark entity took over the Monolith, where The Bureau is located, activating a lock down. To lift it, the players had to go through the different levels and departments and confront the Director. While one player was offered a promotion at the end, two were left to suffer from their Fallouts, one joined the dark entity and two have sadly passed away. Oh... and they also freed another entity from its captivity in the Monolith.

"Dagger in the Heart" (10 sessions)

United for the sake of survival, the player characters ventured together down into the depths of the city beneath, the Heart - each of them in pursuit of their heart's desire. Via uncanny passages, towns hanging in the void, prairies of yesterday, outposts guarding collapsed gods and fields that echo future destruction, they delved deeper and deeper ... and have now reached a point where it's not anymore about just reaching the innermost Heart - but about what they're willing to become and what dreadful choices they're ready to make in order to get there.

"Gas! Gas! Gas!" (1 session)

The player characters had hardly arrived as new inmates in a subterranean prison complex when all hell broke lose. Or rather, a mysterious gas leak that sparked a prison revolt. Trying to make their way out before the gas or their mentally not too stable fellow convicts got a hold of them, they stumbled through the complex' corridors, fighting AI-controlled guard-bots and security systems, gas-crazed inmates and the limitations of their lacking equipment. Thanks to ingenuity, smart decision-making and luck they made it out alive, just in time.

"The Island of the Dead" (8 sessions)

Surviving a plane crash, the survivors were stranded on an unknown island. They soon realized that the dead return, as the ones from the players' past re-appear. As they struggle to survive, they find out the island's secret. Out of the 6 characters, only two were able to leave the island of the dead, while the rest either died or were trapped there for eternity.

"Wolves in the Mountain" (1 session)

In this Old West horror scenario, the player characters were tasked with investigating the truth behind the story of a man who had staggered into their remote frontier town - a story of murder and madness, and, supposedly, a lot of gold. They ventured into the snowy wilderness, but out in the mountains there lied something darker and stranger than they could have possibly imagined ... and blood. Lots and lots of blood. They did make it back to town, bruised and traumatized, but nothing was ever the same again.

"The Ritual" (1 session)

A demonic beast was after the player characters, and their only hope was a banishing ritual. Exploring the strange island on which they had been washed ashore, they soon learned of a shaman who might be able to help them - at a price: She asked for the head of the priest of a nearby town. Finding the priest was easy, getting his head and out of the fishing fishy village unnoticed ... not so much. With some exceptionally good die rolls the ritual succeeded and the player characters were safe - at least from the demon.

"A dead man's storage" (3 sessions)

The players' characters attended the funeral of their childhood friend, Enis Briar. They inherited a key to a storage room which revealed a very dark secret that Enis has been keeping for years. They unleashed something demonic which forced them to face their own dark secrets and infernal forces, all the while being also stalked by the Crimson Nun. In the end, two survived the ordeal while the rest was pulled into Inferno.

Gloomhaven  (13 sessions)

We continued to play this mother, father, niece, uncle and step-grand-godfather-in-law of all dungeon crawling board games (given its sheer volume of content) for a second year and are nowhere near anything that looks remotely like a finale. Characters were retired, new characters were introduced, monsters were slain, rituals were stopped (or performed) and most importantly, plenty of gold coins were pocketed before they could be grabbed by somebody else. 

Twilight Imperium 4th Edition (4 games)

Across four TI4 games we hosted this year, the table delivered clutch plays and legendary miscalculations, academy-award-worthy performances and ruthless power politics. Star systems were explored and trade routes established, promises were made and secrets shared, fleets turned to dust and planets burned, alliances and empires were forged and shattered amid galactic chaos.

Third-party content notice: Images used on this site may be sourced from third parties. Ownership and copyright remain with the original creators.

Chaos Dice Club

Come play games with us!