Alarm 5e - D&D 5th Edition Spell Book

Alarm 5e spell scroll. Includes the spell's name
Alarm 5e Image

Alarm 5e Spell Effects

1st-level abjuration (ritual)


Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 8 hours


You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.


A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.


An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


All information about Alarm 5e comes from the DnD Player's Handbook.

Classes That Can Cast Alarm 5e

The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:


Alarm Usefulness

Alarm 5e is a very useful spell depending on your party's adventuring style, and chances that you'll be ambushed. Theoretically, alarm should be a top-tier spell almost no matter what adventure your group is undertaking. However, as I can personally attest to, some groups prefer combat encounters over roleplay or exploration-type encounters.


Obviously, alarm is not a combat-based spell, so that's why its effectiveness really depends on how your group plays. It should be noted that ritual-cast spells do not consume spell slots, and they do not need to be prepared first, before they may be used. This means that even if you spend your prepared spell slots on other utility spells or combat-based spells, you may still cast alarm at any time.


Given that alarm, even as a 1st-level spell does not take up a spell slot to cast, it should be a staple for probably every artificer, ranger, and wizard, regardless of how your group plays. You never know when being alerted to someone entering your warded space may provide you with a drastic advantage.



Combine Alarm 5e with the Following Spells

One of the most fun parts of playing D&D is the interaction so many spells have with one another. Since games like DnD allow for near-unlimited player creativity - especially when it comes to roleplaying-based spells like alarm 5e - you can really create some interesting combinations.


One idea you can use is to combine alarm 5e with silence 5e. Any area that you ward with alarm would then also take on a complete lack of sound. Of course, silence requires concentration, and only lasts for 10-minutes, so it would't be practical to use to ward an area while sleeping, or potentially even for taking a short rest.


However, you could cast alarm 5e on an area and silence it, as a trap. Whenever someone walks into the alarm area, they're deafened from silence, and so if your party has eyes on them, you can attack without them having any indication that the attack is coming (perhaps aside from the silence effect itself, if the target's particularly perceptive).


Alarm 5e Counters

There are many ways to deal with alarm 5e, though many of them show up beyond 4th level (such as dispel magic, which is a 3rd-level abjuration spell, attainable by some classes at 5th-level). Other options include scrolls or magic items that may disable the effect.


Short of having expensive resources or powerful dispel magic effects, the best way to deal with an alarm spell is to go around the spell effect's area of coverage. Of course, this approach may not always be effective, such as in a case where you need to pass through an alarm-warded cave, or break into an enemy's alarm-warded camp.


It is worth noting, however, that alarm 5e only alerts its caster to "creatures" who enter the warded space, not - say - arrows or damaging spells such as acid splash 5e. So, if you can find someone to attack in an area affected by alarm, getting in an ambush round for attacks may be a good way to deal with the effect, as well.

Alarm-Type Spells in Eternity TTRPG

In the Eternity TTRPG Game System (my own independently-published TTRPG), every class has its own unique spells and abilities, which all have combat application. Instead of having spells that are broken down into "combat-based" and "roleplay-" or "exploration-based," all spells can be used creatively by players in a way that fits with the spell's intent.


This means that a player casting the sage spell "Blessed Light" (which heals allies) could also cause an effect like brightened light in a dark cave, or something similar. The only restrictions on using spells or abilities in roleplay scenarios is that the creatively-determined effect can't be more powerful than the spell would otherwise be in combat, beyond what its name would imply its capabilities should be, or beyond its originally intended effect.


Below is one spell, as an example, that could be an Eternity TTRPG equivalent for the alarm 5e spell.

Silhouette of figure holding a deer mask with antlers in front of a forest backdrop.

Druid - Core Class Spell

Wolf Shape (Magic - Shapeshift): you shapeshift into a wolf. You gain +2Initiative and +3Speed, but you have -1Resilience, -1Dodge, and -1Will. You can also see in the dark and you have a heightened sense of hearing and smell. Monsters will not attack you if they only see you in “Wolf Shape” unless you attack them. You can cast Spells while in “Wolf Shape,” but you can only make physical attacks at 1Range. Leaving “Wolf Shape” is an Instant Action.

You can only benefit from one

“Shapeshift” form at a time. You can instead choose to continually maintain this Spell for

3Inspiration.

  • (Nature's Wrath) You shapeshift into a werewolf. Gain either +3Strike Bonus or +3Faith. All other effects are the same. If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
  • (Nature's Healing) You shapeshift into a werewolf. Every turn, roll d20. If you roll 18-20, heal +1HP. This Critical allows you to heal 1HP above you normal max HP. Every time you heal with this effect, you are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Primal) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 


It wouldn't be beyond the scope or intention of the "Wolf Shape" spell to say that the character's heightened senses of hearing and smell would provide an alarm effect whenever anyone unknown by the party might enter the area. Since the Wolf Shape spell effect can be maintained indefinitely, it would also be no problem for a party to go to sleep with the "wolf" in their midst, providing continual protection via their perception.


Curious to learn more? Check out the Eternity TTRPG Core Game!

Druid - Core Class Spell

Wolf Shape (Magic - Shapeshift): you shapeshift into a wolf. You gain +2Initiative and +3Speed, but you have -1Resilience, -1Dodge, and -1Will. You can also see in the dark and you have a heightened sense of hearing and smell. Monsters will not attack you if they only see you in “Wolf Shape” unless you attack them. You can cast Spells while in “Wolf Shape,” but you can only make physical attacks at 1Range. Leaving “Wolf Shape” is an Instant Action.

You can only benefit from one “Shapeshift” form at a time. You can instead choose to continually maintain this Spell for

3Inspiration.

  • (Nature's Wrath) You shapeshift into a werewolf. Gain either +3Strike Bonus or +3Faith. All other effects are the same. If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
  • (Nature's Healing) You shapeshift into a werewolf. Every turn, roll d20. If you roll 18-20, heal +1HP. This Critical allows you to heal 1HP above you normal max HP. Every time you heal with this effect, you are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Primal) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 


It wouldn't be beyond the scope or intention of the "Wolf Shape" spell to say that the character's heightened senses of hearing and smell would provide an alarm effect whenever anyone unknown by the party might enter the area. Since the Wolf Shape spell effect can be maintained indefinitely, it would also be no problem for a party to go to sleep with the "wolf" in their midst, providing continual protection via their perception.


Curious to learn more? Check out the Eternity TTRPG Core Game!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

A D&D Beyond adventure cover: a skeletal figure with a glowing sword stands in ruins.
By Jacob Tegtman November 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=G_0s9az8hmo Transcription Free adventures on D&D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.  Welcome back to Eternity TTRPG , your go-to source for everything happening across the planes of Dungeons & Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond. Last week, Wizards quietly released The Tenebrous Stone — a free adventure available right now on D&D Beyond. It’s set in classic Forgotten Realms territory: the chilly reaches of Damara , where a cult of Orcus has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland. The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&D Beyond’s new Maps VTT , and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform. But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a ‘Deity Adventure’ — language we haven’t seen before. That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming Adventures in Faerûn , a book we still know surprisingly little about.” Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools. Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools. Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work. If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures. So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn. So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night? Would you want to see more deity-themed adventures in D&D 2025? Drop your thoughts in the comments — and while you’re there, hit like , subscribe , and ring that bell so you don’t miss our next dive into the world of tabletop chaos.
By Jacob Tegtman November 11, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=vXPtTnjy5wU Transcription “Hey everyone, welcome back to Eternity TTRPG. Today we’re unpacking Critical Role Campaign 4, Episode 2: ‘Broken Wing’ — an episode that moves with quick flashbacks, a slow-burning mystery, and unveils one genuinely unsettling artifact. If you missed the premiere, don’t worry — I’ll give you the lay of the land so you can follow every twist.  My goal here with these recaps is to keep them at about 10minutes, so you can follow the main beats of Critical Role without the huge time investment. On that note, be sure to check out the summary for Episode 1 just earlier this week if you want to get caught up! The episode opens not in the present, but in the middle of a past war — the Falconer’s Rebellion — where we meet younger versions of characters who’ll matter later. There’s Teor, a hulking soldier who feels every weight he carries; Kattigan, the quick-witted fighter; and a 15-year-old Azune, whose future as an Arcane Marshal is only hinted at here. They’re pinned down, wyverns tear at the sky, and the scene is chaotic and desperate — a sobering hook that tells you: this world has history, and it’s messy. In the middle of that chaos we get a small but important moment: Thjazi Fang, a figure whose past actions ripple through the episode, is injured — and Casimir, a thornier face in the city’s underworld, scoops him to safety. That moment matters later. Now, cut to present-day Dol-Makjar: Hal and Thaisha — two careworn, sympathetic figures who run a refuge of sorts — find a shattered black ceramic mask in their home. The shards exhale a cold, silver mist, and Thaisha collapses, hearing a nightingale’s song in her head. The mask isn’t just creepy set dressing: Bolaire and Murray, two more scholarly voices in this corner of the city, quickly identify the object’s box as a coffin — etched with the name ‘Obsidia’ in Kessian, an ancient halfling script, and plated with celestial symbols. That combination — halfling religious iconography wrapped around something new and grotesque — immediately reads as blasphemy and trouble. The cast reconverges at Hal’s: Teor, Kattigan, Occtis, Azune, and Thimble are there around Thjazi’s body. Thimble — who’s small in stature but enormous in feeling — collapses onto Thjazi and blames Vaelus, demanding the Stone of Nightsong, a keepsake with emotional resonance for her. This is where the episode tightens: the friends learn Thjazi’s safehouse was ransacked, and Azune, ever the investigator, finds a magical forgery hidden in Thjazi’s coat. It looks like someone set a frame — betrayal stinks in the air. To complicate matters, Casimir and Cyd (Teor’s brother) are unaccounted for, and black feathers were found at the scene — a small clue that points to the Crow Keepers, a thieves’ guild Casimir is tied to. Thimble vows to go find answers. It’s a nice sequence of grief turning into action: the personal drives the plot. Meanwhile, the episode spends time in the halls of power. At Villa Aurora — home of House Halovar and the Candescent Creed — we meet new faces and old tensions. Wick, an eager acolyte, witnesses Teor rescue and heal a worker, and Teor’s act of mercy wins him attention. But not everyone is thrilled. Photarch Yanessa Halovar, a high-ranking cleric, quietly urges her house to distance itself from the Torn Banner and cozy up to House Tachonis — a rival power with suspicious influence. Yanessa even suggests Thjazi’s death was orchestrated by Tachonis. Translation for what we’re learning about this world? Every helpful act in Aramán has strings attached, and alliances are fragile. Quick context: The Halovars are powerful religious aristocrats; the Tachonis are another noble house with their own, shadowy agenda. Political intrigue is the bedrock here. Back in the quieter rooms, Bolaire and Murray dissect the coffin. The wood comes from the Wastes, the silver plates are ancient Kessian — the name Olbalad appears, which translates to a kind of halfling angel of death. A coffin referencing a celestial figure, newly crafted and oozing mist. It’s old magic — but it’s also a deliberate mockery or corruption of something sacred. When they drop a tool into the coffin, it falls forever — no sound, no impact. That silence is bone-chilling and tells us whatever this thing is, it doesn’t obey normal physics. The episode doesn’t stop on small horrors — it ends on something huge and awful. At the Villa Aurora’s Prismatic Retort — a massive machine that channels the ‘light’ powers of the Candescent Creed — Photarch Yanessa and Wick’s grandfather reveal what looks like an enormous iron maiden: inside, a chained, thirty-foot angel with siphoning taps in its body. It reads like religious science fiction and lands with a visceral, ‘did I just see that?’ finality. For an audience member, that visual hits differently from a dagger in the dark — it’s the campaign saying plainly: celestial things are broken here, and larger forces are being manipulated. At the end of each of these episodes I want to do a quick unpacking of what makes these Critical Role sessions so awesome, and what you can take away to your own next gaming session. Alright — so what can Broken Wing teach your table? 1. Try using flashbacks like living memories. Flashbacks like the Falconer’s Rebellion are emotional scaffolding. Instead of dumping lore about who fought who, we see Teor, Kattigan, and young Azune under fire. We feel their fear and loyalty, which gives context to their choices later. If you want to bring that to your table, drop players into short scenes from their characters’ pasts — five minutes tops. Let them play out the betrayal, the lost battle, the friendship they’ll mourn later. That way, when those memories resurface in the present, the emotion feels earned, and hit hard. 2. Make artifacts carry more than stats. The shattered mask and the Obsidia coffin are perfect examples of magic items that do something narratively. They carry history, faith, and fear. As a DM, whenever you hand your players a relic, ask yourself: Who made this, and why? What happens if it’s misused or broken? Maybe the item reacts to emotions, or maybe its power has cultural consequences — like this coffin blaspheming against celestial law. And finally, three: Keep your politics gray. One of the strengths of this episode is how every side believes it’s right. The Halovars see loyalty as survival; Tachonis treat manipulation as necessity. In your campaign, that’s gold. Let your factions and rulers have good reasons for bad choices. Make the players ask, “Are we helping the right people, or just the ones who smile at us?” When you blur those moral lines, every decision becomes roleplay fuel — and every revelation feels earned. So, remember — flashbacks plant emotion, artifacts anchor lore, and gray politics keep tension alive. Use those tools, and you’ll craft sessions that your players will talk about for months. So that’s Broken Wing — we got war-scarred flashbacks, an unnerving coffin that might be blasphemous, betrayal in the shadows, and an iron-maiden angel that raises more questions than it answers. Drop your wildest theory in the comments: who forged that coffin? What is the Stone of Nightsong actually holding? Subscribe for more recaps, DM tips, and quick takes. Next time we’ll dig into Episode 3 and follow the threads this one has left hanging.
Critical Role Campaign 4, Episode 1 summary. A blindfolded, green-skinned humanoid with a castle-topped head, and gold logo.
By Jacob Tegtman November 5, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6-EVzgJ_nSs Transcription It’s been a while, but welcome back to Eternity TTRPG. I’ve had a bit of a hiatus, but back to bringing you awesome news in the D&D space – this time, with quick summaries of the Critical Role 4 campaign thus far.  Whether you’re a fan of Critical Role, or you’ve heard about it and you’re curious on what it’s all about, these summaries will be in the range of 5-10min, so you can hear what’s happening without the full time commitment of watching an episode. Additionally, stick around to the end, because I’m also pulling out a few tips from the Critical Role campaign — storytelling tricks, DM inspiration, and roleplaying ideas you can borrow for your upcoming game night to get the most magic from your adventures. So with that, today we jump into Episode 1 — The Fall of Thjazi Fang. The campaign opens in Dol-Makjar ( doll mak-JAR), in the land of Kahad [ KAH-had] (in the world of Aramán [AH-rah-man]). Thjazi Fang , a war hero of the Falconer’s Rebellion and former mercenary with the Torn Banner, is scheduled for execution by the Chamber of the Lords-Advisory. Arcane Marshal Azune Nayar (Ah-ZOO-nay NAY-ar) — once a comrade — inspects him for magical glyphs. He uncovers one on Thjazi’s back and secretly passes a message of hope. As Thjazi is led to the gallows, he speaks telepathically with his brother Halandil ( ha-LAN-dil) Fang “Hal” Fang , who is in the crowd. Thjazi sees something ominous in the sky, urgently tells Hal to “help Murray at the Penteveral, paint is waiting for Bolaire, tell Thimble not to be afraid,” and defiantly proclaims the coming fall of false authority — then is hanged. The crowd reacts with grief, shock, and political tension. After the execution, Hal readies a farramh (FAH-rahm) — an orcish custom for viewing the body — at his home, with his daughter Shadia ( SHAH-dee-uh), members of his theater troupe, and guests. Thaisha Lloy ( THAY-sha Loy), an orc druid, and Occtis Tachonis ( OK-tis ta-KO-nis), a human necromancer student, arrive early. Both had ties to the rescue attempt of Thjazi. Thaisha is ex-partner to Hal; they share a daughter Shadia and a son Alogar. Occtis is investigating his role in the failed plan to save Thjazi. Azune brings Thjazi’s body to the wake. Teor Pridesire (TEE-or pry-de-SEER) and Commander Loza Blade (former Torn Banner) honor Thjazi’s memory. Loza reminisces about Thjazi’s rise from common birth to rebellion. Wicander ( wi-KAN-dur HAL-o-var ) “Wick” Halovar and Aspirant Tyranny (uh-SPY-rant TYR-uh-nee) arrive as emissaries of House Halovar. Wick, a cleric devoted to the Candescent Creed ( kan-DES-sent kreed), brings Thjazi’s scimitar and laments that he couldn’t prevent the execution. Wick reveals he pleaded with his grandmother, Photarch Yanessa Halovar , to spare Thjazi — but was rebuffed. Tyranny, a demon in service to House Halovar, drinks at the funeral, teasing Wick, testing boundaries. Thaisha drunkenly explains that she and Hal fell in love in their youth, but she felt a pull toward the wider world beyond their small circle. Azune and Occtis piece together how the rescue chain broke. They head out to find Thimble , a fairy rogue and Thjazi’s close friend. In Thjazi’s apartment, ransacked, they find Thimble near death. Her memories flash back to Faerie, and she recalls the glyph she was supposed to deliver was interrupted. Kattigan Vale , a drunken ranger who recognizes Teor and Azune, joins them. He uses Clues to determine that 7 masked assailants entered, 3 were killed, crow feathers left behind, and the Stone of Nightsong was stolen from Thjazi’s safehouse. Thimble confirms: thieves attacked her as she tried to deliver the glyph. The wrong glyph was detected by Azune. The Stone of Nightsong is missing — someone betrayed Thjazi. Back at the wake / gathering place (the Rookery): Bolaire Lathalia , a warlock / curator, arrives to support Hal. Aranessa Royce ( uh-RAH-nes-sa ROYS), Thjazi’s grieving widow, enters with Sir Julien Davinos ( sir joo-LYEN duh-VEE-nos), the man who brought Thjazi to justice and perhaps bore much resentment. Julien taunts Thjazi’s memory, spits on his corpse, and clashes with Thaisha. Murray Mag’Nesson (dwarven wizard of the Penteveral) arrives, triggering a moment of distraction. Thaisha senses a shadow following Julien — the superstition of protection is broken; something dark has latched onto him. Wick chastises Tyranny for her drunken antics, but also gives Hal Thjazi’s scimitar. As night falls, Vaelus , an elven paladin (800 years old) and devotee of the dead goddess Sylandri, arrives. She demands the return of her property — the Stone of Nightsong, stating that Thjazi stole it. It’s revealed that the Stone was made by Sylandri to guide elven spirits through the underworld. Without it, the journey may be blocked. In an eerie moment, the silver box containing broken ceramic tiles flies open, forming a mask bearing uncanny resemblance to Bolaire’s face. Vaelus demands Thimble’s whereabouts. The implication: Julien or someone close to him is connected. The first episode ends with tension in the air: multiple factions now want the Stone, the betrayal is active, and the cast is drawn together by grief, mystery, and political intrigue. We’re left with a firm reminder of the world’s lore: the Shapers (gods) were killed 70 years ago, magic is unstable, and the Sundered Houses (Royce, Halovar, Tachonis [ta-KO-nis], Einfasen [INE-fa-sen], Cormoray) wield enormous power. The stakes are clear: retrieve the Stone. Unravel the betrayal. Discover who killed Thjazi — and why. “So what can we learn from The Fall of Thjazi Fang? First — start big. That opening execution isn’t just drama; it’s a crisis that instantly ties every character together. You don’t need a warm-up quest — drop your players into the fallout and let them claw their way through. Second — make it personal. Every hero at the table had a history with Thjazi. That’s why it hits so hard. When your next campaign begins, link each PC to the same event — a death, a secret, a shared failure. And finally — let failure stand. The rescue didn’t work, and that makes the story matter. When you let plans fall apart, the next victory your players earn will feel legendary. D&D heroes don’t always have to succeed. In fact, in many cases, the best stories come from failure or setbacks that shape the events to come. If you adopt just one thing for your next session, I’d say: start with a crisis tied to your players, and let every character have skin in the game from the first moment. If you’re feeling up to it though, combine that with selective reveals, emotional stakes, and the room to fail, and you’re halfway to a compelling campaign. And there you have it — a full dive into Episode 1 of Campaign 4: the execution, the betrayal, the stolen artifact, and the gathering storm. If you like this kind of breakdown, drop a comment with your favorite moment from Episode 1, or your take on how the Crow Keepers or Julien might be involved. Next time, we’ll recap Episode 2 — Broken Wing — and pull more DM and roleplaying lessons from it. Until then — let your dice fly, and may your stories be legendary.
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