3,024 Amazing DnD Quest Ideas and DnD Side Quests

Need some quick DnD quest ideas or DnD side quests? I've got you covered with 20 great places to get your creativity rolling.

This article contains 20 amazing DnD quest ideas and DnD side quests. I hope you find something that you love, and add to your next game! They're all very easy-to-implement quest ideas that should fit within just about any game or ongoing story in your campaign.

Artifact Quest Ideas

  • Fang of Lanias
  • Helm of the High Prophet
  • Lava Core
  • Ranroth’s Fragments
  • Shadow Orb


Boss Fight Quest Ideas

  • Champion of the Commoners
  • Nether Knight
  • Three Sisters
  • Reverse
  • Ultimate Vampire

Dungeon Delve Quest Ideas

  • Crypt of the Plaguebringers
  • Fiery Sanctum
  • Kleitengraas’ Tomb
  • Ruins of the Tree of Life
  • The Jester’s Court


DnD Side Quests

  • A Brother Saved
  • Den of Spies
  • Future Disaster
  • Lady Ritonbell
  • Unicorn Meat
  • Dungeon a Day
  • 4 D&D-Specific Spell Side Quests

Some of these DnD quest ideas are best used as main quests, while others are best used for DnD side quests. Adjust them as needed to your particular story or campaign. Also, even if you're only going to play a dnd one shot adventure, I'd recommend picking up a dnd campaign planner as a way to organize your notes and get the most from your quests and encounters.


You may also find value in the following resources for you D&D game as they all relate to either quest ideas, adventures, encounters, or even entire campaigns. Between this list of quest ideas and the following articles I've created, you should have no problem running any length of D&D game that you'd like:


DnD Quest Ideas Art

DnD Quest Ideas: Artifacts

Artifact quests all involve a long-forgotten or immensely powerful item. Many would consider these artifacts to be treasures of near-immeasurable worth.


1. Fang of Lanias

The players must recover a magical dragon fang that allows them to see the ghost of the fallen golden dragon, named Lanias.

The ancient spire in which the spirit of Lanias resides is an important location for the realm to use as a defense outpost, as it once was during ancient times of war. Unless banished, Lanias’ ghost will attack whomever enters the spire.


The fang itself is located in the frozen north. The spire to which it must be brought is located in the southern desert. If Lanias’ ghost is defeated without being banished from his fang, his ghost continues to resurrect at the spire’s location at every midnight.


2. Helm of the High Prophet

The high prophet was known for being incredibly powerful, yet slightly crazed. He possessed the rare power of oracles – that of seeing into the future. But one morning, his quarters in the high temple were found empty, and he was never heard from again.


The party finds his remains in a forest far from town. His decorative helm lies in a crevice nearby, as if thrown. Should anyone place this helm upon their head, they can see glimpses of the future. But the longer it’s worn, the more symptoms of insanity the person shows.


It turns out that seeing the future may be too much for most mortals.

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3. Lava Core

A merchant assigns the heroes on what they may consider a side quest to deliver supplies and merchandise to a nearby town. He’s short-handed and needs someone to take one of his wagon’s, pulled by one of his worn-down and aging horses.


Once delivered and the party has left the area, the goods explode, along with the town, in a fiery burst of pure lava. Turns out the “merchant” wanted an important organization, secret within the town, completely annihilated. He used the party’s ignorance about his “wares” to hide an artifact known as the “lava core” to complete his assassination mission.


4. Ranroth’s Fragments

A collection of tomes from Ranroth the Betrayer are located deep within a cavern Ranroth once used, many decades ago, to store all his relics.


The relics have mostly all been pilfered and the only remaining high-value items within are his “Fragments” – his collection of writings. These writings contain a history of the destruction of the Tree of Life, and exactly what made Ranroth a “Betrayer” to the realm. They also may give a clue as to the whereabouts of the aging elf, and how he might be held accountable for his crimes.


No one has been able to gather Ranroth’s Fragments because of all his relics, these are the most heavily guarded. And by undead, no less.

The Ultimate RPG Guide Boxed Set

Sometimes, the best way to get ideas for your adventures is to take a look at some professionally-published material from expert game designers and dungeon masters. This RPG Guide Boxed Set is - first off, just really cool. I always love when I find something like this online or at a local book or gaming store. It's awesome to see such high-quality gaming materials becoming more and more available today.


This set has great adventure ideas, campaign ideas, character backstory ideas, roleplaying tips and tricks, and much more. There's actually 3-full length books in this set, and you can get the whole thing for like $25. It's practically a steal. If you get a chance, I recommend that you check it out!


5. Shadow Orb

An orb long-forgotten to the world is rediscovered by the party. They can use the stone to teleport to the shadow realm – a dark mirror of reality.


In the shadow realm, the party can travel with immense speed to any location they’d like. However, the first time they enter the shadow realm, they are entrapped by a local demon, whom they must slay or negotiate with, before being allowed to re-enter the mortal realm.


No matter where the party goes within the realm of shadows, they cannot escape the demon. Their only choice is to slay him, or to pay a toll of magic items for every use of the shadow orb.


DnD Quest Ideas Shadow Realm

DnD Quest Ideas: Boss Fights

Oftentimes, great “boss fights” come about as the result of facing a long-time villain of the adventuring group. However, every now and then (especially if you’re playing games set up for it, like Eternity TTRPG), it’s fun to simply have a huge fight for no other reason than the pleasure of it.


In any case, great boss fights often make for a legendary DnD quest ideas.


6. Champion of the Commoners

A champion is perhaps the most straightforward boss fight.


Choose any common monster type. The idea is that it’s a type of monster the party wouldn’t normally be too worried about. Then, give the monster x4 HP, +50% more hit chance, +50% damage dealt, and additional damage resistance (double, if they have any to begin with).


The main difficulty of this fight is the sheer unexpectedness of it. If the party goes into a fight thinking it will be easy, but then the monster starts hitting very hard, and is quite hard to kill, it creates a moment of definite panic.


If you choose this type of monster, try giving your party some indication of the monster’s above-average strength. But… don’t make it too obvious!

The Book of 10-d100 Quest Tables

First off, this book is only $8 as a paperback. Second, it contains random tables for D&D quest ideas - ten of them, to be exact. And each table has 100 ideas on it. So, for $8, you get literally 1,000 D&D quest ideas, which you absolutely can't beat. I promise you that you won't find that much value anywhere on the web. It's actually kind of insane that you can find 1,000 adventure ideas for such a low price anywhere, actually. 


Now, for the real question: are the ideas in this book actually any "good?" Well, I promise you that with the sheer volume, you'll absolutely find quest ideas in here that you will consider good. Hands down, no question about it.


Need More Quests? Check Out Book 2

As if the first book of 1,000 quests wasn't enough, the author actually has a second book available with another 1,000 DnD quest ideas - and as you'll soon see below - there's a third book in the series, as well. The quests in this book are based on the following topics: curses, deserts, disasters, dragons, dwarves, fighter guilds, ghosts, halflings, mountains, and war.


7. Nether Knight

As in Eternity TTRPG, the Nether Knight can create copies of himself. Perhaps the copies are simply illusions, and distract enemies while the real version attacks, unhampered.


However, a truly powerful version of this boss fight would allow the Nether Knight to use turns to summon copies of himself. The difficulty of this fight lies in stopping the original from endlessly summoning mobs. This type of enemy is so strong, in fact, that even a low-level, “mook” -type enemy could create major problems for an adventuring group.


Imagine a kobold that can summon more kobolds just like him every turn. So long as that first kobold can take a couple hits, all he has to do is keep running and summoning.

Dungeon A Day Article

8. Three Sisters

In this boss fight there are three of the same kind of enemy, but who all have distinct looks. The key to winning this fight is to kill the enemies in the correct order. If the bosses are killed in an incorrect order, the other two “sisters” simply revive their fallen ally on their next turn.


This is a great way to turn a relatively easy looking battle into something truly desperate for the adventuring group. The key with this kind of battle is to give some clue either before the fight, or during, as to which order players must kill the three sisters.


The concept for this boss fight originated from the Final Fantasy Magus Sisters.


9. Reverse

One way to really mess with players (and get them really engaged in your game) is to alter underlying expectations.

For example, what if an enemy received healing from things that normally do damage, and instead can only take damage from healing effects?


This boss fight involves an enemy that’s entered the shadow realm (refer to the “Shadow Orb” DnD side quest, above) and has therefore had their body altered in inexplicable ways.


The only way to defeat this enemy is to heal them. Until they die from it. Dealing any kind of damage instead causes the boss monster to heal, prolonging the fight.


For this kind of fight, you absolutely have to give your players some indication of what they’re facing, or they’ll assume your boss monster has a crazy amount of HP. One fun way to run this fight is to give the boss a relatively low amount of HP, meaning the fight is relatively easy once the “secret” of killing them is discovered.


10. Ultimate Vampire

Vampires are a classic in DnD quests. Among undead, they are one of the great kings, and inspire great stories. What if your adventuring group had to face a vampire that could drain more than just blood, though?


This “ultimate” vampire can steal not only HP directly, but at the start of the fight, drains 1 Level from all party members, granting them to himself. He also steals each party member’s most powerful magic item, weapon, or armor piece – whichever is most disadvantageous for them to lose. He does so using dark magic that makes the item float around him, granting him its stats and powers.

DnD Quest Ideas Ulltimate Vampire

DnD Quest Ideas: Dungeon Delves

Dungeon-delves account for some of the most beloved DnD quest ideas. Everyone loves getting into a dungeon with traps, tricks, mysteries, and difficult fights. Especially if the dungeon involves some especially nice rewards.


11. Crypt of the Plaguebringers

Reports have been circulating among the realm’s clerics and healers that a plague is breaking out. Unfortunately, this plague is somewhat resistant to divine magic, leading many to suspect that something’s causing the outbreak.


Follow up investigation by the adventuring party leads them to discover that a cult is behind the plague. If they aren’t stopped within 30 days, they’ll complete a ritual that will manifest the plague all across the realm.


To compound the situation, members of the party have been having dreams of a crypt’s location where the cult is most active. The spirits of the crypt, which the cult is using to fuel their plague, want vengeance. Through dreams, they offer the party members powers and rewards for freeing them from the cult’s grasp.


12. Fiery Sanctum

The Fiery Sanctum is a ruined and cursed Dwarf fortress at the edge of the realm. The name comes from the many rivers of magma within that provide lighting and warmth to the fortress. However, the Fiery Sanctum has long-since fallen into disuse from the many years of the realm’s decline.


The king, in efforts to reclaim his people’s past glory, has recently become concerned about the extent and nature of the Sanctum’s curse. One of his key advisors has thus sent the adventuring group to investigate.


Rumors abound in villages nearby the Sanctum regarding mortal sacrifices carried out in the fortress by Fallen Paladins who had many years before been on diplomatic missions to the kingdom. Many now call the place accursed. As much as possible, this place is avoided.


Any who delve too deep into the Sanctum discover that the Fallen Paladins never left, but rather have used the Sanctum as a staging point to soon begin an assault upon the realm.

Fantasy Art for your DnD Quest Idea Inspiration

One of my favorite ways to get inspiration for unique quest ideas is by looking at high-quality fantasy art books. There's something about seeing a dramatic scene through an artist's eyes that often helps me come up with encounters that really grab player's interest.


This art book is great because it actually covers the history of fantasy art, and provides 180-full page, full-color illustrations. I think the art offered from both modern and historical artists is also a big help in creating unique adventure ideas, as you get to see the fantasy genre as it was imagined from even the Victorian era.


13. Kleitengraas’ Tomb

The realm is under a coup. The current king was placed on the throne as a puppet, as a boy, and has remained so even into his elder years. Even further, he was not of noble birth, having taken the throne after the previous monarch died, and his son was banished.


Now, the grandson of that passed lineage has come to reclaim his throne, and is choosing to do so by force. After all, the noble houses who now rule the kingdom, behind the puppet king, do not want to lose the power they’ve held for so many decades.

While the coup takes place above ground, and armies clash, the adventuring group finds themselves within the tomb of Kleitengraas, resting place of the former king and his lineage. This is where the heads of the nobles houses have gathered, assembling traps, monsters, and heroes to protect them.


They know that a group of elite heroes, “aces of the realm,” have come to end their reign. The only question left: will the adventuring group defend the nobles, within the tomb? Or are they in fact the “aces of the realm,” come to pass judgment?


14. Ruins of the Tree of Life

The tree of life was destroyed many decades ago by Ranroth the Betrayer (refer to the “Ranroth’s Fragments” DnD side quest, above). Ruins of the mile-tall tree still remain, and an entire “dungeon” awaits within its roots, trunk, and limbs.


Many believe that Ranroth never paid for his crimes. That he killed the world’s greatest source of life and healing, with no punishment. However, there’s a secret resting within the decayed tree’s upper branches.


Should the adventuring group survive long enough to ascend through the tree’s wooden and decayed caverns, now filled with pestilence, undead, and demons, they find a black crystalline structure near the top.


Within the dark crystal is Ranroth the Betrayer, captured for all time by some powerful mage’s spell. Only, it appears that the crystal has cracks all over its surface. And when viewed more closely, it shatters.

Once again, the greatest enemy of the mortal realm walks free…


15. The Jester’s Court

In the frozen tundra of the far southwestern island, an insane demi-god gathers followers. He desires for all “monsters” to have a kingdom of their own, which he will rule.


Though creating a kingdom of beasts, undead, and monsters seems kind of laughable, “the Jester” is accomplishing that very thing. He seems to have gained powers that allow him to control creatures of all kinds to do his bidding.


The Jester’s powers have grown so much that he has begun invading kingdoms across the sea. In small amounts at first, but ever increasing. His powers seem to be growing.


The adventuring group has been tasked with traveling to the frozen island, entering the Jester’s castle, known as “The Jester’s Court,” and slaying or stopping the demi-god. This is, as all know, not only a task for the most powerful heroes of the realm. But also one that is probably akin to suicide.

DnD Quest Ideas Jesters Court

DnD Side Quests

Sometimes what you really need is a quick way to distract players while you come up with the next stage of your adventure, or a way to handle the fact that they just derailed your plan.

In any case, these DnD side quests are a quick way to give your players something to do in between the next step in the main storyline.


16. A Brother Saved

After defeating an enemy or monster, the adventuring group discovers that their foe had a hostage. This individual identifies himself as Thorin Glass, brother to a famed blacksmith in the next town.


Should the heroes return with him to his brother, he’s sure they’ll be rewarded. If his captor was human, the only reason he can imagine why he was taken is because of his brother’s renown.


In any case, Thorin is not so sure that he will be able to return to home without someone to protect him. Who knows what else might be lurking about with a motive to capture him again?


17. Den of Spies

A rather common looking man approaches the adventuring group, away from the ears of others. He’s noticed that they do a great deal of travelling, and has need of someone with eyes and ears throughout the realm.


He offers payment for whatever news they gather during any of their adventures or travels of growing unrest among the people. He mentions there’s been word of a potential coup against the crown (refer to the “Kleitengraas’ Tomb” DnD quest idea, above), and is simply in need of information.


No need to get involved, do anything risky, or make your task known. Just report on anything heard, while in taverns, towns, or resting between adventures. 


If you don’t hear anything, no big deal. But if you do, he’s got a reward for you with each piece of information you deign to share.

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18. Future Disaster

A young child wants to learn the ways of magic. He or she shows promising aptitude, and simply needs a teacher. The child’s parents aren’t wealthy by any means, but have enough set aside that they can pay for an occasional tutor.


The adventuring group hears of this family’s wishes, and if they have a spellcaster in the group, is offered the position. Between adventures, or whenever the hero is available, they’d simply love to have their child taught in the ways of magic.


Over the years of a lengthy campaign, the child grows into a teenage prodigy, possessing magic equal to or in excess of the adventuring group. And after years of seeing their mentor use their powers to sway the world to their will, the prodigy has decided to do the same.


The adventuring party returns one day to find that they have created the next generation of their greatest enemies, led by the young child they once loved. Apparently the prodigy took to heart the lessons of magic, but not the lessons of philosophy and morals.


19. Lady Ritonbell

Within the realm is a well-known lady whom many admire. She is young, wealthy, charming, and cunning. She inherited a large estate from her deceased parents, and several thriving business ventures. She wants to find a prospect worthy of marriage, but has deep concerns that prevent her from doing so.


Though she appears to manage her assets well, she has reported numerous thefts to her property and places of business. All of them within the city.


She asks any adventurers, guards, or anyone else in the city to investigate the matter, and offers a handsome reward to any who can stop the serial thefts.


To only the most astute adventures does it finally become clear that Lady Ritonbell is actually robbing her own properties and companies. A little excitement in life, a way to test herself? Definitely, it appears, a way to avoid suitors.


20. Unicorn Meat

A vendor loudly proclaims that he’s now selling – yes, you heard right – unicorn meat! Indeed, the meet is rainbow-colored and smells of fresh fields and summer roses.


Is it ethical to kill such a pure creature as a unicorn, you may ask? “No problem if it’s found dead!” Will there be more, you ask? “Definitely!”


The butcher tells the adventuring group that business has never been so good. He’s got orders coming in so fast that he’ll be fresh out of unicorn meat within the day. Even the nobles have put in for their share.


Thus, his proposal: find him more dead unicorns, bring their meat, and he’ll give you a cut. A substantial cut. He can now afford that kind of thing, after all.


There may not be a lot of unicorns in the area, and your chances of finding a dead one may not be high, but if something’s out there killing them… well, each pound of unicorn meat is worth its weight in gold.


21. Dungeon a Day

If you haven't seen yet, the Eternity TTRPG site is now home to Dungeon a Day. Every day (that we're running the event), you can check out the Dungeon a Day page for a new, unique dungeon room that our team's created. Each month, the "theme" for the dungeon is updated, so if you keep checking back, you're certain to find quest ideas that you can use in your own game.

DnD Side Quests Unicorn Meat

The Value of DnD Quest Ideas and DnD Side Quests

Having extra DnD quest ideas available for immediate use is basically a staple for running a long-term rpg campaign. It’s how – as a DM – you keep your party’s adventure going through whatever choices they make. It’s not uncommon, after all, for a gaming group to derail your entire campaign’s story.


Part of the job of a great DM is to keep the story progressing, while feeling natural. As such, it’s always good to have extra DnD quest ideas on-hand. You never know when your gaming group might decide to veer off the main story and want some side quests. It’s also helpful as a DM to have extra source material when putting together the next creative step in your campaign’s main story. Whatever your needs, we hope you’ve found at least a couple good DnD quest ideas or DnD side quests from our list!

If you need some additional DnD inspiration, check out the 12 Best DnD Podcasts of 2021 (Dice, Camera, Actions! a particularly good one). You can almost always find some good quest ideas by listening to live DnD gaming.


Single Player Gaming

I'd also like to note that one fun quest idea is to actually try out single player DnD. If you've always been the dungeon master for your group, it can sometimes be a great experience, and even pretty enlightening, to sort of see what it's like to game as a player. No matter what quest you play out, single player gaming is really a great twist for any adventure idea.


D&D-Specific Spells & Topics

Sometimes, you can make an entire side quest out of a single spell or topic in the D&D 5e rulebooks. Especially if you let your players stretch the rules a bit, you can come up with some really interesting encounters. For example:


  1. Silence: build a quest around silencing a guard and then using Magic Mouth to make them "say" whatever you want.
  2. Cause Fear: a villain uses fear spells as their bread and butter. The fallout from the wizard's mental anguish is ruining towns.
  3. Charm Person: a sorcerer has created their own particularly powerful charm person spell, which works like the unforgivable imperius curse in the Harry Potter series, sowing confusion and discord across the realm.
  4. Bonus Action: think about fighting an epic boss monster that gets to use 3-5 bonus actions per turn, instead of just the usual 1, and the surprise that'll show on your player's faces from the very first round of combat.


There's lots of info contained in the strategy guides for the D&D-specific spells and topics above, so dig in whenever you have time.


The Best Way to Come Up With Great Quest Ideas

Hands down, the best way to get new quest and side quest ideas is from your gaming group. There are no sources of inspiration as inexhaustible as a dedicated group of roleplayers.


To bring out the best in your gaming group, try out a group DM game like Eternity TTRPG. In Eternity, every player contributes to the story line, game world, NPCs, and more – all while roleplaying their own characters. Most people only know about D&D, but when it comes to tabletop roleplay games, there are tons of games like DnD out there.


Most group DM games usually devolve into chaos, which is why they aren’t common. But Eternity TTRPG is different. I’ve made the game so that any number of people can dungeon master as a team, while still retaining all the plot twists, drama, and creativity. Give it a try, and let me know just how many great quest ideas your entire gaming group creates.

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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.

Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
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