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.

Eternity TTRPG Top Sellers



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.

Eternity TTRPG Article Shop

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.

Share This Article

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.

Map of the Tomb of Horrors dungeon on aged parchment
By Jacob Tegtman April 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1r1xrclddMg Transcription A piece of classic D&D is coming back… but just not in the way you’re probably expecting.  Wizards of the Coast just announced something that could completely change how many people play D&D—short, fast, old-school adventures are officially returning. And yeah… I don’t think it’s an exaggeration to say that – as so often, depending how well Wizards of the Coast can execute this – this might actually be the biggest shift in D&D storytelling in years. Welcome back to Eternity TTRPG—your go-to party member for all things Dungeons & Dragons. Today we’re breaking down the return of adventure modules, what they are, why they disappeared, and whether this is actually genius… or just another attempt at recovering a piece of D&D that’s already forever sailed away. So this all dropped at Gary Con in Wisconsin, which was March 19-22 nd , just a couple weeks ago. That’s where the VP of D&D, confirmed that modules are coming back. If you’ve only played modern D&D, where campaign books are pretty lengthy and involved, this might not sound like a big deal. But it kind of is a big deal because this isn’t just a new product… it’s a return to D&D’s roots. If you aren’t familiar though, you may be wondering – what even is a module. Back in the early days of D&D, adventures weren’t the massive 300-page books we often see now. They were short, self-contained stories. Think quick, punchy adventures you could finish in a session, or a few sessions. They’re basically the ancestors of modern one-shots. These official D&D modules, which many people absolutely loved, were: Compact Easy to run And perfect for drop-in play, for someone who was a more casual gamer, or for someone visiting, etc. But when 3rd Edition rolled around, D&D itself changed. The game shifted toward long-term campaigns, deeper character progression, and structured storytelling—and short, standalone modules just didn’t fit that vision anymore. This brings up a whole order of interesting topics, but in older D&D (like Basic and Advanced D&D), the game assumed: That you’d jump between adventures Characters might not persist long-term – character death was super common, and almost even encouraged And the game world was only loosely connected Modules fit that style of play perfectly, where you can do a quick story that is compelling, engaging, and action-packed, but doesn’t necessarily try to stretch that narrative further into a larger context. 3rd Edition D&D, however, introduced: Strong character progression systems Feats, skills, and long-term character builds And most importantly, a focus on ongoing story arcs Suddenly, D&D became about one continuous campaign , not disconnected adventures. So instead of a: “here’s a dungeon for the weekend” vibe, the design officially shifted to: “Here’s a story that takes your party from level 1 to 15.” It’s also worth mentioning that with 3rd Edition, Wizards of the Coast introduced the Open Game License . This license meant: That third-party creators could make adventures freely Which inevitably led to the market becoming flooded with small modules. So, Wizards of the Coast didn’t need to focus on short adventures anymore. Instead, they could focus on: Big flagship campaigns that had a longer shelf life, and felt like “premium products” With lengthier and more involved Core rulebooks While letting the community handle smaller content. To summarize the history, D&D once offered “official” short, adventure modules. That module model shifted towards third-party creators with the advent of 3 rd edition. And now, 26-years later, third parties are still creating modules, but we’re also making a return to “official” D&D modules. Moving forward, the big question is: what’s different this time? According to D&D, these new modules will tie into something called D&D Seasons, which we’re already getting a taste of now. Think of themed content sets that last 3–4 months. The idea is basically what Magic: The Gathering does with Card release sets. Every 3months, they roll out a new set, where players can access new content. In this case, with D&D, it’ll be a new module, or new modules, based around the current set’s theme. Examples could include what we’re seeing with D&D Seasons for 2026, which will each be three-month series: starting with the Season of Horror followed by the Season of Magic And then finally into the Season of Champions with this year’s last quarter. These modules will also connect to organized play programs—in-store sessions of quick weekly games, for those local gaming stores that want to host these kind of events. Overall, D&D is aiming for: · Faster games available to more people (meaning like 1-2hr adventures, rather than the 3-4hr sessions many longtime players often get into, with their friends) · Easier prep for DMs · And more accessible D&D overall We don’t know yet if these will be physical books… or digital-only releases on D&D Beyond. My guess is there will be both available. Modern D&D campaigns are a big commitment. Oftentimes you’re talking months… sometimes years. And I love that, personally. Probably, anyone who’s ever been part of a long-term successful campaign, does love that style of play. However, I think we can all agree that not all campaigns make it very far, at all. I’ve heard the average number of sessions for most campaigns is 7-usually before they fall apart because of scheduling conflicts, lack of player interest, etc. So, modules are intended to flip the current long-term D&D campaign dynamic, not by replacing them, but by giving players another choice. Modules aim to be: Easier for new players to get into D&D, Create less pressure on DMs/ less requirement for preparing a long-term campaign And provide alternatives of play that could be perfect for people with busy schedules This might be what the D&D community needs right now. At the end of the day, these modules coming out will essentially be one-shot sessions that D&D provides for anyone who’s interested. My take is that Wizards of the Coast has made some tremendous mistakes with D&D. However, I do think that an attempted return to D&D roots is move that makes a lot of sense. The real test will be in the execution. If Wizards can make this new generation of D&D modules feel fresh and meaningful—then they may be onto something. If, however, they feel like recycled content with a new label… Players will notice, and probably resent the effort a little bit. I’m just saying, we don’t need more content on Strahd, Tomb of Horrors, and many other adventures Wizards has been putting out. I’ve been playing those adventures since the original modules and content on them. Personally, I’d be looking for something new, and that means Wizards of the Coast would have to get creative and take some content risks. Which... is something big companies don’t often like to do. That’s why we see so many remakes of movies, rather than exploring new ideas. Corporations often prefer “safe money” over true art. But, what do you think? Are you looking forward to trying these new modules… or will you stick with longer campaigns? And do you think D&D will create some awesome new concepts, or try to rehash the same adventures people have been playing for years, in hopes of relying on past success? Drop your thoughts in the comments. And if you want more D&D news, updates, and tools to make your games smoother and more enjoyable—hit that like button and subscribe. I’ll see you guys in the next one.
Josiah Mork: Creator of Starset RPG and Pen RPG
By Jacob Tegtman March 27, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9In5gaz65s8 Transcription Jacob Tegtman (00:01.848) Hey everyone, welcome back to Eternity TTRPG, where we cover really everything tabletop gaming related, Dungeons and Dragons. Now we're finally jumping into some of my favorite topics, which is game design and getting to spend some time with great game designers up and coming, people who are established. And today we're interviewing Josiah Mork, who is the owner and lead designer for Hoodwink Gaming. So welcome to the show. Thanks for being part of the channel. Josiah (00:33.142) Thanks, it's my pleasure. Yeah, it's been great working with you on eternity and getting to swap ideas. So I'm really looking forward to being able to talk through some of that process with you. Jacob Tegtman (00:44.478) Awesome, Ben. Yeah, I've been looking forward to talking with you. We always have a lot of fun when we catch up. I think this will be a really good conversation. There's so many parts of your mini games that I've wanted to ask you about for really such a long time. And it always felt like we were working on some project or discussing something. But now I have a really good excuse to just nail you down for maybe about an hour-ish and hopefully die. Josiah (00:50.028) for sure. Josiah (01:04.972) There's always something. Jacob Tegtman (01:14.352) dive into what you've been doing and why you've made some of the decisions you've made, which I think are really interesting. I'm sure, yeah. So do you just want to maybe start by introducing yourself more, know, who you are, what you've done, and yeah, where you're going? Josiah (01:20.968) Yeah, well, hopefully I've got good answers for you. We'll see. Josiah (01:32.756) Yeah, absolutely. yeah, like you said, I'm Josiah. I'm from Michigan, living just out of DC now. I've been designing and playing board games since my early teen years, I guess I would say. I love creative writing and storytelling. That's just been an amazing way that I've found to connect with people. My actually my undergrad and my grad degrees were in communication and looking at how communication connects us and strategies and stuff behind it. And so I find a storytelling a really compelling way to do that. But before I had gotten into school and whatnot, you know, I was homeschooled. I was in late middle school and I was reading this cartoon. Maybe you are some of your viewers have seen it. Foxtrot comics. And there are some. Have you seen it? Highly recommend, highly recommend. It's really funny. But there are these two characters, they're really nerdy middle schoolers and they were playing Dungeons and Dragons in the comic. And I just thought that was the coolest thing. But my parents, know, I'm a Christian, my family's Christian, fairly conservative. And so my parents were more familiar with like the 80s, like D &D scare, very like Stranger Things season four. And so they were not really like, yeah, not really D &D fans. And so I was like, well, okay, I'll create my own. And that's how it all got started, you know? And then it was a great way to make friends in my Boy Scout troop. You know, we would play, would swap ideas, we would... Jacob Tegtman (02:51.202) Yeah. Jacob Tegtman (02:55.042) Not too far ahead. Sure. Yeah, that's awesome. Jacob Tegtman (03:08.12) time. Josiah (03:09.972) you know, go on crazy adventures with rules that didn't quite work. And then over time, you know, I just realized that there were all of these cool avenues to explore and storytelling that D &D didn't necessarily do. And so I just felt really passionate that this is my way to connect with people and connect people with each other is through writing games. Jacob Tegtman (03:30.508) That's amazing, man. Yeah, it's funny, like the ways that we get into gaming too. Like you mentioned those comics. you ever see Dexter's Lab? Okay. Okay. Yeah, was probably a little bit before. Yeah. There was like an episode that was kind of based on Dungeons and Dragons and I saw it when I was like six and that's what got me into it as well. yeah. Josiah (03:39.616) Yeah, well, I've heard of it. Yeah, I've seen clips from it, yeah. Josiah (03:52.972) It's so funny how it seems like every show, know, Community, Gravity Falls, like, there are all these shows of every different genre, and they all have like a D &D episode for some reason. And I love it, you know, but it's so random. Jacob Tegtman (03:58.679) Yeah. Jacob Tegtman (04:05.302) Yeah, like all of them. Me too. Yeah, it is. Yeah. I also like the takes that different shows have on like nerdy board games. I think was like Parks and Rec had, I forget what the game was called. Yeah, you remember it. Yeah. Yeah. That's so cool, man. Josiah (04:20.81) The Cones of Dunshire, yeah. Love that, love those episodes. Jacob Tegtman (04:29.646) So I want to dive into really all of those things more, but what games do you currently have available then? And your website will post it in the show notes as well, but it is hoodwinkgaming.com for anybody who's interested. But yeah, tell us about some of your games. And again, I feel like I want to go into all of these in more detail, but yeah, give us the summary version at least for now. Josiah (04:55.05) Yeah, so it's a little deceptive at the moment. My original titles and kind of most of the games that I do are under the pen brand. So play easily now is the acronym. We have war game and role playing game. But actually neither of those are on the market at the moment. If you go to my website. Yeah, we've got a landing page for the war game and we've got a preview for the RPG. And I've actually I've got. Jacob Tegtman (05:12.95) really? I was actually, yeah, I was checking it out like yesterday, so. Josiah (05:24.422) know, prototypes of both of those here. But they are still in development because of various different reasons of wanting to refine some ideas or just kind of ended up having to move to other projects. So they're almost launch ready. But those are the ones that they're working on for the longest, just the newest editions aren't quite together yet. Jacob Tegtman (05:29.506) Yeah. Jacob Tegtman (05:39.96) Yeah, nice. Jacob Tegtman (05:46.04) Very cool. Josiah (05:46.164) And then the one that I've been working on most recently, and that we actually have a new project launching next month for, is Star Set. So that's a grimdark survival-oriented tabletop role-playing game that we launched initially a couple years ago, and then just did a relaunch for the second edition for, which is much more crunchy, much more mechanical, and much more narrative-based. So really looking forward to building that out. Jacob Tegtman (06:14.542) That's exciting. Yeah, I can attest that game is great. I really enjoyed reading through it. Everything from the design of the book to the art to the way that you have, especially character building in that, I find super fascinating. You can just tell, yeah, the amount of attention to detail in there is like out of this world. It really feels like you guys... Josiah (06:27.148) Well, thank you. Josiah (06:34.966) haha Jacob Tegtman (06:38.478) You took the lore of the game and you baked it into every part of the game. Whereas I think a lot of games like, you know, we'll talk about D &D later. D &D is like the game that's everything. So it's like if it's in a fantasy book or movie or anything, like we'll just jam it into D &D somehow. And, you know, that kind of has its place, but for building characters and stuff, you know, like you don't, I don't know. It's supposed to be able to fit many different genres and you're Josiah (06:42.72) Mm-hmm. Jacob Tegtman (07:08.612) I think what's so cool about is that when you're playing Star set you're playing Star set Because from the very first thing you do with your character and their background and their skills even it's all based on the lore of this whole universe so Josiah (07:19.902) Mm-hmm. Well, I really appreciate that. mean, that's really the heart behind it when we were working on it is, we had a story that we wanted to tell and really created the universe to tell that story. And one of the things, you know, that I picked up studying communication is that, you know, we are attracted to details. And even if it's details that, we haven't necessarily experienced in our own lives. Jacob Tegtman (07:24.963) Yeah. Jacob Tegtman (07:33.324) Yeah. Josiah (07:45.324) hearing vivid details or strong emotions in other people's stories lead us to be more connected with them. And so that was something that we really trying to flesh out in Star Set. hopefully, from the sound of it, it hopefully worked pretty well. Jacob Tegtman (08:00.352) I think so, yeah, absolutely. So, what do we talk about first, man? Like, what do you want to talk about first? Josiah (08:01.452) Thank you. Josiah (08:11.672) man, I could talk about games for hours and hours, so I better let you guide that conversation. Jacob Tegtman (08:14.944) You Okay, I just want to make sure we cover like the big things before we dive into the nitty gritty here. Yeah. Yeah. Josiah (08:24.332) Oh yeah, I mean, I kind of touched on, I guess I'll throw it out there. I'll throw it out there because it's really important to me and kind of the company into my story. you know, I really do, we're about to, you know, dig into the nitty gritty, like you said, and Dungeons and Dragons and all the different games that are out there. And I just think, you know, before whether you're a designer or a player, whenever you kind of step into a game, I think the most important thing and what's in the mission kind of a hoodwink that we try and do differently is that Jacob Tegtman (08:33.379) Yeah. Josiah (08:53.446) The games are just kind of an excuse. Really, the games are just an excuse to get together with people and to have FaceTime with people. And if working in social media has taught me anything, it's that people need that more than anything. And that's why we call it Hoodwink Games, because we kind of have all these substitutions. get hoodwinked into thinking that socializing is something that it's not. And really, it's just fellowshipping with people and joining community and FaceTime with people. and talking about the things that matter with people. And the way to do that from going from stranger to best friend is in my experience games. And so that's kind of the heart behind it. Jacob Tegtman (09:30.658) That's been a cool one. Yeah. You know, it's interesting you bring that up too, because this is something I've been thinking a lot about recently, especially as everybody's been seeing more AI come into their work, into their lives. And I feel that more than ever, people are wanting that human, real human interaction. And so as good as video games are looking nowadays and as fun as MMOs are and stuff like that, and I like all of those, I don't think I've Josiah (09:43.628) Mm-hmm. Josiah (09:53.004) Mm-hmm. Jacob Tegtman (10:03.53) found anything that's as fun is sitting around playing a tabletop role-playing game, especially in person. mean, even, you over FaceTime like this is fun, but something in person about it just makes it one of the best experiences. Josiah (10:09.729) video. Josiah (10:13.142) Mm-hmm. Josiah (10:18.686) It really does. It's those shared memories and those shared jokes. And, you know, I work in politics, doing social media for politics. And the thing that just aggravates me the most about politics, but also religion, people say don't talk about politics or religion because people care about it so much. And it's like those are things that we care about the most. So we should be able to share those with people. But you can't because as soon as you bring them up, you know, there are all these walls. Jacob Tegtman (10:39.48) Sure. Josiah (10:48.062) and games when you've played for a couple hours with somebody and slayed the dragon and made a couple jokes, then it's like, well, okay, now your opinion isn't the thing that I'm defining you on. The thing I'm defining you on is that, you know, you're a half drunk elf paladin or something like, and it just makes it easier. Jacob Tegtman (10:48.416) I guess. Jacob Tegtman (11:04.014) Yeah, that's so true. That's so true. Yeah, it definitely does break down those walls and give you that sense of shared history, even if it's like a shared mental history, theater of the mind. So, yeah. Josiah (11:17.27) Mm-hmm. Mm-hmm. It's great. Jacob Tegtman (11:21.428) I agree, man. Especially when you're doing... So I haven't read through all of the lore of Starseq. There's just so much in there. I've read through a good deal of it. But I think one of the things that also stands out about at least that game, because I know Penn's still in the work in progress... Josiah (11:38.599) the Jacob Tegtman (11:39.446) that, you know, it does cover a lot of political things and it covers a lot of religious things and you aren't like pushing a view on anybody, but just inherent to human life is politics and religion. so games let you approach these topics like in ways that allow you to explore what could be, but in a safe way and have conversations about what could be without feeling like you're being attacked or told. Josiah (11:53.856) Mm-hmm. Josiah (12:01.6) Thank you. Josiah (12:05.836) Mm-hmm. Yeah, that's really the, again, I'm really glad that you feel that way about the game, because that was one of the number one priorities of it, is there are just really hard conversations that should be had. And that game kind of came out of COVID, where there were a ton of hard conversations people were having. And I think you could spend every day, every minute of every day with people. Jacob Tegtman (12:14.306) Yeah, for sure. Jacob Tegtman (12:23.394) That's right. That's right. Yeah. Josiah (12:33.664) but if they're not people that you feel like you can have hard conversations with, then you haven't really been in community at all. And so having a medium like that, where, like you said, I don't wanna tell anybody what they should believe. There are things that I believe are true about God and about the world and about politics and stuff, but those things have to exist relationally for them to mean anything to you. so... Jacob Tegtman (12:39.788) Yeah. Jacob Tegtman (12:50.542) Sure. Josiah (12:58.954) to have that space to kind of explore and talk and then role play through just makes it fun for one thing, but also makes it so much more personal and so much more impactful, I think. Jacob Tegtman (12:59.374) Yeah. Jacob Tegtman (13:10.772) I agree. So what is the next thing that you said you're working on with StarCert? I think I missed that when you mentioned earlier. Yeah. Josiah (13:16.436) Yeah, so my co-writer, Emily, and her husband Ryan, who did some of the art for Star Set, they have actually written and illustrated the first campaign for it. It's called Echoes on Mars, and that's going to be launching on Kickstarter next month. Jacob Tegtman (13:31.822) Okay. Okay, cool. That's exciting, man. So what number of Kickstarter will this be for you? Josiah (13:38.092) Thank Josiah (13:42.294) That's Josiah (13:46.806) seven maybe six or seven. I'm doing this one well I should say the plan is to do it on Kickstarter but changing a lot of things. I'm still talking to them. My wife is behind me. I still want to talk through some of them with her because it had a lot of very negative Kickstarter experiences and learned a lot. So we're to do this one if we end up doing it on Kickstarter very slim down and very different than some of the other ones. So it's a constant learning experience. Jacob Tegtman (13:48.43) Sort of. Yeah. Jacob Tegtman (13:54.094) Sure. Jacob Tegtman (14:16.43) Yeah, I just remember I feel like every year or so I feel like you're launching something on Kickstarter successfully. So at least from the outsider's view looking in, it's like man Josiah just knows what he's doing with selling games. Josiah (14:30.208) You Well, I know a little bit more than I did last time and that's the goal. Yeah.
An anime-style character with long white hair
By Jacob Tegtman March 25, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=si26EW5kj4Q Transcription Summary Final Fantasy Legend Edition TTRPG discussion covered the game's high customization and free distribution via mythos inspiration and iterative research. Final Fantasy Legend Edition Origin Legend Edition is a medium-complexity TTRPG developed over 4 years to emulate the entire Final Fantasy mythos, avoiding a focus only on the SNES era. The core goal was to create a neutral sandbox emphasizing high customization that supports high fantasy, steampunk, and futuristic settings. Design Philosophy and Research The game is distributed for free to continue the tradition of high-quality, free fan-created content within the TTRPG community. Extensive research was conducted on the IP, including cut content and Ultimania books, which led to the design pillars of iteration and experimentation. Customization and Unique Features Character creation allows hybrid archetypes via the selection of 3 classes from over 50 available options with variable progression speeds. Unique Legend Edition features include row-based combat and active defenses, creating a tactical risk-reward system. Details Introduction to Final Fantasy Legend Edition Project : Jacob Tegtman welcomed Mildra The Monk, the lead designer and spearhead of the Final Fantasy Legend Edition project, to the Eternity TTRPG channel for their first interview of this kind. Mildra The Monk expressed appreciation for being hosted and agreed to begin by discussing their background and the nature of the project (00:00:00). Mildra The Monk's Background and TTRPG Contributions : Mildra The Monk introduced themself as a content creator who has reviewed games, run playtests, and conducted over a thousand interviews in the last five years. They cover third-party D\&D material, indie games, and fan games such as Naruto 5e and Dungeons of the Dragoning, the latter of which started as an April Fool's joke that combined five different RPGs (00:01:03). Most recently, they served as the lead designer and project lead for the Final Fantasy Legend Edition TTRPG (00:02:26). Running a Final Fantasy Legend Edition One-Shot : Mildra The Monk mentioned they had been running a one-shot using the Legend Edition for the past few weeks with rotating party members and ran one for Jacob Tegtman as they were planning content on the game (00:02:26). They noted that a community member has been developing a work-in-progress Roll20 sheet for the game, which had recently received a significant update (00:03:26). Virtual Tabletop Support for Legend Edition : When addressing the question of virtual tabletop support, Mildra The Monk stated that they have not done any real coding in at least ten years and lack the skill set to build a custom sheet from scratch for platforms like Roll20 or Foundry. They acknowledged the community's support, noting that people are using their own time to support the game with tools like the Roll20 sheet (00:03:26). Summary of Final Fantasy Legend Edition : Legend Edition is a medium-complexity TTRPG that took about four years to create, aimed at emulating the Final Fantasy mythos. The project originated from Mildra The Monk's pet peeve that previous tabletop versions of Final Fantasy heavily skewed toward the SNES era (IV, V, and VI), neglecting entries like VII, XIV, and XVI which appeal to newer generations of fans (00:04:21). The goal of Legend Edition is to use the recurring Final Fantasy mythos as a neutral sandbox for tables to build campaigns in any direction, prioritizing customization (00:06:43). Game Design Flexibility and High Customization : The game was designed to be equally viable in high fantasy settings, like Final Fantasy III or IV, as it is in steampunk settings, such as Final Fantasy VI or XIV, and futuristic entries, such as Final Fantasy VIII or XIII. Jacob Tegtman noted that playing the game demonstrated that the number of classes and intricate character details allow players to create characters fitting any Final Fantasy experience they desire (00:06:43). Reasoning Behind Free Distribution of Legend Edition : Mildra The Monk explained that the game is available for free because they came up as a tabletop player seeing high-quality fan games that were just as good as paid games, and they wanted to pass along that torch to the community (00:09:44). They expressed the desire for someone to take their work, hack it, and put up their own version, continuing the chain of free content (00:11:02). Research and Design Philosophy for Legend Edition : A major focus of the project was capturing the soul of Final Fantasy, which involved extensive research, including reviewing existing games, cut content from games, behind-the-scenes interviews, and Ultimania books (00:11:02). The core philosophy derived from this research was "iteration and experimentation," which led to the game's foundational design pillars (00:12:16). The Inspiration to Focus on Final Fantasy : Mildra The Monk is a devoted Final Fantasy fan, but other factors drove the project, including a desire to carry on the lineage of prior Final Fantasy TTRPG fan projects like the mid-90s Returners project (00:12:16). A core motivation was bridging the gap between video games and tabletop gaming, using Final Fantasy because its consistent mythology allows for adaptation that goes beyond merely replicating the video games (00:14:29). Avoiding the Trap of Literal IP Adaptation : Mildra The Monk highlighted a common problem with tabletop adaptations of existing IPs, where designers attempt to adapt the source material wholesale, citing the early TSR run of Indiana Jones as an example where they only allowed players to play as movie characters. Instead, people generally prefer to create their own character within the world, such as being a student at Xavier Academy rather than playing as the X-Men (00:15:49). Emulating the Mythos Over One Game : Mildra The Monk emphasized that designers should emulate the overall mythos of a franchise rather than hyperfocusing on one game or one era (00:17:00). For Final Fantasy, this is supported by recurring elements such as job names, play styles, spell names, summons, and abilities that maintain a consistent theme (00:18:09). Classes, Character Creation, and Flexibility : The customization in Legend Edition is demonstrated by the character creation system where players select three classes with different progression speeds, allowing for a unique hybrid character from over 50 classes (00:21:27). This approach is a compromise that provides the strong thematic elements of the job system without restricting player choices, such as customizing weapon lists to be setting-agnostic and avoid favoring one style of fantasy (00:20:06) (00:22:24). Key Design Pillars of Final Fantasy Legend Edition : Mildra The Monk outlined the three major pillars of the game's design: "mythos not setting," "customization is king," and the **phase structure** (00:24:24). The phase structure involves four acts—preparation, exploration, encounter, and downtime—which is loosely inspired by the Asian four-act format (kishōtenketsu) and the Town-Field-Dungeon trinity pioneered by Dragon Quest (00:25:34). The Research Process as a Favorite Part of the Project : Mildra The Monk stated that the research phase was one of their favorite parts, which allowed them to discover early concepts for the video games that were eventually cut (00:27:50). Examples included the early name for Materia being "spheres," which was later revisited for Final Fantasy X, and a puzzle tattoo mechanic for Final Fantasy X's sphere grid, which was cut (00:28:33). Inspirations and Creative Liberties in Design : The research led to design inspirations such as an unused Chocobo Lancer concept art from Final Fantasy XI resulting in the Chocobo Knight class in Legend Edition, addressing the long-desired idea of Chocobo cavalry (00:29:32). The team took certain liberties, like creating the speed-based Dervish to serve as an answer to the Berserker class, and the Ravager as a spell-spamming class, drawing from inspirations like Final Fantasy XIII (00:31:48). Development of the Yo-kai Class : The Yo-kai class began as an idea for a controllable summon, similar to the Aeons in Final Fantasy X, but was changed to avoid replicating one game (00:31:48). The final concept for the Yo-kai, as avatars for Eidolons, was inspired by the design of Yoko in Bravely Second and the concept of the rider or shioal spiritualist in Voodoo (00:32:43). Impact of Extensive Research on Project Quality : Jacob Tegtman acknowledged that the depth of research, spanning Final Fantasy lore, mythology, and diverse concepts like Voodoo, enabled Mildra The Monk to create over 50 classes, each with up to seven tiers of abilities, amounting to hundreds of unique mechanics that synergize well (00:33:58). Mildra The Monk affirmed that this extensive research, modeled after the preparation of Star Trek producer Harve Bennett before producing *Wrath of Khan*, was a necessary baseline (00:36:10). Historical Context of Final Fantasy Combat System : Mildra The Monk highlighted Hiroyuki Itto, the pioneer of the job system and the Active Time Battle (ATB) system, noting that he cited American football and Formula 1 as inspirations for ATB (00:39:09). Mildra The Monk asserted that the shift toward action-based combat, seen in games like Final Fantasy XV and XVI, was an evolution building on foundations laid decades ago by Itto, not a radical shift (00:40:15). Snapshot of Unique Legend Edition Features : For those unfamiliar with Legend Edition, Mildra The Monk listed key differentiators, including high customizability in the job system, easy creation of hybrid archetypes, fewer but more impactful skills, and multiple character creation/advancement methods (00:41:59). Jacob Tegtman added the unique row-based combat and active defenses, such as parrying and evading, which create a tactical, risk-reward philosophy in the design (00:43:17). Future Vision and Upcoming Projects for Mildra The Monk : Immediate future plans include overseeing support elements like new Excel and HTML solo-play sheets, as well as writing world book guides, which are lighter books focused on emulating individual Final Fantasy entries like FFIII or FFVIII (00:45:13). They are also considering TTRPGs based on 2D fighting games, aiming for a defined setting like a fighting game version of Night City, and they intend to create a fantasy-themed mech game and a Wuxia-themed RPG (00:46:24). Ongoing Efforts to Promote the TTRPG Community : Mildra The Monk is continuing their mission to showcase the totality of tabletop role-playing games by highlighting the international scene, including content from Brazil, Germany, and Sweden (00:50:01) (00:52:17). They mentioned forthcoming streams covering the Spanish Anima Universe, Sword World, and *We's Blade*, a game compared to *Panzer Dragoon* (00:51:15). Availability and Support for Mildra The Monk : Mildra The Monk can be found streaming regularly on YouTube and Twitch, on Twitter where they highlight artists and indie games, and in their personal Discord (00:55:07). While Legend Edition remains free, they have set up support mechanisms like Ko-fi for those who wish to leave a tip (00:56:19).
Show More