How To Write a D&D Campaign

It can be easy to get overwhelmed when writing a D&D campaign. Where do you start? What should your campaign be about? How to write a D&D campaign that's original and exciting?


Don’t worry. This article is here to help. Read on for tips and tricks on how to write a D&D campaign that you and your friends will remember for years.


Where Should You Begin?

The truth is that you can begin writing your D&D campaign from any point. I usually begin with my campaign creation from a point of inspiration or passion around something I want to tell in an epic story. I cover all of the main parts of D&D campaign creation below, but just know that you can more or less start at the point that feels right to you, then come back and fill in other details later.


How to Write a D&D Campaign – Major Elements

Overarching Story

Every D&D campaign needs some kind of centralizing idea, theme, or storyline.

Campaign World

Writing a D&D campaign means coming up with interesting locations where the story takes place.

Quests, Adventures, and Encounters

Stories need chapters, and individual events in those chapters. Adventures are your game's action.

Interesting Characters

Players need NPCs (non-player characters) to interact with. Good NPCs greatly liven D&D campaigns.

Each of the above major story elements must be filled out in some detail before a "finished" D&D campaign can be produced. Of course, remember that D&D (and any TTRPG, for that matter) is definitely a game of improvisation. Even when you have everything planned and ready for your new, brilliant D&D campaign, nothing guarantees that your gaming group will follow your story.


I've always enjoyed creating detailed RPG campaign notes, and feel that thorough preparation truly does make for better campaigns. However, it is also worth mentioning that even if you only make the loosest of general plans for your campaign, you can be successful as a dungeon master. Simply pay attention to what your party wants in a game, how they play their characters, take note of their interests, and build on things from there.


You can also reference my article on How to Start a DnD Campaign if you need help not only with campaign creation, but also with overall campaign setup and group-building.

DnD game in progress with figurines on a grid map, players' hands reaching to move pieces.

How to Create an Overarching Story for Your Campaign

The overarching story for your campaign can happen either by plan, organically as the campaign progresses, or through a mixture of both. When it comes time to create a new TTRPG campaign, I often start by answering the question of "What is the campaign about?" What makes the campaign interesting and pulls players in, generating action and drama?


Oftentimes, if you can find a compelling central storyline for your D&D campaign, you can then often add to plot, embellish the story, and find a thousand ways to expand your ideas. You may also find that your original overarching idea either fades or adjusts, as your players provide feedback via their character's actions.


Stay flexible, stay engaged with your players, and keep things simple. Try out some of the important story-building concepts below as a beginning point for your story creation. And for some extra help, take a look at my article on 3 Full-Length D&D Campaign Ideas for Your Next Ongoing Adventure.


Campaign Themes

D&D campaign themes provide central ideas, feelings, and vibes to your game. Once you have a theme, you can always think about new ideas, adventures, characters, and so on in the light of that theme. Themes help you create campaigns that are not only full of interesting encounters, but that fit together holistically.


A theme can be anything from “the chosen one must save the world,” to “a heist gone wrong.” It’s up to you, as the dungeon master, to come up with a theme that your players will find intriguing. Oftentimes, your best bet at creating an interesting theme will stem from an idea that you, yourself find intriguing. If you're creating a gaming world that you would love to explore, yourself, then you're well on your way.


Major Story Elements

I often begin my campaign theme brainstorming session by writing down ideas for one or multiple (often, multiple) of the following major story elements:

  • Event: something substantial that’s currently happening in the game world, or has happened in its past.
  • Item: an item or trinket of your own creation. This doesn’t have to be in the game's core rulebook.
  • NPC/ Villain: non-playable character. Someone influential or meaningful to the world.
  • Organization/ Nation: societies, countries, guilds, coalitions, etc.
  • Town/ Zone: places friendly or unfriendly to the players. Locations, geographical features, etc.


Note that this little bit of brainstorming may take you away from what seems like the central storyline of the campaign world. You are, after all, already dipping into the campaign's world, potential adventures, and NPCs. However, your task at this point is to 1) follow any cool ideas that come your way, and 2) think about these primary elements from the point of view of a central storyline.


For example, how could some event that's recently happened in the world be central to what you want your players to experience in the campaign? Could they find an item that is so powerful and influential that the entire campaign world is at ill ease from it (Lord of the Rings). Is there some organization that has an important goal in mind that may end up harming the players or the people they love, if something isn't done?


The options are truly endless.


Use Major Story Elements to Create Campaign Themes

Campaign themes make for better games. Use the story element(s) you create to think about how that story can be shown through virtually every piece of your campaign. If you use themes, you never need to railroad players in order to have them experience the game you've created. They kill an important NPC to your story? No problem. Make that NPC only one of many that represents the theme you're after.


You can represent a campaign's theme or central story through simple descriptions of towns and cities. Implement your theme in the way that NPCs talk, and interact with the party. Definitely make themes color items, monsters, and locations your party comes across.


If you need a great example, think about Diablo II. No matter what the player does in Diablo II, they cannot escape the fact that it's Diablo. Even if they killed important NPCs or somehow ruined important storylines, they still would be firmly set in a heavily-themed game that's sure to pull player interest.

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How to Create a Campaign World

One of the most important aspects of writing a successful D&D campaign is to build a believable and compelling world for your players to explore. The best campaigns are those where the setting feels like a living, breathing place with a rich history, and well-developed culture. If you have an interesting, vibrant world in which your game takes place, then quests, encounters, and storylines often take care of themselves.


If you’re starting from scratch, the task can feel daunting – especially if you've never done so, before. I personally love the task of world-building, and find the freedom to create literally anything I want very enjoyable.


If you want some help on world creation, there is plenty of pre-made material available to you. There are many very talented world-builders who provide either free or paid campaign worlds you can use. The best part is that you can either also use some of the adventures and overarching storylines that often come with pre-made worlds, or you can just pick and choose your favorite things, to add into your own custom campaign.


If you are set on building on your campaign world, here are the most important world-building components that can help you create a believable, magical, and detail-rich world.


Campaign Worlds Should Provide:

To keep things simple, remember the following 3-key points when creating your campaign's world:


  1. Believability/ relatability to the real world
  2. Details and depth
  3. Enough magic/ sense of wonder to grab your players' attention


Do that, and you're likely to create a strong start for your campaign.


Examples of How Your Campaign World Can Make Adventure-Creation Easy

Consider two different settings and how they might inform your game's overall adventures. Hint: one of these settings creates an organically more interesting campaign than the other:


  1. The players start out their adventure in a tavern, in a sort of average town. The tavern is filled with ordinary people, and the countryside around them is sort of vague, and also ordinary. The world at-large is a typical medieval fantasy setting.
  2. The campaign world is a series of floating islands, each no larger than several miles in diameter. Below, nothing but empty sky with purple and gold clouds meets the party's eye, with occasional cracks of lightning in the far depths.


With the first of these two examples, you'll have to work pretty hard to create interesting stories in order to keep players interested in such a mundane world. Alternatively, with the second example, you already have major questions grabbing the players' interest. They'll want to know how such a world came to be. Why are the clouds far below them, and why do they feature such interesting colors? Do people live below the clouds, etc? All these questions can serve as starting points for great adventures.


Of course, you don't need to be extreme with your campaign world, and a mundane setting doesn't mean that the story itself will be mundane. Just keep in mind that how you describe the campaign world to your players will greatly inform how they think of  the world.


Create a Town

Create a town for your players to start their adventure. The campaign doesn't have to "begin" literally in this town, but it does need to be the "home base" that players will use at the start of the campaign. This is where they will go to rest, resupply, and gather information about their next quest.


When creating your town, there are a few things you need to keep in mind.

  • Decide what kind of town it is: small village or a bustling metropolis? The size and type of town will determine the available amenities and services.
  • Decide the town’s primary industry. This will help determine the types of shops and businesses within the city.
  • Create a few NPCs with which the players can interact. These could be shopkeepers, innkeepers, or quest givers.
  • Decide what atmosphere you want your town to have. Is it a friendly and welcoming place, or is it more dangerous and seedy?


Begin by describing the town’s layout and the different shops and businesses that can be found there. Then, fill in the details about the NPCs that the players will meet. Once you have this home base created, you can fit it into your larger campaign world in which players will leave to test their skills, and adventure.


Draw An Overland Map

Even if you have zero skills in drawing creating an overland map can be really helpful, and really fun. This map can be an overview of the entire campaign world, a single continent, a single kingdom, or even smaller. I often start quite small with maps I create, and work outward as players explore more of the world around them. Alternatively, you can start big with a map of the entire world, and create more details in each locale as players head there.


You can also find a map from great map content creators from online communities like the D&D Maps Reddit.


The entire idea behind your overland map is to build structure into the campaign world you're creating.


Add Features, Landmarks, and Unique Environments

Once you have your overland map, you can start adding features, landmarks, and unique environments. This will help bring your world to life and make it more accessible to your players. Again, these map elements can be thoroughly detailed with stories and lore attached to them. Or, they can just be quick sketches that give you clues as to how you might proceed if the party explores more closely.


As far as terrain, think about adding diversity to your world:

  • Mountains
  • Forests
  • Deserts
  • Swamps
  • Rivers
  • Lakes


Once you have large areas developed, you can think about where cities, towns, garrisons, and more might go:

  • Cities often need some source of water to realistically develop.
  • Small settlements may indeed venture near difficult climates.
  • Large cities often need many smaller towns around them, to supply resources and food.
  • You can also think about how magical environments/ locales might affect local populations.
  • Also consider how monsters and "the wilds" play into your world.


Consider History, Cultures, and Religion

Finally, to create a compelling campaign world, think about your world's history, cultures, and religion. This will help make your world feel richer and more believable. Come up with enough detail that players can learn about cultures in your world and how they interact with each other. Again, the more work you put into this aspect of your campaign, the easier it will be to create unique and exciting adventures, later.


Some things you might want to include in this aspect of your world-building are:

  • Deities
  • Language
  • Customs
  • Government
  • Education


Take your time, and don’t be afraid to experiment. The most important thing is that you have fun creating your campaign setting. If you can't come up with anything terribly unique on any of these points, don't sweat it. You may find that your campaign takes off in other areas, if this one isn't for you.

Golden sunset illuminates a canyon with towering walls, revealing distant structures and a path lined with posts.

How to Create Quests, Adventures, and Encounters

Quests, adventures, and encounters are the actual "scenes" of play in D&D, and the means by which you provide structure when creating your campaign. Keeping players engaged through every step of your campaign creates fulfilling gaming experiences.  Excellent encounter and adventure design, in particular, makes up for a lack in almost any other area of dungeon mastering.


Organize Your Dungeon Mastering

Want to be a great dungeon master and run campaigns that your players will love? Get organized. If you don't have one yet, get yourself a DnD Campaign Planner. You should also take a look at the many Dungeon Master Tools available to you that can also help with this very purpose.


Why mention organization in the context of quests, adventures, and encounters? Well, here are some fantastic reasons:

  • Encounters are the basic steps to your game. If you take notes on these, you can easily string together complex plots.
  • Adventures are literally made of individual encounters. By keeping these organized, you  keep your adventure coherent and clear.
  • Quests are like the chapters of a book, and are comprised of your adventures. If these don't line up in a thoughtful way, your campaign will lose sight of its central theme(s), and will lose power and momentum over time.
  • If you take notes on player thoughts and actions during each session, you'll never run out of unique and exciting ideas for your upcoming sessions. Pay particular attention to how they respond to your encounters, adventures, and quests.


Create a Premise

Much in the way that your entire campaign should have some kind of centralizing theme(s), it's extremely beneficial to have a centralizing theme or premise for each encounter, adventure, and quest. Your campaign theme can inform your quests, adventures, and encounters, too - which is why I normally start there.


In any case, a D&D campaign is not your average story. You can’t simply write a linear plot because your players have agency, and their choices affect the story’s outcome. The premise provides you with a place to fall back when players cause your plans to go awry.


The premise answers the question of "what is this adventure about?" Your premise can be composed of any or all of the following elements, or anything else you can come up with:

  • A problem that the players need to solve.
  • An important place that you want to share with your players.
  • Villainous plots unfold before the party.
  • Allies offer to join the party.
  • An important magical item is sought after by multiple competing groups.


For ideas on adventure premise, take a look at these 20 Amazing DnD Quest Ideas and this Ultimate Free DnD One Shots Guide.


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Adventure Location

In the same way that your campaign world creation generates player interest, so too does adventure location. Whenever you're playing D&D, try to skip the boring stuff. When I say skip it, I mean just literally skip it entirely. You only have a few hours to play each week, right? Or a few hours each month, if your group only meets that often. So, skip the boring stuff.


With every moment you get as a dungeon master, play up the sense of awe, wonder, and magic as much as possible. It's almost impossible to go into the realm of "too much" when playing D&D. Just give it a shot, starting with adventure locations, and see what an impact it has on your players.


When writing your adventure locations, it’s essential to be creative and have fun. The more unique and interesting your sites are, the more enjoyable they’ll be for your players.


For your adventure locations, think about the following kinds of dramatic and magical places:

  • Dungeons where demons have been summoned
  • Ruined castles filled with ancient relics
  • Abandoned mines filled with chaos-infused monsters
  • Enchanted forests of the true fey
  • Frozen tundras where men are called as if by sirens
  • Lava-filled volcanoes about to explode


The possibilities are endless. The key is to ensure that each location is interesting and provides a challenge for the players.

When creating an adventure location, there are a few things you need to keep in mind:

  • Write out location details, including overall layout, traps, and puzzles that players need to overcome.
  • Design monsters that inhabit the space. Be sure to create battles appropriate for the level of the players.
  • Add treasures or rewards for the players to gain. Gold works great, but so do unique finds such as gems, magical weapons, or ancient armor.


If you're specifically looking for ideas when it comes to dungeons, take a look at my Dungeon a Day page. There, you can find a near-endless supply of dungeon encounters, adventure ideas, and story premises.


Give Your Players the Feeling of Control

Let your players make decisions that affect the story’s outcome. Never think that as the DM, you have total control. If you let your players take the story away from your pre-planned adventure, they will enjoy the campaign more. The key is to also not let your players completely de-rail your ideas, or they could turn your "campaign" into one joke session after another.


To make a campaign truly great, thoroughly prepare your encounters and adventures. Then, when players want to take things a different direction, let them. You then simply repurpose your plans to fit what they wanted to do in the campaign. In doing so, you give them a sense of control over their characters' journey, while also playing out your master ideas. 


Let your players think that they determine what happens next, and they’ll feel like they have a stake in the outcome.


A tabletop role-playing game in progress. Figures of dragons and warriors are arranged on a blue grid map.

Creating Individual Encounters

Once you have a picture of your desired quests and adventures at the large-scale, it's time to dive into specifics. Your encounter design as a DM will make or break your entire campaign. So, no pressure. But make sure to thoroughly prepare this part. Encounters in D&D are broken down into 3 categories: combat, exploration, and roleplaying. Every type of encounter you create will basically have one of these elements at its core.


Think of these three types of encounters as the foundation of your campaign. Build up your skills in this area and you're almost guaranteed to up your dungeon mastering game.


Combat

D&D is, at its heart, a combat game. Not everyone builds a ton of combat into their D&D campaign, and combat isn't even essential to a campaign. However, just look at the D&D core rulebooks and you'll notice how many pages are devoted to stats, spells, abilities, magic items, and other combat-related elements.


I have played campaigns devoid, or at least very light, on combat. However, I recommend that you plan in some action-packed fights to your adventures. Most players will expect the chance to fight monsters and villains, too, after all.


My number one rule of combat is that is should further the plot, or some character's development. Combat should always be a means to an end. It should never feel like it’s just there for the sake of being there. Very few players enjoy pointless battles, as they tend to feel slow-paced. If you want your battles to grab your players' attention, always give an important reason for the battle to take place, and always add in more drama.


Combat Tips

To maximize every combat encounter, try to add in the following elements:

  • Use combat as a way to unravel tension in the campaign and move the story forward.
  • Try to give players ways of "winning" the encounter that isn't just "kill all the enemies." Give them objectives, such as defending a key person, reaching a specific point on the map, or obtaining a magical item.
  • Throw in the unexpected. Try to provide some unique environmental or magical effect to each fight. In the way that your goal is to provide the magical and awe-inspiring in worlds you create, do the same in combat encounters.
  • Choose monsters that players have never seen before. For example, try Mordenkainen's Monsters of the Multiverse to show your players something truly unique.
  • Make every combat encounter either life-or-death difficult, or very easy. Difficult fights are always interesting. Easy fights show the players how strong they've become with the levels they've gained.
  • Avoid medium-difficulty fights as they tend to feel less meaningful. Only do so if you need to for variety sake.
  • Insist that players keep the pace of combat very fast. Don't let them take a long time to decide what to do on their turn. Try a 5-second rule if players are being slow. This is combat after all! Make the players feel like something's at stake.
  • If a fight is dragging on, just end it. Don't make players wait through 45-minutes of mid-tier excitement.
  • Along the same lines, have your players stand up when it comes time to roll for initiative. Give them the sense that combat is dangerous and important. It may seem unnecessary, but getting people to stand up really does change the game's vibe.
  • Use an online initiative tracker. This kind of online tool can help improve the pacing of combat.


Miniature figures on a table: dragon, cloaked figures, and a lantern with a lit candle in the background.

Exploration

D&D is all about going on adventures. And what’s an adventure without exploring? When your players are invested in your game world, they should feel like they’re discovering something new. Even if it’s just a tiny detail, like a secret door hidden behind a bookshelf, it gives them a sense of accomplishment.


One of the best ways to encourage exploration is to have a lot of D&D plot hooks. A plot hook gives the players a reason to go somewhere or do something. It can be as simple as “You hear rumors of a lost city in the desert” or “A dragon has been seen flying overhead.”


The key is to ensure plenty of plot hooks are scattered throughout your campaign world. That way, no matter where the players go, they’ll always have something to do. And if you’re really stuck, you can always fall back on the classic “dungeon crawl.”

But a word of caution: don’t make your players feel like they HAVE to explore every nook and cranny. If they want to skip the side quest and go straight for the main objective, let them. The last thing you want is for your players to feel like they’re on a railroading adventure.


Exploration Tips

Exploration comes in many forms. Try out some of the following ideas to give your players a sense that they're gaming in a real, living and breathing world:

  • Make liberal use of those small details. Have plenty of small artifacts in dungeons. Draw players' attention to the ornate comb in the corner of the noble's room. Point out how the local guard's sword is heavily dented.
  • Provide places where players can seek out adventure. You never know how a small detail you create without much thought could provide you a basis for a lengthy adventure. 
  • Don't worry if someone passes on one of your hints for an exploration hook. Anything you create can be repurposed later, in another exploration plot hook.
  • Remember that "side quests" can actually form new entire segments of your campaign. Let players decide what they're interested in when it comes to your game. If they love your story, great. If not, let them tell you where to go next.
  • Puzzles and mysteries are a form of "exploration" that many players love. Throw in plot twists and unexpected events, and you'll give players even more reason to explore your world.
  • Fall back to the overland map or world concepts you created. Is there some part of the map that players haven't yet explored? What could be present there that stands out quite a bit from what you've already shown them?


Roleplaying and Social Interaction

Some players love to roleplay. Others don't so much. However, I've noticed that nearly all players enjoy at least some roleplaying moments, if they're meaningful and move the story forward. Roleplaying is, after all, where characters come alive.


Players get out of D&D what they put into it. Make sure your players understand that if they give effort to the campaign and the way they interact with the world, they'll be more likely to genuinely enjoy the experience. As such, encourage players to build a character with a real personality, motivations, fears, and connections to other people in the game's world.


One of the best ways to encourage roleplaying is to give your players plenty of opportunities to interact with each other. Get them talking to each other. Have them share the personality traits and motives that they've created. Also, have them help each other with adventures specifically meaningful to their individual characters' stories.


Of course, any interactions that the party have can also be shared, or mirrored with NPCs. Non-playable characters are often the lifeblood of any campaign. NPCs can give players quests, sell them weapons, offer them advice, and provide much-needed rest between expeditions. But more than that, NPCs are a chance for you to show off your story-building skills. You can bring a campaign to life with well-written NPCs. So take your time and make them count.


The key is ensuring your NPCs are more than just talking heads. They should be fully fleshed-out characters in their own right. The more interesting they are, the more your players want to speak to them.


Roleplaying Tips

Make the most out of every roleplay encounter and you'll be certain to heighten the experience players have with your combat and exploration encounters:

  • As with everything else when it comes to writing a D&D campaign, make your roleplay encounters meaningful. Don't worry about haggling over the price of a weapon in a shop. Instead, have the shop owner provide the weapon, and a enemy to use it against.
  • Be sure that your NPCs have motives of their own. Do this, and NPCs can betray the party, help them in unexpected ways, or otherwise provide meaningful flavor.
  • Ask players questions at the start of every session that help them develop their characters. Pick 1-2 good questions that are specific to their goals, personality, or even their character's thoughts about what's happening in the campaign's story.
  • Have players write you some backstory on their characters. Doing so will not only help you create interesting NPC roleplay encounters, but will help them better develop their own character's roleplaying.


Detailed statue of three-headed dragon in teal, purple, and gold.  Heads snarling, clutching a crystal on a grey base.

Populate Your World With Interesting Characters

Another important aspect of writing a successful D&D campaign is populating your world with exciting characters. No one likes generic NPCs. So , take the time to create a diverse cast of characters that your players will remember long after the campaign is finished.


My own players fondly remember "Saint Ranroth the Sunblade" who betrayed the Eternals by destroying the tree of life. He was a pathological liar, who always seemed like he was maybe on the players' side, even while thwarting some of their largest plans. Each session, he could be a tremendous ally, or a terrifying adversary. The players love-hated him, which created a tremendous amount of drama and excitement for the overarching story.


Interesting characters fuel your roleplay encounters more than anything else. However, they also fuel both your exploration encounters and combat encounters, as they provide meaningful reasons for events in your campaign to take place.


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Non-Player Characters

NPCs further the plot, provide exposition, and give  players someone to interact with other than the monsters they’re trying to kill. Consider using the following DnD Character Ideas to make your process of creating NPCs much faster.


  • Every NPC should serve a specific purpose in your campaign. Make sure that the purpose is clear to you, even if it isn't to the players, as they can discover the purpose over time.
  • Give them a stand-out personality. When writing an NPC’s personality, think about what makes them unique and interesting. The more personality you can give your NPC, the more memorable it will be.
  • What are their quirks?
  • Do they have any catchphrases?
  • Are they always serious, or do they have a sense of humor?
  • What's they're background, and how does that inform their place in the campaign world, currently?


Villains

No D&D campaign is complete without a compelling villain. By making them unique and interesting, you can keep your players hooked for the entire campaign. Here are a few tips on how to write a D&D villain that will keep your players coming back for more:


  • Make sure your villain is visually distinct. Describe their appearance in a way that is both striking and unique.
  • Give your villain a name that is just as distinct as their appearance. A good villain name should be evocative and help to establish their identity further. Avoid using generic titles like “the orc chieftain” or “the goblin king.” Instead, develop something specific to your villain and indicative of their personality. For example, the orc chieftain could be named “Gruumsh the One-Eye,” or the goblin king could be called “Skurge the Flesh Eater.”
  • Give your villain a clear motive. Players need to understand what the villain wants to feel invested in the conflict. Is the villain trying to conquer a kingdom? Kidnap a princess? Destroy a magical artifact? Their motive must be something the players can get behind, even if they disagree with it.
  • Make sure your villain has a unique fighting style. This is another critical way to make your villain stand out. When designing your villain’s fighting style, think about what would make them a challenging and memorable opponent. The villain should also have access to unique abilities or items that will help to further distinguish them for years to come.


Person overlooking a mountain valley bathed in sunlight, vibrant green and blue hues.

How to Write a D&D Campaign – Final Notes

So much goes into writing a D&D campaign that players will love. It really isn't any single thing that makes a campaign great. If you follow the tips provided above, you're certain to at least get really close to having a fantastic campaign. Use the following tips, as well, as additional help. Think of this category as something like a more advanced series of items to implement once you have the basics mastered.


You Don't Always Need Humble Beginnings

One of the most important things to remember when writing a D&D campaign is that you don't have to start small. Many adventures, for example, start in a tavern. That's small. It's ok to instead make your first adventure as grandiose and epic as possible. You can even start the campaign at a higher level, instead of going from Level 1.


It’s About the Journey, Not the Destination

When writing your D&D campaign, it’s essential to keep the journey in mind, not the destination. Your players should feel like they’re on an epic quest, with danger and adventure around every corner. They should definitely feel like they're driving their character's journey. And most importantly, make sure everyone's having fun! Don't worry about having the "perfect" encounter, adventure, or storyline. Let things unfold, organically.


Secrets and Plot Twists

Whatever the players think is happening, consider how you could create a twist in the plot. Obviously, you have to come up with a story that makes sense as to why the players would think they know what's happening. However, the story also has to have room in it to make it so that what seems to be true simply is not. Don't overdo things when it comes to secrets and plot twists. However, if you can tastefully implement this story device into your campaign at key moments, you'll drastically increase player investment.


Think About Rewards and Consequences

Every action your players take should have consequences, whether they’re good or bad. This will make the story more believable and help your players feel like their choices matter. For example, if your heroes steal from a local merchant, they should expect to be chased by the guard. If they manage to get away, they’ll have to find a way to spend the stolen goods before it’s too late.


Consequences also create a sense of risk and reward. If your heroes know that there’s a chance they could get caught, they’ll be more cautious about their actions. This adds an element of suspense to the story and keeps your players on their toes. Punishments and rewards don’t have to be complex. They can be as simple as losing or gaining favor with the local lord, or NPCs. But whatever you choose, make sure that consequences are appropriate for the action taken.


For example, if your heroes kill a dragon, they should receive a hefty reward. But if they simply slay a rat, the reward should be less substantial. The same goes for punishments. If your heroes make a mistake that costs them dearly, they should suffer the consequences. But if they simply take a wrong turn, the penalty shouldn’t be too severe.


You also need to be consistent with your rewards and punishments. If you’re too lenient, your players will take advantage of it and start making reckless decisions. On the other hand, if you’re too harsh, your players will become frustrated and give up. Finding a balance that works for you and your group is essential.


Moments of Vengeance

Every action in your campaign has consequences. Sometimes, that consequence will be resolved by an act of vengeance on the part of someone that the party harmed. As above, if your party kills a dragon, there may be another dragon who wants vengeance for the act. Or perhaps a wizard wants vengeance as the dragon was his ally.


If you use the idea of consequences and vengeance in your campaign, it's nearly impossible for a campaign to ever actually end. Human nature is such that every action leads simply to more possibilities and actions that spawn as a result. Use that in your campaign and you should have an endless string of related concepts that will give you ideas for ongoing adventures, and keep your campaign's central theme intimately cohesive.


Play a Game Where Everyone Contributes to the Story

As a final tip, try involving your players as much as possible in your world creation and campaign story creation. No matter how good your ideas are when it comes to writing a D&D campaign, I almost guarantee you that your entire gaming group, together, can come up with better ideas.


There are games out there such as the Eternity TTRPG Roleplay Game where every player contributes to the campaign's overall story. Basically, everyone shares at least a little part of the dungeon master role. The result is that each campaign is entirely unique, far more interesting that you can imagine, and comes loaded with an immense amount of creative ideas for your game.


Try it out! The Eternity TTRPG core rulebook comes with everything you need to create your next great tabletop gaming experience.

Dice, Dungeons, Games & More - Eternity TTRPG



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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.

November 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-zk16nPM6A Transcription Assassin Strategy === [00:00:00] Welcome back to Eternity TT RPG YouTube channel, where I go over different happenings in the tabletop role-playing universe from D&D to the game that my husband and I are creating. So this go around, we wanted to take a moment to, um, focus a little bit more on the game that my husband and I have created. If you followed, followed along, if not, here's a quick rundown. So he's been creating a tabletop role-playing game for thirty-plus years, like, his entire life, and we found a way for it to be accessible as, like, a fifteen-minute card game just focusing on combat. So we went ahead, had that produced. We have the physical version of it. It is called Emanation. And then from there, we worked with a friend of ours, and he was able to put this entire card game online. So now there's online Emanation. So it plays the exact same. It's just a matter of if you want the physical copy or the online version. Um, so what we thought [00:01:00] would be cool is that there are six classes in this game, right? And every class, I feel like, um, has a different strategy or multiple strategies to it that you can use to play it and see how you succeed. Um, so I thought it would be fun to go over those strategies. However, what we're gonna do is my husband is gonna go ahead and take one of the classes, go over his strategy, I'll go over mine. We won't see each other's videos until, you know, I edit it and throw it on here. But I just wanna see if we line up, if we do different things, um, and if you guys can resonate with either one or if you wanna try it out and find a new strategy. So with all of that being said, the first class we're gonna do and the only class we're gonna focus on this, um, this go around is gonna be the assassin, okay? So with all of that being said, I'll pass it off to [00:02:00] him Hey guys, this is Jacob. It's been a while since I've been on the channel. I just wanted to give my perspective on the Assassin class. So when you come to this website which is play.sparksofeternity.com, we'll put the link in the video You get this page and it's free to play All you have to do is put in your email address and you can play against friends, you can play against computers. It's, uh, really, really awesome. But I'll just go through for those of you who aren't too familiar yet, maybe you've played one or two games, maybe you, be you haven't played at all, and I'll give my perspective on the assassin class. I think the plan is we'll be doing this for all the classes, so hopefully you get an idea of maybe some strategies that you can use. And if nothing else, I hope it tempts you to try the game for yourself So when you hover over each of these abilities here, you can see what it does. So Sparks of Eternity: Emanation is [00:03:00] a TTRPG combat card game. It basically takes the classes of fantasy RPGs and puts them into a card game feel. I'll probably play a couple rounds of this even, but every turn, basically you get more options that you can choose from as your character levels up, and it gives you just more cool things to do. Once you reach level one is when your character starts getting unique powers for the class. So at level one, you'd have Assassinate, and this is just a small chance to do a ton of damage to somebody. I usually like to play this just for fun because if you happen to hit it, you might knock like the summoner out of the game because they have very low number of life sparks or hit points. By level two, you end up getting Rupture. So this is actually slightly different from the physical version currently. We changed some of the order for what will be our future prints and for online to make it a little more streamlined. We [00:04:00] put this ability next. So this ability gives you lethality, which is a spending resource that you can use towards Assassinate. So for every one lethality that you use, instead of hitting, you can see on a 16 to 20 with Assassinate, you would drop that number by one. So Rupture gives you five. So on turn two, I would usually Rupture to start building up lethality so that later in the game I can use those resources to more e- easily hit with Assassinate. Uh, by late in the game, you could have, you know, 30, 40, 50 lethality and just do multiple turns in a row of Assassinating and, um, especially if you end up generating second actions and so forth, which is, you know, some classes can give you, uh, you could very quickly win a game from out of nowhere, which is kind of the idea of the Assassin. Uh, by turn three, you pick up Assassin's [00:05:00] Blades, and you can see here this is a passive effect. So in Emanation, every class has these passives that are, that are totally unique to them, but it's what makes the class feel like that class. Once passive effects are played, they stay in play and every single turn they give you some effect that can happen. So many of those effects are rolled dice effects. You, you roll a 20-sided dice and if you roll within the indicated range, an effect will occur. So with Assassin's Blades, it's just a chance every turn to deal damage. Um, usually by turn three once this comes up I play this immediately. Uh, same goes for Assassin's Poisons on four. It's another passive effect. Basically, whenever I get passive ef- effects I just play them because then the value of that ability just compounds over time. So Assassin's Poisons can daze somebody, which means they can't play any other actions. They can't play any actions for the turn unless they defend Turn [00:06:00] five is usually a little different. You get Unassuming, which makes you untargetable for three turns. It also gives you a large number of life sparks. Sometimes I play this right away if I, if I'm taking a lot of damage from especially like a, a summoner or a berserker, and then you can use those terms, y- turns that you can't be targeted to stack up ruptures to get more lethality going. Sometimes though, I'll save this for the last three turns of the game, and I'll just make it so that I, I heal six life sparks and then the last three turns of the game I just can't be targeted. Sprint on turn six is kind of a similar thing. You defend for two turns. So when you defend in Eternity, it just means that you can't be targeted So Sprint gives you a two-turn defend, uh, during which time on their second turn you can actually still attack someone. So it's very powerful. Sometimes, you know, at the end of the game I was mentioning how I play Unassuming. If you chain that together with Sprint, you could have, like, five [00:07:00] turns where you're completely untargetable. Um, combined with the healing from Unassuming, that's a very powerful effect. Alternatively, like I was mentioning you play it earlier in the game, you build up ruptures, you sprint, you can even assassinate your second turn of- while sprinting. Uh, Cold Blood is another one, though, that I play immediately as, as soon as it becomes available because you start building up stacks of lethality every turn. It's your final passive effect as assassin, and it gives you a fifty percent chance to give basically the rupture effect every turn where you gain five lethality. So as soon as I get this, I usually play this just to start, um, building up my late game assassinates. Premeditate's one of my favorite abilities because it sort of lets you see what your opponents are going to do. So right off the bat, you gain one lethality, and then you roll a D20, and if you roll within the five to 20 range, you get to take a second action. So the reason this is very [00:08:00] valuable is because if someone's using a really powerful attack against you, um, say another assassin is trying to assassinate you or a summoner is using Oblivion, uh, their big, powerful attack, or Judge is using Hammer of Elysium, their big, powerful attack, a second action actually takes place before those incoming effects would. So it lets you see what your opponent will do, and then if it's really dangerous, you can use a defend or you can use Sprint or Unassuming and avoid that attack. Um, similarly, if your opponent's not defending and you have a lot of lethality, you can check to see what they're gonna do with Premeditate, basically see their action and then follow up with as- an assassinate or a big attack of your own. First Strike, it kind of extends the power of your assassinate, and we'll be updating this a little bit soon. Uh, but basically at, at the moment, the, in, the, the heart of the effect is that you play it, next time you cause someone to take damage they take more damage, so it makes your [00:09:00] assassinate even bigger. And then Feint is actually a card that I see players use very infrequently but I think is one of the best cards in the game, uh, unless you're playing against a druid or someone who can attack through defends or punish you for defending. So Feint, there's, there's so many instances in Emanation where you take a damage and then there's about to be ten different, 20 different rolls for passive effects happening. Like Berserker has multiple effects per turn like Assassin's Blades where they roll to see if they do more damage to you Same with Summoner, same with Druid, and so forth. So if you can Feint after taking damage and you have the Presence of Mind to play it, you'll defend for the rest of the turn while still allowing you to do all of your cool effects, all of your own passive effects, finish out your own ability. But then it'll protect you for the rest of the turn against all [00:10:00] those other passive effects, second actions, and so forth. And then cost of this basically is that you're dazed on your next turn, and so you probably end up defending on the following turn as well, which is sometimes good, sometimes, sometimes bad, mostly good. But I've had turns where you Feint and then you take, you know, one damage, but you actually end up preventing like three or four, and all of that damage gets redirected to somebody else, and it ends up being a really powerful play. So the Assassin has a lot of options to stay in the game. So, uh, usually, I guess with the passive effects, I play them as they come in. Sprint, Unassuming, First Strike, Feint, these are all like utility kind of cards, and you play them when you need to, when it's gonna give you the most advantage. I tend to premeditate a lot of turns unless I'm very confident about what I want to do or what I want, what I think my opponents will do, and I don't think there's gonna be a punish for not checking what they're going to do. There's always the chance you miss [00:11:00] that effect and you only get one lethality for the turn, which is pretty bad. But, um By the end of the game, I'm usually just premeditating most turns, keeping up my first strike, and then you're just building up enough lethality and kind of gauging how much life sparks people have left. And then you're timing your unassuming and sprint and just pouring out assassinates at the end of the game. You might get two, three, four assassinates at the end of the game. And, uh, I would say especially against the computers currently, but against a lot of players too, they have a hard time tracking your lethality even though it, it's listed, right? When, when you're playing your character, it'll list your lethality next to you, so they could check it at any time. But the assassin does just tend to be a very surprising class. You don't really know what's gonna come for you until it hits you. And when you get hit by an assassinate, your opponents get hit by assassinate, it's, it's an absolute game changer Eternity TTRPG has released a card game battler which emulates combat from the [00:12:00] tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. So like I said, I have no clue at all what he was just talking about when it came to his strategy for playing the assassin. So I'm just gonna jump right in with my thoughts around the assassin, how I would play it, my strategy going into it. Um, the assassin among the first six classes, I feel like is pretty evenly matched. I'd put it like right in the middle of everything, um, especially in like your one-on-ones and your free-for-alls. I feel like it's [00:13:00] great. Um, I think it could play well in teams as well. I just don't really know what would work as a good pairing for it. Um, I don't feel like we play tested enough for me to really comment on that, at least in this case. Um, as always, with any class, you start with three things you can do as your like turn zero level zero, right? So that's your attack, defend, and no action. Um, with assassin, I definitely go to attack first because you wanna, um, get as much damage on someone as quick as possible, so that way when you go to have a final blow, it definitely hits and you can end the game quickly. Like I have seen people end games in three turns with an assassin, and it was super impressive. It came down to dice rolls, but still, that's pretty amazing. So moving on, you typically get assassinate as your first, um, ability when you turn level one, and with that it comes down to a [00:14:00] dice roll 16 through 20. Your opponent loses, uh, four life sparks, four hit points. And you know, this is really fun to play on your following turn right away just to see like, "Hey, if I get lucky, I get lucky and this person's out," right? So I will attack first turn, assassinate second turn, and keep going, right? So next thing that you get as an assassin is gonna be something called, um, rupture, which allows you to gain lethality. And lethality is something specific to assassins, and you collect lethality to lower your hit chance on assassinate. Um, so thing to remember with this is that you use your lethality before the dice roll. So that is a commonly asked question. That is something I'm trying to clarify right here. Say how much lethality you're gonna use before the dice roll, okay? [00:15:00] Excuse me. So Um, with the rupture ability, you gain lethality, you gain five lethality. You basically take your turn and just, like, spam that, right? Because you want to get your hit chance as low as possible and potentially auto hit on your assassinate. Um, however, this is gonna be, like, your... You're on turn three now, you have access to this ability. Um, I would read the field that you're on, right? So if you're playing against, say, the druid who has a lot of healing abilities, um, it may not be worth it to, like- Um, to assassinate them because you know they have a lot of healing, they're gonna come into a lot of healing, and no matter how much damage you do right now, they're still gonna go up. Um, so, like, if you're playing against them, I would probably rupture this turn and gain some lethality so that way I can, um, you know, try to hit them harder later. If I was [00:16:00] playing against, like, the Summoner, who I already know has low life sparks, and they don't come into, like, gaining any extra health really easily, I would definitely try to assassinate again, right? So following turn, you gain access to something called Assassin's Blades. You do gain a hit point off of this for yourself. Um, so that does move your health up, and this is something that you get a roll every single turn, and it's just a chance to do damage. So this is where you can start popping off with different things potentially. So I would go ahead and take the turn to play that and, um, have a chance to hit people, and then it stays out the rest of the game, right? Following turn, you do have another passive effect that comes available to you, and this is Assassin's Poisons. You have a chance of gaining... Or excuse me, you do gain hit points from this, but then you have a chance to daze your opponents. Um, and dazing means that the only thing they can do is defend, and if you [00:17:00] have cards that can get through defend, that's really important. Um, as an assassin, off the top of my head, I don't remember if they have anything that can get through defend. So it feels like just a quick way to, uh, you know, have them stop attacking you so you can get your lethality up using rupture. Um, next ability you get is called Unassuming. Um, you do gain a lot of hit points for this card, and then it basically makes you invisible to everyone around you, and you can't be hit unless you initiate first, and this happens for three turns in total. So the thing about this card is you can absolutely play it right away and, like, just take that time, build up your lethality while you're unassuming and not target anyone. Um, or what I prefer is that I hold onto it until close to the end of the [00:18:00] game. Um, so if I am not hurting for health, needing more sparks or any of that kind of stuff, I will hold onto this as long as possible. Because if I can finish up to round sixteen, play this card on round seventeen, and gain six hit points and then nobody can target me, it seems like a no-brainer, right? Because more than likely, you will end the game with more hit points than everyone else, and you win. So that's one of the biggest things with strategy for the assassin that I think comes into it is how to play this unassuming card. So I do wonder if, um, Jacob played it any different than I did. Um, moving on, you start to get abilities like sprint and feint. So sprint is like, uh, it's a You know, you just run away from everything for two turns and can't be targeted, and you're defending. So basically, what I view the Assassin as is, [00:19:00] like, okay, I'm gonna hit you really hard, and then I'm gonna run away until I can do it again, which is really fun and whatnot. And then there's an ability called Feint, where you have to take damage initially, but then you can instantly, like, say, "Hey, I'm not taking more damage this turn. Y'all can't get me." So yeah, I start to think about, like, tag as kids a little bit. Um, other abilities that you get is, um, like, Cold Blood, and this is another way to gain more lethality, along with Rupture. Um, Cold Blood is also a passive, so once you get access to that, you're rolling it every turn, and you should be able to gain so much lethality that you can auto hit probably multiple times in your entire game. Um, another card that comes up is Premeditate, which allows you to immediately gain lethality and then have a chance to use a second action. So you can do that to potentially gain six lethality in a turn. You can [00:20:00] do that to gain a lethality and then assassinate. Um, you can do a lot of things in this case. Um, finally, the last card that I am going to mention is called First Strike, which is the next time you cause a target to lose life sparks, um, they lose an additional one. So this card, I don't personally use it very often. Um, reason being is that I tend to play the Assassin with the, like, hey, let me, uh, get you, and then I'll run away. And I'm not taking the time to really plan out my attacks, I guess, with the Assassin. Um, this card, it feels like you really need to think it through, like, hey, how much can I potentially hit my target for? How many hit points can I do damage for? Um, and just see what happens. So with the Assassin, the most damage I've seen in one [00:21:00] turn was six in total, but it's really hard to get that to pop off. So I rather attempt to assassinate and get a guaranteed four, depending on my lethality, than potentially try and go for six. Um, so anyway, I don't know how much of that lines up with what Jacob said. Maybe we're saying the same things, but that is a rundown of how I would play the Assassin. Um In upcoming videos, we are gonna hit the other five classes that are available in the base game of Emanation, which is the Berserker, Druid, Judge, Oracle, and Summoner. Um, and we'll see how all of that lines up. Like I've said, Assassin is a really fun class to play. You're gonna have to let me know if that's a class you enjoy or if one of the other ones that I mentioned will be more interesting to you. And also, check out the game in play. See if you, like, agree with our strategies, if you find a new one. Just, uh, let us [00:22:00] know. Drop comments, ask questions. As always, like, comment, subscribe. Let us know how we're doing and we'll catch y'all next time
November 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=WLpxQkh_SVI Transcription DM Pet Peeves === [00:00:00] Welcome back to the Eternity TT RPG YouTube channel, where I go over different things in the tabletop role playing universe from the game my husband and I created to D&D to different tabletops in between. So this go around, I'm gonna talk about something that I think happens in almost every tabletop role playing game. Um, of course, D&D is the biggest in the tabletop role playing genre, so they're gonna be mentioned a bit, right? Um, with any tabletop role playing game, you always have a game master, dungeon master, GM, DM, whichever, you know, you wanna call it and use it, right? And the dungeon master takes so much time creating this beautiful story. This beautiful story with all these encounters, all these puzzles, the strategy, the bosses, and all these backstories, all these NPCs. It's just... It's like you're writing a book without writing a book, right? [00:01:00] So what can get kind of frustrating when you're a DM is that your party starts making decisions that you never expect, y- and you have to think on the fly. So here's some things that your parties do that you just, you kind of look at them and you go like, "Please don't make that decision," or, "Can we get through this?" Right? So one of the things that comes up immediately in my mind is that you spend 20 minutes, 30 minutes, a hour going over, is this an ordinary door or is this a trap? And you're, you're just sitting there like, "Just turn the doorknob. Please turn the doorknob." But you can't say that because, you know, you're trying to create this cool environment for [00:02:00] your players, right? So if you are a player, keep in mind your dungeon masters are not always doing something devious. They're just, you know, they just needed to put a door there 'cause it's going into a building. Please just grab the doorknob. Go in. Okay? Um, other thing that we end up seeing is that every NPC can get treated like a final boss, right? So one thing that's really fun with being a dungeon master is that you do a lot of foreshadowing, right? So this random person that you met in session one could end up coming back in, like, session 10, session 20, and end up being your final boss of the whole campaign. You don't know. So if you don't know as a player, of course, you're gonna be like, "Well, we'll see you again, I bet." Um, so there's a lot of suspicion around every person you encounter when they could just be a normal shopkeep, [00:03:00] right? So the thing about having a high suspicion is that your players, of course, could be really smart, and that's a really good survival strategy. But it's also just another, like, "Hey, guys, come on, it's literally just a shopkeeper that wants to give you this. Like, don't l- don't look too far into it. Please just let me keep going." Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. Um Other thing I'm gonna wrap back around for a [00:04:00] minute to, you know, is the door cursed or is it a normal door? When you encounter things like that, or even when you encounter an actual fight, the your players can spend, like, an hour planning how to attack this thing, planning how to attack this, like, goblin foe or whatever, and then it lasts barely two minutes because they spend all that time planning, and then they get to actually, like, encountering and you're just like, "Oh yeah, he's here to lead you here. He's helpful." Like, ugh, it shouldn't take you, as a player, hours to come up with a way to get through something, right? When it is just going to end up being two minutes of the game. Right? So one thing that I tend to talk about a lot, um, in my personal life is how we as a [00:05:00] society, like, we have gone to shorter entertainment. Like, movies are shorter, books are shorter, music is shorter. Like, I remember four or five minute songs, and now we're down to, like, two and a half minutes, right? So that's where I think, like, role playing games are headed a little bit, okay? 'Cause you can spend an hour planning it, your DM can create this masterful campaign, but sometimes we just wanna skip the boring parts. Is that so hard to ask? So moving on, now that I'm off my little soapbox. Um, another thing that we tend to do as players, and I am definitely guilty of this one, is we adopt creatures that the dungeon master isn't expecting, right? You just see this random thing in the woods and decide, "Oh, it's mine," and now the DM has to, like, weave it into the story because you decided to have it, right? So now you just, you just gotta deal with it and roll with [00:06:00] it, and dungeon masters, I'm actually supportive of, of this one, so think on your feet for it. Um, last thing that I wanna cover is that when you're dungeon master, you are thinking of, like, everything from A, B, to Z, right? Going over all the possible outcomes and you think you have them all. You think you have every idea that your players can come up with. And then you don't. Um, perfect example of this, my husband and I were doing a session of, uh, the game that he created, right? And he was DM'ing for me, and this, like, NPC went and kidnapped another NPC using her Nether Night magic, and I was trying to think, "Well, how can I track them down? What can I do?" Because we're in a paved city, obviously no tracks, like, what's gonna work? And one of the abilities that I had, [00:07:00] I inquired if it could detect any magical essence, because I knew that this NPC Nether Night was using magic to disguise themselves and get away faster. And my husband looked at me, and he was like, "That might be the smartest thing you've ever done." And I'm just like, "Okay, cool. I'm glad I figured something out." Um, but that's just a perfect example of how, um, people and your players can figure out something that, like, just works differently, right? Um, so with all of that being said, you know, DMs don't take it to heart, players don't take it to heart, but, you know, somehow we gotta keep meeting in the middle, and that's what makes a good, uh, gaming group. So let me know, as a DM, what's your pet peeve? What's the thing that has just bugged you to no end? Players, what do you think a DM should change, right? And then just [00:08:00] drop any, you know, stories, questions, anything in the comments. Like, comment, subscribe. Let us know how we're doing, and we'll catch y'all next time.
October 30, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=TicIZUlQV08 Transcription IMG_7957 === [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I go over different happenings in the tabletop role-playing universe, from D&D to the game my husband and I are creating. Um, as we all know, it is going on Halloween weekend, which is usually when we all get together with our tabletop role-playing groups and try to do a one-shot adventure. So for all of the last-minute DMs trying to throw something together for their friends, I've got a couple of ideas for you that I am just gonna rapid fire, okay? So first one, you have a haunted house that does not want you to leave. So your party is invited to investigate an abandoned mansion manor where a family mysteriously disappeared. Um, the twist in this is that the house itself changes its layout depending on the party's actions. So the rooms move, doors disappear, and the house seems to, [00:01:00] like, know the party's secrets somehow, right? Um, different encounter ideas in here is gonna be, like, animated f- um, furniture, possessed portraits, um, secret locations, and the, like, finale can be the house itself is a monster, so you have to, you know, figure out how the monster stays alive and how you can get out. Um, second one, we have the village that celebrates Halloween every night. So your, uh, tabletop role-playing party arrives at a village where everyone is celebrating a strange festival. However, nobody remembers the previous night, and the festival repeats it every single night. So you get Halloween every night. So you have different, like, strange villagers going on. You can start incorporating other, um, you know, Halloween things like scarecrows and werewolves and, [00:02:00] um, jack-o-lan-lanterns. Um, so then also finale with this one, your party discovers that the village is trapped in a curse, and you have to break the ritual before midnight of any given night that you're there. Cool. Um, third one, something is hunting in the woods. This is where we get our werewolves, our spiders, you know, all of our creepies. So travelers have gone missing near a forest, and the party's hired to investigate. So something can be following your party into there, but they never get a clear look at what is following them. So you start dealing with, like, false tracks and abandoned campsites, strange noises, and different things like that. You can even throw in environmental hazards in there, like a river, a bog, um, quicksand, that corn-- sort of stuff. Um, finale of this, a terrifying creature corners the party, and you have to choose how [00:03:00] to get past it. Um, moving on, the Last Night at the Graveyard. So local graveyard keeper hires the party to protect the cemetery during a night when the dead are supposed to rise. Um, twist with this, the undead aren't attacking randomly. They're all trying to, like, reach a certain spot, so you're trying to figure out how do you get to that spot, right? Um, you can have your skeletons, restless spirits, zombies, different kind of puzzles around the crypts and around the grave sites. Um, finale with this, the party uncovers the secret about the person buried there and why the dead are so desperate to get to them. Final one that I'm gonna try and finish this rapid fire off with is a Carnival of Curses. So a mysterious traveling carnival arrives outside of the town that you're at, and the visitors enter smiling, but nobody leaves quite the same. So the twist with this is, like, every [00:04:00] attraction is a magical challenge, and the carnival owner is collecting something from every visitor, so it could be, like, collecting their soul, their spirit, um, or you could go a bit more morbid with it and collecting, like, different parts maybe. Um, so encounter ideas with this is gonna be, like, cursed mirror maze, a rigged fortune teller, enchanted games, creepy performers like Cirque du Soleil style. Um, finale with this, the party has to defeat the carnival owner or escape the carnival itself. So that was super quick. There was five ideas for you to try and make a one-shot, hopefully before your, uh, one-shot this weekend. If not, you can always revisit this and do it anytime. I mean, why not have a fun one-shot to, like, break up what you're doing with your D&D group? So as always, like, comment, subscribe, drop different ideas down below, and we will catch y'all next time. See ya.
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