Lingering Shadows Part 4 - Campaign Stories

Read for fun, or for ideas in your own campaign!


This story comes from the community-created Share Your Campaign series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.


Drogi

 

Drogi’s eyes flickered open, going from blinding darkness to blinding light. As his vision cleared, he could tell he was in the room he once flew out of. Everything was cleaned and back in order. His arms felt heavy and his neck stiff. He heard a woman gasp just out of sight by his side. She skirted the bed into view, leaned in to make sure he was not only awake but aware as well. “H-how long has it been?” Drogi asked. The woman left the room as fast as she could. Muffled, Drogi could hear that she was trying to get someone’s attention.

 

He went through all his moving parts to see if they were, in fact, still movable. He went through his body parts like a mental grocery list. Leg: Still no. Hips: no. Lumbar lateral flexion and rotation: still good. Shoulders: shruggable. Elbows: heavy under covers. Hands: fist good. Neck: tight. Jaw: aching. Speech: “Fuck. Shit. Damn. Ass.” He chuckled to himself and sighed in relief, “Still got it.” His hearing started to improve, demonstrated by the ability to hear the footsteps approaching in a hurried cadence. He shrugged his shoulders and brought his arms out from beneath the covers. He rubbed the sand out of his eyes noting how big they felt as they rolled down his temple and cheek. He used his thenar eminence to push his eyelids up and around, massaging his eyes underneath. Reaching overhead, his shoulders popped and clicked releasing trapped gas and encouraging a short endorphin release. He followed that up by laterally flexing his neck in each direction feeling his range of motion return.

 

He heard from the doorway, “Drogi?” Vatra and Iceliat both entered looking like they have known months of peace. “Drogi, can you hear me?” asked Vatra.

 

“I can’t feel my legs,” he said, deadpan. No one laughed. “Ah. Just like the old days.” Vatra gave an order to someone at the door, to bring something to eat. Iceliat poured a glass of water as Vatra helped Drogi sit upright. Receiving the water, he thanked Iceliat. He drank, lightly choking on the first gulp. The muscles in his throat needed some retraining. He was sure it would be the same for his arms and core. Wiping the dribble from his chin, he asked, “Is she dead?”

 

Vatra shook his head and pulled a lip back. Iceliat answered, “She flew off after she dropped you.” He sat on the night stand and leaned his forearms onto his thighs, “Drogi? Do you know what that was?”

 

Drogi shared what he remembered and revisited in his dream. “Her name was Beatrix. She was an Empyrean soldier with the Supreme Guard. I told you about a mission we had in the Whispering Wood, right?” They nodded. “She thought I had led my men into a bear den, or something like that. She thought I was being negligent and questioned my right to lead. The Supreme Guard has a tradition which allows subordinates to challenge a higher ranking leader. For her to challenge me, she needed to go through a chain of command. She killed two people to get to me. No charge against her because it followed our ways and technically didn’t do anything wrong.” Drogi stopped to readjust against the potential bed sore that may have formed under his sit bones. He completed the story, sharing the fight, the stab, and the end result.

 

Vatra, clearly upset, responded, “Okay. There is a lot to unpack here. First of all, you were stabbed in the spine and not cursed. What the hell were we looking for?”

 

“It’s not my fault you interpreted what I said as a curse!”

 

“You said you were looking for a cure! An artifact! That’s not how spinal cord injuries work!”

 

Iceliat remained leaning forward, this time elbows to knees, and face in hands. Empyreans and Ateri were proud of their intelligence and forgot that not everyone was on the same level as them. Drogi was a great soldier, not a scholar. Iceliat shared, “I suppose we all do things in desperation.” Drogi looked at him, mouth open, but with nothing to say. He closed it and turned his head away.

 

Vatra turned his back on the two and dropped his head, heavy with frustration. He ran both hands through his hair and inhaled deep, then exhaled longer and in control. “I’m sorry. I get it. I’m sure you were acting out of hope.” He turned back. “So, do you have any idea how she’s alive? It sounds like you almost cut her head off. Even if anyone tried to save her, she wouldn’t have been able to make it out of those caves alive.”

 

Drogi collected his nerves and asked for his chair. He tried to transfer on his own, but his elbow joints weren’t used to stabilizing him during a pivot yet. Iceliat helped him complete the transfer. From what he remembered, the chair should have been dented and bent more than it was. The two must have commissioned someone for repairs and replacements. The drive wheels spin on ball bearings now making for a smoother glide. The tires were wider allowing for maneuvering through dirt and mud, it increased stability but decreased speed. The backrest sat a little lower allowing for improved scapular range of motion. The companion handles placed by the previous builders had to be removed. This would improve his swing and seated rotations.

 

“I literally just woke up,” Drogi pushed away, “can I just have a minute and something to eat?”

 

Drogi stopped at the stairs and looked down. They seemed like more than one story worth of steps. He turned back and propelled to the den. Iceliat and Vatra sat in what would become “their spot”. Vatra had a servant bring a folding table large enough for a family style meal and another servant bring a honey roasted duck, smoked fish, steamed vegetables, and an apple spiced mead. Drogi attacked the feast like a wild animal and ate more than he should have. Every bite seemed like his first. He bit his lip multiple times but he was undeterred. The crispy skin of the duck was like candy. The smoked fish was salty and paired with a sauteed mushroom gravy. He was burping bits of chewed food back up his throat and painfully hiccuping for the rest of the day. He didn’t touch the mead and opted for water with lemon. His stomach was distended, but he was content with the discomfort.

 

Pretending the discomfort is what prevented him from descending the steps on his own, he asked two guards to help him down. One grabbed him from the back and under his pits, while the other managed his legs. He was seated on the reclining chair as someone else brought his chair. Drogi was close enough to the exit to hear a wind chime sing in a tubular melody. He stared out a window that overlooked a part of town he hadn’t visited. “We could just stop,” he thought to himself. “We can call it here. The Phoenix is too much for us, I’m sure. I couldn’t even handle someone I had already killed. What chance do we have of challenging what could be seen as a micro-god? I could just spend the rest of my days here. Maybe find a nice woman who could tolerate me. She wouldn’t have to for very long if the Phoenix is doing what I think it is. No. I’m just feeling weak and pitiful. One last adventure. Finish what I started, save the Isles, sleep with a woman.”

 

Drogi’s train of thought was interrupted by Iceliat and Vatra descending the steps. “We need to talk,” Vatra said. “I’ve had a thought, vision, memory, or what have you.” Iceliat leaned against a wall, arms crossed, and one heel propped up. Drogi sat opening and closing his fists, trying to reawaken his grip strength. Vatra continued, “What do you two know about the Hallowed Ones?”

 

The Hallowed Ones

 

Beatrix’s body fell for what, to her, felt like a lifetime. Though unmoving, she was still alive and conscious. She felt her brothers maneuver her body onto the tarp and wrap her up like a swaddled infant. Her anger kept her awake and alert. The air felt increasingly cold as the shroud became unwrapped around her head. She was falling facing upward, still able to see the moonlight from the opening. “Drogi,” she thought to herself. She tried to speak, but the tendons that held her mandible to her maxilla had been severed. She choked on a piece of clotted blood and coughed a mist of crimson. She felt herself fading and knew that very soon she was going to hit something solid. She hoped that was the case, so it would be a fairly quick death. If she were to hit water and survive long enough to drown, she quivered at the thought.

 

Eyes blinking independently, Beatrix started to feel a hollowness in her thought process. Words came to her like memories or auditory hallucinations. During missions, she often thought about what the experience of death was like. She dreamt of dying multiple times. It was always the same. She would close her eyes, feel her breath slow, and on her final exhale, there would be silence and darkness. Then her mind would linger thinking that it was still alive. “You’re not dead,” it would say. “Just open your eyes.” She’d tell herself if she got up her death might not be as peaceful. She was in a moment of complete content. If the reaper didn’t come to claim her now, she’d be too afraid to die again. When she would finally give in, she would awaken wherever she laid to rest. She believed her dreams of death readied her for this moment. Once she hits the ground, she’ll wake up and complete the next mission. “It’s just a dream,” she told herself.

 

Her breathing slowed. Her mind started to talk itself down in an internal whisper. “Beatrix,” it said, sounding like a whisper in an echo chamber. “Beatrix,” it said again. Her brows furrowed in confusion. “Open your eyes, Beatrix. Open them. See us.” The voice prolonged the word “see” and enunciated the “s” in “us”. She never called herself by her name, only “soldier”. She opened her eyes to the complete darkness. The shroud had completely unraveled, but remained pinned to her top, freeing her arms and legs. “Beatrix,” it said again. “We can save you.” Every word was prolonged and echoed. Beatrix had no need for saving, she knew there was no going back after this. “Heal you. Accept us. Let us in. Accept us.” Every word was stretched and never grew louder than a distant whisper.

 

“Do whatever you want,” she thought, giving up. “I’m done.”

 

Excitedly, the whispers said to themselves, “She said yes. She’s allowing us. She accepts. Go now.” Beatrix heard the words, but thought nothing of it. She believed these sounds were the brain trying its best to reconcile the impending death. “Mine. No mine. Ours. Yes, ours.” It was like listening to children argue over ownership of a toy.

 

Beatrix’s descent began to slow, like falling through water without the splash or being caught by guiding, loving arms. Her body was lying flat, arms and legs splayed out, head and neck supported. “Is this what a soul leaving its vessel feels like?” she thought to herself.

 

“No,” she heard a hundred hushed voices say in turns. “No soul. Body. Ours. Free.” She felt the supporting mass begin to envelop her. Small arms reaching and hands grasping for whatever piece of cloth or skin they could. “Ours,” they continued. “Mine. Ours. Ours.”

 

Beatrix lay in a pool filled with thousands of black wisp-like amorphous figures. Arms the length of a rat or raccoon pulled her deeper into the crowd. Some of the figures, about the size of a common squirrel climbed on top of her front, scurried and bounced. She continued to lay, accepting the sensation, still believing that it was her mind playing tricks. Only once the pulls and tugs began to cause additional pain did she open her eyes. She believed death wasn’t supposed to hurt once you’ve accepted it. Hands and claws tugged at her loose mouth skin, her lips, ears, each finger being splayed and tractioned. Something moved beneath her clothes. She attempted to use her arms to pry off the very real critters, but she was immobilized without any give. Fear began to creep back and confusion overwhelmed her.

 

A hand, then three, grabbed at the already torn skin of her right cheek and began to tug and pull. Her neck tensed and eyes widened as she felt the flesh give and tear. Her loose jaw made what a scream should have been sound like a drowning roar. More hands went for her face, some holding her by the mandible, some holding her by the maxilla, and they pulled in unison in opposite directions. Whatever tendon that was still in place lost to the tension resulting in her jaw being a loose piece of skin that happened to have a bone in it. More force was applied downward ripping into her neck and platysma. Something crawled into her mouth and tried to force its way down her throat. Another one of these things wanted the opportunity and yanked that one away. These things would take turns trying to be the first one to crawl through this opening.

 

She felt her orbitals being exposed by her eyelids being pulled back, and feeling pressure on her eyes like a dog trying to make a comfortable lying surface. Something tried to reach into her lacrimal gland but found nothing and retreated. Clumps of hair were being torn out leaving small bleeding patches. She couldn’t feel as every muscle in her limbs were being bored into and detached from its insertion point. Her fingers had been broken in opposing and random directions exposing bone and sinew. Both elbows and knees were bent backward. Each long bone was broken no less than three times. The whispers continued expressing their greed to one another as Beatrix’s nervous system shut down. She could no longer feel what was happening and could only see the moonlight above her shrink away and be eclipsed by these monstrosities. After the first creature successfully made its way through her mouth opening, others followed, distending her stomach and entrails. In a moment, they would find an exit. Beatrix, fortunately faded away before she could experience this.

 

Unwitnessed, the imp-like demons continued to pull, tear, and bend her body every which way. Her body was completely exposed, the clothing having been removed and discarded. Her body was at the whim of these destroyers to be molded however they saw fit. “Fix you,” they would say thousands of times out of sync. Every strand of hair was pulled from her body: head, brows, body, pits, and privates. Her blood was drained and replaced with something black and viscous. Her teeth had been sharpened, gum receded, and her jaw placed back into place. She was being reassembled and realigned. Some of the creatures moving around her skin sat and sank into an ink that would swirl and stain. Her bones were realigned and increased in density. Her muscles were reattached with increased muscle fibers. Her arms and legs were elongated for reach. All her fingers were lengthened and ended with a pointed, curved bone. Her cheeks had been joined together and smoothly connected. Every muscle fiber could be seen pushing outward through her skin. She was becoming the perfect vessel of anger and wrath. She didn’t know it yet, but her second chance was coming.

 

As Beatrix’s eyes began to open, the little voices hurriedly said to one another, “Hurry. Hurry. Awake. Wake. End.” Beatrix was still being supported by the amorphous black wave, this time she was free to move. She began to sit up and the wave followed to support her. She tried assessing the damage, but it was still too dark to see anything in detail. She thought everything had been a dream, but was reminded once she looked up and saw a flicker of daylight coming from a distant opening. She was sure that she was in the cave’s pupil. She stood and reached in a “Y” position. She could tell she was nude, but rather than feel exposed, she felt powerful. Her arms moved effortlessly and felt as light as down. The voices whispered to her one at a time, “Fixed you. In you. Strong. Together. With you now.”

 

She tried to look around to see the source of the voices, but still nothing. She looked up again. “Get me out of here.”

 

The voices, now excited, whispered, “Wings. Fly. Flight. We can. Let me. Me. Let us.” Out of sight, hundreds of these sprites formed into a whirling mass that attached themselves to each of Beatrix’s scapulae. They dug through the skin painlessly and fused to the bone. As the frame of the wings began to take shape, Beatrix began to lightly beat her wings. This would continue until each wing was about twice the length of her height. When she finally reached lift, the swirls stopped. The voices , proud of their work, said “Fly. She can. We can. Fly.”

 

Beatrix took a hand and felt where her cut had been. Dissatisfied, she took the clawed thumb and traced in a new cut on each side mirroring a scarred version of her previous injury. “Why? Why? Fixed you. Why.” the voices asked.

 

Beatrix, feeling blood trickling down her jaw, continued looking upward as she elevated. “A reminder. I want him to remember.”

 

Vatra

 

Vatra stood in the center of his father’s secret room holding a lantern exposing the rusted instruments used on who knows how many victims. Everything was as his father had left it, except for the vacant space between a set of blades. This is a room of embarrassment and shame. He had no intention of allowing any word of this to reach the townspeople. Intermittently, one day at a time, one bucket or bag at a time, someone would visit this place dressed as an out-of-towner and fill this dungeon of sorts. Maybe in a few years, when the earth has been compacted and leveled, he would repair the hole that hid the spiral stairwell and place a proper cabinet in its place. In time, the small house will be converted into a small shop to sell something mundane. He thought about a toy maker or a cobbler. Something innocent to paint over the blood soaked earth.

 

Vatra ascended the steps and squeezed past the shifted cabinet. Ekern was standing guard at the doorway facing out. He put everything back in its place and engaged the locking mechanism. “Should be good,” he said.

 

Ekern relaxed his posture and walked into the living area. He placed his weapon and helmet on a small table, then sat in one of the rocking chairs. Everything was dusted in Vatra’s absence. He wanted the building to look as occupied as possible to prevent squatters from breaking in and potentially finding the stairwell. Ekern was taller and much more physically fit than Vatra was. The starving little boy he had once been, grew to become an elite member of the house guard. Informally, he was Vatra’s personal guard. He stood six inches taller, shoulders were about a foot wider, and kept his hair short to never be in the way of his eyesight. His choice of weapon was a longsword, but was well adept at anything put into his hands. To become the man he is now, he focused on nothing but training and controlling his willpower. If he wanted someone dead, they would be. “Now that he’s awake, how long do you think you’ll stay in town?” Ekern asked, hoping the answer would be “forever.”

 

“We will probably stay in town for a few more nights, less than a week, to train Drogi’s muscles somewhere close to where he was before.”

 

“He was stabbed in the spine, right? Besides some serious magic, there isn’t anything to be done for that, right?” Ekern wasn’t wrong. Once a nerve is completely severed, both sensation and mobility are nonexistent. “Even if he did get feeling or mobility back, his legs are so atrophied that they wouldn’t be able to functionally maintain his weight. He’d need years of training just to balance without a cane.”

 

“You’re right, absolutely, but I gave him my word that I’d help him find an artifact. Whether it works or not, once we find this mirror thing, I’ll come back home.”

 

“And the Phoenix?”

 

Vatra took a moment, dropped into the other rocking chair, crossed his legs into a figure four, his back pressed the back rest, and clasped his hands behind his head. Vatra considered it, but remembered how it carried the three men effortlessly and dropped them into the ocean, and that was in the bird’s infancy. It has been close to a month since, and he couldn’t imagine the size and strength the beast has reached. “Well,” he started, “it has been a while now and we haven’t heard anything about the Isles getting attacked or anything dangerous happening in the surrounding area.” He craned his gaze upward, and continued, “While I’m away, I’d like to make connections with the towns we pass. With this new common enemy, everyone will have a reason to come together.”

 

Ekern nodded understanding what he was saying about putting the Phoenix concern on hold. He leaned forward and rested his elbows on his knees. “Vatra,” he started to say with an uncertainty in his voice, “I’d like to join. I can help.”

 

Vatra would have loved nothing more than to have his friend by his side. Everything they had been through together and everything they shared made them more than brothers. In another life, they could have been soulmates. Vatra reluctantly responded, “I wish you and I were the only ones going, honestly. But I need you here. You’ll be the one taking the lead of the house guard.” This was a surprise to Ekern. “Don’t be surprised. People will assume that since you were willing to shift blame to me, that you were more loyal to my parents. It’ll make me look merciful and without a grudge. It only makes sense to promote you to this position.” Ekern leaned back unsure of what to say. “We’re going to change the way things are in this town. We’ll expand when the time is right. This can’t be rushed.”

 

“I trust you, Vatra.” Ekern was looking ahead, unsure of what to do next. “Of everyone I know, you’re the only one who can hurt me now.”

 

Vatra didn’t know how to respond. They sat in silence for several moments before a pounding at the door jostled the two upward and rotated. Vatra hummed to himself and stood. Ekern stood as well and grabbed his gear. Placing his polished metal helmet with the cheekbone guards and red tassel snuggly onto his head. He held his sword with arm low and extended. “Let me,” Ekern said. “Look like you’re reading.” Ekern approached the door. The thumping continued in raps of three. Everything sounded low level to Ekern, but this sounded especially low. He thought to himself someone was crouching, ready to attack. Then he calmed himself. It’s daylight and nothing like what he was thinking ever happened in this town. He relaxed his shoulders. The thumps came again, same height, same intensity. The two already knew who it was.


DroGi

 

“If I have to knock one more time, I swear I’m going to,” he thought to himself. The door opened as if the person behind was expecting guests. A large man, broad at the shoulders and padded with fine clothes looked down at him. He could see his eyes in the crack of his barbute, intense but suspecting. He could tell the man pitied DroGi’s situation and thought of him as an invalid. “About time, you shithead.” He tried to push himself past, but bumped into the guard and rolled back slightly. DroGi looked up angrily ready to spew profanities, then he saw the man coyly smile and step to the side. DroGi was jealous for a moment, remembering his own feats. He wondered if he’d ever be the warrior he once was. He prayed that his hope wouldn’t break his heart.

 

He propelled into the small house and saw Vatra sitting in a rocking chair, legs in a figure-four, reading a velvet lined book. DroGi thought less of the intellectual types. He believed they weren’t real men, as they stayed behind in the comforts of their homes while men like DroGi died in the fields. “Of course you’d be reading.” DroGi looked around this unremarkable house and pictured himself living in something like this after he retired. Unfortunately, he knew, there was no retirement for an injured soldier who left his company without a word. He was technically a deserter and deserters were not well respected. Living on the streets for someone going absent would be a privilege. This ignited a new anger inside of himself. “You know there are soldiers out there who have family that don’t know if they’ll ever see their loved one again? That those families are sitting in a house smaller than this, with dirt floors. And what do you rich people do? Sit and read and eat figs while they eat sticks and leather. Why is it that the ones with less fight for the ones with too much? If you’re all so smart, why don’t you all come up with a solution? Why don’t you fight your own wars, huh?”

 

Vatra uncrossed his legs, placed his book on the small table and stretched his upper body with rotations and reaches. He moaned in relief and smiled. “You’re right.” This caught DroGi off guard. He was expecting an argument. “We are smart, Vatra continued. “We’re so smart that the solution we found was to have people like you fight our wars.” DroGi rushed forward. Vatra, expecting this, moved the second chair in his way, creating a barrier. “Calm down, DroGi. It’s a joke.” He laughed. “I didn’t send anyone anywhere. That’s above my level.” DroGi halted his aggression, lifted the chair, and threw it against a wall, just as a way to demonstrate his power. Vatra ended with, “Politics is just a bunch of old men arguing about the best way to control dogs.”

 

“Dogs,” DroGi said to himself silently. He thought back on his training in a flash. “We obey commands, speak when given permission, and live within quarters on a short leash,” he thought. Then, he pushed the idea out of his head. “No, no. That was just during training. We had the choice of what to do next. And,” he paused internally, “punished if it was the wrong choice.” DroGi shook his head to stop these thoughts and said out loud, “Listen, fucker, it’s time to go. We’re heading south.”

 

“Oh?” Vatra, satisfied with his jest, leaned back and inquired, “Why south?”

 

DroGi took a minute before answering. He was taking time to absorb the environment around him. A few of the shadows that normally followed him were present, so were others unfamiliar to him. Staying in place he checked all the corners and the ceiling. Nothing obvious to be seen. Some of his shadows were grouped in the one extra room of the house looking at something out of sight to him. “First off, this house reeks of death.” Vatra and the guard looked at one another, then back to DroGi. He shook his head and returned his attention to Vatra. Thumbing his now grayed obsidian ring, DroGi said “I went and saw Nelvis. Without you around he’s a little more talkative.”

 

Vatra looked at DroGi’s ring then his own. He had put together that he used Vatra’s location as his return point to town. As if coming back from a train of thought, he began to say, “Yea, I don’t know what I was thi-”

 

“Shut up,” DroGi cut off. “He told me he’d heard stories about another mirror in the Black Mist Forest.”

 

“And?”

 

“‘And?’ And we’re going! Fuck, let’s go, already!”

 

Vatra looked to his guard, “What do we know of the Black Mist Forest?”

 

DroGi tuned the conversation between the two out as he went back to scanning the area. His hearing became honed in the room. The shadows were gone, but he still felt a presence. The room was too perfect. No dust, no scratches, nicks, or blemishes. The window sill wasn’t sun damaged, the floors looked as if no one with shoes had ever stepped foot inside, and the walls behind doors were smooth like the doors must have been slowly opened enough to allow a person through and nothing more. He pushed off as the other two continued their planning.

 

At the entrance of the bedroom, he could smell citrus cleaner. The living room smelled of old books and potpourri, so he wondered why would this room be the only one to smell as if it were cleaned. He rolled toward the bed and pressed on the layer of skins and furs. It was cold on his callouses, but inviting all the same. He imagined what it would feel like for the furs to brush against his skin and what it must’ve felt like to kick his legs underneath. He shook that last thought from his mind and continued to inspect. He checked under the bed for dust, but found nothing. He thought this house was too perfect, and the idea of something being perfect is usually a mask for something else. He liked to think you could tell a lot about a person’s mindset by the house they kept. A cluttered house usually meant a busy mind. A clean house usually meant the person either had a housekeeper or thought methodically. This house, on the other hand, did not match up to the other men in the room. The guard was too large, robust, and heavy in stature. The bed would be too small for him, the rocking chairs and small tables were not his style as they would barely be able to maintain his weight or the amount of food he’d need to eat to sustain his physique. Vatra, although rich and can afford a housekeeper, didn’t maintain this type of cleanliness within the mansion. He also had a much larger staff there. So, unless he sent the entire service to this particular place to maintain it, there was no explanation. This house was wrong. He looked back into the main room to see the men clarify questions and tactics. DroGi scoffed at the idea of making a plan with a house guard. He wondered what they could possibly know about the world outside of these pampered walls.

 

His attention turned to the single cabinet placed against a wall. Nothing fancy, but it was nicely smoothed and waxed. Like all the other objects in the house, it was unscathed. He was feeling nosey and decided to look inside. The drawers slid open without a sound of friction, as if moving effortlessly through air. Whoever built this was a master of their craft. Upon opening one of the other drawers, he could tell it didn’t slide as smoothly. It was like an annoying splinter had found its way loose and jammed itself into the track. There was nothing in any of the openings, so he closed everything. He reversed enough to allow his legs to swing past the piece he found to be a work of art. As he turned, he felt his drive wheels and hands dip slightly. It was almost unnoticeable, but with the perfection of the rest of the house it might as well have been a hole to the nether world. He wheeled past, then rotated the half circle to assess the imperfection. There were pressure marks that followed a symmetrical, curving path. They led to three of the legs of the cabinet, meaning one must have been the pivot point. He reached down to feel the indention to make sure it wasn’t a trick of light. It wasn’t. His fingertips followed the tracks back to the cabinet and held it by the bottom rim. He tugged lightly and felt a slight give. He tugged even harder resulting in the doors jostling, but still, the cabinet did not budge from its spot. He sat upright and inspected the narrow gap in the back between itself and the wall.

 

“DroGi?” He heard from the other room. “What are you doing, friend?”

 

He scoffed at the word “friend”, then responded with a hollow echo cheek smashed against the wall, “This place smells of death and citrus.”

 

“Maybe the cleaners had to clear out rats,” someone said.

 

He thought to himself that no living creature beyond a human has entered this house. He knew the signs of rats. They would chew on corners and edges. The idea of the cleaners coming in here, sanding everything down, then ridding the space of dander and splinter was beyond belief. “There has only been one family of rats in this house,” he said, squinting into the space looking for any sign of abnormality. He sat back and turned around, “I don’t have time for this shit. Come on, let’s go. I’ll see you at the mansion. Grab your shit. We need to see Shield.”


Author Credit

Sean Kuttner

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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.


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By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
One-Shot Wonders holiday adventure pack blog image
By Jacob Tegtman December 15, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=4kh5bY2opoA Transcription The holidays just got more magical… and a little chaotic! Today we’re unwrapping the brand-new One-Shot Wonders: Holiday Adventure Pack on D&D Beyond, perfect for your next winter game night — whether you’re running one session or surprising your group with some festive mayhem! This pack delivers not just one, but five holiday themed adventures that you can run in about 3 hours each — from silly toy factory break-ins to battling puddling gremlins and more!” So what exactly is in this Holiday Adventure Pack? The pack includes five standalone adventures, each designed for a specific level range, from early Level 1–2 play all the way up to Level 11–12. Each adventure is built to be completed in a single three-hour session, with minimal prep required and optional guidance for scaling difficulty up or down depending on your party. Included are also five fully illustrated battlemaps, featuring festive locations like a toy factory, an ice castle, and a grand holiday banquet hall. These maps are compatible with D&D Beyond’s Maps VTT, making them easy to drop into both in-person and online games. Additionally, you can have fun with three brand-new monsters: the Great Fir Drake, Pudding Gremlins, and the Snow Sphinx. Sometimes I feel these kind of holiday-themed monsters add charm to end-of-year games, and other times, I think it’s a bit of stretch to add them because they can feel a bit gimmick-y. But these ones, I like. Each creature comes with full stat blocks, original art, and lore, giving DMs memorable seasonal threats that still feel mechanically distinct and interesting to run. One thing I really like are the four new playable species, including a Frosty-inspired Snowborn, a humanoid reindeer known as the Tarandus, the tree-like Hederan, and the fox-folk Canisar. These species are fully integrated into D&D Beyond’s character builder, making them easy to use for one-shots or even longer campaigns. The reindeer-people kind of freak me out a bit, but I’d play a snowborn. Rounding things out are twelve new magic items inspired by the Twelve Days of Christmas. These items lean into festive flavor while still offering practical in-game utility, making them fun rewards that won’t feel out of place at the table. If you’re like – well – most of us, getting everyone together during the holidays is tricky. That makes one-shots like these a pretty decent solution — fast, fun, and filled with seasonal character. And, often chaos! At $14.99 for the whole pack, it’s only about $3 per ready-to-run adventure , and that includes a lot of bonuses with the special holiday races, monsters, and 12-days of Christmas items. Overall, not a bad value for some D&D holiday cheer. So there you have it — a festive, fun, and flexible way to bring your group together this winter. Whether you’re gifting this pack to your DM or grabbing it to run your own seasonal session, the Holiday Adventure Pack on D&D Beyond is a great way to keep your table rolling into the new year. I’ve got a link to D&D Beyond in the video description for you, below, in case you want to pick it up! That’s it for today! Hit LIKE if you want more holiday game ideas, SUBSCRIBE for D&D news and tools, and let me know in the comments — which adventure would you run first?
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