Lingering Shadows Part 5 - Campaign Stories

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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.


Ekern

Ekern and Vatra had shared rumors about the Black Mist Forest. Having no concrete evidence or knowledge, they planned on the “what ifs” of a situation. They were about to discuss how to funnel opponents to slow their advances until Vatra noticed DroGi in the other room opening the drawers. Ekern grew concerned when he noticed a blemish on the floor that didn’t shine light like the rest of the surface did. If he could see it from a distance, DroGi would surely see it soon enough.

 

They watched as DroGi continued his detective work. Ekern reached for the handle of his short blade in anticipation. This house was no longer supposed to be a final resting place for anyone, but secrets must be kept in the meantime. Looking to Vatra for orders, Vatra signaled to wait. “What are you doing, friend?” Vatra asked. DroGi had traced his fingers along the floor, tried to pry the cabinet away from the wall, then rested his head against the wall looking for something. Ekern exposed the slightest amount of blade from his scabbard and rolled his shoulder to loosen the joint.

 

Frustrated, DroGi pushed away from the wall, turned and told Vatra to meet him at the estate. Ekern turned slightly, allowing the weight of his short sword to drop softly into its sheath. He opened the door to allow for a quicker exit for DroGi just in case he changed his mind and decided to reinspect the bedroom. DroGi left without a word of thanks, leaving only behind the sound of clanking metal as he dropped off the step and rolled over a compact dirt walkway. Ekern watched as he leaned forward with every propulsion and thought how sad it would be to be such a strong soldier bound to a chair with what others would consider false hope. “That one is impulsive,” he said.

 

“Yes,” said Vatra, “and there is no changing it.” Ekern closed the door and turned to see Vatra now standing facing the bedroom. He was thumbing a black ring around his forefinger, similar in design to the one DroGi had been wearing, but his was a faded charcoal gray. “We need to be more careful.” He walked to the room’s entryway. Ekern followed and looked over his shoulder. He couldn’t tell what DroGi had seen on the floor that made him so fascinated with the cabinet, but he knew his intrigue was dangerous. Vatra turned to Ekern. “This will be the last time I come here. I have too many people looking into my whereabouts now.”

 

Ekern agreed and added, “We should have someone come and blemish this house. Its cleanliness makes finding imperfections more noticeable and raises too many questions.” Vatra agreed to this. “You can have the servants hold a party here.”

 

“The servants?” asked Vatra. “Why not the other house guards?”

 

“Too strong. If they get drunk enough, or rowdy enough, they may decide to throw one another or the furniture. If they notice that the cabinet is not moving, they’ll make it move.” Vatra nodded. “The servants, for the most part, are weak and timid. They’ll see the house as a rental and do their best not to damage anything beyond disrepair.”

 

“What would the party be for?”

 

Ekern thought for a moment. “One of the housemaids is with child and should be delivering within the next few weeks. One day, they’ll celebrate and give gifts. On another day, you can offer the space for the delivery. The blood, sweat, tears, and other liquids will stain the air and the floors.”

 

Vatra seemed disgusted by the idea, but also acknowledged the sense it made. “And, on a third day, they will have the celebration of the child’s life.” Ekern nodded once. “This is why you need to stay and take the lead in my absence.”

Ekern dropped his gaze away and thought about the conflict. He had a strong desire to protect his friend, but he also knew that he was the only one who knew of Vatra’s plan and the tasks that needed to be done. If anyone were to hear word of what the two were planning, the entire plan would unravel and everything they had done so far would be for naught. He also began to wonder if he had grown dependent on Vatra, then considered that they were partners, not a child to a parent. He asked, “Should we go?”

 

Vatra nodded and grabbed his robe hanging from a rack. Ekern opened the door, stepped out to investigate the safety, then stepped to the side to allow Vatra to exit. He looked into the small darkening house once more before shutting and locking the door. Still uncertain whether or not his father had spent his last day here, he felt a hollowness when observing the eerie space. If he could have it his way, he would’ve burned the house down months ago with at least one body in it.

 

Making their way through the streets, the locals greeted both Ekern and Vatra. “Have they already forgotten?” Ekern asked himself. People were tending to their personal gardens, sweeping the dust out of the entryway, and feeding the chickens or goats they kept. Average people doing average things, absolutely clueless to the happenings behind closed doors. Ekern supposed everyone had their own secrets, varying in degree of darkness. He knew he couldn’t stop all the violence in the world, the lying, the cheating, or the wrath. Still, though, he wanted to find a way for people to not have to resort to such actions. He believed the majority of bad things that people do to one another is out of desperation. No one wants to steal, but sometimes they have to if they’re going to feed their family. No one wants to have to lie, but to get a need they must. It’s usually the ones who have too much that indulge in the darkness of man. Rich men were taking advantage of poor people’s desperation to put food on the table or to protect their own. If a man were to refuse, it wouldn’t be a big deal to the rich man. They could easily find someone the next street over.

 

Ekern was well aware of Vatra’s snakes. He helped come up with the idea. The children were well taken care of without bringing suspicion to anyone. Each child was paid for their truthful service regularly. They’d all report to Ekern and no one else. Ekern and Vatra had come up with a communication style that involved a sequence of blinks and eye positions. The eye version involved looking to the corners, sides, up and down. Using the directions and up to three blinks signaled a letter or sound. Words being relayed were signaled to be sounded out rather than be taken as literal translations. Using this method, vowels were seldom used unless it was of dire importance. A forward gaze meant “I’m done”. A long inhale meant “I understand. Anything else?” A long audible exhale meant, “That’s all, no further need to stay.” Only the older children were allowed to communicate with the adults. When they were in their last year before being taken in, they’d find someone to replace them. The older kids would be taken as squires for Vatra’s personal guard or had their way paid to become a squire of a town guard. A newer system, but Vatra had already established a good number of snakes within the town guard. Some were employed by Vatra, then brokered a few out to the more affluent families. These snakes of the street were now snakes within a den. Vatra had a quiet loyalty within multiple households and was able to manage deals that fit his plan. As of yet, there have been no defectors. That was the benefit of treating a snake like family, you’re less likely to get bit.

 

Vatra was kneeling to be at eye level with a little girl no older than eight. Out loud, she was telling Vatra she had to buy a new tray and how she sold out of her shellfish and mollusks. She must be one of the newer relayers based on how young she was. A prospect would normally train with an older kid for roughly two years before they were taken off the street. Secretly, her eyes darted around looking like a nervous child trying to tell a story that went nowhere. Ekern was only able to catch a few words from his heightened perspective. He was able to catch “B.O.T.” for “boat”, “L.F.” for “elf”, and “K.P.N.” for “captain”. There was no letter “C” in this version of the alphabet. It would be replaced with an “S” or “K” depending on its sound. “Q” was left in to create the “ch” sound. Vatra pretended to give the girl a high five, covertly giving her a griever hidden away by his thumb and palm. She giggled as Vatra stood and tussled her hair. She ran off with a “Bye, Mister!” Ekern wondered if he would have been smart enough to be a relayer at her age. He doubted it, but liked to think he was smarter than he thought he was. The thought of a child that young being in the streets almost brought a tear to his eye, but he understood that life wasn’t always going to be fair and from this situation she would learn how the real world worked. In a few years time, she’d be off the street and working indoors. The moment had Ekern thinking about his sister, and reminded him how because of greed he could never see her grow into an adult and have children of her own. Her life and youth were stolen from her, and no one offered her a chance. This is why the snakes were created. It gave purpose to those society had turned their backs to. Regardless of what the parents did, the child should not have to be punished for their wrong doing. One day, he was certain, the snakes would be running this town.

 

The Journey

Before leaving Murgana, the trio took enough esper from Vatra’s state to resupply and obtain new gear. They rummaged through Vatra’s family’s underground vault to find anything of use. DroGi got stuck in a Soul Mirror for a moment, and the other two took advantage of its force to have the inhabitant tell the truth. It was more of a way to poke fun at the situation rather than obtain any pertinent information, but it brought a much needed humor before the three traveled the wilderness.

 

Using their obsidian rings, the three teleported to the Shield’s location and hired him to modify their gear for the travels and potential dangers ahead. Shield Rayl was a burly man they had encountered in a dungeon near the Ward of Bastielle. Indebted for saving him from being stranded beyond a deep crevice he became their official armorer with, what he considered, a “discounted rate.” The armorer's own armor was evidence of his skill. Intricate filigree work embellished his plates, depicting horses, mythical creatures, and symbols of protection. Embedded gemstones, each with its unique magical property, were strategically placed across the armor, providing both aesthetic appeal and magical reinforcement.

 

Heading south, they stopped in a small town of Seorim known for its healing waters. Testimonials and vague promises enticed Drogi to attempt these waters to the point where he spent a full week submerged from the chest down, hoping his legs would heal. At an esper a day, the results were surely a gamble. Iceliat would join him for the comfort and the second hand result of having his newly acquired blisters and old scars form new skin. Vatra, on the other hand, traversed the streets recruiting new snakes and attempting to build business dealings with the locals. Borrowing Iceliat’s ring, he traveled back to Murgana to orchestrate the means to bring two of the older snakes and leave them as hired help for two of the affluent members of Seorim. It would be their duty to further train the “baby snakes” and establish a network of communication.

 

After a week of soaking, DroGi’s results did not meet his expectations. Both Vatra and Iceliat suspected that his inability to walk was from the atrophy and deconditioning. DroGi wouldn’t accept this. He was able to walk short distances with the use of an assistive device, but it did not provide him with the warrior’s body he had grown accustomed to. DroGi’s anger erupted to the point where Iceliat and Vatra had to restrain him and pay for property damage already done. DroGi was able to obtain his sensation which needed some getting reacquainted with. It started as a dull, numbing sensation not being able to discern sharp from dull. Eventually he was able to feel temperature and precise pressure. Though his normal function did not return, the ability to finally feel his pants on his legs, his boots shift against his heels, and the weight of the food he’d lay on his legs were a sign of progress to him. His legs could help him propel by pulling with his heels giving his arms and shoulders a break from pushing. If he needed to, he could also kick off to perform a tactical retreat. He wouldn’t admit it, but he was thankful the other two stayed with him during that week.

 

Iceliat was able to conduct his business dealings with the local riverfront dock workers and his constant shipment of humans. The captain he met with was one he had grown to know well over the years, which made the exchange of information much easier and less time consuming. The less time he used to speak with a ship captain he, presumably, didn’t know, then the less suspicious it would seem. The lands around his home were still unaffected by the Phoenix and business continued to prosper. He informed the captain to relay the fact that he was heading to the Black Mist Forest as a precaution. He doubted anyone would come looking for him if they hadn’t heard back anyways.

 

Vatra

The three stood at what could be considered the entrance of the forest. It consisted of the clearest path of lightly compacted dirt to allow a smoother ride for DroGi and highest head clearing to prevent the need to duck as much as possible. As they pressed forward, the tracks left by a wheelchair and feet lasted only a moment before the dirt and moss leveled itself off again. The air was damp and humid making cooling off by perspiration impossible. Everyone’s clothes were holding water and sweat breaking down the integrity of their skin. A thickening fog grew in intensity the deeper they trekked. What was once a clear, noon day, had now been enveloped by a milky white vapor as clear as a dead fish’s eye. The trees, when they could see them, were too wide and unstable to attempt to climb. The canopy didn’t allow for light to shine through, not even enough to taunt them with illumination.

 

Making their way through, observing the ominous trees that seemed to stare, Vatra thought of the Treant, BloodRoot. “He knew,” he thought to himself. Vatra and DroGi had sought out BloodRoot during their first meeting and subsequent departure. Beyond the wizards at the university up north, he heard a rumor that BloodRoot would be the closest to know something about all artifacts and relics with magical properties. While DroGi questioned the treant, he couldn’t take his eyes off of him. Calm and precise with his wording, he pointed to Vatra and almost outed him. “How could he possibly know,” he thought. BloodRoot told him the trees spoke and shared secrets beyond any human’s, or human descendent, reach. This made Vatra realize he’d have to be more cautious than he thought was enough. Darkness and disguise would be his friend from now on. But first, he’d need to learn the most efficient way to practice these methods. Vatra considered taking care of BloodRoot as a loose end, but he also knew that treants tend to keep to themselves. His pointing Vatra out was more of a matter-of-fact rather than an accusation or judgment. Knowing this, however, if someone were to still question Vatra’s innocence, they would only have to pay him and visit and give him something he found precious or rare. DroGi attempted to offer BloodRoot water to get the information about the mirror they sought, but this only made him give his equivalent of a guffaw. Eventually, a mixture of threats and griever was enough to get the information DroGi needed to move on. Vatra didn’t want to be the cause of such a respected being’s death, but he also knew he couldn’t take any chances having gone this far in his plan.

 

The party reached the remnants of what they assumed was an old stronghold. Scattered wood planks used for scaffolding and a perimeter of shaped stone littered the area. Nothing man-made higher than chest height remained. Everyone picked a spot as theirs and proceeded to drop their gear. “Any idea what we’re looking for, DroGi?” asked Iceliat.

 

DroGi was removing his boots and stripped his wet socks off. He looked at his toes as if he were trying to willfully wiggle his toes, but nothing visible to the others was noticed. “Nelvis told me there was a lake, and in the middle of it should be what we’re looking for.” He wrung his socks creating a little pool to the side of his wheel.

 

Vatra didn’t expect much more than that to come from DroGi. Nelvis was pretty vague and distracted the last time they asked him for help, and Vatra had a weak moment of throwing a few books and papers into a fire trying to strongarm information from him. Vatra was certain if he were to be present in asking Nelvis for details they’d most likely be led astray. He leaned forward stretching his lower back, came back up and leaned side to side with his arms held high. Opening his eyes after the muscular release he saw in the distance what he thought was a clearing. It was obscured by the fog, but what he could make out was a tall, narrow darkness. Pointing, he asked, “You guys see that? Might be a clearing.”

 

“I don’t see shit,” responded DroGi eyes squinting and strained.

 

Iceliat, with his honed elven eyes, similar to Vatra’s, was able to see the darkness in the distance. His eyes were more attuned than Vatra’s, so he was able to make out a little more detail. “It seems to be swaying,” he said. “Not just swaying. I believe it’s moving toward us.” Vatra, now standing next to Iceliat, attempted to observe what Iceliat saw. As the figure grew closer and larger, they noticed that it was levitating. DroGi pulled forward, now also able to see the figure. They continued to watch as what looked like a long, dark robed essence approached. A skeletal frame was outlined and a skull could be seen when its body swayed softly into the little amount of light available. “Wraith,” Iceliat finally said in a silent surprise. Backing up and already calling upon his summon, everyone followed suit and prepared for an expected fight.

 

“Sword. Right hand,” DroGi reported. The wraith was holding a standard length sword with a bright, crimson blade. It was made of a metal unfamiliar to the crew and its characteristics seemed to shout that it was no ordinary sword.

 

Vatra and Iceliat positioned themselves equidistant from DroGi, to be within attack range and have a clear view of the creature. DroGi began his charge and performed a double swing. The wraith swiftly moved out of each blade's arc uncharacteristically for how slowly it approached them. With a low, guttural roar it raised its crimson blade and struck down onto DroGi. A blast from Iceliat was able to deflect the blade. Without looking, the wraith raised his sword once more and slashed downward. DroGi was able to perform an x-block with his blades, in time to prevent a devastating wound but still able to cut into his right trap. The exposure and contact with the blood made the blade glow brighter. DroGi’s eyes widened as his energy left his body.

 

Obviously not a mortal wound, the other two knew he must have fainted from whatever power the sword possessed. The wraith turned its attention to Iceliat and his summon. Vatra ran to DroGi’s side. He lay slumped in his chair, eyes closed. Vatra checked the cut to see that it had left what looked like an ordinary cut. It was deep enough to require stitching, but didn’t hit anything life threatening. He thought the sword itself must have drained his energy directly from his blood. His pulse was beating at a normal rhythm and his breathing was steady as if he was sound asleep. Vatra turned to Iceliat, still distanced from the wraith being held back by his summon. They made eye contact and Vatra signaled to retreat with a head jerk to the side. Vatra began to run pulling DroGi by the back of the chair, castor wheels raised, and DroGi reclined to prevent falling forward during the departure. Iceliat understood and released a blast at the ground near the wraith resulting in a large plume of dirt, debris, and smoke engulfing the creature’s sight. Iceliat tactfully retreated and circumnavigated the woods until he intercepted the others.

 

Iceliat took a rear guard position as everyone left the scene. “He’s waking up,” Iceliat said aloud.

 

Vatra scanned the area and noticed a more intact, small fort, “There.” They entered what was once a room, now only having three of its walls remaining and sky exposed. As the two runners caught their breath, DroGi regained full consciousness. “Any idea what happened,” Vatra asked.

 

DroGi, blinking hard and shaking his head, said “No. I felt the blade cut me, then a jolt went through my body. It felt like someone was sitting on my chest. I must’ve passed out immediately.” He looked at the cut on his shoulder, “Well, shit,” he said. He looked the others over and said, almost upset, “Not even a scratch on you fuckers, huh?” They shook their heads and looked around. “Still alive?” he asked.

 

Iceliat mentioned how he was able to strike the wraith a few times with his blasts, but they seemed to dissipate upon contact. The wraith seemed to hardly notice the impacts from both Vatra and Iceliat. “Maybe we teleport out of here, to Nelvis, and regroup. Try to figure out what we’re up against.”

 

Vatra, uncertain about the location, hesitated briefly before nodding in agreement. All three clenched their fists tight and thought of Nelvis. Marcelle Rasler, the advisor to the King of Kel-Nagrand and the one who gifted them rings, instructed them in the use of these rings and explained how they could only teleport to others wearing the sister rings. Marcelle, Nelvis, Shield, Old Briar, and the trio each had a ring. The group were offered six in total, but after news of Vatra’s warrant, he requested to have one back. Marcelle and Nelvis already had their own, so the two remaining rings were given to Shield and Old Briar. Before opening his eyes, Vatra heard DroGi say frantically, “The fuck?” He opened his eyes to see that they had not moved. He looked at the ring and noticed it had grayed as if it were depleted of charge. “What’s going on?” DroGi asked, confused and angry.

 

“The forest,” Iceliat said, biting his bottom lip quizzically. “Something dark is keeping us here.”

 

Vatra, peering around the wall, noticed the wraith slowly approaching as it had before. “It’s coming back.” Iceliat came to his side to confirm. “Any ideas?” Iceliat shook his head, pointed to his side and readied another summon with a flick of his wrist.Vatra saw this and wondered if he could learn this. He already had ideas for how something like this skill could be useful. Vatra shook his head back into the present, stepped back and said, “We don’t die today.” Closing his eyes, the color from Vatra’s skin began to disappear. His hair went translucent reflecting a blueish-white glow. The skin around his mouth began to wrinkle like old leather. His cheeks sunk in and his frame became more slim as if his body had been degrading for weeks in that single moment. Vatra’s eyes reopened exposing grayed irises and a deadpan stare. Taking his Lich form, Vatra now had a limited amount of time to aid in this situation. In a new, hollowed tone, he said, “Go.”

 

Vatra led the way pointing his staff at the wraith and unleashing a volley of fiery blasts. The few that did make contact dissipated as it had a few moments ago. Iceliat did the same and sent his summon to attack and halt its progression. The wraith’s sword was no longer as bright as it had once been and presented like an imperfect ruby. As the wraith forced the summon away, it gave its low roar and raised its arm to swing at Vatra. DroGi came from the side, one weapon blocking the blade, the other hooked between the grip and the wraith’s boney palm. Iceliat’s summon approached from behind and grabbed the wraith around its hooded head and pulled backward. A simultaneous blast from Iceliat and Vatra jerked the wraith backward resulting in DroGi being able to pry the sword from its hand. The wraith fought as it was dragged backward from the party. The crimson sword clanked as it hit the ground and rippled in a lightning of bright red.

 

“Ooh. Dibs!” DroGi declared. Vatra and Iceliat being distanced fighters paid no mind and watched as the summon continued to drag the wraith away. “Ho ho ho ho!” DroGi laughed as he picked up the sword. “This thing is swe-,” DroGi stopped speaking. Like before, his eyes went wide before he slumped into his chair unconscious. Contact with the sword, itself, drained him, not the cut. Without thinking, Vatra grabbed the sword, knelt, and shook DroGi. DroGi gingerly reopened his eyes looking at Vatra, “Oh come on. Again?” He shook and straightened himself up. “Well? The fuck?” He up-and-downed Vatra. “Why aren’t you passing out? You’re a little bitch.”

 

Vatra, still a Lich, stood and finally noticed he had been holding the sword for longer than DroGi could. In his hand the blade began to glow to a brightness similar to the moment DroGi had been cut. Vatra raised the blade, pointing it to the sky. “Well,” he began, then enunciated the next few words, “this is interesting.”

 

The sound of Iceliat’s summon and the wraith struggling had intensified then ceased. Looking over, the wraith had wrenched itself free and destroyed the summon. At its normal slow pace, the creature, again, approached the trio.


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.


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Rethinking D&D Design Conversations
By Jacob Tegtman May 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo Transcription [00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental [00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a [00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in [00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle [00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they [00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other [00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've [00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it [00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is [00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns  [00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.
“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
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