10-Dragon Themed Adventures: Black Dragons to Gold Candy Dragons

Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JR5wS-kJOzQ&ab_channel=EternityTTRPG


Transcription


Your paladin steps forward… and WHAM! A giant rolling pin smashes down from above. They stand up—dazed, frosting-covered—while a gold dragon named Briochebane cackles in the distance. Yep, that’s a real scene from the new Dragon Delves anthology… and we’re just getting started.


Welcome back to Eternity TTRPG—your tavern table for all things D&D. Today, we’re diving into Dragon Delves, the first adventure book using the new D&D rules, and spoiler: it’s got more dragons per square foot than any book in 5e history.


Dragon Delves is a new anthology featuring
10 short adventures for characters Level 1 to 12—each centered on a chromatic or metallic dragon.


It just officially became available for print, but early birds who preordered got digital access back on June 24 via D&D Beyond.


Heads up, these adventures don’t lean too hard into the new mechanics. No Bastions, no major spell reworks, just clean integration.


Let’s talk dragons—and the 10 tales where they shine—with a quickfire adventure rundown:

  • Death at Sunset (Lvl 1): Green dragon in a cursed forest. The party investigates vanishing villagers and a creeping forest blight tied to a green dragon’s lingering influence.
  • Baker’s Doesn’t (Lvl 3): Gold dragon + evil male hag in a gingerbread house. It’s as wild as it sounds. A halfling bakery is set ablaze by a gold dragon, leading to a confectionery showdown.
  • Will of Orcus (Lvl 4): Cultists, silver dragons, and a haunted temple. Cultists worshipping the demon prince Orcus draw the attention of a silver dragon—and your group is caught in the crossfire.
  • For Whom the Void Calls (Lvl 5): A telepathic Bag of Holding stolen by a dragon begs for rescue from inside a surreal, brass-dragon-infused dungeon.
  • The Dragon of Najkir (Lvl 7): The players sail to a remote monastery to find shipwreck survivors—and discover a deeper mystery involving a brass dragon.
  • The Forbidden Vale (Lvl 9): summed up as the “red dragon arsonist.” A wildfire-wielding red dragon threatens the region, and the party must stop the blaze before a town burns to ash.
  • Before the Storm (Lvl 10): Pirates, a magical talisman, and a deadly black dragon all collide as the party fights to save a coastal village.
  • Shivering Death (Lvl 11): A mysterious heatwave in the frozen north hides the white dragon, “Shivering Death”—and a chilling magical conspiracy.
  • A Copper for a Song (Lvl 12): Music-based soil revival. Seriously. To save a dying land, the party must recover lost verses of a magical song blessed by a whimsical copper dragon.
  • Dragons of the Sandstone City (Lvl 12): Deep beneath the earth, the party must thwart a ritual powered by a blue dragon in a crumbling desert ruin.


Here’s something cool: Three adventures—Baker’s Doesn’t, Najkir, and Copper for a Song—are fully playable with just one player and a DM. Not solo in the “no DM” sense, but designed for low-prep, high-impact duos.


They use a new buff called “Blessing of the Lone Champion” that gives you temporary hit points and Heroic Inspiration during key moments—essentially letting one player survive boss fights without backup.


This might be the most aesthetically daring D&D book ever. Each adventure features original art by different artists—ranging from '70s-style psychedelia to clean manga-like minimalism.


The standout? That weirdly awesome cartoon gold dragon in a land made of candy. According to GamesRadar, it’s both hilarious and memorable.


Bonus points, from my perspective: the layout is streamlined and easy to DM. Read-aloud text, maps, and stat blocks are all neatly embedded with minimal page-flipping.


Can you run all 10 together as a single campaign? Kinda. The adventures are pretty disconnected—so if you’re going full arc with the book, expect to DIY your narrative glue. The book offers light suggestions, but it’s not a full storyline in the way Curse of Strahd or Out of the Abyss.


Still, if you want dragon-centric episodes that drop into any campaign? This is perfect.


So, is Dragon Delves worth it?


Yes if:

  • You want quick, dragon-themed one-shots.
  • You like wild variety in tone and art.
  • You DM for casual or solo players.


But, maybe not if:

  • You’re after one huge epic campaign, and don’t want to put in any of your own work to connect adventures.
  • Or if, you want deep rules content, or fresh mechanics with the new D&D system.


My verdict?

Dragon Delves doesn’t reinvent D&D or anything crazy like that—but it does remind us why dragons are in the name. It’s silly, scary, creative, and at times downright heartwarming. Plus, no one can *really* be angry about a bunch of adventues centered around dragons.


So, let me know—what’s your favorite dragon color to face? And have you ever been flattened by a rolling pin in a dungeon?


If you liked this video, roll a natural 20 on that Like button, Subscribe for more D&D news, and let me know what you want to see next. Catch you the next time we roll for initiative!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

A frog-like character in armor next to the book
By Jacob Tegtman August 13, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=yrFz0Vj0nWs&ab_channel=EternityTTRPG Transcription Heroes, villains, and… frogs. Today we’re cracking open Daggerheart to look at every single class you can play. We’ll see which ones feel familiar, which ones bring something fresh to the table, and which ones made me go—‘Wait, I can do THAT in combat?’ If you know your D&D, Pathfinder, or other fantasy RPGs, you’ll recognize some archetypes—but Daggerheart’s twist is how it mashes them together with its Domain system. So, grab your character sheet and let’s roll in.  Welcome back to Eternity TTRPG, your go-to tavern table for all things TTRPG. Today, we’re diving into Daggerheart’s classes (and sub classes) to give you the highlights, flavor, and ‘cool factor’ of each. Oh, and keep an eye out—some of these mechanics are begging for epic roleplay moments. I want to note really quick that there are quite a few “new” terms to tabletop RPGs in Daggerheart, such as using Hope to power interesting spell effects, or “shaking off stress.” This video won’t have time to cover all of these things though, so be sure to check back in with us on future videos that’ll go into all of these mechanics. In Daggerheart, classes aren’t just lists of abilities—they’re built from Domains. Think of a Domain as a themed deck of cards: Arcana for spellcraft, Blade for martial prowess, Midnight for shadowy trickery, and so on. Every class is a combo of two Domains. The Druid mixes Arcana with Sage. The Warrior? Blade and Bone. Each domain adds abilities, spells, and flavorful moves, so your class is both your archetype and your toolkit. During play, you’ll gain and upgrade Domain Cards—some give you special moves, others are passive perks, and some are big one-shot powers. It’s like mixing your favorite flavors of ice cream, except your sundae can also turn into a bear and punch a dragon. The Bard is here to do what bards do best—steal the show and keep everyone else alive long enough to applaud. Class feature? Rally. Once per session, you can literally hand everyone a ‘Rally Die’ they can spend to boost rolls, do more damage, or shake off stress. Go Troubadour if you want to play music magic—your songs can heal, make enemies vulnerable, or give the whole party a dose of Hope. Go Wordsmith if you want the power of speeches, poems, and persuasion—think inspiring monologues and rallying your friends like a fantasy hype man. Druids in Daggerheart bring two big things to the table: Beastform and Wildtouch. Beastform lets you turn into animals for combat, scouting, or just to see how fast you can freak out the city guards. As a Warden of the Elements, you channel fire, earth, water, or air for combat buffs—like setting attackers on fire just for hitting you. As a Warden of Renewal, you’re the ultimate party healer, mixing nature magic with restorative transformations. The Guardian is your frontline tank with a vengeance—literally. Their Unstoppable feature lets you shrug off status effects and ramp up damage the longer you fight. Stalwarts are immovable walls, stacking massive damage threshold bonuses and body-blocking hits for allies. Vengeance Guardians fight like avenging angels—take a hit, and you get to smack the attacker back. Rangers get Ranger’s Focus—marking a target so you always know where they are and forcing them to take extra stress when you hit them. Beastbound gives you a full-on animal companion with its own level-up tree. Wayfinder turns you into a relentless hunter, complete with pathfinding magic and Apex Predator attacks that scare enemies into submission. Rogues trade in Cloak instead of just ‘Hidden’—meaning if you’re standing still in shadow, you’re basically untouchable until you move or attack. Sneak Attack damage also ramps up fast. Nightwalker gives you literal shadow teleportation. Syndicate makes you the ultimate connected operator, with shady contacts ready to drop in loot, intel, or a well-timed crossbow bolt. The Seraph is all divine fury and celestial flair, fueled by Prayer Dice that can heal, protect, or power up attacks. Seraph is basically the Daggerheart Paladin, but named differently for some reason. Divine Wielder summons a spirit weapon that flies around like a holy boomerang, smashing multiple enemies. Winged Sentinel just… grows radiant wings and takes the fight to the skies. Sorcerers feel raw and unpredictable—your Channel Raw Power can turn spells into Hope or crank damage up to ridiculous levels. Elemental Origin lets you specialize in one element and eventually become its walking embodiment. Primal Origin tweaks magic in wild ways—extending its range, doubling damage dice, or hitting multiple targets. The Warrior is pure martial might—ignoring weapon burdens, hitting harder every level, and punishing enemies for moving away. Call of the Brave thrives under pressure, turning near-defeat into bursts of Hope. Call of the Slayer stockpiles bonus dice for devastating finishing moves. Wizards have Prestidigitation for endless magical flavor, plus Strange Patterns—roll a chosen lucky number, and you get Hope or shake off stress. School of Knowledge is the academic—hoarding extra domain cards and leveraging perfect recall. School of War is your battle-mage—mixing heavy magic damage with defensive wards. That’s every Daggerheart class—each familiar enough to pick up fast, but with domain combos that let you mix magic, martial, and flavor in ways other TTRPGs just don’t. Which class would you play first? Drop your pick in the comments, and tell me what you’re into. And hey—this is just the start of our time with Daggerheart. Next time, we’ll look at some more deep-dives and trust me… you’re not ready for the Ribbet ancestry.
A box set of stranger things books and cards
By Jacob Tegtman August 3, 2025
Transcribed content from our recent YouTube video: https://youtu.be/hDap5k8fn7Q Transcription What do you get when you mix Hawkins, Indiana with hit points and spell slots? Stranger Things, of course, just in time for the final season coming out! And D&D just dropped a new collab—and this time, you’re joining the Hellfire Club for real. Four new adventures, a demodragon, and more 80s vibes than a Metallica tour bus. Let’s crack this thing open. Welcome back to Eternity TTRPG—your weekly (or sometimes multi-weekly) save point for all things Dungeons & Dragons. If you're new here, hit that subscribe button like it's a crit. Let's dive into the biggest D&D/ Netflix crossover since Vecna crashed game night. Here's the scoop. Stranger Things: Welcome to the Hellfire Club is a brand-new D&D board game releasing on October 7 . Developed by Wizards of the Coast and Netflix , it brings Eddie Munson’s final campaign to your tabletop—with a twist. It’s not a hardcore module—it’s a board game/ D&D hybrid using a streamlined 5E ruleset that’s super beginner-friendly. Think Heroes of the Borderlands meets The Upside Down. With this set, you get four mini-adventures , all inspired by moments from Stranger Things Seasons 1 through 4: The Vanishing Gnome Scream of the Crop Devil, Metal, Die! And the epic Ballad of the Rat King Each adventure is designed for 3–5 players , level 1–3 characters, and takes place in a version of Hawkins merged with classic Greyhawk—called “Greyhawkins.” And yeah—they went hard on the monster mash. You’ll face off against Stranger Things favorites like demodogs , demobats , and a brand-new boss: the demodragon . Because why stop at one terrifying monster when you can homebrew your own? Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. This set leans all the way into nostalgia: You get a double-sided Hellfire Club poster. “In-world” handouts, like maps and letters. Retro-styled spell cards and tokens. And yes, that chunky, satisfying dice set you need for a good game night. The physical box will run you $50 and includes: cards, tokens, poster maps, stat sheets, dice, a DM screen, Four adventure books, and a combat-tracker notepad. The digital version is $20 through D&D Beyond, perfect if you're running online. Or go full demodragon mode, and grab the Ultimate Bundle for $60 , combining both formats. But what do you think—Is this a clever crossover, or just nostalgia bait? Wrapping up, let me know in the comments: Would you join the Hellfire Club in real life? I think I... might.. Don’t forget to like, sub, and share this with Stranger Things fans in your party. And if you aren’t hyped for it yet, I hope you enjoy the final season coming up. Here at Eternity TTRPG, we’ve got more spell-slinging stories dropping every week, so stay tuned. And hey—next time you roll a Nat 1, just blame the Upside Down. 
A poster for crooked moon the crimson monastery
By Jacob Tegtman July 29, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QklD9CbOoV0&ab_channel=EternityTTRPG Transcription “In the flames, there is purity and salvation. From the flames, she speaks…”  Those aren’t the words of a prophet. They’re the twisted scripture of a zealot. Deep in the mountains of Druskenvald, a crimson light spills from stained glass windows. It’s not salvation. It’s a warning. Today, we’re venturing into one of the darkest D&D adventures I’ve ever read—The Crimson Monastery, from my new personal favorite, Crooked Moon. Welcome back to Eternity TTRPG, your faithful companion through the wildest realms of Dungeons & Dragons. If you love your fantasy served with horror, vampires, and morally gray decisions, buckle in—we’re about to descend into a bloodstained cathedral of corruption. Let me tell you a story. Once, there was a noble knight named Marius Renathyr. A beacon of honor, clad in gold armor, championing justice in a cursed land. He loved a priestess of the Nightmother, and though they burned with passion, he kept his vows. But as his crusade wore on, so did his soul. Wrath replaced compassion. And that’s when she found him. Viraxys, a devil who fed on twisted souls, disguised her voice as that of a goddess—the Crimson Rose. On the verge of death, Marius accepted her offer of life eternal. But what she gave him was a curse. Now immortal, now a vampire, now a puppet to her whims, Marius returned to the world not as a hero… but as Father Renathyr, the Crimson Abbot. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. Father Renathyr took over a mountain monastery, corrupted its clergy, and built a religion around his devil’s false divinity. In the village below—Dawn’s Gate—the people tremble under his sermons. Refuse his faith, and you’ll be burned alive. Embrace it, and you may become something far worse. This isn’t just a dungeon crawl. It’s a full-blown crusade to take down a vampire cult… from the inside. The Crimon Monastery is awesome – there’s just so much to it. But let’s start out by saying that Father Renathyr’s not alone. His cult is sustained by three terrifying Priors, each with their own tragic backstory and twisted gifts: There’s Houndmaster Jaeger , Friar Olaf , and perhaps the most terrifying , Inquisitor Cromwell . Each of them appears human at first. But when defeated, their monstrous Night Creature forms are revealed for a brutal second phase. They’re more than lieutenants—they’re potential successors. If you don’t take out all three, the cult might survive… without Renathyr. And then there’s the monastery itself. It’s not just a setting. It’s a trap. The whole thing. The monastery’s walls are made of bloodstone—a cursed material that prevents blood from drying. If you’re wounded, you leave a visible trail, and stealth becomes nearly impossible. All around are red stained-glass windows arranged in rose-petal patterns. They bathe everything in an eerie light. Inside, the rituals are disturbing: bodies bled at the altar, corpses hanging in the Dead Larder, prayers whispered under a false god. Oh—and there’s no sunlight. A blessing from the Crimson Rose means that even magical sunlight won’t harm vampires within these walls. This is their stronghold. You’re not just breaking in to your usual dungeon crawl. With the Crimon Monastery, you’re invading a fortress of the damned. Finally, this story doesn’t end with one death. Kill Father Renathyr without wiping out his Priors? You start a civil war. The survivors fight for control, leading to bloodshed across the region. But what if you expose the truth—that the Crimson Rose is a devil—and show proof to the faithful? You could cause the entire cult to collapse in one dramatic showdown. The townsfolk revolt. The Bloodless turn on each other. The Crimson Monastery falls into ruin. You get to choose the ending. But be warned: leave even one thread intact, and the nightmare may rise again. So, adventurer... if you haven’t picked up the Crooked Moon yet, it might just be time. If you’ve liked what you’ve heard, the Crimson Monastery is only one of many adventures within this beautiful new book. So, let me know what path you’d take in the comments below. Like this video if you love dark, story-rich adventures. Subscribe for more deep dives into the shadowy corners of D&D, and let us know you want us to cover next. Until next time—stay safe, roll high, and never trust a rose without thorns.
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