The Ultimate Free DnD One Shots Guide

If you’ve always wanted to slay dragons, find hidden treasure, or go on an adventure with your friends, you might want to try a DnD one shot. They offer a completely different experience than an ongoing RPG campaign.

I’ve been playing DnD for years, and even with all that, I'm always surprised at how every gaming session is different. I’ve made some of my best friends playing the game, and some of our group's best tabletop gaming adventures have come from DnD one shots.


If you’ve played Dungeons and Dragons before or have friends who do, you’ve probably heard about the famous DnD one-shots. DnD one-shots are self-contained adventures designed to be played in a single session. They're perfect for new players as they provide a great introduction to the game. And for experienced players, they offer a chance to try out new characters and explore different aspects of TTRPGs and have some incredible adventure.


I’m here to let you in on my top DnD one-shot adventures picks, and tips for running your own.

DnD One Shots Hoard of the Dragon Queen

The Best DnD One Shots for Your Next Game

There are a lot of reasons to use one shots with your gaming group or even in your campaign, but I want to start by sharing some of my favorites published adventures with you. These are all prewritten storylines that you can change up or use as-is. Best part? All of these DnD one shots are free!


1. Hoard of the Dragon Queen

Hoard of the Dragon Queen starts with a bang and doesn't let up. First off, it's co-written by Wolfgang Baur - a true legend in the world of TTRPGs.


The first few levels are spent trying to survive in the wilderness and then the adventure ramps up to include defeating a dragon queen and her hoard. When it comes to playing Dungeons and Dragons, there's really nothing better than that pinnacle sort of feel that comes from slaying a mighty dragon. This one shot features a series of exciting set-piece encounters that will keep your players engaged and on their toes. The adventure is also structured in a way that allows for plenty of roleplaying opportunities, giving the session a very well-rounded feel.

Hoard of the Dragon Queen - Expanded

If you're looking for an adventure that's fast-paced and packed with action, then Hoard of the Dragon Queen is a great choice. And although this is actually a paid option, as the header image for this post shows, there is now a full-length adventure book from Kobold Press that takes this one shot and turns it into a multi-session adventure, which you can find on Amazon. I personally love this adventure book, and bring it out for ideas and adventures quite often.


2. Death House

Death House is an introductory adventure for the famous Curse of Strahd campaign (which you can also find immediately below). It's a great one shot for players who are new to DnD, and it's a perfect way to introduce new players to Dungeons and Dragons. This adventure is designed for players level 1-3 and can be played in one session.


Essentially, the players are exploring a haunted house. They have to face dangers within and solve the mystery of what happened there, long ago. The eerie setting and suspenseful gameplay are sure to send chills down your players' spines.

When the adventures in Death House are over, the players will have a better understanding of the game mechanics in Dungeons and Dragons, and they'll be ready for more challenging adventures.

Curse of Strahd

If you're looking for a high-end adventure series, the Curse of Strahd is legendary. I first played through a rendition of the famous campaign setting in D&D 3.5th edition. It's dark, creepy, exciting, and full of mysteries. The vampire lore and real danger involved to your characters - at all times - is an experience you absolutely must have as a D&D enthusiast.


3. Tyranny in Phlan

Designed for players level 5-10, this DnD one shot allows the gaming group to vanquish evil from the city of Phlan, also known as the "Jewel of the Moonsea." Players must work together to overthrow the tyrannical government and restore justice to the city.


This adventure is packed with action and fighting, and is perfect for players who like combat. There are also opportunities for those who prefer roleplaying, as the group needs to interact with NPCs to gather information and make it through the adventure unscathed. Tyranny in Phlan makes for a very fun, exciting, and well-rounded evening of gaming.


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4. Wildemount: Dark Star

This adventure may turn into a two-shot since it’s a little more in-depth. It needs four to five players that are around player level 7. Wildemount is a land of vibrant life and death, of lightest good and darkest evil. It incorporates magic, with individuals who can harness the power of the sun and stars. If you know a DnD player with a wizard character they like, make sure you tell them about this one - or just go ahead and run the game and watch them fall in love.


One of the most dangerous places in Wildemount is the Wastes of Xhorhas. It is a barren, lifeless place where the only thing that grows is the Darkstar. This DnD one shot adventure is a great choice for those who want to explore magic and its darker implications. This adventure also presents a great opportunity for players to get their hands on some powerful magical artifacts.


5. Frozen Sick

Frozen Sick is an adventure for players level 1-3. It's a great one shot for gaming groups who want a challenge. In this adventure, the players have to investigate a strange illness that's affecting Palebank Village. They must brave the cold weather and treacherous conditions to find the cause of the illness. This adventure is sure to test players' determination and teamwork skills. This adventure is also perfect for players who enjoy immersive roleplaying.


While the characters are investigating the illness, they can explore the village and meet its inhabitants. They get to see the log cabin on the edge of town. Explore Pelc's Antique Shop. And ultimately, dive into Croaker Cave where the bulk of the adventure takes place, and the mysteries of the illness become unravelled.


6. Grammy's Country Apple Pie

This is a 2-hour one shot adventure designed for players level 1-4, and is really aimed at either younger audiences or those that just want some light-hearted fun.


In this adventure, the players help wizard Tyndareus, who is looking for the perfect apple pie recipe. The problem is that the bakery was overrun by goblins, and the recipe was stolen. To help the wizard out, players must venture into the goblin-infested bakery, find the recipe, and craft the perfect apple pie. Pretty silly sort of adventure, compared to most others out there, but it can still be a surprising bit of fun.


7. The Gribbits Detective Agency

This one shot is a fun twist on a mystery/ detective plot. The Gribbits Detective Agency has characters investigating the disappearance of Janos Meer. It’s a 3-hour adventure, and is recommended for players level 1. Best part of the entire adventure? Be sure to take a look at Pg.11 in the PDF for some great artwork haha.


In this adventure, the players run into some Gribbits, a race of small creatures who are known for their investigative skills. The players help the Gribbits solve a series of crimes that have been committed in the town, culminating in the kidnapping of Janos.

The Gribbits Detective Agency is a great way to introduce players to the world of D&D since they only have to be first level, and have help with the investigation. This is also another adventure that's quite good for kids.


D&D One Shots Setup

The setup from a Halloween one shot "mega dungeon" I ran last year. When it comes to bigger adventures or holiday events, I like to set an atmosphere that really adds to the overall game.

Additional D&D Adventures

A great way to run any one shot adventure is to actually find a campaign book from Wizards that you really like, and then either condense the book into a single game session, or to just run the book's first few encounters. The reason is that oftentimes, I've found from running one shots that the group ends up wanting to play more. It's actually pretty rare to run a one shot that doesn't have the opportunity to turn into something more, so it's worth having entire campaign ideas on hand.


Though these one shot options aren't free, they are inexpensive compared to the amount of game sessions you're likely to get out of them. So, I still highly recommend any of these great books, and want to share with you some of my favorites so that you can have help only spending money on the adventures you're most likely to have a great time with.

DragonLance - Shadow of the Dragon Queen

I have to start with DragonLance as it's a beloved book series from the amazing authors Margaret Weis and Tracy Hickman. If you've never read any of the books (especially the original trilogy), I absolutely can't recommend it enough. DragonLance was basically half my childhood, and there is no setting for D&D adventures that's more classic or canonical.


This campaign series essentially takes place during what could be the first 3-books of the series, so you can gift the book set to your gaming group, and follow up with an incredible adventure into the stories themselves from the perspective of your own heroes. Or, you can alternatively take what amounts to classic fantasy at its best and insert the main plot points into your own campaign, or even run a one shot from the encounters you find within.


DragonLance Books Collector's Edition

As a quick aside, DragonLance now has a collector's edition of the first three books in the series, written by the original authors: Margaret Weis and Tracy Hickman. If you're a fantasy book enthusiast at all, or if you enjoy gathering ideas for your one shot adventures or campaigns from fantasy stories, these books are for you. I even already own the books, and I'm still buying this Collectors Edition series.


This set comes with "Dragons of Autumn Twilight," "Dragons of Winter Night," and "Dragons of Spring Dawning." Ok, now back to your one shot guide!


Descent into Avernus

Baldur's Gate is one of the most well-known and games of all times. Fortunately for everyone, it's also one of the most beloved campaign settings of all time, as everything from the iconic video game can be played in your favorite TTRPG setting.


In this campaign, you can delve into the city of Baldur's Gate on the Sword Coast and all of its intrigue, and adventure from Level 1-13 in a series of quests that pit you against devils, demons, and enemies with nefarious powers. Avernus is the first level of the 9-hells, so players can expect to do very well as clerics, paladins, or while roleplaying really any character who doesn't mind crushing some infernal skulls.


Eberron Campaign Setting & Adventure Book

This last example I wanted to share with you is from Eberron, which is another super-famous D&D setting. If you've ever seen or heard of the warforged D&D race, it comes from the lands of Eberron.


This book is less of a campaign book and more of a setting book that also happens to have adventures and a campaign setting in it. I like this kind of book when it comes to creating one shots as setting books like this can provide you all the right kinds of inspiration and lore to build something short for your gaming group, without taking you down the path of multiple adventure sessions. To me, Eberron almost has like a fantasy-cyberpunk feel to it, so it allows you to blend genres in a way that's probably sure to make for a unique one shot adventure.


What Exactly Are DnD One Shots?

Just in case you weren't already aware when you started reading this article, DnD one-shots are self-contained adventures. They're meant to be played in a single session, and can range anywhere from an hour to an entire day. Seriously, I have played one shots that have lasted for 12+ hours. Most typically, however, they probably go from 2-4 hours.


Besides the DnD one shots listed above (my favorite picks), you can find DnD one shot adventures online or in books like the D&D Adventurer's League modules.


One of the great things about D&D one-shots is that they’re perfect for new players. If you've wanted to try DnD or take a shot at being a dungeon master, but were worried about committing to a long-term game, or have wondered about how to start a dnd campaign, try a one shot. They’re the perfect way to get your feet wet and experiment with the game. They are also great if you already play DnD and just want to have a quick adventure with your group.


Types of DnD One Shots

There are a few different types of DnD one shots:


  1. The first type is the published adventure. These are written by professional writers and can be found online or in books.
  2. The second type is known as a "homebrew adventure." These amateur-made or at-home adventures are created by other DnD players and can be found for free online.
  3. The third type is that you can always make your own one shot adventure, and doing so is relatively easy. If you want more information on how to create your own one shot adventure, keep reading as I've included all kinds of tips for you, below.
  4. Finally, you can incorporate all three kinds of adventures if you want, just make sure you’re not trying to do too much all at once.


If you’re a new DM (dungeon master), I recommend using a prewritten adventure before taking a shot at a homebrew or creating your own. It's extremely fun to go with your own creativity, but involves a lot more setup on your part, and it definitely does require some skill to create an adventure with good game flow.


Once you choose the type of one shot adventure you want to play, you’ll need a few things. The first is your party — a small group of players. Four to six players are ideal. More than that may be difficult due to the time constraints of your typical one shot adventure, but of course, it's up to you. It's also possible to have a smaller group size, and if you weren't aware, single player DnD is definitely a thing, so you can even do a one shot flying solo.


What You Need For Your One Shots

If you are going to play with a gaming group, your adventure will require:


  • A dungeon master. The DM's job is to make sure that the one shot is fun (most importantly!), and that it stays on track.
  • A set of dice. Take a look at my best DnD dice article to find a set that adds to the magic of your game. It’s also best if each player has their own set of dice, but if you have a group of new players, the party can share one or two sets pretty easily.
  • A character sheet or a DnD character creator app like DnD Beyond. This is where you will keep track of your character's stats and inventory, which of course is important, as one shot adventures tend to be pretty deadly more often than not.


If you don't have a group of friends who already play DnD, don't worry! There are tons of ways to find players. One way is to look for a DnD meetup group in your area. Another way is to post on online forums. You can also try asking your local game store if they know of any players looking for a group. DnD is such a popular game nowadays that with a little effort, you should have no problem getting a solid group together.

DnD One Shot Adventure Scroll

Why Use DnD One Shots In Your Campaign?

DnD one shots are a great way to change up the pace of your ongoing campaign. It may seem surprising, but if you've been playing the same campaign for a while, adding a one shot can be a refreshing change of pace for a lot of reasons. They're also a great way to experiment with your tabletop gaming, including allowing your players to mess around with some of their own unique character ideas.


Fill in Gaps for Your Campaign's Story

DnD one shots are a great way to fill in gaps in your campaign. Almost every dungeon master at some point or another runs into a scenario where the main storyline just has to be put on hold for one reason or another. Maybe the party recently defeated a major villain, overcome major obstacles, or the plot line simply needs some in-between time before the timeline calls for the next major adventure. In any case, a one shot allows you to bring in some very exciting and fantastic story elements to keep your party engaged in between major events.


If you're going to use one shot adventures this way, you may even find that some of your ideas end up working their way into your long-term storyline. Thus, your "one shot" may turn into something more, after all.


Try Out New Ideas for Your Campaign

Trying a one shot game of DnD is a great way to experiment with new ideas for your regular campaign. It can be used to try out different character classes, races, and monsters. You can also use it to test out new ideas for your campaign setting. If you're not sure how something will work in your campaign, a DnD one shot is a perfect way to find out.


Change the Pace of Your Campaign

One shots are shorter and often more action-packed than regular campaigns. Not that your normal game can't be as dramatic and intense as one shots, but the short-lived nature of one shots does seem to bring out more action-packed attitudes in everyone at the gaming table.


If I notice that my gaming group is starting to lose interest or get bored during slower parts in a campaign, I’ll sometimes pause the main campaign to bring in a one shot. This change of pace mixes up the vibe of the group, and oftentimes brings in fresh energy that really benefits the main game, once we get back to it at the following session.

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Introduce New Players to Your Campaign

If you're looking to introduce new players to your campaign, a one shot adventure is a great way to do it. New players can be intimidated by the idea of joining a campaign that's already been ongoing for quite some time. A one shot is a great way to show them what your campaign is all about without making them feel like they need to commit to a long-term game. The one shot can also help the party decide if the new player is a good fit, and gives your players the option to back out if they realize the game isn't for them.


Basically, one shot adventures are low stakes, and fun!


Bridge the Gap for Absent Group Members

If you have a player who can't make it to the next session, you can have a one shot adventure always prepared, to keep the game moving forward without having to move on without the missing player. Honestly, this kind of thing happens a lot with gaming. Once you get past high school and college years and people have real lives and big responsibilities, it's pretty common for people to bail on games last-minute (even if you have a stellar campaign, trust me).


Keeping something in your back pocket for when players have to skip a session is great way to keep everyone else in your gaming group still excited about the game, and having fun.


Reduce Your Game's Preparation

One of the best things about DnD one shots is that they don't require a lot of preparation. If you're short on time or you're not feeling very creative, you can just grab a pre-made one shot and go. You don’t have to spend hours on a campaign, and your players don’t have to wait to play. Win-win-win.


Great Stories and Fun Adventures

DnD one shots can give you a richer overall storyline for your campaign, and more fast-paced adventure. Since you’re not constantly trying to keep the storyline moving, the players can enjoy more nuanced details and interactions, as well.


The other component of one shots that often really raises the fun is that for the most part, people aren't as concerned about their character's wellbeing if they know that their aren't long-lasting consequences for doing outrageous things. I've seen more character deaths in one shots than in any other type of TTRPG gaming. And honestly, those glorious character deaths are often some of the most fun parts of these types of sessions.


If a TPK DnD (total party kill) does occur, take a look at my article on that to have an idea in mind for how to handle things.


Completely Customizable

As if every other reason for a DnD one shot isn't enough, the final reason why they're so great is that they can be tailored to any group size and play style. They’re also a great option for smaller parties that may not have the combat power to go on a full-length campaign (or for younger audiences, who may not have the attention span for a full-length campaign).


You can use a one shot to boost your players’ levels and get them ready for more difficult encounters. You get to choose how the game goes and if you want things to be fast-paced or relaxed. You also get to choose, as I mentioned briefly before, if you want your one shot to be a one shot, or if it turns out to be so fun that it demands a part two - or even beyond.


DnD One Shots Organization

Tips for Running D&D One Shots

So, you've got your D&D one shot picked, gaming group's ready, and you're excited for a great gaming session. What about making the most of the game? To help you out, here are some tips to help you run the best one shot session, possible. Really, these tips are important for running any game of D&D, but they're especially important for shorter adventures:


Be Prepared

As the DM, once you start the one shot, you’re the most knowledgeable person in the room. If you don’t know what’s going on, no one will. Make sure you have clear goals both for the players and the storyline. If you're not sure what you want for the game to "be," exactly, it's going to be hard to create an enjoyable game. Players can sense when the DM is lost, and it can take away from the experience.


As the old saying goes, “fail to prepare, prepare to fail.” This is especially true for D&D one shots. Because there's no time to recover from mistakes, it's important that you're as prepared as possible before the game begins. This means having a great game ready to go, knowing the rules inside and out, and having a backup plan for everything. By being prepared, you can make sure everyone has a great time.


When it comes to preparation, you can also check out my article on Dungeon Master Tools for overall insights on how to improve your skills as a dungeon master and make the most out of your game. 

Tree of Life Campaign Journal

To me, having a campaign journal is vital as a dungeon master - no matter whether I'm running a single one shot session, or an entire adventure series, spanning years. I like to keep all my game session notes in one place, and for me, it's important to keep them in a special journal that inspires me.


This tree of life journal is one I found on Amazon, and one that I think would be a perfect gift to yourself. As you're putting together your game's next one shot, write your specific notes in this book's pages. When you sit down at the table, your players will be impressed not only with your game's preparation, but with the awesome design, rustic page look, and overall aesthetic of your game's journal.


This journal comes in a variety of colors, is authentic leather bound, and is filled with antique vintage paper. It's technically a "gratitude journal," but whatever - use it for what you want!


Make Sure Everyone's on the Same Page

Before starting, make sure everyone's clear on the type of game you're going to be playing. You don't want your gaming group showing up for the session, expecting a continuation of the main campaign when you're actually diving into a new adventure. Also, whether you're running a horror-themed game or a more light-hearted adventure, it's important that everyone is aware of the tone and content of the game before it begins. That way, people have time to settle in to the idea before suddenly being placed in a new adventure.


End Early if Needed

One of the most common mistakes D&D one shot dungeon masters make is feeling like they have to use up all of the time they've allotted for the game. While it's important to make sure everyone gets a chance to play, there's nothing wrong with ending the game early if it's clear that the party has accomplished their goals and there's nothing left to do. Ending the game early can be a great way to leave players wanting more. By ending on a high note, you ensure that everyone has a great time, and that they'll be eager to play again.


Alternatively, you may even need to end the one shot before it's actually over. Especially with new players, one shots can take way longer than you originally anticipated. If you need to call the game, you can simply schedule another session to wrap things up.


Honestly, I've had way more experiences on the long side of one shot adventures. It seems like the initial time limit really gets players engaged, and hours pass by quickly.


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Give Everyone a Chance To Shine

One of the best things about D&D is that it allows everyone to be the hero of their own story. In a one shot, this means giving everyone a chance to shine, and make the most of their characters. To do this, make sure you design your adventure in a way that allows each player to contribute. This could mean giving each player a unique skill or ability that they can use to help the party, or designing encounters that require everyone to work together. The great thing about one shot games is that you can really play with the rules, even bending or breaking them, because - after all - it's just for one session.


By giving everyone a chance to shine, you'll virtually ensure that everyone has a great time and feels like they're an important part of the game.


Rewards and Treasures

Either in-game or out-of-game, make sure you reward your players for their successes. This could mean giving them extra XP, perhaps, for their main characters. You may pass out magical treasures, or simply tell your group how great they did. If you want to reward you players with small real-world gifts after major one shot adventures (something I often do after a mega dungeon or holiday game), take a look at my comprehensive article on DnD Gifts. There's no doubt that rewards are one of the reasons that dungeons and dragons is such a fun and exciting game.


Rewarding players is also a great way to motivate them and ensure that they have a good time. It also helps to create a sense of camaraderie and teamwork, as players are more likely to help each other if they know they'll be rewarded for their efforts.


Be Flexible

Finally, remember that D&D is a game, and games are meant to be fun. If something isn't working or someone isn't having fun, change it up! Basically, just keep your focus on ensuring that your D&D one shot is the best it can be. Be prepared, flexible, and accommodating to everyone, and you'll create an unforgettable experience for the whole party.


Stay Organized

For normal campaigns, I use a DnD campaign planner to keep on top of everything. Honestly, even for short games, using one is a good idea. Especially if you do plan to extend your one shot to a longer series of games, or into your main campaign's storyline, it certainly helps to keep all your notes in one place.


Try Playing Other Games Besides D&D

Obviously, D&D is the most well-known most often-played tabletop RPG out there. However, if you aren't familiar with other Games Like DnD available today, there are a lot of them. Some games - honestly - are much easier to learn and play than D&D 5th edition. If you're looking to set up a one shot adventure anyways, it could be a great opportunity to try out a new game system.


One shots can be a wonderful way to experiment with a game system you've always wondered about or wanted to try, but never wanted to commit to for a full campaign. I've played many tabletop RPG systems using one shot adventures to test them out, and I can definitely recommend it as a good use of time and resources.

Create Your Own D&D One Shots

Tips for Creating Your Own D&D One Shots

This article simply wouldn't be complete without some best practices on creating your own D&D one shot. Especially if you've already played through a couple pre-made one shots, you're definitely ready to try your hand at creating your own concepts, if you enjoy that sort of thing. For myself, I love creating stories and games so much that I ended up making my own tabletop roleplay game. You may just find that adventure, world, and game creation is a major passion of yours, as well.


You can also use my article on DnD Quest Ideas as a starting point for a D&D one shot. Each of those ideas is honestly a great way to create a quick adventure.


Start With a Premise

The first step to creating any adventure is to come up with a premise. This can be as simple as “the players need to find and stop the big bad guy,” or perhaps “the players need to find the lost city of X,” or even “the players are hired to retrieve an item from a dungeon.” Whatever the premise is, it should be something that:


  1. Can be accomplished in a single session.
  2. Features over-the-top elements of story, action, or magic that will pull people into the adventure, immediately.


Make sure you’re realistic on timeframe. If you’re DMing for a group of newbie players, it’s going to take a while for them to get their feet under them and understand how gameplay, gathering information, and combat work. So, don't pack too much into your adventure your first time making one. Keep things simple.


Create a Setting

Next, you'll need to decide on the setting. Will the adventure take place in a city, in the wilderness, in a dungeon, or some other location? Once you've decided on the setting, you can start to flesh out the details. As with every other piece of your one shot, you want to have something that's somewhat fantastic. Does the adventure take place in a mountain range, or rather, could it take place in a mountain range where rocks levitate in a sky that's hued in golds and purples?


See what I mean? Aim for something that will really grab your players and make them want to play.


Give the Players a Hook

To get the players invested in your one shot it is absolutely crucial to give them a hook. This can be done in several ways. The simplest way is to make the adventure personal for the players. Perhaps their character's family is kidnapped and they need to rescue them, or maybe their character has a personal grudge against the villain.


Another way to give the players a hook is to offer them a reward that is too good to pass up. Perhaps the lost city is rumored to be full of treasure, or the boss has a magical artifact that the players want. Whatever you do, make sure that the hook is something that will interest the players and make them want to play.


If you fail to "hook" players into your game, your one shot adventure might get de-railed very quickly...


Prepare Flexible Scenes

Speaking of challenges with players de-railing your story, one of the challenges of running a D&D one shot is that you never know exactly how your players are going to react. They might go off on a tangent, or they might ignore your carefully prepared plans altogether. I’ve had players completely miss the clues I had laid out for them, knock out one of the NPCs that had vital information because they thought he was threatening them, and go off for a traipse in the woods miles away from their objective. Or, even better (or worse), the players intentionally ruin your plans just because they know they can.


Great!


To prepare for this, it's important to have flexible scenes. Have a couple of different options for how each scene can go, and don’t get too attached to one option. Also, have a few different ways that combat encounters can play out, and stick with the larger story you have in mind, rather than making every encounter progress exactly as you'd originally planned. I’ve found that writing myself notes with lists of different alternatives can help keep me organized.


You also have to be prepared to completely improvise. The players will most likely do something that de-rails you (intentionally or otherwise), and you’ll have to make up something on the spot. I know this can sound intimidating, but it’s actually one of the most exciting parts of the game. And, it's one of the marks of a great dungeon master.


Also, the players may even have a better idea for the storyline than you do — let them lead and don’t try to manipulate their gameplay. Whatever ideas you "happen" to steal from them along the way ultimately become your ideas, after all, as they'll simply think that they "guessed your master" plans, fueling their interest in the game.

D&D One Shot Adventures and Maps

Come Up With an Interesting Villain

One of the most important aspects of any adventure is the villain. The villain should be interesting, threatening, and challenging. They should also be a foil for the players - by which I mean that they should be their opposite, but in a very unique way. Think paladin > fallen paladin, sort of thing.


To create an interesting villain, start by deciding on their motivation. What are they trying to accomplish? Why are they doing what they're doing? Once you have their motivation, you can work on fleshing out their personality. What kind of person are they? How do they act and speak?


If you have an interesting and memorable villain, you're basically guaranteed an amazing one shot. It's amazing how valuable a great villain can be for your gaming sessions.


Create Player Characters in Advance

If you're running a one shot, chances are that you won't have a lot of time to create characters. This means that you'll need to do some work in advance. Have each player create their characters before the game starts. Alternatively, you can pre-make some characters before the session that the players simply pick the day of, and use for the game.


Keep It Simple - Seriously

I mentioned it earlier, but one of the keys to running a successful one shot is to keep it simple. Try to limit the number of NPCs, side quests, and subplots. Make it easy for the players to focus on the main quest, and goal of the adventure. When running one shots, I always try to keep the combat encounters relatively simple, too. One or two big baddies are usually sufficient. You don’t want to eat up all your game time in battle after battle. Finally, try to keep the puzzle encounters relatively simple as well. The players should be able to figure out puzzles without spending hours working on them.


Focus on the Big Picture

The challenges of running a one shot are that you only have a limited amount of time, and you need to keep the players engaged. This means that it's extremely important to keep the focus on the big picture and not get lost in the details. The players should always know what the goal is, and they should feel like they're making progress towards it.


One way to do this is to keep the environment focused. When you're designing the dungeon, think about how each room can contribute to the overall goal. Every room should have a purpose, and every encounter should be meaningful. There isn’t any time or any space at all for filler content.


Another way to keep the focus on the big picture is to limit the options available to the players. If they're given too many choices, they'll get bogged down in the details and lose sight of what's important. They also might choose to go off for a hike in the woods with no goal. Make sure that each decision is meaningful and has consequences.


Let Your Players Experiment with New Ideas

One shots are the perfect place to experiment. One way you can do that is by checking out the following D&D 5th edition-specific strategy guides. Let your players try out some of the unique ways of using spells and topics to see if you can come up with some fun new ways of gaming:



End With a Bang

End your one shot with a bang! Players should feel like they've accomplished something, and they should be excited about the next game. If you’re doing the one shot as a part of a larger campaign, you can level up the players at the end to help with gameplay during the larger campaign.


  • One of the best ways to end a one-shot is to have the final confrontation be against a powerful enemy. This could be a dragon, a giant, or even a god. It’ll give the players a bit of motivation, knowing that this guy is big enough to beat them all. They have to work together and think critically to make it.
  • Another great way to end a one-shot is to have the players uncover a major plot point. This could be something that changes the game world forever, or it could be something that sets up the next one-shot or propels the plot in a larger campaign.
  • Finally, you could always end the one-shot with a cliffhanger. This is a great way to get the players excited for the next game, and it can be a lot of fun. Just make sure that you don't leave the players hanging too much, or they'll get frustrated.


Play a TTRPG Designed for One-Shots

Some tabletop RPGs are simply better suited for one-shot adventures. If you've only ever heard of DnD when it comes to tabletop roleplaying, there is a whole world of additional options out there for you. For instance, take a look at the Eternity TTRPG PDF roleplaying game. The game I've designed makes it easy to create one-shots, using your entire gaming group for creative inspiration for the session.


Whatever game you decide to play, make use of one-shots in your campaign, or in between regular sessions! You'll love the experiences that ensue.

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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.

Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
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.
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