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      <title>Stoneborn of Crooked Moon: D&amp;D Gargoyles</title>
      <link>https://www.eternityttrpg.com/stoneborn-of-crooked-moon-dnd-gargoyles</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crooked+Moon+Stoneborn+Youtube.png" title="A group of winged gargoyles in dark armor" alt="A group of winged gargoyles in dark armor"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=OMnHDV9p7hk
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           Transcription
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           What if your next D&amp;amp;D character was carved instead of being born? And what if their entire purpose was decided the moment they were made?
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            Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the
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           playable monstrous races
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           that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.
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            ﻿
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           Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path.
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           In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation.
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           A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life.
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           Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting.
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           It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens.
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            The Silver Path is clearly stated in the lore as
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           A divine force or guiding power associated with order, light, and purpose.
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           In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as:
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             A
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            religious belief system
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             (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop
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             A
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            real source of power
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             (it actually does things, like awaken inanimate stone)
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             And is a
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            standard for morality
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             (what’s considered “good” and “right” in the lands of Crooked Moon)
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           In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense.
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           It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power.
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           So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form.
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           All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily.
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           When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society.
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           Common roles include:
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            Guards
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            Enforcers of the law
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            Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place)
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           Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever.
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           Some eventually start to question:
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            Why they were made
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            Whether their role in life is fair
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            And whether the Archbishop—or the Silver Path—is always right
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           Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement.
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           When it comes to abilities, Stoneborn come with:
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           Argent Gleam
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           Once per long rest, you can use a bonus action to choose one of two effects:
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           1) Path’s Grace
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           You cast Bless without needing components.
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           2) Zealous Charge
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           You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses.
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            Next, they have
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           Silver Bulwark
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           When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn.
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            And then lastly,
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           Watchful Senses gives you
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           proficiency in either:
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            Insight
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            Perception
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            or Survival
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           When it comes to roleplaying,
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           Stoneborn characters are mainly about purpose. You might think about:
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            Why your character was created
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            Whether they still believe in their assigned purpose now
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            And how they feel about the person who made them
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           Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path:
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            Do they see it as a real guiding force?
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            Or just something they were told to believe in?
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           Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them.
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           So what do you think? Would you play a Stoneborn, or have you played one already?
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           And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles?
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           Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know.
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           See you guys next time!
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      <pubDate>Mon, 13 Apr 2026 23:37:25 GMT</pubDate>
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      <title>Lost Gary Gygax MegaDungeons Crowdfund</title>
      <link>https://www.eternityttrpg.com/lost-gary-gygax-megadungeons-crowdfund</link>
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      <content:encoded>&lt;div&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=z-Ut7R3J2m0
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           Transcription
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           Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&amp;amp;D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.
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            ﻿
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           Welcome back to Eternity TTRPG - your go-to source for all things D&amp;amp;D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&amp;amp;D history to surface in years.
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           So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms.
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           Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime.
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           Here’s what We're Actually Getting:
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           According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay.
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           The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&amp;amp;D dungeons... that were never released.
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           Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested!
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           And with this... Community Reaction Is Off The Charts
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           The D&amp;amp;D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades."
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           But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&amp;amp;D's DNA. This is our hobby's history."
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           Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher.
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           This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze.
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           Here’s What This could mean For The Hobby:
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           These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&amp;amp;D - he was a master of dungeon ecology and design philosophy that modern game design still draws from.
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           These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures.
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           Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving.
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           D&amp;amp;D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&amp;amp;D was at its core, from one of the gentlemen behind the game.
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           There are some Questions with these adventures though, that Everyone's been Asking
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           Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities?
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           One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons."
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           So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see.
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           What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below.
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           If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available.
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           Until next time, keep those dice rolling!
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      <pubDate>Thu, 09 Apr 2026 22:36:27 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/lost-gary-gygax-megadungeons-crowdfund</guid>
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      <title>Does DnD Actually care about Gen Con Again? Return to DnD's Roots</title>
      <link>https://www.eternityttrpg.com/does-dnd-actually-care-about-gen-con-again</link>
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=OvxI1GXJerE
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           Dungeons &amp;amp; Dragons is finally returning to the convention that made it famous… Well, to be clear – D&amp;amp;D has been at Gen Con. It’s just, they haven’t really had much of a presence there in recent times, have they? Even small indie games have had substantially larger booth space than D&amp;amp;D, which I saw last year basically tucked into a back part of the convention, with pretty much only like a 20ft by 10ft space, or so. If even that, to be honest.
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            ﻿
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           And, I don’t know for sure if D&amp;amp;D hosted many events even at Gen Con while we were there last year. Maybe a few intro games? But if I had to guess, I would’ve said that third parties may have run more games of D&amp;amp;D than Wizards of the Coast D&amp;amp;D actually did.
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           But, after years of near silence… Wizards of the Coast is planning to go all-in on Gen Con again.
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           The real question is—why now? We’ve seen a lot of relatively big moves from D&amp;amp;D recently, back towards its roots. So, what could this move mean for the future of D&amp;amp;D?
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           Welcome back to Eternity TTRPG—your go-to news channel for all things D&amp;amp;D and tabletop roleplaying.
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           Today we’re diving into some pretty cool news, hopefully a big positive for the direction of D&amp;amp;D: Wizards of the Coast is officially heading back to Gen Con with D&amp;amp;D in a big way. And honestly… it’s kind of a full-circle moment.
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           Let’s rewind for a second, because – as I’m sure you know – Gen Con isn’t just any convention. Gen Con was founded back in 1968 by Gary Gygax, which to be honest, I didn’t know prior to researching for this video. If you aren’t aware, Gen Con is now the largest convention for tabletop gaming, I believe in the world. It pretty much takes over Indianapolis for, what I can confidently agree, is probably indeed the best 4-days of gaming each year.
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           At the time they started Gen Con, it was just a small gathering of wargaming fans in Wisconsin. But in 1974… Gygax and Dave Arneson released Dungeons &amp;amp; Dragons. And, of course, Gen Con became ground zero for spreading the game. People would attend… pick up a copy… and bring it back to their hometowns. That’s how D&amp;amp;D went viral—before the internet even existed.
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           It turns out, hanging out with cool people in person and telling them about cool things – in person – was the OG way to go viral. Go figure!
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           So, fast forward a few decades… Gen Con became the D&amp;amp;D event, and the tabletop gaming event. We’re talking massive tournaments, huge reveals… Even a life-sized castle built on the convention floor. Yeah. That actually happened.
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           But then something changed. In recent years, Wizards of the Coast has been… mostly absent. No big booths. No major announcements. Just a quiet, minimal presence—if anything at all. I can tell you, seeing them last year, like I mentioned, was not only unimpressive... it was actually even a bit sad. I remember thinking like, “why are you guys even here? Why bother with a booth like this, it just makes D&amp;amp;D look bad.”
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           And other fans have definitely noticed, as well.
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           At this point, you might be wondering: why did D&amp;amp;D pull away from Gen Con, anyways? Well, a few key things:
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           First—vision. Wizards started treating D&amp;amp;D less like a game… and more like a global entertainment brand. You’ve seen the somewhat recent movie, and then they’re pushing hard towards digital tools now, trying to make D&amp;amp;D more of a money-making tool, and truthfully, less like the D&amp;amp;D we all grew up with.
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           Second—control. Instead of third-party events like Gen Con, Wizards of the Coast has focused more on their own events. Things like MagicCon – for Magic: the Gathering.
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           And third—cost. Giant booths and live events are expensive, and brand-awareness is not the same as actual sales. In the past, the cost of large-scale live events like Gen Con was a no-brainer investment for D&amp;amp;D. However, with D&amp;amp;D moving towards online income, live spaces didn’t fit the online vision as much.
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           So, for years… Gen Con became more of a community-run D&amp;amp;D space rather than an official one.
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           But now—that’s changing.
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           Wizards vice president recently confirmed that Gen Con is about to become a major part of D&amp;amp;D again. Starting this year:
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            Annual D&amp;amp;D product roadmaps will be revealed at Gen Con
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            They’ll have more organized play events
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            And there will be more direct and “official” community engagement
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           Like so many of the things Wizards of the Coast is doing to push live community spaces for D&amp;amp;D again, this could be a big deal – but it will depend on how well Wizards follows through. Still though, this is the first time in years that Wizards is showing up where the players are. And this could be a great sign for the game.
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           With all of this in mind, we now finally come to the question: “why is this happening now?”
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           There are a few clues. First—D&amp;amp;D has lost major momentum in the TTRPG space, let’s be real. Wizards is, perhaps, finally recognizing the loss of their community, and is trying to reconnect with the people who built the community to begin with.
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           We’ve seen:
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            The return of classic settings – which is ok. I’d rather see – as one recent viewer put it – new stuff. Done in the classic way, but some actual new content would be x1,000 times better.
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            And they are creating new seasonal content, with a return to D&amp;amp;D modules and “official” weekly play at local gaming stores.
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           Second… Let’s talk about the elephant in the room.
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           The OGL controversy. You may remember: The Open Gaming License controversy, when Wizards of the Coast tried to change D&amp;amp;D’s open license in a way that would restrict creators and potentially take a cut of their earnings—sparking massive backlash and boycott calls from the community. That moment seriously damaged trust with fans.
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           And while things have cooled down… This Gen Con push feels like a very intentional move to rebuild goodwill. Because if you want to win back hardcore players—You show up at Gen Con. That’s all there is to it. Show up, and make it fucking awesome. Make your audience actually want to play D&amp;amp;D again.
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           For a lot of fans, D&amp;amp;D skipping Gen Con has felt… weird. It’s the place where the fire started. It’s been the biggest name in tabletop ghosting the biggest tabletop event in the world, in favor of creating online subscription models that very few people actually want.
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           But now? This feels like a return to D&amp;amp;D’s roots. A reconnection with the community that built the game’s legacy in the first place.
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           So the real question is—Is this just good PR…
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           Or the start of a new era for D&amp;amp;D? What do you think? Drop your thoughts in the comments.
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           And if you enjoyed this coverage, don’t forget to like, subscribe, and roll for initiative on the next video. See you next time!
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 05 Apr 2026 21:07:17 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/does-dnd-actually-care-about-gen-con-again</guid>
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    <item>
      <title>The Return of Official D&amp;D Modules in 2026 - The Future of D&amp;D</title>
      <link>https://www.eternityttrpg.com/the-return-of-official-dnd-modules-in-2026</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=1r1xrclddMg
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           Transcription
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           A piece of classic D&amp;amp;D is coming back… but just not in the way you’re probably expecting.
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            ﻿
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           Wizards of the Coast just announced something that could completely change how many people play D&amp;amp;D—short, fast, old-school adventures are officially returning.
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           And yeah… I don’t think it’s an exaggeration to say that – as so often, depending how well Wizards of the Coast can execute this – this might actually be the biggest shift in D&amp;amp;D storytelling in years.
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           Welcome back to Eternity TTRPG—your go-to party member for all things Dungeons &amp;amp; Dragons.
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           Today we’re breaking down the return of adventure modules, what they are, why they disappeared, and whether this is actually genius… or just another attempt at recovering a piece of D&amp;amp;D that’s already forever sailed away.
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            So this all dropped at
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           Gary Con
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            in Wisconsin, which was March 19-22
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           nd
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           , just a couple weeks ago. That’s where the VP of D&amp;amp;D, confirmed that modules are coming back.
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           If you’ve only played modern D&amp;amp;D, where campaign books are pretty lengthy and involved, this might not sound like a big deal.
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           But it kind of is a big deal because this isn’t just a new product… it’s a return to D&amp;amp;D’s roots.
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           If you aren’t familiar though, you may be wondering – what even is a module. Back in the early days of D&amp;amp;D, adventures weren’t the massive 300-page books we often see now. They were short, self-contained stories.
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           Think quick, punchy adventures you could finish in a session, or a few sessions. They’re basically the ancestors of modern one-shots.
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           These official D&amp;amp;D modules, which many people absolutely loved, were:
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            Compact
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            Easy to run
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            And perfect for drop-in play, for someone who was a more casual gamer, or for someone visiting, etc.
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           But when 3rd Edition rolled around, D&amp;amp;D itself changed. The game shifted toward long-term campaigns, deeper character progression, and structured storytelling—and short, standalone modules just didn’t fit that vision anymore.
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           This brings up a whole order of interesting topics, but in older D&amp;amp;D (like Basic and Advanced D&amp;amp;D), the game assumed:
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            That you’d jump between adventures
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            Characters might not persist long-term – character death was super common, and almost even encouraged
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            And the game world was only loosely connected
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           Modules fit that style of play perfectly, where you can do a quick story that is compelling, engaging, and action-packed, but doesn’t necessarily try to stretch that narrative further into a larger context.
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           3rd Edition D&amp;amp;D, however, introduced:
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            Strong character progression systems
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            Feats, skills, and long-term character builds
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            And most importantly, a focus on ongoing story arcs
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            Suddenly, D&amp;amp;D became about
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           one continuous campaign
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           , not disconnected adventures. So instead of a: “here’s a dungeon for the weekend” vibe, the design officially shifted to: “Here’s a story that takes your party from level 1 to 15.”
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            It’s also worth mentioning that with 3rd Edition, Wizards of the Coast introduced the
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           Open Game License
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           . This license meant:
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            That third-party creators could make adventures freely
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            Which inevitably led to the market becoming flooded with small modules.
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           So, Wizards of the Coast didn’t need to focus on short adventures anymore. Instead, they could focus on:
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            Big flagship campaigns that had a longer shelf life, and felt like “premium products”
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            With lengthier and more involved Core rulebooks
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           While letting the community handle smaller content.
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           To summarize the history, D&amp;amp;D once offered “official” short, adventure modules. That module model shifted towards third-party creators with the advent of 3
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           rd
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            edition. And now, 26-years later, third parties are still creating modules, but we’re also making a return to “official” D&amp;amp;D modules.
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           Moving forward, the big question is: what’s different this time?
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           According to D&amp;amp;D, these new modules will tie into something called D&amp;amp;D Seasons, which we’re already getting a taste of now. Think of themed content sets that last 3–4 months. The idea is basically what Magic: The Gathering does with Card release sets. Every 3months, they roll out a new set, where players can access new content. In this case, with D&amp;amp;D, it’ll be a new module, or new modules, based around the current set’s theme.
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           Examples could include what we’re seeing with D&amp;amp;D Seasons for 2026, which will each be three-month series:
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            starting with the Season of Horror
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            followed by the Season of Magic
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            And then finally into the Season of Champions with this year’s last quarter.
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           These modules will also connect to organized play programs—in-store sessions of quick weekly games, for those local gaming stores that want to host these kind of events. Overall, D&amp;amp;D is aiming for:
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           ·     Faster games available to more people (meaning like 1-2hr adventures, rather than the 3-4hr sessions many longtime players often get into, with their friends)
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           ·     Easier prep for DMs
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           ·     And more accessible D&amp;amp;D overall
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           We don’t know yet if these will be physical books… or digital-only releases on D&amp;amp;D Beyond. My guess is there will be both available.
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           Modern D&amp;amp;D campaigns are a big commitment. Oftentimes you’re talking months… sometimes years. And I love that, personally. Probably, anyone who’s ever been part of a long-term successful campaign, does love that style of play.
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           However, I think we can all agree that not all campaigns make it very far, at all. I’ve heard the average number of sessions for most campaigns is 7-usually before they fall apart because of scheduling conflicts, lack of player interest, etc.
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           So, modules are intended to flip the current long-term D&amp;amp;D campaign dynamic, not by replacing them, but by giving players another choice.
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           Modules aim to be:
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            Easier for new players to get into D&amp;amp;D,
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            Create less pressure on DMs/ less requirement for preparing a long-term campaign
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            And provide alternatives of play that could be perfect for people with busy schedules
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           This might be what the D&amp;amp;D community needs right now. At the end of the day, these modules coming out will essentially be one-shot sessions that D&amp;amp;D provides for anyone who’s interested.
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           My take is that Wizards of the Coast has made some tremendous mistakes with D&amp;amp;D. However, I do think that an attempted return to D&amp;amp;D roots is move that makes a lot of sense. The real test will be in the execution.
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           If Wizards can make this new generation of D&amp;amp;D modules feel fresh and meaningful—then they may be onto something. If, however, they feel like recycled content with a new label… Players will notice, and probably resent the effort a little bit.
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           I’m just saying, we don’t need more content on Strahd, Tomb of Horrors, and many other adventures Wizards has been putting out. I’ve been playing those adventures since the original modules and content on them.
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           Personally, I’d be looking for something new, and that means Wizards of the Coast would have to get creative and take some content risks. Which... is something big companies don’t often like to do. That’s why we see so many remakes of movies, rather than exploring new ideas. Corporations often prefer “safe money” over true art.
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           But, what do you think? Are you looking forward to trying these new modules… or will you stick with longer campaigns? And do you think D&amp;amp;D will create some awesome new concepts, or try to rehash the same adventures people have been playing for years, in hopes of relying on past success?
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           And if you want more D&amp;amp;D news, updates, and tools to make your games smoother and more enjoyable—hit that like button and subscribe.
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           I’ll see you guys in the next one.
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      <pubDate>Thu, 02 Apr 2026 21:07:34 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/the-return-of-official-dnd-modules-in-2026</guid>
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      <title>Interview with Game Designer Josiah Mork: Creator of Starset &amp; PEN</title>
      <link>https://www.eternityttrpg.com/interview-with-game-designer-josiah-mork-creator-of-starset-pen</link>
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           Jacob Tegtman (00:01.848)
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           Hey everyone, welcome back to Eternity TTRPG, where we cover really everything tabletop gaming related, Dungeons and Dragons.
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           Now we're finally jumping into some of my favorite topics, which is game design and getting to spend some time with great game designers up and coming, people who are established. And today we're interviewing Josiah Mork, who is the owner and lead designer for Hoodwink Gaming. So welcome to the show. Thanks for being part of the channel.
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           Thanks, it's my pleasure. Yeah, it's been great working with you on eternity and getting to swap ideas. So I'm really looking forward to being able to talk through some of that process with you.
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           Awesome, Ben. Yeah, I've been looking forward to talking with you. We always have a lot of fun when we catch up. I think this will be a really good conversation. There's so many parts of your mini games that I've wanted to ask you about for really such a long time. And it always felt like we were working on some project or discussing something. But now I have a really good excuse to just nail you down for maybe about an hour-ish and hopefully die.
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           for sure.
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           There's always something.
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           dive into what you've been doing and why you've made some of the decisions you've made, which I think are really interesting. I'm sure, yeah. So do you just want to maybe start by introducing yourself more, know, who you are, what you've done, and yeah, where you're going?
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           Yeah, well, hopefully I've got good answers for you. We'll see.
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           Yeah, absolutely. yeah, like you said, I'm Josiah. I'm from Michigan, living just out of DC now. I've been designing and playing board games since my early teen years, I guess I would say. I love creative writing and storytelling. That's just been an amazing way that I've found to connect with people.
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           My actually my undergrad and my grad degrees were in communication and looking at how communication connects us and strategies and stuff behind it. And so I find a storytelling a really compelling way to do that. But before I had gotten into school and whatnot, you know, I was homeschooled. I was in late middle school and I was reading this cartoon. Maybe you are some of your viewers have seen it. Foxtrot comics. And there are some.
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           Have you seen it? Highly recommend, highly recommend. It's really funny. But there are these two characters, they're really nerdy middle schoolers and they were playing Dungeons and Dragons in the comic. And I just thought that was the coolest thing. But my parents, know, I'm a Christian, my family's Christian, fairly conservative. And so my parents were more familiar with like the 80s, like D &amp;amp;D scare, very like Stranger Things season four.
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           And so they were not really like, yeah, not really D &amp;amp;D fans. And so I was like, well, okay, I'll create my own. And that's how it all got started, you know? And then it was a great way to make friends in my Boy Scout troop. You know, we would play, would swap ideas, we would...
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           Yeah.
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           Not too far ahead. Sure.
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           Yeah, that's awesome.
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           time.
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           you know, go on crazy adventures with rules that didn't quite work. And then over time, you know, I just realized that there were all of these cool avenues to explore and storytelling that D &amp;amp;D didn't necessarily do. And so I just felt really passionate that this is my way to connect with people and connect people with each other is through writing games.
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           That's amazing, man. Yeah, it's funny, like the ways that we get into gaming too. Like you mentioned those comics. you ever see Dexter's Lab? Okay. Okay. Yeah, was probably a little bit before. Yeah. There was like an episode that was kind of based on Dungeons and Dragons and I saw it when I was like six and that's what got me into it as well. yeah.
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           Yeah, well, I've heard of it. Yeah, I've seen clips from it, yeah.
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           It's so funny how it seems like every show, know, Community, Gravity Falls, like, there are all these shows of every different genre, and they all have like a D &amp;amp;D episode for some reason. And I love it, you know, but it's so random.
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           Yeah.
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           Yeah, like all of them.
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           Me too. Yeah, it is. Yeah. I also like the takes that different shows have on like nerdy board games. I think was like Parks and Rec had, I forget what the game was called. Yeah, you remember it. Yeah. Yeah. That's so cool, man.
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           The Cones of Dunshire, yeah. Love that, love those episodes.
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           So I want to dive into really all of those things more, but what games do you currently have available then? And your website will post it in the show notes as well, but it is hoodwinkgaming.com for anybody who's interested. But yeah, tell us about some of your games. And again, I feel like I want to go into all of these in more detail, but yeah, give us the summary version at least for now.
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           Yeah, so it's a little deceptive at the moment. My original titles and kind of most of the games that I do are under the pen brand. So play easily now is the acronym. We have war game and role playing game. But actually neither of those are on the market at the moment. If you go to my website. Yeah, we've got a landing page for the war game and we've got a preview for the RPG. And I've actually I've got.
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           really? I was actually, yeah, I was checking it out like yesterday, so.
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           know, prototypes of both of those here. But they are still in development because of various different reasons of wanting to refine some ideas or just kind of ended up having to move to other projects. So they're almost launch ready. But those are the ones that they're working on for the longest, just the newest editions aren't quite together yet.
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           Yeah.
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           Yeah, nice.
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           Very cool.
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           And then the one that I've been working on most recently, and that we actually have a new project launching next month for, is Star Set. So that's a grimdark survival-oriented tabletop role-playing game that we launched initially a couple years ago, and then just did a relaunch for the second edition for, which is much more crunchy, much more mechanical, and much more narrative-based. So really looking forward to building that out.
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           Jacob Tegtman (06:14.542)
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           That's exciting. Yeah, I can attest that game is great. I really enjoyed reading through it. Everything from the design of the book to the art to the way that you have, especially character building in that, I find super fascinating. You can just tell, yeah, the amount of attention to detail in there is like out of this world. It really feels like you guys...
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           Josiah (06:27.148)
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           Well, thank you.
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           Josiah (06:34.966)
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           haha
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           Jacob Tegtman (06:38.478)
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           You took the lore of the game and you baked it into every part of the game. Whereas I think a lot of games like, you know, we'll talk about D &amp;amp;D later. D &amp;amp;D is like the game that's everything. So it's like if it's in a fantasy book or movie or anything, like we'll just jam it into D &amp;amp;D somehow. And, you know, that kind of has its place, but for building characters and stuff, you know, like you don't, I don't know. It's supposed to be able to fit many different genres and you're
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           Josiah (06:42.72)
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           Mm-hmm.
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           Jacob Tegtman (07:08.612)
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           I think what's so cool about is that when you're playing Star set you're playing Star set Because from the very first thing you do with your character and their background and their skills even it's all based on the lore of this whole universe so
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           Josiah (07:19.902)
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           Mm-hmm. Well, I really appreciate that. mean, that's really the heart behind it when we were working on it is, we had a story that we wanted to tell and really created the universe to tell that story. And one of the things, you know, that I picked up studying communication is that, you know, we are attracted to details. And even if it's details that, we haven't necessarily experienced in our own lives.
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           Jacob Tegtman (07:24.963)
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           Yeah.
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           Jacob Tegtman (07:33.324)
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           Yeah.
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           Josiah (07:45.324)
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           hearing vivid details or strong emotions in other people's stories lead us to be more connected with them. And so that was something that we really trying to flesh out in Star Set. hopefully, from the sound of it, it hopefully worked pretty well.
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           Jacob Tegtman (08:00.352)
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           I think so, yeah, absolutely. So, what do we talk about first, man? Like, what do you want to talk about first?
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           Josiah (08:01.452)
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           Thank you.
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           Josiah (08:11.672)
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           man, I could talk about games for hours and hours, so I better let you guide that conversation.
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           Jacob Tegtman (08:14.944)
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           You
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           Okay, I just want to make sure we cover like the big things before we dive into the nitty gritty here. Yeah. Yeah.
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           Josiah (08:24.332)
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           Oh yeah, I mean, I kind of touched on, I guess I'll throw it out there. I'll throw it out there because it's really important to me and kind of the company into my story. you know, I really do, we're about to, you know, dig into the nitty gritty, like you said, and Dungeons and Dragons and all the different games that are out there. And I just think, you know, before whether you're a designer or a player, whenever you kind of step into a game, I think the most important thing and what's in the mission kind of a hoodwink that we try and do differently is that
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           Jacob Tegtman (08:33.379)
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           Yeah.
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           Josiah (08:53.446)
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           The games are just kind of an excuse. Really, the games are just an excuse to get together with people and to have FaceTime with people. And if working in social media has taught me anything, it's that people need that more than anything. And that's why we call it Hoodwink Games, because we kind of have all these substitutions. get hoodwinked into thinking that socializing is something that it's not. And really, it's just fellowshipping with people and joining community and FaceTime with people.
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           and talking about the things that matter with people. And the way to do that from going from stranger to best friend is in my experience games. And so that's kind of the heart behind it.
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           Jacob Tegtman (09:30.658)
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           That's been a cool one. Yeah.
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           You know, it's interesting you bring that up too, because this is something I've been thinking a lot about recently, especially as everybody's been seeing more AI come into their work, into their lives. And I feel that more than ever, people are wanting that human, real human interaction. And so as good as video games are looking nowadays and as fun as MMOs are and stuff like that, and I like all of those, I don't think I've
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           Josiah (09:43.628)
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           Mm-hmm.
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           Josiah (09:53.004)
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           Mm-hmm.
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           Jacob Tegtman (10:03.53)
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           found anything that's as fun is sitting around playing a tabletop role-playing game, especially in person. mean, even, you over FaceTime like this is fun, but something in person about it just makes it one of the best experiences.
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           Josiah (10:09.729)
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           video.
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           Josiah (10:13.142)
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           Mm-hmm.
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           Josiah (10:18.686)
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           It really does. It's those shared memories and those shared jokes. And, you know, I work in politics, doing social media for politics. And the thing that just aggravates me the most about politics, but also religion, people say don't talk about politics or religion because people care about it so much. And it's like those are things that we care about the most. So we should be able to share those with people. But you can't because as soon as you bring them up, you know, there are all these walls.
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           Jacob Tegtman (10:39.48)
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           Sure.
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           Josiah (10:48.062)
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           and games when you've played for a couple hours with somebody and slayed the dragon and made a couple jokes, then it's like, well, okay, now your opinion isn't the thing that I'm defining you on. The thing I'm defining you on is that, you know, you're a half drunk elf paladin or something like, and it just makes it easier.
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           Jacob Tegtman (10:48.416)
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           I guess.
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           Jacob Tegtman (11:04.014)
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           Yeah, that's so true. That's so true. Yeah, it definitely does break down those walls and give you that sense of shared history, even if it's like a shared mental history, theater of the mind. So, yeah.
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           Josiah (11:17.27)
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           Mm-hmm. Mm-hmm. It's great.
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           Jacob Tegtman (11:21.428)
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           I agree, man. Especially when you're doing... So I haven't read through all of the lore of Starseq. There's just so much in there. I've read through a good deal of it. But I think one of the things that also stands out about at least that game, because I know Penn's still in the work in progress...
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           Josiah (11:38.599)
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           the
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           Jacob Tegtman (11:39.446)
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           that, you know, it does cover a lot of political things and it covers a lot of religious things and you aren't like pushing a view on anybody, but just inherent to human life is politics and religion. so games let you approach these topics like in ways that allow you to explore what could be, but in a safe way and have conversations about what could be without feeling like you're being attacked or told.
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           Josiah (11:53.856)
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           Mm-hmm.
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           Josiah (12:01.6)
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           Thank you.
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           Josiah (12:05.836)
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           Mm-hmm.
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           Yeah, that's really the, again, I'm really glad that you feel that way about the game, because that was one of the number one priorities of it, is there are just really hard conversations that should be had. And that game kind of came out of COVID, where there were a ton of hard conversations people were having. And I think you could spend every day, every minute of every day with people.
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           Jacob Tegtman (12:14.306)
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           Yeah, for sure.
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           Jacob Tegtman (12:23.394)
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           That's right. That's right. Yeah.
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           Josiah (12:33.664)
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           but if they're not people that you feel like you can have hard conversations with, then you haven't really been in community at all. And so having a medium like that, where, like you said, I don't wanna tell anybody what they should believe. There are things that I believe are true about God and about the world and about politics and stuff, but those things have to exist relationally for them to mean anything to you. so...
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           Yeah.
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           Sure.
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           to have that space to kind of explore and talk and then role play through just makes it fun for one thing, but also makes it so much more personal and so much more impactful, I think.
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           Yeah.
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           I agree. So what is the next thing that you said you're working on with StarCert? I think I missed that when you mentioned earlier. Yeah.
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           Josiah (13:16.436)
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           Yeah, so my co-writer, Emily, and her husband Ryan, who did some of the art for Star Set, they have actually written and illustrated the first campaign for it. It's called Echoes on Mars, and that's going to be launching on Kickstarter next month.
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           Okay. Okay, cool. That's exciting, man. So what number of Kickstarter will this be for you?
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           Thank
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           That's
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           seven maybe six or seven. I'm doing this one well I should say the plan is to do it on Kickstarter but changing a lot of things. I'm still talking to them. My wife is behind me. I still want to talk through some of them with her because it had a lot of very negative Kickstarter experiences and learned a lot. So we're to do this one if we end up doing it on Kickstarter very slim down and very different than some of the other ones. So it's a constant learning experience.
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           Sort of. Yeah.
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           Sure.
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           Yeah, I just remember I feel like every year or so I feel like you're launching something on Kickstarter successfully. So at least from the outsider's view looking in, it's like man Josiah just knows what he's doing with selling games.
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           Josiah (14:30.208)
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           You
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           Well, I know a little bit more than I did last time and that's the goal. Yeah.
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      <pubDate>Fri, 27 Mar 2026 15:32:01 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/interview-with-game-designer-josiah-mork-creator-of-starset-pen</guid>
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      <title>Interview with TTRPG Renaissance Man: Mildra the Monk</title>
      <link>https://www.eternityttrpg.com/interview-with-ttrpg-renaissance-man-mildra-the-monk</link>
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            Transcribed content from our recent YouTube video:
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           Transcription
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           Summary
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           Final Fantasy Legend Edition TTRPG discussion covered the game's high customization and free distribution via mythos inspiration and iterative research.
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           Final Fantasy Legend Edition Origin
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           Legend Edition is a medium-complexity TTRPG developed over 4 years to emulate the entire Final Fantasy mythos, avoiding a focus only on the SNES era. The core goal was to create a neutral sandbox emphasizing high customization that supports high fantasy, steampunk, and futuristic settings.
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           Design Philosophy and Research
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           The game is distributed for free to continue the tradition of high-quality, free fan-created content within the TTRPG community. Extensive research was conducted on the IP, including cut content and Ultimania books, which led to the design pillars of iteration and experimentation.
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           Customization and Unique Features
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           Character creation allows hybrid archetypes via the selection of 3 classes from over 50 available options with variable progression speeds. Unique Legend Edition features include row-based combat and active defenses, creating a tactical risk-reward system.
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           Details
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            Introduction to Final Fantasy Legend Edition Project
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            : Jacob Tegtman welcomed Mildra The Monk, the lead designer and spearhead of the Final Fantasy Legend Edition project, to the Eternity TTRPG channel for their first interview of this kind. Mildra The Monk expressed appreciation for being hosted and agreed to begin by discussing their background and the nature of the project (00:00:00).
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            Mildra The Monk's Background and TTRPG Contributions
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            : Mildra The Monk introduced themself as a content creator who has reviewed games, run playtests, and conducted over a thousand interviews in the last five years. They cover third-party D\&amp;amp;D material, indie games, and fan games such as Naruto 5e and Dungeons of the Dragoning, the latter of which started as an April Fool's joke that combined five different RPGs (00:01:03). Most recently, they served as the lead designer and project lead for the Final Fantasy Legend Edition TTRPG (00:02:26).
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            Running a Final Fantasy Legend Edition One-Shot
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            : Mildra The Monk mentioned they had been running a one-shot using the Legend Edition for the past few weeks with rotating party members and ran one for Jacob Tegtman as they were planning content on the game (00:02:26). They noted that a community member has been developing a work-in-progress Roll20 sheet for the game, which had recently received a significant update (00:03:26).
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            Virtual Tabletop Support for Legend Edition
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            : When addressing the question of virtual tabletop support, Mildra The Monk stated that they have not done any real coding in at least ten years and lack the skill set to build a custom sheet from scratch for platforms like Roll20 or Foundry. They acknowledged the community's support, noting that people are using their own time to support the game with tools like the Roll20 sheet (00:03:26).
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            Summary of Final Fantasy Legend Edition
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            : Legend Edition is a medium-complexity TTRPG that took about four years to create, aimed at emulating the Final Fantasy mythos. The project originated from Mildra The Monk's pet peeve that previous tabletop versions of Final Fantasy heavily skewed toward the SNES era (IV, V, and VI), neglecting entries like VII, XIV, and XVI which appeal to newer generations of fans (00:04:21). The goal of Legend Edition is to use the recurring Final Fantasy mythos as a neutral sandbox for tables to build campaigns in any direction, prioritizing customization (00:06:43).
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            Game Design Flexibility and High Customization
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            : The game was designed to be equally viable in high fantasy settings, like Final Fantasy III or IV, as it is in steampunk settings, such as Final Fantasy VI or XIV, and futuristic entries, such as Final Fantasy VIII or XIII. Jacob Tegtman noted that playing the game demonstrated that the number of classes and intricate character details allow players to create characters fitting any Final Fantasy experience they desire (00:06:43).
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            Reasoning Behind Free Distribution of Legend Edition
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            : Mildra The Monk explained that the game is available for free because they came up as a tabletop player seeing high-quality fan games that were just as good as paid games, and they wanted to pass along that torch to the community (00:09:44). They expressed the desire for someone to take their work, hack it, and put up their own version, continuing the chain of free content (00:11:02).
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            Research and Design Philosophy for Legend Edition
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            : A major focus of the project was capturing the soul of Final Fantasy, which involved extensive research, including reviewing existing games, cut content from games, behind-the-scenes interviews, and Ultimania books (00:11:02). The core philosophy derived from this research was "iteration and experimentation," which led to the game's foundational design pillars (00:12:16).
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            The Inspiration to Focus on Final Fantasy
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            : Mildra The Monk is a devoted Final Fantasy fan, but other factors drove the project, including a desire to carry on the lineage of prior Final Fantasy TTRPG fan projects like the mid-90s Returners project (00:12:16). A core motivation was bridging the gap between video games and tabletop gaming, using Final Fantasy because its consistent mythology allows for adaptation that goes beyond merely replicating the video games (00:14:29).
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            Avoiding the Trap of Literal IP Adaptation
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            : Mildra The Monk highlighted a common problem with tabletop adaptations of existing IPs, where designers attempt to adapt the source material wholesale, citing the early TSR run of Indiana Jones as an example where they only allowed players to play as movie characters. Instead, people generally prefer to create their own character within the world, such as being a student at Xavier Academy rather than playing as the X-Men (00:15:49).
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            Emulating the Mythos Over One Game
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            : Mildra The Monk emphasized that designers should emulate the overall mythos of a franchise rather than hyperfocusing on one game or one era (00:17:00). For Final Fantasy, this is supported by recurring elements such as job names, play styles, spell names, summons, and abilities that maintain a consistent theme (00:18:09).
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            Classes, Character Creation, and Flexibility
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            : The customization in Legend Edition is demonstrated by the character creation system where players select three classes with different progression speeds, allowing for a unique hybrid character from over 50 classes (00:21:27). This approach is a compromise that provides the strong thematic elements of the job system without restricting player choices, such as customizing weapon lists to be setting-agnostic and avoid favoring one style of fantasy (00:20:06) (00:22:24).
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            Key Design Pillars of Final Fantasy Legend Edition
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            : Mildra The Monk outlined the three major pillars of the game's design: "mythos not setting," "customization is king," and the **phase structure** (00:24:24). The phase structure involves four acts—preparation, exploration, encounter, and downtime—which is loosely inspired by the Asian four-act format (kishōtenketsu) and the Town-Field-Dungeon trinity pioneered by Dragon Quest (00:25:34).
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            The Research Process as a Favorite Part of the Project
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            : Mildra The Monk stated that the research phase was one of their favorite parts, which allowed them to discover early concepts for the video games that were eventually cut (00:27:50). Examples included the early name for Materia being "spheres," which was later revisited for Final Fantasy X, and a puzzle tattoo mechanic for Final Fantasy X's sphere grid, which was cut (00:28:33).
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            Inspirations and Creative Liberties in Design
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            : The research led to design inspirations such as an unused Chocobo Lancer concept art from Final Fantasy XI resulting in the Chocobo Knight class in Legend Edition, addressing the long-desired idea of Chocobo cavalry (00:29:32). The team took certain liberties, like creating the speed-based Dervish to serve as an answer to the Berserker class, and the Ravager as a spell-spamming class, drawing from inspirations like Final Fantasy XIII (00:31:48).
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            Development of the Yo-kai Class
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            : The Yo-kai class began as an idea for a controllable summon, similar to the Aeons in Final Fantasy X, but was changed to avoid replicating one game (00:31:48). The final concept for the Yo-kai, as avatars for Eidolons, was inspired by the design of Yoko in Bravely Second and the concept of the rider or shioal spiritualist in Voodoo (00:32:43).
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            Impact of Extensive Research on Project Quality
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            : Jacob Tegtman acknowledged that the depth of research, spanning Final Fantasy lore, mythology, and diverse concepts like Voodoo, enabled Mildra The Monk to create over 50 classes, each with up to seven tiers of abilities, amounting to hundreds of unique mechanics that synergize well (00:33:58). Mildra The Monk affirmed that this extensive research, modeled after the preparation of Star Trek producer Harve Bennett before producing *Wrath of Khan*, was a necessary baseline (00:36:10).
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            Historical Context of Final Fantasy Combat System
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            : Mildra The Monk highlighted Hiroyuki Itto, the pioneer of the job system and the Active Time Battle (ATB) system, noting that he cited American football and Formula 1 as inspirations for ATB (00:39:09). Mildra The Monk asserted that the shift toward action-based combat, seen in games like Final Fantasy XV and XVI, was an evolution building on foundations laid decades ago by Itto, not a radical shift (00:40:15).
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            Snapshot of Unique Legend Edition Features
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            : For those unfamiliar with Legend Edition, Mildra The Monk listed key differentiators, including high customizability in the job system, easy creation of hybrid archetypes, fewer but more impactful skills, and multiple character creation/advancement methods (00:41:59). Jacob Tegtman added the unique row-based combat and active defenses, such as parrying and evading, which create a tactical, risk-reward philosophy in the design (00:43:17).
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            Future Vision and Upcoming Projects for Mildra The Monk
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            : Immediate future plans include overseeing support elements like new Excel and HTML solo-play sheets, as well as writing world book guides, which are lighter books focused on emulating individual Final Fantasy entries like FFIII or FFVIII (00:45:13). They are also considering TTRPGs based on 2D fighting games, aiming for a defined setting like a fighting game version of Night City, and they intend to create a fantasy-themed mech game and a Wuxia-themed RPG (00:46:24).
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            Ongoing Efforts to Promote the TTRPG Community
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            : Mildra The Monk is continuing their mission to showcase the totality of tabletop role-playing games by highlighting the international scene, including content from Brazil, Germany, and Sweden (00:50:01) (00:52:17). They mentioned forthcoming streams covering the Spanish Anima Universe, Sword World, and *We's Blade*, a game compared to *Panzer Dragoon* (00:51:15).
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            Availability and Support for Mildra The Monk
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            : Mildra The Monk can be found streaming regularly on YouTube and Twitch, on Twitter where they highlight artists and indie games, and in their personal Discord (00:55:07). While Legend Edition remains free, they have set up support mechanisms like Ko-fi for those who wish to leave a tip (00:56:19).
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      <pubDate>Wed, 25 Mar 2026 01:09:05 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/interview-with-ttrpg-renaissance-man-mildra-the-monk</guid>
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      <title>Playable Monster Races in D&amp;D: the Gnarlborn - Haunted Treants</title>
      <link>https://www.eternityttrpg.com/playable-monster-races-in-dnd-the-gnarlborn</link>
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            Transcribed content from our recent YouTube video:
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           There are kind two ends of the spectrum for D&amp;amp;D races.
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           There’s Story-specific races: These come with a strong, built-in narrative that fits specific campaign worlds or settings, that almost tells you how to play them.
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           Then there’s more Flexible races. These are much easier to slot anywhere because they don’t necessarily come with an expected tone or backstory. You can sort of fit them into any campaign with ease – like playing a human.
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           Some D&amp;amp;D player races feel like they’re built for a specific kind of story. Others feel flexible enough to drop into almost any campaign. Gnarlborn from Crooked Moon… sit somewhere in between—and that’s kind of what makes them interesting. They have strong flavor, but they aren’t restrictive for your campaign. They come with built-in lore that gives you instant roleplay direction, but they aren’t so specific that you can only play them in your Crooked Moon campaign.
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           Welcome back to Eternity TTRPG.
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            ﻿
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           As you can already tell, today we’re looking at a lesser-known player option for playable races, which is the Gnarlborn from Crooked Moon.
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           If you’ve seen my other videos on the topic, Crooked Moon has become one of my favorite D&amp;amp;D settings of all-time. We’re going through each of the races presented in Crooked Moon, and today getting to the treant-like Gnarlborn.
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           Starting with the basics, Gnarlborn are – well, born – from the soil of a region called Ardengloom, a forest that’s less “peaceful woodland,” and more “haunted, thinking ecosystem.”
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           The forest itself is filled with these massive trees called Elderwoods—each one housing lingering Fey spirits. Gnarlborn commune with these spirts and Elderwoods, forming an intricate and well-connected forest community.
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           So yeah, you’re playing basically “a tree person.” But you’re also playing something that exists in a constant, low-level conversation with ancient, possibly unreliable spirits. That alone gives you a strong roleplay hook without needing a complicated backstory, as your tie to those spirits, and who/ what they are could gain any level of depth that you’d like, over the course of a campaign – or even a few adventures.
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           Visually, Gnarlborn are humanoid, but like the trees in your yard, everything about them is asymmetrical—branches, moss instead of clothing accents, glowing hollows where a face might be.
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           No two look the same. Some might feel ancient and slow, while others might come across as curious or even a little disconnected—like they’re only partially focused on the present.
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           And since they can live for hundreds—sometimes thousands—of years, you can decide how much that actually affects your character. Are they wise because of their age, or are they just... slow?
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           Ok, when it comes to core mechanics, let’s talk about what you actually get—because this is where Gnarlborn become very usable.
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           First, we have: Deep Roots
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           You get advantage on checks and saves to avoid being moved or knocked prone. This is simple, but it can be very useful against certain enemies.
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            Next is:
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           Elderwood Whispers
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           After every long rest, you can pick up a new skill, tool proficiency, or even a language. Temporarily. This is probably the most interesting trait the Gnarlborn have. It’s not flashy, but it gives you day-to-day adaptability, which can be nice. It rewards players who like planning ahead—or improvising, based on expected challenges for the day.
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           Third, we have what may be the Gnarlborn’s most *potentially powerful effect, which is: Grasping Branches
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           As a Bonus action, you restrain a creature if they fail a Strength save. Or slow them if they succeed. The main issue here is the saving DC isn’t very high (it’s 8, plus your Constitution modifier, plus your proficiency bonus). But! Even on a successful save, the creature has half speed for a turn.
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           So, grasping branches can be decent battlefield control without requiring you to be a spellcaster. And because this effect recharges on a short rest, you may just actually use it.
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           It’s not overwhelming—but it’s consistently useful.
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           Root Sense gives you
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           tremorsense out to 60 feet. So, the ability to find Invisible enemies, Creatures behind walls, etc.
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           And lastly, you have: Towering Size
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           Which gives you advantage to end being grappled, and – if your group actually tracks carrying capacity, you can in fact carry more stuff.
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           Nothing flashy—but admittedly, very practical.
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           Playing a
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           Gnarlborn definitely isn’t for every player. They don’t provide anything to spike damage, or even do anything unpredictable, really. But you are resisting disruption, controlling space, and adapting between sessions. They fit really well in parties that need consistency rather than specialization.
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           From the roleplaying side, Gnarlborn also work really well in campaigns that lean into:
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            Fey themes,
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            Haunted environments,
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            or Long timelines with ancient histories since they naturally connect to all of those.
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            Gnarlborn feel
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           connected to something bigger: whether
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           that’s the Elderwoods, nature, fey-touched spirits, or an ancient grove deep in the dark woods.
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           So, if you were to play a Gnarlborn, what direction would you take your character? Would you pick them for their subtle combat control, or more to explore their connection with the wilds?
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           Whether you’ve played them in a campaign already, or you have ideas for what you might like to try, let me know in the comments.
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           Thanks for watching, and I’ll catch you in my next Crooked Moon race guide.
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      <pubDate>Sun, 22 Mar 2026 16:01:41 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/playable-monster-races-in-dnd-the-gnarlborn</guid>
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      <title>Crooked Moon's Ashborn: The Fiend-Touched Survivors of Chernabos</title>
      <link>https://www.eternityttrpg.com/crooked-moon-ashborn-the-fiend-touched-survivors-of-chernabos</link>
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           In Chernabos, survival is more than a question of strength. It’s a question of timing… instinct… and a little bit of luck.
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           Some creatures are shaped by that world. The Ashborn from Crooked Moon are made from it.
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           Welcome back to Eternity TTRPG. No matter how many times I revisit Crooked Moon, or how much time I spend away from it, I always find myself pulled back to this awesome source book. There are so many fun and unique pieces of this Halloween-like world, that I just love exploring.
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           Today we’re continuing our look at the Crooked Moon races, and this time we’re stepping into the ash fields of Chernabos—To take a closer look at the Ashborn.
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           If you haven’t seen them, I’ve already covered two Crooked Moon monstrous races, including the Harvestborn, which are my personal favorite. At this point, I’m pretty confident I’ll actually just be creating a 5-10min video that dives into each of the Crooked Moon races, separately. So, be sure to check back to find those.
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           So, diving right into the Ashborn. Ashborn are small, fiend-touched humanoids, usually standing between two and three feet tall. They carry a distinct, almost devilish appearance—horns, muted red or gray skin, and sharp, expressive features.
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           And most notably—A scorpion-like tail, tipped with venom.
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           They’re comfortable in harsh places, and they tend to carry themselves with a quiet confidence. There’s a sense, when dealing with an Ashborn, that they’re already accounting for how things might go wrong… either, how they’ll respond if things were to go wrong... or how they’ll actually cause things to “go wrong,” themselves, and then benefit from the chaos.
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           Ashborn actually don’t have a lineage in the usual sense. Instead, they form in the wake of volcanic fury—drawn together from sulfur, ash, and something entirely fiendish at its core.
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           They emerge completely aware, capable, and already adapted to a land that would kill any other race – like, most humans, for example - in minutes.
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           As I’d mentioned briefly, Ashborn are small—rarely more than three feet tall. Their features reflect their origin: horned silhouettes, skin in muted reds and greys, and eyes that tend to catch the light in uncomfortable ways.
          &#xD;
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           And then of course, there’s the tail. A scorpion’s stinger, carried as naturally as a hand.
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           Most Ashborn carry themselves with a kind of deliberate composure. Even in harsh environments, like with most Crooked Moon races, there’s a sense of presentation—care in how they dress, how they speak, and how they’re seen.
          &#xD;
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           To me, it seems that they like to exercise control, even small amounts, and they have a bit of perfectionism to them.
          &#xD;
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           Chernabos, the land of the Ashborn, is not a forgiving place. The ground is unstable—split by lava flows and sudden fissures. The air carries ash and sulfur, thick enough to choke. And resources—such as water, shelter, and again, even breathable air—are never guaranteed.
          &#xD;
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      &lt;span&gt;&#xD;
        
            Clearly, the Ashborn don’t really need the kinds of things that humans need to survive. However, this kind of dangerous land also tends to favor a certain kind of thinking. Adapting to the environment, Ashborn tend to make quick decisions, have constant awareness, and perhaps their tendency to be a bit perfect in their presentation, they’re probably overall willing to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           act
          &#xD;
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    &lt;span&gt;&#xD;
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            before they have perfect information... all in the name of survival.
           &#xD;
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           Ashborn are shaped by their environment from the moment they come into being. They develop habits that keep them flexible:
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And this is where their relationship with luck comes in. To an Ashborn, luck isn’t really about chance—it’s more about preparation meets opportunity. Or put another way, it’s about timing:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ·     knowing when to move.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ·     knowing when to speak.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ·     And of course, when to take a risk that others would avoid.
          &#xD;
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           Mechanically, when it comes to actually playing your Ashborn, you’ll find that their cultural and personality traits of leaning into subtle control and well-timed disruption really come through.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           First, you have: Ashen Legacy
          &#xD;
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  &lt;/p&gt;&#xD;
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           You start with Minor Illusion, and later gain access to Charm Person and Invisibility. It’s a toolkit designed around Distraction, influence, and the ability to step out of sight when needed.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           They have Darkvision
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            with the standard 60 feet, which is expected, given where they come from.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           As a reaction, Fiendish Fortune
          &#xD;
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  &lt;/p&gt;&#xD;
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           Allows you cause an attack that would’ve otherwise hit you, to miss, once per short or long rest. Additionally, you redirect some of that damage as force damage, equal to your proficiency bonus.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Then we’re onto the Ashborn’s tail, with Scorpion Sting.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Their tail grants a natural attack, with added poison. They can deal this extra damage a number of times equal to their Proficiency Bonus.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
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           When it comes to roleplaying, you can imagine how many fun directions you could take a halfling-sized devilish imp, with attitude.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           They fit great as risk-takers, performers, negotiators who are comfortable lying outright to someone’s face, wanderers who pity others for their inability to survive without shelter and water. They could easily be thieves, political statesmen/ stateswomen, or really anyone who enjoys a bit of mischief – and maybe on occasion, a bit of cruelty.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I think what makes this race so fun though is that it leans into the devil
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           ish side
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           of things, but they’re still only 3-feet tall. So, they’re a bit more mischievous probably, than menacing. More lighthearted, than truly evil. But, those distinctions are entirely up to you to make.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So! The Ashborn fit neatly into almost any kind of story, with their natural rogueish charm, and devilish antics.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But I’m curious— How would you play your Ashborn? Or, if you’ve already had a campaign or adventures with one, let me know how that turned out for you!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Let me know in the comments.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And if you want to keep exploring the Crooked Moon races with me, there’s more on the way. So be sure to subscribe, and check in on future videos.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Thanks for watching!
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crooked+Moon+Ashborn+Youtube+%28500+x+500+px%29.png" length="307097" type="image/png" />
      <pubDate>Tue, 17 Mar 2026 21:07:07 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/crooked-moon-ashborn-the-fiend-touched-survivors-of-chernabos</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>D&amp;D Encounters League Returns to Local Game Stores</title>
      <link>https://www.eternityttrpg.com/dnd-encounters-league-returns-to-local-game-stores</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=3N3isve9svc"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Encounters+Returns+2026+YouTube.png" title="An adventuring party battles a large gold dragon " alt="An adventuring party battles a large gold dragon "/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Transcribed content from our recent YouTube video:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=3N3isve9svc" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=3N3isve9svc
          &#xD;
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  &lt;/p&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizards of the Coast just brought back a piece of D&amp;amp;D history… and longtime players are doing a double take. After nearly a decade gone,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Encounters is officially returning to local game stores
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you’ve never heard of it, D&amp;amp;D Encounters was a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           weekly organized play program where people could drop into their local game store and play a short, one-session Dungeons &amp;amp; Dragons adventure
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           —no long campaign commitment required.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It was basically
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D’s version of Friday Night Magic
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Show up. Grab a character. Roll some dice. But the program disappeared back in 2016.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And now Wizards of the Coast is bringing it back… which raises a few interesting questions. Is this just a nostalgic revival to bring new players into the hobby? Or is something bigger happening behind the scenes?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Let’s break down everything we know.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Welcome back to Eternity TT
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           RPG
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , your party’s source for the latest
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeons &amp;amp; Dragons news, updates, and community info
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And today we’re talking about the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           surprising return of the classic organized play program
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Back in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           2010
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , during the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D 4th Edition era
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , Wizards of the Coast launched something called
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Encounters
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . The idea was simple.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Local game stores would host weekly D&amp;amp;D sessions where anyone could drop in and play a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           single short adventure
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Each session even revolved around a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           60–90 minute encounter
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , meaning you didn’t need a full campaign commitment.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It was perfect for:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • brand new players
           &#xD;
      &lt;br/&gt;&#xD;
      
           • busy schedules
           &#xD;
      &lt;br/&gt;&#xD;
      
           • or anyone who just wanted to roll some dice after work.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And Wizards supported stores with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           exclusive materials
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , including:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • adventure booklets
           &#xD;
      &lt;br/&gt;&#xD;
      
           • posters and maps
           &#xD;
      &lt;br/&gt;&#xD;
      
           • character sheets
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and sometimes even
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           custom miniatures
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            But in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           2016
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , the program disappeared. It was replaced by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Adventurers League
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , which shifted organized play toward
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           longer, interconnected campaigns instead of single-session adventures
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At that time, D&amp;amp;D Encounters didn’t really fail. Wizards shut it down in 2016 when they reorganized everything under Adventurers League. But now that organized play has gotten complicated again—and new players struggle to get started—Wizards might be bringing back the exact entry point that they removed.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Which, speaking of, on the topic of the D&amp;amp;D Adventurers League. It’s still technically a thing
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , but its status is also a bit… complicated.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           It still exists and people still play it.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           But official support from Wizards of the Coast has been much lighter in recent years on that front, as well.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So that program itself hasn’t been shut down. But the catch is that support has slowed.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·      There have been
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           fewer new official adventures
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            produced recently.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·      Wizards has been experimenting with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           other organized play initiatives
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , like we’re talking about today, and seasonal events.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·      Much of the Adventurer’s League infrastructure is now
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           community-run or maintained through Discord and fan sites
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            That’s why the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           return of D&amp;amp;D Encounters is raising eyebrows
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — some fans wonder if Wizards is shifting toward
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           shorter, store-focused events
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            rather than the larger shared campaign model.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Right now speculation in the community is that:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Encounters will serve as an easy entry point for new players, which Wizards of the Coast is likely keen to acquire.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ·     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Meanwhile the Adventurers League will remain with ongoing campaign play for long-term, dedicated players
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But – and as with many things – Wizards hasn’t officially clarified their long-term plan yet.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ok, so all of that background aside, let’s fast forward to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           2026
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Encounters is coming back.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The announcement happened during this year’s
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           GAMA Expo
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , one of the tabletop industry’s biggest trade shows. And this new version of it sounds very similar to the original concept.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Short… Accessible…
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Single-session adventures designed for drop-in play.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Which honestly makes a lot of sense. D&amp;amp;D has exploded in popularity, but
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           getting new players into their first game is still one of the biggest barriers
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A weekly store event could potentially solve that problem. At least in theory, and I’ll get back around to this in a minute. But the basic thought is that new players can show up. Grab a pre-generated character, so they don’t need to worry about min-maxing or even understanding character creation rules. Roll initiative. Boom—you’re playing D&amp;amp;D.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, now the problem with that. This is the same concept that Wizards of the Coast uses with like Magic: the Gathering. I don’t know what your local game store’s like, but when’s the last time you saw a new player come to drop in at your weekly league night? Or even starter deck tournaments, for other games or events?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In my experience, the in-person player base is slowly dwindling for most games. And, I think that’s actually pretty sad. D&amp;amp;D is clearly a social game, and I think you can something from the overall experience without in-person play. Not that I mind digital play, and I realize digital also comes with its own advantages.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But, the bottom line is that I’m not really sure just opening a weekly D&amp;amp;D Encounters night at local game stores will actually pull in a lot of new players to the game.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ok, so a little bit more framework into this. The new D&amp;amp;D Encounters program will also tie into something that Wizards recently introduced, called
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Seasons
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . These are
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           three-month themed releases
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            built around a particular concept.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For example, the upcoming three sets will be:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • Horror themed adventures
           &#xD;
      &lt;br/&gt;&#xD;
      
           • Magic-heavy campaigns
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and finally, Champion focused stories
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            D&amp;amp;D Encounters will help kick these seasons off by providing stores with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Opening Weekend Play Kits
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , we think, based around these themes. The kits released for reach segment of the year will launch alongside
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           major D&amp;amp;D book releases
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           These kits will most likely include:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • prewritten encounters
           &#xD;
      &lt;br/&gt;&#xD;
      
           • promotional materials
           &#xD;
      &lt;br/&gt;&#xD;
      
           • store support tools
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and possibly exclusive content.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizards also mentioned
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           weekly play support
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , though they haven’t revealed exactly what that includes yet. And they’re planning
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           coordinated community events
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            tied to each release.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically… They’re trying to turn D&amp;amp;D launches into
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           mini events at local game stores
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So why is Wizards of the Coast bring back D&amp;amp;D Encounters now? A big part of it seems to be
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Wizards refocusing on local game stores
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Over the past few years, a lot of D&amp;amp;D play has moved online.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Between:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            •
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Beyond
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           • Virtual tabletops
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and streaming games
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Many players never step into a physical store anymore. Traditionally, stores have been
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           the lifeblood of tabletop gaming communities
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . I’m not so sure that’s true anymore. There seems to be a BIG shift away from many traditional models, in the tabletop gaming space.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            However, D&amp;amp;D Encounters does give stores something extremely valuable:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           consistent weekly events that make it easy for new players to come in the door.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            According to Wizards leadership, this move is part of a broader push toward a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           franchise-style model for D&amp;amp;D releases
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , led by VP
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dan Ayoub
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Instead of one-off books… They want
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           ongoing seasonal engagement
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Whether or not Wizards is really in-touch still with the D&amp;amp;D community, and this is an accurate call, remains to be seen. But, you can see based on what they think is happening, how they would feel that D&amp;amp;D Encounters would fit that model.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, of course that brings up another pretty big question., which is: w
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           hat happens to the D&amp;amp;D Adventurers League?
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Because, as I’ve mentioned, the organized play program has been… pretty quiet lately. Like, for a while. There hasn’t been much
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           new official content
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            in recent years, in fact. And Wizards hasn’t said whether D&amp;amp;D Encounters will
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           replace
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           supplement
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           revive parts of
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the Adventurers League.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, right now, there’s no official answer.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            But many fans are speculating that D&amp;amp;D
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Encounters might become the easier entry point
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , while Adventurers League remains the deeper campaign system. But my impressions at the moment are that unless D&amp;amp;D Encounters really takes off, and creates a need for the Adventurers League to grow, then I don’t think it will be getting any more support from here than what it’s been getting.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           So, here’s the thing. D&amp;amp;D’s a great game. For many of us, it was the first TTRPG we heard of, and got us into the hobby. It’s... no longer the best TTRPG out there, and hasn’t been for some time. I created a whole multi-article series on this, comparing the top games, on the Eternity TTRPG site – and even that list needs updating.
          &#xD;
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            But I think for most of us, we’d love to see the hobby grow. If you’ve ever played TTRPGs in person,
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    &lt;/span&gt;&#xD;
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           around a real table
          &#xD;
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           , you know that the dice rolling, the Miniatures clattering, and watching someone dramatically failing a persuasion check – in person, are all magical moments.
          &#xD;
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            Short
           &#xD;
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    &lt;/span&gt;&#xD;
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           low-commitment sessions
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    &lt;span&gt;&#xD;
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            like D&amp;amp;D Encounters is offering may be one of the best ways to introduce new players. And that is exactly what D&amp;amp;D Encounters is designed for. If Wizards executes this well… It could become a
           &#xD;
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           gateway program that brings the next generation of players into the hobby
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           .
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  &lt;p&gt;&#xD;
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           Do I want to be pessimistic about this new program working the way Wizards intends? No. Am I though..? Yeah.
          &#xD;
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           I think new players will continue to find the hobby, but I think D&amp;amp;D will continue to lose market share. For new players who get into the hobby specifically through D&amp;amp;D, I think this D&amp;amp;D Encounters program will only be generating a very small percentage of those new people.
          &#xD;
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  &lt;p&gt;&#xD;
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           Will I try out a D&amp;amp;D Encounters session at my local game store? ...maybe. Like many of you, I’ll probably wait to see what the buzz is around it first, to see if I might enjoy dropping in.
          &#xD;
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  &lt;p&gt;&#xD;
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           But I do hope that is amazing, and that everything Wizards of the Coast is trying to do with it actually provides what their main audience has been asking for.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So what do you think? Is the return of
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    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Encounters
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            exactly what local game stores, and the tabletop roleplay game community needs… Or is this a sign that
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Adventurers League and the overall organized play may be fading out in one final effort
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           ?
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Let me know in the comments.
          &#xD;
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  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            And if you want more
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           weekly D&amp;amp;D news, community info, and tabletop updates
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           , make sure you like the video and subscribe.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Because the dice never stop rolling here.
           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Fri, 13 Mar 2026 19:23:41 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/dnd-encounters-league-returns-to-local-game-stores</guid>
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    </item>
    <item>
      <title>The Future of D&amp;D Books in 2026 - Eight New Books to Dive Into</title>
      <link>https://www.eternityttrpg.com/the-future-of-dnd-books-in-2026-eight-new-books-to-dive-into</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=2z2fTaAQS3g"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/New+D-D+Releases+2026+YouTube.png" title="Count Strahd von Zarovich sits on a throne" alt="Count Strahd von Zarovich sits on a throne"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=2z2fTaAQS3g" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=2z2fTaAQS3g
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           Transcription
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            For months the D&amp;amp;D community has been asking the same question…
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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           “Where are all the new books?”
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Well—Wizards of the Coast finally answered.
           &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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            2026 is bringing
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           Ravenloft horror, high-magic arcana, a Feywild heist romance, and… a crochet owlbear.
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           Yes. Really.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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            Today we’re breaking down
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           every single Dungeons &amp;amp; Dragons book announced for 2026
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           —what they are, who they’re for, and which ones might actually change your campaign.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Welcome back to Eternity TTRPG—your party’s reliable source for
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeons &amp;amp; Dragons news, lore, and tabletop chaos.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Today we’re going through the
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           entire 2026 D&amp;amp;D release schedule
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           .
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  &lt;/p&gt;&#xD;
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           There’s quite a few books, so this list is meant to give you the quick, clean, and minimal filler low-down. If anything sounds good, you have something to start on for your own in-depth research.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, let’s get started. The biggest announcement so far for 2026 is:
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           Ravenloft: The Horrors Within
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , Releasing
           &#xD;
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    &lt;/span&gt;&#xD;
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           June 16th, 2026.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
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            This new sourcebook expands the
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           Domains of Dread
          &#xD;
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           , the gothic horror setting originally ruled by Strahd.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
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           For Dungeon Masters, the book adds:
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • new Darklords
           &#xD;
      &lt;br/&gt;&#xD;
      
           • new monsters
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and expanded guidance for running
          &#xD;
    &lt;/span&gt;&#xD;
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           horror-themed campaigns
          &#xD;
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           .
          &#xD;
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  &lt;/p&gt;&#xD;
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           That includes subgenres like:
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  &lt;p&gt;&#xD;
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           • gothic horror
           &#xD;
      &lt;br/&gt;&#xD;
      
           • cosmic horror
           &#xD;
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           • and psychological horror.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Players get new options too:
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           • horror-themed subclasses
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           • new species and backgrounds
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and expanded
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           Dark Gift feats
          &#xD;
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           .
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
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            The book also expands the
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           fear and dread mechanics
          &#xD;
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           , which could add some serious tension to horror campaigns.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And yes… Legendary monster hunter
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Rudolph van Richten
          &#xD;
    &lt;/strong&gt;&#xD;
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            is making another appearance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Preorders begin
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           April 13th
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and digital versions hit
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Beyond early in June
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So horror fans—Is Ravenloft your favorite setting, or are you still loyal to Curse of Strahd?
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Then in
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           September 2026
          &#xD;
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            , we get one of the most mysterious releases:
           &#xD;
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           Arcana Unleashed.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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            Wizards of the Coast calls it a
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           “high-magic sourcebook.”
          &#xD;
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            What we know so far is that it introduces
           &#xD;
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           new arcane subclasses
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            from earlier Unearthed Arcana playtests.
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           Plus:
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           • new spells
           &#xD;
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           • magic items
           &#xD;
      &lt;br/&gt;&#xD;
      
           • artifacts
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and expanded customization options.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            But the biggest addition might be a new
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           “evolving magic item” system
          &#xD;
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    &lt;span&gt;&#xD;
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            . That means magical gear that
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           levels up alongside your character, which if done properly – could be pretty cool.
          &#xD;
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           This kind of thing could also change how treasure progression works in campaigns.
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            We also know though that if this idea is done poorly… Well… could lead to certain things from this book being banned at some tables.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Launching alongside Arcana Unleashed is an adventure expansion called:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Arcana Unleashed: Deadfall.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This adventure ties directly into the main Arcana Unleashed book and features the infamous
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Red Wizards of Thay
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . The story reportedly involves
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           a massive magical war
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , with new lore about the organization.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And interestingly… A Red Wizards adventure was originally teased way back in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           2023’s D&amp;amp;D Direct event
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , so this might finally be that storyline.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           We don’t yet know if this will be:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • a full physical book
           &#xD;
      &lt;br/&gt;&#xD;
      
           • or only a
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           digital D&amp;amp;D Beyond adventure
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But if you like Forgotten Realms villains… The Red Wizards are about as dangerous as it gets.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Next up is something aimed at
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           specifically Dungeon Masters
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeon Master’s Workbook of Worldbuilding, releasing May 5th
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This one is all about
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           building better campaigns.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The book includes exercises designed to help DMs:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • design campaign worlds
           &#xD;
      &lt;br/&gt;&#xD;
      
           • create memorable NPCs
           &#xD;
      &lt;br/&gt;&#xD;
      
           • build maps
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and improve improvisation skills.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Which honestly might be the most important DM skill of all.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Because no matter how much you prepare… Players will always find a way to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           kick down the door that has nothing behind it. At least until you create something on the fly, that is.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, this workbook aims to help DMs build
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           living worlds instead of static storylines. I got some really great advise when I first started DMing, which was to steal everything. I think these kind of thought-provoking books help synthesize great material into something that’s also – at the same time – entirely your own.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Alongside the DM book, and launching the same day, is something aimed at
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           new players and storytellers
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is an
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           interactive companion to the D&amp;amp;D 5.5e Player’s Handbook
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Instead of rules, the book focuses on
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           guided character creation
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It includes prompts that help you:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • build backstories
           &#xD;
      &lt;br/&gt;&#xD;
      
           • connect your character to the party
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and design personal motivations that actually matter in the campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Think of it like a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           creative writing workbook for D&amp;amp;D characters.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you’ve ever stared at a blank character sheet thinking… “Uh… I guess I’m an edgy rogue with amnesia? Oh yeah, and I’m an orphan – definitely, always an orphan.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This book might actually help. And I mean that in a kind way. Nearly everyone benefits from a bit of help thinking through interesting character creation, without relying on the same tropes that Final Fantasy characters have been relying on for a few decades.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Then, we have something completely different.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           The Feywild Job
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            releases
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           June 30th
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . And this one is actually a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D novel
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , not a game book. It’s written by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           C.L. Polk
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , a Nebula and World Fantasy Award-winning author.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The story follows
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           two former lovers turned thieves
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            hired to steal a magical artifact from the Feywild.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So imagine:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • magical heist story
           &#xD;
      &lt;br/&gt;&#xD;
      
           • romantic tension
           &#xD;
      &lt;br/&gt;&#xD;
      
           • with chaotic Feywild politics.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           romantasy meets D&amp;amp;D crime caper.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Which honestly feels like the most Feywild thing possible. Every now and then I can get into a D&amp;amp;D novel. Maybe you’re like me and it’s been enough time to give a new novel a try.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Finally, we have
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeons &amp;amp; Dragons Crochet: A Book of Many Patterns.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Yes—this is a real official D&amp;amp;D book.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Written by longtime D&amp;amp;D contributor
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Stacy King
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , it includes
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           20 crochet patterns inspired by the D&amp;amp;D multiverse
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           We’re talking:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • Owlbear cub plushies
           &#xD;
      &lt;br/&gt;&#xD;
      
           • Mini beholders
           &#xD;
      &lt;br/&gt;&#xD;
      
           • And even a
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           handmade Bag of Holding
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, this obviously isn’t a rules book. It’s basically
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           crafting for D&amp;amp;D fans
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            who want to bring the monsters to life—literally in yarn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Kind of like D&amp;amp;D cook books, but crafts version. Which, by the way, I’ve seen a lot of these kind of things selling like hot cakes at local conventions, so you know it’s going to be in-demand. Buy it for the ladies in your weekly D&amp;amp;D group who are into crochet.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ok, so I lied. There’s a bonus round here, which is one
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           possible future release.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There are strong hints that
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dark Sun
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            might be returning, which I shared about a couple months ago in a previous video.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Recent playtests included subclasses tied to the setting like:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           • Gladiator Fighter
           &#xD;
      &lt;br/&gt;&#xD;
      
           • Defiler Sorcerer
           &#xD;
      &lt;br/&gt;&#xD;
      
           • and Sorcerer-King Warlock.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Those are
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           classic Dark Sun themes
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . So, while nothing is officially confirmed… It’s very possible we’ll see a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           new Athas sourcebook in 2027.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And if that happens? It would be the first major Dark Sun release in decades. I’d be super into seeing something like that come down the pipeline.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            That’s the full
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeons &amp;amp; Dragons book roadmap for 2026.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            From crochet monsters… To gothic horror… To evolving magic items.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           It’s actually a pretty diverse lineup. But, now I want to hear from you: Which of these books are you most excited for? And which one are you skipping entirely? Drop your thoughts in the comments.
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           And if you want more weekly D&amp;amp;D news, lore, and tabletop chaos— Make sure you subscribe.
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           Until next time… May your dice roll high and your players never step through the door that you never prepared for.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Wed, 11 Mar 2026 19:39:31 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/the-future-of-dnd-books-in-2026-eight-new-books-to-dive-into</guid>
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    <item>
      <title>D&amp;D is Now Officially called D&amp;D 5.5e - No more One Dnd or Dnd 2024</title>
      <link>https://www.eternityttrpg.com/dnd-is-now-officially-dnd-55e</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=9vE0niUm8vU"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dnd+5.5e+YouTube.png" title="D&amp;amp;D is Now Officially called D&amp;amp;D 5.5e" alt="D&amp;amp;D is Now Officially called D&amp;amp;D 5.5e"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=9vE0niUm8vU
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           Transcription
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           Wizards of the Coast has finally done it. After years of calling it “One D&amp;amp;D(?)”… then “D&amp;amp;D 2024”… and pretending it wasn’t a new edition, while kind of also insisting that it was…
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           They’ve now officially named it what I had assumed the community at-large has been referring to it as now for probably at least a year, which is:
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  &lt;p&gt;&#xD;
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           D&amp;amp;D 5.5e.
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           Was this the right call? Did, in fact, the community already decide this for them? And does this mean we’ve now officially entered into an edition war era again?
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           Let’s talk about it.
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            Welcome back to
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           Eternity TTRPG
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            — your go-to source for all things Dungeons &amp;amp; Dragons.
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            Today we’re breaking down Wizards of the Coast’s official confirmation that the latest, 2024 rules update is now officially known as
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           D&amp;amp;D 5.5e
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           , what it means for the community, and whether this name change actually does anything.
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           So, after years of brand confusion, Wizards of the Coast has indeed officially confirmed via a detailed FAQ that the 2024 rules update will now be called:
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           Dungeons &amp;amp; Dragons 5.5 Edition.
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            On D&amp;amp;D Beyond, all 2024 material will carry a
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           “5.5e”
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            tag, while legacy 2014 content will simply remain labeled
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           “5e.”
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           According to the FAQ, the reasoning is simple:
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           Players mixing 2014 and 2024 content were confused about which rules applied. Which, yeah. No kidding.
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           And honestly? If you’ve ever tried building a character using mixed subclasses, spells, and feats… you know that confusion is real.
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            For years this thing – this edition – has had an identity crisis. First it was called
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           One D&amp;amp;D
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            — for some reason – positioned as “the future of D&amp;amp;D.” Then marketing shifted heavily toward
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           “D&amp;amp;D 2024.”
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           And now?
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           We’re back to the old-school edition numbering convention.
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           Wizards of the Coast says using “5e” and “5.5e” makes it quicker and easier to tell what rules you’re using — especially on digital platforms. Which, I agree. I actually got my start into D&amp;amp;D during the 3.5e era, so nothing crazy there for my generation.
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           From a UX standpoint I think this also makes sense, especially as D&amp;amp;D continues to push their online gaming and presence. D&amp;amp;D Beyond has kind of always been a bit of a mess, to be honest. So any naming convention upgrade to simplify is kind of a win in itself.
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           But here’s where it gets interesting…
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           Wizards claims that “5.5e” matches how the community already talks about the game. But, to my surprise, it turns out the data tells a slightly different story.
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            According to
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           Google Keyword Planner data (March 2, 2026)
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            — filtered across the US, Canada, UK, and Australia — here’s how the search terms stack up:
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  &lt;ul&gt;&#xD;
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            “dnd 2024” – 6,600 monthly searches (+50% Year over year growth)
           &#xD;
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            “dnd 5.5e” – 1,300 monthly searches (+19% Year over year growth)
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            “dnd 5.5” – 1,000 monthly searches
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    &lt;li&gt;&#xD;
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            “d&amp;amp;d 5.5e” – 140 monthly searches
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           So while “5.5e” and its variant search options is growing…
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           “D&amp;amp;D 2024” absolutely dominates search volume — almost 2.5x higher, and growing substantially faster, it turns out.
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           Now, that doesn’t mean 5.5e won’t become standard over time. Especially with this “official switch,” it will. But this is an interesting choice since – this admittedly limited data, shows – that people were perhaps by-and-large finally beginning to actually adopt the “D&amp;amp;D 2024” title.
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           So, I don’t think I’ve ever mentioned this on the channel, but my main profession is marketing. One small thing that immediately comes to mind is social media hashtags. You can’t use a period in hashtags.
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           That means:
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           #dnd5.5e – that’s out
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           So is it #dnd55e then (?)
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           #dnd2024, however, totally fine
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           All this to say is that from a modern branding and searchability standpoint, “D&amp;amp;D 2024” is cleaner. It’s more searchable. More social friendly. Maybe a little easier to type.
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           So this decision feels less like a marketing move… and more like a database clarity move. This is about tagging systems. Cataloging. Digital sorting.
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           I think D&amp;amp;D is still having a bit of an identity crisis, basically.
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           And with all this, here’s the bigger philosophical question.
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           If it’s called 5.5e… Does that mean it’s officially a half-edition? Historically, we’ve seen this before.
          &#xD;
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  &lt;p&gt;&#xD;
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            Like I’ve referred to a couple times already, Wizards of the Coast released
           &#xD;
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           3.5e
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            back in 2003 — and that absolutely felt like a mechanical overhaul.
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  &lt;p&gt;&#xD;
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           But 5.5e? Is... more like a systemic refinement. Core math remains largely intact. Bounded accuracy is still king. Monsters hit differently, classes are tuned, spells adjusted… But I’m not sure I’d say it’s such a huge departure from 5e, like perhaps 3.5e was from 3e.
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  &lt;p&gt;&#xD;
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           The community sentiment is mixed. Some players are relieved there’s finally more clarity. Others feel like the branding mess could have been avoided entirely, and I certainly agree with that.
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  &lt;p&gt;&#xD;
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           And then there’s the group that’s been calling it 5.5e for two years going, saying: “I told you so.”
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ultimately though? The name doesn’t change the gameplay. By most metrics, the 2024 rules have been widely adopted and actively played. Which means whether you call it:
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            5.5e
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            5e 2024
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            One D&amp;amp;D
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    &lt;li&gt;&#xD;
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            Or “The Patch Update”
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  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
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           The dice still roll the same.
          &#xD;
    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           This move feels like an administrative correction. Maybe it’s helpful for clarity, but isn’t really what D&amp;amp;D needs to move forward right now after all of the mixed feelings people have had about D&amp;amp;D, Wizards, and Hasbro.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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           Wizards of the Coast is aligning the digital ecosystem with how people track rules versions internally. Will 5.5e stick? Probably.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Will people still Google “D&amp;amp;D 2024” for years to come? Absolutely. You know they will.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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           But at the end of the day… A game by any other name still crits on a 20.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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           So, what are you calling 5.5e at your table?
          &#xD;
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    &lt;span&gt;&#xD;
      
           Thanks for watching today! If you want more weekly D&amp;amp;D news, rule updates, and community deep dives — make sure you like, subscribe, and ring the bell.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Otherwise, I’ll see you next session.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dnd+5.5e+YouTube+Blog.png" length="63738" type="image/png" />
      <pubDate>Wed, 04 Mar 2026 15:48:04 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/dnd-is-now-officially-dnd-55e</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>D&amp;D Beyond's Book Where Guaranteed - Everyone Dies - Beadle &amp; Grimm's</title>
      <link>https://www.eternityttrpg.com/dnd-beyond-book-where-guaranteed-everyone-dies-beadle-grimms</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=BvU0p3UMOiU"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Book+Where+Everyone+Dies+YouTube.png" title="Group of fantasy figures facing a large, monstrous dragon in a forest." alt="Group of fantasy figures facing a large, monstrous dragon in a forest."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=BvU0p3UMOiU" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=BvU0p3UMOiU
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           Transcription
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What if I told you there’s a brand-new D&amp;amp;D book…
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           where your party is supposed to die?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Not “might.” Not “if you roll badly.” But guaranteed total party annihilation.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And now it’s officially on
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Beyond
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Today we’re diving into
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Faster, Purple Worm! Everybody Dies, Vol. 1
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — the adventure anthology where death isn’t a failure… it’s the feature.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s talk about what’s inside, what’s new, and whether this is actually one of the best low-level chaos tools of 2026.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           It’s been a minute guys, but welcome back to Eternity TTRPG, your go-to source for all things Dungeons &amp;amp; Dragons — from rule shakeups to purple worm-sized chaos.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Last summer, third-party RPG publisher
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Beadle &amp;amp; Grimm’s
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            released something… deeply unhinged.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A 138-page anthology.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           15 one-shot adventures.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           All for level 1 characters.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           All playable in 1–2 hours.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
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           And every single one ends in a Total Party Kill.
          &#xD;
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  &lt;/p&gt;&#xD;
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           Not “balanced.” Not “scalable.” Not “talk it out with the villain.” Just. Dead.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The book ties directly into the actual play series
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Faster, Purple Worm! Kill! Kill!
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , which features celebrity players like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Deborah Ann Woll
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Seth Green
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Anjali Bhimani
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and co-founder
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Matthew Lillard
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The whole concept? Lean into the absurdity of low-level adventurers making catastrophically bad decisions… and go full cinematic disaster mode.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And honestly? That’s kind of genius. Because most tables never actually experience a true TPK. And this book says, “Cool. Let’s make that the entire point.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So what’s new now that it’s on
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Beyond
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mechanically? Same 15 adventures.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           But digitally? It’s juiced up.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You get:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            11 Quickplay Maps integrated into the Maps VTT
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            25 monster stat blocks (9 brand-new creatures + 16 variants)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17 new magic items ready to drop into character sheets
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            8 shareable handouts
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           That’s actually pretty solid integration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And here’s the real surprise…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           The price.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           On D&amp;amp;D Beyond?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           $19.99.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Compare that to:
          &#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            $45 for print
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            $25 for PDF
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            $50 for bundle
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           That’s… unusually reasonable. For D&amp;amp;D... to be honest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Which is not something we say often about digital toolsets.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Content-wise, it also leans into classic D&amp;amp;D chaos — including trips to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Strahd von Zarovich
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Barovia
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and even tangling with the beholder crime lord
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Xanathar
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Level 1 characters.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Against that.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You already know how that ends.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you’re newer to the scene,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Beadle &amp;amp; Grimm
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is known for their ultra-premium boxed editions of official 5E books.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           We’re talking:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Physical handouts
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In-world props
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Encounter cards
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Massive maps
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           High-end collector-tier stuff.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Founded in 2018 by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Matthew Lillard
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and partners, they built a reputation on premium experiences.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But this anthology? This is original content. Not just luxury packaging. And that’s interesting.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Because it signals something bigger:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Third-party publishers integrating more directly into official digital ecosystems.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           That’s a big deal.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Here’s why this isn’t just a novelty book.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It’s low-commitment D&amp;amp;D.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Perfect for new players.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It reframes failure as entertainment.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Which is actually very healthy for the hobby. We can all take a solid step away from min-maxing, and pretending like we all need to be “good” at our favorite hobby, which to me is often besides the point of “having fun.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Three - It gives DMs a safe sandbox for chaos.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ever wanted to:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Drop a meteor?
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Let the villain monologue uninterrupted?
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Run a trap that is wildly unfair?
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Now you can. Because the players know. They signed the waiver.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And weirdly? That kind of expectation-setting creates some of the most memorable tables.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This also feels very aligned with modern D&amp;amp;D culture — faster, punchier, content-friendly sessions.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And for $20 digital?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This might quietly become one of the best pickup party-night modules out there.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           We’ve seen serious campaigns. And they’re awesome. We’ve seen grimdark epics. And they’re also awesome.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But this? This is D&amp;amp;D saying: “What if we just lean into the madness?”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And honestly… I love it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Would you run a guaranteed TPK night at your table? Or is that sacrilege? Let me know in the comments.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you enjoy weekly D&amp;amp;D news, breakdowns, and community chaos — hit like, subscribe, and ring the bell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And tell me:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What’s the wildest TPK you’ve ever experienced?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           That’s it for today! Until next time all, I’ll see you next session.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 01 Mar 2026 20:06:24 GMT</pubDate>
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Crooked Moon: The Final Chapter and Incredible Conclusion</title>
      <link>https://www.eternityttrpg.com/crooked-moon-the-final-chapter-and-incredible-conclusion</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=Uajygh5mWSM"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crooked+Moon+Finale+YouTube.png" alt="A horned, winged creature, resembling a goat" title="A horned, winged creature, resembling a goat"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Transcribed content from our recent YouTube video:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=Uajygh5mWSM" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=Uajygh5mWSM
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “I once knew the kiss of the sun… Now, all that remains is annihilation.” This is how Crooked Moon ends.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Not with a dungeon crawl. Not with a mystery. But with a reckoning—between a fallen god, a broken man, and the land they’re both about to destroy.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Hey everyone, welcome back to Eternity TTRPG.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           If you’re new here, I break down tabletop RPGs and the great stories they tell—what they’re actually about, why they work at the table, and whether they’re worth your time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Today, we’re looking at one of my favorite campaign books of all time – and jumping right in to one of the best parts, which is the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           final chapter of Crooked Moon
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           —the climactic conclusion everything in this campaign has been building toward.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Jumping right in: the Wytchwood bends beneath the will of
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Kehlenn, the Crooked Queen
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           —once the Green Queen, an archfey goddess of rebirth. Long ago, she ruled a world without people. A brutal, cyclical wilderness where life was short, terrifying… and natural.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Then
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Phillip Druskenvald
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            arrived.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Somehow empowered, somehow victorious, he shattered her, buried her bones beneath a crooked oak, and reshaped the land into something civilized. Cities rose. People multiplied.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And Kehlenn, broken, but somehow still alive, or conscious – remembered every second of it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Centuries of hatred twisted her into something new—not a goddess of renewal, but of vengeance. Her plan has been unfolding slowly, patiently, sacrifice by sacrifice… until now.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Because Phillip has finally broken.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Phillip Druskenvald was once the most powerful being in the land. Now he’s a grieving man who has lost everything.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After the massacre at Rowan’s Rise earlier in the campaign book—and the death of Adela, the love of his life—Phillip retreats to the Green Queen Inn. There, surrounded by the stench of burned flesh and desperation, he turns to forbidden magic. The Old Ways. Resurrection.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It fails. And in that failure, Kehlenn finally reaches him. She promises what no one else can: Adela’s soul. Redemption. A chance to undo his sins.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So Phillip walks into the Wytchwood like a sacrifice that doesn’t yet know he’s already dead.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           This is where the players come in.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
             They follow. The Wytchwood isn’t just a forest—it’s ancient, hostile, and alive. And it isn’t empty.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Stalking the trees is
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           The Horned King
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           : a three-eyed, whispering embodiment of sin. A creature born from Phillip’s own soul, shaped by Kehlenn to be her consort and executioner.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           He doesn’t attack, but he tempts.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           He speaks to characters about their desires. Their doubts. Their secrets. He promises comfort. Power. Relief.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This chapter isn’t just about fighting evil—it’s about confronting what your characters want most… and whether they’ll pay the price to get that desire. The whole Wytchwood is like this for the players – numerous challenging encounters, interwoven with direct and indirect influence from the shadowy horned king.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Through it all, and finally, at the heart of the forest stands the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Crooked Tree
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Beneath it, in a root-choked barrow, Phillip kneels—bound, broken, and waiting. Kehlenn doesn’t hide anymore. She tells her story plainly. She was robbed. Forgotten. Replaced. And now, she will unmake everything Phillip built. Civilization. Memory. And identity itself.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Phillip’s death, for her, will not be just vengeance—but it’s actually the final ingredient. The roots tighten. Phillip’s last word is a whisper.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Please… Adela.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And then he’s torn upward—into the tree.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At this point, The true Horned King is born, with Phillip’s body and soul being the final missing piece.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           No longer a shadow, but a colossal, winged, horned monstrosity—part goat, part dragon, part man. Kehlenn watches from the bark of the Crooked Tree itself as the final battle begins.
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           This is the end of Crooked Moon as a campaign. Players get to experience an amazing multi-phase fight. There’s ritual circle burning beneath a grinning moon. And, of course, a god screaming encouragement as her consort tries to tear the world apart.
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           And when the Horned King finally falls—when his massive body collapses into blood, bone, and a single goat skull—it still isn’t over.
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            Kehlenn still clings to the land. Sensing this,
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           from the remains of the Horned King, a goat’s skull lies in the burning ritual circle, before the tree —cracked, it whispers to the characters, speaking with Phillip Druskenvald’s voice.
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            Phillip, his soul barely intact, understands that killing the Horned King wasn’t enough. In reality, Kehlenn’s
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           bond to the land still remains.
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            Phillip’s soul, which helped fuel both the Horned King and Kehlenn’s ritual, is
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           no longer fully consumed
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            . So, what’s left of Phillip lingers in the goat skull as a final, conscious remnant. And in that moment, Phillip realizes that
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           Kehlenn can only be severed from the land through sacrifice
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           , not violence.
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            So, the skull speaks,
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           guiding the players toward the only remaining solution.
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           The sacrifice to unbind Kehlenn
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             requires that each character give something up—something meaningful. Fail, and the ritual completes. The Horned King returns. And most importantly, the world ends crooked: it continues, but in a more or less permanently corrupted state where the living are doomed to short, terrifying lives, but in an endless cycle.
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           Succeed, however, and the Crooked Tree burns. If this happens, Kehlenn is bound to the moon she worshipped. Phillip and Adela fade together at last, their story finally at rest.
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           Druskenvald survives. It carries the scars of what happened, and it will never be the same. And this is why Crooked Moon lands so powerfully. The finale is built on tragedy, temptation, and consequence, with an ending shaped by sacrifice rather than spectacle. What matters most is what the players are willing to give up to save the world – not just their combat stats.
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           If you’re looking for a campaign that builds steadily toward a meaningful conclusion—one that rewards emotional investment and delivers a true sense of finality—this is the ending waiting for you in Crooked Moon.
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           No matter how much time I spend in the Crooked Moon campaign setting, I continue to be ever more impressed. If you pick it up for yourself, I’d love to hear what experiences you have with your games!
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           Lastly, to wrap up today’s video, I have a host of other Crooked Moon videos you may want to check out, that give greater context to this awesome campaign conclusion: race deep-dives, other adventures in the book, monstrous playable characters, the bestiary of boss monsters – and so much more.
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           So, be sure to check out those videos if they interest you! Otherwise, thanks for watching, and I’ll see you in the next one.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 03 Feb 2026 20:32:31 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/crooked-moon-the-final-chapter-and-incredible-conclusion</guid>
      <g-custom:tags type="string" />
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    <item>
      <title>Exploring Eberron now Relaunched on D&amp;D Beyond</title>
      <link>https://www.eternityttrpg.com/exploring-eberron-on-dnd-beyond</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=6eg7cXmFUVU"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Exploring+Eberron+YouTube.png" alt="A woman with long dark hair gazes forward with a white dragon" title="A woman with long dark hair gazes forward with a white dragon"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=6eg7cXmFUVU" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=6eg7cXmFUVU
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           Transcription
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           Hey everyone! Welcome back to Eternity TTRPG. Today we’re firing up our Mark of Finding to uncover something huge for Eberron fans — the beloved sourcebook Exploring Eberron has officially relaunched on D&amp;amp;D Beyond as a fully supported digital release.
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           Originally released back in 2020 on the DMsGuild as a third-party best-selling supplement by Eberron’s creator Keith Baker, Exploring Eberron was one of the most successful community books ever — and now it’s come full-circle.
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            That means it’s now officially available on D&amp;amp;D Beyond, fully updated to use with the current D&amp;amp;D rules and integrated into D&amp;amp;D Beyond’s digital tools like the
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           Character Builder
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            and
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           Maps VTT
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           .
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           So, you’re probably wondering – what’s inside the book? I’d say it’s deep content, not just lore, that the book dives into:
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           First, we have: Setting Races &amp;amp; Cultures
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           Exploring Eberron digs deep into the cultures and mindsets of iconic Eberron peoples like Changelings, Warforged, Kalashtar, Shifters, and Aereni elves. Rather than focusing on mechanics, these sections emphasize identity, societal roles, and story hooks that help these species feel rooted in the setting.
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           Then there’s Planes of Existence &amp;amp; Manifest Zones
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           The book offers a detailed look at Eberron’s unique planar system, where planes wax and wane in influence rather than remaining static. Manifest zones tie those planes directly to the world, creating locations where reality bends in ways that can dramatically shape adventures, cities, and campaigns.
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           Next up is: Character Options
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           Exploring Eberron includes a wide array of character options, from lore-driven subclasses to new species, feats, and spells, all updated for compatibility with the 2024 ruleset on D&amp;amp;D Beyond. These options are tightly woven into the setting, making them feel less like generic power boosts and more like natural extensions of Eberron’s world.
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           One of my favorites is: Magic Items &amp;amp; Monsters
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           The magic items and monsters in the book are designed to reinforce Eberron’s themes of magical industry, ancient empires, and strange planar forces. Many entries come with built-in story hooks, making them also quite useful for DMs looking to spark plot threads.
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           And finally, we have Expanded Eberron Lore
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           At its core, Exploring Eberron expands on the setting’s foundational lore, diving into the aftermath of the Last War, the influence of the dragonmarked houses, and the uneasy relationship between magic and technology. It provides context and nuance that help DMs portray Eberron as a world shaped by innovation, conflict, and moral ambiguity.
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           In total, the digital book includes 6 subclasses, 10 species, 12 feats, 4 spells, over 40 magic items, and 8 monster stat blocks — not bad value.
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           On D&amp;amp;D Beyond the digital book retails at $30 — basically what you’d expect for a mid-sized sourcebook.
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  &lt;p&gt;&#xD;
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           If you already own the original 2020 PDF or print version on DMsGuild, the rules aren’t exactly the same, as the original used older rulesets obviously, but the lore is still gold.
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           So, is it worth it?
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           If you’re deep into Eberron, love D&amp;amp;D Beyond functionality, or want all your content integrated cleanly into the builder and VTT, then this is a no-brainer.
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           But if you’re happy with the DMsGuild version and don’t use Beyond much? You might stick with what you have — it’s still solid and compatible. Nothing crazy groundbreaking here, to be honest.
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           Exploring Eberron on D&amp;amp;D Beyond is a fantastic evolution of one of the setting’s best third-party books, and it’s great to see it finally fully supported and updated. There is a lot here to love.
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           Well, that is it for today, my friends. Let me know in the comments — are you grabbing this on D&amp;amp;D Beyond? Or sticking with your original edition? Otherwise, hit like, subscribe, and may your dice always roll well!
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&lt;/div&gt;</content:encoded>
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      <pubDate>Wed, 28 Jan 2026 21:05:05 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/exploring-eberron-on-dnd-beyond</guid>
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      <title>Final Fantasy TRPG: Legend Edition — Classes &amp; Jobs Explained</title>
      <link>https://www.eternityttrpg.com/final-fantasy-trpg-legend-edition-classes-jobs-explained</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=kPQfDB2cKSI"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Final+Fantasy+Legend+Edition+-+Classes+YouTube.png" alt="Diagram of Final Fantasy TRPG Classes with a Mana Grid" title="Diagram of Final Fantasy TRPG Classes with a Mana Grid"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=kPQfDB2cKSI" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=kPQfDB2cKSI
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           Every Final Fantasy hero starts with a choice.
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           Sword or spell. Raw power, or skill.
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           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.
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           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.
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            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:
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           Classes and Jobs
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           ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered.
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            One of the longest-standing traditions in Final Fantasy is its
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           Job system
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            , and Legend Edition embraces this fully. Classes in this game are the
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           framework or chassis
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            of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your
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           Class Limit Break
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           .
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            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
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           Circles
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            . And you don’t just pick one — your character ends up with
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           three Jobs
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            (or four with optional full buy-in), each advancing at a different speed to give you abilities every level.
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           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.
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           So, let’s dive into the four classes:
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           Number 1 - Warrior
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            Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break —
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           Action Surge
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            — lets them make extra attacks during an encounter, perfect for dealing burst damage.
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           2. Expert
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            Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break —
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           Savant
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            — adds bonus dice to Skill rolls based on their level.
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           3. Mage
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            If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their
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           Turbo MP
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            Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter.
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           And number four is Adept
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           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.
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            Now here’s where Legend Edition gets fun. Across the system are
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           50+ Jobs
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            drawing inspiration from classic Final Fantasy favorites — think
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           Black Mage
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            ,
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           Dragoon
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            ,
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           Thief
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           , and more — giving you a huge palette of archetypes to mix and match.
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            Each Job grants
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           seven Features
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            – called Circles – over its progression, spaced across levels based on whether the Job is on a
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           Fast, Medium, or Slow
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            advancement track — meaning strategic choices shape how your character evolves through the campaign.
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           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.
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           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.
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           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.
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           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!
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           You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs.
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           So, here’s the quick breakdown of Job progression:
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            Fast Progression:
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             Abilities at levels 1, 3, and every 3 levels thereafter
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            Medium Progression:
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             Abilities at levels 1, 4, and every 3 levels thereafter
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            Slow Progression:
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             Abilities at 2, 5, and every 3 levels thereafter
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           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.
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           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.
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           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.
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           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:
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            If I was to play a Warrior Job, I’d start with
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           Dragoon:
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            As you probably know, Dragoons are also often known as
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           Dragon Knights
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            . 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
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           guardians who stand against towering threats
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           .
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            In play, Dragoons are defined by the
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           Jump
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            and
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           Blood of the Dragon Circles
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            . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate
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           Blood of the Dragon
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            to fuel powerful
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           Dragon Arts
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            , which are the
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           Dragoon’s situational combat techniques
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           that modify your attacks, defenses, or Jump actions, for additional benefits.
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           Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics:
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            Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional
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           team players
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           , able to step into gaps and support allies in many situation.
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            Mechanically, the Squire revolves around
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           Fundaments
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            — 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
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           make everyone else better
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           , turning party coordination into a great strength.
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           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:
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            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
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           Bone Commander
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            — an undead construct that serves as both assistant and bodyguard.
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           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.
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            In play, Necromancers are spellcasters with access to the
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           Necromancy spell list
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            and a powerful
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           Companion system
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            . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break,
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           Friends on the Other Side
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           , 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.
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            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
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           expression through choice
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           . 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.
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           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.
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           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.
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      <pubDate>Tue, 20 Jan 2026 21:59:12 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/final-fantasy-trpg-legend-edition-classes-jobs-explained</guid>
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      <title>Three Quick Strange Things that Stranger Things Got Wrong About D&amp;D</title>
      <link>https://www.eternityttrpg.com/three-quick-strange-things-that-stranger-things-got-wrong-about-d-d</link>
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            Transcribed content from our recent YouTube video:
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           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.
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           But you're watching Stranger Things, getting hyped about seeing D&amp;amp;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."
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           Well, you're not alone. Today we're diving deep into three quick, but glaring D&amp;amp;D mistakes – or, perhaps intentional and fun D&amp;amp;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.
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           If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&amp;amp;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.
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           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&amp;amp;D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby.
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           Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&amp;amp;D into the spotlight. The show has introduced countless people to our hobby, and that's incredible.
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           As D&amp;amp;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.
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           So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&amp;amp;D.
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           Mistake #1: The Demogorgon Campaign Confusion
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           I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute.
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           But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&amp;amp;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&amp;amp;D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters.
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           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.
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           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&amp;amp;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.
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           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&amp;amp;D.
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           Mistake #2: The Paladin Spell Situation
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           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.
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           Here's the issue: in every edition of D&amp;amp;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&amp;amp;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.
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           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.
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           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&amp;amp;D, but how people actually play.
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           Mistake #3: The Dice Rolling Drama
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           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.
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           Real D&amp;amp;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&amp;amp;D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced.
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           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&amp;amp;D, they're usually the culmination of a longer sequence of events, not the entire encounter.
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           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&amp;amp;D may be a bit surprised walking into a real gaming session at how many dice really do get rolled.
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           On platforms like Reddit, the D&amp;amp;D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered.
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           One user pointed out in a popular thread: "I love that Stranger Things brought D&amp;amp;D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&amp;amp;D by reading about it rather than playing it."
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           Another user noted: "The show gets the emotional core of D&amp;amp;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."
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           Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&amp;amp;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.
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           And D&amp;amp;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.
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           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&amp;amp;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!
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           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&amp;amp;D.
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           If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&amp;amp;D content.
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           Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
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      <pubDate>Thu, 15 Jan 2026 22:12:16 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/three-quick-strange-things-that-stranger-things-got-wrong-about-d-d</guid>
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      <title>DragonLance Legends coming to Amazon in February</title>
      <link>https://www.eternityttrpg.com/dragonlance-legends-coming-to-amazon-in-february</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dragonlance+Legends+YouTube.png" alt="A dragon breathes fire on heroes in a cave." title="A dragon breathes fire on heroes in a cave."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=257fKzW8yzA
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           Transcription
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            Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was
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           Dragonlance
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           .
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            ﻿
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           A fantasy saga that defined an entire generation of D&amp;amp;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?
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           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.
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           I’m hoping these new prints rekindle the spark of one of the greatest D&amp;amp;D settings and novel series of all time, and introduce even more people to its magic.
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            Welcome back to
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           Eternity TTRPG,
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            your home for D&amp;amp;D history, lore deep-dives, and the stories that shaped the game we play today.
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           If you love tabletop RPGs, classic settings, and learning why D&amp;amp;D looks and plays the way it does today, you’re in the right place.
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            So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times –
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           Dragonlance
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           .
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            Dragonlance started as a bold idea from
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           Tracy Hickman and Laura Hickman
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            , later developed with
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           Margaret Weis
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            at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series.
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           At the time, most D&amp;amp;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.
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           What if Dungeons &amp;amp; Dragons could tell one long, epic story?
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           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.
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           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.
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           That idea became the original Dragonlance AD&amp;amp;D module series — eventually twelve linked adventures telling the story of the War of the Lance.
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           On paper, it was revolutionary. At the table… it was complicated.
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           The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&amp;amp;D games. It’s basically this: D&amp;amp;D games, and it’s players – are unpredictable.
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           Dungeons &amp;amp; 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.
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           If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart.
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           So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path.
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           That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying.
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           And that’s when Dragonlance found the form it was truly built for.
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           To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&amp;amp;D) decided to release a trilogy of tie-in novels.
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           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.
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           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.
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           TSR expected modest sales. But instead, the book was a massive hit.
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           For many readers, this wasn’t just their first Dragonlance novel — it was their first D&amp;amp;D novel. It introduced the idea that a D&amp;amp;D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences.
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           This is basically why Dragonlance matters to D&amp;amp;D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons &amp;amp; Dragons wasn’t just a game system — it was actually its own entire storytelling engine.
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           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.
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           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.
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            That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless.
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           Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot.
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           Those themes became incredibly influential, especially for party-focused storytelling in D&amp;amp;D campaigns.
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           Dragonlance also changed how dragons were treated in D&amp;amp;D.
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           Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping.
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           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.
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           That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&amp;amp;D.
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           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.
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           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.
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           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.
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           For a brief moment, Dragonlance wasn’t just a D&amp;amp;D setting. It actually became the face of D&amp;amp;D storytelling.
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           But Dragonlance’s greatest strength eventually became its weakness.
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           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.
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           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.
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           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.
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           Dragonlance went quiet after 2010.
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           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.
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           It’s not a full revival of the setting. It’s a reminder of an important moment in D&amp;amp;D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns.
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           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.
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           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.
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           You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February.
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           Dragonlance asked a question that D&amp;amp;D is still trying to answer: Is this game about total freedom… or about telling powerful stories?
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           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&amp;amp;D is played, written, and remembered.
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           So I want to know — have you read Dragonlance, or played in a campaign set in Krynn?
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           Would you run a Dragonlance campaign today, or does it feel too tied to its story?
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           Let me know in the comments, like the video if you enjoyed it,subscribe for more D&amp;amp;D deep dives, and I’ll see you next time.
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      <pubDate>Wed, 17 Dec 2025 20:06:06 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/dragonlance-legends-coming-to-amazon-in-february</guid>
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      <title>D&amp;D Beyond's Holiday One-Shot Wonders Adventure Pack</title>
      <link>https://www.eternityttrpg.com/dnd-beyond-holiday-one-shot-wonders-adventure-pack</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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            The holidays just got more magical… and a little chaotic! Today we’re unwrapping the brand-new
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           One-Shot Wonders: Holiday Adventure Pack
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            on D&amp;amp;D Beyond, perfect for your next winter game night — whether you’re running one session or surprising your group with some festive mayhem!
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           This pack delivers not just one, but five holiday themed adventures that you can run in about 3 hours each — from silly toy factory break-ins to battling puddling gremlins and more!”
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           So what exactly is in this Holiday Adventure Pack?
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           The pack includes five standalone adventures, each designed for a specific level range, from early Level 1–2 play all the way up to Level 11–12. Each adventure is built to be completed in a single three-hour session, with minimal prep required and optional guidance for scaling difficulty up or down depending on your party.
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           Included are also five fully illustrated battlemaps, featuring festive locations like a toy factory, an ice castle, and a grand holiday banquet hall. These maps are compatible with D&amp;amp;D Beyond’s Maps VTT, making them easy to drop into both in-person and online games.
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            Additionally, you can have fun with three brand-new monsters: the Great Fir Drake, Pudding Gremlins, and the Snow Sphinx.
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           Sometimes I feel these kind of holiday-themed monsters add charm to end-of-year games, and other times, I think it’s a bit of stretch to add them because they can feel a bit gimmick-y. But these ones, I like.
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           Each creature comes with full stat blocks, original art, and lore, giving DMs memorable seasonal threats that still feel mechanically distinct and interesting to run.
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           One thing I really like are the four new playable species, including a Frosty-inspired Snowborn, a humanoid reindeer known as the Tarandus, the tree-like Hederan, and the fox-folk Canisar. These species are fully integrated into D&amp;amp;D Beyond’s character builder, making them easy to use for one-shots or even longer campaigns. The reindeer-people kind of freak me out a bit, but I’d play a snowborn.
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           Rounding things out are twelve new magic items inspired by the Twelve Days of Christmas. These items lean into festive flavor while still offering practical in-game utility, making them fun rewards that won’t feel out of place at the table.
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           If you’re like – well – most of us, getting everyone together during the holidays is tricky. That makes one-shots like these a pretty decent solution — fast, fun, and filled with seasonal character. And, often chaos!
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            At
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           $14.99
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            for the whole pack, it’s only about
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           $3 per ready-to-run adventure
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           , and that includes a lot of bonuses with the special holiday races, monsters, and 12-days of Christmas items. Overall, not a bad value for some D&amp;amp;D holiday cheer.
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            So there you have it — a festive, fun, and flexible way to bring your group together this winter. Whether you’re gifting this pack to your DM or grabbing it to run your own seasonal session, the
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           Holiday Adventure Pack
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            on D&amp;amp;D Beyond is a great way to keep your table rolling into the new year.
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           I’ve got a link to D&amp;amp;D Beyond in the video description for you, below, in case you want to pick it up!
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           That’s it for today! Hit LIKE if you want more holiday game ideas, SUBSCRIBE for D&amp;amp;D news and tools, and let me know in the comments — which adventure would you run first?
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      <pubDate>Mon, 15 Dec 2025 21:40:58 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/dnd-beyond-holiday-one-shot-wonders-adventure-pack</guid>
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      <title>The New Final Fantasy TTRPG Is Here — And It’s Incredible</title>
      <link>https://www.eternityttrpg.com/the-new-final-fantasy-ttrpg-is-here-and-its-incredible</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Final+Fantasy+Legend+Edition+YouTube.png" alt="Logo for Final Fantasy Tabletop RPG Legend Edition Core Rulebook" title="Logo for Final Fantasy Tabletop RPG Legend Edition Core Rulebook"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=1GBbHsUFBR8" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=1GBbHsUFBR8
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            Visit the
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    &lt;a href="https://mildra.itch.io/finalfantasy-le" target="_blank"&gt;&#xD;
      
           Final Fantasy Tabletop Roleplaying Legend Edition Website
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            .
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           Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series.
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           But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special?
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           Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free?
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           That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost.
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           Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you.
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            So, Final Fantasy TRPG: Legend Edition is a
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           spiritual successor
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            to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system.
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            The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent
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           three years
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            dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules.
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           Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system.
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           Number one: Simplicity
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            None of the previous games fully capture the mythos of Final Fantasy while still giving players complete
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           setting freedom
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           .
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            Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is:
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           “Mythos over setting.”
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           This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline.
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           Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch.
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            This is
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           FF energy, but not FF rails
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           , that makes it such a big deal.
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            So, moving on,
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           What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building.
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            In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s
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           50+ Jobs
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            drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           25,000 job combinations available to you, as a player.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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           And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Oh—and there are
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           14 playable races taken from the Final Fantasy universe
          &#xD;
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           , each with their own unique ability.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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           This is one of the most flexible JRPG-inspired character engines out there.
          &#xD;
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  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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           The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day.
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  &lt;p&gt;&#xD;
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            Legend Edition offers an easy-to-learn
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           row-based combat system
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that keeps the spirit of classic Final Fantasy battles while speeding everything up.
           &#xD;
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  &lt;/p&gt;&#xD;
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           You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Next up is that the book provide you with
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    &lt;strong&gt;&#xD;
      
           Mythos-Driven Campaign Systems.
          &#xD;
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      &lt;br/&gt;&#xD;
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           Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise.
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  &lt;/p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Legend Edition builds this directly into play with: A
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Reputation &amp;amp; Affiliation system
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . You also have what’s called “The
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Holdings system”
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&amp;amp;D,” but with a “Final Fantasy” sticker slapped on their for flavor.
          &#xD;
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  &lt;/p&gt;&#xD;
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           As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild.
          &#xD;
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  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           The Ultimania Expansion
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            adds:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           28 new races
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    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           4 new jobs
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           300+ sample items
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Airship &amp;amp; Mecha creation systems
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , plus
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           More Skill Games and Affiliations.
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Meanwhile, the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Enemy Intel Field Guide
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            brings you
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           200 full NPC stat blocks
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Until next time—may your crits be big, and your summons be even bigger.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Fri, 12 Dec 2025 00:53:03 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/the-new-final-fantasy-ttrpg-is-here-and-its-incredible</guid>
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      </media:content>
    </item>
    <item>
      <title>Relicborn — The Blue-Boned Swashbuckling Undead of Crooked Moon</title>
      <link>https://www.eternityttrpg.com/relicborn-the-blue-boned-swashbuckling-undead-of-crooked-moon</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=RwDiy7u-wUo"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Relicborn+YouTube.png" alt="Fateweaving YouTube" title="Fateweaving YouTube"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=RwDiy7u-wUo" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=RwDiy7u-wUo
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           Transcription
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           In Kalero, the canyon walls sing.
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            ﻿
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           Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger.
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    &lt;/span&gt;&#xD;
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            These are the
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           Relicborn
          &#xD;
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            — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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           Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald.
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           Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&amp;amp;D Beyond.
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           Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you.
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            The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums.
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           But despite being born from tombs, they are anything but gloomy.
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            These are
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           living skeletons
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           , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape.
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           And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls.
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            Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of
           &#xD;
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           joy
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            ,
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           reflection
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            , and
           &#xD;
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           honoring the past
          &#xD;
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            through celebration.
           &#xD;
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           Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories.
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           Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance.
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           Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on.
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           Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become.
          &#xD;
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            Relicborn live roughly
           &#xD;
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           250 years
          &#xD;
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           , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them.
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  &lt;p&gt;&#xD;
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           All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dance of Death
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           advantage
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           temporary hit points
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Next, they have:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Eternal Party
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Relicborn don’t sleep. Instead, they complete a long rest in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           four hours
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This one’s pretty good:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Moment of Remembrance
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When a creature you see within 30 feet fails a d20 test, you can use your reaction to add
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           1d4
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to their roll.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once you turn a failure into a success, you can’t use it again until a rest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Relicborn are bursting with character potential.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           They have Incredible aesthetics.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you were to play a Relicborn…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           What would your glowing bones look like when you’re afraid, happy, or angry?
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           And when your long life ends — what do you hope those you care about remember about you?
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Relicborn+YouTube+Blog.png" length="364879" type="image/png" />
      <pubDate>Sat, 06 Dec 2025 16:18:20 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/relicborn-the-blue-boned-swashbuckling-undead-of-crooked-moon</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Relicborn+YouTube+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Relicborn+YouTube+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Fateweaving in The Crooked Moon — Personalizing Story</title>
      <link>https://www.eternityttrpg.com/fateweaving-in-the-crooked-moon-personalizing-story</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=Kl3c6djcgbo"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Fateweaving+YouTube.png" alt="Fateweaving YouTube" title="Fateweaving YouTube"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Transcribed content from our recent YouTube video:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=Kl3c6djcgbo" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=Kl3c6djcgbo
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Crooked Moon isn’t just another D&amp;amp;D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Welcome back to Eternity TTRPG, your home for deep-dive D&amp;amp;D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Fateweaving
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — a way to bind each character’s past, motivations, and desires directly into the core of the campaign.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Fateweaving gives each character a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Thread of Fate
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Then, throughout the campaign’s story, the GM weaves in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           six Narrative Touchpoints
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            specific to that Thread. These form a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           full character arc
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The first touchpoint,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Incitement
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the end, during the epilogue, each character receives
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Catharsis
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — the emotional and narrative payoff for their arc.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This means every player is actively living their own horror-tale inside the larger one of your full campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It gives each character
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           agency and meaning
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — their choices and their backstories matter.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It increases
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           emotional engagement for players
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           : horror, hope, tragedy — when stakes are personal, every failure and every success resonates.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It helps GMs
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           balance player spotlight
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For players who love roleplay and character development — this is the sweet spot.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           L
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Keep the Touchpoints flexible:
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            treat them as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           narrative prompts
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — adapt to what your players do rather than forcing them.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Be generous with spotlight time:
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            Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment.
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           Use Touchpoint rewards to drive engagement:
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            use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc.
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           Don’t be afraid to deviate:
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            mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in.
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            If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into
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           personal sagas
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           .
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           That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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      <pubDate>Tue, 02 Dec 2025 21:10:31 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/fateweaving-in-the-crooked-moon-personalizing-story</guid>
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    <item>
      <title>Harvestborn — Scarecrow Souls of The Crooked Moon</title>
      <link>https://www.eternityttrpg.com/harvestborn-scarecrow-souls-of-the-crooked-moon</link>
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=JgWieYGo8k8
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           Transcription
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           In Druskenvald, the fields whisper. When the harvest is ready, something else rises too — figures of burlap and bone, lit from within by ancient green magic. Welcome to Druskenvald, under the eerie light of the Crooked Moon, where the Harvestborn stand as living scarecrows bound to the land, the harvest … life and death.
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           Crooked Moon has become one of my favorite adventure supplements of all time, and you can get a copy from D&amp;amp;D Beyond.
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            Today on
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           Eternity TTRPG
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            , we’re diving deep into one of the most unique ancestries in the Crooked Moon setting: the
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           Harvestborn
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           . Whether you’re a player looking to build an unforgettable character, you’re a DM planning your next atmospheric campaign, or just someone who loves rich D&amp;amp;D lore, this video is for you.
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           We’re breaking down who the Harvestborn are, where they come from, what makes them so magically eerie, and how their mechanics and lore work together to create incredible storytelling opportunities. Think of this as your complete guide to understanding — and playing — these scarecrow-souled guardians of Enoch.”
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           The Harvestborn are somewhat like other mechanical races in D&amp;amp;D — but their spooky scarecrow model just makes for great stories, worth telling.
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            In
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           The Crooked Moon / Druskenvald
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            setting, each ancestry (or “species”) does have a sort of “home province,” but that doesn’t necessarily mean they only exist there.
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            Harvestborn are a constructed species native to the province of
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           Enoch
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            in Druskenvald. According to lore, they are crafted with great care by the lord of Enoch, Methuselah. These constructs are infused with a vibrant, green magic — the same life-essence that flows through the fertile fields of their homeland.
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            Methuselah is the patient, almost paternal figure who oversees the province of
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           Enoch
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            . He is deeply attuned to the
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           green magic
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            of his land — not merely as a ruler, but as a guardian of the cycle of life, death, and rebirth: under his watch, Harvestborn are created, nurtured, and eventually laid to rest so they may be reborn.
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           Though he is a lord, Methuselah is less interested in dominion through fear, and more through stewardship: his role is tied to growth and harvest, not conquest. This makes him a figure of both authority and nurture — one who shapes his people not just from straw and wood, but with intention and magic.
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           In a province-overview document for Enoch, Methuselah is described as: “a black-furred cat-man with eyes as gold as the province’s grain fields …” For role-playing, you could lean into the mystery of who this creator of Harvestborn is, and how his Character affects the Harvestborn: Where did this mysterious, and obviously powerful figure come from? What is his magical or ancestral origin? Does he share any soul-link with his Harvestborn creations?
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           Back to the Harvestborn, they resemble scarecrows — bodies of wood, straw, metal, and other implements. Their heads glow, sometimes made from pumpkins, turnips, or even burlap sacks. But though they look like eerie husks, they are deeply tied to life … and to death.
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           In their society, they live in harmony, focusing on community, fellowship, and the cycles of growth. Food is their harvest; death is their rebirth.
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            Mechanically, Harvestborn are
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           constructs
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            — not quite living, but driven by magic. They are Medium size, approximately 4 to 7 feet tall, and in-game move at 30 feet per round.
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            One of their defining traits is called
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           Culling
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            : when a Harvestborn damages a creature that is already wounded, they can deal an extra
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           1d12 necrotic damage
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           . That’s powerful — especially when you’re finishing off a foe.”
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            But like their creator, they’re not just about dealing death. Harvestborn also have
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           Gift of the Green
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           . As a bonus action, you can touch the ground and grant healing: a friendly creature within 30 feet can roll a Hit Die, and they heal the amount rolled plus your proficiency bonus.
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            Then there’s
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           Jack-O-Lantern
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           : you know the Dancing Lights cantrip, and you choose whether your spellcasting ability is Intelligence, Wisdom, or Charisma.
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            Being constructs, you don’t need to breathe, eat, or drink. That’s the
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           Scarecrow Nature
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            trait. And for rest, you can actually skip sleep entirely: instead, you can take a
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           Watchful Rest
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            — staying motionless and conscious for 4 hours, but still count it as a long rest.
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            The Harvestborn are deeply thematic. Their existence is a living tension between life and death — they harvest crops, but they also harvest life’s vital essence. Their
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           cycle of rebirth
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            is intrinsic: they often live around
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           100 years
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           , and then ‘accept death’ … only to be reborn again.
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           As a player, this opens up incredible role-playing opportunities. Do Harvestborn remember their past incarnations? Do they cherish each lifetime, or dread what comes next? Are they fully aware of their created nature … or do they feel things in a way similar to how a living soul does?
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           From a thematic standpoint, Harvestborn embody folk horror beautifully: agricultural rituals, seasonal death and rebirth, quiet sacrifices in the fields. Their identity is bound to community — they grow and heal their people, they protect the land … but they are also constructs, perhaps seen as eerie or uncanny by outsiders.
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           On a personal level: what memories do Harvestborn carry between lifetimes? Do they still form strong bonds with people of other ancestries, knowing they might reincarnate only to find their friend permanently dead? And then, perhaps, do they fear what it means to be reborn?
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           “So — why pick a Harvestborn for your Crooked Moon game? First, for the unique flavor: you’re not a typical D&amp;amp;D race. You’re a magical construct with deep roots in folk horror. Your mechanics reflect a duality: offensive power (Culling) and support (Gift of the Green), with cycles of death and rebirth.”
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           “Second, the role-playing potential is huge. Harvestborn come built in with internal conflict, an apparently never-ending cycle of life and death, the mystery of reincarnation — that’s rich ground for character development. And third, they fit the Fall/ Harvest time aesthetic: moody fields, harvest rituals, green magic shimmering in twilight — Harvestborn are made for a Harvest/ Halloween setting.”
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           At the end of the day, Harvestborn are more than just scarecrows — they are echoes of the land itself, vessels of green magic, and agents of an eternal cycle. In the folk-horror world of The Crooked Moon, they also bring a unique combination of power, mystery, and heart.”
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           But now, it’s your turn.
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           If you were to play a Harvestborn in your next game, how do you think you’d face your life, knowing that even after death – you’d simply be reborn? Would you welcome rebirth — or resist it, knowing that you’d never be able to outrun yourself, even at the end of your life? And if you could carry something forward into your next life – experiences you’ve had, love you’ve shared, desires you’ve felt, what would that be?”
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           “Drop your thoughts in the comments — I’d love to hear your cool Harvestborn roleplay ideas.
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  &lt;p&gt;&#xD;
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           And if you enjoyed this deep dive into one of Crooked Moon’s coolest ancestries, don’t forget to like, subscribe, and hit the bell. Next time, we’ll explore another one of Crooked Moon’s lineages. Until then, may your roots stay deep, your light burn bright, and may every ending lead you toward your next beginning.
           &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 25 Nov 2025 22:05:11 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/harvestborn-scarecrow-souls-of-the-crooked-moon</guid>
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      <title>Critical Role Season 4 - Episode 3 Recap - The Snipping of Shears</title>
      <link>https://www.eternityttrpg.com/critical-role-season-4-episode-3-recap-the-snipping-of-shears</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=ZRQRNqRGVMs"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Campaign+4+-+Episode+3+YouTube.png" alt="Four fantasy characters stand before a golden logo" title="Campaign 4 - Episode 3 YouTube"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=ZRQRNqRGVMs" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=ZRQRNqRGVMs
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           Transcription
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           Hey everyone, welcome back to Eternity TTRPG.
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            ﻿
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           With the last recap of Critical Role’s fourth campaign, in episode 2, the Falconer’s Rebellion echoed through Dol-Makjar, and an angel’s bloodline rewrote what faith looks like in the series.
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           This third episode — The Snipping of Shears — pulls those threads tight: divine secrets, infernal bargains, and a murder that changes everything.
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           As a quick note before jumping in, if you haven’t seen my prior recaps of this Critical Role campaign, you should know that A LOT happens in these 4.5hr-ish episodes. Cutting all of that down to about 10minutes means that there will be a lot of summarization. If there’s anything you don’t quite follow, check out my previous recaps for more context.
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           This episode opens with Teor Pridesire, the soldier trying to live quietly under the banner of the Candescent Creed.
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           Sir Filoneus Halovar hires him as Wick Halovar’s new bodyguard and sends him to the Mercanaud Couturier — a tailor’s shop with more whispers than fabric.
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           In the bustling Ogrimok Market, where magic is forbidden, Teor runs into Sir Julien Davinos, who’s searching for Occtis Tachonis.
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           Julien recognizes the Couturier’s name — they make problems disappear for the Halovars.
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           Teor, unaware, walks straight toward them.
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           Back in Villa Aurora, Wick faces a truth that upends everything he believes. Photarch Yanessa Halovar reveals that the chained celestial beneath their temple — Aetheon — is his grandfather.
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           After the gods fell, she took Aetheon’s blood and wished for a child touched by the sun. That child became Godard, Wick’s father — and the foundation of the Candescent Creed.
          &#xD;
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           The Halovars turned divine theft into religion. Yanessa built her empire of light to survive a world without gods — and tells Wick the rules of faith are for others.
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           His duty is legacy: marry well, expand Filament, and remember that true power runs in the family’s blood. For Wick, his prior belief has just curdled into this sickening feeling of betrayal.
          &#xD;
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           Reeling from the truth, Wick turns to the only person who’s ever been somewhat(?) fully honest with him — his demon companion, Tyranny. She was crafted by the Prince of Demonkind, to serve the Creed’s image, and bargain for souls. But Tyranny hates her purpose. She’s bound to Wick alone, and begs him not to send her back to the Pit.
          &#xD;
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           They realize they’re both trapped by family expectations — a believer and a demon chained by faith and fear. Wick promises she’ll stay free, and together they plan to rescue Teor before the Halovars decide that he’s expendable.
          &#xD;
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           In another corner of Dol-Makjar, the hunt for Occtis grows dangerous. At the Penteveral, Murray Mag’nesson stands up to Primus Tachonis himself — and is promptly cursed for it.
          &#xD;
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           Meanwhile, Occtis, Thimble, and Kattigan are ambushed by the Crow Keepers in the Guard Tower. Vaelus bursts in mid-fight, saving Thimble from a grisly end.
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           The gang learns that Casimir — Thimble’s former ally — had been stealing from the Crow Keepers, paid his debt in blood, and left behind a deed to a fortress, now stolen by Cyd. It’s one more piece in a spreading puzzle of betrayal.
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           While others fight and scheme, Thaisha and Hal Fang build something new — the Hallowed Round, a theatre rising from Dol-Makjar’s old scars. Once a temple of oppression, it’s now reclaimed for art and community. An orc musician reminds Thaisha that rebellion isn’t just war — it’s creation.
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           At the Couturier, Teor meets the Mercanaud brothers — charming, unsettling, and reeking of infernal power. Before he can act, he’s trapped in a circle carved into the floor — a nine-pointed star that reeks of sulfur. Calastro Mercanaud begins cutting Teor’s shadow apart, piece by piece, with silver shears.
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           Then, salvation: Wick and Tyranny arrive under false orders, bluff their way in, and free Teor.
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           The three escape, but Tyranny’s terror says everything — they’ve just angered something far darker than House Halovar.
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           At Hal’s home, the pieces finally align. Hal attunes to Thjazi’s sword — the Liar’s Blade — and sends Thimble north to avenge their brother. Wick, Tyranny, Teor, Thimble, and Kattigan form a small band: the Soldier’s Table. Azune watches them ride out, whispering the names of the fallen. It feels like history beginning again.
          &#xD;
    &lt;/span&gt;&#xD;
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           At the Palazzo Davinos, the story turns from politics to nightmare. Julien watches in frozen horror as an invisible assassin reaches into his father’s skull and pulls it free. Upstairs, Occtis and Aranessa are trapped by silence as his brother Ethrand arrives — holding the Stone of Nightsong.
          &#xD;
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  &lt;/p&gt;&#xD;
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           He orders the ghouls to open Occtis’s chest and put the stone ‘where it belongs.’ And then? Fade to black.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Alright — here’s why The Snipping of Shears hits so hard, and what you can learn from it for your own table.”
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           1. Secrets mean more when they’re personal.
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           When Wick learns that his faith is built on a lie — that his family’s light was stolen from a fallen celestial — it’s devastating not just because it’s awesome lore, but because it’s his grandmother telling him the truth. That’s the lesson: don’t dump exposition from an old scroll. Deliver it through someone the character trusts. When revelations come from family, mentors, or companions, the heartbreak feels real, and the fallout drives roleplay for sessions to come.
          &#xD;
    &lt;/span&gt;&#xD;
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           2. Make corruption generational.
          &#xD;
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           The Halovars inherited sin. Yanessa’s wish twisted faith into an empire, Godard’s blood carries celestial power as a burden, and Wick now bears that legacy whether he wants it – or in this case, definitely not. And that’s the power of it.
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           Tyranny’s existence also mirrors that cycle — a demon born into a contract she never chose.
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           If you want emotional weight, make power in your world come with ancestry, or family, attached. Maybe a magic sword remembers every life it’s taken, or a player’s bloodline is blessed by something they don’t believe in.
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           Legacy as corruption creates tension between destiny and free will — one of the best engines for storytelling in D&amp;amp;D.
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           3. Mix horror with heart.
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           The Couturier scene in this episode works because of what’s being taken. Teor’s shadow — his literal sense of self — is being cut apart. It’s a nightmare. And it is the kind of horror that lingers.
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           When using horror at your table, think beyond monsters. Ask, ‘What does this threaten about who the character is, at their core?’ A curse that erases memories, a haunting that whispers a player’s thoughts back to them — those are the scares that deepen character growth.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And that’s it for Episode 3. Celestial secrets, infernal contracts, and one unforgettable assassination. What do you think — is Wick destined for redemption or ruin?
          &#xD;
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  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
      
           Drop your theories below, and join me next time as we follow the Soldier’s Table north.
          &#xD;
    &lt;/span&gt;&#xD;
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           Until then — let your dice fly, and may your stories be legendary.
           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 22 Nov 2025 17:42:43 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/critical-role-season-4-episode-3-recap-the-snipping-of-shears</guid>
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    <item>
      <title>2025 D&amp;D Gifts and Game Inspiration for the Holidays</title>
      <link>https://www.eternityttrpg.com/2025-dnd-gifts-and-game-inspiration-for-the-holidays</link>
      <description>Know someone who’s a D&amp;D fan? Not sure what to get them for Christmas? Or are you a D&amp;D player and want to treat yourself?</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/2025+DnD+Gifts+for+the+Holidays.jpg" title="2025 DnD Gifts for the Holidays" alt="A table at a convention showcasing board games, dice, and art"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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           Know someone who’s a D&amp;amp;D fan? Not sure what to get them for Christmas? Or are you a dedicated D&amp;amp;D player who would like to treat yourself for the holidays?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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            This blog has you covered!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
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    &lt;span&gt;&#xD;
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            searched for unique
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts" target="_blank"&gt;&#xD;
      
           D&amp;amp;D gifts and game inspiration
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for the holidays. Whether you’re getting a gift for a beginner D&amp;amp;D player, or for an experienced Dungeon Master, you’re sure to find the right gift from the list below.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Heroes of the Borderlands Ultimate Bundle
          &#xD;
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  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Calling all new D&amp;amp;D players:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dndstore.wizards.com/us/en/product/1246473/heroes-of-the-borderlands-starter-set" target="_blank"&gt;&#xD;
      
           The Heroes of the Borderlands Ultimate Bundle
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is your introduction to the world of Dungeons &amp;amp; Dragons. This bundle includes:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Board game: provides 40-60 hours of playtime (featuring Combat, Roleplaying, and Exploration adventures), includes over a dozen maps, a set of 11 dice, a quick start guide, and much more!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Heroes of the Borderlands Digital Adventure Pack and Keep on the Borderlands Digital Dice Set.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           An incredible starter set for D&amp;amp;D, Heroes of the Borderlands Ultimate Bundle will kick off plenty of campaigns, storytelling, and adventures.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Underworld Movie Series
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://capitaloneshopping.com/p/underworld/LNQ69FLKBT" target="_blank"&gt;&#xD;
      
           Underworld movie series
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            presents the perfect inspiration for your loved one’s next D&amp;amp;D campaign.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pitching vampires against lycans (werewolves), this dark fantasy series centers on protagonist Selene, hell bent on achieving vengeance for her family. Entwined with complex mythology and political intrigue, the Underworld film series is certain to spark unique plot twists and characters for any D&amp;amp;D campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Ice Cube Molds
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All D&amp;amp;D players, regardless of skill level, agree that D&amp;amp;D dice are uniquely special. So, for that special D&amp;amp;D individual in your life, delight them with D&amp;amp;D Ice Cube Molds. Available in several molds, such as D20 and D10, these ice cube molds create accurate, polyhedral shaped ice cubes ideal for all drinks, especially whisky.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, for your upcoming holiday get together and/ or latest D&amp;amp;D campaigns, raise a toast featuring D&amp;amp;D ice cube dice.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeons &amp;amp; Dragons Dragonlance: Warriors of Krynn, Cooperative Board Game
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Battle against the malicious Dragon Army in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/Dragonlance-Warriors-Dungeons-Dragons-Cooperative/dp/B09V84NV18" target="_blank"&gt;&#xD;
      
           this stand-alone D&amp;amp;D board game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Featuring 12 connected campaign scenarios, this cooperative board game allows both newbie D&amp;amp;D players and experienced Dungeon Masters to build their skills.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Best for 3 to 5 players, Dungeons &amp;amp; Dragons Dragonlance: Warriors of Krynn will take you on epic quests for treasures while gaining allies.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Setup+-+Holiday+Gifts.jpg" alt="D&amp;amp;D game setup: miniature figures on green map" title="DnD Setup - Holiday Gifts"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Metal D&amp;amp;D Dice Sets
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Do you collect D&amp;amp;D dice, or know someone who does? Consider metal D&amp;amp;D dice sets the ideal gift. Beautifully engraved and colorful, D&amp;amp;D metal dice sets enhance TTRPG games.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            With plenty of sets available, you’re sure to find the right dice set, such as hollow dice, spinner dice, serpent dice, etc.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Begin, or enhance, your D&amp;amp;D dice collection with metal dice sets that will become the envy of all players at your next campaign. You can even display D&amp;amp;D dice around your home during the holidays, for a magical touch.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           LEGOS Dungeons &amp;amp; Dragons: Red Dragon's Tale
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;a href="https://www.lego.com/en-us/product/dungeons-dragons-red-dragons-tale-21348" target="_blank"&gt;&#xD;
      
           LEGOS Red Dragon’s Tale set
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is wonderful for both creative play and boastful display. Full of rich, accurate details, this stunning LEGOS set features a tower, dungeon, and a buildable tavern. The crown jewel of the set: a striking Cinderhowl the Red Dragon figurine.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            But that’s not all: the set also features an innkeeper, 4 adventurers, a dragonborn, several monsters, as well as a custom campaign, written by the D&amp;amp;D Team.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you know a veteran Dungeon Master, consider LEGOS Red Dragon’s Tale set the ultimate D&amp;amp;D gift. They can spend the entire Christmas afternoon assembling the LEGOS to create a magical world.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           D&amp;amp;D Ugly Christmas Sweaters
          &#xD;
    &lt;/strong&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Celebrate the holiday season while showcasing your love for the game with a D&amp;amp;D ugly Christmas sweater. Available in a wide variety of colors, characters, and designs, you’re likely to find the right ugly sweater just for you or your loved one.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For example, does your D&amp;amp;D enthusiast love D20 dice? Yep, there’s an ugly sweater for that one!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Here’s a holiday tip: host a D&amp;amp;D party where everyone wears an ugly Christmas sweater—bonus points if folks wear a D&amp;amp;D or fantasy themed ugly sweater. Make it a contest for whoever wears the ugliest or eye-catching sweater.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dungeoneer: Realm of the Ice Witch Card Series
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Need more inspiration for a D&amp;amp;D campaign? Consider
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.atlas-games.com/product_tables/AG1246" target="_blank"&gt;&#xD;
      
           Dungeoneer: Realm of the Ice Witch
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , an expandable card series suited for 2 to 4 players.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Compatible with other Dungeoneer sets, Realm of the Ice Witch presents an arctic theme—perfect for the holidays.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In this card series, players battle against Chohzar the Ice Witch and her demons who have invaded the warm southern lands. Featuring 110 new Dungeoneer cards and several new characters, Realm of the Ice Witch will provide plenty of creative, winter-themed inspiration for D&amp;amp;D campaigns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Play these cards with fellow D&amp;amp;D friends in front of a roaring fire while it snows outside.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 22 Nov 2025 02:43:23 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/2025-dnd-gifts-and-game-inspiration-for-the-holidays</guid>
      <g-custom:tags type="string" />
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      </media:content>
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Is Dark Sun Coming Back in D&amp;D 5.5e?</title>
      <link>https://www.eternityttrpg.com/is-dark-sun-coming-back</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=6BYfKn3_nXc"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dark+Sun+YouTube.png" alt="A woman with tattoos and mohawk stands in a desert"/&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Transcribed content from our recent YouTube video:
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=6BYfKn3_nXc" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=6BYfKn3_nXc
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    &lt;span&gt;&#xD;
      
           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            What if I told you that
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Dark Sun
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , the brutal, sun-scorched D&amp;amp;D campaign setting, might be making a serious comeback … not with a full book yet, but through new Unearthed Arcana subclasses? That’s exactly what’s happening — and today, we’re breaking down those four apocalyptic subclasses and what they might mean for the future of Athas.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            ﻿
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      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            First, some context. Dark Sun is one of D&amp;amp;D’s grimmest, most apocalyptic settings — magic is destructive, the world is a harsh desert wasteland, and mighty Sorcerer-Kings rule with an iron fist. That desolation comes from the fact that in Dark Sun, magic doesn’t just draw power —
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           it devours life
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . That’s why many mages, called defilers, siphon life from the land or even from living beings to fuel their spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Historically, Dark Sun has also leaned heavily into
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           psionics
          &#xD;
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    &lt;span&gt;&#xD;
      
           , making it very distinct among D&amp;amp;D worlds.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Now, Wizards of the Coast has dropped a new Unearthed Arcana (UA) called
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           “Apocalyptic Subclasses”
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , and all four subclasses in it feel very Dark Sun-inspired. Fans are interpreting that as a possible signal that a full on 5.5E Dark Sun sourcebook could be coming.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To understand these Apocalyptic Subclasses, picture yourself stepping onto the cracked earth of a dying world. The sun hangs low and cruel, magic scorches the life around you, and survival is never guaranteed. That’s the energy these four subclasses channel. So let’s break them down — not just what they do, but how each one captures a different piece of Dark Sun’s brutal legacy.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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           1.Circle of Preservation Druid
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            These druids focus on restoring life. In an apocalyptic wasteland, they represent the fragile hope — trying to heal and revitalize what’s left.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Their mechanics emphasize “purifying” conditions or restoring vitality, meaning that they actively reverse the environmental damage caused by defiling magic — turning dead ground fertile again, cleansing blighted areas, and preserving what little life remains.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Roleplay-wise: these could be preservers in the classic Dark Sun sense, using magic to bring back life instead of destroying it.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           2. Gladiator Fighter
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A charismatic, show-man-warrior. Gladiators are huge in Dark Sun lore — arenas, duels, brutal spectacles.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Mechanically, this subclass leans into “performance + combat.” According to community feedback, it uses weapon mastery and charisma in interesting ways, intimidating foes, rousing allies, and performing daring maneuvers that blend martial prowess with theatrical flair.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a Dark Sun campaign, gladiators could be slaves, champions of sorcerer-kings, or rebels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           3. Defiled Sorcery (Sorcerer)
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Now this is very Dark Sun. These sorcerers draw life energy — either from the environment or even from other creatures (hit dice) — to fuel their magic.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The risk/reward is huge: you get powerful magic, but at a terrible cost. Perfect for a wasteland where magic is taboo and destructive.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           4. Sorcerer-King Patron (Warlock)
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Warlocks who’ve made a pact with a
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Sorcerer-King
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             — those tyrannical, magically powerful rulers of Athas.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The patron imbues them with fear, command, and the oppressive power of their masters.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is a really flavorful pick: warlocks aligned with Sorcerer-Kings could be enforcers, gladiator-lords, or even secret agents of tyranny.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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            To be clear with all of this Dark Sun speculation though,
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           nothing is confirmed
          &#xD;
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            by Wizards of the Coast, yet. Unearthed Arcana is playtest material. Just because these subclasses are Dark Sun–flavored doesn’t guarantee a full sourcebook.
           &#xD;
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Still, for longtime Dark Sun fans, this could be the biggest hint yet that Athas is returning in 5.5E.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Understanding these subclasses is one thing — but using them in your campaign is where they really come alive. These options have strong thematic identities tied to survival, corruption, and power. So, here’s how DMs and players can integrate them into their campaigns in meaningful, story-rich ways.
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            As a DM:
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Consider running a campaign set in a
            &#xD;
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            Dark Sun–inspired wasteland
           &#xD;
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            , even if you don’t go full canonical Athas. These subclasses give you hooks: gladiator arenas, life-draining magic, tyrant warlocks, and more.
           &#xD;
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    &lt;li&gt;&#xD;
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            Think about NPCs: Defilers (sorcerers) and Sorcerer-King warlocks make for excellent villains. The preservation druids can even be the rebels.
           &#xD;
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  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;ul&gt;&#xD;
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            As a Player:
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    &lt;li&gt;&#xD;
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            If you want flavor: pick one of these subclasses to lean into the “wasteland survivor” vibe.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Think about backstory: why does your defiler steal life? which Sorcerer-King did you make a pact with? That will drive roleplay.
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  &lt;/ul&gt;&#xD;
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           Just remember with all of this though
          &#xD;
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      &lt;span&gt;&#xD;
        
            because it's
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           not final
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           : some features might change or be removed. Also, balance could be off, currently: some players in the community already think certain features are strong or need tweaking.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So yeah — these four apocalyptic subclasses are awesome, and they are giving
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           major Dark Sun vibes
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . While they don’t guarantee a full Dark Sun 5.5E book, they’re definitely a strong signal. Whether you’re a fan of Athas already or just love grim, high-stakes fantasy, these subclasses open up some
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           very cool possibilities
          &#xD;
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    &lt;span&gt;&#xD;
      
           .
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let me know in the comments: which subclass do you want to try first? And do you think Wizards of the Coast is actually building toward a Dark Sun comeback?
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 18 Nov 2025 20:13:59 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/is-dark-sun-coming-back</guid>
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    <item>
      <title>Heroes of Faerun: special regional equipment and innovative magic</title>
      <link>https://www.eternityttrpg.com/heroes-of-faerun-special-regional-equipment-and-innovative-magic</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=rpPgFjr-hhg"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Heroes+of+Faerun+YouTube.png" alt="D&amp;amp;D Forgotten Realms book cover: Heroes"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=rpPgFjr-hhg" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=rpPgFjr-hhg
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           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Want to take your character from just another face in the crowd to a legend whose name echoes through the halls of the Forgotten Realms? Today we’re diving into the brand-new sourcebook that gives players power, story, and world in one package: Heroes of Faerûn.
           &#xD;
      &lt;br/&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           It’s just out as of a couple days ago, and we’re here to show you why this one could change the way you play characters in the Realms.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           First up: what exactly is Heroes of Faerûn? The book is a 192-page hardcover sourcebook by Wizards of the Coast set in the Forgotten Realms for 5.5 edition D&amp;amp;D rules.
           &#xD;
      &lt;br/&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           What’s included? Eight new subclasses, a new Circle Magic system (for group spellcasting!), dozens of feats and backgrounds, regional equipment, a breakdown of the Realms’ regions, factions, deities — everything a player needs to plug their character into Faerûn.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In short: this is a player-centric book — not just for DMs. Many Realms books lean DM-heavy, but this one is about you the player stepping into the legend.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Why is this book a big deal? Here are three reasons:
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      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           1. Expanded Player Options
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — Eight new subclasses means fresh ways to play: you’re not just rehashing what everyone else plays. And when you pair that with new backgrounds, feats, and special “regional” equipment — that gives some serious customization.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           2. Setting Integration
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — The Forgotten Realms has been around for decades, but sometimes the player options feel generic. This book leans into lore: it gives eight factions, a primer on 42 gods, and overviews on ten Realms’ regions. That depth gives your character a place and a story.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           3. Innovation: Circle Magic &amp;amp; Group Play
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            — One of the standout mechanics is what’s called “Circle Magic.” This isn’t just another spell list: it’s a system where casters can combine efforts for enhanced effects. It opens up group tactics, teamwork for roleplaying magic casting, and can shake up how your table views magic on the whole.
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    &lt;span&gt;&#xD;
      
           So, if you’re a player who wants more than “I show up and roll dice” — this book gives you tools for story, mechanics and flavor.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Let’s dig into the contents (and I’ll highlight the ones I’m most excited about):
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The 8 new subclasses are:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            College of the Moon
           &#xD;
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             (Bard), 
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            Knowledge Domain
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             (Cleric), 
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            Banneret
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      &lt;span&gt;&#xD;
        
             (Fighter), 
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            Oath of the Noble Genies
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      &lt;span&gt;&#xD;
        
             (Paladin), 
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            Winter Walker
           &#xD;
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             (Ranger), 
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            Scion of the Three
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             (Rogue), 
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            Spellfire
           &#xD;
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      &lt;span&gt;&#xD;
        
             (Sorcerer), and 
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            Bladesinger
           &#xD;
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             (Wizard)
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There are also 18 backgrounds, over 30 new feats, 19 new spells, 3 magic items, 12 mundane items, 2 monsters, 13 maps, and overviews for 10 regions of Faerûn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There’s also Faction membership for eight classic and emerging factions (like the Harpers, Zhentarim, and Purple Dragon Knights) that offer character hooks, renown, and special rewards.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        &lt;br/&gt;&#xD;
        
            Now for Highlights that I’m particularly keen on trying, myself:
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The oath of the noble genies (Paladin). These paladins draw power from the Elemental Planes through pacts with powerful genies, wielding elemental abilities like 
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Elemental Smite
           &#xD;
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      &lt;span&gt;&#xD;
        
             which enhances a Divine Smite with effects such as grappling enemies, dealing fire damage, or knocking foes away.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The region overviews: these let you pick lesser-used Realms locales as your homeland, giving characters unique flavor rather than defaulting to the Sword Coast.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Circle magic: I am very excited to see exactly how this pans out with my gaming group, but I think the potential here for spell casters to enhance each others’ effects, and create group casts, is amazing.
            &#xD;
        &lt;br/&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you pick up Heroes of Faerûn, here are some tips for how to get the most from it:
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            Talk to your DM early.
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Especially regarding Circle Magic and faction mechanics — decide how renown works, and how group casting will work specifically for your group.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Pick a region + faction combo.
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Let your background tie you to a place (say, Tethyr or Calimshan) and a faction (Harpers, Zhentarim) so your character has immediate hooks.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Use the new subclasses to complement the setting.
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             If you’re from the north-wastes of Faerûn, maybe the Winter Walker Ranger is a better fit than a typical forest-walking ranger.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Be proactive with story.
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Since the book emphasizes lore, lean into it: pick a god early, pick your renown path, choose an equipment piece from your region. These add role-play texture.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Don’t let the feast of options overwhelm.
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             With 18 backgrounds, 34 feats, and many spells — pick a few you like, then build from there. No need to try everything at once.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So: if you’re a player who wants more (mechanics, flavor, story) and you’re set in the Forgotten Realms, Heroes of Faerûn might be your next go-to book. If you give it a try or if you liked this breakdown, hit like, subscribe and ring the bell for future D&amp;amp;D news and breakdowns.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the comments: tell me which subclass from the book you’re most excited about, or which faction you’d join in Faerûn. Thanks for watching — and may your name echo through the Realms.
           &#xD;
      &lt;br/&gt;&#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Heroes+of+Faerun+YouTube+Blog.png" length="386470" type="image/png" />
      <pubDate>Fri, 14 Nov 2025 13:50:13 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/heroes-of-faerun-special-regional-equipment-and-innovative-magic</guid>
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      <title>The Tenebrous Stone - New Free D&amp;D Beyond Adventure</title>
      <link>https://www.eternityttrpg.com/the-tenebrous-stone-new-free-dnd-beyond-adventure</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=G_0s9az8hmo"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Tenebrous+Stone+YouTube.png" alt="Cover art for a D&amp;amp;D adventure: a glowing spectral figure holds a sword with blue energy, &amp;quot;Forgotten Realms&amp;quot; title."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=G_0s9az8hmo" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=G_0s9az8hmo
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           Free adventures on D&amp;amp;D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.
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            ﻿
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            Welcome back to
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           Eternity TTRPG
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           , your go-to source for everything happening across the planes of Dungeons &amp;amp; Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond.
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            Last week, Wizards quietly released The Tenebrous Stone — a
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           free
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            adventure available right now on D&amp;amp;D Beyond.
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            It’s set in classic Forgotten Realms territory: the chilly reaches of
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           Damara
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            , where a cult of
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           Orcus
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            has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland.
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            The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&amp;amp;D Beyond’s new
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           Maps VTT
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           , and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform.
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            But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a
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           ‘Deity Adventure’
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            — language we haven’t seen before.
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            That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming
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           Adventures in Faerûn
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           , a book we still know surprisingly little about.”
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           Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools.
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           Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools.
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           Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work.
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           If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures.
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           So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn.
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           So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night?
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            Would you want to see more deity-themed adventures in D&amp;amp;D 2025? Drop your thoughts in the comments — and while you’re there, hit
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           like
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            ,
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           subscribe
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            , and
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           ring that bell
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            so you don’t miss our next dive into the world of tabletop chaos.
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      <pubDate>Wed, 12 Nov 2025 18:16:10 GMT</pubDate>
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      <title>Under 10min Summary of Critical Role Season 4 - Episode 2</title>
      <link>https://www.eternityttrpg.com/under-10min-summary-of-critical-role-season-4-episode-2</link>
      <description />
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=vXPtTnjy5wU
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           “Hey everyone, welcome back to Eternity TTRPG. Today we’re unpacking Critical Role Campaign 4, Episode 2: ‘Broken Wing’ — an episode that moves with quick flashbacks, a slow-burning mystery, and unveils one genuinely unsettling artifact. If you missed the premiere, don’t worry — I’ll give you the lay of the land so you can follow every twist.
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            ﻿
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           My goal here with these recaps is to keep them at about 10minutes, so you can follow the main beats of Critical Role without the huge time investment. On that note, be sure to check out the summary for Episode 1 just earlier this week if you want to get caught up!
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           The episode opens not in the present, but in the middle of a past war — the Falconer’s Rebellion — where we meet younger versions of characters who’ll matter later. There’s Teor, a hulking soldier who feels every weight he carries; Kattigan, the quick-witted fighter; and a 15-year-old Azune, whose future as an Arcane Marshal is only hinted at here. They’re pinned down, wyverns tear at the sky, and the scene is chaotic and desperate — a sobering hook that tells you: this world has history, and it’s messy. In the middle of that chaos we get a small but important moment: Thjazi Fang, a figure whose past actions ripple through the episode, is injured — and Casimir, a thornier face in the city’s underworld, scoops him to safety. That moment matters later.
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           Now, cut to present-day Dol-Makjar: Hal and Thaisha — two careworn, sympathetic figures who run a refuge of sorts — find a shattered black ceramic mask in their home. The shards exhale a cold, silver mist, and Thaisha collapses, hearing a nightingale’s song in her head. The mask isn’t just creepy set dressing: Bolaire and Murray, two more scholarly voices in this corner of the city, quickly identify the object’s box as a coffin — etched with the name ‘Obsidia’ in Kessian, an ancient halfling script, and plated with celestial symbols. That combination — halfling religious iconography wrapped around something new and grotesque — immediately reads as blasphemy and trouble.
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            The cast reconverges at Hal’s: Teor, Kattigan, Occtis, Azune, and Thimble are there around Thjazi’s body. Thimble — who’s small in stature but enormous in feeling — collapses onto Thjazi and blames Vaelus, demanding the Stone of Nightsong, a keepsake with emotional resonance for her. This is where the episode tightens: the friends learn Thjazi’s safehouse was ransacked, and Azune, ever the investigator, finds a magical forgery hidden in Thjazi’s coat. It looks like someone set a frame — betrayal stinks in the air.
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           To complicate matters, Casimir and Cyd (Teor’s brother) are unaccounted for, and black feathers were found at the scene — a small clue that points to the Crow Keepers, a thieves’ guild Casimir is tied to. Thimble vows to go find answers. It’s a nice sequence of grief turning into action: the personal drives the plot.
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           Meanwhile, the episode spends time in the halls of power. At Villa Aurora — home of House Halovar and the Candescent Creed — we meet new faces and old tensions. Wick, an eager acolyte, witnesses Teor rescue and heal a worker, and Teor’s act of mercy wins him attention. But not everyone is thrilled. Photarch Yanessa Halovar, a high-ranking cleric, quietly urges her house to distance itself from the Torn Banner and cozy up to House Tachonis — a rival power with suspicious influence. Yanessa even suggests Thjazi’s death was orchestrated by Tachonis. Translation for what we’re learning about this world? Every helpful act in Aramán has strings attached, and alliances are fragile.
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           Quick context: The Halovars are powerful religious aristocrats; the Tachonis are another noble house with their own, shadowy agenda. Political intrigue is the bedrock here.
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           Back in the quieter rooms, Bolaire and Murray dissect the coffin. The wood comes from the Wastes, the silver plates are ancient Kessian — the name Olbalad appears, which translates to a kind of halfling angel of death. A coffin referencing a celestial figure, newly crafted and oozing mist. It’s old magic — but it’s also a deliberate mockery or corruption of something sacred. When they drop a tool into the coffin, it falls forever — no sound, no impact. That silence is bone-chilling and tells us whatever this thing is, it doesn’t obey normal physics.
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           The episode doesn’t stop on small horrors — it ends on something huge and awful. At the Villa Aurora’s Prismatic Retort — a massive machine that channels the ‘light’ powers of the Candescent Creed — Photarch Yanessa and Wick’s grandfather reveal what looks like an enormous iron maiden: inside, a chained, thirty-foot angel with siphoning taps in its body. It reads like religious science fiction and lands with a visceral, ‘did I just see that?’ finality. For an audience member, that visual hits differently from a dagger in the dark — it’s the campaign saying plainly: celestial things are broken here, and larger forces are being manipulated.
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           At the end of each of these episodes I want to do a quick unpacking of what makes these Critical Role sessions so awesome, and what you can take away to your own next gaming session.
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           Alright — so what can Broken Wing teach your table?
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           1. Try using flashbacks like living memories.
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           Flashbacks like the Falconer’s Rebellion are emotional scaffolding. Instead of dumping lore about who fought who, we see Teor, Kattigan, and young Azune under fire. We feel their fear and loyalty, which gives context to their choices later.
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           If you want to bring that to your table, drop players into short scenes from their characters’ pasts — five minutes tops. Let them play out the betrayal, the lost battle, the friendship they’ll mourn later. That way, when those memories resurface in the present, the emotion feels earned, and hit hard.
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           2. Make artifacts carry more than stats.
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           The shattered mask and the Obsidia coffin are perfect examples of magic items that do something narratively. They carry history, faith, and fear.
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            As a DM, whenever you hand your players a relic, ask yourself: Who made this, and why? What happens if it’s misused or broken?
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           Maybe the item reacts to emotions, or maybe its power has cultural consequences — like this coffin blaspheming against celestial law.
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           And finally, three: Keep your politics gray.
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           One of the strengths of this episode is how every side believes it’s right. The Halovars see loyalty as survival; Tachonis treat manipulation as necessity.
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           In your campaign, that’s gold. Let your factions and rulers have good reasons for bad choices. Make the players ask, “Are we helping the right people, or just the ones who smile at us?”
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           When you blur those moral lines, every decision becomes roleplay fuel — and every revelation feels earned.
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           So, remember — flashbacks plant emotion, artifacts anchor lore, and gray politics keep tension alive. Use those tools, and you’ll craft sessions that your players will talk about for months.
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           So that’s Broken Wing — we got war-scarred flashbacks, an unnerving coffin that might be blasphemous, betrayal in the shadows, and an iron-maiden angel that raises more questions than it answers.
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           Drop your wildest theory in the comments: who forged that coffin? What is the Stone of Nightsong actually holding?
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           Subscribe for more recaps, DM tips, and quick takes. Next time we’ll dig into Episode 3 and follow the threads this one has left hanging.
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      <pubDate>Tue, 11 Nov 2025 15:58:43 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/under-10min-summary-of-critical-role-season-4-episode-2</guid>
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      <title>Under 10min Summary of Critical Role Season 4 - Episode 1</title>
      <link>https://www.eternityttrpg.com/under-10min-summary-of-critical-role-season-4-episode-1</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=6-EVzgJ_nSs"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Campaign+4+-+Episode+1+YouTube.png" alt="D&amp;amp;D crossover with Magic: The Gathering. Fantasy characters reading a book, magical setting with colors."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=6-EVzgJ_nSs" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=6-EVzgJ_nSs
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           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It’s been a while, but welcome back to Eternity TTRPG. I’ve had a bit of a hiatus, but back to bringing you awesome news in the D&amp;amp;D space – this time, with quick summaries of the Critical Role 4 campaign thus far.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whether you’re a fan of Critical Role, or you’ve heard about it and you’re curious on what it’s all about, these summaries will be in the range of 5-10min, so you can hear what’s happening without the full time commitment of watching an episode.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, stick around to the end, because I’m also pulling out a few tips from the Critical Role campaign — storytelling tricks, DM inspiration, and roleplaying ideas you can borrow for your upcoming game night to get the most magic from your adventures.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So with that, today we jump into Episode 1 — The Fall of Thjazi Fang.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The campaign opens in
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Dol-Makjar (
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             doll mak-JAR), in the land of
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Kahad [
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            KAH-had] (in the world of Aramán [AH-rah-man]).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Thjazi Fang
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , a war hero of the Falconer’s Rebellion and former mercenary with the Torn Banner, is scheduled for execution by the Chamber of the Lords-Advisory.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Arcane Marshal Azune Nayar
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Ah-ZOO-nay NAY-ar) — once a comrade — inspects him for magical glyphs. He uncovers one on Thjazi’s back and secretly passes a message of hope.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             As Thjazi is led to the gallows, he speaks telepathically with his brother
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Halandil (
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ha-LAN-dil) Fang
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            “Hal” Fang
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , who is in the crowd.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Thjazi sees something ominous in the sky, urgently tells Hal to “help Murray at the Penteveral, paint is waiting for Bolaire, tell Thimble not to be afraid,” and defiantly proclaims the coming fall of false authority — then is hanged.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The crowd reacts with grief, shock, and political tension.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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        &lt;span&gt;&#xD;
          
             After the execution, Hal readies a
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            farramh
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (FAH-rahm) — an orcish custom for viewing the body — at his home, with his daughter
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Shadia (
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            SHAH-dee-uh), members of his theater troupe, and guests.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Thaisha Lloy (
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      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             THAY-sha Loy), an orc druid, and
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Occtis Tachonis (
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            OK-tis ta-KO-nis), a human necromancer student, arrive early. Both had ties to the rescue attempt of Thjazi.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Thaisha is ex-partner to Hal; they share a daughter Shadia and a son Alogar. Occtis is investigating his role in the failed plan to save Thjazi.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Azune
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             brings Thjazi’s body to the wake.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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            Teor Pridesire
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (TEE-or pry-de-SEER) and
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Commander Loza Blade
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (former Torn Banner) honor Thjazi’s memory. Loza reminisces about Thjazi’s rise from common birth to rebellion.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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            Wicander (
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            wi-KAN-dur HAL-o-var
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            ) “Wick” Halovar
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             and
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Aspirant Tyranny
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (uh-SPY-rant TYR-uh-nee) arrive as emissaries of House Halovar. Wick, a cleric devoted to the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Candescent Creed (
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            kan-DES-sent kreed), brings Thjazi’s scimitar and laments that he couldn’t prevent the execution.
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      &lt;/span&gt;&#xD;
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             Wick reveals he pleaded with his grandmother,
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Photarch Yanessa Halovar
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , to spare Thjazi — but was rebuffed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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            Tyranny, a demon in service to House Halovar, drinks at the funeral, teasing Wick, testing boundaries.
           &#xD;
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    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Thaisha drunkenly explains that she and Hal fell in love in their youth, but she felt a pull toward the wider world beyond their small circle.
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        &lt;span&gt;&#xD;
          
             Azune and Occtis piece together how the rescue chain broke. They head out to find
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Thimble
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , a fairy rogue and Thjazi’s close friend.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            In Thjazi’s apartment, ransacked, they find Thimble near death. Her memories flash back to Faerie, and she recalls the glyph she was supposed to deliver was interrupted.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;strong&gt;&#xD;
        
            Kattigan Vale
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             , a drunken ranger who recognizes Teor and Azune, joins them. He uses Clues to determine that 7 masked assailants entered, 3 were killed, crow feathers left behind, and the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Stone of Nightsong
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             was stolen from Thjazi’s safehouse.
            &#xD;
        &lt;/span&gt;&#xD;
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    &lt;/li&gt;&#xD;
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            Thimble confirms: thieves attacked her as she tried to deliver the glyph. The wrong glyph was detected by Azune. The Stone of Nightsong is missing — someone betrayed Thjazi.
           &#xD;
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    &lt;li&gt;&#xD;
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            Back at the wake / gathering place (the Rookery):
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            Bolaire Lathalia
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            , a warlock / curator, arrives to support Hal.
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      &lt;strong&gt;&#xD;
        
            Aranessa Royce (
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      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             uh-RAH-nes-sa ROYS), Thjazi’s grieving widow, enters with
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Sir Julien Davinos (
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            sir joo-LYEN duh-VEE-nos), the man who brought Thjazi to justice and perhaps bore much resentment.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Julien taunts Thjazi’s memory, spits on his corpse, and clashes with Thaisha.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Murray Mag’Nesson
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (dwarven wizard of the Penteveral) arrives, triggering a moment of distraction.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Thaisha senses a shadow following Julien — the superstition of protection is broken; something dark has latched onto him.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wick chastises Tyranny for her drunken antics, but also gives Hal Thjazi’s scimitar.
           &#xD;
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    &lt;/li&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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        &lt;span&gt;&#xD;
          
             As night falls,
            &#xD;
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      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Vaelus
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             , an elven paladin (800 years old) and devotee of the dead goddess Sylandri, arrives. She demands the return of
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            her property
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             — the Stone of Nightsong, stating that Thjazi stole it.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It’s revealed that the Stone was made by Sylandri to guide elven spirits through the underworld. Without it, the journey may be blocked.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In an eerie moment, the silver box containing broken ceramic tiles flies open, forming a mask bearing uncanny resemblance to Bolaire’s face.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Vaelus demands Thimble’s whereabouts. The implication: Julien or someone close to him is connected.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The first episode ends with tension in the air: multiple factions now want the Stone, the betrayal is active, and the cast is drawn together by grief, mystery, and political intrigue.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             We’re left with a firm reminder of the world’s lore: the
            &#xD;
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      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            Shapers
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (gods) were killed 70 years ago, magic is unstable, and the Sundered Houses (Royce, Halovar, Tachonis [ta-KO-nis], Einfasen [INE-fa-sen], Cormoray) wield enormous power.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The stakes are clear: retrieve the Stone. Unravel the betrayal. Discover who killed Thjazi — and why.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “So what can we learn from The Fall of Thjazi Fang?
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           First — start big. That opening execution isn’t just drama; it’s a crisis that instantly ties every character together. You don’t need a warm-up quest — drop your players into the fallout and let them claw their way through.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Second — make it personal. Every hero at the table had a history with Thjazi. That’s why it hits so hard. When your next campaign begins, link each PC to the same event — a death, a secret, a shared failure.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And finally — let failure stand. The rescue didn’t work, and that makes the story matter. When you let plans fall apart, the next victory your players earn will feel legendary. D&amp;amp;D heroes don’t always have to succeed. In fact, in many cases, the best stories come from failure or setbacks that shape the events to come.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you adopt just one thing for your next session, I’d say: start with a crisis tied to your players, and let every character have skin in the game from the first moment. If you’re feeling up to it though, combine that with selective reveals, emotional stakes, and the room to fail, and you’re halfway to a compelling campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And there you have it — a full dive into Episode 1 of Campaign 4: the execution, the betrayal, the stolen artifact, and the gathering storm.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you like this kind of breakdown, drop a comment with your favorite moment from Episode 1, or your take on how the Crow Keepers or Julien might be involved. Next time, we’ll recap Episode 2 — Broken Wing — and pull more DM and roleplaying lessons from it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Until then — let your dice fly, and may your stories be legendary.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Wed, 05 Nov 2025 16:08:38 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/under-10min-summary-of-critical-role-season-4-episode-1</guid>
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      <title>D&amp;D Heads to Magic: The Gathering's Lorwyn-Shadowmoor</title>
      <link>https://www.eternityttrpg.com/dnd-heads-to-magic-the-gathering-lorwyn-shadowmoor</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=VE2fUonKzl8" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=VE2fUonKzl8
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           Dungeons &amp;amp; Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion.
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           Welcome back to Eternity TTRPG—your go-to source for all things Dungeons &amp;amp; Dragons!
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           So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in.
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            Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new
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           digital-only supplement
          &#xD;
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            coming to D&amp;amp;D Beyond on
           &#xD;
      &lt;/span&gt;&#xD;
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           November 18th
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           .
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           According to both Bell of Lost Souls and D&amp;amp;D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons:
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            Astarion’s Book of Hungers
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            Netheril’s Fall
           &#xD;
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            and today’s star—Lorwyn: First Light.
           &#xD;
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           So, what is Lorwyn-Shadowmoor?
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           If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it.
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            In D&amp;amp;D terms, it’s being reimagined as a
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           Domain of Delight
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            in the Feywild—those whimsical, dangerous realms ruled by Archfey.
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           But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras.
          &#xD;
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           It’s a stunning concept—and one that promises both beauty and peril in equal measure.
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           The big question is what do you actually get with Lorwyn: First Light?
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           According to Wizards’ release info, you’ll get:
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            2 new feats
           &#xD;
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            2 new backgrounds
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             (likely tied to those feats)
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            2 new magic items
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            8 monsters
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             drawn from the Feywild’s weirdest corners
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            2 playable species
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             , plus advice for adapting
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            8 more
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             to the Lorwyn-Shadowmoor setting
            &#xD;
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            Two mini-adventures
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            —each with maps ready to drop into your campaign
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           And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content.
          &#xD;
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           Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.”
          &#xD;
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            The price tag is
           &#xD;
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           $14.99
          &#xD;
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            for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies.
           &#xD;
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  &lt;p&gt;&#xD;
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           That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab.
          &#xD;
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            But the excitement is real—this marks
           &#xD;
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    &lt;strong&gt;&#xD;
      
           the first time
          &#xD;
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      &lt;span&gt;&#xD;
        
            a Magic: The Gathering setting has officially joined D&amp;amp;D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing.
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           In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches.
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           Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet?
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           Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&amp;amp;D news and updates.
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      <pubDate>Tue, 07 Oct 2025 22:40:43 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/dnd-heads-to-magic-the-gathering-lorwyn-shadowmoor</guid>
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      <title>Gygax Memorial Fund Kickstarter to Commemorate Gary and D&amp;D</title>
      <link>https://www.eternityttrpg.com/gygax-memorial-fund-kickstarter-to-commemorate-gary-and-d-d</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.youtube.com/watch?v=RfmCpJPQM7o"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Gygax+Memorial.png" alt="Man in gray shirt speaking, text overlay: &amp;quot;FETCH HUNDREDS OF THOUSANDS OF DOLLARS.&amp;quot; Lit room, neutral background."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=RfmCpJPQM7o" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=RfmCpJPQM7o
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           Transcription
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            The
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           Gygax Memorial Fund is
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            working to build a D&amp;amp;D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in
           &#xD;
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           Library Park
          &#xD;
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            , in downtown
           &#xD;
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           Lake Geneva, Wisconsin
          &#xD;
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           —the birthplace of Dungeons &amp;amp; Dragons.
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           This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&amp;amp;D’s 50th anniversary, the city officially granted land for the project.
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           This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself.
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           But the question is, will this Kickstarter finally succeed where past efforts failed?
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           Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons &amp;amp; Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table.
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           Gary, co-creator of Dungeons &amp;amp; Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva.
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           Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon.
          &#xD;
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           The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&amp;amp;D.
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  &lt;p&gt;&#xD;
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           Backers for this project get everything from digital scrolls to engraved pavers around the monument.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt.
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           On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’
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           But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever.
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           For some D&amp;amp;D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born.
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           It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon.
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           This is both a tribute to the past and a playable monument for future generations of adventurers.
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           If you’re interested in helping fund the project, I’ll leave a link the video description, and comments.
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           And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble?
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           Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&amp;amp;D news.
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      <pubDate>Fri, 03 Oct 2025 23:50:31 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/gygax-memorial-fund-kickstarter-to-commemorate-gary-and-d-d</guid>
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      <title>Critical Role's Campaign 4 Trailer Looks to be Heralding a Great Story</title>
      <link>https://www.eternityttrpg.com/critical-role-campaign-4-trailer-heralding-a-great-story</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a href="https://www.youtube.com/watch?v=Tv9HBlNaSMY" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Campaign+4+YouTube.png" alt="Man in gray shirt speaking, text overlay: &amp;quot;FETCH HUNDREDS OF THOUSANDS OF DOLLARS.&amp;quot; Lit room, neutral background."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=Tv9HBlNaSMY" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=Tv9HBlNaSMY
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           Transcription
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.
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            ﻿
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           Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons &amp;amp; Dragons.
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           First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters.
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           The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war.
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           This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers.
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           This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying.
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            If you want to check it out, Campaign 4 launches
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    &lt;strong&gt;&#xD;
      
           October 2nd at 7 PM PT
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           , streaming on Twitch, YouTube, and Critical Role’s Beacon service.
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            Like I mentioned in my last video on Critical Role, they’ll be using the
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           2024 D&amp;amp;D 5e rules
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           , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins.
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           And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required.
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           So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling.
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           And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&amp;amp;D universe.
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           Until next time—may your rolls be high, and your executions be… postponed.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 30 Sep 2025 17:17:14 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/critical-role-campaign-4-trailer-heralding-a-great-story</guid>
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      <title>D&amp;D Collection May Set Record-Breaking Price at Auction</title>
      <link>https://www.eternityttrpg.com/dnd-collection-may-set-record-breaking-price-at-auction</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a href="https://www.youtube.com/watch?v=F3QG8CaiGxg" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Set+at+Heritage+Auction+Video.png" alt="Man in gray shirt speaking, text overlay: &amp;quot;FETCH HUNDREDS OF THOUSANDS OF DOLLARS.&amp;quot; Lit room, neutral background."/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=F3QG8CaiGxg" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=F3QG8CaiGxg
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           Transcription
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Would you pay twenty thousand dollars for an old box of dice and pamphlets? Well… someone just might. A massive treasure hoard of vintage Dungeons &amp;amp; Dragons books just hit the auction block—and it is in fact already breaking records.
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           Welcome back to Eternity TTRPG, your go-to space for the latest in D&amp;amp;D news, lore, and community updates. Today we’re doing a quick video, diving into a legendary auction that could rewrite the value of tabletop history.
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           Heritage Auctions, one of the world’s top collectible auction houses, is currently running a massive sale of rare Dungeons &amp;amp; Dragons books. The collection features 149 individual items, most from 1st and 2nd edition, and many are even slabbed and graded by CGC—yes, the same people who grade comics.
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           What’s in the dragon’s hoard, you ask? Some pretty awesome finds, including:
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            The original Wood Grain Box Set from 1975. Only about 1,000 were ever made, and past sales have reached $22,000.
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    &lt;li&gt;&#xD;
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            A sealed 1983 Red Box—the one with Larry Elmore’s iconic artwork. Finding one unopened is like rolling a natural 20 on every attack you make.
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    &lt;li&gt;&#xD;
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            Danger at Dunwater, a 1982 adventure module graded 9.8 by CGC, making it actually museum quality.
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And even the Blackmoor Supplement by D&amp;amp;D co-creator Dave Arneson.
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           Heritage expects this treasure chest to fetch hundreds of thousands of dollars. We won’t know the final tally until the hammer falls on October 16th—but collectors are already buzzing.
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           One Redditor joked, ‘Guess I’ll just sell my kidney for a Wood Grain box.’ Meanwhile, others see this as proof that tabletop gaming history is getting some of the respect it’s always deserved.
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           It’s wild to think that what started as a niche game in the ’70s is now commanding museum-level prices. Personally, I love that we’re at a point where these old rulebooks are being preserved like artifacts—because let’s face it, they are artifacts to some people.
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           What do you think? Would you ever drop thousands on a piece of D&amp;amp;D history—or would you rather just buy more dice for your current campaign?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you enjoyed this, hit like, subscribe, and ring the bell so you don’t miss any future D&amp;amp;D news. And hey—share this video with your party before they try to sell their stuff for auction money. Thanks for watching!
          &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Fri, 26 Sep 2025 20:25:23 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/dnd-collection-may-set-record-breaking-price-at-auction</guid>
      <g-custom:tags type="string" />
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      <title>D&amp;D Group Cancelled Again..? Try Solo D&amp;D</title>
      <link>https://www.eternityttrpg.com/dnd-group-cancelled-try-solo-dnd</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
  &lt;a href="https://www.youtube.com/watch?v=WDJB9yPAVOo" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Solo+D-D+YouTube.png" alt="Blonde woman, lava-skinned being in a golden frame, with dice. &amp;quot;Solo D&amp;amp;D Steps... Even if Your Group Cancels&amp;quot; text."/&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Transcribed content from our recent YouTube video:
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=WDJB9yPAVOo" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=WDJB9yPAVOo
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           Transcription
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           Picture this: you’re ready for D&amp;amp;D night, dice in hand, character sheet polished—and then the group cancels. Again. But what if I told you that you don’t need a group to dive into epic quests, unravel mysteries, and face terrifying monsters? That’s right—you can play D&amp;amp;D solo. And today, I’m going to show you a simple framework I came up with years ago that actually makes it fun, dramatic, and incredibly rewarding.
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            ﻿
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           This isn’t by any means the most comprehensive system in the world, but I have personally run two full solo campaigns with it, and had a blast. Solo campaigns, in fact, have been some of my favorite RPG experiences.
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           Welcome back to Eternity TTRPG—your campfire companion for all things D&amp;amp;D, whether you’ve got a full party or you’re playing solo.
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           D&amp;amp;D is usually about gathering with friends around the table—or online—and diving into a shared adventure. But sometimes? Life gets in the way. Or, maybe you’re just itching to try something between sessions, or you’ve been wanting to tell a story that’s entirely yours.
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           That’s where single-player D&amp;amp;D comes in. The problem is that solo play options can sometimes feel a little complicated. But with the right framework, solo D&amp;amp;D can feel just as rich and engaging as a regular campaign, and be very easy.
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           You should also know that there are great solo D&amp;amp;D resources available all over the web, many times for free. And you can take what I have for you today as a basic framework, and add in all kinds of support material as well, where it fits for you.
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           The first step is simple: create your character. And here’s my advice—don’t overthink it. This is your chance to play the character you’ve always wanted.
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           If you’re a power gamer and you’re worried about missing certain abilities within your party, you’ve got a couple options: you can multiclass to give your character more versatility, or you can create a couple of simple backup party members.
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           But honestly? I find it’s more fun to keep things focused on a single character and let your creativity solve the problems your hero can’t achieve through specific abilities, or brute-force. It keeps the game light, fun, and way easier to manage.
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           Here’s the real magic: instead of trying to run an entire sprawling campaign in one go, building a huge backstory, world, and plotline, just break your adventure down into scenes.
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           In this model, each scene has five parts:
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           Part One is called the scene’s “main focus.” Basically, you just decide – at a broad level – what this scene is about. What is your character trying to “do,” or what’s important to them in this moment?
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           Two—the setting. Picture where your character is, and bring it to life with as many details as you can imagine for sights, smells, what you touch, taste, and hear.
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           Three—NPCs. Who’s here? Are they allies, rivals, strangers, or heroes?
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           Four—the conflict. What obstacle is standing in your way? Specifically, what’s making the scene’s main focus for your character more difficult? Stories – especially fantasy adventure stories – are built upon adversity.
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           And five—theater of the mind roleplay. Imagine how your hero reacts to the setting, the NPCs, and the conflict, and then let the story unfold.
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           These simple five steps keep your game manageable and dynamic. The best part is that you don’t need hours of prep—just enough to give the scene a clear focus, and let the rest flow naturally.
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           Once you’re through a scene, here’s how you take that starting point and build out a full story arc. Think of every five scenes as a mini-episode in your campaign, and use the classic dramatic structure that you may have learned back in school.
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           Your first scene is your adventure’s exposition. This is where you introduced your character, set the first part of your adventure, and generally had something interesting happen.
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           From there, you do another scene with the same “main focus,” but now you’re into its “rising action,” where the stakes raise and the conflict becomes more meaningful.
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           Third, this mini story arc reaches a climax.
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           From there, you then have a fourth scene for falling action, where the drama resolves a little bit, and then a fifth scene where you either get a full resolution, or something happens which prepares your next set arc of five scenes.
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           To summarize it, scene one introduces your story element. Scene two cranks up the tension. Scene three is the big payoff. Scene four lets things settle. And scene five sets up what comes next.
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           Then—you start the cycle again. Each new arc raises the stakes, builds on what came before, and keeps your campaign growing organically. This way, even a quick 15-minute session can slowly blossom into a sprawling, epic story, over time.
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           Connecting your scenes like this also helps give your campaign a sense of continuity. 
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           Of course, part of what makes D&amp;amp;D fun is unpredictability. That’s where oracles—or random tables—come in. Think of them as your personal DM stand-in.
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           Need to know if the door is trapped? Roll on a yes-or-no oracle. Want inspiration for your next encounter? Flip to a random monster table.
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           There are tons of free generators online—everything from towns, to NPCs, to treasure hoards. Just be careful not to let them take over. Oracles are best when they spark ideas, not when they completely drive the story. Remember, you’re still the storyteller.
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           One of the biggest questions in solo play is: how do I level up? My rule of thumb is simple. After every scene, give yourself rewards—experience, treasure, or even a cool item.
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           Even if you didn’t slay a dragon, you still advanced the story, and that deserves progress. A good benchmark is to give yourself the same XP you’d get for defeating a monster of your level. That way, your hero grows at a steady, satisfying pace without feeling like you’re cheating.
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           For some additional quickfire tips for you:
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            Try published solo modules if you want less prep. These remove the vast ability for theater of the mind storytelling you get, just using this model of scenes and story arcs, but they provide you a great deal more structure.
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            Use music or maps to set the mood, and even minis if you want to roleplay a battle scene.
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            And most importantly, keep a notebook to track your scenes—it helps your story feel alive. Notes can also help you remember where your Character’s been, who they’ve talked to, and what’s happened. That way, you can bring back any of those story elements into your future scenes, for more sense of familiarity and progression in your campaign.
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           So, there you have it—the framework for extraordinary single-player D&amp;amp;D. Start small, use oracles for inspiration, and let your imagination do the heavy lifting.
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           Now I want to know—would you ever run a full D&amp;amp;D campaign solo, or is the game only fun with a group? Drop your thoughts in the comments below.
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           And if you liked this guide, give it a thumbs up, subscribe for more, and until next time—may your dice roll high, and your stories be unforgettable.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 23 Sep 2025 20:30:31 GMT</pubDate>
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    <item>
      <title>A Bestiary of Boss Monsters from D&amp;D Beyond's Crooked Moon</title>
      <link>https://www.eternityttrpg.com/a-bestiary-of-boss-monsters-from-dnd-beyonds-crooked-moon</link>
      <description />
      <content:encoded>&lt;div&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=m-qBdvV9S5k
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           From a flaming, headless horseman riding vengeance across cursed roads… to a ghost train that ferries souls between life and death—today we’re diving into the legendary monsters of the Crooked Moon, from D&amp;amp;D Beyond. These aren’t your average dungeon crawlers. These are actually campaign-defining nightmares, more akin to a bestiary of “boss monsters” that you can throw at your gaming group in this Halloween-style setting.
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           So, let’s talk about my favorite four that will haunt your players forever.
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           Welcome back to Eternity TTRPG, your lantern in the dark woods of Dungeons &amp;amp; Dragons adventures. Today, we’re peering into the shadows for another awesome dive into one of my favorite D&amp;amp;D settings of all time – Crooked Moon.
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           Let’s dive right in.
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            We’re starting strong with the
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           Galloping Headsman
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           —a headless executioner based, of course, on the “headless horseman” from “the Legend of Sleepy Hollow.” The twist here is that the horseman is a centaur. Still missing his head, which is now filled with gouts of fire. But in my opinion, no Halloween, or Halloween-inspired campaign, is complete without a visit from the headless horseman.
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           In one hand, this legendary monster wields a massive two-headed axe that can literally decapitate a player if it crits. And in the other it holds a burning pumpkin skull, shifting with agonized faces.
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           This monster is cinematic. Imagine a chase sequence where the Headsman’s lair warps roads themselves—stretching paths, halving travel speeds, and giving the sense to players that they can never quite escape.
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           His weakness? The original skull he lost. If your players find and wield it, he suddenly becomes vulnerable. Until then… run.
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           I love boss fights where there’s a secret that players need to uncover, to make the battle well – winnable. Until that secret is uncovered, the “boss” feels truly like something of legends and nightmares.
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            Number two is another top pick that I think Crooked Moon absolutely nailed: the
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           Ghostlight Locomotive
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           . This one is just so different from anything you typically see in D&amp;amp;D, or almost any roleplay game. It’s a phantom train barreling between life and death, burning souls as fuel.
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           Most of the time, the Ghostlight Locomotive runs its eternal route, burning souls like coal, but carrying them off to the afterlife. But that balance is fragile. When its soul-fuel becomes corrupted—whether by dark magic, a curse, or too many wicked spirits—something inside the engine snaps. Suddenly it’s no longer mindless. Instead, the train becomes aware of the countless souls it has consumed, and with that awareness comes rage. That’s when the Locomotive transforms into a nightmare on rails, lashing out at the living and dragging anything in its path down into the mist.
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           And speaking of, the ghostly, mile-wide shroud of mist that surrounds the train prevents players from fully healing with rest, and even magic feels weaker—potions and cure spells only work at half strength.
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           Consider the power of the mist itself, this legendary monster is actually part dungeon, part boss, and even part existential crisis.
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            At number three, we move from machines to nature gone wrong—meet the
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           Beast of Blight.
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            Once, this beast was Farryn of the Greenwood, a druid who turned to forbidden magic to bring back her dead lover. And that, as you might expect is where things went wrong. Instead of restoring life, her magic twisted inward. Nature didn’t heal her grief—it reflected it, warping her body with rot, fungus, and decay. In trying to preserve love, she became the embodiment of loss: a beast that spreads corruption with every step.
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           Now, the Beast’s lair is a cavern at the heart of a rotting forest, where decay seeps even from stones. In that place, the natural world turns against you—forests wither, food spoils, and even spells that create water only produce half their normal amount.
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           In this cavern, the Beast can teleport through rot, spew necrotic spores, and even she can even impale grappled creatures on her exposed ribs, holding them restrained while dealing piercing damage.
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            But buried inside her, a flicker of Farryn’s memory or emotion that survived the corruption, remains. Show the Beast the likeness of her lost love, and for a moment, the rot burns away and Farryn comes back through. When this happens, she
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           takes immediate psychic damage
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            , and she also has
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           Disadvantage on all d20 tests
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            until the start of her next turn – making this fight much, much easier.
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           Dusk Mother.
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            Her keening wails carry through settlements, where she searches endlessly for her lost children. Some say they died from her wrath, others say it was from her negligence.
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           But in truth, it doesn’t matter how [her children died]—because in her own mind, she carries all the guilt. That shame, that unbearable grief, twisted her into something more than a ghost. It made her into the Dusk Mother.
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           Directly from Crooked Moon: “Now she cries in shame for that loss as she searches for her children, or for souls to claim and fashion into dolls in a futile attempt to fill the void in her doomed soul.”
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           The Dusk Mother carries giant shears and a great tolling bell, as she wanders across the countryside. Her presence warps reality—villagers absentmindedly start humming funeral songs, while adventurers become unable to rest.
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           Once again, the players may have some advantage though if they ever have to face her, for if she ever sees her children’s trinkets or spirits, she collapses, overcome with guilt.
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           This is the kind of boss fight that is emotionally heavy. In this case, your players aren’t just fighting a legendary monster. Instead, they’re facing an avatar of grief, itself.
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           So that’s four of the most terrifying legendary monsters from The Crooked Moon. The Galloping Headsman, the Ghostlight Locomotive, the Beast of Blight, and the Dusk Mother. Each one is packed with lore that can fuel more than a few game sessions, and interesting mechanical twists for climactic encounters.
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           But now I want to hear from you—if you had to unleash just one of these horrors in your campaign, which would it be? Would you make your players ride the Ghostlight Express, or see if anyone dares face the Beast of Blight head-on?”
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           Drop your pick in the comments, and don’t forget to like and subscribe for more D&amp;amp;D news and monster spotlights. Until next time—keep your head on straight… unlike the Headsman.
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      <pubDate>Sun, 21 Sep 2025 00:03:53 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/a-bestiary-of-boss-monsters-from-dnd-beyonds-crooked-moon</guid>
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      <title>10 Amazing D&amp;D Quest Ideas for Your Next Game Session</title>
      <link>https://www.eternityttrpg.com/10-amazing-dnd-quest-ideas-for-your-next-game-session</link>
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Quest+YouTube.png" alt="A D&amp;amp;D graphic with a lion, lamb, bird, and horned figure. Text reads &amp;quot;D&amp;amp;D Inspiration: 10 Quest Ideas.&amp;quot;"/&gt;&#xD;
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            Transcribed content from our recent YouTube video:
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           Need some quick D&amp;amp;D quest ideas to throw at your players? Whether they’ve derailed your main storyline or you just need some fast inspiration, I’ve got 20 quests ready from my own 25+ years of D&amp;amp;D campaigns and one-shots that you can drop for your party at your next gaming night. From cursed artifacts to insane boss fights, these ideas will keep your party rolling dice all night long.
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            ﻿
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           Welcome back to Eternity TTRPG—your go-to source for all things Dungeons &amp;amp; Dragons. Today we’re counting down 20 quest and side quest ideas you can use instantly in your next game. Let’s dive in.”
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           10. Lava Core
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           On the surface, this is a simple delivery quest—escort a wagon of supplies to a nearby town. But once the party leaves, the entire town erupts in flames. The merchant they worked for tricked them into delivering a magical explosive called the Lava Core to wipe out a secret organization. Now the players are left with guilt, betrayal, and a tough decision—do they hunt down the merchant, or try to redeem themselves?
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           9. The Jester’s Court
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           Deep in the frozen tundra, a half-insane demi-god known as the Jester builds a kingdom of monsters. Think undead, beasts, demons—all following his twisted command. His influence spreads like wildfire, and the only way to stop him is to march into his icy castle and confront him directly. Of course, everyone knows that’s basically suicide. Which makes it the perfect quest for high-level heroes.
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           8. Three Sisters
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           Here’s a boss fight with a puzzle built in: three enemies, known as the Sisters, must be killed in the correct order. If not, the survivors resurrect the fallen one on their next turn. The party needs to uncover hints about the order—maybe from a prophecy, maybe from symbols on their armor—before the fight turns into an endless nightmare. It’s a perfect way to mix combat and problem-solving.
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           7. Ruins of the Tree of Life
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           This dungeon takes place inside the mile-high corpse of the Tree of Life. Its rotting branches are filled with undead and pestilence, and at the top lies a black crystal prison holding Ranroth the Betrayer. Only, that prison is cracked and about to shatter. Do the players attempt to repair the seal, or prepare for the return of one of the realm’s greatest enemies?
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           6. Fang of Lanias
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           This is the tooth of a fallen golden dragon. Whoever holds it can summon the ghost of Lanias—but instead of a wise guardian, the spirit attacks anyone who enters his ruined spire. If the party doesn’t banish him properly, Lanias resurrects at midnight every night, forcing an endless cycle of battles. Do your players destroy the fang, or find a way to put this restless dragon to peace?
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           5. Ultimate Vampire
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           Vampires are scary enough, but this one is pure nightmare fuel. At the start of combat, he drains one character level from each party member, and he rips away their strongest magic item, adding its powers to himself. Imagine watching your sword of legend floating in his hands as he uses it against you. It’s a brutal reminder that sometimes, the deadliest monsters aren’t just strong—they’re thieves of everything you hold dear.
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           4. Crypt of the Plaguebringers
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           Plagues are spreading across the realm, and clerics can’t heal them. Why? Because it’s no ordinary sickness—it’s fueled by a cult using trapped spirits from a hidden crypt. If the party doesn’t stop them within thirty days, the plague will cover the land. To make it worse, the spirits themselves whisper to the heroes in their dreams, offering dark bargains in exchange for helping, rather than hindering them.
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           3. Future Disaster
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           Not every quest the heroes undertake has a happy ending. A humble family asks the party to mentor their gifted child in magic. Over time, the child becomes a prodigy—but also grows up watching the adventurers use their power to shape the world. Eventually, that child returns as the party’s greatest enemy, convinced they can rule better than their mentors. It’s a heartbreaking story of legacy and unintended consequences.
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           2. Reverse
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           This boss breaks one of D&amp;amp;D’s core rules: damage heals them, and healing hurts them. Imagine the party unleashing fireballs, only to see the monster’s wounds close tighter each time. The only way to kill it is through healing spells or potions, which means your party’s cleric suddenly becomes the MVP damage dealer. It’s one of those fights that makes your players go, ‘Wait… what?!’ Or, imagine if they have no dedicated healer in the party and now must win using an entire town’s literal stockpile of healing potions.
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           1. Unicorn Meat
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           A vendor in the town square loudly declares he’s selling—yes, you heard it right—fresh unicorn meat. It shimmers rainbow hues, smells like summer fields, and nobles are lining up to buy it by the pound.
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           The butcher swears it’s ethical—‘No problem if you *find* them dead!’ he says. But his business is booming so fast he needs help finding more. That’s where the party comes in: track down dead unicorns, bring back the meat, and he’ll cut them in on the profits.
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           Of course, unicorns don’t usually drop dead on their own. But if something is out there killing them, the heroes will have to decide—do they protect these sacred creatures, or cash in on the newest, most lucrative and controversial trade in the realm?
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           And that’s ten amazing D&amp;amp;D quest ideas—from tragic mentor-protégé betrayals to bizarre unicorn steaks. Which one would your players love—or absolutely hate—the most? Drop your pick in the comments, and don’t forget to like and subscribe for more D&amp;amp;D content every week. Until next time, may your dice roll high, and your weekly adventures always turn into legendary stories.
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      <pubDate>Tue, 16 Sep 2025 22:31:14 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/10-amazing-dnd-quest-ideas-for-your-next-game-session</guid>
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      <title>Journey Adventure Quest - DnD Board Game to Inspire Campaigns</title>
      <link>https://www.eternityttrpg.com/journey-adventure-quest-dnd-board-game-to-inspire-campaigns</link>
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           What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short.
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           This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook.
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           In today’s video, I’ll break down what I like about  Journey Adventure Quest, whether you as a D&amp;amp;D fan may like it, and some basic info on how the game is played in case you want to pick it up.
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           JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests.
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           I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things.
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           Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment.
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            This style of gameplay reminds me a lot of early gaming experiences I had with D&amp;amp;D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before.
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           I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name.
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           This style of equipment upgrade works for all the gear you’d normally have in a D&amp;amp;D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells!
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           And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine.
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           This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game.
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           This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&amp;amp;D campaign – emulating something like this.
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            Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster.
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            But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side.
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            The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage.
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           But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game.
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           In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun.
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           So, here’s roughly how the game is played, overall.
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            Heroes get an initial hand of
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           7 cards
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            to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character.
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           After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here.
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           And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card.
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           After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters.
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           personal secret adventures
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            : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types.
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           quests
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           , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given.
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           At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game.
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           To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize.
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           You have progressive escalation of your very cool equipment, and monsters you battle.
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           Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing.
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           And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more.
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           All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game.
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           M
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           any D&amp;amp;D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster.
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           I would say that journey adventure quest delivers on all of these.
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           What JAQ might not deliver (for D&amp;amp;D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building.
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           So, it isn’t a replacement, obviously, but if you like D&amp;amp;D and want a light version of a D&amp;amp;D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free.
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           So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun.
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           For many D&amp;amp;D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&amp;amp;D!
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      <pubDate>Fri, 12 Sep 2025 20:53:49 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/journey-adventure-quest-dnd-board-game-to-inspire-campaigns</guid>
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      <title>Crooked Moon Sorcerers, Warlocks, and Wizards - Gothic Subclasses</title>
      <link>https://www.eternityttrpg.com/crooked-moon-sorcerers-warlocks-and-wizards-gothic-subclasses</link>
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=1FWHvMzf_nI&amp;amp;ab_channel=EternityTTRPG
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           We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged.
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           Welcome back to Eternity TTRPG—your go-to source for all things D&amp;amp;D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality.
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           1. Sorcerer: Crimson Sorcery
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           Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror.
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           As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling.
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           2. Warlock: Great Fool Patron
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           Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move.
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           At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy.
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            Real quick to interrupt, we now have free downloadable D&amp;amp;D cards at the Eternity TTRPG website that you can use at your table.
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           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!
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           Now, back to the video.
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           3. Warlock: Horned King Patron
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           The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes.
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           At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human.
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           4. Wizard: Occultist
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           Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror.
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           5. Wizard: Philosopher
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            ﻿
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           Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells.
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           Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane.
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           And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&amp;amp;D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness.
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           If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown.
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           And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
          &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Wed, 10 Sep 2025 15:01:29 GMT</pubDate>
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        <media:description>main image</media:description>
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    <item>
      <title>Battlefield 6 - Complete Guide to Career Rank, Weapons, Tactics and Tips for Correct Gameplay</title>
      <link>https://www.eternityttrpg.com/battlefield-6-complete-guide-to-career-rank-weapons-tactics-and-tips-for-correct-gameplay</link>
      <description>Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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            Summer 2025 gave players the opportunity to play the new part of the cult shooter Battlefield 6 and despite the fact that this is a beta test, players were absolutely delighted due to the classic action and unique destruction system. Now players can play and increase
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    &lt;a href="https://skycoach.gg/battlefield-6-boost/products/career-rank-8818" target="_blank"&gt;&#xD;
      
           BF6 career rank
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            in a fully cinematic format, where everything burns, explodes, is destroyed to a brick and battles are constantly taking place around.
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           Despite the fact that the full release is planned for the fall, many players are already trying new maps and progressing in their rank, honing their shooting and team play skills.
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           In this article, we will analyze:
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           ●     How BF6 Career Rank works and why it is an important indicator.
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           ●     How to develop it most quickly.
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           ●     Which weapon is more profitable to use.
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           ●     Players' opinions on the state of Battlefield 6.
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            ﻿
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/What-s+New+in+the+Battlefield+6+Beta.png" alt="What's New in the Battlefield 6 Beta" title="What's New in the Battlefield 6 Beta"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
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           What's New in the Battlefield 6 Beta
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           Almost immediately, the developers added the Custom Search function - a tool that allows you to filter game maps and modes to suit your preferences. This is an important innovation, especially for those who are already engaged in cheap BF6 career rank, testing all types of weapons, or practicing tactics for large squads.
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           For example, if you want to quickly improve an assault rifle, then you should choose game maps with long corridors and open spaces where you can realize its best sides. Or, on the contrary, you only want close combat, then set the Domination or King of the Hill modes.
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           Modes Available in the Beta
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           ●     Conquest - large-scale battles for control over key points on the game map.
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           ●     Rush - a fast mode with an attack or defense of stations, where you can quickly and dynamically improve Battlefield 6 Career Rank for sale.
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           ●     Breakthrough - a full-fledged advancement through sectors where well-coordinated and thoughtful teamwork is needed.
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           ●     Domination - more compact maps, fast pace and complete lack of vehicles.
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           ●     
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    &lt;a href="https://www.reddit.com/r/Battlefield/comments/1mkyveg/king_of_the_hill_is_such_a_great_addition_really/?show=original" target="_blank"&gt;&#xD;
      
           King of the Hill
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            - a battle for one game zone, where victory depends on whether you can hold it for a long time.
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           ●     Squad Deathmatch - team battles in small squads.
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           ●     All-Out Warfare - a large-scale battle with vehicles and infantry.
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  &lt;h2&gt;&#xD;
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           Battlefield 6 Career Rank, Progression System and Its Meaning
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           Your BF6 career rank is not just a number in your game profile, but a full-fledged indicator of your overall experience and skill. Everything is taken into account - victories, defeats, helping other players, completing tasks and personal effectiveness in matches.
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  &lt;h2&gt;&#xD;
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           Why Do You Need a Career Rank
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           ●     Unlocking new content - weapons, gadgets, cosmetic items are tied to a certain level that you need to conquer.
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           ●     Community status - a high level indicates your skill level, a high level selects similarly experienced gamers against you.
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           ●     Motivation - the rank system itself motivates you to improve your gaming skills and rewards you for it.
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  &lt;h3&gt;&#xD;
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           How the System Works in Beta
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           ●     Levels 1–50 - progress is linear. Victories and useful actions are guaranteed to bring you Battlefield 6 career boost for sale.
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           ●     Level 50 - new rank, Colonel 1, which means reaching the current level.
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           ●     50+ levels - the Promotions and Prestige system will be added at release, which will allow you to reset your progress for unique rewards.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           Career Rank in Battlefield 6 Beta
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How to Quickly Develop BF6 Career Rank
          &#xD;
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  &lt;ol&gt;&#xD;
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            Choosing the best modes - the best sources of experience will be Conquest and Breakthrough. They provide many variations for completing tasks and allow you to interact with equipment.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Actively completing tasks - all tasks available per day can give 10-15% of the total cheap Battlefield 6 career rank in one match. Weekly missions are also a large source of XP bonuses.
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            The role of classes - everyone will be effective. Assault - close combat and quick capture of points. Engineer - destroys equipment and shelters. Support - supports with ammunition and medicine. Recon - scout and the main weapon against important enemies.
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    &lt;li&gt;&#xD;
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            Team play - for all team actions you will receive an additional reward, so put markers, help, heal, repair.
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    &lt;li&gt;&#xD;
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            Using top weapons - do not be afraid to use S-Tier, this will speed up your progress.
           &#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           The Best Weapons of Battlefield 6 Beta
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            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
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           Why S-Tier is strong:
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  &lt;ul&gt;&#xD;
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            M87A1 - dominates in closed spaces and close combat.
           &#xD;
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            NVO-228E - versatile, suitable for most game situations.
           &#xD;
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            PW7A2 - the best option for aggressive play.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;a href="https://battlefield.fandom.com/wiki/M2010_ESR" target="_blank"&gt;&#xD;
        
            M2010 ESR
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        &lt;span&gt;&#xD;
          
             - the choice for snipers and players who focus on accuracy.
            &#xD;
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    &lt;/li&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           Players Opinions on the Beta
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  &lt;p&gt;&#xD;
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           Players on Reddit and EA forums actively share their impressions of the game and the BF6 career rank system.
          &#xD;
    &lt;/span&gt;&#xD;
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           Pros:
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           ●     Innovative destructibility.
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           ●     Dynamics and pace of combat.
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           ●     New movement system.
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           Cons:
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ●     Autospotting - many enemies are visible even without direct contact with them.
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           ●     Weak suppression - there is no dense fire system like in realistic shooters that allow you to hold back enemies.
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           ●     Fast HP regeneration - Support classes are valuable, but not mandatory.
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           Battlefield 6 is clearly becoming a good foundation for success and the return of the spirit of the 3rd and 4th parts, which were very popular not only due to the companies, but also a full-fledged multiplayer. The developers have made a serious step forward in terms of destruction and attention to detail.
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           The new career rank system is already captivating players and motivating them to open new skins and gameplay opportunities. You can progress solo, play in a squad, or buy BF6 career rank. You will find the best deals on the Skycoach.gg, where players can get a boost, training, or various game currencies that professionals farm and help other gamers.
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           So you will be ready for the release and start the new season prepared and trained.
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           Opens up new weapons, gadgets, cosmetic items and displays the level of experience.
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           Level 50 - Colonel 1.
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           No, but it will be in the release.
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           M87A1, NVO-228E, PW7A2, M2010 ESR. It all depends on your playstyle.
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           What's New in Beta Weekend 2?
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           Custom Search and expanded playlists.
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      <pubDate>Tue, 09 Sep 2025 14:16:26 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/battlefield-6-complete-guide-to-career-rank-weapons-tactics-and-tips-for-correct-gameplay</guid>
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      <title>Crooked Moon Subclasses – Fighter, Monk, Paladin, Ranger, and Rogue</title>
      <link>https://www.eternityttrpg.com/crooked-moon-subclasses-fighter-monk-paladin-ranger-and-rogue</link>
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           In our last video, we met alchemical berserkers, ghost-whistling bards, and druids who turn into walking forests. But we’ve only scratched the surface of what Crooked Moon has to offer with its monstrous classes. Today, Crooked Moon takes us deeper into grave-bound fighters, plague monks, fire-and-brimstone paladins, and rogues who gamble with fate itself. Let’s dig in.
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           Welcome back to Eternity TTRPG—your go-to source for all things D&amp;amp;D. This is Part 2 of our look at Crooked Moon’s subclasses. If you missed Part 1, definitely check it out—we covered everything from the barbarian and bard, to the cleric and druid subclasses. Today, things get darker and even cooler.
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           1. Fighter: Barrow Guard
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            Barrow Guards are warriors bound to the grave. They carry within them fragments of lingering souls, represented by something called Draugr Dice. Think of them like necrotic fuel cells you can spend to summon a ghostly steed, reduce incoming damage, or literally choke enemies with spectral hands from the beyond.
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           As you level up, your deathly powers expand—your phantom charger can teleport through walls, enemies take psychic damage just for hurting you, and eventually, you become an eternal crypt lord – something like a lich – who doesn’t age, doesn’t need to eat or sleep, and commands the dead like it’s second nature. It’s a knightly subclass with a strong touch of gothic horror.
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           2. Monk: Warrior of the Pestilent Haze
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            If you’ve ever wanted to play the personification of a plague (I think of the D&amp;amp;D 3.5e Blackguard Prestige Class), this is it. Pestilent Haze monks cultivate disease inside themselves, unleashing it through claws, cursed strikes, and clouds of choking miasma. You can infect enemies with your plague, communicate with vermin like rats and insects, and later your contagion grows so virulent it even bypasses resistances.
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           At the peak, your plague ignores immunity and spreads like wildfire—turning you into a walking epidemic. It’s part folklore pestilence demon, part grim reaper’s shadow, and absolutely terrifying to imagine at the table.
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           3. Paladin: Oath of Castigation
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            These paladins are divine inquisitors – like witch hunters – sworn to root out evil and burn it away. Their oath spells and Channel Divinity let them clap enemies in fiery chains, sniff out lies, and strike fear into the corrupt. As their power grows, they radiate an aura that lets their allies burn through fire and radiant resistances, and eventually, they literally embody cleansing flame.
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           The paladin’s capstone, Fire and Brimstone, makes them immune to fire, extends their reach with lashes of divine flame, and punishes any enemy foolish enough to step into range. Think Judge Dredd by way of holy fire—relentless, terrifying, and impossible to escape.
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           4
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           . Ranger: Grim Harbinger
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            This ranger comes with a chilling companion: the Grim, a spectral omen of death—often a ghostly black dog—that fights alongside you. You seal a creature’s fate with your Omen of Doom, causing it to take extra necrotic damage, and your grim manifests to harry them with bites and baleful howls.
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           As you level, your doom powers get stronger: necrotic damage cuts through resistances, your grim becomes tougher, and you can even curse enemies with vulnerability to yours and your grim’s attacks. It’s part folkloric death omen, part monster-hunting ranger, and it oozes grimdark style.
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           5. Rogue: Sinner
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            Sinners are rogues steeped in vice—gamblers, cheats, and scoundrels who cut deals with malefic powers. Their signature ability, Hex Slinger, lets them twist their Sneak Attack dice into curses, hexes, and bursts of bad luck for enemies. They carry a magical jinx weapon—maybe a pistol, maybe enchanted playing cards or dice—that channels their luck-bending power.
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           As they grow stronger, they can steal inspiration, double down on curses, and even call on their infernal ‘friends in low places’ to reroll attacks or turn hits against them into misses. If you’ve ever wanted your rogue to feel like a cursed gambler or a devil’s dealmaker, the Sinner has that flavor.
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           And that’s Part 2 of our dive into Crooked Moon. Grave-bound knights, plague monks, fire-fueled paladins, spectral rangers, and sinful rogues—you can really feel the book leaning into the Halloween, darkness vibe here.
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            ﻿
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           Next time, we’ll wrap things up with the final five subclasses, so stick around for Part 3. But I want to hear from you—if you had to pick between these five, which would you bring to your table? Drop your thoughts in the comments, and don’t forget to like and subscribe so you don’t miss the finale. to this series.
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      <pubDate>Mon, 08 Sep 2025 21:13:09 GMT</pubDate>
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      <title>Crooked Moon Subclasses: Barbarian, Bard, Cleric, and Druid</title>
      <link>https://www.eternityttrpg.com/crooked-moon-subclasses-barbarian-bard-cleric-and-druid</link>
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           Today we’re diving into Crooked Moon, a D&amp;amp;D supplement that takes classic classes and twists them into something darker, stranger, and sometimes—downright horrifying. We’ve got barbarians pumped full of alchemical serums, bards who summon up ghosts, and clerics who wield the cycles of life and death like a farmer’s scythe. Let’s get into it.
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           Welcome back to Eternity TTRPG—your go-to source for all things D&amp;amp;D. This week, we’re kicking off a three-part look at the subclasses from Crooked Moon. There are 15 of them in total, so I’m splitting things up to give each one the spotlight it deserves. If this video gets a good response, I’ll keep rolling with parts two and three. So, let’s check out the first five subclasses.
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           1. Barbarian: Path of the Experiment
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           Take your standard barbarian rage—and add mad science. The Path of the Experiment plugs copper tubes, glass syringes, and volatile chemicals into your veins. When you rage, you inject yourself with serums that can either make you monstrously huge, give you berserk cleaving attacks, or even force your wounds to stitch themselves back together mid-battle. Later on, you can ooze corrosive acid, shrug off conditions like blindness or poison, and eventually combine multiple serums at once for absolutely brutal effects.
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           This subclass reminds me of the “alchemist” class in Warcraft 3, and fits perfectly for a barbarian.
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           2. Bard: College of Whistles
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            You’ve heard the superstition about whistling at night calling spirits? These bards crank that concept up to eleven. The College of Whistles lets you summon spectral companions called haints whenever you use Bardic Inspiration—spirits that can intimidate enemies, shield allies, or boost movement speed. And it doesn’t stop there. You can whistle a ghost train that literally teleports you and your party across the battlefield—or even across the map with a phantom locomotive.
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           At high levels, your whistle becomes a death knell that curses enemies with psychic fear. It’s part folk horror, part hobo folklore, and honestly one of the coolest spins on bard magic I’ve seen in quite a while.
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           If you know me, you know that I’m not the biggest fan of bard classes, to be honest. But this one feels unique, and helps pull you into Crooked Moon’s grim mystique.
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           3. Cleric: Harvest Domain
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            Harvest Domain clerics embody the endless cycle of sowing, growing, and reaping. You choose which phase of the harvest you’re channeling: planting brings protection, growth offers guidance and boosts, and reaping is straight-up necrotic damage. You can conjure magical cornucopias that heal allies during rests, spread divine inspiration like grain, and eventually grant full-on regeneration or resistances depending on your chosen aspect.
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           Flavor-wise, it feels like a rural priest who can bless the crops one day and swing the scythe of death the next. It’s a brilliant mix of pastoral peace and grim inevitability.
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           4. Druid: Circle of the Old Ways
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            This druid taps into the ancient, primeval spirits of the forest. These are the kind of druids who don’t hug trees – they actually become them.
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           Casting shillelagh makes a living shield grow right out of your arm, and you can enter a state called the Wood Wose, where bark covers your body and sap makes enemies hesitate to attack anyone else. As you grow in power, you strike harder, shrug off blows, and eventually transform into a towering ancient protector—Large-sized, thorn-covered, and punishing anyone who dares cut into your sacred grove.
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           It’s like playing a walking forest guardian ripped straight from folklore. Perhaps, this is even the precursor to what later became Ents, in the Lord of the Rings.
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           5. Druid: Circle of Wicker
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           Crooked Moon offers two subclasses for certain classes, and the druid is one of them. So,we leave off on Druid for today.
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           Where the Circle of the Old Ways druids draw power from nature itself, the Circle of Wicker druids work through effigies—that is, twig dolls, charms, and crude figures that carry powerful magic. You are like a witch in old fairy tales, or a mysterious wizard of the dark woods.
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           You can plant an effigy that radiates an aura—healing allies, warding them, or punishing attackers with bursts of fire. Later, your wicker creations can shield allies from conditions, curse enemies with necrotic damage, and at the peak, become flexible enough to swap auras mid-battle. If you like the vibe of creepy folk rituals, protective charms, and just a dash of voodoo doll flavor, this subclass is dripping with atmosphere for you.
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           And that’s the first batch of subclasses from Crooked Moon: the experimental barbarian, the ghost-whistling bard, the cycle-of-life cleric, and two very different but equally eerie druid circles. Next time, we’ll be covering the Barrow Guard Fighter and beyond, so make sure to subscribe if you don’t want to miss it.
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           But before we wrap it up, now it’s your turn—tell me in the comments: which of these subclasses would you roll up first? Or, if you haven’t heard yet from the subclass you’re most interested, tell me which one you can’t wait to hear more about!
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      <pubDate>Tue, 02 Sep 2025 23:31:28 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/crooked-moon-subclasses-barbarian-bard-cleric-and-druid</guid>
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      <title>Daggerheart Classes Deep Dive</title>
      <link>https://www.eternityttrpg.com/daggerheart-classes-deep-dive</link>
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=yrFz0Vj0nWs&amp;amp;ab_channel=EternityTTRPG
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           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&amp;amp;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.
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            ﻿
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           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.
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           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.
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           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.
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           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.
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           It’s like mixing your favorite flavors of ice cream, except your sundae can also turn into a bear and punch a dragon.
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           The Bard is here to do what bards do best—steal the show and keep everyone else alive long enough to applaud.
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           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.
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           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.
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           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.
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           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.
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           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.
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           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.
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           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.
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           Beastbound gives you a full-on animal companion with its own level-up tree.
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           Wayfinder turns you into a relentless hunter, complete with pathfinding magic and Apex Predator attacks that scare enemies into submission.
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           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.
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           Nightwalker gives you literal shadow teleportation.
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           Syndicate makes you the ultimate connected operator, with shady contacts ready to drop in loot, intel, or a well-timed crossbow bolt.
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           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.
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           Divine Wielder summons a spirit weapon that flies around like a holy boomerang, smashing multiple enemies.
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           Winged Sentinel just… grows radiant wings and takes the fight to the skies.
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           Sorcerers feel raw and unpredictable—your Channel Raw Power can turn spells into Hope or crank damage up to ridiculous levels.
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           Elemental Origin lets you specialize in one element and eventually become its walking embodiment.
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           Primal Origin tweaks magic in wild ways—extending its range, doubling damage dice, or hitting multiple targets.
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           The Warrior is pure martial might—ignoring weapon burdens, hitting harder every level, and punishing enemies for moving away.
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           Call of the Brave thrives under pressure, turning near-defeat into bursts of Hope.
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           Call of the Slayer stockpiles bonus dice for devastating finishing moves.
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           Wizards have Prestidigitation for endless magical flavor, plus Strange Patterns—roll a chosen lucky number, and you get Hope or shake off stress.
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           School of Knowledge is the academic—hoarding extra domain cards and leveraging perfect recall.
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           School of War is your battle-mage—mixing heavy magic damage with defensive wards.
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           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.
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           Which class would you play first? Drop your pick in the comments, and tell me what you’re into.
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           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.
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      <pubDate>Wed, 13 Aug 2025 17:50:54 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/daggerheart-classes-deep-dive</guid>
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      <title>I want to Fight the DemoDragon</title>
      <link>https://www.eternityttrpg.com/i-want-to-fight-the-demodragon</link>
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           What do you get when you mix Hawkins, Indiana with hit points and spell slots?
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Stranger Things, of course, just in time for the final season coming out! And D&amp;amp;D just dropped a new collab—and this time, you’re joining the Hellfire Club for real.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Four new adventures, a demodragon, and more 80s vibes than a Metallica tour bus. Let’s crack this thing open.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Welcome back to Eternity TTRPG—your weekly (or sometimes multi-weekly) save point for all things Dungeons &amp;amp; Dragons.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           If you're new here, hit that subscribe button like it's a crit. Let's dive into the biggest D&amp;amp;D/ Netflix crossover since Vecna crashed game night.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Here's the scoop.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Stranger Things: Welcome to the Hellfire Club
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is a brand-new D&amp;amp;D board game releasing on
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           October 7
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Developed by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Wizards of the Coast
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Netflix
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , it brings Eddie Munson’s final campaign to your tabletop—with a twist.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It’s not a hardcore module—it’s a board game/ D&amp;amp;D hybrid using a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           streamlined 5E ruleset
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that’s super beginner-friendly. Think Heroes of the Borderlands meets The Upside Down.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            With this set, you get
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           four mini-adventures
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , all inspired by moments from Stranger Things Seasons 1 through 4:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Vanishing Gnome
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scream of the Crop
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Devil, Metal, Die!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And the epic Ballad of the Rat King
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Each adventure is designed for
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           3–5 players
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , level 1–3 characters, and takes place in a version of Hawkins merged with classic Greyhawk—called “Greyhawkins.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And yeah—they went hard on the monster mash.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
        
            You’ll face off against Stranger Things favorites like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           demodogs
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           demobats
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and a brand-new boss: the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           demodragon
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Because why stop at one terrifying monster when you can homebrew your own?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Real quick to interrupt, we now have free downloadable D&amp;amp;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!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Now, back to the video.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This set leans all the way into nostalgia:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             You get a
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            double-sided Hellfire Club poster.
           &#xD;
      &lt;/strong&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “In-world” handouts, like maps and letters.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Retro-styled spell cards and tokens.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             And yes, that chunky, satisfying
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            dice set
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             you need for a good game night.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The physical box will run you
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           $50
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and includes: cards, tokens, poster maps, stat sheets, dice, a DM screen, Four adventure books, and a combat-tracker notepad.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           digital version
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           $20
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            through D&amp;amp;D Beyond, perfect if you're running online.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
        
            Or go full demodragon mode, and grab the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Ultimate Bundle
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           $60
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , combining both formats.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But what do you think—Is this a clever crossover, or just nostalgia bait?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wrapping up, let me know in the comments:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Would you join the Hellfire Club in real life? I think I... might..
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Don’t forget to like, sub, and share this with Stranger Things
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           fans in
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            your party. And if you aren’t hyped for it yet, I hope you enjoy the final season coming up.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Here at Eternity TTRPG, we’ve got more spell-slinging stories dropping every week, so stay tuned.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And hey—next time you roll a Nat 1, just blame the Upside Down.
           &#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 03 Aug 2025 14:15:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/i-want-to-fight-the-demodragon</guid>
      <g-custom:tags type="string" />
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    </item>
    <item>
      <title>Crooked Moon: The Crimson Monastery</title>
      <link>https://www.eternityttrpg.com/crooked-moon-the-crimson-monastery</link>
      <description />
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Transcribed content from our recent YouTube video:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=QklD9CbOoV0&amp;amp;ab_channel=EternityTTRPG" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=QklD9CbOoV0&amp;amp;ab_channel=EternityTTRPG
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Transcription
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “In the flames, there is purity and salvation. From the flames, she speaks…”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           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.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Today, we’re venturing into one of the darkest D&amp;amp;D adventures I’ve ever read—The Crimson Monastery, from my new personal favorite, Crooked Moon.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Welcome back to Eternity TTRPG, your faithful companion through the wildest realms of Dungeons &amp;amp; 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.
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Let me tell you a story.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           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.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But as his crusade wore on, so did his soul. Wrath replaced compassion. And that’s when she found him.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           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.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           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.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Real quick to interrupt, we now have free downloadable D&amp;amp;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!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           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.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This isn’t just a dungeon crawl. It’s a full-blown crusade to take down a vampire cult… from the inside.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           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:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           There’s Houndmaster Jaeger
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Friar Olaf
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , and perhaps the most terrifying
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           , Inquisitor Cromwell
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Each of them appears human at first. But when defeated, their monstrous Night Creature forms are revealed for a brutal second phase.
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           They’re more than lieutenants—they’re potential successors. If you don’t take out all three, the cult might survive… without Renathyr.
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           And then there’s the monastery itself.
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           It’s not just a setting. It’s a trap. The whole thing.
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           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.
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           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.
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           Oh—and there’s no sunlight. A blessing from the Crimson Rose means that even magical sunlight won’t harm vampires within these walls.
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           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.
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           Finally, this story doesn’t end with one death.
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           Kill Father Renathyr without wiping out his Priors? You start a civil war. The survivors fight for control, leading to bloodshed across the region.
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           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.
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           You get to choose the ending. But be warned: leave even one thread intact, and the nightmare may rise again.
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           So, adventurer... if you haven’t picked up the Crooked Moon yet, it might just be time.
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           If you’ve liked what you’ve heard, the Crimson Monastery is only one of many adventures within this beautiful new book.
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           So, let me know what path you’d take in the comments below.
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           Like this video if you love dark, story-rich adventures. Subscribe for more deep dives into the shadowy corners of D&amp;amp;D, and let us know you want us to cover next.
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           Until next time—stay safe, roll high, and never trust a rose without thorns.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 29 Jul 2025 18:08:33 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/crooked-moon-the-crimson-monastery</guid>
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      <title>Baldur's Gate, Moonshae Isles, and Icewind Dale - Adventures in Faerun</title>
      <link>https://www.eternityttrpg.com/baldurs-gate-moonshae-isles-and-icewind-dale</link>
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=pKV7iRcC31c&amp;amp;ab_channel=EternityTTRPG" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=pKV7iRcC31c&amp;amp;ab_channel=EternityTTRPG
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           Wizards just dropped a bombshell—and no, it’s not another owlbear plushie.
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           We’re finally heading back to the Forgotten Realms with a brand-new DM sourcebook—and it’s got survival horror, urban intrigue, and a ton of iconic locations.
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           Welcome back to Eternity TTRPG, your go-to for all things Dungeons &amp;amp; Dragons—rules, reveals, and Realm-shaking updates.
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           Let’s start with the basics. Adventures in Faerûn is the brand-new Dungeon Master expansion dropping this November, and it's built specifically for the new rules update. That means it plays nice with the shiny new Player’s Handbook and Dungeon Master’s Guide.
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           But unlike previous setting books, this one’s taking a genre-first approach.
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           Instead of just a map and a lore dump, each of the five featured regions is tailored to a unique style of play. Think ‘Baldur’s Gate’ as gritty urban fantasy. ‘Icewind Dale’? Full-on survival horror. Yes please.
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           Here’s the lineup of iconic locales we’re getting tools for:
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            Baldur’s Gate – which you probably know from all our favorite, Baldur’s Gate 3. There’s urban crime, political tension, and maybe a little devilry.
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            Calimshan – from older renditions of the Forgotten Realms Lore. You’ll fine scheming nobles and arcane secrets in an Arabian-Nights-esque setting.
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            The Dalelands – from both 2e and 3e Forgotten Realms lore. This is classic high fantasy with lots of room for heroic sagas.
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            Moonshae Isles – from The Moonshae Isles Regional Guide. It comes with Celtic vibes and druidic magic—great for mystery and folklore campaigns.
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            Icewind Dale – which you can read about in the Legend of Drizzt Novels, by R.A. Salvatore. Here, you can expect Frostbitten survival, isolation, and ancient horrors.
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           Each region comes with new adventure hooks, genre tone guides, and NPC inspiration tailored to the vibe.
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            Real quick to interrupt, we now have free downloadable D&amp;amp;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 what exactly being “Petrified” does to your character.
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           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!
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           Now, back to the video. Here’s the cool part—some of this material with the Forgotten Realms hasn’t been touched in Fifth Edition. Like, ever.
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           They’re digging into the deeper lore of Faerûn and even pulling some artistic cues from Baldur’s Gate 3. You might recognize a few faces—or infernal contracts—from the game.
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           And while it’s not confirmed, early previews suggest the book might come with poster maps—yes, actual tearaway maps. Which awesome. My table is ready.
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           Adventures in Faerûn officially releases on November 11th, 2025. But—if you pre-order through D&amp;amp;D Beyond or an early-access local game store, you’ll get the digital version weeks in advance.
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           Price isn’t locked yet, but it’ll probably sit around the usual $50 USD mark—same ballpark as Phandelver &amp;amp; Below and Vecna: Eve of Ruin.
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           Now, you know how Wizards rolls: we’ll likely get tie-in minis from WizKids, and there’s a good chance Beadle &amp;amp; Grimm's will cook up one of their deluxe kits—metal coins, props, the works.
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           To wrap it all up, here’s why this book matters: 5e hasn’t had a full Realms guide since 2015’s Sword Coast Adventurer’s Guide. That’s nearly a decade without a dedicated Realms setting book.
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           With the new rules and player guide dropping alongside it, this feels like Wizards’ attempt to make the Forgotten Realms fresh again—for new players and you experience, veteran gamer-grognards, alike.
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           So, what do you think? Which of the five locations would you run a campaign in first? Is this genre-based format the future of setting books?
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            Drop your take in the comments, smash that like button like it’s a mimic, and subscribe for more D&amp;amp;D news, lore, and spicy takes.
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            ﻿
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           Until next time—may your dice roll high and your plot hooks land.
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      <pubDate>Thu, 24 Jul 2025 19:29:48 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/baldurs-gate-moonshae-isles-and-icewind-dale</guid>
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      <title>New Kickstarter - Starset the Great Dimming - GrimDark SciFi</title>
      <link>https://www.eternityttrpg.com/starset-the-great-dimming-grimdark-scifi</link>
      <description />
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            Transcribed content from our recent YouTube video:
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    &lt;a href="https://www.youtube.com/watch?v=qJt6sfuolo8&amp;amp;ab_channel=EternityTTRPG" target="_blank"&gt;&#xD;
      
           https://www.youtube.com/watch?v=qJt6sfuolo8&amp;amp;ab_channel=EternityTTRPG
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           Civilization cut off. The solar system dimming. You’re not a hero—you’re just a soul, caught in the aftermath.
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           Hey everyone! Today we’re unpacking Starset: The Great Dimming—the new 2nd‑edition tabletop RPG by Josiah Mork. It's a gritty, hope‑tinged sci‑fi RPG where ordinary lives shape the story.
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           If you haven’t ever tried out TTRPGs besides D&amp;amp;D, this video is for you. I personally love finding the gems out there, especially from people who have fresh ideas in the RPG space.
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           So, let’s dive into what makes this game truly unique.
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           1. Life‑Path Character Creation – “Your Story Shapes Your Stats”
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           In most tabletop RPGs, you start by picking numbers—your strength, intelligence, gear, etc. Starset flips that completely.
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            Here, you start with a
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           life path
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           : five origin stories to choose from—
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           Combat
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            ,
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           Common
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            ,
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           Exploration
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            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Mercenary
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Slave
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . These aren’t classes. They’re your character’s past. Were they a soldier in a forgotten war? A wanderer searching for hope? A prisoner stripped of identity?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Once you’ve chosen, you roll dice to simulate major events in that character’s life. Each result gives you a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           moral choice
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , like “Did you steal the food to survive… or go hungry and keep your honor?” Your decision directly affects what skills, alliances, and scars your character carries—and even how old they are by the time the game begins.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And yes, it’s possible to die before session one. That's how real and brutal the world of Starset is.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You also collect
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           keywords
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           —these are mechanical tags that represent things like trauma, friendships, or defining traits. Some make you stronger. Others are burdens that shape how you grow. Either way, they evolve with you, like emotional milestones that actually change your abilities over time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In short: You don’t make a character—you live them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As creator Josiah Mork put it, this is “
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           backstory on mega-steroids.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           2. Simultaneous Action Resolution – “It’s Not Your Turn—It’s Everyone’s Turn”
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In most tabletop RPGs, combat goes in turns: “You go, then I go, then the monster goes.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset changes the entire flow. Here’s how it works:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Whenever someone targets you—say, with an attack or a persuasion attempt—that action is delayed until the end of
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           your next turn
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . That delay is called a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Floating Action
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . It gives you and your allies time to do something about it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Maybe you
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           dodge
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            out of the way. Maybe you
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           talk them down
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Maybe your teammate steps in with an
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           assist
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , giving you a boost. These responses turn every round into a mini strategy session.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So instead of sitting there waiting for your next turn, the idea is that you’re constantly engaged. Helping allies. Blocking threats. Choosing whether to defend, or risk it all.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Your
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           dice pool
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            —which you use for actions—is also your
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           health
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Take a hit, and you lose dice. That means fewer options and more vulnerability next turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The result? Combat is less “hit and wait” and more like chess with story beats—
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           tactical, interactive, and team-driven.
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even the quiet players at the table get a reason to act and shine.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           3. Rich, Thought‑Provoking Worldbuilding – “Loneliness Is the Real Enemy”
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset isn’t just dark because it looks cool—it’s dark because it wants to say something.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The game is set after a cosmic event collapses the Oort Cloud... did I pronounce that right?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Oort Cloud collapses, cutting off Earth from the rest of humanity. Civilization falls into chaos. Survivors are left scattered, alone, and desperate for connection.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Every faction in the game is built around a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           different solution to loneliness
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           :
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             One turns to
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            faith
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Another to
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            techno-utopia
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             One seeks
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            control
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             through power.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Others build tight-knit
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            communities
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Each choice has promise… and danger. No side is “right”—they just reflect real human struggles.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            To support this, the game includes the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           8 Edicts of Man
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , a set of philosophical rules that shape society post-collapse. The setting spans
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           1,000 years of history
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , giving Game Masters tons of material—from colony ships in deep space to dying cities on Earth.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At the end of every game session, players earn experience not for killing monsters, but by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           sharing how their character helped others or fought against isolation
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It’s a system that
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           rewards empathy,
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            as much as power.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So yes, Starset is bleak—but it’s also hopeful. It’s a game about surviving the dark… by reaching for the light.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Who Should Play Starset… and Why?
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So who is this game really for?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Starset is for story lovers
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           :
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           If you're the kind of player who enjoys deep, emotional character arcs—where your decisions carry weight and shape your story—Starset was made for you. Every character is a layered person with a past, not just a collection of stats.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Starset is for strategic thinkers
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           :
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Starset rewards thoughtful play. Combat and problem-solving aren't just about rolling high—they're about making smart, team-based decisions. And because you’re always involved—even during someone else’s turn—there’s no dead time at the table.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Starset is for sci-fi fans with a philosophical streak
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           :
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           Starset tackles big questions: How do we find connection in a broken world? What do we believe in when everything falls apart? If you love sci-fi that makes you think, you’ll feel right at home.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           And finally, Starset is for game masters who crave worldbuilding fuel
          &#xD;
    &lt;/strong&gt;&#xD;
    &lt;span&gt;&#xD;
      
           :
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           The game’s setting is rich with lore—factions, history, philosophy, politics. It's all there to spark story hooks, conversations, and custom adventures. Whether you’re building a gritty survival tale or a cosmic morality play, Starset gives you tools to explore both.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           To summarize, here’s Why Starset Stands Out
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             You don’t just create a character—you
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            live
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             their backstory through interactive choices before the game even begins.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            simultaneous action system
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             keeps players engaged and reactive, almost all the time. Which is a fresh change to many D&amp;amp;D battles, if we’re being honest.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The world of Starset is dark, yes—but it’s also filled with glimmers of
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            hope
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and it challenges you to explore themes like empathy, survival, and belief.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             And finally, every rule and system is designed to reward
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;strong&gt;&#xD;
        
            meaningful interaction
           &#xD;
      &lt;/strong&gt;&#xD;
      &lt;span&gt;&#xD;
        
            —with the world and each other.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           Bottom line?
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
        
            Starset doesn’t ask, “How do you win?” Instead, it asks,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;strong&gt;&#xD;
      
           “What kind of person will you be when everything falls apart?”
          &#xD;
    &lt;/strong&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Intrigued? You can back it now on Kickstarter or check out the rulebook when it’s available.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;strong&gt;&#xD;
      
           And lastly, let me know what you think of new game coverage like this, in the comments below. Eternity TTRPG is still feeling out who we are as a channel, so your insight helps me connect you with the content you want most. Until next time!
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      <pubDate>Tue, 22 Jul 2025 19:48:54 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/starset-the-great-dimming-grimdark-scifi</guid>
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      <title>2025 Arcane Archer from Unearthed Arcana: Bullseye or Misfire?</title>
      <link>https://www.eternityttrpg.com/arcane-archer-bullseye-or-misfire</link>
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            Transcribed content from our recent YouTube video:
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           https://www.youtube.com/watch?v=BvX8XJ7leKc&amp;amp;t=1s&amp;amp;ab_channel=EternityTTRPG
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           Meet the 2025 Arcane Archer—no longer just elves with bows. Now they can wield any ammo‑based weapon, deal scaling magic damage, and manipulate the battlefield like dedicated spellcasters. But does this overhaul truly hit the mark? Let’s find out.
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           Hey everyone, welcome back to Eternity TTRPG. Today we’re shooting straight at the new Arcane Archer from Unearthed Arcana. Since 2017’s Xanathar’s Guide, this Fighter subclass has been overshadowed by melee‑centric options—but Wizards just buffed it hard in their latest UA Arcane Subclasses playtest.
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           Time to ask: is this the ranged spotlight the subclass always deserved?
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            Arcane Archer Lore now grants proficiency in both
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           Arcana
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            and
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           Nature
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           , plus either Prestidigitation or Druidcraft—strengthening its elven‑archer ancestry, but broadening its identity.
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           Previously
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           , Arcane Shot was limited to bows, and could only be used twice per rest.
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           Now
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            , you can channel effects through any Ammunition‑property weapon (blowguns, slings!), with uses tied to your
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           Intelligence modifier
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           , and feature a scaling “Arcane Shot Die.”
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           This isn’t just incremental—it's a quantum leap in design. The subclass now scales with you, not sealed off after two shots.
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           Here’s some other new, critical features to the class:
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           Ever‑Ready Shot
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            is now at Level 7 (instead of 15), giving Arcane Archers a much earlier safety net to stay magically effective in more fights. With this ability, when you roll initiative and have no uses of Arcane Shot left, you regain one use automatically.
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           Improved/ Powerful/ and Masterful Shots:
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           these are tiered upgrades to Arcane Shot that progressively increase your Arcane Shot Die from a d6 (base) to a d8 at level 10, a d10 at level 15, and a d12 at level 18—boosting the damage and effectiveness of every magical shot.
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           These features didn’t exist in the 2017 version at all—this is a brand-new scaling mechanic to make the subclass’s magical damage grow meaningfully with your level.
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           These two updates together ensure that each arcane archer level feels meaningful. The earlier and more frequent upgrades basically round out the subclass.”
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            Just as a quick interjection, it’s worth noting as well that “Arcane Shot” is far more advanced than it was, say back in 3.5edition. Now, you have a variety of arcane shots, including “banishing shot” (which ads psychic damage and forces a Charisma save. On a fail, the target is
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           banished
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            until the end of their next turn). There’s also “seeking shot” (where you choose a creature you've seen in the past minute; the ammo
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           seeks them out
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           , flying around corners and ignoring cover) and a host of others that make your “arcane shots” do a huge number of interesting things both in and out of combat.
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           When it comes to the upgrades to ever ready shot and masterful shots, Dungeon Mister has praised these changes, saying they’re: "quality of life improvements...[that] take what was a poor subclass, up to being a more decent one on par with the Battle Master.”
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           Reddit users are also generally optimistic. The overall vibe is that the “New Arcane Archer looks good. Been waiting for that.”
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           Okay, so the new Arcane Archer is packed with magical power—but like any subclass, it comes with a few strings attached.
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           Issue #1: Intelligence Matters
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            - Most Fighter builds focus on Strength or Dexterity to hit hard and take hits—but the Arcane Archer needs
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           Intelligence
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            too, because all your magical shots rely on it for saving throw DCs.
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           If you don’t invest in Intelligence, enemies will resist your effects more often. And in campaigns nowadays where min-maxing is “so important,” where you have to spread out your stats too thin, your stat investments might feel wasted.
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            Ok, on to
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           Issue #2: Weapon Weirdness
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            - One of the coolest changes is that you can now use any weapon with the
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           Ammunition
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            property—not just bows. That means blowguns, crossbows… even firearms, if your DM allows them.
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            But here’s the catch:
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           guns and ammo rules aren’t standard
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            in every campaign. Your DM has to give the green light, and not every table runs with optional gear or rules.
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           So while the subclass is a powerhouse on paper, it takes a thoughtful build and a cooperative DM to really make it shine. Without those, your arrows might fall a little short.
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           Final verdict? Overall, the 2025 Arcane Archer nails the bullseye. It’s versatile, scales smoothly, has earlier impact, and remains flavorful—definitely the best version yet.
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           It definitely has more combative oomph, and less tabletop baggage.
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           If you want to test it, grab the Unearthed Arcana PDF and share your build ideas below. Don’t forget to like, subscribe, and ring the bell for more tabletop RPG coverage.
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      <pubDate>Tue, 15 Jul 2025 19:48:07 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/arcane-archer-bullseye-or-misfire</guid>
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      <title>10-Dragon Themed Adventures: Black Dragons to Gold Candy Dragons</title>
      <link>https://www.eternityttrpg.com/10-dragon-themed-adventures-black-dragons-to-gold-candy-dragons</link>
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           Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JR5wS-kJOzQ&amp;amp;ab_channel=EternityTTRPG
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           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.
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           Welcome back to Eternity TTRPG—your tavern table for all things D&amp;amp;D. Today, we’re diving into Dragon Delves, the first adventure book using the new D&amp;amp;D rules, and spoiler: it’s got more dragons per square foot than any book in 5e history.
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            Dragon Delves is a new anthology featuring
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           10 short adventures
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            for characters Level 1 to 12—each centered on a chromatic or metallic dragon.
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           It just officially became available for print, but early birds who preordered got digital access back on June 24 via D&amp;amp;D Beyond.
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           Heads up, these adventures don’t lean too hard into the new mechanics. No Bastions, no major spell reworks, just clean integration.
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           Let’s talk dragons—and the 10 tales where they shine—with a quickfire adventure rundown:
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            Death at Sunset
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             (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.
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            Baker’s Doesn’t
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             (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.
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            Will of Orcus
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             (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.
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            For Whom the Void Calls
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             (Lvl 5): A telepathic Bag of Holding stolen by a dragon begs for rescue from inside a surreal, brass-dragon-infused dungeon.
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            The Dragon of Najkir
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             (Lvl 7): The players sail to a remote monastery to find shipwreck survivors—and discover a deeper mystery involving a brass dragon.
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            The Forbidden Vale
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             (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.
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            Before the Storm
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             (Lvl 10): Pirates, a magical talisman, and a deadly black dragon all collide as the party fights to save a coastal village.
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            Shivering Death
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             (Lvl 11): A mysterious heatwave in the frozen north hides the white dragon, “Shivering Death”—and a chilling magical conspiracy.
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            A Copper for a Song
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             (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.
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            Dragons of the Sandstone City
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             (Lvl 12): Deep beneath the earth, the party must thwart a ritual powered by a blue dragon in a crumbling desert ruin.
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            Here’s something cool: Three adventures—Baker’s Doesn’t, Najkir, and Copper for a Song—are fully playable with just
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           one player and a DM
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           . Not solo in the “no DM” sense, but designed for low-prep, high-impact duos.
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            They use a new buff called
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           “Blessing of the Lone Champion”
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            that gives you temporary hit points and Heroic Inspiration during key moments—essentially letting one player survive boss fights without backup.
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           This might be the most aesthetically daring D&amp;amp;D book ever. Each adventure features original art by different artists—ranging from '70s-style psychedelia to clean manga-like minimalism.
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           The standout? That weirdly awesome cartoon gold dragon in a land made of candy. According to GamesRadar, it’s both hilarious and memorable.
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           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.
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           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.
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           Still, if you want dragon-centric episodes that drop into any campaign? This is perfect.
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           So, is Dragon Delves worth it?
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           Yes
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            if:
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            You want quick, dragon-themed one-shots.
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            You like wild variety in tone and art.
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            You DM for casual or solo players.
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           But, maybe not if:
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            You’re after one huge epic campaign, and don’t want to put in any of your own work to connect adventures.
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            Or if, you want deep rules content, or fresh mechanics with the new D&amp;amp;D system.
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            My verdict?
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            ﻿
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           Dragon Delves doesn’t reinvent D&amp;amp;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.
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           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?
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           If you liked this video, roll a natural 20 on that Like button, Subscribe for more D&amp;amp;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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      <pubDate>Wed, 09 Jul 2025 17:43:05 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/10-dragon-themed-adventures-black-dragons-to-gold-candy-dragons</guid>
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      <title>Playable Monster Races from D&amp;D Beyond's New Setting - Crooked Moon</title>
      <link>https://www.eternityttrpg.com/playable-monster-races-from-d-d-beyond-s-new-setting-crooked-moon</link>
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           Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JR5wS-kJOzQ&amp;amp;ab_channel=EternityTTRPG
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           Transcription
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           In the sun-starved realm of Druskenvald, the moon crooks just enough to twist folk tales into nightmares...
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           Hey adventurers! Today on Eternity TTRPG, we’re diving back into The Crooked Moon, a brand-new folk-horror campaign for D&amp;amp;D 5e that drenches your sessions in superstition, creepy rituals, and six terrifying new playable monsters.
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           Today, I wanted to share with you some of the cool and exclusive playable monster races that you can expect to see in the campaign world, and even experience for your own character:
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           Curseborn
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            – Human‑wolf hybrids with thick fur, claws, and a lupine posture. They’re your werewolves, basically. Their unarmed attacks allow you to curse your targets, giving them disadvantage on rolls, and causing them to emit wisps of fog.
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           Graveborn
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            – Corpse‑like humanoids with snouts and bone‑devouring jaws. Your classic ghoul-like undead. With their “Infused Drakkonite” ability, they can ignore resistances when attacking, and deal necrotic damage.
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           Relicborn
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            – Skeleton‑like beings with glowing pattern‑filled bones and rocking hairstyles. These are more like your lich-undead, kind of. But really, more like rock-n-roll lich, or something. They actually get bonuses to performance skills, and can take “long rests” by enjoying revelry – so partying.
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           Silkborn
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            – Arachnid humanoids with carapace skin, extra limbs and 250–800-year lifespans. Of all the races, this one is probably my least favorite. Though I know a few people who will love these. They can basically do spider stuff like climb walls, and create webs. Nice.
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           There’s also a couple other playable monster races I’ve already covered in my previous video (which you should check out), like the:
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           Harvestborn
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            – which are scarecrow-like constructs embodying agricultural cycles with healing and “culling” powers.
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           Plagueborn
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            – Rat-folk immune to poison, who spread disease magically.
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           If you aren’t familiar yet, the Crooked Moon campaign book also includes: 15 horror‑themed subclasses (like Wicker Druids and Pestilent Haze Monks), 13 lineages for your character’s roleplaying background, new spells, 85 monsters (in total), 11 boss fights, 156 curses, and the Fateweaving system which I covered in a recent video.
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           I like Crooked Moon because it brings a fresh, horror‑focused twist to 5e—bigger than Curse of Strahd even, or Drakkenheim. Any time of the year I can experience Halloween, I’m basically in.
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           Even if you haven’t seen my previous videos on it, the Crooked Moon is a 632-page, two‑part campaign launched just a couple weeks ago, digitally on D&amp;amp;D Beyond. Print copies are coming this fall.
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           As I’ve explored this topic more myself, I’ve also learned more about how it began. Crooken Moon was adapted from Edge of Midnight.
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           Edge of Midnight
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            is the actual-play series by Legends of Avantris that laid the foundation for The Crooked Moon. It’s a dark, folk‑horror D&amp;amp;D campaign that aired on Twitch and YouTube starting in September 2021, set in the same eerie realm of Druskenvald.
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           The team behind Avantris used this homebrewed saga as the prototype for The Crooked Moon. Their player characters and NPC allies from Edge of Midnight—many of whom take on twisted, villainous forms—were woven into the book’s lore and boss encounters.
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           By bridging the actual‑play world with a full 600‑page customizable campaign, The Crooked Moon lets players experience that same haunting atmosphere—while also giving DMs the tools to craft new tales or replay the story arc live audiences already love.
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           If you’re craving eerie tension, unforgettable characters, and creeping dread in your next campaign—The Crooked Moon delivers. It’s available now on D&amp;amp;D Beyond, with physical books coming this Fall.
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           That’s it for today! Hit like if folk-horror is your jam, drop a comment with which monster races you'd play, and subscribe for more D&amp;amp;D scoop!
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      <pubDate>Thu, 03 Jul 2025 12:44:40 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/playable-monster-races-from-d-d-beyond-s-new-setting-crooked-moon</guid>
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      <title>$4 million Kickstarter That's Finally Creeping into D&amp;D Beyond</title>
      <link>https://www.eternityttrpg.com/crooked-moon</link>
      <description>Crooked Moon is a  $4 million Kickstarter that's creeping into D&amp;D beyond - scarecrows, curses, and a city stuck in twilight.</description>
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           Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=MUmp6ok7ZSk&amp;amp;ab_channel=EternityTTRPG
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           A $4 million Kickstarter smash hit is finally creeping into d and d beyond complete with scarecrows, curses, and a whole city stuck in eternal twilight. Yep. It's time to talk about the Crooked Moon with this third party content is continuing to make waves with d and d Beyond and Dark Fantasy is creeping into mainstream d and d now more than ever.
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           Welcome back to eternity, T-T-R-P-G. Your go-to source for everything. Dungeons and Dragons from fresh releases to community chaos. I am Jacob, and today we're diving into one of the most ambitious third party campaigns to hit d and d beyond. If you've been following the Legends of Varant actual play series, or just browsing d and D, Reddit's D and d, next section, you've probably heard Whispers of the Crooked Moon.
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           After smashing Kickstarter goals in 2023 with over $4 million raised, this dark folk horror setting is officially re arriving on d and d Beyond. This June 17th, 2025. Also, it's not just a street. Port d and d beyond has split Crooked Moon into three digital products. Part one is for players, part two is for dms, and then similar to what they do with other products, there's a whole bundle that has both of them together.
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           I have to say that I like what I'm seeing about Crooked Moon so far. Part one includes the haunted world of Duskin Vault, which is its own unique setting that you may find very interesting. We'll talk about that more later. What kind of people would be into this dark horror kind of setting they've created.
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           But Book one also comes with 15 subclasses, 13 unique species, 40 spooky new spells, and 26 magic items. There's also a whole host of Familiars Feats, potions, the works Imagine Raven Loft with a splash of Halloween and a Pinch of Pagan ritual. This reminds me a lot of, one of my favorite movies, actually, the Nightmare before Christmas, except maybe without the Christmas part, just more of the Halloween, but that's really the aesthetics here.
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           I love any kind of d and d supplement that has a host of its own subclasses feces spells. It takes you out of just the normal d and d vibe and it uses that rule set that we all know love are familiar with, but it gives something that's extremely unique and fun and flavorful to play with. Part two of the Crooked Moon comes with a campaign that takes you from level one to 13, which is a huge amount of time.
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           There's also bonus events and material that can take you all the way up to level 20 if you want. Additionally, the book comes with 85 monsters that are unique and 11 bosses. What I like about that too is it's not just the standard stat blocks for monsters, but the fact that there's actually a category of bosses makes it very interesting for you to create your own scenarios around those particular monsters.
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           This book also comes with 158 unique curses that are unique to the world, and a custom fate weaving mechanic that makes you, again, feel like you're really part of this setting and not just in a standard d and d game. So what about the art? I have to say, as someone who enjoys d and d art, I've been very impressed with this.
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           It's absolutely gorgeous. Think gothic nightmares with a cinematic flare. There's even a skeleton barred in the city of the dead. I mean, come on. This is fun. This is really fun. Okay, so what's it gonna cost you to get creeped out under the crooked moon? Book one, like we were just talking about, cost 39 99.
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           Book two is the same. And if you want the full bundle on d and d beyond, it is 69 99. If you pre-order, you also unlock some bonus content frames, backdrops for your d and d beyond character sheets, things you can use online. Honestly, compared to other third party supplements, this is a pretty beefy offering for the price, especially with that fate weaving system, which we'll talk about more in a future deep dive.
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           Over on Reddit. Some folks are loving the horror vibes. One user reported that this feels like Curse of Straw if it was directed by Guillermo del Toro. Another said that they're prepping a whole Halloween one shot for their gaming group with the crooked moon. And I think it's a little bit early. You still got three months, but hey, I mean, you could spend three months prepping an amazing one shot adventure for your group this Halloween.
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           There are some people though who aren't thrilled. One fan was hesitant about d and d beyond's monetization strategy. One comment that stood out with this was third party prices keep creeping up while Core Books stay locked in. Personally, I think that d and d beyond is fine. I'm not in love with how they're trying to turn d and d into a World of Warcraft style online subscription.
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           But for the purposes of getting great content like Crooked Moon here, I think d and d making a bit of money is okay. So how about for you? Are you picking up your own digital copy of the Crooked Moon on d and d beyond, or are you sticking with physical books or your own home brew campaigns for now? Drop your spookiest subclass idea in the comments.
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           Hit like if you've ever played through a curse of STR campaign. And don't forget to subscribe for more d and d news and updates every week.
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      <pubDate>Wed, 21 May 2025 13:37:28 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/crooked-moon</guid>
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      <title>D&amp;D SRD 5.2 (Systems Reference Document) - Good for D&amp;D Creators?</title>
      <link>https://www.eternityttrpg.com/srd-5-2</link>
      <description>The SRD 5.2 officially dropped on April 22nd, and it's packed with content aligned with the 2025 core rule books.</description>
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           Transcribed content from our recent YouTube video: https://youtu.be/WN1eLH2y2R0
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            SRD 5.2 is here, and it's more than just a rules update. Wizards just handed creators a brand new playbook, but not everyone's cheering.
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           Welcome back to Eternity TTRPG, your go-to source for all things D&amp;amp;D. Today we're diving into what's new in the SRD 5.2, why It's a big deal for third party creators and the spicy debates it's already sparked.
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            The SRD 5.2 officially dropped on April 22nd, and it's packed with content aligned with the 2025 core rule books. Think more feats, spells, monsters, and gear all ready for creators to use remix and sell under the Creative Commons. There's a couple things to touch on.
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           First, what does the SRD mean? The SRD is the systems reference document, and it is basically the base rules that creators can use from the D&amp;amp;D core rule books that align with all of the stats, monsters, things that exist in the game. And it's what allows creators to build content that's compatible with the D&amp;amp;D universe. So, whenever you hear the term SRD, it's the systems reference document - very important document that basically enables third party creators to even put together anything at all that fits within the D&amp;amp;D space.
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            The great news of the 5.2 SRD is that it continues the Creative Commons approach meaning that any creators - they own what they make. Wizards doesn't control the content. Creators just have to give credit and they're good to go.
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           But what about the stuff from the SRD 5.1 version that didn't survive the transition?
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           According to Wizards, anything missing got replaced by a functional equivalent.
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           But fans on the official D&amp;amp;D Beyond thread noticed some odd emissions. One user pointed out missing monsters like the Banshee and Flame skull, even though the equivalents exist in the prior rules. Another flagged the absence of dueling and protection fighting styles, calling it odd since those basics were already open in the SRD 5.1.
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           Wizard says the SRD will get updates when future errata drops. So, we might, for example, see a 5.2 0.1 version or a 5.2 0.2 and beyond. But as of now, these elements that have been missing from the previous version are just - they're just mysteriously absent.
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           We also have some spotlights from the community on some of their reactions. One user praised the move to Creative Commons for being far less restrictive and much easy to use. I agree with this. I think that anyone who is creating content within the D&amp;amp;D space, especially books, which is a lot of what's sold online - you want to own your property. It makes it far easier. All you have to do is mention and you don't have to give away everything that you've created.
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           Others have lamented that the SRD 5.2 doesn't support OGL content, which is the open gaming license content. They called the split from the D&amp;amp;D 2014 OGL a tragedy.
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           Some legal savvy users were also debating how will the Creative Commons license protects Wizards from bad actors. And apparently, the sort of collective response is it doesn't very much. But, it does let them say that, "Hey, it's not our fault," if something goes awry.
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           My take is that the SRD 5.2 opens major doors but it also locks a few behind the open gaming license. If you're a creator, it's probably time to start transitioning your content. But, keep an eye on what's missing and how future errata fills in the blanks.
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           So what about you? Are you jumping into the SRD 5.2 as a creator, or are you sticking with the old school OGL? And if you spotted anything weird or missing in the new SRD, drop it in the comments. If you're somebody who's creating in the space, we would really love to hear your take on it.
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           As we're starting to wrap up for today, we're gonna do some quick fire bonus round updates. There is currently no word yet on a non-English version of the SRD 5.2, but they're planned for a later date and the long requested return of sage advice is happening, but Q&amp;amp;A submissions aren't open yet.
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            Alright, everyone. That's your weekly scroll of D&amp;amp;D updates with Eternity TTRPG. We are going to be putting out short news content every week, maybe a couple times a week, where we're just summarizing for you what's happening in the D&amp;amp;D space so that you can jump on while you're going to work, grabbing a coffee, doing whatever it is you're doing. Maybe you know, you're just taking a break.
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            We're happy that you're jumping in here and joining us for a little bit of time. If you are loving or hating the SRD 5.2 sound off in the comments. We'd love to hear from all of you creators on your personal takes for things.
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           The last thing for today is what monsters spell or rule do you think must make it into the SRD update? Let us know. We can't wait to hear from you otherwise, we'll see you again very soon.
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      <pubDate>Fri, 16 May 2025 21:59:56 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
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      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 31</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-31</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 31.</description>
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           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
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           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
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           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
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           Day 31 - Plague Cultist Reserves
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           Use the 
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           Dungeon A Day Adaptation Page
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            to Modify this Content to fit Your Favorite TTRPG
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           Room Description (Read the Following Text to Your Players)
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           You find another crate, but this one has a lock upon it, leading you to believe that it may contain something of greater value.
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            Plague Fire Ointment:
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, +1) allows characters to pick the lock on this chest, revealing one bottle of "Plague Fire Ointment." A single bottle of this, when drank, removes 1-stack of "Plague Fire." There are also other supplies in this chest, such as more food, bedding (presumably the likes of which players found in dungeon room 22), and even a short "welcome" letter, that reads, "You have taken the next step in your journey to oblivion. Welcome ye here, to your service in the Crypt..."
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
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           Dungeon A Day
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            Visit the
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           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
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            to see all Dungeon Rooms in this series.
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            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+31.png" length="597412" type="image/png" />
      <pubDate>Thu, 31 Oct 2024 04:00:06 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-31</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+31.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 30</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-30</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 30.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 30 - Slaver's Provisions, Continued
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+30.png" title="Dungeon A Day Crypt of the Plaguebringers Map 30" alt="A map of a cave with the number 30 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As with the last crevice, a large crate lies tucked away into this room, with no locks or any interesting marks upon it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slaver's Provisions:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             as with the last room, this crate contains additional provisions for those who bring in boats to this cove - jugs of water, food such as apples, stale bread, and cheese, and even a few articles of warm clothing. The chest is large, yet it is stuffed with supplies. Apparently, many prisoners have been sacrificed to the Crypt, and many Plague Cultists too, may be joining the "cause."
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+30.png" length="597546" type="image/png" />
      <pubDate>Wed, 30 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-30</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+30.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 29</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-29</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 29.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 29 - Slaver's Provisions
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+29.png" title="Dungeon A Day Crypt of the Plaguebringers Map 29" alt="A map of a cave with the number 29 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A large crate lies tucked away into a rock crevice, with no locks or any interesting marks upon it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slaver's Provisions:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             this crate contains additional provisions for those who bring in boats to this cove - jugs of water, food such as apples, stale bread, and cheese, and even a few articles of warm clothing. The chest is large, yet it is stuffed with supplies. Apparently, many prisoners have been sacrificed to the Crypt, and many Plague Cultists too, may be joining the "cause."
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
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          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+29.png" length="597413" type="image/png" />
      <pubDate>Tue, 29 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-29</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+29.png">
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      </media:content>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 28</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-28</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 28.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 28 - Slaver's Payment
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+28.png" title="Dungeon A Day Crypt of the Plaguebringers Map 28" alt="A map of a cave with the number 28 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The boat which is used to carry slaves and new Plague Cultist recruits in, to the dungeon. Looking upon the waters, you see a light just offshore that leads to a flooded cave system. Beyond, you're certain the rivers lead to the ocean, for waves lap at the rocky beach here, even as you watch.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slaver's Payment:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             four chests in this room containing various items such as gems, silks, some rare art, and more, along with the pile of coins are worth the equivalent of 12Fortune (matches Avg. Party Level). A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -2) reveals that this stash of wealth may be what the Plague Cultists use to pay the slavers who bring prisoners here for the Crypt's dark rituals. A Double-Success Fate Roll also reveals that taking all of this wealth will most certainly cause problems between the Plague Cultists and the slavers, for with no payment, their agreement is sure to become problematic - allowing the players to cause yet more damage to the Cultists, even if one or more should survive.
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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            to see all Dungeon Rooms in this series.
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            Visit the
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+28.png" length="597416" type="image/png" />
      <pubDate>Mon, 28 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-28</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+28.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 27</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-27</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 27.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 27 - River Styx
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+27.png" title="Dungeon A Day Crypt of the Plaguebringers Map 27" alt="A boat is floating on top of a map with the number 27 on it"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The boat which is used to carry slaves and new Plague Cultist recruits in, to the dungeon. Looking upon the waters, you see a light just offshore that leads to a flooded cave system. Beyond, you're certain the rivers lead to the ocean, for waves lap at the rocky beach here, even as you watch.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A Small Note:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -4) reveals that etched into one of the boards of the boat, are the words, "Please help me." A Double-Success Fate Roll also reveals the additional note below it, much smaller: "Mommy, please help."
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
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          &#xD;
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      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+27.png" length="597453" type="image/png" />
      <pubDate>Sun, 27 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-27</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+27.png">
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      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 26</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-26</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 26.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 26 - Wrathful Cleaver
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+26.png" title="Dungeon A Day Crypt of the Plaguebringers Map 26" alt="The sword, wrathful cleaver
"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Just behind the fire on the right from dungeon room 25 is a break in the wall. Players may think to check back here, where they find...)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A massive sword lying on the floor, largely obscured from the hallway by a pile of rubble. Who knows who left this weapon here, but the quality of the blade is considerable.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wrathful Cleaver:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             the massive sword has the same stats as a "Mythril War Hammer" (+7Strike Bonus, -2Initiative, 1Range - you may also adjust the weapon's stats to fit your campaign). A successful Strike Bonus roll (Fate Roll Difficulty matches Avg. Party Level, +2) reveals that the weapon also gives its wielder access to the berserker "Wrath" ability. A Double-Success Fate Roll also reveals that this sword is of the style known to dragon knights. It appears that one might've been captured as a prisoner, or slain, within the Crypt.
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
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          &#xD;
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      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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          &#xD;
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      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+26.png" length="597422" type="image/png" />
      <pubDate>Sat, 26 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-26</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 25</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-25</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 25.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 25 - 2nd Entrance to the Prison
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
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           Use the 
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+25.png" title="Dungeon A Day Crypt of the Plaguebringers Map 25" alt="Two fires and a ladder in room 25"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Two fires bar the way to the far side of the prison (players may have already seen the prison by going through dungeon room 20, or this may be their first time seeing it. If it's their first time, refer to dungeon room 20 for specifics on how the prisoners react, etc.).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Break in the Wall:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -1) reveals a break in the wall behind the fire to the right. A Double-Success Fate Roll also allows characters to pass by the fire without scathing their skin. Otherwise, a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, -1) allows them to do the same. If they fail, they take 1damage from the fires burning their skin as they try to squeeze past, to the room beyond (dungeon room 26).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Fires:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to dungeon room 7. "Plague Fire" may not be dispelled.
             &#xD;
          &lt;br/&gt;&#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      <pubDate>Fri, 25 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-25</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 24</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-24</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 24.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 24 - Green Dragon Statue
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+24.png" title="Dungeon A Day Crypt of the Plaguebringers Map 24" alt="A green dragon statue in room 24 of the dungeon"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (If players overturned the cauldron in dungeon room 18, this statue "Activates" - see below. Otherwise, the statue is simply a statue).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The hallway from dungeon room 23 takes you to an enormous statue that features a green dragon, coiled upon a rock. This dragon is snake-like in appearance, with no arms, legs, or wings, yet the spines along its length, and the creature's head are unmistakably dragon in nature.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Activated Dragon "Statue":
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this Dragon "Statue" is alive... it is not a stone statue, but an actual creature, just lying dormant, currently. When players overturn the cauldron from dungeon room 18, the poisons contained therein awaken this creature. However, the concoction was not complete, so the dragon only awakens at part of its possible strength. When players enter this room, it attacks them with an ambush round, as the "statue" suddenly springs to life.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Break in the Wall:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             the Crypt's walls are so ruined at the bottom right of this dungeon room that players may see through the collapsed wall to the overhang above. Being below, players can't see what's in there (if they haven't been, already), but it is dungeon room 22. Players may scale the 10ft hang to dungeon room 22 should they wish. Furthermore, if players either "Activate" the dragon statue and battle it (above), or if they cut off its head (below), then the four Plague Cultists from dungeon room 22, if they're alive, will immediately run from the barracks to this room/ jump from the overhang and attack the party.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Green Dragon Statue:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -1) reveals that this dragon statue may indicate where new recruits to the Plague Cultist ranks are to go, once they arrive to the Crypt (given that the "barracks" is located nearby). The strong ocean smell in the air suggests that this area could well be how new recruits get here. A Double-Success Fate Roll also reveals that this Dragon Statue is also alive... that it is not a stone statue, but an actual creature, just lying dormant, currently (see "Activated Dragon Statue," above). Should characters cut off the head of this dragon, they will slay the beast before it may rouse from its death-like slumber. Slaying this dragon is another one of the keys to stopping the plot of the Plague Cultists.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dragon "Statue":
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            "Demi-Boss" enemy Difficulty (match Avg. Party Level). Option to use the "Assassin AI." Beginning with the first round of combat, and every 3rounds after, the dragon breathes poisonous gas as the pyromancer "Pyro Storm" spell, but that deals poison damage and also applies poison if it hits, as the assassin "Assassin's Poisons" ability. Once the dragon takes 3damage, it flies into the ceiling of this dungeon room, shattering the rock, and escaping to dungeon room 60. See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Plague Cultists):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if present - "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
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          &#xD;
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            page for more details.
            &#xD;
        &lt;br/&gt;&#xD;
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      <pubDate>Thu, 24 Oct 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-24</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 23</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-23</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 23.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 23 - The Brine Ladder
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
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           Use the 
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+23.png" title="Dungeon A Day Crypt of the Plaguebringers Map 23" alt="A hallway with a ladder leading down into it"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The (top) door from dungeon room 19 opens to a hallways that smells strongly of the open ocean, and humidity fills the air. The ladder leading down to the rough stone floor is slightly slick, as if covered in a fine coating of brine.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Slick Ladder:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters using the ladder this room roll Dodge (Fate Roll Difficulty matches Avg. Party Level). If they fail, they fall off the ladder and bruise their tailbone/ parts of their legs, and have -1Speed for their next combat encounter - just a little light flavor for the room.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
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            Visit the
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      <pubDate>Wed, 23 Oct 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-23</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 22</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-22</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 22.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 22 - The Underlings' Barracks
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+22.png" title="Dungeon A Day Crypt of the Plaguebringers Map 22" alt="A room filled with beds"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The (middle) door from dungeon room 19 opens to a room filled with makeshift beds, a broken wall that leads further into the dungeon, dropping from a small cliff/ overhang, and random crates perhaps filled with the Cultists' belongings. Four cultists lie in this room, softly asleep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Break in the Wall:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the Crypt's walls are so ruined at this spot that players may see through the collapsed wall from the overhang to the area below. From here, players can see the green dragon statue in dungeon room 24, so you may show them that room. This overhang is also a 10ft drop to dungeon room 24 should players wish to go there, from here.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Crates:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             hidden within one of the crates is a map of the Crypt (see the main Crypt of the Plaguebringers page). Show players the map at the top of the page (that has no numbers on it), and show all sections except for the golden-walled rooms, on the right side of the map (those rooms are not included on this map). Players may use this map to help navigate and plan their expedition into the Crypt.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Cultists:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             four cultists are located in this room, sleeping randomly in the makeshift cots. A successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, -3) allows characters to enter and explore the room without waking any of the cultists - all characters must succeed on this roll for this to work. A Double-Success Fate Roll allows a character to cover for one other character in the party who fails this roll, automatically turning their failure into a success. Any Cultist attacked while sleeping dies from the attack, automatically.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Plague Cultists:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            page for more details.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
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            Visit the
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           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 22 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-22</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+22.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 21</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-21</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 21.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 21 - Prisoners of the Crypt
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+21.png" title="Dungeon A Day Crypt of the Plaguebringers Map 21" alt="A prison room with a second gate"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This cramped prison holds dozens of prisoners, all shivering and cowering. You can't believe the inhumanity of just how many people have been shoved into such a cramped, damp, and filthy space.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Prison Gate:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the "Plague Disciple" from dungeon room 18 held a "Gate Key" to open the gate in this room, too, on the left. Alternatively, a successful Initiative or Strike Bonus roll (Fate Roll Difficulty matches Avg. Party Level, +3) allows characters to either pick the lock on this gate, or break it down.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Prisoners:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            similar to the "Escaped Prisoner" from dungeon room 18, these people have been captured on one of the slave ships that have been raiding coastal towns. They've heard screams from dungeon room 18, and assume that prisoners have been sacrificed there in dark rituals. If asked, they can show players to the boat that brought them here (dungeon room 36). They plead for the characters to help them escape.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Secret Cultist Hidden Among the Prisoners:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +5) reveals that there is a Plague Cultist among the prisoners, apparently left here to guard against prison escapes. A Double-Success Fate Roll allows characters to recognize and subdue the Cultist before he becomes aware of the players' suspicion. Otherwise, this Cultist goes along with the "prison break," ready to spring traps when the time is right...
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Disciple:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Disciples wear the same clothing as their "neophyte" counterparts, but possess greater power, and status here within the dungeon. "Leader" enemy Difficulty (match Avg. Party Level). Option to use the "Vampire Mage AI." See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
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            page for more details.
            &#xD;
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+21.png" length="597360" type="image/png" />
      <pubDate>Mon, 21 Oct 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-21</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 20</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-20</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 20.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 20 - The Prison Gate
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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           Dungeon A Day Adaptation Page
          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+20.png" title="Dungeon A Day Crypt of the Plaguebringers Map 20" alt="A prison gate"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The hall from dungeon room 18 opens to a small pathway, leading to a prison gate. The gate is rusted iron, with a light smell of salt water and open ocean coming from the distance. Behind the gate, you can just make out the huddled and shivering forms of dozens of prisoners. Upon seeing you, they cower against the walls, begging for help.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Prison Gate:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the "Plague Disciple" from dungeon room 18 held a "Gate Key" to open this gate. Alternatively, a successful Initiative or Strike Bonus roll (Fate Roll Difficulty matches Avg. Party Level, +3) allows characters to either pick the lock on this gate, or break it down. A Double-Success Fate Roll also allow characters to automatically pick the lock or break down the gate in dungeon room 21.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Prisoners:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            similar to the "Escaped Prisoner" from dungeon room 18, these people have been captured on one of the slave ships that have been raiding coastal towns. They've heard screams from dungeon room 18, and assume that prisoners have been sacrificed there in dark rituals. If asked, they can show players to the boat that brought them here (dungeon room 36). They plead for the characters to help them escape.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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            Visit the
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            to see all Dungeon Rooms in this series.
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+20.png" length="597453" type="image/png" />
      <pubDate>Sun, 20 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-20</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 19</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-19</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 19.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 19 - The Ominous Hallway
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+19.png" title="Dungeon A Day Crypt of the Plaguebringers Map 19" alt="A map with the number 19 on it, shaped as a hallway"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Numerous doors open from this extended hallway, and after the battle from the previous room, its space is eerily silent. Behind the first door (at the top), no sounds may be heard. The second contains light snoring behind it. And the third (at the bottom) has sounds of  grating - stone against stone.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Eerie Silence:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            sometimes, having dungeon rooms with "nothing in them" can be a challenge enough for players, as they begin to suspect danger at every turn
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . In this case, this room's "challenge" is the silence itself, and the players' own imagination for what might be coming next.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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          &#xD;
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            to see all Dungeon Rooms in this series.
           &#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
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          &#xD;
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      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 19 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-19</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 18</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-18</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 18.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 18 - The Cauldron
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+18.png" title="Dungeon A Day Crypt of the Plaguebringers Map 18" alt="A cauldron filled with green liquid and a dark altar"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (This is the room that the Plague Cultist from dungeon room 6 attempted to escape to. If they did, then they successfully alerted the other Plague Cultist in this room, and the two are now barricaded behind the dark altar, waiting for the party to enter. Meanwhile the prisoner they were about to sacrifice flails on the floor beneath the cauldron, trying to break free of their bonds).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The room opens to a black altar, blood stains across the room, and a massive cauldron which bubbles forth copious amounts of sinister-blue gas. Hallways open to the left and below.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Escaped Prisoner:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this man was captured on one of the slave ships that raided the coastal town, Bloodmore. He has no idea how long he's been here, but guesses it's been about 2-weeks. For that entire time, every several hours, he's heard screams from this room, and assumes that prisoners have been fed to the cauldron. If asked, he can show players to where the other prisoners are kept in dungeon room 21, and the boat that brought them here (dungeon room 36). He pleads the characters to help him escape.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Massive Cauldron:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a prisoner lies in binds beneath the cauldron, trying to escape, while the cultists ready for battle. If he is released, see "Escaped Prisoner," above, for more details. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level) reveals that this cauldron is another critical component to the Plague Cultists' plan to unleash their spell upon the realm, and that dumping its contents could prove disastrous for them (though probably not stop the plan, entirely). A Double-Success Fate Roll also reveals that dumping the cauldron's contents, however, will cause 2damage to every character in this room (including each of the party members), all of the prisoners in dungeon room 21 (which will kill them all), and every character all the way out to dungeon room 24 on the left, and dungeon room 38, beneath. Furthermore, the gases from the cauldron, if its contents are spilled, will damage characters even if they're standing upon the altar, the ladder in this room, or otherwise. Only the sword, Pale Sky, can protect characters from the cauldron's contents, or being far enough away when the contents are spilled, as described above.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Cultists:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             one (or two) cultist(s) are located in this room, based on whether or not the one cultist escaped here from dungeon room 6. They attack anyone entering the room. If the cultist from dungeon room 6 did manage to alert the other cultist here, then both cultists get 1-ambush round against the party when they enter. The Plague Cultist from this room also holds the "Gate Key," which opens dungeon room 20 and dungeon room 21.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Cultist:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the Plague Cultist from dungeon room 6.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Disciple:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the Plague Cultist from here, in dungeon room 18. Plague Disciples wear the same clothing as their "neophyte" counterparts, but possess greater power, and status here within the dungeon. "Leader" enemy Difficulty (match Avg. Party Level). Option to use the "Vampire Mage AI." See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
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          &#xD;
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      &lt;span&gt;&#xD;
        
            page for more details.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
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           Dungeon A Day - Crypt of the Plaguebringers Overview Page
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            to see all Dungeon Rooms in this series.
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+18.png" length="597413" type="image/png" />
      <pubDate>Fri, 18 Oct 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-18</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 17</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-17</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 17.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 17 - Alchemical Room, Continued
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+17.png" title="Dungeon A Day Crypt of the Plaguebringers Map 17" alt="Alchemical components on tables, with fires, and noxious gas"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The alchemical tables continue, but this time, with numerous fires, a pit in the center of the room, and what is clearly more noxious gas in the room beyond.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (See dungeon room 40 - shown in November - should players continue downwards at this time, despite all of the obvious dangers).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Alchemical Instruments:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             various alchemical instruments lie strewn across both tables. These instruments are non-useful for the dungeon and are merely here for flavor. However, players may take them and attempt their own alchemical processes, if you so wish.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Noxious Gas:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             the noxious gas shown in this room is actually from the room below (dungeon room 40), and so is not in dangerous enough concentration here to cause damage.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Pit:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the flames in this room are not bright enough to pierce the darkness of the pit, below. A successful Strike Bonus or Initiative roll (Fate Roll Difficulty matches Avg. Party Level, -3) allows characters to scale down into the pit without being harmed. A Double-Success Fate Roll also allows characters to see the small army of skeletons at the bottom of the pit, before descending directly into their midst - see dungeon room 9 for details).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Fires:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
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            Visit the
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            to see all Dungeon Rooms in this series.
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      <pubDate>Thu, 17 Oct 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-17</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 16</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-16</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 16.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 16 - Alchemical Room
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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          &#xD;
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+16.png" title="Dungeon A Day Crypt of the Plaguebringers Map 16" alt="A map with the number 16 on it, and fires with alchemical components resting on tables"/&gt;&#xD;
  &lt;/a&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Another 10ft ladder leads back down to the main dungeon floor, where alchemical tables with numerous unique items reside. Fires line the entryway to the room. Beyond, the room opens up further...
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Blacked Containers:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             on the left side of the room, there are 7-black containers, of varying sizes. Each container holds a type of alchemical reagent - sulfur, saltpeter, quicksilver, ash, spider venom sacks, and the like. These reagents are non-useful for the dungeon, and are merely here for flavor. However, players may take them and attempt their own alchemical processes, if you so wish.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Green Potion Bottles:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            on the right side of the room, there are 3-green bottles. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals these bottles contain "The Plague" - a small, contained version of what the Plague Cultists intend to unleash upon Altius. If thrown, these bottles deal 4-poison damage to any living/ organic target that they hit. Wielders of the sword, "Pale Sky" are immune to this damage. A Double-Success Fate Roll also reveals that dumping 1/2 of one of these bottles onto a "Plague Fire" extinguishes that fire, making it safe for characters to pass without the risk of gaining stacks of "Plague Fire."
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Fires:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      <pubDate>Wed, 16 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-16</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 15</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-15</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 15.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 15 - Dark Oaken Chests
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;/p&gt;&#xD;
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+15.png" title="Dungeon A Day Crypt of the Plaguebringers Map 15" alt="A picture of a map with two oaken chests"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The dungeon rooms now continue back in the main Crypt - the full extent of the "Plague Dream" was needed prior to this, in case players reached 3-stacks of "Plague Fire").
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The door opens to a small room containing two fine, oaken chests. Stained black, the chests are iron-bound, and placed in the corner. Another doorway leads further into the dungeon.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Cultist Robes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, +1) allows characters to pick the lock on this chest, revealing a single robe completely identical to what the Plague Cultists wear. A Double-Success Fate Roll also reveals that this robe makes its wearer immune to "Plague Fire" stacks - although this effect happens automatically, and players should come to the same conclusion themselves soon by wearing it, anyways. Finally, players get a +3 bonus to Inspiration rolls to convince Plague Cultists that they are one of them, while wearing this robe (Fate Roll Difficulty matches Avg. Party Level).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Fire Ointment:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, +1) allows characters to pick the lock on this chest, revealing two bottles of "Plague Fire Ointment." A single bottle of this, when drank, removes 1-stack of "Plague Fire." A Double-Success Fate Roll also reveals two additional bottles of "Plague Fire Ointment," hidden beneath a false bottom in the chest.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      <pubDate>Tue, 15 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-15</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 14</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-14</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 14.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 14 - Remnant's Remorse
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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          &#xD;
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          &#xD;
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+14.png" title="Dungeon A Day Crypt of the Plaguebringers Map 14" alt="A purple coffin is shown under a tree"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A purple coffin lies beneath a tree, with the words, "Beloved Itoch" intricately etched into its side. The coffin is the size of a small child's, and the top is partially opened.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The Coffin:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             the coffin is empty. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +3) reveals the story of Itoch (shown below), which characters "learn about" from memory of stories they'd heard before. This coffin is for lore purposes only, for broader campaigns, and has no immediate bearing upon this dungeon.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            "There was once a boy of ten, blonde and human, named Itoch. His parents were devout followers of Vyros and were personally converted by the Pyromancer Thangoruin Vy Ainamarth.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Because Thangoruin was chosen of Vyros to complete his purposes on Altius, Thangoruin had the power to delegate other leaders to spread the beloved word of death. To Itoch’s parents was given the task of traveling from Calciphern to Leonic, preaching the ideals of Vyros, given to bless all mortals of Altius.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The news of the Eternal was not well-received in Leonic. After a year, witch hunters burned the temple to Vyros and killed the family of three."
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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      <pubDate>Mon, 14 Oct 2024 04:00:12 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-14</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 13</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-13</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 13.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 13 - Noxious Chasm
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;/p&gt;&#xD;
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+13.png" title="Dungeon A Day Crypt of the Plaguebringers Map 13" alt="A dark chasm spews forth poison"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Next to the massive, central tree, is another pit which spews forth poisonous gas - much like the entryway to the Crypt, itself.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (With the sword, Pale Sky in hand, players may safely attempt to scale down into these pits. Should they do so, they find a small army of skeletons roughly 50ft below - see dungeon room 9 for details).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Noxious Gas:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters entering this area roll Resilience (Fate Roll Difficulty matches Avg. Party Level). If they fail, they immediately take 1damage from the room's poisonous gas.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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            to see all Dungeon Rooms in this series.
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      <pubDate>Sun, 13 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-13</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 12</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-12</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 12.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 12 - Dark Magic Orbs
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+12.png" title="Dungeon A Day Crypt of the Plaguebringers Map 12" alt="A purple orb set between a tree and a wall of fire"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A massive, 10ft diameter orb floats over the darkened ground, the green fire of area dancing off its smooth exterior. Yet, you sense that the orb has some kind of "pulling" effect to it, and you can even see fire from the nearby wall flicking towards the orb, as if being sucked in.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dark Magic Orbs:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +2) reveals that these orbs are a key component of the Plague Cultists capturing the magical powers they need to create the cursed plague that they plan to unleash upon the realm. Somehow, these orbs are siphoning magic and poison from the wall of fire. A Double-Success Fate Roll also gives characters a +5 to a Faith roll against the orb, should they attempt to dispel it, as they gain insight into the magical workings of the orb.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Dispelling the Dark Magic Orbs:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Faith roll (Fate Roll Difficulty matches Avg. Party Level, +5) allows characters to dispel a "Dark Magic Orb." A Double-Success Fate Roll also gives characters access to casting the "Drain Life" Vampire Mage spell for the duration of their time in the Crypt of the Plaguebringers.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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            Visit the
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          &#xD;
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           &#xD;
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      <pubDate>Sat, 12 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-12</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 11</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-11</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 11.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 11 - Wall of Fire
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+11.png" title="Dungeon A Day Crypt of the Plaguebringers Map 11" alt="A wall of green fire"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A 20ft high wall of fire spews poisonous gas into the air, and radiating immense heat 20ft in front of it. The wall seems to burn from nothing, as if merely erupting out of the ground.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (If players are high enough level to have extremely high Speed, or spells that enable them to fly, etc. you may want to change this wall to be more like a "dome" of fire - with the intent that players really cannot escape this space. Unless, that is, you want to come up with more to this section of the dungeon than will be presented).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wall of Fire:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters who touch this wall of fire take 1-fire damage and 1-poison damage (or 2damage per space moved in it, should they try to run through etc. The wall of fire is also 20ft deep, which is 4-spaces).
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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           Dungeon A Day
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            Visit the
           &#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
           &#xD;
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          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+11.png" length="597205" type="image/png" />
      <pubDate>Fri, 11 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-11</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+11.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 10</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-10</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 10.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 10 - Pale Sky
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+10.png" title="Dungeon A Day Crypt of the Plaguebringers Map 10" alt="A person is kneeling before a sword and wall of green fire"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            An armored knight kneels before a pure white sword with a pure blue hilt, stuck into the ground. The armor is rusted in spots, yet gleams in others. A royal red cape rustles gently in the wind, though its ends are frayed. A wall of green fire blazes just beyond the figure.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenge and Treasure
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Armored Skeleton
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the skeleton in this armor seems not to stir, even when players close in around it. Perhaps it's unlike the others.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Pale Sky - The Sword:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the pure white sword with a hilt of pure blue has runes etched on the flat of the blade that read "Pale Sky," indicating the sword's name. This weapon is a "Mythril Longsword" (+5Strike Bonus, 1Range - you may also adjust the weapon's stats to fit your campaign). A successful Faith roll (Fate Roll Difficulty matches Avg. Party Level, +2) reveals that the weapon also automatically dispels all poisons within 2Range (10ft) at all times. Wielding this weapon makes the character who holds it (and nearby) allies immune to "Noxious Gas" and other airborne poisons (and plague effects) within this dungeon. However, they do not become immune to "Plague Fires." A Double-Success Fate Roll also reveals that taking this sword will also animate the skeleton in the armor, as its presence is what's currently protecting the skeleton from being animated by the plague.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Armored Skeleton:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            "Leader" enemy Difficulty (match Avg. Party Level). Option to use the "Legionnaire AI." See the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            page for more details.
             &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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            Visit the
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          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+10.png" length="597397" type="image/png" />
      <pubDate>Thu, 10 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-10</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 9</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-9</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 9.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 9 - Victims of the Plague Dream
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+9.png" title="Dungeon A Day Crypt of the Plaguebringers Map 9" alt="A skeleton is laying on the ground next to the number 9"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A skeleton lies in these dark, grassy fields. No surprise, given how unbreathable the air around you is, and the dangers of the Crypt. Who knows how long this figure has been here.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Skeleton
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             unholy, green light seeps into these barren bones, animating it, and causing it to attack characters who come within 5Range.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Enemy Stats
          &#xD;
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  &lt;p&gt;&#xD;
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            Skeletons:
           &#xD;
      &lt;/span&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
           &#xD;
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      <pubDate>Wed, 09 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-9</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 8</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-8</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 8.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 8 - Plaguing Trees
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
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    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+8.png" title="Dungeon A Day Crypt of the Plaguebringers Map 8" alt="A map with a number eight on it, and a tree"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This perfectly healthy tree seems to be suffocating amidst all the noxious gases of this area. How can something so pure be surviving here?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Noxious Gas:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters who "Plague the Tree" (below) roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -3). If they fail, they immediately take 1damage from tree's poisonous gas.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague the Tree:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            when characters touch a tree located in the "Plague Dream" (except for the main, central tree, where the portal is located) it removes one stack of "Plague Fire." When characters touch one of these trees, however, it catches the tree on fire with a green flame, which burns a hole into the tree trunk. Afterwards, the tree withers and turns sickly green, twisting inward upon itself until it too begins emitting noxious gases. When characters have all three stacks of "Plague Fire" removed (from touching 3-trees, they are instantly returned to dungeon room 1. Characters may also roll Intelligence (Fate Roll Difficulty matches Avg. Party Level, +2) to learn all of this information (aside from what happens when they remove all 3-stacks... they can work that part out for themselves). Once a tree has become plagued, it can no longer absorb "Plague Fires" for any character - meaning that characters only have as many "ways back" to the main dungeon as there are trees, divided by 3 - so they need to be careful with how often they come here!
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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            Visit the
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            to see all Dungeon Rooms in this series.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 08 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-8</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 7</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-7</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 7.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 7 - Portal to the Plague Dream
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+7.png" title="Dungeon A Day Crypt of the Plaguebringers Map 7" alt="A map of a tree with roots all around, and a purple portal"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Players are transported to this location when they receive 3-stacks of "Plague Fire").
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Your vision goes suddenly blindingly white, as if you're passing through the center of an inferno, and then- ...it goes blindingly dark. Some time later, your senses return to you, and you're beneath a green, noxious sky. You can just make out the stars twinkling through gaps in enormous tree branches overhead. In fact, a massive tree is immediately behind you, and... some kind of purplish portal. Where are you?
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Noxious Gas:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters entering this room roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -2). If they fail, they immediately take 1damage from the room's poisonous gas.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Portal:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             the purple portal through which characters seem to have emerged here is solid to the touch. As they watch, it's almost as if the portal disintegrates into the bark of the tree.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+7.png" length="597426" type="image/png" />
      <pubDate>Mon, 07 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-7</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+7.png">
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 6</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-6</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 6.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 6 - Lookout
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+6.png" title="Dungeon A Day Crypt of the Plaguebringers Map 6" alt="A game board with a number 6 on it, and fires"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (If players were not able to sneak in, then read the following: A Plague Cultist sees you enter the room, and immediately begins shouting for help as he runs to the door on the left of this room).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The room is filled with a stone chair, two fires, a stone door on the left, and a stone door at the bottom of the room.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Cultist:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             one cultist is located in this room,  sitting upon the stone chair. They try yelling for help and escaping to the left door, upon seeing the party enter.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Plague Fires:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will (can stack without limit). If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Stone Doors:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             should characters check the doors in this room, the one at the bottom has no noise beyond it, whereas characters automatically succeed at hearing muffled screams coming from the door to the left (which also explains why even though the Plague Cultist from this room yells for help, no one hears them).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Cultist:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
        
            Dungeon A Day - Enemy Stats and AI
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+6.png" length="597390" type="image/png" />
      <pubDate>Sun, 06 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-6</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+6.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 5</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-5</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 5.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 5 - Entryway to the Crypt
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+5.png" title="Dungeon A Day Crypt of the Plaguebringers Map 5" alt="A drawing of a map"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Climbing the ladder, the stone door swings inwards to reveal a small hallway, elevated roughly 10ft above the room you were just in. Here, the floor is also much smoother and more polished than what you'd seen of the Crypt so far. The hallway turns a corner just ahead to another door of blackened stone.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Especially Creaky Door:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Agility roll (Fate Roll Difficulty matches Avg. Party Level) allows characters to open the door without alerting other Plague Cultists located further in the dungeon that someone is entering the space. A Double-Success Fate Roll also allows characters to quickly peak through a crack in the door (without being noticed), discovering that the next room actually does contain a Plague Cultist, and more Plague Fires.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to see all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 06 Oct 2024 00:23:17 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-5</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+5.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 4</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-4</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 4.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 4 - Dead End
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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           Dungeon A Day Adaptation Page
          &#xD;
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    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;/p&gt;&#xD;
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&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+4.png" title="Dungeon A Day Crypt of the Plaguebringers Map 4" alt="A map of a half-circle of walls with the number four on it"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The hallway ends in a semi-circle section of eroded wall. The wall looks as if perhaps there was a door here previously, but so much erosion of the wall over time has left nothing but a massive pile of rubble. Through the room's severe darkness you can just make out the whisper of wind passing through the rubble to whatever lays beyond.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Secret Door:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +2) reveals the ever-so-slight outline of a door in one of the few sections of the wall that are still standing. Characters may take this door to a secret passage. A Double-Success Fate Roll also reveals through cracks in the rubble that the dark room beyond is inhabited by numerous gargoyles.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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           Dungeon A Day
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            Visit the
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          &#xD;
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            to see all Dungeon Rooms in this series.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 05 Oct 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-4</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 3</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-3</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 3.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 3 - Plague Fires
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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  &lt;/p&gt;&#xD;
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&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+3.png" title="Dungeon A Day Crypt of the Plaguebringers Map 3" alt="A grid with the number 3 on it and a fire"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Coming around the corner, a fire in the corner illuminates rusted rungs of a ladder that goes upward roughly 10ft to a stone door, above, just barely ajar. Beyond, the darkness stretches still into the hallways beyond.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Plague Fires:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters who come within 1-space of the fires in this room (including anyone who touches the ladder), roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Stone Door:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the door made of stone at the top of the ladder pushes open easily, though with slightly creaky hinges.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon A Day
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            Visit the
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            to see all Dungeon Rooms in this series.
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            Visit the
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           &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 05 Oct 2024 02:30:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-3</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 2</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-2</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 2.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 2 - Noxious Gas
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+2.png" title="Dungeon A Day Crypt of the Plaguebringers Map 2" alt="A game map with a number 2 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With the "welcoming party" of the dungeon behind you, the dark room opens further to more dark pits that feature noxious gas, and a hallway beyond...
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Noxious Gas:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters who specifically did not take damage from the "Noxious Gas" in dungeon room 1, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they immediately take 1damage from the room's poisonous gas. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +2) reveals that this is most likely a precursor to what the necromancer's are creating here - what could be a kind of plague that they may unleash upon the realm.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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           Dungeon A Day
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            Visit the
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            to see all Dungeon Rooms in this series.
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            Visit the
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           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Fri, 04 Oct 2024 20:29:50 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-2</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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      <title>Dungeon A Day - Crypt of the Plaguebringers - Day 1</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-1</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold, Crypt of the Plaguebringers, day 1.</description>
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           For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
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           It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
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           Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
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           Day 1 - Dangers Abound
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           Use the 
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
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    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Crypt+of+the+Plaguebringers+Room+1.png" title="Dungeon A Day Crypt of the Plaguebringers Map 1" alt="A grassy courtyard with the number 30 on it."/&gt;&#xD;
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           Room Description (Read the Following Text to Your Players)
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           Noxious gas immediately assaults you, upon entering this room. Bright fires light the entryway, and darkness covers the corners of the room, though you can just make out two chairs with robed figures upon them, alert to what's happening in the room. Several jack-o'-lanterns and magical-looking orbs are strewn about the entryway, as well.
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           Room Challenges
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             Noxious Gas:
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            characters entering this room roll Resilience (Fate Roll Difficulty matches Avg. Party Level). If they fail, they immediately take 1damage from the room's poisonous gas. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals that this is most likely a precursor to what the necromancer's are creating here - what could be a kind of plague that they may unleash upon the realm.
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             Plague Cultists:
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            two cultists are located in this room, one sitting upon each of the stone chairs. They attack anyone entering the room.
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             Plague Fires:
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            characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
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             Pumpkins and "Magic-Looking" Orbs:
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            these are here purely as a little Halloween flair, and aim only to confuse the party/ make them think that they are in fact, important. If players take the "magic orbs" with them, in particular, give  hints that the NPCs may also think the orbs are important - all of the cultists in this dungeon (besides this room) prior to dungeon room 54, after all, don't really "know" what's happening in this crypt. So, if the players think these magic orbs are important, the cultists may also think they're important, thereby leading to the magic orbs more or less becoming important/ something to battle over.
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           Enemy Stats
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            Plague Cultists:
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            "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
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            page for more details.
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&lt;/div&gt;&#xD;
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  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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           Dungeon A Day
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            Visit the
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/crypt-of-the-plaguebringers" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Crypt of the Plaguebringers Overview Page
          &#xD;
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            to see all Dungeon Rooms in this series.
           &#xD;
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            Visit the
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
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      <pubDate>Fri, 04 Oct 2024 00:50:04 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-crypt-of-the-plaguebringers-day-1</guid>
      <g-custom:tags type="string">Dungeon A Day,Crypt of the Plaguebringers</g-custom:tags>
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      <title>Play Easily Now (PEN) Roleplaying Game Review - Score: 77 / 100</title>
      <link>https://www.eternityttrpg.com/play-easily-now-pen-roleplaying-game-review-score-77-100</link>
      <description>Play Easily Now (PEN) is a new TTRPG, Kickstarted by Josiah Mork of Hoodwink Games. Play Easily Now RPG is a multi-genre RPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           This review is part of my new TTRPGs page, where you can find awesome 
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
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            that you may never have heard of before. If you're interested in finding a new game to play, check out that article!
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            Play Easily Now (PEN): Roleplaying Game is a new TTRPG by Josiah Mork, from Hoodwink Games. As of the time of this article, the
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    &lt;a href="https://www.kickstarter.com/projects/starsetrpg/play-easily-now-pen-roleplaying-game" target="_blank"&gt;&#xD;
      
           Kickstarter
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            is just about to launch (on October 3rd, 2024), so if you like the sound of this review, be sure to support the game.
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            PEN is effectively
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd/bag-rpg" target="_blank"&gt;&#xD;
      
           BaG (the Basic and Generic Roleplaying Game)
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           , but 2nd edition. The name's changed but the game’s core mechanics are very similar, with nice quality of life improvements and cool new features.
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           As with BaG, PEN focuses on providing players with the option for gaming in multiple genres (fantasy, scifi, modern, etc.), with rules that are easy-to-learn, well laid-out, and that perhaps above all, allows players to create and roleplay any character they can imagine. The game’s mechanics are also flexible and streamlined, creating very quick gameplay that's easy to learn.
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           My overall impression of the game is very favorable. I would purchase this game and play campaigns with it, which is really the key takeaway, and probably the most important question to answer for any review.
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           Review Intricacies
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           Because PEN is really BaG 2nd edition in many ways, and I’m writing this review not only for players new to Hoodwink Games, but also for those who have already played BaG 1st edition and want to know how the sequel plays, many of the sections that I've reviewed (below) compares and contrasts PEN to BaG.
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           Some scores for PEN are also even influenced by BaG (such as the “uniqueness” score), though I have tried to be as fair as possible in scoring, especially given the unique circumstances of reviewing this 2nd edition game.
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           For anyone reading this review, PEN actually has a slightly lower score in my book than BaG, but I would actually prefer playing PEN. I try to review games as if they were an art form, which takes into account many factors, for a wide audience of people. In this case, PEN has a slightly lower score than BaG particularly in the "Uniqueness" and "Art" categories. So, even though I've given PEN a better score in many other categories, the overall score is lower than BaG received.
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            Personally, I don't think an RPG's uniqueness or art are the be-all-end-alls for a game, which is why I'd still prefer playing this game over BaG - in a playability sense, PEN is better. So, just keep in mind that if it weren't for those two rather unimportant sections (so far as gameplay is concerned), PEN would have a much higher score.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Play+Easily+Now+PEN+Roleplaying+Game.png" alt="Play Easily Now PEN Roleplaying Game" title="Play Easily Now PEN Roleplaying Game"/&gt;&#xD;
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           How Unique is PEN: (6/10)
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           Starting off, PEN is just as unique of a game as BaG, which received an 8/10 in the “uniqueness” category. However, because PEN is the 2nd edition, and there aren’t a ton of new, unique materials or concepts that particularly distinguish it from BaG, I am actually scoring PEN lower in this category.
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           Maybe that reasoning doesn’t seem quite fair, but BaG was simply more unique when it came out than PEN is from its predecessor.
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           What I can definitely say is that PEN has provided some nice improvements over the unique features that were from BaG. But, as valuable as incremental growth is for games, it isn’t the same thing as providing a truly “unique” experience. 
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           All of that being said, there still are some very interesting new rules and options for players in PEN.
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           Item and Magic Crafting
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           Two of the things I still think are most unique about PEN are its item and magic crafting sections. Hoodwink Games has really put some thought into how to build item and magic crafting system with flexibility into its multi-genre rulebooks.
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           I’ve always been a fan in games like World of Warcraft, crafting weapons and armor for my characters. Maybe not everyone is into that kind of thing, but for me – and I know there are more people like me out there – it’s fun to run around the game world, collecting rare and unique materials for use in my new gear.
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           Item Crafting
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            In a
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    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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           , building item crafting like you see in WoW into a rulebook is (most likely) far too tedious for it to be practical. In PEN, however, the problem is solved with a very flexible suggested list of crafting materials, which may be combined together as the GM/ player see fit, and using a simple “Mechanics” roll for crafting success.
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           Magic Crafting
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            The magic crafting section is probably the only segment in the PEN rulebook that can be slightly intimidating, but it is possible to create basically any spell you could possibly imagine. You may create spells using a number of elements (earth, wind, fire, death, etc.), effects, school of casting, targets, range, duration, and more. Combined, these options allow players to craft spells that may do virtually anything.
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           In PEN, magic feels... well, like magic. It feels like magic from a book, the first time you read about it, back when you were a kid – when magic wasn’t just something like, “I click my hotkey to cast fireball, which does 127-spell damage.”
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            Instead, magic in PEN is unpredictable, exciting, open to infinite possibilities, and is truly a unique system that you won’t find in any other TTRPG out there, anywhere. It might feel a little complex at first, but nothing that any "true wizard" would ever let hold them back.
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           How Easy is it to Learn to Play BaG RPG: (10/10)
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           PEN is so easy to learn that I even factor this score as an added bonus into the “uniqueness” section above, as it’s one of the things that I love most about the game. You could almost say, in fact, that I give this section an 11/10.
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           Including the index, PEN is 93-pages long, so like BaG, you can read through the entire game manual in about an hour – that is, if you glance over the more technical pieces, and just read for general comprehension. This should be welcome news to any game master.
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           Furthermore, like BaG, the book is laid out in a series of “Modules,” that teach you how to play the game, in stages. More advanced concepts and options (like item crafting, magic, and even character creation) come after basic gameplay rules are provided.
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           Character Creation
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           What I like most about character creation in PEN is that players may actually select premade characters, based on 7-different archetypes. The reason I like these premade characters is that they're still generic enough for players to fit their own style into the game, and having characters that are 100% ready to go means that people who know nothing about PEN can pick up the rulebook and start adventuring in literally minutes.
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           One of the biggest hurdles (in my opinion) for roleplaying games is that it's usually a lot of work for (usually) the game master to learn the game, walk players through character creation, and then teach everyone how to play. With PEN, a large shortcut may be taken through that stage of character-building, saving great deals of time.
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            Later on, once players are familiar enough with the game to build their own characters, then custom character creation becomes available.
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            It's also worth noting that PEN is a
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    &lt;a href="https://www.eternityttrpg.com/class-based-rpg-classless-rpg" target="_blank"&gt;&#xD;
      
           classless RPG
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           , and so features an incredible number of options for players once they do get to the point of creating their own custom character.
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           Gameplay
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            Nearly all of the game takes place through resolving 14-different kinds of skill checks. One thing I really like about PEN is that even combat scores are considered “skill checks,” so there’s really only one system for the game (with yes, a little variety when it comes to combat). This is opposed to games like
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           DnD
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           , where you have an attack roll bonus, then skill bonuses, then resist check bonuses, which all function pretty differently.
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           Basically, there are “Degrees of Success” in PEN, ranging from Critical Failure all the way up to Heroic Success. Players make skill checks using 3d6, and then consult the all-important table on Pg.7 of the rulebook to see what category their roll falls into. For combat, there’s also an opposing roll from your target before results become clear and damage is dealt, etc.
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           Characters start with 65-skill points into their 14-skills, meaning each probably averages around 4-5 at the start of the game. With a 3d6 + 4 (or 5), characters should succeed (in some manner) on virtually every roll.
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           The system has depth to it, with Degrees of Success, but the game is ultimately easy to learn. Whenever a player tries to "do" something, the answer from the game master is usually just to, “roll 3d6, add your skill, and consult the table on Pg.7.”
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           Chaining Skill Checks
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           Speaking of Degree of Success, each skill check often affects the next, depending on the "Degree of Success" reached: players have a kind of detriment to their next roll (on the low end of success, called a “Strive”), or bonus to their next roll (with Critical and Heroic Successes).
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           The game is less often about “whether or not your character succeeds at doing what you want them to,” and more often becomes about, “how does your choice of actions from before effect what’s to come?”
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           For example, if you Dodge an enemy’s attack, but you merely do so with a “Strive” (by narrowly “striving” to get out of the way), you position yourself badly, so that your next attack now has a lowered roll.
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           Or conversely, your character has a Heroic Success on their Notice roll, allowing them to not only see bandits sneaking up on the party, but giving them a (substantial) bonus to their next Magic roll, allowing them to blast the rogues from afar.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Play+Easily+Now+PEN+Roleplaying+Game+Skill+Checks.png" alt="Play Easily Now PEN Roleplaying Game Skill Checks" title="Play Easily Now PEN Roleplaying Game Skill Checks"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           Presentation: (8/10)
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           Everything in PEN looks just as good as BaG, or better. The color choice is great, font is clear, tables look good, and I really appreciate the use of highlighted sections in the book that expand upon tough concepts with the use of quick examples.
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           There’s even a giant “Important” text over the game’s key table (for Degrees of Success) on Pg.7.
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            Overall, the rulebook looks great, reads easily, and leaves absolutely no complaints. The only reason I didn’t give PEN a higher score in this section is because I’m picky and feel that there’s a little “something” missing. Though the format’s really good, I feel that game books should be first and foremost, entertaining for its readers. And by "entertaining," I mean that they should even be entertaining beyond what's written inside: they need to "pull readers in," and make it "fun for them to learn the game," not just "easy to learn the game."
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            I think that maybe if the clean/ efficient use of space and technically perfect style of PEN met Josiah’s other game,
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd/starset-rpg-the-great-dimming" target="_blank"&gt;&#xD;
      
           Starset RPG: The Great Dimming
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            somewhere in the middle, with its immaculate sense of style and grandeur, PEN would be a solid 10/10 in this category.
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           Lore: (3/10)
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            In my review of BaG, I mentioned how I was originally going to give the game a 3/10 for its lore, because like
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           Savage Worlds
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           , the game relies almost entirely upon the game master to create a fun world and storyline.
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           This is effectively the problem with multi-genre games. Because you must create rules that can fit any genre (fantasy, scifi, grimdark, modern, cyberpunk, etc.), you can’t really provide lore for game masters and players to use in each and every category, without supplemental books and materials.
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           It’s my understanding that PEN will have specific setting books available in the future, for various genres. However, as of the time of this writing – so far as I know – no such book exists. Thus, I have to leave my score where it stands. I’m happy to adjust it upwards though as such books do become available.
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Combat in BaG RPG: (7/10)
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           PEN sought to fix some of the issues with combat from BaG RPG, and I’m very grateful for that.
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           I love that combat in PEN is fast-paced, simple, and allows players agency even when they’re attacked (you can choose to Block an attack, or Dodge). I also enjoy that combat simply uses skill checks, like everything else in the game. So, there isn’t this feeling that combat is it’s own mini-game, which is separate from the rest of the game.
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           Since skill checks are a 3d6 system, the “target” numbers are also easier to understand than they were in BaG RPG. Finally, I particularly enjoy how Degrees of Success work while in combat, and find the interactions they create very interesting, especially when it comes to counterattacking.
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           With all of that being said, and though I do think the game has improved combat from BaG (quite a bit), I still have a few issues with PEN’s combat system.
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           Counterattacking
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           When I first read that every time your character is attacked in combat, you get to counterattack, I really liked the idea. It sort of makes sense, after all: somebody tries to whack you, so you whack them back.
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           The idea also flows really well with Degrees of Success, as a very successful Block or Dodge translates into an instantly more powerful counterattack.
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           As a power gamer though, here’s the issue: the more times I get attacked, the higher my “DPS” will be. If I'm the “tank” for my group (not that PEN has archetypes like a "tank," specifically – but if I'm the guy who runs into a group of enemies, trying to protect my allies), I get as many attacks per turn as enemies who surround (and attack) me.
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            This means that even if I have a low hit chance – and, as a “tank,” a
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           very
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            high Block score, of course – because I'm getting attacked, and thus counterattacking, more often than anyone in my group... by default, I do the most damage.
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           So, when reading through the PEN combat system, my first thought was, “ok, I max out my skill in Resistance (my Block value), get the best armor possible, and put the rest of my stats into having the highest HP possible.” Basically, no other build even comes close to being as powerful as what I'm describing here, so far as combat is concerned.
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           I do think that most people would look at PEN and focus on all of the great customizable options for items, magic, and “Maneuvers” (below), but for those with power gamer tendencies like me, this just is what it is.
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           Maneuvers
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           In PEN, you can do more than attack and defend. You also have access to “Maneuvers,” which like many games, are the solution for physical-based characters to have their own kind of “magic-like” system.
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           To be honest, I don’t 100% understand Maneuvers, just from reading the rulebook. I think you can use as many Maneuvers as you want during your turn, and they each lower your hit chance – if you use multiple, or combine them with your attack, that is. Otherwise, they each have a unique effect such as distracting your target or lowering their hit chance, instead of simply dealing damage when you attack.
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            From playing around with Maneuvers, however, it didn’t feel like they were “powerful” enough, as compared to dealing damage. So, they quickly became a bit of an afterthought in our group.
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           It’s nice that Maneuvers are available, and in some clutch situations they did prove to be very useful, such as when we shoved a group of enemies off a ledge. But overall though, they felt underwhelming.
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           Mass Combat
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           I always enjoy when games provide options for mass combat. PEN does an admirable job of taking the vast amounts of info that could go into any war game and distilling it to its most basic elements. My gaming group didn’t get to try out mass combat in any great detail, but what we did play through was fun, satisfying, and added to the overall gaming session in a positive way.
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            ﻿
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/PEN+RPG+Kickstarter.png" alt="PEN RPG Kickstarter" title="PEN RPG Kickstarter"/&gt;&#xD;
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           BaG RPG Game “Flow”: (10/10)
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           PEN has everything going for it when it comes to game “Flow” that BaG did, plus more. Skill checks are easy and fast, perks and quirks make roleplaying more meaningful, while also contributing to skill checks, items and magic are interesting without being cumbersome, premade character archetypes allow gaming groups to immediately jump into play, and there are even premade adventure modules in the main rulebook.
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           PEN is still the best TTRPG for player creativity that I've seen, as you can do literally anything with your character that you’d ever want. And this is where the multi-genre style really pays off, because you can be a heroic knight, a space pirate, a mechanic in a steampunk universe, or really anything that you can imagine.
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            I also honestly cannot say enough how much I love opening a rulebook that’s under 100-pages in length. It’s just so easy to find any reference table that’s needed, and then immediately get back into your
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           RPG campaign
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           .
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           It felt like PEN gave my gaming group enough framework to play our gaming sessions, but then was otherwise “out of the way,” so that we could focus on having fun and immersing into our adventure. Literally perfect.
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           Artwork: (3/10)
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           As with nearly all up-and-coming/ independent TTRPGs, I feel that allowances must be made when it comes to having high-quality artwork. Artists are expensive, and art takes a tremendous amount of time to create.
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           That being said, Josiah’s done a very good job including some simple art in the PEN rulebook. The art that is present both looks good and helps convey the message that each section covers.
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           At the end of the day, this isn’t the most artistically beautiful TTRPG rulebook out there, and that lack of art does affect the overall aesthetic to some degree.
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           Ease of Purchase: (10/10)
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           PEN is extremely easy to purchase. You can find it on the Hoodwink website, and of course, the Kickstarter page.
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           Price &amp;amp; How Many Books Do You Need to Play: (10/10)
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           As of the time of this writing, PEN hasn’t yet “officially” launched on the Hoodwink website or Kickstarter page, so I’m not 100% sure on the price. However, if it’s anything like Hoodwink Games’ other products, it’ll be in the $15 range for PDF, and $25 for print.
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           Compare this to D&amp;amp;D, which is like, what, $60 per book nowadays (and you need three of them to play), and you can see why I love the price of this game.
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           Ease of Starting a Group &amp;amp; Availability of Supplemental Material: (10/10)
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           Another advantage to multi-genre games is that finding a group to play is extremely easy. You can connect with any tabletop gamer and ask if they want to get together for some kind of adventure – be it in an elven forest, on an asteroid (for your scifi gamer friends), or whatever else people are into.
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           PEN is not a famous game yet, but Hoodwink Games has now successfully launched and funded numerous Kickstarter projects, so it may well become so. Furthermore, you can help make it so.
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            Even if your friends haven’t yet heard of PEN, it's a game that people truly enjoy. I’m also pretty certain that more supplemental books are coming out soon, which should expand character-building options in a wide variety of ways, custom to each genre setting. Perfect for providing you with content to game with your friends, no matter what kind of game they're into.
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           Give PEN a try! You’ll be happy that you did.
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           Play Easily Now (PEN) Roleplaying Game is Produced By:
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           Josiah Mork
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           / Hoodwink Games
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&lt;/div&gt;</content:encoded>
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      <pubDate>Wed, 02 Oct 2024 16:05:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/play-easily-now-pen-roleplaying-game-review-score-77-100</guid>
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    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 30</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-30</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 30.</description>
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            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
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            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
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            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
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           Day 30 - Alecto
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           Use the 
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
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            to Modify this Content to fit Your Favorite TTRPG
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+30.png" title="Dungeon A Day Furiaes Castle Map 30" alt="A grassy courtyard with the number 30 on it."/&gt;&#xD;
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           Room Description (Read the Following Text to Your Players)
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            (To enter this room, players must either use dungeon room 8 - the real entrance - or attempt dungeon room 16 - the false entrance. Only read this text if they come in through dungeon room 8. Otherwise, refer to "The False Entrance," below).
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            (To enter through the proper doorway in dungeon room 8, the players must insert all five "Noble Keys": The Fairy Skeleton's Key, The Key of Undeath, The Sorcerer's Key, The Key of Lanterns, and The Coven's Blood Key. When they do, a glowing hand symbol appears in the center of the door. The best way to complete the opening of the door is to have a "Noble" of the castle press their palm upon the glowing hand. Refer to "Opening the Gateway," below).
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           Upon Entry to the Courtyard: a stirring garden, cast in silver and blue moonlit rays steals your breath. But only for a moment... For the beauty and serenity are marred, deeply, by the heart-wrenching sobs of several dozen children, encircled by the thorned and barbed body of a great black dragon. 
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           Room Challenges
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            The False Entrance
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             :
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             players may unlock this door by using any of the "5-Noble Keys" of Furiaes Castle (Fairy Skeleton's Key, Key of Undeath, Sorcerer's Key, Key of Lanterns, or Coven's Blood Key). The gate may also be unlocked with a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level) reveals a pool of dark magic that absorbs light, and harms anyone who enters into its space. A Double-Success Fate Roll also reveals that this entrance is a false entrance, and leads nowhere. Characters entering this room roll Will (Fate Roll Difficulty matches Avg. Party Level, +3). If they fail, they take 1damage (Double-Hit, 2damage).
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             Opening the Gateway:
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             after the five "Noble Keys" are inserted, the gateway requires that one of the following NPCs places their palm upon the door - Lady Omega (from dungeon room 6), Lady Alpha (from dungeon room 13), Dullahan (from dungeon room 18), or Birane (from dungeon room 25). Players may use the "servants of the castle" (from dungeon room 20) to send messages to any of those NPCs. If players have ruined all of those possible ally relationships by attacking or threatening them, a successful Faith roll (Fate Roll Difficulty matches Avg. Party Level, +5) opens the gateway without any NPC help. If this too is impossible, again, the "servants of the castle" (from dungeon room 20) may be used to ask for help from the village, or dungeon room 7 may be used to allow the party to escape the castle for a time, so they can find another means of entry.
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            The Black Dragon - Alecto
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             :
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             the players have a choice here, for the dragon assures them that it will free the children, once the oath breaker, Celidor, has gone fully insane. If they should but wait for that to happen, then the children will be freed. This could lead to a larger arc in your campaign, if you wish. Otherwise, the dragon will threaten to harm the children, drastically heightening the difficulty of a battle with Alecto. 
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             Third Furiaes:
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            if the party slays the dragon, it roars defiantly, then lies still. Just before closing it eyes, it says "I have lived for 3,000-years, and I shall live for 3,000-more..." The dragon then turns into the form of a human woman, covered in rich robes, eyes closed and lying in her own blood.
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             Suits of Armor:
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            should the party attack Alecto, the suits of armor (from dungeon room 21) which have not been destroyed, are animated. Up to the 20-suits of armor will run into the courtyard in 7-turns.
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             Megaera and Tisiphone:
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             if either of the other Furiaes Sisters have not been slain when the players enter into a battle with Alecto, they both appear. Megaera appears in 4-turns, and Tisiphone appears in 14-turns. If this should happen, the battle almost certainly becomes impossible to win, so you should consider helping your players avoid this fate.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Freeing the Children:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             should battle begin, the children are no longer wrapped around by the dragon, and may flee. The party may help them escape to the front of the castle. Should the dragon be destroyed, the castle will begin to crumble, but the children can easily be rescued before the castle collapses, completely.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Castle Furiaes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            once the children are freed and all three sisters defeated, the castle will dissipate over the following day, as if it never existed. Should any Furiaes survive, they will return for the children.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Ladies Furiaes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dungeon A Day will return to Castle Furiaes in the future, and your campaign may, as well... for the Ladies Furiaes may be slain, but only a very special power may ever truly defeat them. As such, neither the Furiaes Sisters nor their floating castle have been truly bested - at least as of yet...
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Black Dragon - Alecto: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Demi Boss" enemy Difficulty (match Avg. Party Level, +4). Option to use the "Pyromancer AI." There are 48-children from the village present. Every other turn that the party continues their attack, Alecto will take a turn to slay one instead of fighting the party, hoping to cause them to relent. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            page for more details.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            (Suits of Armor):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           if present - "Weak" enemy Difficulty (match Avg. Party Level, -3). Option to use the "Baseline AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            page for more details.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Cat Sith, Tisiphone): 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if present -
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Demi Boss" enemy Difficulty (match Avg. Party Level, -4). Option to use the "Assassin AI." Each turn, Cat Sith summons a ghost to serve and defend it, as an Instant Action, which appears within 4Range. Each ghost is a "Weak" enemy difficulty (match Avg. Party Level, -4). Option to use the "Baseline AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Megaera): 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if present -
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Demi Boss" enemy Difficulty (match Avg. Party Level). Option to use the "Royal Guard AI." Whenever this beast (Megaera) deals damage, it heals +1HP from the bite it takes out of its victim. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            page for more details.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Subscription+Banner.png" alt="Dungeon A Day Subscription Shop" title="Dungeon A Day Subscription Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+30.png" length="486562" type="image/png" />
      <pubDate>Mon, 30 Sep 2024 04:00:15 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-30</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+30.png">
        <media:description>thumbnail</media:description>
      </media:content>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 29</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-29</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 29.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 29 - Throne of the Ladies Furiaes
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+29.png" title="Dungeon A Day Furiaes Castle Map 29" alt="There is a red throne in the middle of a room with the number 29 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Piano music, grim and echoing, reaches your ears from some distant and hidden place in the castle. Upon the ornate, crimson throne of the Furiaes rests and purs a black cat, peering at you with glowing, orange eyes.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Shadows coalesce around each of your feet, shifting into uncomfortable and frightening shapes.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (If players chased away Lady Omega from dungeon room 6/7, and Lady Alpha from dungeon room 13/14, they are now present here, as guardians of the throne).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (If the party has yet to permanently dispatch of the porcelain doll first - in dungeon room 23, then the following also occurs).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, a shadow-black creature emerges from the ground beneath the porcelain doll, raising it into the air. There, it hangs, as if by marionette wires, cackling maniacally. 4-additional arms ending in razor sharp claws emerge from the creature's back as it advances towards you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Black Cat - The Furiaes, Tisiphone
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             characters entering this room roll Resilience (Fate Roll Difficulty matches Avg. Party Level). If they fail, they become afraid of the shadows coalescing around them, and no amount of coaxing or willpower of their own can cause them to leave the room, or even act at all. "Fear" may be removed with any dispel effect, or once the black cat is defeated. If all players are Feared, this adventure will end as all characters are killed, so you should probably fudge rolls if they're all getting caught in this effect. Otherwise, once these rolls are over, the black cat, Tisiphone, grows into a shadows "cat sith" and immediately attacks.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Second Furiaes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if the party slays the cat sith, it meows pathetically, then lies still. The cat sith then turns into the form of a human woman, covered in rich robes, eyes closed and lying in her own blood.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll/ Monstrous Shadow:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             when the doll is defeated, the shadow disperses with a roar, and the doll is dropped to the ground. It lets out a deep sigh, and says, "...thank you..." then shatters into pieces, and this time, for good. After this dungeon room, the porcelain doll no longer follows the party.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cat Sith, Tisiphone: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Demi Boss" enemy Difficulty (match Avg. Party Level, -4). Option to use the "Assassin AI." Each turn, Cat Sith summons a ghost to serve and defend it, as an Instant Action, which appears within 4Range. Each ghost is a "Weak" enemy difficulty (match Avg. Party Level, -4). Option to use the "Baseline AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Lady Alpha): 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if present -
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Common" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Lady Omega):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if present -
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Porcelain Doll/ Monstrous Shadow): 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Hero" enemy Difficulty (match Avg. Party Level, +2). Option to use the "Berserker AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            page for more details.
            &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+29.png" length="486472" type="image/png" />
      <pubDate>Sun, 29 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-29</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+29.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 28</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-28</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 28.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 28 - Approaching the Throne
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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            to Modify this Content to fit Your Favorite TTRPG
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+28.png" title="Dungeon A Day Furiaes Castle Map 28" alt="An aerial view of a castle with a purple rug and a throne room."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The throne room of Furiaes Castle is outlined in candles lit with black flames. A rich purple rug extends to a crimson throne.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Because of the darkness, players can't quite make out the throne itself, or who sits upon it - which is revealed in dungeon room 29. Also, if players chased away Lady Omega from dungeon room 6/7, and Lady Alpha from dungeon room 13/14, they are now present here, as guardians of the throne).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Lady Alpha and Lady Omega)
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             these two ladies are not fans of the Ladies Furiaes, though if the party attacked them earlier, they have already decided to defend their masters. Should they be present here, they announce the arrival of the heroes to the Furiaes upon the throne, and back up to join her, in dungeon room 29. At this point, there is no chance for diplomacy, and their "Noble Keys" can only be obtained through their deaths.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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            Visit the
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           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
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      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
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            Visit the
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          &#xD;
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           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+28.png" length="486372" type="image/png" />
      <pubDate>Sat, 28 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-28</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+28.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 27</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-27</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 27.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 27 - Crimson Pool of Water
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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          &#xD;
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    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+27.png" title="Dungeon A Day Furiaes Castle Map 27" alt="A map of a stone floor and a red pool of water with the number 27 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Before you is a small pool of water about 5ft across, with a crimson hue. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Crimson Pool of Water
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals that this water is imbued with dangerous magical properties that reduces anyone who drinks it to 1HP remaining. A Double-Success Intelligence Roll also reveals that targets who drink this crimson water become temporarily invisible - until the end of the next battle that the party partakes in. While invisible, they may not be targeted by enemies, except for with area of effect attacks (attacks that either affect multiple targets, or hit an "area" as opposed to specific target(s). Furthermore, while invisible, whoever drinks this water has +10Strike Bonus, +10Faith, and/ or roll 10 lower to hit (for pure d20 rolls) for all attacks they make.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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          &#xD;
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            Visit the
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          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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            Visit the
           &#xD;
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           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+27.png" length="486520" type="image/png" />
      <pubDate>Fri, 27 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-27</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+27.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 26</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-26</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 26.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 26 - The Guest Room
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
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            This rather unfurnished room contains several uncomfortable-looking beds. A disheveled man with black hair weeps openly, sitting upon one of the beds, his face held in his hands.
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             Celidor Tarelin:
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             Celidor's basic story is found in dungeon room 24, in the "Tome of Souls." He has, in some way that fits your campaign, betrayed the town of [Bloodmore - or wherever your campaign takes place] and its people. He does not know this (and neither may the players), but his guilt over his betrayal - which he does not want to rectify - summoned the Furiaes, and the curse they bestowed upon him is now driving him insane. He is vengeful, and dangerous. He is terrified to leave this room, even though there is no door to lock him in. Players may interact with him as they wish, and as fits for your storytelling. For the purposes of the dungeon, he is essentially worthless, though his insanity may cause him to attack the party at any time - and usually the worst time. 
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           Celidor: 
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           "Leader" enemy Difficulty (match Avg. Party Level, -1). Option to use the "Baseline AI." If he attacks, Celidor is crazed, and mad with grief. As such, he attacks with no regard for his own safety at all, doing anything possible to cause the most harm to others. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
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          &#xD;
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             page for more details.
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      <pubDate>Thu, 26 Sep 2024 04:00:02 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-26</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 25</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-25</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 25.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
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            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
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            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
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           Day 25 - Gothic Cathedral
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           Use the 
          &#xD;
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            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
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&lt;div&gt;&#xD;
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+25.png" title="Dungeon A Day Furiaes Castle Map 25" alt="A map of a room with a number 25 on it."/&gt;&#xD;
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           Room Description (Read the Following Text to Your Players)
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            Before you is presented a gothic masterpiece – a chapel dedicated to dark spirits and doom-ridden gods.
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            Dark green, stained glass casts gloomy light upon statues of 4-crimson horsemen of the apocalypse. Their look down upon you from their frightful mounts, all with faces filled with agony and fear. Ghosts flit in and out of sight, calling out to the chapel in religious fervor.
           &#xD;
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            Among the many dark implements, books, and black-burning candles, you see a single jack-o’-lantern. Its bright flame burns  joyously, and calls out to you in a subtle manner.
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            Before you can think too much about it, however, a large figure wrapped in a blackened robe moves towards you, as if floating.
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           “I hear that you require the ‘Noble Keys,'” the creature says, though you can see no face under its dark hood. It pulls out an ornate, crimson colored chain, and dangles it before you. "I require blood... what say you to a trade, weary heroes?"
          &#xD;
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           Room Treasures
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             Birane:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             this vampire is the head cultist of the chapel, and is willing to trade the "The Coven's Blood Key," for a drink of blood. He cares not for the children or the wishes of the Furiaes, and knows the heroes must be powerful, to have made it this far into the castle. He's willing to defend himself, but prefers diplomacy. If players accept, he'll drink blood from each of them (dealing 1damage to all characters) and then willingly hand over the key. Creating this trade with Birane will also give him a favorable disposition to the party, and he essentially becomes an ally that may be called upon later in the adventure, as well (such as by using the "castle's servants" from dungeon room 20).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
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             Dullahan's Head:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
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            if players inspect the jack-o'-lantern, a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -2) reveals that this may, in fact, be the missing head for the suit of armor in dungeon room 18. If players take this lantern of a head to "Dullahan," the armor will place it upon his head and introduce himself as the first ever victim of the Furiaes. His curse, for breaking an oath, was to forever serve the Ladies. However, he detests that they've kidnapped children (a new low for them, he claims), and is willing to help the party by telling them how to acquire each key.
           &#xD;
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            The Fairy Skeleton's Key is usually kept by servants of Megaera, who eats in the dining room (dungeon room 4) as a way to bypass the guardian gargoyles. He suspects that key is located either there, or in the kitchen (dungeon room 13).
           &#xD;
      &lt;/span&gt;&#xD;
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            The Key of Undeath is held by Lady Omega. She enjoys the ballroom (in dungeon room 6). The Lady will be delighted to hear that the porcelain doll has been permanently shattered - who the Lady feared - and Dullahan suggests that the party request the key from her, as a reward. He's certain she'll agree. If she fled the party, through the fireplace in dungeon room 7, Dullahan suggests that she can be found in dungeon room 28, probably waiting on the Furiaes, Tisiphone.
           &#xD;
      &lt;/span&gt;&#xD;
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            The Sorcerer's Key is held by Lady Alpha. She enjoys brewing in her cauldron (in dungeon room 13). Dullahan says that she is a coward, and suggests that if the party can capture her, she's likely to give up the key in return for her freedom. If she escaped the party, through the fireplace in dungeon room 14, Dullahan says that she can most likely be found in dungeon room 28, probably waiting on the Furiaes, Tisiphone.
           &#xD;
      &lt;/span&gt;&#xD;
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            The Key of Lanterns is held by Dullahan, who (if he hasn't already) now gladly hands over the key in return for his head.
           &#xD;
      &lt;/span&gt;&#xD;
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           The Coven's Blood Key has probably already been acquired by the party, but if not, Dullahan tells them that Birane holds the key (in dungeon room 25) - in the gothic cathedral. He says that Birane is usually willing to make trades for a drink of blood, as he too has no great love for the Ladies Furiaes.
            &#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
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           Enemy Stats
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Birane: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Hero" enemy Difficulty (match Avg. Party Level). Option to use the "Vampire Mage AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
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      <pubDate>Wed, 25 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-25</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 24</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-24</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 24.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 24 - Tome of Souls
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+24.png" title="Dungeon A Day Furiaes Castle Map 24" alt="A map of a room with two beds and a coffin."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A roaring fireplace keeps this room toasty, which is a nice change from the rest of the Castle, for though there are fireplaces in many rooms, this one is by far the most comfortable.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Two large and ornate beds are placed near the fireplace, while a large coffin resides at the opposite end of the room. Finally, an oaken desk sits beneath two candle lamps, with a scroll resting upon its surface.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Tome of Souls:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the scroll shows a mere segment of its total length, having large rolls on either end. Written in both the fairest and tiniest of cursive font, it is difficult to read. After some time adjusting, the text becomes legible. If players choose to peruse the book, have them read aloud the following passage from the scroll:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Oaths can take many forms, and are broken for many reasons. Less important in this case is the actual oath broken, while more important is how the oath breaker feels. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Celidor Tarelin, of the village [Bloodmore - or insert the name of the village for your campaign where this is all transpiring, here] has renounced his vows to the Eternal Rhoako, and forsaken his brethren of Murgana. Abandoning his people, he has turned towards dark arts, yet feels guilt over his betrayal.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Furthermore, his betrayal endangers the village. We therefore curse now, Celidor, and take as payment for our presence the children of [Bloodmore], whom we also protect from his darkness. May this curse last, and Furiaes Castle remain, until Celidor is driven mad from the curse - for his punishment is insanity."
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Looking further into the scroll, it seems to chronicle every soul who has ever summoned the Ladies Furiaes, back to the time of the "Eternal Wars," and a man named Dullahan. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
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          &#xD;
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            for all Dungeon Rooms in this series.
           &#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
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          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+24.png" length="486473" type="image/png" />
      <pubDate>Tue, 24 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-24</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 23</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-23</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 23.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 23 - The Porcelain Doll's True Form
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+23.png" title="Dungeon A Day Furiaes Castle Map 23" alt="A tiled floor with the number 23 on it."/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This hallway is wider than all others that you've seen in Furiaes Castle, but is still poorly lit by only a few lanterns on each side. A grand doorway lies at the end of the hall to the left, and louder chanting can be heard at the end, and to the right.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (This event only takes place if the Porcelain Doll is still alive - if the party travels here first, before they've made their way to dungeon room 29).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The porcelain doll quietly says as you're walking: "You don't think what I said about you being welcome guests here earlier was true, do you?"
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slight music begins playing in the darkness, as if by piano. Shadows coalesce around the party’s feet.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Suddenly, a shadow-black creature emerges from the ground beneath the porcelain doll, raising it into the air. There, it hangs, as if by marionette wires, cackling maniacally. 4-additional arms ending in razor sharp claws emerge from the creature's back as it advances towards you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A black cat meows somewhere in the background, and you just make out its tail as it bounds off into the darkness, back towards the stairways.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll/ Monstrous Shadow:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             when the doll is defeated, the shadow disperses with a roar, and the doll is dropped to the ground. It lets out a deep sigh, and says, "...thank you..." then shatters into pieces, and this time, for good. After this dungeon room, the porcelain doll no longer follows the party.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Porcelain Doll/ Monstrous Shadow: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Hero" enemy Difficulty (match Avg. Party Level, +2). Option to use the "Berserker AI." See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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            Visit the
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           &#xD;
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           &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Mon, 23 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-23</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+23.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 22</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-22</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 22.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 22 - A Brief Rest
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Use the 
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+22.png" title="Dungeon A Day Furiaes Castle Map 22" alt="A set of staircases with a hallway between"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Emerging from the first floor of Furiaes Castle, you are surprised to see... nothing - nothing out of the usual. Small lanterns provide pools of gloomy light, and pathways open in multiple directions. You hear chanting from the larger hallway, though the others are silent.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Chanting:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -1) reveals that the chanting is coming from a room to the right of the large hallway (the one that leads to the top of this dungeon room). It's almost as if it's some kind of religious - or cultist - ceremony. Otherwise, the room is eerily... safe, and uneventful. For now...
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      <pubDate>Sun, 22 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-22</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 21</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-21</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 21.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 21 - The Armory
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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            to Modify this Content to fit Your Favorite TTRPG
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  &lt;a&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+21.png" title="Dungeon A Day Furiaes Castle Map 21" alt="Stained glass window lighting, along with many weapons and armor"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You find rows upon rows of weapon racks, and even tables containing weapons, one of which gleams with a magical aura and is stuck firmly into the room's stone floor. Suits of armor line the walls on all sides, and the windows' stained glass mosaics are intermittently interrupted from the outside by shifting shadows.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Weapon Upgrades:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this room contains an orichalcum longbow, orichalcum spear, and an agemight arcane staff, which players may take to upgrade their equipment (if your group already has such equipment, upgrade these weapons to mythril/ meteor iron, or even imperial gold/ celestial bronze).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Gleaming Sword:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             stuck in the stone floor, a successful Strike Bonus roll (Fate Roll Difficulty matches Avg. Party Level, +2) allows characters to acquire the weapon. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level) reveals that this is a Necroblade I - as a longsword (if your group already has such equipment, upgrade to Necroblade II or even III, and as above, upgrade its rare metal to correspond), disguised as a holy weapon.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             if players succeed in acquiring the Necroblade, the doll gasps and covers its eyes with its hands and repeatedly shakes its head "no," until the party leaves the room. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Suits of Armor:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             at this time, these suits of armor are not animate. Players have no way of knowing at this time, but by dungeon room 30, these suits will become animated by ghosts of the castle. If players opt to destroy any of these suits of armor at this time, then that suit will not appear later on in the dungeon. There are 20-suits of armor, in total. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      <pubDate>Sat, 21 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-21</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 20</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-20</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 20.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 20 - The "Servants'" Quarters
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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          &#xD;
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    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+20.png" alt="A map of a room with a table and stained glass window lighting" title="Dungeon A Day Furiaes Castle Map 20"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Large open windows allow vast pools of moonlight to pour upon a host of bats, ravens, owls, and spiders. Large webs crisscross the room, and the many winged creatures fly into and out of the windows, and even out into the hallway from whence you came. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Messenger Bats, Ravens, and Owls:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -2) reveals that there are small parchments of paper lying on the nearby table, with elegant silver strings next to them. If players don't get the hint, their successful check also allows them the idea that may write upon the parchment, attach them to bats, ravens, or owls, and send them to the villagers outside the castle (or other characters of their choice, of course), or NPCs within the castle (such as Lady Omega if that interaction went well, or Dullahan, etc.).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            These messages may simply be for fun at this time, but later on, may prove quite useful...
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             annoyingly, the doll chimes in should players start to write notes, saying, "Don't keep the servants too busy. The Ladies Furiaes have many important tasks for them at the moment."
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Message to the Furiaes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             any message to the Furiaes will have a return note written in elegant cursive formed from crimson blood saying, "We hope you're enjoying your time in the castle... You may be here for a while."
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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      <pubDate>Fri, 20 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-20</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
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    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 19</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-19</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 19.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 19 - Burnt Book of the Furiaes
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+19.png" alt="A fireplace with the number 19 on it" title="Dungeon A Day Furiaes Castle Map 19"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This well-lit and cozy room is filled with books along its edges, and piled across two chairs and a table. In the room’s third plush  chair is a black armored suit, with no head. Disturbingly, the armor moves ever so slightly, when you enter. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Book of the Furiaes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals to players a book that was tossed into the fire, but hasn't completely burned up. It features pure black leather binding (now mostly destroyed), with the title in ornate gold that can just be made out as, "Book of the Furiaes." If players choose to peruse the book, have them read aloud the following passage from the book, which they find on an earmarked page, and is the only section still readable from the entire work:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            "The Furiaes are the physical manifestation of broken oaths. Embodied as three dark sisters, they take vengeance upon oath breakers.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Furiaes are not righteous, acting on the behalf of those that were harmed. Instead, when someone who has broken an oath curses themselves for their oath-breaking, that self- curse manifests as the Furiaes, who then torment the oath breaker.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Normally, an oath breaker is met with spells and negative energies cast by the Furiaes, from afar. Only on very rare and important occasions do the three sisters visit an oath breaker in person, capturing them (and perhaps their kin) into their floating, ghastly castle."
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Dullahan:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             players have no way of knowing at this time, but this book was thrown into the fire by Dullahan, following his disgust at the kidnapped children. He's since had a change of heart about serving the Furiaes Sisters.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+19.png" length="486409" type="image/png" />
      <pubDate>Thu, 19 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-19</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+19.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 18</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-18</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 18.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 18 - Black Suit of Armor
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
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          &#xD;
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    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+18.png" alt="A map of a library with the number 18 on it" title="Dungeon A Day Furiaes Castle Map 18"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This well-lit and cozy room is filled with books along its edges, and piled across two chairs and a table. In the room’s third plush  chair is a black armored suit, with no head. Disturbingly, the armor moves ever so slightly, when you enter. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dullahan, the Headless Knight
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             players have no way of knowing at this time, but this suit of armor's name is Dullahan, and he is a servant of the Ladies Furiaes. He was against kidnapping the villagers' children, and had his head removed for his opposition. Of course, however, he is a being of magic, and the suit of armor is hollow, so he yet lives, just unable to see, hear, or talk. At best, he can sense when someone enters the room, via slight vibrations from the noise, etc.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The Key of Lanterns:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -2) reveals to players that this black suit of armor has a chain wrapped around his right wrist, which ends in a lantern-shaped key. This is, in fact, the "Noble Key of Lanterns," and is needed to free the children.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Acquiring the Key:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             the key can be stolen (automatic success, as Dullahan cannot see or hear), taken from his slain "body" (stats below - again he is practically defenseless), or he will give it to the party willingly, along with other treasures, if they find and return his head to him (from dungeon room 25). More information on the interactions should characters find and return Dullahan's head are also found in the notes for dungeon room 25.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dullahan: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Hero" enemy Difficulty (match Avg. Party Level). Option to use the "Fallen Paladin AI." If attacked while he has no head, Dullahan counts as being "Blind" and "Silenced," and will not attempt to defend himself, as he assumes it is more mere tormenting from the Furiaes Sisters. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
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           Dungeon A Day
          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+18.png" length="486363" type="image/png" />
      <pubDate>Wed, 18 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-18</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+18.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 17</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-17</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 17.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 17 - The Forever Staircase
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+17.png" alt="A red staircase heading up" title="Dungeon A Day Furiaes Castle Map 17"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The stairway is dark and foreboding, with a slight draft descending that feels cold on your skin. The stairs are covered in a rich and elegant crimson carpet, though with each step its colors become dulled, as light from the first level grows fainter.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Black Cat
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters entering this room roll Resilience (Fate Roll Difficulty matches Avg. Party Level). If they fail, they become affected by "Bewitching Darkness," lost in a mounting sense of dullness that beguiles their minds, making it seem as if the stairway literally stretches on forever, with no end, and the first level likewise stretches away from them. Characters affected by "Bewitching Darkness" become permanently Dazed. This effect ends if they are dragged to either the bottom or top of the staircase. "Bewitching Darkness" may also be removed with any dispel effect. These stairs lead to dungeon room 22.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             should any character become affected by "Bewitching Darkness," the doll starts petting them, saying: "Don't worry, being trapped here forever isn't so bad. You'll see."
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+17.png" length="486352" type="image/png" />
      <pubDate>Tue, 17 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-17</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+17.png">
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      </media:content>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 16</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-16</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 16.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 16 - Courtyard Gateway: Back
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+16.png" alt="A picture of a stone wall and gate with the number 16 on it." title="Dungeon A Day Furiaes Castle Map 16"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A duplicate set of the massive, orange-hued gateways from the main hallway into the castle stand before you. These gates are outlined in the same kind of rare and precious metal, which glimmers in the castle light.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Whereas the front gates had five ornate locks with symbols above them, this set has but one simple keyhole.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            False Courtyard Gateway
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             players may unlock this door by using any of the "5-Noble Keys" of Furiaes Castle (Fairy Skeleton's Key, Key of Undeath, Sorcerer's Key, Key of Lanterns, or Coven's Blood Key). The gate may also be unlocked with a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, +1). No light pierces through the open gates, and players may be suspicious of threats. Unlocking this door leads to a trap set in the back section of dungeon room 30, where a description is given for how players may avoid complications.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+16.png" length="486360" type="image/png" />
      <pubDate>Mon, 16 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-16</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+16.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 15</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-15</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 15.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 15 - Black Cat
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+15.png" alt="A red staircase heading up" title="Dungeon A Day Furiaes Castle Map 15"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slight music begins playing in the darkness of the castle, as if by piano. As you approach the stairway, a single black cat peers at you through the semi-darkness, roughly halfway up the staircase.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Shadows coalesce around each of your feet, shifting into uncomfortable and frightening shapes.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Black Cat
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            characters entering this room roll Resilience (Fate Roll Difficulty matches Avg. Party Level). If they fail, they become afraid of the shadows coalescing around them, and no amount of coaxing or willpower of their own can cause them to ascend the staircase. "Fear" may be removed with any dispel effect. Should any character move up the stairs toward the cat, it flees up to the second level, automatically removing the fear effect from affected targets. These stairs lead to dungeon room 22.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             should any character become afraid, it begins laughing and pointing at them until the characters leave that spot or their fear is removed.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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  &lt;p&gt;&#xD;
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            Visit the
           &#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
           &#xD;
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           Dungeon A Day
          &#xD;
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            main Page to see all of the Eternity TTRPG dungeons!
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+15.png" length="486392" type="image/png" />
      <pubDate>Sun, 15 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-15</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+15.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 14</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-14</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 14.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 14 - Magic Broom
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+14.png" alt="A stone wall and fireplace with the number 14 on it" title="Dungeon A Day Furiaes Castle Map 14"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A roaring fireplace serves to keep a pot of water boiling, along with several other pots, containing various colors of liquids and grease.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (If the witch hasn't already grabbed it, a magic broomstick rests against the wall, beside the fireplace).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Magic Broom
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Faith roll (Fate Roll Difficulty matches Avg. Party Level, -1) allows a single character to ride this broomstick, and it may be used to fly. While flying the broomstick, characters have +1Speed, but -1Resilience, -1Dodge, and -1Will.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+14.png" length="486316" type="image/png" />
      <pubDate>Sat, 14 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-14</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+14.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 13</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-13</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 13.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 13 - Witch's Kitchen
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+13.png" alt="A map of a castle with the number 13 on it" title="Dungeon A Day Furiaes Castle Map 13"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A young woman with a pointed hat is stirring an enormous cauldron, which is boiling loudly, with a large wooden spoon. She's facing away from you as smoke of various colors drifts from the cauldron.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Various ingredients for any good meal lie scattered on nearby counters, along with a dead bat. A broomstick also rests in the corner of the room, by a large fireplace.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Child-Napper
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, -1) allows characters to remain unnoticed by the witch, while she cooks her steaming cauldron, and while she sings: "Come little children, I'll take thee away - into a land of enchantment... That's what I told them as we flew o'er the town, into the Ladies' castle." A Double-Success Initiative Roll also allows characters to sneak up right next to the witch, providing an opportunity to ambush her, grapple her, etc. If characters can subdue her, she'll admit to capturing the children, and tell the party that they're being held in the courtyard (behind dungeon room 8). She is not one of the Furiaes. In return for sparing her life, she'll give the party the "The Sorcerer's Key," to help them free the children (or of course the party can steal it from her).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Lady Alpha: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Common" enemy Difficulty (match Avg. Party Level). If she is attacked, the Lady will run towards the fireplace (dungeon room 14), grab her broom, and fly up the chimney, cackling all the way. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+13.png" length="486464" type="image/png" />
      <pubDate>Fri, 13 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-13</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+13.png">
        <media:description>thumbnail</media:description>
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+13.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 12</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-12</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 12.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 12 - Second Guardian Gargoyle
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+12.png" alt="A picture of a gargoyle with the number 12 on it." title="Dungeon A Day Furiaes Castle Map 12"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A 10ft-tall, 10-ft wide gargoyle made of dark stone blocks the entirety of the castle's hallway. Though not obviously animate, you have a sense that it could become so, given your encounters with the castle so far. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Guardian Gargoyle
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals a keyhole just underneath one of the gargoyle's rigid wings. This "lock" cannot be picked, but if players use "The Fairy Skeleton's Key," the gargoyle will move aside for the players and cause them no harm. Otherwise, if players attempt to sneak past, climb, or attack the gargoyle, it will attack them until it's destroyed.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             if this is the first gargoyle the party has seen,
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            annoyingly, the doll taunts them, saying: "The Furiaes of the castle haven't given you permission to go any further. Too bad! Guess you won't find the children, after all. Haha!"
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Guardian Gargoyle: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Hero" enemy Difficulty (match Avg. Party Level). Option to use the "Legionnaire AI." This Guardian Gargoyle also has +5Strike Bonus and +5Faith, but -5Resilience, -5Dodge, and -5Will. When in combat, the Gargoyle will shriek loudly for the first Guardian Gargoyle from dungeon room 10 (who hears the cry) to wrap around and flank the party. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+12.png" length="486376" type="image/png" />
      <pubDate>Thu, 12 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-12</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+12.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+12.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 11</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-11</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 11.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 11 - Pumpkin Patch
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+11.png" alt="A group of pumpkins are sitting on top of a tiled floor." title="Dungeon A Day Furiaes Castle Map 11"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A pumpkin patch grows here, through the castle's stone floor. It appears as if many have been recently picked (if players have already been to dungeon room 4, they know that the pumpkins were probably used in the beast's stew).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Chipped Wall
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level) reveals a small and hidden hole in the wall, behind the pumpkin patch. Peering through, players can just make out a library, with a figure in blackened armor sitting on a plush chair, facing away from them. Warmth from a large fireplace in the library wafts through the peep hole, and dozens of candles provide additional pockets of lighting.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+11.png" length="486129" type="image/png" />
      <pubDate>Wed, 11 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-11</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+11.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 10</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-10</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 10.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 10 - Guardian Gargoyle
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+10.png" alt="A gargoyle with the number 10 on it." title="Dungeon A Day Furiaes Castle Map 10"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A 10ft-tall, 10-ft wide gargoyle made of dark stone blocks the entirety of the castle's hallway. Though not obviously animate, you have a sense that it could become so, given your encounters with the castle so far. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Guardian Gargoyle
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals a keyhole just underneath one of the gargoyle's rigid wings. This "lock" cannot be picked, but if players use "The Fairy Skeleton's Key," the gargoyle will move aside for the players and cause them no harm. Otherwise, if players attempt to sneak past, climb, or attack the gargoyle, it will attack them until it's destroyed.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Porcelain Doll:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            annoyingly, the doll taunts the party, saying: "The Furiaes of the castle haven't given you permission to go any further. Too bad! Guess you won't find the children, after all. Haha!"
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Guardian Gargoyle: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Hero" enemy Difficulty (match Avg. Party Level). Option to use the "Legionnaire AI." The Guardian Gargoyle also has +5Resilience, +5Dodge, +5Will, but -5Strike Bonus and -5Faith. When in combat, the Gargoyle will shriek loudly for the second Guardian Gargoyle from dungeon room 12 (who hears the cry) to wrap around and flank the party. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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  &lt;p&gt;&#xD;
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            Visit the
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           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
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            Visit the
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           Dungeon A Day
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+10.png" length="486198" type="image/png" />
      <pubDate>Tue, 10 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-10</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+10.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 9</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-9</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 9.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 9 - Pool of Water
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+9.png" alt="A map of a stone floor with a number 9 on it." title="Dungeon A Day Furiaes Castle Map 9"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Before you is a small pool of water about 5ft across, with a crystalline hue. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges and Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pool of Water
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -1) reveals that this water is imbued with magical properties that puts anyone who touches it to sleep (not affecting non-living targets), but will sustain them through the sleep, as if they had both eaten and drank water, perhaps indefinitely. A Double-Success Intelligence Roll also reveals that targets affected by this magical sleep gain a +3 bonus to any
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             italicized
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             stat of their choice for 1-day duration, and may be woken up with any dispel effect (which does not remove the +3 bonus). 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+8.png" length="486266" type="image/png" />
      <pubDate>Mon, 09 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-9</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+9.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+8.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 8</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-8</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 8.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 8 - Courtyard Gateway: Front
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+8.png" alt="An entryway with a rug and a number eight on it." title="Dungeon A Day Furiaes Castle Map 8"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At the end of the initial hallway are massive, orange-hued gateways, outlined in some kind of rare and precious metal that glimmers in the castle light.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Set into the door are five locks. Just above each lock is inscribed a symbol, which are: a skeleton, a magical rune, a pumpkin, a basin of water, and a sword. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Courtyard Gateway
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            players may unlock this door by using each of the "5-Noble Keys" of Furiaes Castle, or with a successful Initiative roll (Fate Roll Difficulty matches Avg. Party Level, +5) on each of the 5-locks. This gateway leads to dungeon room 30.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The "5-Noble Keys" of Furiaes Castle, needed to unlock the Gateway are:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Fairy Skeleton's Key
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Key of Undeath
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Sorcerer's Key
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Key of Lanterns
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Coven's Blood Key
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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            Visit the
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          &#xD;
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      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
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      &lt;br/&gt;&#xD;
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            Visit the
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+8.png" length="486266" type="image/png" />
      <pubDate>Sun, 08 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-8</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+8.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 7</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-7</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 7.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 7 - A Way Out
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+7.png" alt="A fireplace with the number 7 on it" title="Dungeon A Day Furiaes Castle Map 7"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A large fireplace radiates heat from its corner, to the entire ballroom, bathing it in a pleasantly-warm ambience. Rather little light is given off by the fire, however, as if the flames themselves were obscured by shadows.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A Way Out
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if the players were kind to Lady Omega in dungeon room 6, she'll approach them as they're inspecting the fireplace, and say: "I... can't help you much. But, I do feel for you." After saying this, she glances at the porcelain doll. Then, in a rush: "But if you touch this fire, it'll soak up the Wisps that cover your bodies, and-" at which time, she is shoved by the porcelain doll - and its surprising strength - into the fire, where the Lady simply vanishes. The doll then looks at you with a curious expression, but says nothing.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The Fireplace:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            any character who touches the fire has their "Fiery Wisps" from dungeon room 1 removed, and "Lantern's Fire" from dungeon room 3, as the Wisps become consumed by the fireplace.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+7.png" length="486163" type="image/png" />
      <pubDate>Sat, 07 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-7</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+7.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 6</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-6</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 6.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 6 - The Ghostly Ball
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+6.png" alt="A wide room with the number 6 on it" title="Dungeon A Day Furiaes Castle Map 6"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even from the hallway, you could hear the sounds of this room. Now inside it, you see its beauty, as well.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Darkened in the middle, with shining lights around the edges, the castle's ballroom is a grand space for dancing and interacting in pleasant company.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Only, there is but a single figure in an elegant white dress in view, slowly spinning to echoing music. You see no musicians, however, and though you hear some talking and laughter, there is no one else around.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Undead Lady
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             as players near the Lady, she stops dancing, and smiles – with as much grace as she’s able, being undead. She says, “Looks like you aren't dressed for my party. I take it you aren't here to dance?" She laughs, as she begins spinning about again.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Information:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a successful Inspiration roll (Fate Roll Difficulty matches Avg. Party Level) gets the Lady talking again. She introduces herself as "Lady Omega," insinuating that she is not one of the Furiaes, and is the least of the "Ladies of the Castle."
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Should the players be interested enough to ask, she may also reveal during the conversation:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The Furiaes allow her to gather the ghosts of the castle for a ball every full moon.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            She does not know where the village's children are, but that "keys" will be needed to... visit them. As she says this, she gives a sidelong look of some worry towards the porcelain doll.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The villagers have summoned the Furiaes, and they can blame themselves for their misfortune.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Lady Omega: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Weak" enemy Difficulty (match Avg. Party Level). If she is attacked, the Lady will run towards the fireplace (dungeon room 7) while laughing, and attempt to dive into the fire, where she simply vanishes. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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            Visit the
           &#xD;
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           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
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      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
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            Visit the
           &#xD;
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      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+6.png" length="486201" type="image/png" />
      <pubDate>Fri, 06 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-6</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+6.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 5</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-5</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 5.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 5 - The Fairy Skeleton's Key
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+5.png" alt="A drawing of a circle with a s on it" title="Dungeon A Day Furiaes Castle Map 5"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the corner of the dining room is a rather large fireplace. Extra food for the beast (which by now, players may know is Megaera, first of the Furiaes) simmers in a large pot, hanging over a roaring fire.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The air around the fireplace is warm and comforting, filled with the smells of meat and spices.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Treasures
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Fairy Skeleton's Key
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -3) reveals a bone-white key that has some kind of fairy wings on it, dangling from a small hook on the wall, to the right of the simmering pot. There doesn't appear to be anything magical about the key, but players may take it from where it hangs on the wall. Players also have no way of knowing at this time, but this key is one way to get past either of the gargoyles guarding the hallways, in dungeon rooms 10 and 12, and it is one of the "Noble Keys" required to unlock the gateway in dungeon room 8.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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           Dungeon A Day
          &#xD;
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      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+5.png" length="486183" type="image/png" />
      <pubDate>Thu, 05 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-5</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+5.png">
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 4</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-4</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 4.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 4 - The First Furiaes Sister
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+4.png" alt="A table with the number 4 on it" title="Dungeon A Day Furiaes Castle Map 4"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This elaborate, expansive room contains a massive table made of the finest wood and decorations you’ve ever seen.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The table is piled high with a vast array of delectables. Sitting at the middle of the table, gorging itself on everything in sight is a monstrous beast with multiple mouths. The beast ignores you, however, seemingly too occupied with eating. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Over-Eater
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             if the party leaves this beast alone, it will continue eating until it runs out of food (which will occur when the party reaches dungeon room 13) - at which point it will hunt the party down, to eat them. If the party interrupts the beast's meal in any way, however, it will immediately attack them, to add to its dinner.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             First Furiaes:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if the party slays the beast, it looks at you pleadingly, as if seeing you for the first time, and says: “But, I’m still so hungry...” The doll then shrieks, and then follows in a very small voice with: "That was the first Furiaes... how did you... kill her?" The beast then turns into the form of a human woman, covered in rich robes, eyes closed and lying in her own blood.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Megaera: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Demi Boss" enemy Difficulty (match Avg. Party Level). Option to use the "Royal Guard AI." Whenever this beast (Megaera) deals damage, it heals +1HP from the bite it takes out of its victim. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            page for more details.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Wed, 04 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-4</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+4.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 3</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-3</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 3.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 3 - Lanterns
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+3.png" alt="A pink rug with the number three on it is on a stone floor." title="Dungeon A Day Furiaes Castle Map 3"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As you continue into the hallway, the doll speaks: “You know, the children are perfectly safe. It's really the townspeople you need to fear for. If you'd like, I can use these lanterns-" she motions at the glowing lights upon the wall- "to remove those wisps from you so that you can leave."
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Lanterns on the Wall
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             should the party trust the doll, it will tell the party to place their hands on the lantern (not in the fire). Doing so, however, doesn't remove the wisp-ish fires from the character, but instead, affected characters
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             roll Will (Fate Roll Difficulty matches Avg. Party Level). If they fail, the numbers of wisps double, and the character becomes affected by "Lantern's Fire." While affected, characters roll d20 every turn. If they roll 1, they take 1damage. Regardless of what happens to characters in this room, the porcelain doll begins laughing maniacally.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
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           Dungeon A Day
          &#xD;
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      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+3.png" length="486196" type="image/png" />
      <pubDate>Tue, 03 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-3</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+3.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 2</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-2</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 2.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 2 - The Great Room
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+2.png" alt="A purple rug with the number 2 on it" title="Dungeon A Day Furiaes Castle Map 2"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You see a grand hallway that branches into three possible paths. Before you, perhaps 2ft tall, stands a porcelain doll. Though clearly an inanimate object, the doll begins moving and speaking to you.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Welcome visitors, to Furiaes Castle. The Ladies of the Castle have been waiting for you. They do hope that you’ll enjoy the accommodations they’ve prepared for you."
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The hall to the left smells of delicious foods, and you hear faint chomping sounds. To the right, you hear the echoes of orchestral music, as if from a quartet, and the sounds of talking, dancing, and laughter. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Porcelain Doll
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             this doll will defend itself, but will never otherwise initiate an attack on the castle's "guests." The doll cannot answer questions, or even speak anything aside from its greetings. For the remainder of their time in the castle, the doll will follow the party.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enemy Stats
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Porcelain Doll: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Weak" enemy Difficulty (match Avg. Party Level, -5). Option to use the "Baseline AI." When destroyed, the doll shatters into hundreds of pieces, but is recreated in 3turns by the powers of the Furiaes. So long as the Furiaes are alive, the porcelain doll cannot be permanently defeated. As soon as the party stops attacking the doll, however, it stops defending itself. See the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-enemy-stats-and-ai" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Enemy Stats and AI
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             page for more details.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+2.png" length="486192" type="image/png" />
      <pubDate>Mon, 02 Sep 2024 04:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-2</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+2.png">
        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Dungeon A Day - Furiaes Castle - Day 1</title>
      <link>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-1</link>
      <description>Dungeon A Day from Eternity TTRPG brings you a new Dungeon Room every day. Behold Furiaes Castle, the floating keep, day 1.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Day 1 - The Blue Flame Doorway
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/dungeon-a-day-adaptation-page" target="_blank"&gt;&#xD;
      
           Dungeon A Day Adaptation Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to Modify this Content to fit Your Favorite TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+Map+1.png" alt="A map of a castle with a red rug" title="Dungeon A Day Furiaes Castle Map 1"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Description (Read the Following Text to Your Players)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            After entering the wisp-ish "doorway" far below, you find yourself in a grand hallway - presumably the entryway to Furiaes Castle, floating in the sky.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The wisps, which had formed the fiery "door" through which you traveled to this place, seem to cling to your skin and clothing now, as if many small fires that do not burn, yet refuse to be put out.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Room Challenges
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Fiery Wisps
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             :
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             characters entering this room are affected by "Fiery Wisps." These ghost-like entities illuminate affected characters in the castle's dark halls, making them as a beacon to denizens within. Furthermore, so long as they are affected by "Fiery Wisps," characters may not leave Furiaes Castle, as the "doorway" through which they entered the keep becomes closed to them.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/product/Dungeon-A-Day-Subscription" target="_blank"&gt;&#xD;
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  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day/furiaes-castle" target="_blank"&gt;&#xD;
      
           Dungeon A Day - Furiaes Castle Overview Page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for all Dungeon Rooms in this series.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Visit the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon A Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            main Page to see all of the Eternity TTRPG dungeons!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+1.png" length="486120" type="image/png" />
      <pubDate>Sun, 01 Sep 2024 04:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dungeon-a-day-furiaes-castle-day-1</guid>
      <g-custom:tags type="string">Dungeon A Day,Furiaes Castle</g-custom:tags>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Furiaes+Castle+1.png">
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      </media:content>
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        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Sacred Flame 5e - Dominate Demons and Undead</title>
      <link>https://www.eternityttrpg.com/sacred-flame-5e</link>
      <description>Sacred Flame 5e is is an evocation cantrip that deals minor radiant damage. Sacred Flame 5e is best against demons and undead.</description>
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           Sacred Flame 5e is one of those old-but-gold spells in D&amp;amp;D. If you have the experience of being the cleric or warlock of your party, you’ll probably agree with me.
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           Sacred Flame 5e is a spell that turns up the divine heat on your adversaries. Cast it within 60 feet of your target, and you’ll scorch and singe your way to victory with this vengeful power of light. 
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           Sacred Flame 5e Spell Details
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           Cantrip Evocation
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           Casting Time:
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            1 action
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           Range:
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            60 feet
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           Target:
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            A creature that you can see within range
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           Components:
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            V, S
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           Duration:
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            Instantaneous
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           Primary Classes:
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            Cleric
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           Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
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           This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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           Sacred Flame is an effective spell to have when you’re economical about the spells you cast. Since it’s a Cantrip spell, you won’t spend spell slots. You can keep casting even when your other spells run dry, allowing you to deal damage from a range, and without needing to run towards your enemies.
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           In short, the effects of this classic spell are simple enough — it burns your enemies to oblivion. However, is there more to it than that? You bet.
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           What Is Sacred Flame 5e?
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            Sacred Flame is in the 5th edition and earlier iterations of D&amp;amp;D, so you’ll find it in the
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           D&amp;amp;D
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            Player’s Handbook, given its mainstay status. 
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            As in the earlier editions, Sacred Flame in the 5th edition of D&amp;amp;D is a
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           Cantrip spell
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           . As a Cantrip, it’s a low-level spell that clerics and other magic-wielding characters can cast an indefinite number of times. 
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            Sacred Flame 5e has a radiant effect — not fire. Why does this distinction matter? The spell’s radiant damage and effect make it particularly effective for
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           campaigns
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            that feature many undead opponents, and its damage is not reduced by a target’s fire resistance. 
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            Though Sacred Flame's damage isn't incredible, trust me - you won't need
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           passive perception
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            to notice the overall value this spell can bring to your character.
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           Level Up Your Game at the Eternity TTRPG Shop
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           What Classes Can Cast Sacred Flame? 
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            Here's a good way to start your next
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           DnD character ideas
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            or concepts - pick a party where at least someone has access to either Sacred Flame, or at least access to dealing some form of radiant damage. You'll be happy that your party rounds out in this important way, when the time comes.
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            By default,
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           clerics
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            have full reign over Sacred Flame 5e. However, keep in mind that the amount of damage a cleric can dish out with Sacred Flame 5e depends greatly on the character’s level. The higher the level, the higher the radiant damage the spell will have on any unfortunate opponent. 
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           Does your party lack a cleric? Don’t worry. Other classes are capable of learning the spell, mastering it, and using it to full devastating effect. Here are the other classes that can cast Sacred Flame 5e. 
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           Paladins
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           A Cantrip spell like Sacred Flame 5e is effective for undead enemies and demons — just what a warrior of light like a paladin needs. 
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           Paladins are among several magic-wielding classes that are capable of learning and using Sacred Flame 5e. If our party has a paladin that has learned the spell, you’ve got someone with close-quarter abilities coupled with the ability to deal radiant damage from a distance. Great combo. 
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            I particularly like the idea of a
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           warforged 5e
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            paladin using Sacred Flame, as they gain added durability from their race which can help out a lot for the general in-your-face style of battle I'm talking about here.
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           Warlocks
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           Warlocks can also acquire Sacred Flame 5e. Because warlocks are masters of magic and spell-casting, they’re more versatile in their use of Cantrip spells than other mix-type classes, like paladins. Warlocks may become one of, or the most versatile spell-casting class in your party if they add Sacred Flame 5e to their arsenal, as it allows them access to more spell damage types. 
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            While we're talking about optimization, as well, I'd recommend some combination like an
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           Eladrin 5e
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            warlock. That way, you'll gain the "Fey Step" racial trait, which lets you move in and out of combat more easily. Combine that with the varying spell damage type that Sacred Flame offers, and you'll be in a good place as far as versatility is concerned.
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           Sorcerers
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           Lastly, we’ve got sorcerers. Sorcerers boast innate magical abilities due to their connection to the magical forces of the universe. Despite their innate abilities, they lack certain spells. One of these spells – normally – is Sacred Flame 5e. 
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           Basically, not every sorcerer can acquire the spell. However, when a sorcerer gets this spell down, the party to which the sorcerer belongs will be formidable, to say the least. 
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            Sorcerers can cast Sacred Flame without a verbal component. This means that
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           Silence 5e
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            does not affect the sorcerer’s ability to scorch their foes with radiant fire. 
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           Best Uses for Sacred Flame
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           As a single-target spell, Sacred Flame 5e works on creatures within 60 feet of the caster. Spell-casters technically can’t use the spell on objects or obstacles. 
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           The spell may inflict significant radiant damage on creatures, depending on caster level. In particular, Sacred Flame 5e works best against enemies that have a low tolerance against radiant damage, like undead enemies such as zombies, skeletons, and even vampires. 
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            Sacred Flame 5e also works against devils and demons, so have this spell handy when your DM comes up with the
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           quest idea
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            for your party to ventures into the Abyss.
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           Is Sacred Flame 5e a Good Spell? 
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            Always remember that in
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           games like DnD
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           , cantrips are basically a spell-casting class’ main method of dealing ongoing damage, much in the way that a barbarian swings a sword. So, in terms of raw damage, no, sacred flame is not a “good” spell, when compared to spells that actually take up a spell level slot.
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           However, Sacred Flame 5e is an effective spell if you run out of spell slots, or against demons and undead enemies, in general. It can be an especially useful spell to have if you encounter these kinds of opponents regularly. 
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           Undead Foes
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            Sacred Flame works for two reasons — and both concern undead enemies. Think of Sacred Flame as your
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           TPK
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            avoidance strategy, so far as fighting undead is concerned.
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           First, undead enemies like zombies are vulnerable to radiant spells like Sacred Flame. Second, these types enemies have low dexterity scores. Why does this matter? 
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           Whenever a spell-caster casts Sacred Flame 5e, the only way for a target to prevent taking damage is by performing a Dexterity Saving Throw. Regularly succeeding on Dexterity Saving Throws is only possible for creatures with high dexterity scores — something undead enemies often lack. 
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           Whenever a cleric or paladin casts Sacred Flame, the spell will almost always inflict damage on undead opponents, and will usually benefit from increased damage, once the spell hits. 
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           So, is Sacred Flame “good”? I think it mostly depends on the situation. It’s always “good” to have the ability to deal radiant damage at your disposal. Against an enemy (such as the undead) who isn’t weak to radiant damage though, Sacred Flame is probably mediocre at best.
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           Behold, the undead horde - this version includes undead wolf things, with their Lich Queen. Unpainted, but that just leaves more fun to come.
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           Sacred Flame 5e Strategies
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           With Sacred Flame in your spell toolkit, you can gain the upper hand in your next D&amp;amp;D game. Here are some of my favorite tactics for using the spell. 
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           Set the “Clumsy” Ablaze (Everyone’s Go-To Tactic)
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           One of the most common yet effective ways to use Sacred Flame is to cast it on low-dexterity enemies. For the most part, enemies that fit the bill include zombies and skeletons. Once you cast Sacred Flame 5e, your low-dexterity opponents won’t be able to succeed at their Dexterity Saving Throws, to protect themselves. As a result, you set them ablaze and leave a trail of scorched zombies and skeletons in your wake.
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            If you've ever wondered about
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    &lt;a href="https://www.eternityttrpg.com/how-to-write-a-dd-campaign" target="_blank"&gt;&#xD;
      
           how to write a D&amp;amp;D campaign
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            , by the way, I recommend starting with some fun concept such as having the party mow down hordes of undead - which of course, fits in perfectly with Sacred Flame. Win, win.
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           The Old Sun-and-Done Approach
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            Many opponents are particularly vulnerable to radiant damage. Besides undead enemies, vulnerable opponents also include
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           demons and demonic beasts
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           .
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           When you cast Sacred Flame on these demonic baddies, you’ll give them their dose of holy sunshine — burning them to a crisp. 
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           Keep in mind though that not all opponents are vulnerable to Sacred Flame’s rad radiance, but the spell should do well against the following enemies: 
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            Shadows
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            Flying Horrors
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            Puppeteer Parasites
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            Shadow Demons
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            Gideon Lightward
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            Auril’s First Form
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            And by the way, if you're ever trying to think up some
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    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           DnD One Shot ideas
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            , why not start with the concept of Sacred Flame and undead/ demons? Maybe that can act as a starting point for some fun inspiration.
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           Plan B: When Other Spells Fail
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           Did your paladin or cleric just dish out fire and cold spells only for the enemy to still come at you smiling? When all else fails, Sacred Flame 5e is an excellent fallback option. 
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           Sacred Flame 5e still inflicts damage on enemies who are immune to fire damage (or other common damage types that are non-radiant, for that matter). Just remember that Sacred Flame deals radiant damage (not fire damage). And when it comes to D&amp;amp;D, having access to multiple damage types can be a life-saver.
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           When you’re in a demonic realm battling undead foes who don’t mind the heat or cold, singe them with Sacred Flame 5e’s holy light! 
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           For Close-Range, Damage-Dealing Action
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           Sacred Flame 5e is effective up to 60 feet in range. This means that any undead or demonic opponent that gets within 60 feet of your party can fall victim to the spell. 
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           60 feet isn’t a long distance, exactly, but it isn’t terribly short, either. An effective way to use the spell is to maximize its range at the start of a fight, and then switch to using it during close-quarter situations, when needed.
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           This is where a paladin comes in. 
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           A paladin is one of the most effective classes for close-quarter combat in D&amp;amp;D 5e. With Sacred Flame 5e, your paladin will dish out physical attacks and deal damage targets who are just out of reach for a Maul or Greatsword.
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            If I really had to say how to play this strategy, too, I'd recommend buffing the paladin with
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           Haste 5e
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            . That way, they have additional speed, AC, and bonuses to saving throws for when they get right in the action.
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           Scorch the Undead and Demonic Enemies 
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           Sacred Flame 5e is one of the best Cantrip spells your cleric or magic-wielding character can learn, master, and cast. It quickly dispatches undead and demon
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            ic opponents as they fall prey to the spell’s instant radiant damage effect.
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            Sacred Flame can come in handy for your next D&amp;amp;D game, especially if you’re heading into demonic terrain. Have this spell ready for your
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    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-ideas" target="_blank"&gt;&#xD;
      
           DnD campaign
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           , and you’ll keep the undead and demonic hordes at bay.
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           Dungeons like this one are often the perfect opportunity to flex your Sacred Flame 5e skills against waves of undead and demons.
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           Sacred Flame in D&amp;amp;D 5e vs. Eternity TTRPG
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           In D&amp;amp;D 5e, Sacred Flame is a pretty basic spell. It is a cantrip, of course, so the spell’s simple effect makes sense.
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            Basically, Sacred Flame gives you a 60-foot range to deal minor radiant damage (low enough damage that a single
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    &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
      
           cure wounds 5e
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            spell is probably enough to more than heal its effect). Radiant damage is most effective against undead and demons, and Sacred Flame is most effective against low-Dexterity foes.
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           At the end of the day, that’s all there really is to it.
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            In the
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    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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           , the equivalent of radiant damage is “light” damage, which is effective not only against undead and demons, but all “Shadow Aura Units,” which could be actually just about anything.
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           Light and Shadow Aura Units
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           Eternity TTRPG does not have a purely “set” bestiary, like D&amp;amp;D 5e. As you probably know, D&amp;amp;D takes the kind of approach where DMs choose monsters that match the party’s level, and those monsters have set stats, skills, and spells, etc.
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           For Eternity TTRPG, Game Designers (the equivalent of the DM) creates foes for the party by mixing together their level, general type, and then if desired, giving them a “class” (just like players get) that comes with its own preset turn-by-turn spell/ ability instructions.
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           Game Designers can thereby give any monster/ enemy a “Shadow Aura” – by making them a Fallen Paladin, Revenant/ Witch, or Vampire Mage. Then, whenever the party’s heroes deal light damage to those enemies, that damage is increased.
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           Fun Monster Examples
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           Eternity TTRPG offers a great deal of customization for players, especially when it comes to world creation, storytelling, and of course, combat design.
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           Image the heroes coming across a chimaera – a unique monster battle that you’ve been building up to for a long time.
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           Instead of just using a generic “Chimaera” stat block, however, you custom-design its stats and “class,” using the simple monster-creation process that Eternity TTRPG provides.
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  &lt;p&gt;&#xD;
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           Engaging in battle with the chimaera, your party is shocked to discover that the beast deals shadow damage with its sharp talons, and is weak to the sage’s holy spells.
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           Why not turn your adventure's dragon or other iconic monster into something your party wouldn't ever expect?
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           What Classes can use Sacred Flame Effects?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With Sacred Flame 5e’s equivalent in Eternity TTRPG being “Light Damage,” there are three primary classes that can always use this type of effect:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Paladin
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sage
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Witch Hunter
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, two other classes may be able to deal light damage, under the right circumstances/ player choices:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dragon Knight – temporarily, by also making themselves vulnerable to shadow damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Monk – incapable of dealing light damage, but they can protect themselves against either light or shadow damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Paladin – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Holy Blaze:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Weapon Range, +5Strike Bonus vs. Dodge or 4Range, +5Faith vs. Will. If this attack hits, and the target attacks any target but you during their next 2turns, they take 1light damage (deals 2damage to Shadow Aura Units). “Holy Blaze” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even if this Ability misses, you also gain one (1) stack of “Divine Defender,” which increases your hit chance with certain
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           paladin Abilities. Stacks are not consumed when used, and you can gain up to two (2) stacks. When using “Holy Blaze,” you gain +2Strike Bonus (SB) and +2Faith (Fa) for each stack of “Divine Defender."
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 stack, +2SB/Fa (for a total of +7SB/ Fa); 2 stacks, +4SB/Fa (for a total of +9SB/ Fa).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Divine Sword): If this Ability hits, it also deals 1damage right away.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Healing Light): Even if this Ability misses, heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit). Roll d20 to determine the amount of Fatigue.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Self-Sacrificing): Weapon Range +4, +5Strike Bonus vs. Dodge, or 8Range, +5Faith vs. Will. You also have these same Range bonuses when using this Ability, for Battle Duration. 
            &#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage – Core Class Spell (1st Option)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blessed Light (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, the target heals +1HP. This Spell allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit). Roll d20 to determine the amount of Fatigue.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Darkness and Light): Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units). This critical cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Secrets of the Ancient Tomes): You can still cast this Spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 15-20, you also remove that effect from yourself.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Powers of the Eternals): +2HP. This Critical allows the target to heal 2HP above their normal max HP. This effect also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Hunter – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Inquisition:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            after you use this ability on yourself, gain +1Initiative, plus an additional +1Initiative every turn (can stack to +7Initiative). Your weapon attacks also deal light damage (dealing 2damage to “Shadow Aura” units) while “Inquisition” is active. You can instead choose to continually maintain this ability for 3Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            gaining additional Initiative each turn from “Inquisition” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Curse-Ender): You also heal +1HP. This critical allows you to heal 1HP above your normal max HP. Healing from this effect also Fatigues you, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Zeal): You are also immune to the next three (3) Speed-, Initiative-, or Range-reducing effects used on you (this effect still applies if you intentionally Immobilize yourself using “Divine Frenzy”), or alternatively, you can automatically remove one (1) Speed-, Initiative-, or Range-reducing effect from yourself.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blade and Heresy): You may also take an additional non-critical Instant Action the next time you attack a target. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), until this effect takes place.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Knight – Light Damage Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Chromatic Breath:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this ability can only be used by the “Dragon,” as a breath weapon.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Will, deals 1damage. When you use this ability, you must give it one of the following elements:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Fire: deals +1damage to cryomancers.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Ice: deals +1damage to pyromancers.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Light: deals +1damage to shadow aura units.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Shadow: deals +1damage to light aura units.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This ability also causes both “Dragon” and dragon knight to become immune to your chosen element for 1turn. However, you also count as being the following type of unit for 1turn when it comes to weaknesses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            deals 2damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Wings of Death): Up to 3 enemies in 4Range.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Knight of the Blood Oath): Even if this ability misses, any target in 4Range, +7Faith vs. Resilience, Taunts the target for 2turns. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Tarscisia): Move up to your Speed value before or after using this ability. You can also move up to 4Speed before or after using this ability, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Sacred+Flame+5e.png" alt="Sacred Flame 5e" title="Sacred Flame 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Games are better when you have a host of monsters/ villains with light damage weaknesses, or other unique ways for players to defeat them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Monk – Specialization/ Critical Option (Divine Body)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you do not use a weapon
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , shield, or armor, choose one of the following permanent bonuses. You can also apply rare metals and gems directly to your body (armor) and fists (weapon). “Divine Body” selections cannot Double-Hit or give a Block.  
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Void Body
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h4&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Permanently gain +8Strike Bonus. When you finish a Move Action adjacent to an enemy, roll d20. If you roll 12-20, roll +7Strike Bonus vs. Resilience, Lock for 1turn. You can only Lock with this ability once per turn. “Void Body” cannot Double-Hit or give a Block.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Chaos Body
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h4&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           P
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ermanently gain +8Initiative. When you finish a Move Action adjacent to an enemy, roll d20. If you roll 16-20, roll +7Strike Bonus vs. Resilience, Daze for 1turn. You can only Daze with this ability once per turn. “Chaos Body” cannot Double-Hit or give a Block.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternal Body
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h4&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Permanently gain +1HP, +3Resilience, +3Dodge, and +3Will. When you finish a Move Action adjacent to an enemy, roll d20. If you roll 12-20, roll +7Strike Bonus vs. Resilience, Taunt for 1turn. You can only Taunt with this ability once per turn. “Eternal Body” cannot Double-Hit or give a Block.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternal Specialization Upgrade
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h4&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You are now permanently immune to light damage. Every turn, roll d20. If you roll 19-20, you automatically heal +1HP to yourself or an ally in 4Range. This critical allows targets to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). Once chosen, this critical becomes a passive effect, always active, and cannot be dispelled.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+5e+try+Eternity+TTRPG.png" alt="DnD 5e try Eternity TTRPG" title="DnD 5e try Eternity TTRPG"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whatever you do, always do your best to make your game special. You always want to bring your best to the game so you leave your group always wanting more.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Strategies for using Light Damage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As powerful as light damage can be against shadow aura enemies (since damage is doubled), players need to take precautions against taking that same level of damage in return.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The best way to use light damage is to pair it with specific enchantments, as shown immediately below.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Durandal Enchant
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, the target’s Weapon gains the light element. Once Enchanted, they have +7Strike Bonus or +7Faith when attacking with their Weapon against targets with a Shadow Aura, for 1Hour Duration. This item has 10-uses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This effect allows non-light aura units to also deal light damage, without the downside of also being vulnerable to shadow damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, the Durandal Enchant does not provide as much offensive benefit as natural light aura units have against shadow aura units, but it’s a wonderful option to maximize the party’s damage against certain foes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unholy Armor Enchant
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, the target’s Armor gains the shadow element. Once Enchanted, they have +7Resilience, +7Dodge, and +7Will when attacked by the shadow element, for 1Hour Duration. This item has 10-uses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The unholy armor enchant allows even light aura units to instead take on the equivalent of a “shadow aura,” becoming immune to shadow damage. With this enchantment, players can deal the insane levels of light damage innate to their class without fear from shadow aura classes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This enchant has the added benefit of not actually providing the user with a shadow aura. This means that though the user is immune to shadow damage, they are then not vulnerable to light damage, as a normal shadow aura would provide.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This important distinction (shadow damage immune vs. having an actual shadow aura) makes the Unholy Armor Enchant one of the best items in the game for light aura units. Though the cost of this item is quite high, it’s benefit is certainly worth the cost.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Sacred+Flame+5e+Blog.png" length="678911" type="image/png" />
      <pubDate>Tue, 02 Jan 2024 15:30:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/sacred-flame-5e</guid>
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      <title>Lingering Shadows Part 5 - Campaign Stories</title>
      <link>https://www.eternityttrpg.com/lingering-shadows-part-5-campaign-stories</link>
      <description>Lingering Shadows is a short story series based on a TTRPG campaign, shared with the Eternity TTRPG community. Read Part 5!</description>
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           Read for fun, or for ideas in your own campaign!
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            This story comes from the community-created
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           Share Your Campaign
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            series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.
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           Ekern
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           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.
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           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.
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           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.
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           “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.”
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           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.”
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           “The servants?” asked Vatra. “Why not the other house guards?”
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           “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.”
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           “What would the party be for?”
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           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.”
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           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.”
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           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?”
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           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.
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           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.
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           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.
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           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.
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           The Journey
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           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.
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           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.
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           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.
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           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.
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           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.
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           Vatra
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           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.
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           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.
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           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.
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           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.
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           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.”
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           “I don’t see shit,” responded DroGi eyes squinting and strained.
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           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.
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           “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.
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           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.
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           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.
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           Iceliat took a rear guard position as everyone left the scene. “He’s waking up,” Iceliat said aloud.
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           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.
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           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.
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           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.”
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           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.
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           “The forest,” Iceliat said, biting his bottom lip quizzically. “Something dark is keeping us here.”
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           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.”
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           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.
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           “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.”
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           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.”
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           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.
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           Author Credit
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           Sean Kuttner
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+5+-+Campaign+Stories+Article.png" length="525257" type="image/png" />
      <pubDate>Mon, 01 Jan 2024 15:00:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/lingering-shadows-part-5-campaign-stories</guid>
      <g-custom:tags type="string" />
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    <item>
      <title>Lingering Shadows Part 4 - Campaign Stories</title>
      <link>https://www.eternityttrpg.com/lingering-shadows-part-4-campaign-stories</link>
      <description>Lingering Shadows is a short story series based on a TTRPG campaign, shared with the Eternity TTRPG community. Read Part 4!</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           Read for fun, or for ideas in your own campaign!
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            This story comes from the community-created
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           Share Your Campaign
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            series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.
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           Drogi
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           Drogi’s eyes flickered open, going from blinding darkness to blinding light. As his vision cleared, he could tell he was in the room he once flew out of. Everything was cleaned and back in order. His arms felt heavy and his neck stiff. He heard a woman gasp just out of sight by his side. She skirted the bed into view, leaned in to make sure he was not only awake but aware as well. “H-how long has it been?” Drogi asked. The woman left the room as fast as she could. Muffled, Drogi could hear that she was trying to get someone’s attention.
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           He went through all his moving parts to see if they were, in fact, still movable. He went through his body parts like a mental grocery list. Leg: Still no. Hips: no. Lumbar lateral flexion and rotation: still good. Shoulders: shruggable. Elbows: heavy under covers. Hands: fist good. Neck: tight. Jaw: aching. Speech: “Fuck. Shit. Damn. Ass.” He chuckled to himself and sighed in relief, “Still got it.” His hearing started to improve, demonstrated by the ability to hear the footsteps approaching in a hurried cadence. He shrugged his shoulders and brought his arms out from beneath the covers. He rubbed the sand out of his eyes noting how big they felt as they rolled down his temple and cheek. He used his thenar eminence to push his eyelids up and around, massaging his eyes underneath. Reaching overhead, his shoulders popped and clicked releasing trapped gas and encouraging a short endorphin release. He followed that up by laterally flexing his neck in each direction feeling his range of motion return.
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           He heard from the doorway, “Drogi?” Vatra and Iceliat both entered looking like they have known months of peace. “Drogi, can you hear me?” asked Vatra.
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           “I can’t feel my legs,” he said, deadpan. No one laughed. “Ah. Just like the old days.” Vatra gave an order to someone at the door, to bring something to eat. Iceliat poured a glass of water as Vatra helped Drogi sit upright. Receiving the water, he thanked Iceliat. He drank, lightly choking on the first gulp. The muscles in his throat needed some retraining. He was sure it would be the same for his arms and core. Wiping the dribble from his chin, he asked, “Is she dead?”
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           Vatra shook his head and pulled a lip back. Iceliat answered, “She flew off after she dropped you.” He sat on the night stand and leaned his forearms onto his thighs, “Drogi? Do you know what that was?”
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           Drogi shared what he remembered and revisited in his dream. “Her name was Beatrix. She was an Empyrean soldier with the Supreme Guard. I told you about a mission we had in the Whispering Wood, right?” They nodded. “She thought I had led my men into a bear den, or something like that. She thought I was being negligent and questioned my right to lead. The Supreme Guard has a tradition which allows subordinates to challenge a higher ranking leader. For her to challenge me, she needed to go through a chain of command. She killed two people to get to me. No charge against her because it followed our ways and technically didn’t do anything wrong.” Drogi stopped to readjust against the potential bed sore that may have formed under his sit bones. He completed the story, sharing the fight, the stab, and the end result.
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           Vatra, clearly upset, responded, “Okay. There is a lot to unpack here. First of all, you were stabbed in the spine and not cursed. What the hell were we looking for?”
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           “It’s not my fault you interpreted what I said as a curse!”
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           “You said you were looking for a cure! An artifact! That’s not how spinal cord injuries work!”
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           Iceliat remained leaning forward, this time elbows to knees, and face in hands. Empyreans and Ateri were proud of their intelligence and forgot that not everyone was on the same level as them. Drogi was a great soldier, not a scholar. Iceliat shared, “I suppose we all do things in desperation.” Drogi looked at him, mouth open, but with nothing to say. He closed it and turned his head away.
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           Vatra turned his back on the two and dropped his head, heavy with frustration. He ran both hands through his hair and inhaled deep, then exhaled longer and in control. “I’m sorry. I get it. I’m sure you were acting out of hope.” He turned back. “So, do you have any idea how she’s alive? It sounds like you almost cut her head off. Even if anyone tried to save her, she wouldn’t have been able to make it out of those caves alive.”
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           Drogi collected his nerves and asked for his chair. He tried to transfer on his own, but his elbow joints weren’t used to stabilizing him during a pivot yet. Iceliat helped him complete the transfer. From what he remembered, the chair should have been dented and bent more than it was. The two must have commissioned someone for repairs and replacements. The drive wheels spin on ball bearings now making for a smoother glide. The tires were wider allowing for maneuvering through dirt and mud, it increased stability but decreased speed. The backrest sat a little lower allowing for improved scapular range of motion. The companion handles placed by the previous builders had to be removed. This would improve his swing and seated rotations.
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           “I literally just woke up,” Drogi pushed away, “can I just have a minute and something to eat?”
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           Drogi stopped at the stairs and looked down. They seemed like more than one story worth of steps. He turned back and propelled to the den. Iceliat and Vatra sat in what would become “their spot”. Vatra had a servant bring a folding table large enough for a family style meal and another servant bring a honey roasted duck, smoked fish, steamed vegetables, and an apple spiced mead. Drogi attacked the feast like a wild animal and ate more than he should have. Every bite seemed like his first. He bit his lip multiple times but he was undeterred. The crispy skin of the duck was like candy. The smoked fish was salty and paired with a sauteed mushroom gravy. He was burping bits of chewed food back up his throat and painfully hiccuping for the rest of the day. He didn’t touch the mead and opted for water with lemon. His stomach was distended, but he was content with the discomfort.
          &#xD;
    &lt;/span&gt;&#xD;
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           Pretending the discomfort is what prevented him from descending the steps on his own, he asked two guards to help him down. One grabbed him from the back and under his pits, while the other managed his legs. He was seated on the reclining chair as someone else brought his chair. Drogi was close enough to the exit to hear a wind chime sing in a tubular melody. He stared out a window that overlooked a part of town he hadn’t visited. “We could just stop,” he thought to himself. “We can call it here. The Phoenix is too much for us, I’m sure. I couldn’t even handle someone I had already killed. What chance do we have of challenging what could be seen as a micro-god? I could just spend the rest of my days here. Maybe find a nice woman who could tolerate me. She wouldn’t have to for very long if the Phoenix is doing what I think it is. No. I’m just feeling weak and pitiful. One last adventure. Finish what I started, save the Isles, sleep with a woman.”
          &#xD;
    &lt;/span&gt;&#xD;
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           Drogi’s train of thought was interrupted by Iceliat and Vatra descending the steps. “We need to talk,” Vatra said. “I’ve had a thought, vision, memory, or what have you.” Iceliat leaned against a wall, arms crossed, and one heel propped up. Drogi sat opening and closing his fists, trying to reawaken his grip strength. Vatra continued, “What do you two know about the Hallowed Ones?”
          &#xD;
    &lt;/span&gt;&#xD;
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          &#xD;
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  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           The Hallowed Ones
          &#xD;
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           Beatrix’s body fell for what, to her, felt like a lifetime. Though unmoving, she was still alive and conscious. She felt her brothers maneuver her body onto the tarp and wrap her up like a swaddled infant. Her anger kept her awake and alert. The air felt increasingly cold as the shroud became unwrapped around her head. She was falling facing upward, still able to see the moonlight from the opening. “Drogi,” she thought to herself. She tried to speak, but the tendons that held her mandible to her maxilla had been severed. She choked on a piece of clotted blood and coughed a mist of crimson. She felt herself fading and knew that very soon she was going to hit something solid. She hoped that was the case, so it would be a fairly quick death. If she were to hit water and survive long enough to drown, she quivered at the thought.
          &#xD;
    &lt;/span&gt;&#xD;
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           Eyes blinking independently, Beatrix started to feel a hollowness in her thought process. Words came to her like memories or auditory hallucinations. During missions, she often thought about what the experience of death was like. She dreamt of dying multiple times. It was always the same. She would close her eyes, feel her breath slow, and on her final exhale, there would be silence and darkness. Then her mind would linger thinking that it was still alive. “You’re not dead,” it would say. “Just open your eyes.” She’d tell herself if she got up her death might not be as peaceful. She was in a moment of complete content. If the reaper didn’t come to claim her now, she’d be too afraid to die again. When she would finally give in, she would awaken wherever she laid to rest. She believed her dreams of death readied her for this moment. Once she hits the ground, she’ll wake up and complete the next mission. “It’s just a dream,” she told herself.
          &#xD;
    &lt;/span&gt;&#xD;
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           Her breathing slowed. Her mind started to talk itself down in an internal whisper. “Beatrix,” it said, sounding like a whisper in an echo chamber. “Beatrix,” it said again. Her brows furrowed in confusion. “Open your eyes, Beatrix. Open them. See us.” The voice prolonged the word “see” and enunciated the “s” in “us”. She never called herself by her name, only “soldier”. She opened her eyes to the complete darkness. The shroud had completely unraveled, but remained pinned to her top, freeing her arms and legs. “Beatrix,” it said again. “We can save you.” Every word was prolonged and echoed. Beatrix had no need for saving, she knew there was no going back after this. “Heal you. Accept us. Let us in. Accept us.” Every word was stretched and never grew louder than a distant whisper.
          &#xD;
    &lt;/span&gt;&#xD;
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           “Do whatever you want,” she thought, giving up. “I’m done.”
          &#xD;
    &lt;/span&gt;&#xD;
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           Excitedly, the whispers said to themselves, “She said yes. She’s allowing us. She accepts. Go now.” Beatrix heard the words, but thought nothing of it. She believed these sounds were the brain trying its best to reconcile the impending death. “Mine. No mine. Ours. Yes, ours.” It was like listening to children argue over ownership of a toy.
          &#xD;
    &lt;/span&gt;&#xD;
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           Beatrix’s descent began to slow, like falling through water without the splash or being caught by guiding, loving arms. Her body was lying flat, arms and legs splayed out, head and neck supported. “Is this what a soul leaving its vessel feels like?” she thought to herself.
          &#xD;
    &lt;/span&gt;&#xD;
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           “No,” she heard a hundred hushed voices say in turns. “No soul. Body. Ours. Free.” She felt the supporting mass begin to envelop her. Small arms reaching and hands grasping for whatever piece of cloth or skin they could. “Ours,” they continued. “Mine. Ours. Ours.”
          &#xD;
    &lt;/span&gt;&#xD;
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           Beatrix lay in a pool filled with thousands of black wisp-like amorphous figures. Arms the length of a rat or raccoon pulled her deeper into the crowd. Some of the figures, about the size of a common squirrel climbed on top of her front, scurried and bounced. She continued to lay, accepting the sensation, still believing that it was her mind playing tricks. Only once the pulls and tugs began to cause additional pain did she open her eyes. She believed death wasn’t supposed to hurt once you’ve accepted it. Hands and claws tugged at her loose mouth skin, her lips, ears, each finger being splayed and tractioned. Something moved beneath her clothes. She attempted to use her arms to pry off the very real critters, but she was immobilized without any give. Fear began to creep back and confusion overwhelmed her.
          &#xD;
    &lt;/span&gt;&#xD;
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           A hand, then three, grabbed at the already torn skin of her right cheek and began to tug and pull. Her neck tensed and eyes widened as she felt the flesh give and tear. Her loose jaw made what a scream should have been sound like a drowning roar. More hands went for her face, some holding her by the mandible, some holding her by the maxilla, and they pulled in unison in opposite directions. Whatever tendon that was still in place lost to the tension resulting in her jaw being a loose piece of skin that happened to have a bone in it. More force was applied downward ripping into her neck and platysma. Something crawled into her mouth and tried to force its way down her throat. Another one of these things wanted the opportunity and yanked that one away. These things would take turns trying to be the first one to crawl through this opening.
          &#xD;
    &lt;/span&gt;&#xD;
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           She felt her orbitals being exposed by her eyelids being pulled back, and feeling pressure on her eyes like a dog trying to make a comfortable lying surface. Something tried to reach into her lacrimal gland but found nothing and retreated. Clumps of hair were being torn out leaving small bleeding patches. She couldn’t feel as every muscle in her limbs were being bored into and detached from its insertion point. Her fingers had been broken in opposing and random directions exposing bone and sinew. Both elbows and knees were bent backward. Each long bone was broken no less than three times. The whispers continued expressing their greed to one another as Beatrix’s nervous system shut down. She could no longer feel what was happening and could only see the moonlight above her shrink away and be eclipsed by these monstrosities. After the first creature successfully made its way through her mouth opening, others followed, distending her stomach and entrails. In a moment, they would find an exit. Beatrix, fortunately faded away before she could experience this.
          &#xD;
    &lt;/span&gt;&#xD;
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           Unwitnessed, the imp-like demons continued to pull, tear, and bend her body every which way. Her body was completely exposed, the clothing having been removed and discarded. Her body was at the whim of these destroyers to be molded however they saw fit. “Fix you,” they would say thousands of times out of sync. Every strand of hair was pulled from her body: head, brows, body, pits, and privates. Her blood was drained and replaced with something black and viscous. Her teeth had been sharpened, gum receded, and her jaw placed back into place. She was being reassembled and realigned. Some of the creatures moving around her skin sat and sank into an ink that would swirl and stain. Her bones were realigned and increased in density. Her muscles were reattached with increased muscle fibers. Her arms and legs were elongated for reach. All her fingers were lengthened and ended with a pointed, curved bone. Her cheeks had been joined together and smoothly connected. Every muscle fiber could be seen pushing outward through her skin. She was becoming the perfect vessel of anger and wrath. She didn’t know it yet, but her second chance was coming.
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           As Beatrix’s eyes began to open, the little voices hurriedly said to one another, “Hurry. Hurry. Awake. Wake. End.” Beatrix was still being supported by the amorphous black wave, this time she was free to move. She began to sit up and the wave followed to support her. She tried assessing the damage, but it was still too dark to see anything in detail. She thought everything had been a dream, but was reminded once she looked up and saw a flicker of daylight coming from a distant opening. She was sure that she was in the cave’s pupil. She stood and reached in a “Y” position. She could tell she was nude, but rather than feel exposed, she felt powerful. Her arms moved effortlessly and felt as light as down. The voices whispered to her one at a time, “Fixed you. In you. Strong. Together. With you now.”
          &#xD;
    &lt;/span&gt;&#xD;
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           She tried to look around to see the source of the voices, but still nothing. She looked up again. “Get me out of here.”
          &#xD;
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           The voices, now excited, whispered, “Wings. Fly. Flight. We can. Let me. Me. Let us.” Out of sight, hundreds of these sprites formed into a whirling mass that attached themselves to each of Beatrix’s scapulae. They dug through the skin painlessly and fused to the bone. As the frame of the wings began to take shape, Beatrix began to lightly beat her wings. This would continue until each wing was about twice the length of her height. When she finally reached lift, the swirls stopped. The voices , proud of their work, said “Fly. She can. We can. Fly.”
          &#xD;
    &lt;/span&gt;&#xD;
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           Beatrix took a hand and felt where her cut had been. Dissatisfied, she took the clawed thumb and traced in a new cut on each side mirroring a scarred version of her previous injury. “Why? Why? Fixed you. Why.” the voices asked.
          &#xD;
    &lt;/span&gt;&#xD;
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           Beatrix, feeling blood trickling down her jaw, continued looking upward as she elevated. “A reminder. I want him to remember.”
          &#xD;
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           Vatra
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           Vatra stood in the center of his father’s secret room holding a lantern exposing the rusted instruments used on who knows how many victims. Everything was as his father had left it, except for the vacant space between a set of blades. This is a room of embarrassment and shame. He had no intention of allowing any word of this to reach the townspeople. Intermittently, one day at a time, one bucket or bag at a time, someone would visit this place dressed as an out-of-towner and fill this dungeon of sorts. Maybe in a few years, when the earth has been compacted and leveled, he would repair the hole that hid the spiral stairwell and place a proper cabinet in its place. In time, the small house will be converted into a small shop to sell something mundane. He thought about a toy maker or a cobbler. Something innocent to paint over the blood soaked earth.
          &#xD;
    &lt;/span&gt;&#xD;
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           Vatra ascended the steps and squeezed past the shifted cabinet. Ekern was standing guard at the doorway facing out. He put everything back in its place and engaged the locking mechanism. “Should be good,” he said.
          &#xD;
    &lt;/span&gt;&#xD;
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           Ekern relaxed his posture and walked into the living area. He placed his weapon and helmet on a small table, then sat in one of the rocking chairs. Everything was dusted in Vatra’s absence. He wanted the building to look as occupied as possible to prevent squatters from breaking in and potentially finding the stairwell. Ekern was taller and much more physically fit than Vatra was. The starving little boy he had once been, grew to become an elite member of the house guard. Informally, he was Vatra’s personal guard. He stood six inches taller, shoulders were about a foot wider, and kept his hair short to never be in the way of his eyesight. His choice of weapon was a longsword, but was well adept at anything put into his hands. To become the man he is now, he focused on nothing but training and controlling his willpower. If he wanted someone dead, they would be. “Now that he’s awake, how long do you think you’ll stay in town?” Ekern asked, hoping the answer would be “forever.”
          &#xD;
    &lt;/span&gt;&#xD;
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           “We will probably stay in town for a few more nights, less than a week, to train Drogi’s muscles somewhere close to where he was before.”
          &#xD;
    &lt;/span&gt;&#xD;
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           “He was stabbed in the spine, right? Besides some serious magic, there isn’t anything to be done for that, right?” Ekern wasn’t wrong. Once a nerve is completely severed, both sensation and mobility are nonexistent. “Even if he did get feeling or mobility back, his legs are so atrophied that they wouldn’t be able to functionally maintain his weight. He’d need years of training just to balance without a cane.”
          &#xD;
    &lt;/span&gt;&#xD;
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           “You’re right, absolutely, but I gave him my word that I’d help him find an artifact. Whether it works or not, once we find this mirror thing, I’ll come back home.”
          &#xD;
    &lt;/span&gt;&#xD;
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           “And the Phoenix?”
          &#xD;
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           Vatra took a moment, dropped into the other rocking chair, crossed his legs into a figure four, his back pressed the back rest, and clasped his hands behind his head. Vatra considered it, but remembered how it carried the three men effortlessly and dropped them into the ocean, and that was in the bird’s infancy. It has been close to a month since, and he couldn’t imagine the size and strength the beast has reached. “Well,” he started, “it has been a while now and we haven’t heard anything about the Isles getting attacked or anything dangerous happening in the surrounding area.” He craned his gaze upward, and continued, “While I’m away, I’d like to make connections with the towns we pass. With this new common enemy, everyone will have a reason to come together.”
          &#xD;
    &lt;/span&gt;&#xD;
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           Ekern nodded understanding what he was saying about putting the Phoenix concern on hold. He leaned forward and rested his elbows on his knees. “Vatra,” he started to say with an uncertainty in his voice, “I’d like to join. I can help.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Vatra would have loved nothing more than to have his friend by his side. Everything they had been through together and everything they shared made them more than brothers. In another life, they could have been soulmates. Vatra reluctantly responded, “I wish you and I were the only ones going, honestly. But I need you here. You’ll be the one taking the lead of the house guard.” This was a surprise to Ekern. “Don’t be surprised. People will assume that since you were willing to shift blame to me, that you were more loyal to my parents. It’ll make me look merciful and without a grudge. It only makes sense to promote you to this position.” Ekern leaned back unsure of what to say. “We’re going to change the way things are in this town. We’ll expand when the time is right. This can’t be rushed.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;/span&gt;&#xD;
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           “I trust you, Vatra.” Ekern was looking ahead, unsure of what to do next. “Of everyone I know, you’re the only one who can hurt me now.”
          &#xD;
    &lt;/span&gt;&#xD;
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           Vatra didn’t know how to respond. They sat in silence for several moments before a pounding at the door jostled the two upward and rotated. Vatra hummed to himself and stood. Ekern stood as well and grabbed his gear. Placing his polished metal helmet with the cheekbone guards and red tassel snuggly onto his head. He held his sword with arm low and extended. “Let me,” Ekern said. “Look like you’re reading.” Ekern approached the door. The thumping continued in raps of three. Everything sounded low level to Ekern, but this sounded especially low. He thought to himself someone was crouching, ready to attack. Then he calmed himself. It’s daylight and nothing like what he was thinking ever happened in this town. He relaxed his shoulders. The thumps came again, same height, same intensity. The two already knew who it was.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DroGi
          &#xD;
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           “If I have to knock one more time, I swear I’m going to,” he thought to himself. The door opened as if the person behind was expecting guests. A large man, broad at the shoulders and padded with fine clothes looked down at him. He could see his eyes in the crack of his barbute, intense but suspecting. He could tell the man pitied DroGi’s situation and thought of him as an invalid. “About time, you shithead.” He tried to push himself past, but bumped into the guard and rolled back slightly. DroGi looked up angrily ready to spew profanities, then he saw the man coyly smile and step to the side. DroGi was jealous for a moment, remembering his own feats. He wondered if he’d ever be the warrior he once was. He prayed that his hope wouldn’t break his heart.
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           He propelled into the small house and saw Vatra sitting in a rocking chair, legs in a figure-four, reading a velvet lined book. DroGi thought less of the intellectual types. He believed they weren’t real men, as they stayed behind in the comforts of their homes while men like DroGi died in the fields. “Of course you’d be reading.” DroGi looked around this unremarkable house and pictured himself living in something like this after he retired. Unfortunately, he knew, there was no retirement for an injured soldier who left his company without a word. He was technically a deserter and deserters were not well respected. Living on the streets for someone going absent would be a privilege. This ignited a new anger inside of himself. “You know there are soldiers out there who have family that don’t know if they’ll ever see their loved one again? That those families are sitting in a house smaller than this, with dirt floors. And what do you rich people do? Sit and read and eat figs while they eat sticks and leather. Why is it that the ones with less fight for the ones with too much? If you’re all so smart, why don’t you all come up with a solution? Why don’t you fight your own wars, huh?”
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           Vatra uncrossed his legs, placed his book on the small table and stretched his upper body with rotations and reaches. He moaned in relief and smiled. “You’re right.” This caught DroGi off guard. He was expecting an argument. “We are smart, Vatra continued. “We’re so smart that the solution we found was to have people like you fight our wars.” DroGi rushed forward. Vatra, expecting this, moved the second chair in his way, creating a barrier. “Calm down, DroGi. It’s a joke.” He laughed. “I didn’t send anyone anywhere. That’s above my level.” DroGi halted his aggression, lifted the chair, and threw it against a wall, just as a way to demonstrate his power. Vatra ended with, “Politics is just a bunch of old men arguing about the best way to control dogs.”
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           “Dogs,” DroGi said to himself silently. He thought back on his training in a flash. “We obey commands, speak when given permission, and live within quarters on a short leash,” he thought. Then, he pushed the idea out of his head. “No, no. That was just during training. We had the choice of what to do next. And,” he paused internally, “punished if it was the wrong choice.” DroGi shook his head to stop these thoughts and said out loud, “Listen, fucker, it’s time to go. We’re heading south.”
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           “Oh?” Vatra, satisfied with his jest, leaned back and inquired, “Why south?”
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           DroGi took a minute before answering. He was taking time to absorb the environment around him. A few of the shadows that normally followed him were present, so were others unfamiliar to him. Staying in place he checked all the corners and the ceiling. Nothing obvious to be seen. Some of his shadows were grouped in the one extra room of the house looking at something out of sight to him. “First off, this house reeks of death.” Vatra and the guard looked at one another, then back to DroGi. He shook his head and returned his attention to Vatra. Thumbing his now grayed obsidian ring, DroGi said “I went and saw Nelvis. Without you around he’s a little more talkative.”
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           Vatra looked at DroGi’s ring then his own. He had put together that he used Vatra’s location as his return point to town. As if coming back from a train of thought, he began to say, “Yea, I don’t know what I was thi-”
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           “Shut up,” DroGi cut off. “He told me he’d heard stories about another mirror in the Black Mist Forest.”
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           “And?”
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           “‘And?’ And we’re going! Fuck, let’s go, already!”
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           Vatra looked to his guard, “What do we know of the Black Mist Forest?”
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           DroGi tuned the conversation between the two out as he went back to scanning the area. His hearing became honed in the room. The shadows were gone, but he still felt a presence. The room was too perfect. No dust, no scratches, nicks, or blemishes. The window sill wasn’t sun damaged, the floors looked as if no one with shoes had ever stepped foot inside, and the walls behind doors were smooth like the doors must have been slowly opened enough to allow a person through and nothing more. He pushed off as the other two continued their planning.
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           At the entrance of the bedroom, he could smell citrus cleaner. The living room smelled of old books and potpourri, so he wondered why would this room be the only one to smell as if it were cleaned. He rolled toward the bed and pressed on the layer of skins and furs. It was cold on his callouses, but inviting all the same. He imagined what it would feel like for the furs to brush against his skin and what it must’ve felt like to kick his legs underneath. He shook that last thought from his mind and continued to inspect. He checked under the bed for dust, but found nothing. He thought this house was too perfect, and the idea of something being perfect is usually a mask for something else. He liked to think you could tell a lot about a person’s mindset by the house they kept. A cluttered house usually meant a busy mind. A clean house usually meant the person either had a housekeeper or thought methodically. This house, on the other hand, did not match up to the other men in the room. The guard was too large, robust, and heavy in stature. The bed would be too small for him, the rocking chairs and small tables were not his style as they would barely be able to maintain his weight or the amount of food he’d need to eat to sustain his physique. Vatra, although rich and can afford a housekeeper, didn’t maintain this type of cleanliness within the mansion. He also had a much larger staff there. So, unless he sent the entire service to this particular place to maintain it, there was no explanation. This house was wrong. He looked back into the main room to see the men clarify questions and tactics. DroGi scoffed at the idea of making a plan with a house guard. He wondered what they could possibly know about the world outside of these pampered walls.
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           His attention turned to the single cabinet placed against a wall. Nothing fancy, but it was nicely smoothed and waxed. Like all the other objects in the house, it was unscathed. He was feeling nosey and decided to look inside. The drawers slid open without a sound of friction, as if moving effortlessly through air. Whoever built this was a master of their craft. Upon opening one of the other drawers, he could tell it didn’t slide as smoothly. It was like an annoying splinter had found its way loose and jammed itself into the track. There was nothing in any of the openings, so he closed everything. He reversed enough to allow his legs to swing past the piece he found to be a work of art. As he turned, he felt his drive wheels and hands dip slightly. It was almost unnoticeable, but with the perfection of the rest of the house it might as well have been a hole to the nether world. He wheeled past, then rotated the half circle to assess the imperfection. There were pressure marks that followed a symmetrical, curving path. They led to three of the legs of the cabinet, meaning one must have been the pivot point. He reached down to feel the indention to make sure it wasn’t a trick of light. It wasn’t. His fingertips followed the tracks back to the cabinet and held it by the bottom rim. He tugged lightly and felt a slight give. He tugged even harder resulting in the doors jostling, but still, the cabinet did not budge from its spot. He sat upright and inspected the narrow gap in the back between itself and the wall.
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           “DroGi?” He heard from the other room. “What are you doing, friend?”
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           He scoffed at the word “friend”, then responded with a hollow echo cheek smashed against the wall, “This place smells of death and citrus.”
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           “Maybe the cleaners had to clear out rats,” someone said.
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           He thought to himself that no living creature beyond a human has entered this house. He knew the signs of rats. They would chew on corners and edges. The idea of the cleaners coming in here, sanding everything down, then ridding the space of dander and splinter was beyond belief. “There has only been one family of rats in this house,” he said, squinting into the space looking for any sign of abnormality. He sat back and turned around, “I don’t have time for this shit. Come on, let’s go. I’ll see you at the mansion. Grab your shit. We need to see Shield.”
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           Author Credit
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           Sean Kuttner
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+4+-+Campaign+Stories+Article.png" length="524965" type="image/png" />
      <pubDate>Sun, 31 Dec 2023 15:00:00 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/lingering-shadows-part-4-campaign-stories</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+4+-+Campaign+Stories+Article.png">
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      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+4+-+Campaign+Stories+Article.png">
        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Lingering Shadows Part 3 - Campaign Stories</title>
      <link>https://www.eternityttrpg.com/lingering-shadows-part-3-campaign-stories</link>
      <description>Lingering Shadows is a short story series based on a TTRPG campaign, shared with the Eternity TTRPG community. Read Part 3!</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           Read for fun, or for ideas in your own campaign!
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            This story comes from the community-created
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           Share Your Campaign
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            series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.
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           Drogi
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           Drogi leaned into the glass to observe the bird more closely. It came in so fast he didn’t have time to react and dive away as this winged creature broke through the window and tipped both him and his chair back and to the side. Lying on his side, he looked up at the flying ram that toppled him effortlessly. Broken glass covered the floor like a child going overboard with glitter for their art project. His weapons were too far away. His best chance would be to push himself upright and wheel out of the room seeking back-up. This winged woman’s wings flapped intensely, sending short bursts of gust knocking over small objects and sending papers fluttering.
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           He pushed upward as quickly and as powerful as he could muster. His chair landed with a tip to the opposite side almost dropping him again. He was able to turn and get one push in before he felt a jerk backward sending him down again. Two guards entered the room, swords drawn. They surrounded her and swung in unison. One was able to strike a wing, the other had their sword knocked back still in hand. The one who came closest to Drogi reoriented him with one arm. Immediately after, the woman grabbed him from the bottom of his chest plate and lurched him out the bedroom door. The guard on the other side of the room continued to swing, but the wings acted as shields, barely moving with each impact.
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           Drogi was lifted still in the chair. He felt completely vulnerable and defenseless. All he could do was curse and hammer fist at her hands. “Useless,” he thought to himself. He saw Iceliat enter the room baffled. His summon was already attempting to subdue the creature but to no avail. Before his next curse he was tossed out the broken window facing inward. An exposed glass shard sliced his leg and he flew by. The cut went unnoticed by him, but an average man would have felt like being sliced by a glowing, red-hot knife without the soldering that would, at least, close the wound as it melted flesh. Time slowed down and everything was quiet except for the rushing wind. During this moment of weightlessness, he was able to get a look at the woman’s face. “I know you,” he thought to himself. Time caught up and gravity had him facing upward seeing the constellations. He would have been able to name a few, but the impact of the ground left him seeing stars and breathless.
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           His chair bounced away from him as he rolled at an angle to it. The smell of dirt and grass was stained onto him. The wet grass and grit entered his wound, still going unfelt. He started to crawl to his chair. He knew he needed to get back indoors. One arm wasn’t working properly. He could tell it wasn’t broken, but maybe some kind of nerve involvement gave him temporary paralysis. Making it to his chair, he set it upright, sat up with his back to the seat. He readied himself to bump up, but saw the woman from his past diving at him. He reached overhead for the wheels and pulled the entire chair over himself with an exerted grunt. He created a temporary shell and felt the quick strike. Immediately, he felt the chair be lifted from him exposing him to the cool air again. He tried inching backward, but was grabbed by the shoulders, feeling claws dig deep into his pecs and rear traps. He wanted to yell, but he could barely take a breath in for himself. “This can’t be it,” he thought to himself, “not like this.”
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           Fifteen feet in the air now, almost inline with the window he was tossed from, he almost gave in to defeat. He was almost ready to stop fighting back. Every flap of her wings brought them inches higher and her claws deeper. His vision began to fade. Sound was disappearing again. Before fainting, he felt a sudden heat, a jolt, and a sudden whoosh of air.
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           Upon hitting the ground and losing consciousness, Drogi entered a dream or a memory. He wasn’t sure what, but he knew his brain was trying to process and conserve. Inside an open ceiling cave, five members of the Supreme Guard stood distanced away from Drogi and a woman. The cave was unscalable from where they were, and the only way out was the way they came in, a narrow squeeze about an hour away beyond a series of false entries and switch backs. Where they stood was the deepest, visible part of the cave. Moonlight illuminated what would be an arena. In the center was a hole wide enough to fit a small home. Within the hole was the deepest, unseeable part of the cave. Legends say it’s endless, but any one with basic knowledge in geography knew that was impossible. Water cascaded down from above them, creating a sparkling waterfall and misting the air, cooling the temperature by at least ten units. From above, the scene would look like a sky blue eyeball hence its name: the Cerulean Eye Caves.
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           At the lip of the endless hole, stood Drogi and Beatrix. She was a team leader of the Supreme Guard, under the squad leader Garreth, under Platoon Sergeant Eitie, under a slew of well-respected leaders. She was an Empyrean standing a head taller than Drogi, and much more slender and agile. “Under the supervision of my brothers and sisters, I, Beatrix, red team leader, challenge your right to lead by means of combat.” Of course, this isn’t how people talk, but there was tradition to be upheld. Speaking and challenging like this made it seem like both parties were acting under respect and sound of mind. This was how you knew someone was no longer joking with you as a friend, but challenging you as an accuser of poor leadership or morality.
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           “Beatrix, there was nothing to be done. The remains were too mangled to return home with.” Drogi was being challenged under the assumption that the men who died in the Whispering Wood passed because he was following bear tracks and not human. The only other survivor had hung himself, so no one was able to collaborate. The five witnesses were just that, witnesses. They were not there to judge or support. There was tradition that needed to be upheld for situations such as this. Beatrix shouted her challenge once more. “Beatrix, please believe me. Don’t make me do this.”
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           “You did this. You failed them all and will fail the rest of us.” Drogi, bewildered, knew there was no convincing her away from what she convinced herself, so he accepted the challenge. “As the one being challenged, you have the right to choose the weapons to be used.”
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           “I know how this works, Beatrix. You’re not the first to have fallen to me.” She furrowed her brow and spit on the ground. He sighed. “We’ll use short swords.” He felt broken. He felt like what she claimed, like he was failing the guard. Now, one more of his sisters was going to perish.
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           A guard approached them each one at a time presenting a ceremonial blade. It was as long as an average man’s arm from pommel to point. The hilt was wrapped in a leather cordage made from an Aluthean Bull, one of the most aggressive and respected animals. The cross-guard and pommel were made from gold mined in the Islands of Mara. The pommel was molded into a wolf’s head with its mouth open and tongue curled to hold a blood red tassel. The tassel was made of silk spun in the far east part of the continent separated from the west by the Bone and Thorn Desert. The red dye came from Imperian Cherries which could only be grown at high elevations under the care of the monks who know the care routine. The blade itself was made from the swords of every soldier who challenged or was challenged in this fashion. Drogi felt bad about the idea of Beatrix’s personal blade being melted down and having part of it combined with these relics. These swords would be useless in actual combat. The mixture of metals changed the integrity and durability for the worst.
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           Drogi took his sword and flourished a figure eight followed by a forward then backward wrist roll. This was how he would find the blade’s balance. Beatrix, having received her weapon, did a simple mid level side to side slash followed by a pierce. She had one of the most steady hands of any guard he’s ever met. It made for fancy sword work, but resulted in weak strikes. A recoil from Drogi would have her go numb from the reverberation. The guard returned to his spot with the other guards who were holding the other ceremonial weapons: spear, ax, broadsword, and dual daggers.
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           As per custom, the two approached each other with the weapon side arm extended to the rear. With the same free arm and hand, they shook arms by the wrist maintaining eye contact. “Are you sure you want to do this, Beatrix?” She snarled, stepped back three steps, took a side stance creating a smaller profile. Drogi’s eyes began to swell and he felt choked up. He thought to himself, “I don’t want to kill any more.” He took his three steps back, back rolled his sword, took a similar side stance, and pointed his blade at her as if aiming to throw it.
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           A guard of the five slammed his sword against his shield. A second guard joined in for the second in unison. Then a third. At the fifth slam, the fight would commence. The sound of the waterfall vanished. The slams echoed throughout the cave. His breathing, though calm, sounded like being inside of an inhaling whale. Beatrix was shaking with anger. Her dark gray skin was scarred from previous battles and falls. Her hair was shaved on the sides to the skin and the rest pulled back into a braided ponytail. A piece of her left ear was missing from an incident with a particularly violent pet tiger. Had this been a different life, Drogi would have found her beautiful when others would see her as a wrecked masterpiece. The fifth slam echoed.
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           Beatrix charged with battle shout and Drogi waited as if he hadn’t heard the final slam. His eyes grew tired as if they’ve seen this moment play out multiple times before. It had. As she charged, he imagined all the number of soldiers who approached him in the same way. She’s going to do a downward diagonal slash from her right to left, followed by a mid-transverse swing, and an overhead pierce. He knew that because he taught her that when she was still and ensign. Like clockwork, it happened exactly as he had anticipated. Without needing to block, he side stepped to allow the downward slash to skirt past him parallel to his body. He hinged at the waist allowing the side swipe for miss. Then he spun past her and behind her as she performed an overhead pierce. Back exposed, he used the pommel to hit her in the back of the head. In challenges past, this would sometimes knock out a soldier. Beatrix’s consciousness was stubborn, he thought.
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           She performed a clumsy spinning, back hand slash. Drogi ducked. Then, unexpectedly, his chin met her knee. Usually, only the weapon was ever used. No one ever kicked or punched unless they were disarmed. Drogi felt his teeth clack, sending vibrations into his eye sockets. Stumbling back, Drogi readied his sword. Slashes and blocks were exchanged. Pieces of the weakened blade sparked and fell away or bent leaving little valleys. Beatrix was beginning to sweat as most of her effort was put into clean swipes. Drogi was more efficient and knew that these type of swipes led to his ability to telegraph the sword path. She was a good soldier, but she had much to learn about becoming a fighter. “Beatrix, stop this.” Drogi said with a side parry. “You’re tiring out.” Another deflection. “I won’t feel right killing you while you’re kneeling.”
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           She growled, “Then stop talking and fight me!” She attempted a double-handed downward sagittal slash. Drogi leapt back, having her meet the large, wobbling rock he was standing on. She grunted as her blade shattered leaving her with nothing but a handle and a blade in the shape of a pot with a single handle. She fell to her knees, all but defeated. Her eyes never left his. They were dark, almost black. Sweat dripped from her lips, forehead, and chin. Her hair had come undone with all the effort. She dropped what was left of her sword, sat on her heels, back of her hands resting in her lap, and looked up from a sunken ego. “Do it,” she said under her breath. Drogi stepped back to the same level and off to her side. “I said ‘Do it’!”
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           Drogi flourished his sword with another wrist roll and held the blade pointing down into the soft flesh between the clavicle and scapular spine. Her heavy breathing caused the tip of the blade to cut deep enough to bead blood. From here he could pierce down with little to no resistance directly into her lung. Drogi’s voice cracked, “I don’t want to kill you.” He pulled his sword away. “You’re a good fighter and have the potential to lead. The Guard would be amiss without you.” He tapped her on the shoulder with the flat of the blade, stepped back, and turned away. “She’s done,” he shouted to the five. “Take her and-”
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           “You’re weak,” Beatrix said while standing, weakly. “You’re weak and no use to the Guard. More of us would die under than beside you.” With one last attempt, she leapt to him. In one unprepared swing, Drogi slashed twice. The first swing cut through her cheeks, far back enough to cut the tendons holding her jaw in place. The second swing met her in the abdomen, piercing her diaphragm and compromising a lung. There was a quick hiss of escaping air and the sound of gurgling from blood entering the hole. Beatrix’s body fell into Drogi sending him backwards. Her head lay next to his. The sound of her open jaw swinging sounded like two pieces of raw meat being slapped against a board. She was choking on her blood both at the throat and what was entering her pleural cavity. A big inhale shot blood from around her chest and a large exhale resulted in a little sputtered fountain of blood projecting from her semi-exposed esophagus.
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           The two were laying on the floor now. Beatrix had rolled off of Drogi and held her abdomen and parts of her throat to no success. Drogi was on his back laughing. The five guards came down to help him up and complete the battle as tradition dictates. No one touched him. They watched as blood pooled underneath him. He saw and said, “What’s the matter? Have you never seen a man lying in someone else’s blood before? Look at-”. He stopped and sat up. His trunk worked fine, but his legs felt different. Almost like they were floating and falling through the floor all at the same time. A guard pointed to his back showing a broken shard of sword wedged into the base of his spine around belt line level. He reached behind and felt the protrusion. “No. No, this is a temporary thing. We’ll take it out, the swelling will go down, and everything will go back to normal.” He attempted to shift his legs, but failed. He watched his legs lay flaccid on the ground falling to whichever side he leaned. He looked back to Beatrix, still alive but sounding like she was laughing with a sword stuck in her throat. Drogi sat still trying to convince himself everything was going to be ok. “Go on. Finish this so we can all return home and get me to the infirmary.”
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           Leaving the blade in, two guards pulled Drogi to a rock steady enough to support his back. His feet were pulled in into a butterfly position so he would remain balanced. They brought a large shroud colored blue with gold trimmings. They cocooned Beatrix’s body in its entirety and used a brooch with the Supreme Guards emblem to pin it all together. The five knelt semi-circle around her, each placing a hand on her body. Drogi couldn’t hear what they were saying, but he followed along anyway. “Rest now, sister. Your time in hell is done.” This would be said for a total of twenty repetitions before two men lifted her body and dropped her into the dark void. Drogi didn’t stop it. He let tears fall from his eyes. No noise. Just beads of sorrow falling into his lap.
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           Iceliat
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           It’s been ten days since Drogi was injured and he remains unconscious. Iceliat’s feet have finally lost the remaining scabs on his feet and had multiple new cross shaped scars on his posterior side. Despite being unsightly, they reminded him of his mortality. He’s been living for hundreds of years and has never been in a situation where his life has been at threat this often. It hasn’t been until now that he truly felt alive. He’s lived long enough to watch others live a full life, having relationships, experience grief and joy, backstab and love one another. He’s witnessed children grow into contributing members of society or peddlers who lurk in the shadows. He’s witnessed how war and politics shape the country. He has witnessed city borders extend beyond quaint townships. Through it all, the only foreseeable thing was that everything was undetermined. People are a bag of variables and their interaction can be as random as a deck of cards shuffled.
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           Regardless of the town he is in, Iceliat would spend an hour or two at the docks. He knew that his shipments were in constant motion and he had a vessel in every known port. He used a countersign only he, his family, and ship captains would know about. He’d approach and the captain would simply state: “These flowers aren’t for sale.” To which he’d respond with: “The sparrow is resting.”
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           It was in times like these, he would get up-to-date news on his family affairs and business transactions. He and his family have been in the slave trading business for two hundred years and have found a working system to maintain the facade of being decent people in the eyes of others. The ships were built to have a trick wall. The walls in the cargo hold were lined with artificial and real flowers. A side business was to have people living on the street sell the flowers for a cut, while the real work was done in the vale of night. Picking certain artificial flowers disengaged the locking mechanism revealing about twenty people sitting on benches side-by-side. There was room for sixty, but his family thought the very least they could do was provide decent commodities before they were traded off.
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           The story Iceliat was told, every year by an elder, was that the Ateri weren’t always around. Their beginning was similar to every other race. Prehistorically, they were humans in tribes living on the opposite side of the continent from the orcs and adjacent to the natural elves. Over time, all the races would centralize toward the Fertile Ocean. The more each race prospered, the more room they took. The more space taken led to less resources being available. That’s when civil unrest began and wars started over food and space. The orcs were brutes and physically the strongest. It would be a mistake to be within arms reach of one. The elves, though easily taken down by force, were quick, nimble, and sneaky. Their relationship with nature allowed them to blend in with the surrounding environment and demonstrate adept animal control. The humans were a middle ground between the other two. They were strong, but only about one-fifth the strength of an orc and three times stronger than an elf. They were cunning and great planners, but could not manipulate or interact with the terrain like the other races. It was a battle that would never truly have a winner. Instead of claiming the Fertile Ocean for themselves, each race would mutually retreat away. In dire times, small groups were allowed to hunt in the surrounding wood, but no one dared making the shores a permanent residence.
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           Through the millenia, all three races created sects within themselves. A tribe of intellectual humans discovered and developed an artifact known as the “Gift of Kings”. Those who believed in a more aggressive approach became the Empyrean. They wanted to protect their own before allowing others to get close enough to harm them, so they always strike first when provoked.Their skin darkened into a grayish blue and became so enamored with control they eventually gained the ability to become a manifestation that is death and foreboding. On the other end of the spectrum, came the Ateri. Rather than seeking control, they strived to evolve with their surrounding environment and allowed nature to do what nature does. They used their wits to thrive with the civilizations surrounding them and remain financially stable so that they’d never be in a state of want again. They entered the slave and servant trade because they knew there was profit to be made in people being lazy and wanting to have power over others. In the beginning, they all had an issue with the morality of the idea of one person owning another. Now, after living hundreds of years and seeing how expendable people are and how little impact their existence had in the world, they became indifferent to ethics. To the Ateri, it was purely business, and this was the only source of income that would never run out. Humans were beneath them in their eyes. If the supply ever becomes too low, Ateri women give birth to human children, so there is always that as a back-up source, and children are worth more as they are much easier to train than a human with unfavorable habits.
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           This was all told to him by an elder. If all true, he wasn’t very proud of his tribe or family’s history. Being in control of someone’s life or fate is not for a mortal to decide. Iceliat thought of his life more as a gift of longevity, not as being invincible. Something Iceliat noticed within his own kind, is that even though they live for centuries, their memory isn’t as sharp as they’d like to think. It’s uncommon for people to recollect memories a week ago, he couldn’t imagine trying to remember two lifetimes ago. For Iceliat, it was best not to try, rather he would focus on the present and plan for the future. Despite knowing the wrongs of true slavery, he also understood the impact it would have on the economy and society if there were to suddenly be nothing but free men. This world is built by prisoners fighting a wealthy man’s war.
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           The ship Iceliat was inspecting was well kept and, for the most part, free of barnacles. Corners were reinforced with metal joinings. The deck, rails, doors, and steps were all coated in a wax to prevent water damage. Worst thing for a ship of this type was to have water enter the openings within the wood as it entered a freezing environment. The ice would expand and make the wood swell and splinter. This happening enough times would result in gaps between slats or nails being loosed away from the frame. Iceliat made sure the product, the people, were being treated well and fed to maintain their health. All buyers were vetted. They were required to provide references and proof that they had the means to care for the servant to continue a relatively humane decency. If it was discovered there was a history of abuse after the sale, the sellers would hire mercenaries to free the servant, kill the master, and provide the servant enough coin to make it two towns over. If a reference was involved, they would also be paid a visit. The mercenaries were normally orcs hired through a series of middlemen, never tracing back to any particular house of an Ateri. Despite the circumstances, these were still people, and all life is sacred.
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           Once everything was proven to be in order, Iceliat and the captain would exchange any news found pertinent to share. Iceliat’s family knew of his actions and dangers, but they accepted that this was his path for the moment. There were no clear motives yet, but he preferred it that way. No one needs to know his business until he decides it’s their business to know.
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           A young, human girl walked by with a large woven slat waterproofed with palm fronds. She was shouting and pricing her wares. She was selling shellfish, oysters, and clams. Iceliat called her over, inspected the delicacies, and paid her a griever for one oyster. She shucked it open for him, finding an asymmetrical pearl held in place by a transparent membrane. “It’s your lucky day, sir,” she said, handing over the shell. He plucked the pearl from its nest, smelled the soft innards, found it pleasing and gulped it down with a slurp. He felt the slimy pocket of salt trace down his throat leaving a cold trail. It made his mouth water. He paid for the entire tray, offering an Esper for the lot. She held the coin like it was a precious stone. Her eyes widened, “S-sir. This is too much,” she said softly, almost sounding as if she were guilty of something.
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           The captain interjected, “Don’t argue when you’re winning,” he said.
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           The girl took a step to turn, then turned back, “My tray, sir?”
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           “You’ll buy a new one,” the captain corrected. The girl nodded and took off before anyone could decide to change their mind. Iceliat shuck an oyster and handed it to the captain, then one for himself. They clinked the shell, indulged, then threw their shell into the water. He told the captain to share the tray with the crew and offer at least two per person hiding. Without questioning the command, the captain grabbed the tray from the barrel it was laid on, walked onto the ship and gave the order to one of his men.
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           Iceliat threw the captain a bag of his loose griever, “Drinks for the crew.” The captain caught the bag underhanded, nodded, and they parted ways. That would be the first and last time they’d meet.
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           Vatra
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           Vatra remained within the estate for the most part. He wanted to be present when Drogi finally woke up. The stitched wound on his leg was healing well and most of the thread had been pulled out. The room where the incident happened was cleaned and the window repaired. Drogi was resting on the bed he hadn’t had a chance to enjoy their first night in town. He was lying under a thin layer of skins and furs. Nightly, his dressings were changed and a new application of salve was given.
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           Vatra would regularly go into town for short periods of time. He carried a bag of griever and offered the children of the street job opportunities. They were his informants in a way. He nicknamed the group his “Silent Snakes”. All they had to do was live as they normally do and listen more intently. People always talked around them and paid them no attention. The ones that hit or insulted the children were the first to be ratted on if they had anything mischievous of note. The children knew better than to lie and create false accusations. The last child to do so went missing, as did the ones who asked about their whereabouts. The seriousness of their job was paramount. Vatra had this system in place for years, so when a child grew to be in their adolescence or adulthood, he would offer them jobs within the household. They were his guards and his servants.
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           The guard who shared that he saw Vatra escaping out the window after the murder of his parents was still on staff and all concerns were addressed without qualm. This guard, Ekern, had known Vatra since before the Silent Snakes were formed. They were close in age and, once, similar in class. When Ekern’s family lost their business from his father dealing in illegal activity. His father went missing not long after. Most likely taken by those he owed money too, but nothing of certainty. Ekern, his mother, and his sister were on the streets for years. His mother eventually passed from malnutrition and his sister from exposure. Ekern was close to death before a child Vatra walked through town with his parents. They were visiting shops his father had invested in and shared business dealings. Vatra, seeing a swaying boy who could have been a sibling, reached into his side bag and threw a half loaf of bread into his lap. Ekern was having trouble maintaining his balance and keeping his eyes open. He may not have noticed the bread. Vatra separated himself from his parents, despite their pleas, and knelt by him. He tore a piece of the bread, poured water over it, and placed it into Ekern’s mouth. He had to push past cracked lips to expose a dry and scaled tongue. The sugars of the bread spread and brought a glimmer of life back into his eyes. He looked up and noticed young Vatra being pulled away by an accompanying guard.
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           There would be days when Vatra would sneak out and visit Ekern. He provided a loaf or apple when he could. Ekern eventually would start to decline believing that he’d be in his family’s debt, but Vatra informed him that they didn’t know, nor would they approve. It was in Vatra’s nature to not care, that is the Empyrean way, but he saw himself in the starving Ekern and something in him clicked. When the boys grew more confident, they would sneak onto the estate and watch the house guards train. Vatra had little interest as he was more of an intellectual and thought distance was the way. Ekern wanted to be directly in the battle. He would say that if he were strong enough when he was younger, he could have saved his dad and his mom and sister wouldn’t have ever died. Ekern didn’t know whether or not he should hate his father. If he was dead, he’d forgive him. If he was alive, he’d probably kill him for never coming back for them. “One day, I’m going to be strong,” Ekern would say daily.
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           “I know,” said Vatra without looking at him. “You’re already one of the strongest people I know.” He didn’t see it, but he knew Ekern’s eyes would swell before he wiped them on his sleeve. Vatra could tell the confirmation and confidence filled him more than any loaf of bread could.
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           As adults, the two were almost inseparable. The Empyrean and the Human. When others saw an elite member of society and his guard, Vatra only saw a brother. In public, everything done, said, and seen was professional. In private, they were the immature kids they were a decade and a half ago. They shoved each other and would throw food at one another. His parents still believed humans to be beneath them, so they knew better than to seem too familiar within each other’s company. Ekern held no resentment. They both knew how real and innocent their relationship was. No amount of projected hate would falter their friendship.
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           The true test came when Vatra’s father, Ild-Nar shared his methods of dealing with his business associates who have been skimming money or forging improper accounts. He was informed that they had been overcharging for tincture and tainting it with Poison of the Drow. Their plan was to sell the mix to a sick person, who would become even more sick, return for a more expensive tonic, and repeat the process until the client is indebted to the shop. The problem became known when someone died at night from a common remedy that typically doesn’t have side effects. A client brought the item to one of Ild-Nar’s personal guards expressing their concern. Ild-Nar being an adept alchemist, could smell something was amiss. Pouring it into a clear container, his eyes were able to pick up a faint separation in the liquids, like oil to water. This was all the proof he needed.
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           Ild-Nar had an extra building on the edge of town. It is small on the outside and unsuspecting. A dried, thatched roofing with a solid wood, stone, and mortar shell. Not many people were interested in a one bed, one bathroom house as many families maintained the multigenerational household lifestyle. As far as anyone would have known, this house was meant to be rented out to travelers. Inside the house there was also nothing to gawk at. A simple living room with two rocking chairs facing a small fireplace with a chimney and a small, round table in between. The bedroom held a single twin bed made of a chipping oak. The mattress was covered with wool and burlap sheets, and held a single straw-filled pillow. A cabinet with three drawers and a single drawer end table took almost too much of the room. The bathroom was simple in nature. It held an elevated waste hole that led to a catch that could be pulled from the outside to be processed and burned.
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           The secret of this house was inside the bedroom and behind the cabinet. There, concealed a hidden door that would only open if the drawers were opened in a certain pattern and depth. A wooden pin would drop exposing a pressure point only reachable by removing a specific knob and using its modified nail to apply the appropriate pressure. The cabinet would then disengage and hinge away from the wall, exposing a spiral staircase to, what Ild-Nar would call, his collection. In here, multiple glass lanterns would need to be lit revealing a wooden, tilting table that was modified to clamp hands and feet down in place. The clamps were made purposely tight to promote numbing the hands and feet, for they were normally the first to be removed. Underneath the head of the table was an open grate that led to the town rudimentary sewer system. This is where the prisoner would be flipped upside down so their blood would drain and keep the rest of the room as clean as possible. On the wall, hung multiple instruments commonly used for farming, carpentry, tailoring, and meal prep. Also, there seemed to be modified versions of the same professional items that looked excessively altered and made to look more menacing for no other reason but to invoke fear.
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           Ild-Nar had his two main guards bring the poisoner down here, stripped him bare, and pinned his arms and legs into place. By the time Ild-Nar had arrived, the man’s hands and feet were swollen and blue. He undressed completely and donned a leather apron, a glass face covering, and leather gloves used for smithing. Before saying a word, he made sure the man was awake. Using a nine inch, rusted skewer, Ild-Nar pierced through the man’s bicep from the inside and out the side. He jolted up in a combination of fear and confusion. Mid-scream a guard would place a wooden dowel into his mouth with a strap to the back of the head. Ild-Nar would share his thoughts. How he felt betrayed and broken-hearted. The man was sweating, crying, and had already felt a warm stream down his leg as he shook. Grabbing a pair of shears, he placed them into the man’s right hand, barely being held with what must’ve felt like a sleeping limb. He told him if he dropped them, he’d cut off his fingers one joint at a time. He then grabbed another pair of sheers and placed them in his left hand, saying that if he closed his eyes he would cut his eyelids off. He then grabbed a blade the size of a hand and balanced it on the man’s head. “This one,” he’d say slowly, “this one's for your family if you decide to pass out on me.”
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           Three days later, there was a tincture shop for sale.
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           Vatra heard this story from his father after multiple pitchers of mead. At first, Vatra didn’t believe a single word, but knew of the shop he spoke of. Husband, wife, daughter, and son were all gone to “migrate east”. When he asked if his mother knew of this, Ild-Nar only got out “She’s the-” before passing out and dropping his final drink for the day.
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           Ekern was the door guard the day this story was told. Like a good soldier he stood at attention, but nothing could stop him from thinking the absolute worst. When his shift was over, he and Vatra met in a local tavern that no longer exists, as it had been sold and renovated to be what is now the Horsehead Inn. They had a permanently reserved table in the shadows beneath the loft. They sat for hours, both hands wrapped around a growler still full. Any time the server tried approaching, Vatra would silently shake his head to approach no further. He could tell Ekern was connecting imaginary dots. They were unsure of Ekern’s original last name, so it was hard to pin down the fact as to whether or not his father worked for Ild-Nar. None-the-less, his family or not, Ekern couldn’t handle the people of this town disappearing under mysterious circumstances and this may have been their fate. Ekern finally looked up to Vatra, eyes red and swollen. “Do you think he did it?” he asked.
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           Vatra’s breathing was constricted. “I can’t say whether or not he killed your father, but he did kill someone’s father, and there is a good chance he killed many others.” Ekern nodded with a kyphotic posture. “That was more than a drunken story.” Ekern continued to nod, sweat, and tear. “Let’s make it through the night. Try to clear our minds. We’ll ask around tomorrow to see if anyone can collaborate. I’ll ask my mother what she knows.” He took a deep breath. “There’s nothing I can do to comfort you, Ekern.” He moved to sit beside him, shoulder to shoulder. “But, I’ll sit here with you, and if you need anything, I’m here.” This broke Ekern sending him slumped over the table, head resting on his forearms. All Vatra could think to do was put an arm around his brother and look into a fire across the room.
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           Silently, Vatra watched flames flicker like knives being juggled.
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           Author Credit
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           Sean Kuttner
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+3+-+Campaign+Stories+Article.png" length="525486" type="image/png" />
      <pubDate>Sat, 30 Dec 2023 15:00:05 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/lingering-shadows-part-3-campaign-stories</guid>
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      <title>Lingering Shadows Part 2 - Campaign Stories</title>
      <link>https://www.eternityttrpg.com/lingering-shadows-part-2-campaign-stories</link>
      <description>Lingering Shadows is a short story series based on a TTRPG campaign, shared with the Eternity TTRPG community. Read Part 2!</description>
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           Read for fun, or for ideas in your own campaign!
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            This story comes from the community-created
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           Share Your Campaign
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            series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.
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           Drogi
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           Drogi watched Iceliat take off for the inn as screaming people pushed and shoved their way past. He bit his lip as he saw the amount of agility and speed these no bodies had sprinted by. Sweat began to bead on the back of his neck and his shoulders tensed more than what was already there. He’d alternate which hand was on the drive wheel to push people out of his way and inch forward toward the clearing Iceliat once stood. His chest grew tight the more people they crowded, rushed, and yelled. In his head he tells himself, “It’s ok. It’s ok. It’s ok. This isn’t there.” Externally, he shouts profanities at any person that bumped into him. The crowd made him feel that the ever changing uncertainties meant that he would have to constantly change his game plan. As a soldier, if there was a change of plan, then that meant something had gone wrong. If something went wrong, someone usually died. From the way the people were panicking, he was positive someone had been killed or injured, and this just put him on high alert.
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           He could smell everyone who passed. They all smelled the same, but at different intensities. Dirt, sweat, garlic, and moldy bread. Everyone had these smells, just in different mixtures. He could smell if someone was coming from behind him that way. For the people who think of themselves as nobles, instead of dirt and sweat they smell of oil and musk, the garlic and old bread smell remains. To Drogi, there were always more people than there actually were. He’d see shadows in the corner of his eye intermittently. Some he recognised, some he didn’t. Some were clear as day, some were just large blurs with vague racial features. Without the smell, though, it was easier for the shadows to sneak up on him. The things that couldn’t harm him, though he wouldn’t admit it, scared him more than the things that physically could.
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           Once he made it to the clearing, he locked his breaks and leaned his elbows onto his knees. Staring at the space between his feet, he continued his mantra, “It’s ok. It’s ok. It’s ok.” His ribs were starting to hurt from the large inhales he was having to take to calm his nerves. He watched as drops of sweat fell from his forehead and hit the dirt making little clumps of asymmetrical spheres. The sweat collecting at his lips, he gave a strong exhale through pursed lips expelling a wide mist. His nerves had him hear the continuous impact of feet on dirt and stone. Different stride lengths and weight distribution of each step. A new set of steps were approaching him accompanied by the clanking of metal. Armor most likely. One hand unlocked a wheel’s brake which would allow him to make a sharp pivot, the other grabbing the hilt of a short sword stashed beneath his seat. He sat upright calmly and turned to see the source of the incoming rattle.
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           A guard in polished steel plate and crimson linen was quick stepping down towards Drogi. His hands were on his sword and side bag, but only to steady the bouncing from each step. When within speaking range he halted to attention and asked, “Master Drogi?”
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           “I’m no master.”
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           “Sir, I have been sent by Master Vatra to escort you and Master Iceliat to his estate. Is it safe to assume Master Iceliat is at the Horsehead Inn?”
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           “He’s no master, either. He’s a slaver and worst of all he’s a dickhead. And, yeah, he’s probably at the inn.” The guard began to go around Drogi and push his chair. With one brake still engaged, he was turned slightly and almost tipped out. “Ass! I’ve got it! Just go! I’ll see you both there.” He took off without a word. Drogi, more embarrassed than angry, unlocked the remaining brake, replaced his blade, and followed. His sweaty hands had no impact on his grip on the hand rim as he propelled himself forward. The calluses on his hands were as rough as improperly cured leather. Unappealing to the touch, it had the great function of allowing him to maintain grip on his weapons and chair. Every bump had a history, and that history was constantly replaying in his head.
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           By the time Drogi made it to the inn, the innkeeper was seated in a walking chair smoking a pipe. She was an Empyrean woman, older than Vatra, but with a younger energy. When they met she was able to give the same amount of sass back to Drogi. He’d pass her and greet her with “Drow” and, in turn, she’d shoot back with “Cripple”. Were this a different time, others might mistake this for flirting. She stood roughly the same height Drogi thought he still was. Her build was feminine and slender. Her voice was like a cascade of water over algae covered stone. Without a word, she made eye contact with Drogi and nodded a welcoming nod. Drogi was almost flustered, but was able to maintain his composure.
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           Just past the doorway, the guard was standing at attention talking to someone with their arms full of weapons, bags, and loose clothing. This was his chance to make things awkward for Iceliat. “Yeah! That’s him!” he said. “Take him in! He’s stealing all my things!” The guard turned questioningly. Drogi all but gave up and hazed the guard. After some clarifying remarks, Iceliat dropped items into Drogi’s lap and looped two bags on the rear of his chair. “You guys are garbage,” no one heard. They were already on their way to the estate. “Garbage,” he said, again, under a broken whisper.
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           Drogi recollected himself and turned. The innkeeper stood, pipe held by her lips, and dusted the rear of her brown pleated, full-length skirt. Drogi watched her without realizing how long he was gawking. She walked to him, bent to meet his eye level, inhaled from her pipe long and audible. She removed the pipe and exhaled a plume into Drogi’s face. Unperturbed, he inhaled through his nose. With smoke still leaving her mouth as she spoke, she said “Half man”, then walked away.
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           Drogi shuttered at that and struggled to find a retort. He wanted to say “barely a woman”, but he also knew that didn’t make any sense. Instead, he went with “Adam’s apple.” He wasn’t proud of that one. Though her voice was deeper than most, it was still feminine and endearing. From behind, he heard her chuckle like she knew he regretted going with that attempt of an insult. He loosened his grip from his drive wheel and let gravity take him down the slight incline. He wouldn’t feel his shoulders relax until he was at the final dip. “Damn Empyreans. Nothing but trouble.”
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           He fell behind the other two, losing them, and had to ask a few people for directions. Most just pointed, others pretended to not hear him. He asked a few others if they knew what happened at the court, but everyone had a different story. Harpy. Eagle. Demon angel. The only common description was black wings. The number of eyes, wings, and claws changed anytime he asked. He eventually accepted that asking questions about the event was useless. All anyone knew for certain was that it leapt into the sky, bursting from the old stone ceiling, and disappeared into the surrounding woods. He thought the same thing about every person, after every answer: “useless”.
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           When Drogi reached Vatra’s estate, he performed the type of wheelie he had to teach himself to ascend curbs. Wheelchairs weren’t a common tool people used. Usually, if you became paralyzed, you were taken in by your family and they would tend to your needs. Drogi, on the other hand, couldn’t allow himself to be cared for. He came up with a quick sketch, had a carpenter and blacksmith collaborate, and in two weeks he had his chair. It had a low profile backrest, canted wheels to allow for stability and shaper turning, a dumped seat to prevent anterior sliding when he sat upright, and hooks, loops, and bars placed strategically to hang his gear for easy access and allow for full range of motion when he would swing a weapon. The rear handles were added, not by design, but because the two builders were presumptuous. Instead of having them removed, Drogi just bit his lip. At the bottom-rear were anti-tip wheels that prevented him from being tipped posteriorly. The narrow and shortened foot plates, though allowed for small room negotiation, made tipping forward more possible than desired. The chair was fitted with a lap strap so if he were to fall, the chair wouldn’t be separated from him. This made him feel too restrained, so they usually hung loose behind the chair. He had to learn his maneuvers on his own and in private. He refused to let anyone see him struggle or fail. He changed his naturally fighting style to something more conservative. For now, gone were the times of graceful parries and impactful strikes. He now relies on wide arc swings and the force of a ram. Learning the wheelie to ascend steps was one of the last things he focused on. The weight shifted back threw him off balance and would at times throw him back. Fortunately, the unplanned rear handles prevented his head from direct contact with the ground. Once he became more proficient, he felt more comfortable maneuvering around people and within small rooms.
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           He was met at the main entrance by a different house guard than the one who was sent to retrieve him. This one, possibly not expecting a warrior in a chair, looked down in surprise then gave a smile in pity. Unappreciated, Drogi pushed past and ran over one of his feet. The guard yelped and bent down. Head now within range, Drogi headbutt him with a hollow thunk. “Oops,” he said, as he pushed through. “What’s a cripple gotta do to get a drink around here!” he shouted, making his presence certain and known. Vatra and Iceliat were standing over the second floor railing. “Oh Master Asshat! Master Dickhead! May this lowly veteran enter and have a pint of ale?” They both smirked lightly. Vatra ordered one servant to retrieve some ale, and had a guard help Drogi up the steps. Drogi, of course, declined. He moved toward the steps, transferred to the first step, folded his chair in half by a hinge sagittally placed. He would bump up two steps, then pull his chair up. He did this for the fifteen steps, reopened his chair at the top, transferred in, then said “I don’t need slaves to help me.”
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           A human servant returned with a glass pitcher of foaming ale and responded with her hands clasped just below her navel, “We’re not slaves, sir. We are paid and taken care of. Some are here voluntarily, and others have the chance to pay off their debts.”
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           “Who the fuck are you?” She was ruining his point. It’s hard to debate the wrongness of slavery when one is trying to convince everyone else that they’re fine with the situation. That made him even more sympathetic to these people. To him, there was nothing sadder than being a slave and not realizing they’re a slave. She was about to respond with her name, but he didn’t give her the chance. “It doesn’t matter. Whether you know it or not, we’re all subservient to someone.” He side-eyed down the steps, then back to the Empyrean and Ateri. “Now leave so I can set these dicks right.”
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           Vatra looked to Iceliat, “Have you ever noticed his fondness for using words that describe us as genitals or an anus?” Iceliat raised his eyebrows while turning to look at Drogi. “I once heard that one way to know what’s on a person’s mind is the vocabulary they use persistently. I’d argue that Drogi’s mind is full of dicks and butts.” Iceliat chuckled.
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           “Hey! Shut your mouth you, di-Drow! I don’t need this.” He rolled to the sitting area eyeballing his drink. He poured a glass full and held it up for a moment. “Brothers and sisters,” he thought to himself, then he drank. His eyes closed and watered. He could feel the lukewarm amber coat his mouth in an earthy sheet. The sensation as it ran down his throat and into his gut felt like what a dry flower must feel like during its first rain in weeks. His shoulders sank, relaxed. He brought the glass to his lap and held it with both hands. He inhaled deep, exhaled slowly, then opened his eyes. “What now?” he said softly.
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           Iceliat and Vatra brought him up-to-date on what has transpired and what they have learned. Vatra had been exonerated of the crime of his parents murder. His uncle, though uncertain of the circumstances, welcomed him home and offered to hand over the property. Vatra declined, however, thanked his uncle and asked that he continue his lead until his next return. His uncle accepted graciously. The story of what transpired at the courtroom was still unclear and full of inconsistent details. Vatra suggested they stay at the estate for a day or two to clean themselves, heal, and re-supply.
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           The three sat silently, staring into the fire. Drogi had transferred himself into a cushioned chair. He noticed that both the other men had removed their boots and saw that each of their feet were blistered at the heel and little toe, and a few nails had broken. “You two need bigger boots.” They looked at him quizzically. “Your feet swell. It makes a proper fitting boot feel too small. The moisture from your sweat softens the skin and allows for an agitating friction.” Drogi had young soldiers with similar wounds. He remembered how he was once a father figure. He was a leader, of course, but more than commanding, he truly cared about his men. His thought was if you treat them like soldiers, they’ll follow you to war, but if you treat them like brothers, they’ll follow you to hell. His command was stern and kind. Vatra and Iceliat looked at each other and nodded in agreement that the statements made sense.
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           Drogi, still staring into the flames, sipped on his ale again. He had been nursing the same glass for an hour now. He didn’t like becoming inebriated anymore, it messed with his senses and made him sloppy. Drinking to forget was a temporary fix. Action was the only way to heal. “I once led a small team charged with finding a thief who stole from a room full of coins and artifacts from a royal family near the Stonefort. It was an impossible amount to be done by one man. I believed there had to be a man on the inside, maybe a guard or servant, who let the thief in.
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           He was last seen entering the Whispering Woods, so we tracked him through the maze of foliage and thorns. It was supposed to be a simple mission. I can still feel the mist on my skin and smell the petrichor in the air. We searched all night. We made camp and began again at sunrise. Immediately, we noticed one of us missing. Not missing. Just, not there. He was still in his makeshift tent, but his neck was cut and filled with gold coins. The bastard came in the middle of the night, not a single one of us heard him, and he killed one of my men. For three days we searched, and every day we lost one man. We changed how we slept, how we pulled guard, and how large of fire we would maintain. We even tried a night without sleep.
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           One of my men was stabbed in each lung and buried up to his neck. The dirt was the only thing maintaining his breathing. If we pulled him out we would have killed him by suffocation. I still don’t know how a hole was dug, a man was stabbed in his lungs, then buried, and all the while not one of us heard this happen. In the morning he was just a head. We thought he had been decapitated. It may have been a better way to go. There’s nothing we could’ve done either way. He either died by the elements or we would be the ones who killed him by trying to save him. In the end, we gave him ale and wine to fall asleep drunk and unaware. I had the remaining men move forward and away so I could,” he paused, “take care of my soldier.
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           When I caught up to my men, they had stopped walking and were looking up into the canopy. They told me they all heard whispering. Voices were calling their names and they each heard personal details no one in this area should know. They stared upward for so long they hadn’t noticed that another one of us had gone missing. When the whispers no longer returned we continued following the tracks. It would have made more sense to quit and regroup, but we felt like the perpetrator was just around the corner.
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           We found the missing soldier a few hours later. He had been strung up by one foot and anchored by one arm. His clothes and armor had been removed, neatly folded, and placed on a flat rock about thirty yards away. He was eviscerated. His torso had been cleanly opened and his organs removed. I still don’t know where they may have been placed. Maybe a bear or cougar got to it before we did. His trunk should have been hollow, but it held an antique lamp. It was lit like he was some kind of artistic streetlamp. With only two of my soldiers remaining, I accepted defeat. We tried to back track and leave the forest, but the tracks were visibly disappearing. We weren’t sure if we were following real footsteps anymore.
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           We had to stay in those woods one more night, and we were sure one of us would be missing by daylight. The armor was missing, but the clothes were pinned to a tree with large spikes. They were stuffed with dead leaves to look like a body was still in them. We checked. The body wasn’t missing, really. It was just in pieces. From every joint, my soldier was disarticulated. Every knuckle, knee, tooth, carpal and tarsal separated from the body. Worse still, there wasn’t a drop of blood to be found. On any of the bodies, in fact. All three bodies were drained of their life and not a drop was spilled.”
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           “Vampire?” asked Iceliat.
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           “Nope,” Drogi shook his head. “We found the blood later. All of it. The separated limbs and viscera were laid about in a way that led us to an exit. Close by, still within the woods, was a hollowed out tree stump that held the blood of all three men. Flies were buzzing around it, some drowning in it. A deer was drinking from the bowl of crimson. It stopped long enough to assess us as a threat. I think it could tell how fatigued and worn we were because it went right back to lapping up its free drink. Our feet dragged. The heads of the three men were set onto broken pikes at the exit and facing the clearing. Their eyelids were removed as if to mock them by showing them the field they’d never get to walk through.
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           We returned to the household who hired us. It turns out that nothing was stolen after all. One of the younger children of the household had stashed things away as a prank. I told them about how three men died, without the details. He told me how it was good news for me and my remaining companion, because now we didn’t have to split the money five ways. That is, if we received it in full. They paid us our hiring fee, but withheld some because we weren’t the ones to have found the missing goods.” Drogi took another sip. “He took his own life a few days later, my remaining companion. He hung his armor, folded his clothes like the ones we found in the woods, and wrote a note that only said ‘Expendable and replaceable. I love you, Sera.’ He was found by his toddler daughter in the morning hanging from his second floor bedroom balcony. He wasn’t wrong. I didn’t know it at the time. I chalked it up to duty. I lost four men because of a prank. Not one of them is remembered by the townsfolk, only by their direct loved ones.”
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           “And you,” corrected Vatra.
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           “And me,” Drogi accepted.
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           “Did you ever find out what happened in the woods?” asked Iceliat.
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           Drogi shook his head. “Everytime I tell the story, everyone gives me their own theory. Vampires. Imps. Dire wolves. The thing is, those creatures and beasts don’t kill for the sake of it. For the spectacle or string up bodies and place objects within them. We’re food to what’s out there. Nothing was eaten. Just desecrated.”
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           “Why are you telling us this?” Iceliat wondered.
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           “Hmm. I don’t know.” Drogi believed he had been reflecting on the past few weeks with this party and started wondering if anything similar was going to happen to this party. He wondered if, not only is he cursed, but if people around him get cursed too. “All I know is that I’ll never step foot into the Whispering Wood again.” He began to finish his drink.
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           “Well, of course,” Iceliat shared empathetically.
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           “Yea,” added Vatra, “because, you know, your legs don’t work.”
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           Drogi spit his mouthful into the air in a fine mist of yellow ferment followed by a tearful laugh. “You toad sucking son of a!” Iceliat joined in softly and Vatra looked back into the fire.
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           Once the men finished their drinks, they were all escorted to their rooms for the night. Vatra decided to stay in the study a bit longer. Iceliat was roomed just across the way in a room by the stairs. Drogi was escorted to Vatra’s old room, where he sat and looked into his reflection from the darkened window. The visions of the story he told rushed through his head. The faces of the lost men seemed to be in the reflection with him. He knew they weren’t there, but it was good to see them. They looked better than the last time he saw them. Especially now that they had their eyelids back. He leaned forward to touch the glass. The mens’ faces disappeared and he noticed a glimmer like black wings reflecting light. He squinted to better focus on this large bird. Not a bird. Something bigger. Something flying directly towards him. “The fuck?”
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           Iceliat
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           Iceliat placed his gear to the side of the entrance of his accommodations and scanned the quarters. To him, it wasn’t the best guest room he’s stayed in, or provided, but it was clean and adorned with ostentatious decorations and filigree he had grown accustomed to. The room’s color scheme was gold leaf and crimson. Most of the furniture was made with a red oak frame that had been maintained with a polish and citrus cleaner. A bowl of potpourri consisting of dried lavender and chamomile sat on the dresser giving him an aroma that invited restfulness and relaxation.
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           His feet had dried and could feel the blisters sting to the exposed air. His skin cracked as he flexed and extended his toes, and his joints popped as he supinated and pronated his ankles. A servant had placed his boots by this room’s fireplace to dry. The fireplace was smaller than the den’s but it was sufficient enough to light and warm the room. Next to the flame was a large bucket of potable water, a rag, a towel, and a pouring cup. Not large enough to bathe in, but certainly a welcome sight. To be able to clean his skin of the dried sweat salts and dirt was a commodity he didn’t know he missed. A small container of salve was placed on the nightstand at the head of the bed. Once he washed up, he would apply the ointment to all his wounds, blisters, and blemishes. It smelled of eucalyptus and mint. He enjoyed the smell so much that he lightly coated the tip of a finger and dabbed the skin just underneath his nose. It seemed to open his airway and made his lungs feel like they hadn’t been inhaling fire pit smoke and other random particles over the past few weeks.
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           His body sank into the mattress and felt like he was being embraced by an old friend. The animal skins and furs that lined the bed offered warmth and a heavy pressure that eased his aches. He was ready to close his eyes and enter a world that couldn’t harm him. As he shut his eyes he was immediately startled by the sound of glass breaking and profanity coming from the direction of Drogi’s room. He jolted upward, threw on a robe, and grabbed his staff. He opened his door and saw Vatra, still in the den, looking into the hallway toward where the sound came from. Two guards rushed by and headed to the room.
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           Once they heard profanity coming from the room, Iceliat knew Drogi was in distress. There was a clear difference between Drogi being rude and being attacked. He could hear items breaking and heavy furniture being shifted around. Vatra stumbled to find his boots and grab his staff. Iceliat moved on ahead, running as fast as one could indoors, to check on the situation. Nearing the room, a guard was thrown out and slammed against the opposing wall. His body slumped into unconsciousness. He checked for his breathing, fingers at the carotid. He’d be fine save for the headache. He slammed the end of his staff into the ground and a faint red tornado began to form. The gaseous vortex grew into a semi-solid pillar, then began to take the form of a long armed, featureless summon.
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           Iceliat entered the room in time to notice a pale, hairless figure grab Drogi and his chair into the air with elongated fingers and claws. It was female based on the present and visible attributes: wide hips and breasts. She had wings that took a majority of the room. They were raven black and four in total. Her skin was spoiled milk white and covered in symmetrical purple tattoos that swirled at the muscle bodies and flowed past the joints. They seemed to be glowing and glittering with every wing flap and trunk turn. Drogi was bleeding at the point of contact with the claws. She threw him and the chair out the window with already exposed broken glass. Shards caught his leg and sliced his lateral thigh releasing a thin trail of blood. He was too far to be saved, but Iceliat tried his best to tame the flying beast.
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           The room was too small and cramped for anything to be done elegantly. His summon kept getting knocked back and blasts from his staff kept hitting surrounding furniture sending splinters, cotton, and glass throughout the room. A guard was in the room trying to swing a sword only to be flung away by the flapping wings. She had no interest in the men in the room and inched toward the window. Vatra had come in behind Iceliat, realized the issue with space and left. The guard had been knocked over by a desk thrown into him giving the flying woman space to exit through the window. Following, Iceliat watched as she landed near a crawling Drogi. He was alive, but hurt pretty badly. She attacked and he used his chair as a temporary shield before she could make contact. Iceliat sent the summon out the window to attack, but it was knocked away with every attempt. Iceliat tried to send a blast her way, but was interrupted by his summon being thrown back at him. He tumbled backward and the summon vanished like a drop of blood getting lost in a bucket of water. He returned to the window, ready to jump. Both she and Drogi were in the air, about five feet off the ground and climbing. He took the chance to send a blast, but she was too fast. At fifteen feet, Iceliat thought this was it. Drogi was going to be taken away. From his bottom right, came a flaming ball that made direct contact to this beast’s back, between the wings. It screeched in pain, arched back, and dropped Drogi. He hit the floor with a solid thud and laid motionless. Iceliat fired again making contact with the injured demon bird. It turned, fumbled, then recorrected its balance. Before leaving, it took a long look at the three men, taking in the details and remembering who would be the future target. She hissed and with large flaps that cut the air around her, she flew backwards into the darkness.
          &#xD;
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           In the rush of things, Iceliat hadn’t noticed that he hadn’t been wearing his boots. There were new cuts to the bottom and sides of his feet. He used his staff to dislodge the large pieces and cleared a path to the guard in the room. He was still alive and breathing, but it was obvious he had a broken humerus and a cut on his cheek that was going to need attention. The guard in the hallway was awake and rubbing the back of his head. He stood, obviously still seeing stars, and entered the room that a storm had just ravaged. He took the place of Iceliat and cradled his partner trying to shake him awake.
          &#xD;
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           Iceliat returned to the den, sat, and began to pry the small shards and splinters from his feet. He used a nearby pitcher of water to wash away the mix of dry and wet blood, and used an end table’s runner to dry his feet when he was done. He poured a glass of water for himself and sank into his cushioned throne. He’d wait here until the others returned.
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  &lt;h2&gt;&#xD;
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           Vatra
          &#xD;
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           Vatra stared into the fire, hoping they would tell him what his next steps should be. Over and over again, he saw the same image: a bird. He understood the Phoenix was a threat, but he needed to know the next step closer to home. He could talk to the fire as much as he’d like, but it doesn’t show you what you want to know, just what you should know. What “should be” didn’t matter to him at the moment. He had a single goal in mind and keeping up the charade was difficult with so many turns thrown at him.
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           He was growing impatient and almost decided to give up on the flames. His leg shook in angered anticipation. He heard glass shatter to his right. He thought that he had vibrated the floor boards so vigorously that glass shifted off. That was until he heard a slur of profane words coming from Drogi’s room.
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           He stood and heard commotion continue in that direction. He leaned over the balcony and shouted to the door guard to send two guards to his uncle, two guards to the room, and have all the service staff lock themselves into their quarters. The guard gave orders to a number of guards out of sight from Vatra, and heard a unifying “Sir!” Like clockwork, four guards rushed up the stairs. Two to Drogi and two to Vatra’s uncle. The door guard left to, presumably, alert the staff.
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           Turning back, he noticed Iceliat standing in the open door frame of his quarters and assess Vatra’s reaction. It was clear something was not as it should be. Iceliat ran out of the room with staff in hand. Vatra began to don his boots, stumbled forward, and landed directly onto his knee cap. Too urgent to feel embarrassed, he rolled and slipped on his other boot. He side-rolled, grabbed his staff, and ran to Drogi’s room.
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           Iceliat was standing in the doorway, barely having room for himself. A guard was passed out on the floor behind him showing signs of life by a rising and falling chest. In the room, he saw Iceliat’s summon trying to get close to the winged beast on the inside. “Is that?” Vatra began to ask no one. He believed this thing resembled the cause of the havoc at the courtroom. The window was shattered inward and left obstacles all over the floor. Vatra turned to head downstairs and outside. The town guard was still here, so he shouted for him to come with. The guard, without question, followed. They ran out and jumped over the railing of the front porch toward the side of the estate. Vatra was more nimble than he seemed. Around the corner he saw Drogi, bloodied, pull his chair over himself as the winged figure tried to strike. It grabbed the chair and threw it. The summon was attempting to help, but being thwacked by a pair of right wings was flung back through the window thumping into something or someone unseen. Drogi was in the grasp of the beast now, being elevated upward.
          &#xD;
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           The guard came from the back and said in a shock, “That’s the thing.” Immediately, Vatra knew what he meant. The guard stepped back, almost ready to flee.
          &#xD;
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           Vatra grabbed the guard by both shoulders and locked eyes with him, “We need to help,” he said. The guards were as wide as saucers, pupils as large as a snake whole. His eyes darted side to side, then to Vatra’s. He nodded and fixed his posture and composure. They quickly moved to the flying couple. Vatra shot a concentrated blast but missed by yard. With every flap a feather would fall from the sky and gently land with a spin. Vatra steadied himself and fired a burning blast. The beast screeched and dropped Drogi roughly fifteen feet from the sky as the blast burst the center mass of its back. More obsidian feathers, this time singed, began to spread and layer on the ground. The guard rushed to Drogi and began to pull him up and over his shoulder. Vatra continued to fire and miss. It seemed all his luck was in that final shot, but at least he could lay suppressive fire. From the window flew a light blue energy with a white tail finding its target without fail. The monstrosity centered itself and sized Vatra and the person, most likely Iceliat, at the window. Maybe feeling injured, the beast took off into the darkness gaining and losing elevation as it did.
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           Vatra’s heart was racing. He could hear his heartbeat over the night’s wind. He could feel every thump down to the bone to the point where his teeth chattered. That was a powerful beast, and he was certain if it decided to approach him, not even his Lich form could save him. He loosened his grip on his staff and planted it, using it as a walking stick. He leaned against it with both arms and dropped his chest in fatigue. He was finally able to gather himself and replay everything that had transpired. “Why Drogi?” he thought to himself. He stood, stretched his neck side to side, then made his way to the estate’s entrance. Though he wasn’t injured, it felt like this was the first time using his legs and ached with every step.
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           Drogi was placed on a sofa facing the fire. His legs were elevated and draped over an armrest. His breathing was labored, but a breath none-the-less. “Tell the servants that it’s okay to come out. Have one of them bring salve and something to stitch his wounds. Have another one tell my uncle and his guards about the all clear.” The town guard clicked his heels and set off. He must have not known where the servants quarters were because he ascended the steps. Before he could stop him, Vatra was certain he’d find a guard up there and relay the message. A moment later, a house guard descended the steps two at a time and clumsily bumped his way through the doorway.
          &#xD;
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           Vatra turned to look out the door before shutting it. Nothing but stars and the streetlights were visible now, no sense of danger, but he could feel something in the distance watching. A tingle rose up his spine. Stepping back, he shut the door, and slid the lock into place. He knew whatever that creature was earlier wouldn’t even notice the lock when and if it decided to break in. His heart had finally returned to a resting pace. He ascended the steps to check on Iceliat and the others who were in the room. Iceliat and a house guard were sitting in the den. The town guard was standing in the doorway of Drogi’s room assessing the destruction. The house guard noticed him and stood at attention, woozy from a potential concussion. Vatra told him to sit and rest. Hesitantly, but grateful, he obeyed.
          &#xD;
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           Iceliat was sitting in the same chair from when it was just the two of them. His legs were in a figure four as he sipped a drink. His bloodied feet left trails that led directly to him. His feet were scabbed over now to the point where it looked like he was wearing a black, fitted sock that had little compartments for each toe. He seemed indifferent, but still asked, “Drogi?”
          &#xD;
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           “He’s alive. Barely. I’ll have someone stitch him up and put some salve on his wounds, but I’m not sure of the outcome.”
          &#xD;
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           “He’s too stubborn to die.” He repositioned. There were most likely wounds on his back and rear that prevented him from finding comfort. Vatra offered to have someone come and pluck the splinters from the hard to reach areas. Iceliat declined with “My body will push them out eventually. No need to expose anyone else to my mess.” Vatra shrugged in acceptance. “Was that your blast that hit her?” Vatra nodded as he poured himself a drink. “You may have saved him, you know?”
          &#xD;
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           “Yeah. I didn’t really think it through.” They both laughed softly to themselves. The house guard had passed out missing out on the banter. “Your blasts from the window?” Iceliat nodded. “I’m sure that’s what actually had her retreat. You may have saved us all.”
          &#xD;
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           Iceliat shrugged. “Yeah. I didn’t think it through, either.” He went to uncross his legs, stopped with a wince, then slowly extended both legs straight ahead of him. The fire revealed two swollen feet, red and pulsing. Vatra would have again offered a service, but decided against it. “Any idea?” Vatra shook his head and compared what he had seen at the courtroom. He wanted to be sure of the facts before sharing inaccurate details. Iceliat chimed in, “I believe it was the same thing from the courtroom.”
          &#xD;
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           “That’s right, you were there,” Vatra said. He was more surprised about his presence rather than the statement. Iceliat had mentioned that he saw something at the church earlier, and he wasn’t sure how he should react. So, he pretended that he already knew.
          &#xD;
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           Iceliat nodded. “We both were. I was the only one to see anything from the window. Drogi was my step stool and kept talking, so I couldn't understand what was being said.” That comforted Vatra a little. “I saw the jury’s room door burst open and saw the form of what I believe was just here. I’ve never seen anything like that before. You?” Vatra shook his head and shrugged. “I thought it was a harpy at first, but they aren’t that strong or durable. What we hit her with should’ve killed her. Or, at least, floored her.”
          &#xD;
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           “It seemed to focus on Drogi, didn’t it?” Iceliat perked up while recollecting the events. “Everyone who was there attacked, but they were only pushed back. She could have attacked any one of us, killed some even, after he was tossed out the window, but she followed him. I believe he was targeted. I think Drogi knows something.”
          &#xD;
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    &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Author Credit
          &#xD;
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sean Kuttner
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+2+-+Campaign+Stories+Article.png" length="525138" type="image/png" />
      <pubDate>Fri, 29 Dec 2023 15:30:52 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/lingering-shadows-part-2-campaign-stories</guid>
      <g-custom:tags type="string" />
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      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Lingering+Shadows+Part+2+-+Campaign+Stories+Article.png">
        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Lingering Shadows Part 1 - Campaign Stories</title>
      <link>https://www.eternityttrpg.com/lingering-shadows-part-1-campaign-stories</link>
      <description>Lingering Shadows is a short story series based on a TTRPG campaign, shared with the Eternity TTRPG community. Read Part 1!</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
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           Read for fun, or for ideas in your own campaign!
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      &lt;span&gt;&#xD;
        
            This story comes from the community-created
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/share-your-campaign" target="_blank"&gt;&#xD;
      
           Share Your Campaign
          &#xD;
    &lt;/a&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.
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           Main Characters
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            Vatra:
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            born of a wealthy family,
           &#xD;
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    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-races/empyrean" target="_blank"&gt;&#xD;
      
           Empyrean
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           , secretly - killed his own parents
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            Drogi:
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            ex-soldier,
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    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-races/human" target="_blank"&gt;&#xD;
      
           Human
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           , cursed to not use legs (stabbed in the spine) and in a wheelchair
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           Iceliat:
          &#xD;
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    &lt;span&gt;&#xD;
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            one of the few original
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-races/ateri" target="_blank"&gt;&#xD;
      
           Ateri
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           , owns human slaves
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            Soudce:
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           chancellor
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            Beatrix:
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           ex-Supreme Company soldier, suspected to be dead
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           Ekern:
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            Vatra’s house guard, witness to Vatra escaping
           &#xD;
      &lt;/span&gt;&#xD;
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           Shield:
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            a master blacksmith in the party’s service
           &#xD;
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  &lt;h2&gt;&#xD;
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           Vatra
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Do you have anything to say in your defense, Vatra?” Chancellor Soudce, an older Empyrean, sat elevated behind a podium with a look of stoic indifference. His robes were a gentle mix of dark blue and violet with transitions depending on how the light hit. His hair was long, white, and thinning, slicked back and tied to expose all the sharp angles of his face. His eyes were a storm cloud shade of gray now, with spider web-like wrinkles expanding from the corners. His frame was softer than it was decades before, though it hinted at a history of well defined muscles. Despite his age, he held himself with a commanding presence. When he spoke, it felt like a crime to interrupt.
          &#xD;
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           The courtroom was an older house of worship repurposed to accommodate large gatherings such as this trial. The stained glass windows had been removed and reused for the new structure, so the space remained empty allowing the elements, birds, and noise to flow through uninterrupted. The weathering of the sill curved and cracked with white splotches left by perching birds. The light, at this moment, showed through to highlight where Vatra stood. A wooden box with a simple bench for him to sit and listen to the accusations placed upon him. It was warm and calming despite the predicament. Vatra made sure to look at everyone in the room before speaking. His face was calm and relaxed, but he could feel the muscles underneath try to tighten into an expression of concern. His crimson robes hid his small frame and his shaking muscles. The spectators couldn’t see it, but to him it felt like the world was quaking.
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           Vatra steadied himself the best he could. Inhaled deep and began to speak:
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           “You all know my family. They have been here for generations and grew to be an affluent, contributing part of this town. We have been charitable and generous. We have helped feed the hungry and clean the ones who call the streets and narrows “home”. I don’t say these things to brag, but to express the kind of stock that I have come from. My parents were well established and educated Empyreans. Many of you knew them. Ate with them. Laughed with them. Cried, even. They were wiser and more adept at spells than I. To me, they were like gods. Now look at me. One thing I've learned during my time away is that I'm a fragile being. I have had to go into my Lich form at least five times since being gone, and a few of those times were during a.friendly sparring match. I am physically weak and my magic has a tendency to miss.
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           I didn’t hear of my parents’ death until six days ago, and how I’m the prime suspect. I came here with my party as soon as I could. I'm told that my parents were killed by a blade. Now, imagine me trying to take on two powerful Empyreans, leaving without a drop of blood on my hands or clothes, then jumping out a second story window, as this so-called witness proclaims. And during this time, not once did I go into my Lich form? None of this fits what I'm capable of.
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           I'm told it was my family's guards who came after me, making a raucous outside.. I was under the protection of city guards, who told me only what they knew: there were bandits causing havoc. Why would my family guards just not tell the guards what happened? While in the cells, we were immediately attacked and our natural reaction was to defend. Had it not been for the guards who gave their life to protect me and my friend in the wheelchair, we were sure we would have perished. Once it was possible, we fled as far and as fast as we could to recollect and assess. Instead of going back and taking that risk so soon, I decided to help my new friend on his own personal quest to cure a curse that left him immobile.
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           This entire time I've been gone, I've done nothing but help try to cure a curse of someone I hardly know. Our lives have been in danger since the day I was chased away. I have gained nothing from the deaths of my parents. I have no riches. We got by doing odd jobs and catching what we ate. I have no power. No one knew who I was and wouldn’t believe me had I told them. I was wearing what I left with and looked disheveled. After running around this continent, we are no closer to finding the cure for my party member.
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           We live in a time where we can be cursed to not walk. When people can be cursed into becoming a lich and be cured a few days later. Ghosts inhabit armor and mock us while we fight. We were affected with hallucinations causing us to kill people who literally helped us ten minutes prior.
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           I can't tell you who did it. It could've been a house guard capable of using a knife properly and familiar with the house layout and passages. I’m told my Uncle is in control of my family’s assets. Could it not be a family member trying to use politics to trick the populace to love him with promises of goods only for his real purpose to come later. I do not accuse him of this. I only point out the possibility. I’m told a high wizard sensed my magical marker at the scene. Could it not be a wizard who was the only one to sense a presence similar to mine to gain access to the artifacts my parents may contain.
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           I want the same as my parents. I want the best for this town. This land. This world. And now, there is a reborn Phoenix reeking havoc in the skies above the Isles of Valerian. In its infancy, it has been able to create its own home the size of an island. We have seen the beast. It carried us out of the mountains without effort. We may be the only ones willing or able to battle it. But, here we are, wasting time on whether or not I killed my parents under impossible circumstances with no known motive.
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           Set me free and let me settle my familial affairs appropriately. Let me find cure to the curse of a soldier who helped fight for this land. Let us defeat this newborn beast. If you imprison me, kill me, because the world is at the whim of this beast. We were scratched and saw visions that resulted in us taking the lives of innocent, good men. Imagine what power would be unleashed once this Phoenix matures.
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           I've come back to town, peacefully. Using my family influence I'd like to prepare my party for the upcoming storm. If you stop me, then you've killed us all.”
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           Chancellor Soudce remained statuesque, but the audience silently murmured to one another in a fog of disbelief and skepticism. A few men and women could be heard whimpering in impending fear. The audience was divided by class and status. The nobler people were in the overhead bleachers, and the commoners were on the floor level and peeking through the windows. The commoners spoke of fear for their family’s safety. The nobles spoke of concerns over their assets. The commoners seemed to know more about the happenings over the Isles, but the nobles seemed more concerned over the worries closer to home.
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           Vatra took in the scene feeling more confident now. He felt if you can get people to talk, they’ve heard you. If you can get them to feel something, even fear, they remember you. His shoulders relaxed. The air felt different now: cooler. It almost felt like home again. Looking out the glass-free windows he finally had the chance to take in the world outside. He thought to himself, “How long has it been Fall?” The short, kempt ash trees still had all their leaves varying in differing shades of red and orange. Every tree was without a single green leaf. A gentle breeze made the trees lean slightly to the left with a soft, reciprocal bounce back to the right. Vatra could tune out the audience and listen to the rustling and a few birds singing.
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           No one was looking directly at him. He believed he could just walk out if he chose to, then remembered that the Chancellor was still watching over the room like an old fashioned, loyal kingsman. Chancellor Soudce closed his eyes and breathed in deep. Repositioning himself, he cleared his throat, and just like that, the room grew quiet. Everyone’s conversation halts in a domino-like fashion. Vatra thought it was awe inspiring to see. Once the room was silent, he gave the jury the order to enter the deliberation room to decide my fate. In reality, it was truly up to the Chancellor what would happen next. Allowing the jury to deliberate was more of a show of faith to the public that your peers were responsible for what would happen. Even if found not guilty of a crime, the Chancellor would give a punishment he seemed most fit. You could be found not at fault for domestic abuse by the jury, but the result would still be a type of community service or probation under the supervision of one of the more rough handling officers.
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           Chancellor Soudce’s gaze remained on Vatra as the jury left the stands and the room. Vatra returned the gaze in a mirrored stoicism. Two heavily robed guards followed the jury in the room and shut the door. A heavy locking mechanism could be heard engaging. “I don’t know what you’re up to,” Chancellor Soudce said in a lowered tone only Vatra could make out. There was no anger or accusation in his voice, just a factual statement. Vatra’s eyebrows twitched into a furrow for a moment, then immediately relaxed. The muscles around his mouth wanted to create a smirk, but he fought it off with aching success. Despite his confident appearance, he could feel his nerves begin to seize again. He thumbed and fiddled with the obsidian ring on his index finger.
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           Eyes still locked, Chancellor Soudce gave a quick neck cock over his left shoulder, signaling Vatra to come to the podium. Vatra stood and approached. The guards were told to allow him to pass, and they obediently side stepped enough to let him pass. The podium was made of a reddish wood, smoothed, polished, and waxed. It seemed to be the most well kept piece of furniture in the room. The Chancellor seemed even more stonelike up close. His skin was smooth and unblemished. His veins and tendons lay just under the skin as if he were still a young and dominant athlete. His face may carry his age, but the rest of him signaled that he could hold his own if he needed to. “Your parents were good people. They helped maintain this city. I agree that you don’t seem like one capable of taking them down, but I still have my uncertainties. Whatever the jury decides, I will honor for the sake of your family. I owe them. Know this, though, I do not trust you and if any new concrete evidence comes to light, you will not have the peace of being imprisoned.”
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           “Of course, Chancellor. My family spoke well of you and your kindness.” Vatra fought the urge to smile coyly. He maintained eye contact to continue the charade of confidence. The room began to murmur again, still about “what if” and “should we”. The noise drowned out the nervous breathing. Some people left knowing that these judgements can sometimes take hours, even days if the accused is unlucky enough. Vatra was certain he’d be freed. Not from his monologue he practiced so many times in his head, but by the concern he was able to create, about a bigger threat and the offer to take care of it. Even if he were to fail, he’d die in prison or die trying to save their world. This was something he never thought he would consider as a young adult: saving the world. Vatra is a nobody. A weak Empyrean, a less than beginner pyromancer, and average at best at all things business. What he was, though, at least to himself, was a defender of peace and balance. As a child he would put an end to fights amongst other children. He helped find the middle ground and got both parties a piece of what they were actually seeking. He got nothing from it, not even a “thank you”. He minded at first, but after a while he accepted that for things to be a good deed, you shouldn’t expect reward or praise. Otherwise, it becomes a job. Something for something. Growing up, though, he noticed that fights and arguments were harder and harder to find balance in. It was no longer who gets the bigger slice of a sweet or who gets to play with the ball next. Who owned the sheep roaming a certain property. Even older, who owned what property? Can you own a human: spouse or fellow man? Can you marry off your children as a means to barter? Everything got more complicated the older he got. Even harder when people whisper promises of goods and services if he sided with them, or if someone offers their view on “how things are supposed to be”.
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           “Go sit down.” Vatra nods and turns away.
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           Walking back to his temporary holding area, Vatra looks over the audience one more time to assess their feelings toward him. Nothing. Everyone is still held up in their own personal concerns. He wasn’t surprised by this. This is how people, regardless of race, are. Humans, Empyreans, and Ateri are all staying within their comfortable niche and mingling at a minimum. Vatra understood there is no changing this. People seek what is comfortable. Little do they know, though, comfort makes you complacent, and complacency makes you an easy target. Vatra began to think of his next steps, only to hear a thud at the jurors’ door. In the moment, he thought the door was being unlocked, but also noted that the sound wasn’t the normal metal pieces hitting. It may not have been metal, but a large object hitting the frame, muffling the true impact. Vatra would have thought that the jurors were having a good argument about the case, but was startled by the sound of a large shriek and another thud. A body being thrown?
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           The crowd gasped in unison at the sound. It was high in pitch and curdled, like a bird choking on its own blood. Everyone was standing now. Chancellor Soudce was immediately escorted by the two guards that separated him from everyone else. When Vatra went to look, the only thing he could see was the fluttering robes snaking through a now open hidden door. The lock disengaged. Two jurors ran out covered in blood. A single guard followed. His eyes were wide with fear and purpose. “Let’s go!,” he yelled to Vatra as he took him by the wrist. He noticed the main entrance clogged by the unorganized swarm of people trying to make their way out. Vatra pointed to the potential exit. The guard, without a thought, pulled and led. Vatra asked what was happening, but the guard could only huff and puff. “We need to get you to your estate!,” he was able to get out. Behind them, a few people must have seen them escape through this entrance and followed suit. He hoped that whatever was causing the fear and possible death did not join them.
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           The tunnel led everyone out in an alleyway. The exit was a shifted piece of wall made of cobblestone and mortar. It must’ve taken both guards to move it based on its size. The Chancellor and guards were nowhere to be seen. Despite the quiet anger and uncertainty of their relationship, Vatra hoped he was safe. The followers gushed out of the exit like a clogged pipe being freed. The guard took a long breath, reoriented himself, and led Vatra towards his estate.
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           At a normal, walking pace, it would normally take about fifteen minutes to get home, but they made it ten. They stopped at the entrance, both stooped over trying to catch their breath. The screams could no longer be heard. The estate was on top of a hill and looked over the town. They watched as the people, who now looked like panicked mice making their way through a maze, found their way to their homes or personal place of business. Still, there was no clear clue to what was happening. Vatra asked “What happened?”
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           The guard sat, still gasping, and leaned back against a pillar. His plate armor rose and fell in unison with his light wheezing like an off tune accordion. When he settled just enough, he said, “They were going to exonerate you.” He needed another moment to catch his breath and he signaled that by putting his hand up, palm facing Vatra. “When the other guard heard this, he,” the guard had to breathe again. “Oh god. I don’t know. He or she ripped off their robes. Pale skin. Purple tattoos? Blue? Can’t remember. So much blood. Ripped a juror's head off like it was an apple sitting on a table. Wings? Two, maybe four.” He stopped. “Gods! Please just let me into your home!” He was shaking now.
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           Vatra put a hand on his shoulder and met his eyes. “Thank you,” he said. “Come.” Vatra knocked on the door. It felt strange having to essentially ask permission to enter his own home, but he didn’t want to seem presumptuous. A house guard answered the door with eyes widened once he saw who knocked. “May we enter?” The guard nodded and chuckled as if the question were a joke. “Find someone to take care of this man. He is under our protection now. Send another to the Horsehead Inn and find my party, an Ateri and a Human in a wheelchair. Then, have someone have my uncle meet me in the study.” The house guard, Wyrm, nodded and guided the town guard away to a nearby reclining chair. A house servant was on the ready with a pitcher and glass of water. She began to head to Vatra, but he lightly smiled and waved with the back of his hand towards the struggling guard. The servant nodded, smiled and looked at Vatra up and down, almost tripping as she stepped away. “Still got it,” he said to himself silently.
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           Iceliat
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           Drogi and Iceliat were outside of the courtroom. Drogi, a human paralyzed from the waist down, sat in his chair, the backrest was up against the wall. Once a respected member of the Supreme Guard, he is now being used as a step stool. Looking back and up at Iceliat standing atop of the handles. “Well?” Drogi asked. “What’s happening now?”
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           Iceliat, a human-slave owning and selling Ateri, was peering through the window frame now bored. “I don’t know. Everyone is just standing around now. He gave a speech. People who were sitting are now moving to a different room.” He jumped down and to the side of Drogi and sat in the grass, back against the wall. “Do you think he did it,” Iceliat asked.
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           Drogi, angry and sarcastic, “Do I think he did it? Based on our travels, right, we had to save him multiple times. He hangs out in the back and blasts a fireball every now and then. He hits, maybe, fifty percent of the time. I don’t think he could kill a half dead beetle without legs even if it were in front of him and he had an iron pan.” He unlocked his brakes and turned to Iceliat, castor wheels almost hitting him in the shins.
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           Iceliat chuckled softly with his head turned away. “Yea, I don’t know. He knows something. He could have been playing us this entire time.” He raised both arms up, hands interlaced, and stretched side to side, spine popping with each lean. “Doesn’t matter. He’s helped you for nothing, so far. What’s he got to gain?”
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           Drogi, almost insulted, “Nothing! He wouldn’t have made it this far without us! Maybe check that asshole you call a mouth before you say something shitty again, huh?”
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           Iceliat wondered how someone so crass could have been such a respected member of the Supreme Guard. He thought that maybe a brain injury happened in conjunction with his inability to walk. “Hmm? How,” he paused, “human.”
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           Drogi tried to drive his leg rests into his shins only to be stopped by a foot pushing an arm rest and spinning him around. Backrest exposed, he kicked again, sending Drogi out of his chair and tumbling to the floor. He cursed, spat, and climbed back into his chair. Recentered, he turned to face him and said “You’ll get yours, slave owner.”
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           Iceliat side-eyed him and thought to himself how Drogi wouldn’t understand. There’s history, business, and cultural expectations that would just go over his head. He stood, picked up a stick and started plucking leaves and smaller sprouts. He was going to do something childish until a screech was heard. “Oh?” Iceliat turned, jumped to hang on the window sill, then pulled himself up to assess the situation.
          &#xD;
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           Drogi cursed again, “You could’ve just jumped? Why’d you use my chair? What’s happening, asshat?”
          &#xD;
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           Iceliat watched as the two guards protecting the Chancellor pressed a few stones on the wall behind the podium and the wall shifted and slid to the side. Bloodied people left the room the jurors entered, then a guard who bee-lined to Vatra. He was able to glimpse into the room where the torture was happening and saw what looked like a harpy leaping and ripping the jury apart. As much as he wanted to help, his body ready to fight, he knew this was beyond his ability alone. The monster was quick and vicious. The room would have prevented him from using his distanced abilities and Drogi was too hack happy. The swinging blades would most certainly get an innocent injured or worse. The guard and Vatra were heading through the wall opening, as were a few witnesses to the new exit. The juror room door burst into a shower of splinters exposing a figure unfamiliar to him.
          &#xD;
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           Before he could get a good look, Drogi grabbed him by the leg and pulled down with a “What the hell is going on!”
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           Iceliat stumbled, feet crossed, fell to his rear, then readjusted. He stood and told Drogi it was time to return to the Inn. He took off before he could hear Drogi say something in protest or curse. Drogi, of course, did protest and curse. Iceliat jumped onto the main road that led to the inn and was shouldered by multiple panicking citizens. Shouldering back, he was able to make his way to a clearing. He turned back to see if he could see Drogi. He did. He was wheeling up the slight incline yelling and pushing a few of the people resulting in some eating dirt and rock. “Drogi can take care of himself”, he thought to himself.
          &#xD;
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           The Horsehead Inn was simple in design. It was essentially a reinforced wooden box with square windows cut into place and open slatted window shutters. There was only one entry which acted as the only exit. It was a real fire hazard. The front door was colored in a chipping blue paint and had a door knob in the center. The inn’s wooden sign was hanging by a single eyelet, not because of age, but the wind unhooking the eye from its designated partner. Iceliat entered to be met by the innkeeper who had intended to step outside to smoke a pipe. They performed the awkward side-step dance before Iceliat sighed and motioned for her to pass. The interior was made of an unfamiliar wood plank. As with the outside, it was a simple design. There were only two rooms. One for the innkeeper to herself, and one large room with four bunk beds. Item security was not guaranteed and food was not included. For that, you’d have to go to the building next door to eat and drink. The bathroom was an outhouse behind the inn with a door that wouldn’t latch, so one hand was normally occupied holding it shut if the person required privacy. It was well kept otherwise, the waste catch was cleaned every other week and processed to be used as fertilizer. It was a process Iceliat’s servants were well aware of for the shared space.
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           Iceliat grabbed everyone’s items, potentially even some that didn’t belong to them. As he skillfully balanced everything out of the shared room, through the common area, and to the entryway, he was stopped by a man’s voice. “Iceliat?” he asked in a low, almost growling voice.
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           A second, more familiar voice, jumped in with, “Yea, that’s him! Take him in! He’s stealing all my things!”
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           Iceliat considered dropping everything and grabbing one of Drogi’s short swords. Before he could decide, the first voice asked, “Really?”
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           “Gods, you’re shit at this.” Drogi was slightly behind the stranger, but it was very obvious it was him at this point. “Iceliat, this is one of Vatra’s house guards. He’s been sent to bring us to him. Now be a good boy and carry my things. You know? Like a slave would.”
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           The guard grabbed a few of the items from Iceliat and placed them onto Drogi’s lap and around the handles on the back. Iceliat was able to shoulder and sling everything that belonged to him. He could now see Drogi eyeballing the guard like a bad joke. “Come,” the guard said. “I believe the master is in danger.”
          &#xD;
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           “Whoa-ho! You hear that, Iceliat? ‘Master’ he says. All of a sudden murder suspect number one is a ‘master’.” Both the guard and Iceliat move past Drogi. “Oh-ho-ho! Let’s not keep the master waiting shall we?” By the time Drogi made the complete rotation the two were well ahead. “Hey, fuckers, come here! I’m being funny!”
          &#xD;
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           Iceliat had to slow his pace from a glide to a light jaunt to allow the guard to lead the way at a more comfortable speed. He began to think to himself, “What have I gotten myself into? Alive hundreds of years, happily doing my trades, all the things I need. I was content. Why did I join these two? Now, I’m heading to the home of a potential killer. Potential, though? Sure, he’s not the best fighter, but he always has a look of plotting the next few steps and contingencies. What are we to him? Tools?” The guard tripped and rolled. Iceliat helped him up and they continued. “How much further, guard?” he asked.
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           The guard, between breaths, replies “It’s just up this last hill. You can see the archway. Go ahead. Thank you for helping me, but please don’t tell the others.”
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           “Humans,” Iceliat thought to himself, “so concerned about the opinions of others.” When he arrived at the front entrance, he was greeted by another guard. This guard led him through the house, up the stairs, and to Vatra sitting in a den of books, a fireplace, and refreshments laid on end tables.
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           Vatra placed a glass of water down and stood. He approached Iceliat and looked him over. “Are you hurt?” he asked. “Is Drogi with you?” He signaled one of the servants to bring Iceliat a drink.
          &#xD;
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           “Drogi is on his way. You know why the delay.” Vatra nods and welcomes Iceliat to sit. A drink is ready for him in what looks like a silver chalice with engravings of filigree and embedded stones. He took a sip. Mead. A good, sweet ferment. He could tell the honey was made by bees that favored citrus plants as it gave a tangy sensation at the tip of his tongue. He closed his eyes and savored the drink. Vatra asked if it were to his liking and similar to what he would have at home. He nodded and responded with, “Our bees don’t have access to the flowers these bees are drinking from. It’s flavored more like a quince. Not better or worse, just different and inviting.” Vatra was looking into the fire, nodding.
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           “We haven’t really had a chance to relax somewhere familiar in some time, have we?” Iceliat shook his head and took another sip. “We don’t know anything about each other except surface details. We fought together. Almost saw death together. Even saved each other a few times. I’m including Drogi in this, of course.” Vatra’s eyes never left the flames. “I would like to tell you everything, but not yet. Not today, at least.”
          &#xD;
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           Iceliat shrugged, “What I don’t know now is the same as what I didn’t know for the past few months. We are alive and I don’t sense any urgency.” He was staring into the flame now as well. “You’re a pyromancer. Do the flames speak to you?”
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           “You know, sometimes I wonder. I wonder if what I see in the flames is real or something I’m making up to convince myself and others that my skills are growing. The thing is, what the flames show are never set points. They’re more like ‘what could be’. Wouldn’t knowing ‘what could be’ make me decide to live my life in a way to make it true or false depending on how I want the outcome? What’s the point in looking into the flames if I could just make up what I want as I go along anyways? Besides, don’t the flames only show me what the fuel allows it? Right now, there’s a bird.”
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           “A bird?”
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           “Yea. Just some wings and what looks like glass breaking. But, look at the logs. The way they’re positioned allows for air flow to change the way the flame builds.” Iceliat grabs a poker and adjusts the logs into a different configuration. “Now, the image changes. If the image were a true sign, why would it change? Now I see a person in a box. Maybe made of glass.” Vatra takes his drink and throws the liquid into the fire. The sudden hiss and cracks of scorched wood now releases a light plume of smoke. “With the fire out, I see a ghost. What sense does that make? I’m not a smoke reader.”
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           Iceliat rolls the logs a few times and creates a small cave underneath, then gently blows. The air brightens the embers and soon relights the fire. Vatra looks with a surprised awe. “You’re right. It doesn’t matter what you see or what you think you see. It doesn’t matter what you hear or who you listen to. The only thing that matters is what you do. Regardless of what others may think, it’s up to you to decide if it’s the right thing for you.”
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           “Because what’s right for me, may be wrong for others.”
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           “Someone is always losing, Vatra. Sometimes we do bad, even terrible, things because of the final result. Yes, I own and sell human slaves. They’re great for business. Someone is always looking for a way to make their own life easier. If no one else is going to sell them, why not me? Are your servants free to leave? Where is the line that separates servants and slaves? Is the word ‘servant’ just a useful word to use because there is a stigma against the word slave? The prisoners of this land. Do they not break stones to make way for roads? They benefit nothing from this service. No time is taken from their sentence, no special privileges are provided. If they die during the work, then that’s one less prisoner to feed. Where is the line between working prisoner and slave? I don’t want to sell people. I don’t want to be sold. I know they don’t want to be sold. Families are being separated with every purchase. I also know that I, myself, don’t want to be starving in the streets. Not again. I try my best to vet the buyers. I try my best to sell these people to others who may still treat them like people. With some common decency. I know how it’s all wrong.”
          &#xD;
    &lt;/span&gt;&#xD;
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           “But, it’s business.”
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           “It’s business. It’s a damn, profitable, terrible business.”
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           Vatra calls over the servant girl who brought the drinks earlier. “Maili? It is Maili, correct?” he asked, She nodded obediently. “If I let you go today, what would you do next?” She looked as if she felt pressured and answering incorrectly would result in her going missing. “Speak freely.”
          &#xD;
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           “Well, I-I don’t know, master.”
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           “Vatra. For now, you may call me Vatra. We are equals now.”
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           Maili couldn’t tell if she was being tested. “I-in truth, ma- Vatra, I believe I would die.” Both Vatra and Iceliat leaned in now. “Y-you see. This is all I know. I was born into this. Y-yes, we are not free in the fullest sense, but we are housed, fed, and cleaned.”
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           “Like dogs?” Vatra asked.
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           Not once looking up, she continued, “N-no no, mas- Vatra. We are free to have relationships. We are not beaten into submission or told to stop being who we are. This is merely a job with perks. When we do well, we are given more griever than promised and we may enter the town at night. I have seen friends find love. I have seen friends bought from their owners to be freed and start a family of their own. Yes, some are bought and transplanted to who knows where, but no one is trying to change who we are. Yes, slavery is a terrible concept, but we here are not slaves. We’re just workers who don’t want to disappoint.” She paused, smiled to herself, looked up then back down to her clasped hands. “I-I’m sorry.”
          &#xD;
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           Vatra responds with, “No need, Maili.” He reached into his pocket and pulled out a coin purse, then threw it into her lap. “Take the servants into town tonight. Enjoy safely. There was a skirmish earlier, but everything seems to be calming down out there.”
          &#xD;
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           Maili stood without hesitation. “Thank you, Vatra, thank you.”
          &#xD;
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           As she began to leave, Vatra stopped her once more, “Oh, Maili. It’s ‘Master Vatra.” She dropped her head, nodded, and left. “I must keep up the appearance to not seem weak. Kindness can only be taken so far before others see it as weakness.”
          &#xD;
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           Iceliat finally snapped back into himself and thought about what he saw in the old church. “There was a thing in the church”
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           “You saw it?”
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           “No, not quite. It was human-sized for sure, but off. It had wings and, maybe, tattoos.”
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           “A guard told me it was another guard. You may have seen him downstairs in the reclining chair. Apparently, this thing was disguising itself to enter these judgements. Maybe it heard something it didn’t want to and just snapped.”
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           “You think it was after you then?”
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           “No. It could easily be a coincidence. My uncle told me there have been stories lately about a woman luring men into the alleys at night and ripping their heads off with clean cuts. These instances were happening before we arrived. These are also stories told by drunkards in a town where it is common for bears to enter, rummage through trash, and encounter an unlucky drunk.”
          &#xD;
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           Before Vatra could continue his thought, noise was coming from downstairs. “Let me in, shit-ass! I was invited by your master.” Drogi wheeled in and saw the refreshments, “What’s a cripple gotta do to get a damn drink in this place!”
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           Author Credit
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           Sean Kuttner
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      <pubDate>Fri, 29 Dec 2023 01:33:28 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
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      <title>Everything About Passive Perception 5e</title>
      <link>https://www.eternityttrpg.com/passive-perception-5e</link>
      <description>Passive Perception 5e is a passive check made by the Dungeon Master. Passive Perception 5e speeds up games and brings excitement.</description>
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            Passive perception is a pretty interesting and unique game mechanic in D&amp;amp;D 5e. It reminds me of playing
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           Kingdoms of Amalur
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           , and the skill system from that great game.
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            I always enjoy when
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           TTRPGs
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            utilize simple systems that maintain the story’s flow.
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           That being said, because D&amp;amp;D is a pretty complex game, and passive perception doesn’t exactly fit cohesively with the way other skill checks work, there’s often a bit of confusion around the topic.
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           At the end of the day, there’s always more to learn about D&amp;amp;D, for both pros and beginners, and passive perception 5e is one of the most valuable tools, making it worthy of a full article!
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            So, let’s dive into passive perception 5e and see how it can make your game more exciting.
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           As a dungeon master, I feel that good usage of Passive Perception begins with a cool atmosphere for players to passively perceive, during the game.
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           What Is Passive Perception 5e?
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           Passive perception 5e is a player character’s ability to observe their surroundings without making an active search. Passive perception is your character’s skill score “floor,” that represents keen senses – a passive check made through the perception skill modifier.
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           The higher your character’s passive perception score, the more likely you can notice the signs of an impending ambush, spot traps, and generally make it harder for your character to get surprise. Passive perception 5e is an excellent mechanic that decides how much your character notices, without rolling the dice or specifically looking for something.
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           And yes – that is correct – passive perception 5e does not require a dice roll. Instead, the dungeon master compares each player’s passive perception score to the DC (difficulty check) of hidden areas and objects.
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           Passive perception keeps the game moving, and only reveals hidden elements of the game world to keen characters. This mechanic also rewards players who have invested more into their character’s Wisdom ability score, and perception skill.
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            ﻿
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           Passive Perception is often used by the DM to determine if the characters notice traps, secret doors, hidden enemies, or other subtle details in their surroundings. It allows for a more immersive and dynamic gameplay experience without requiring constant perception checks for every little detail.
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           You Passively Perceive the Eternity TTRPG Shop...
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           How Does Passive Perception Work in D&amp;amp;D 5e?
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           The Dungeon Master (DM) compares the Passive Perception score of characters involved in a passive perception check to the Difficulty Class (DC) of any hidden or obscured objects or creatures in the environment.
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           If the Passive Perception score is equal to or higher than the DC, the character automatically notices the hidden or obscured thing without needing to roll a perception check. If the Passive Perception score is lower than the DC, the character remains unaware of the hidden or obscured thing unless they actively search for it and roll a perception check.
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           What is My Passive Perception Score?
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           The passive perception is 10+ the character’s wisdom modifier + their proficiency bonus if they are proficient in perception. Perception uses wisdom ability score by default, so you should add that when figuring out your passive perception.
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           The easiest way to look at it, is that your character's Passive Perception score is calculated by adding 10 to their Wisdom (Perception) skill modifier. For example, if a character has a Wisdom modifier of +2, their Passive Perception would be 12 (10 + 2).
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           Generally, you can find the box for your passive perception on your character sheet. It’s below your base ability scores in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
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           Passive perception 5e gets a little complex when you factor in advantages or disadvantages. Characters rolling a skill check with an advantage can add +5 to their passive check or subtract -5 with a disadvantage. But in reality, passive perception is more of a dungeon master thing anyways, so it’s really nothing players need to worry about.
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            ﻿
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           How Important Is Passive Perception?
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            I usually approach passive perception with a grain of salt... I would never say that passive perception 5e is so important, for example, that the party should have to worry about a
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           TPK
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            if they don't have high enough scores.
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           That being said, having a high Passive Perception score in D&amp;amp;D 5e is quite important for several reasons:
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            Detect hidden or obscured objects:
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             A high Passive Perception score increases the likelihood of noticing hidden traps, secret doors, or other concealed objects in the environment. This can help prevent potentially dangerous or harmful situations.
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            Spot hidden enemies:
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             A high Passive Perception score may allow characters to detect hidden or stealthy enemies before they have a chance to ambush or surprise the party. This can be crucial in combat encounters, as it gives characters a chance to prepare or strategize.
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            Gather information:
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             A high Passive Perception score helps characters gather important information about their surroundings. They may notice subtle details such as strange markings, hidden symbols, or unusual sounds, which can provide clues or hints about the world or ongoing events.
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            Immersion and roleplaying:
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             A high Passive Perception score can enhance the immersion and roleplaying aspects of the game. Characters with keen senses and high awareness are more likely to notice and interact with their environment, making the game world feel more alive and dynamic.
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           It's worth noting that while a high Passive Perception score is beneficial, it is not the only way to detect hidden or obscured creatures, items, or things.
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           Characters can still actively search for hidden objects or make perception checks when they suspect something is amiss, for example. Additionally, other abilities or spells, such as the spell "
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           Detect Magic
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           " or the Rogue class feature "
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           Evasion
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           ," can also aid in detecting hidden or magical objects or creatures.
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            It should also be obvious - but as a side note, passive perception is not something that works for
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           single player DnD
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            . That being said, you can always put traps, NPCs, adventure ideas into a jar, and roll for "passive perception" DC to see if your character notices something important.
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           Passive Perception 5e saves characters from the grim fate of Fireball traps...
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           20-Passive Perception Is Very Good
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            Generally, for an
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            that’s well under way, a passive perception score of 20 is considered rock solid.
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           However, “good” passive perception really depends on what level your character’s currently at, and what you want your character to achieve. Getting to a passive perception score of 20 requires a high wisdom modifier, proficiency bonus, and taking the “Observant” feat.
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           15-Passive Perception is Usually Good Enough
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           Of course, I always want to have as high passive perception 5e as possible. But for me, a passive perception of 15 is “good enough,” for most campaigns.
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           I If you want to aim for 20 or even 32 passive perception, go for it! When it comes to D&amp;amp;D 5e though, you just really have to specialize to get to those kind of numbers.
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           For example, you can get to 32-passive perception if you have 20 wisdom (for +5), expertise for +12 at level 17, and the “Observant” feat for +5. Add these to your base 10, and you get 32-passive perception.
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           When you add up all these bonuses and really think about it, it’s not at all that easy to get a character to have 32-passive perception since you really have to give up a lot of otherwise valuable character perks to get there.
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           So, I recommend trying out 15-passive perception as a starting place, and see how that feels for your campaign.
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How to Boost Your Passive Perception
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are several ways to increase your passive perception. I’ll start with these four primary options:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Have a high base wisdom modifier.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Take the “
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.wikihow.com/Observant-Feat-5e" target="_blank"&gt;&#xD;
        
            Observant
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ” feat.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Gain proficiency in perception.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increase your character’s wisdom modifier with magic items.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Note that you can (normally) boost your passive perception up to a maximum score of 32, which is absolutely crazy levels of perception.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Imagine what you can do with passive perception 5e of that magnitude. Basically, your character could notice every single detail about every single place, person, and environment they ever visit...
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s dive deeper into the three passive perception 5e boosters.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Wisdom Modifier
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your wisdom modifier is a critical factor in passive perception. The higher your wisdom modifier, the higher passive perception you can have.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To increase this, you can take a feat or assign ability score points every four levels. Classes like clerics and druids tend to have higher wisdom modifiers, meaning they’re more likely to get higher passive perception scores.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You can also select a race that provides a base Wisdom modifier bonus, such as a wood elf, halfling, or water genasi.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Observant Feat
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The observant feat gives your character a +5 bonus to passive perception 5e and investigation rolls. It also gives slight boosts to intelligence and wisdom scores! Basically, there are three advantages to taking this feat:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increase intelligence or wisdom by one, for each time you select this feat (to a maximum of 20).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Read lips and interpreting what a creature/ person is saying, even from a distance, and even if you can’t actually hear them.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Gain a +5 bonus to passive perception and investigation scores.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Skill Proficiency
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Perhaps the best way to boost your passive perception in 5e is to ensure your proficiency in perception. Remember, you can always add your proficiency bonus to any check! Moreover, your proficiency bonus increases as you level up.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Proficiency bonus in 5e starts with a +2 and can go all the way up to +6. When it comes to passive perception, even a +2 is a big deal, while +6 is absolutely game-changing.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Magic Items
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, consider acquiring and equipping your character with items that can boost their wisdom score (and proficiency bonus, too). For example:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ioun Stone of Mastery: sourced from the Dungeon Master’s Guide, this magic item adds a +1 proficiency bonus.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Deck of Many Things (Star): adds +1 to the ability score of your choice (up to a maximum of 24).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Tome of Clear Thought: adds +2 to wisdom.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Passive+Perception+5e+How+it+Works.png" alt="Passive Perception 5e How it Works" title="Passive Perception 5e How it Works"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ondscioth had a Passive Perception of 16 - just barely high enough to notice the dimensional fangs located immediately below the "Dark Realm's" archway.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Benefit Most from Passive Perception 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Some classes benefit more from having a high passive perception score, than others. At the top of my list I’d include the Rogue and Bard, who both have the class feature, “Expertise,” which doubles the proficiency bonus awarded to their proficient skills.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s play by the basic rules, and consider a max-level Bard or Rogue. Passive perception for a 20
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;sup&gt;&#xD;
      
           th
          &#xD;
    &lt;/sup&gt;&#xD;
    &lt;span&gt;&#xD;
      
           -level Bard could look like:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            20 wisdom for +5.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The class feature, “Expertise,” for +12 at level 17.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The “Observant” feat for +5.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            +5 from having advantage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Add the base 10, totaling a passive perception of 37 (which actually goes far above the “normal” max passive perception of 32)!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Is Passive Perception the Most Important Passive Skill?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           On basic DnD 5e character sheets, passive perception is actually the only passive skill. It’s the core mechanic for detecting environmental details, hidden creatures, secret doors, and more.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Having some degree of passive perception (again, a score of 15-20) is significantly important if you want your character to become a higher-level adventurer. It matters in many scenarios, and prevents a lot of encounters from becoming unduly dangerous.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, depending on the D&amp;amp;D group you game with, the dungeon master may also have passive insight and/ or investigation checks. To me, these are basically the same as passive perception, which is probably “supposed” to be something like an umbrella mechanic.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you have questions about passive skills for your campaign, it’s always just best to check in with your dungeon master on their preferred rules and methods.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Other Possible Passive Skill Checks
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As the dungeon master, you can use passive perception 5e in other unique ways to make the game more interesting. Or alternatively, you may create other “passive” skill checks.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For example, you may allow players to use the following Skills, passively:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Feel magic nearby (Arcana).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Tell lies before a roll (Deception).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Gain knowledge on something examined (History and Religions).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Catch blatant lies (Insight).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Shut down minor confrontations (Intimidation).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Intuit complex machines (Investigation).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Recognize a monster (Nature).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
        
            Avoid getting lost (Survival).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+Master+Passive+Perception+5e.png" alt="Dungeon Master Passive Perception 5e" title="Dungeon Master Passive Perception 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As the Dungeon Master, I always note each player character's Passive Perception, as part of my pre-game prep.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive Perception vs Active Perception
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s differentiate more between a perception check and passive perception.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Perception is a skill that allows your character to see, hear, or detect. A perception check is something you inform the DM about and roll your d20 for. It’s not a magical spell; it’s something you just do.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           On the other hand, passive perception 5e is passive, meaning you actually do it without rolling.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive perception 5e is always “enabled,” and your character always has it going regardless of your intent to check something.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive Perception Check Example
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s say I’m the DM, and the party has just entered a room without bad guys nearby. I can apply passive perception instead of having everyone roll to tell what they see in the room.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Depending on the player characters’ passive perception 5e scores, they may be able to detect the collapsing column traps I have planned for the room, and more.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Active Perception Check Example
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unlike with a passive perception check, a player might say something like, “I check the ornate chest for traps,” and roll a d20.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, the rogue cautiously examines the ornate chest. They roll a perception check, hoping to spot any hidden mechanisms. With a result of 19, they notice a faint pressure plate beneath the chest, avoiding a potentially deadly trap.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive Perception vs Perception Check vs Investigation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There’s a lot of overlap between passive perception, active perception, and investigation. To make things easier, I always remember these two things:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Perception checks use a character’s active senses.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.enworld.org/threads/use-of-investigation.470350/" target="_blank"&gt;&#xD;
        
            Investigation
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             uses abstract abilities.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Perception checks also fall under wisdom, while investigation is intelligence-based.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With a perception check, players can – for example – see where something is out of place. With investigation, players can then put clues together to determine the location of that missing something.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes to passive perception, it’s more about the character’s automatic ability of being always observant. It’s basically just a mechanic to emulate a person’s ability to see and notice details without actively searching for them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Advantages of Using Passive Perception in Your Game
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive perception 5e speeds up the game. For example, players don’t have to roll for passive perception, and dungeon masters don’t have to wait for those results.
          &#xD;
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  &lt;p&gt;&#xD;
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           Furthermore, passive perception allows DMs to keep secrets. Without this mechanic, your DM might ask everyone to make a perception check, tipping off the group that something big is about to happen. With a passive check, however, the group may get a big surprise.
          &#xD;
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           Additionally, when individual players with high passive perception scores spot something like a group of goblins hiding in ambush, they can warn their allies and feel important that their character added something valuable to the group.
          &#xD;
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      &lt;span&gt;&#xD;
        
            Basically, passive perception usage can protect players, and tip them off to upcoming
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    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           quests
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            ,
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           one-shot adventures
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            , NPCs or
           &#xD;
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    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           characters
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            , or even entire
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    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-ideas" target="_blank"&gt;&#xD;
      
           campaign story lines
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           .
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/How+Good+is+Passive+Perception.png" alt="How Good is Passive Perception" title="How Good is Passive Perception"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive Perception basically has unlimited use potential. In this dungeon, players were ambushed by a series of dragons who were all arctic, and had been hiding under the heavy snow fall...
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When to Use Passive Perception
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As a DM, I don’t often ask for a perception roll; in my experience, passive perception is enough. It’s often convenient to check passive perception stats, compare them to passive perception DC, and then narrate the game.
          &#xD;
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  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, in some situations, characters are especially suited to perceive something they wouldn’t otherwise notice with a passive perception. So as the DM, I may give players a chance to roll for perception, actively.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon master discretion decides when to roll perception checks, but passive perception 5e is the norm. As a DM, I take note of every player’s passive perception to avoid revealing information.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Can “This” be Passively Noticed?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A good question to ask yourself when the need for player character perception arises is, “Why should I roll to detect something that players could already notice passively?”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I often use passive perception to skip excessive or unnecessary rolls, to speed up the game.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For example, if players are walking through a forest, and I have some hidden element planned for the encounter, I always ask myself if it’s possible for their character to notice it passively.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If the answer is “yes,” then there’s really no need for an active perception roll.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As the dungeon master for your group, you can use passive perception 5e in any scenario where passive searching and noticing are possible, and advantageous. As a DM, you must be aware of passive perception scores and use them wisely, as they improve the overall “flow” of your game.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.eternityttrpg.com/shop/"&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Difficulty Classes for Passive Perception
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’re the dungeon master for your group, understanding general DCs may help you decide what values to set for your gaming group in any given encounter.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Here’s a guide to setting DCs. More details on each difficulty level are provided, below:
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            Very Easy: DC5
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    &lt;/li&gt;&#xD;
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            Easy: DC10
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    &lt;/li&gt;&#xD;
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            Medium: DC15
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    &lt;/li&gt;&#xD;
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            Hard: DC20
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    &lt;/li&gt;&#xD;
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            Very Hard: DC25
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Nearly Impossible: DC30
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DCs guide Game Masters to determine how difficult checks should be. Just remember, if a player has a passive perception of 20, they can automatically pass “hard” checks.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Easy and Very Easy Checks
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The DC of easy tasks is 10, meaning most characters have a passive perception that will automatically pass this check (along with “very easy” checks). The reason for this is that, as a reminder, the base passive perception score is 10.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, if a character has a negative perception (or Wisdom modifier), they might fail to pass even “easy” passive perception checks.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Medium Checks
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A DC of 15 requires higher proficiency, a bonus, or a combination of modifiers. It takes a lot of progress for a character to achieve a passive perception of 15.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If a player creates a wisdom-focused character, however, they can quickly get to this DC. A passive perception of 15 is already in what I would consider to be the “good enough” category of passive perception scores for probably an entire campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Hard Checks
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A DC of 20 is already the equivalent for a character of maxing out the wisdom modifier. Achieving a passive perception of 20 may also mean that the character also has a high proficiency bonus.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you recall from earlier in the article, I rate a passive perception score of 20 as being in the “rock solid” category. Any character with a 20 can reasonable expect to save themselves from a literal ton of grief over the course of their campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Very Hard and Nearly Impossible Checks
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            To achieve a passive perception score of 25+ requires the “Observant” feat, and quite a bit of specialization. It may be worth it for a single character in an adventuring group to max out, or nearly max out, their passive perception score in this way.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, it certainly isn’t worthwhile for multiple characters in a group to do so.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It’s worth remembering that in
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , difficulty levels are almost always on a bell curve.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For example, characters may face a few traps in their adventuring career with a DC of 10 or less. Then, they’ll come across a host of traps from DC 15-20. And finally, they’ll only come across a few traps above DC 25.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, while it may take players a tremendous amount of effort to get their characters to attain a passive perception of 25 or more, the payoff may not be all that worthwhile, as the frequency of how often that high score will actually be utilized is likely to be quite low.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Passive+Perception+5e+Prevents+TPKs.png" alt="Passive Perception 5e Prevents TPKs" title="Passive Perception 5e Prevents TPKs"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I usually don't let player characters die just because they failed a passive perception. But as the dungeon master, sometimes it's just part of the fun.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Examples of Passive Perception 5e Usage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The mechanic for passive perception 5e allow you and your gaming group to do the following, and more:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Detect secret doors.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spot characters being pick-pocketed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Detect traps.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            See hidden or distant creatures.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Explore environments.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Maximize Passive Perception – as a Player
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’re a player in your campaign, here are some tips to help you maximize your Passive Perception and make the most out of this important skill.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Invest in Your Passive Perception Score
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Passive Perception is based on your Wisdom (Perception) skill modifier. Increasing your Wisdom score or taking proficiency in the Perception skill can significantly boost your Passive Perception.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Consider choosing a race or class that grants bonuses to Wisdom or Perception to further enhance your chances of noticing hidden details.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Be Mindful of Your Environment
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pay attention to description provided by the Dungeon Master. Take note of any hints, sounds, or visual cues that may indicate hidden objects or creatures. Keep in mind that Passive Perception is always active, so being observant of your surroundings can lead to valuable discoveries.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, if you feel that your dungeon master may be hinting at something present in the environment but no further details are forthcoming, it may be time for an active perception check, just to be sure!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Collaborate with Your Party
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Work together with your fellow players to cover more ground. Remember that so long as your party is adventuring together, really only one of you needs to have a high passive perception score.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You may consider talking with your party to determine which of you is best suited to optimize your passive perception score, allowing other characters in the group to specialize in other things.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Monster+Passive+Perception+5e.png" alt="Monster Passive Perception 5e" title="Monster Passive Perception 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Remember, even monsters have Passive Perception. Especially "boss" monsters/ villains, like Eladriana, the Lich Empress.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Maximize Passive Perception – as a Dungeon Master
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            As a Dungeon Master in Dungeons &amp;amp; Dragons 5e, you play a crucial role in utilizing Passive Perception to create immersive and challenging gameplay. To keep track of things that require passive perception checks, I always recommend use of a
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    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-planner" target="_blank"&gt;&#xD;
      
           DnD Campaign Planner
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           .
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            That being said, here are some tips to help you maximize the use of Passive Perception in your campaigns, whether you're
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    &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
      
           starting a new campaign
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           , or adding to an existing one.
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           Set the Scene
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           When describing environments, be sure to include subtle details that may require a Passive Perception check. Mention the faint sound of dripping water, the faint glimmer of a hidden object, or the slight movement in the shadows.
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           These descriptions can prompt players to do more than rely on their Passive Perception, by engaging in an active check. More importantly, however, these small details enhance your players’ immersion into the game world, overall.
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           Vary DCs and Hidden Objects
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           Adjust the Difficulty Class (DC) for hidden objects or creatures based on their level of concealment or the importance of the discovery. This allows for a range of challenges, from easily spotted items to more elusive secrets that require higher Passive Perception scores.
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           Varying the DCs reminds players that investing in passive perception can be valuable, as those with higher scores are often “in-the-know” right away, while others have to wait for concealed information to be shared with them.
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           Use Passive Perception to Foreshadow
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           Passive Perception can be a powerful tool for foreshadowing upcoming events. By subtly hinting at hidden dangers or secrets through higher DCs, you can create an atmosphere of anticipation and curiosity.
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           This anticipation can build tension and excitement as players become more aware of potential threats or rewards lurking in the shadows.
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           Reward Observant Players
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           When a player's Passive Perception exceeds the DC for a hidden object or creature, reward their character with additional information or advantages. This can include providing extra details about the environment, granting advantage on subsequent checks, or even allowing them to take preemptive actions in combat encounters.
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           Rewarding attentive players encourages them to continue paying close attention to the game and reinforces the importance of being observant.
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           Give Monsters Passive Perception
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            Don't forget that the player's enemies can have passive perception, as well! Usually, I give my players the chance to roll for their stealth checks (or whatever they're trying to do), and then use that check's overall score as the DC for the passive perception of any nearby foes to try and beat.
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Common Mistakes to Avoid about Passive Perception
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           Here are some common mistakes and misunderstandings to be aware of when it comes to passive perception, to make sure you get the most from this important mechanic in your game, while avoiding its pitfalls.
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           Passive Perception Replaces Active Perception Checks
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           One common misconception is that Passive Perception completely replaces the need for active perception checks. This is not true. Passive Perception represents a character's baseline awareness, but active perception checks are still necessary in situations where characters are actively searching or focusing their attention on something specific.
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           Passive Perception is Always Active
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           Another mistake is assuming that Passive Perception is constantly active, even during combat or when characters are engaged in other tasks.
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           Passive Perception is primarily used outside of combat, and when characters are not specifically searching for something. You have to imagine for situations like during combat, for example, characters may be heavily distracted by what’s happening in the moment, which is why passive perception usually “fades” during battle.
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           Just remember that the DM determines when Passive Perception is relevant, and when it is not, and that passive perception cannot be 100% relied upon at all times.
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           Passive Perception Detects Everything
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           Passive Perception is not a catch-all ability that detects every hidden object or creature, automatically. Instead, passive perception only detects things that the DM determines are within the character's perception range and surpass the Difficulty Class (DC) set for the hidden object or creature.
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           Passive Perception is Solely Based on Wisdom
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           While Passive Perception is calculated using the Wisdom (Perception) skill modifier, it's not the only factor that affects a character's awareness.
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           As I’ve covered in this article, class traits, feats, proficiency, magic items, and more also have a profound effect on passive perception, when utilized.
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           Passive Perception is the Same for All Characters
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           Each character has their own Passive Perception score, which is determined by their Wisdom (Perception) skill modifier, traits, proficiency, feats, and more.
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           Each character has their own unique level of passive perception, and just because one character doesn’t notice something when they visit a important-seeming dungeon room doesn’t mean that another character wouldn’t find something!
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           Passive Perception is Infallible
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           Passive Perception is a valuable tool, but it isn’t infallible. Passive perception represents a character's baseline awareness, but doesn't guarantee that the character will notice every hidden detail.
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           There may be situations where even characters with high Passive Perception scores fail to detect something due to exceptional concealment, magical effects, or other factors.
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            ﻿
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           Basically, it's important to remember that D&amp;amp;D is meant to be a challenging and unpredictable game, so passive perception failings may actually be a tool used by the dungeon master in certain cases, to heighten an encounter’s sense of drama.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Perception+for+Hidden+Treasure.png" alt="Perception for Hidden Treasure" title="Perception for Hidden Treasure"/&gt;&#xD;
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           One of the most fun uses of Passive Perception is giving players access to hidden treasure boxes, and the like. Imagine someone's character finding and opening this oaken box of magical runes.
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           Happy Adventuring with Passive Perception
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           I know that’s a lot of info to take in. Really though, everything in D&amp;amp;D 5e is a lot to take in, at least until you get used to the game.
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           Passive perception 5e is the key to unlocking many hidden secrets in your tabletop adventure. There’s no one-size-fits-all answer to passive perception, so don’t hesitate to ask your dungeon master or other players about it.
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           Most importantly, keep playing. Happy 5e adventuring!
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  &lt;h2&gt;&#xD;
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           Passively Perceive Eternity TTRPG
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    &lt;span&gt;&#xD;
      
           Made it this far? I'm glad you liked the article - or at least, I assume you did, having made it to the end.
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  &lt;p&gt;&#xD;
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           Since you're here, did you know that Eternity TTRPG is also its own game system? Eternity strives to take the complex concepts of D&amp;amp;D and other TTRPGs and provide a rules-light roleplaying experience, while also giving an in-depth, strategic combat experience.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Want to check it out? You can read more about the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , see the game's
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-races" target="_blank"&gt;&#xD;
      
           unique races
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    &lt;/a&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            ,
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-classes" target="_blank"&gt;&#xD;
      
           unique classes
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           even purchase
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           .
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Passive+Perception+5e+Blog.png" length="564717" type="image/png" />
      <pubDate>Thu, 21 Dec 2023 18:53:55 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/passive-perception-5e</guid>
      <g-custom:tags type="string" />
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Passive+Perception+5e+Blog.png">
        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Starset RPG Game Review - Score: 85 / 100</title>
      <link>https://www.eternityttrpg.com/games-like-dnd/starset-rpg-the-great-dimming</link>
      <description>Starset RPG the Great Dimming is a new TTRPG, Kickstarted by Josiah Mork of Hoodwink Games. Starset RPG is a grimdark TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           This review is part of my new TTRPGs page, where you can find awesome 
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
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            that you may never have heard of before. If you're interested in finding a new game to play, check out that article!
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  &lt;p&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Josiah Mork is definitely one of the up-and-coming TTRPG designers that you should be watching. Let me first say that Josiah did not pay me to create this review. Through our exchanges, he has become a friend of mine, though that does not affect my review of his game (as you'll see below, I do have some critiques).
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      &lt;span&gt;&#xD;
        
            We originally connected when I reviewed his first TTRPG:
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd/bag-rpg" target="_blank"&gt;&#xD;
      
           BaG (Basic and Generic) Role-Playing Game
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    &lt;span&gt;&#xD;
      
           , which Kickstarted back in 2021. My take on BaG was that it was a solid game system, but not what I would consider to be amazing.
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  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Now, fast forward a couple years, and Josiah asked me to review Starset: The Great Dimming. And let me tell you, what an improvement. If you’ve seen some of my other
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    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG Reviews
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , you’ll actually note that my score for Starset: The Great Dimming (at 85/100) makes it into my top-5 list of all time, just behind the
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/marvel-universe-rpg-core-rules-pdf" target="_blank"&gt;&#xD;
      
           Marvel Universe RPG
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           , which I rank at 4th place.
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            In my opinion, Starset is actually a better overall game than longstanding TTRPG favorites such as
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/shadowrun-6th-edition-review" target="_blank"&gt;&#xD;
      
           Shadowrun
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            ,
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/savage-worlds-vs-dd-5e" target="_blank"&gt;&#xD;
      
           Savage Worlds
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/zweihander-rpg-review" target="_blank"&gt;&#xD;
      
           Zweihander
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            (another grimdark TTRPG), and more. This may seem like a stretch, but read on to see why I think this top-5 placement for Starset is so well-deserved.
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      &lt;span&gt;&#xD;
        
            If you want, you can also check out the
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.kickstarter.com/projects/starsetrpg/starset-the-great-dimming-a-grimdark-tabletop-rpg-system" target="_blank"&gt;&#xD;
      
           Starset Kickstarter page
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      &lt;span&gt;&#xD;
        
            to get a feel for the game, while you read this review.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Starset+RPG+the+Great+Dimming.png" alt="Starset RPG the Great Dimming" title="Starset RPG the Great Dimming"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
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           How Unique is Starset RPG: The Great Dimming: (9/10)
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           Every great modern TTRPG is both firmly rooted in the genre’s core concepts established by D&amp;amp;D, and yet also expands upon key components to improve player/ GM experience.
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           Starset: The Great Dimming hits these marks as it contains ideas that are somewhat standard to the TTRPG genre, while there are also parts that take common ideas in entirely new directions.
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           Character Creation
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           Probably the most brilliant part of Starset is character creation.
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            There are only 3-core stats (Toughness, Vitality, Movement) to player characters in Starset, and all three are actually originally determined by finding your character’s height and weight. I was honestly surprised by this, but it's also interesting to see an
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    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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            tie stats to something like character appearance.
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           Once core stats are determined, the next major part of character creation are “plot choices.” When creating a character, you're given a series of 4-15 choices you select, from essentially a random list of backstory prompts. Based on the prompt, you make a choice, which then shapes your character’s Skills, maybe your core stats a bit, and your character’s “Keywords.”
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           Keywords are like “Perks” or even “Feats” in other games, in that they give your character bonuses to skills, etc. or sometimes negative effects.
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            Taking your character’s “plot choices” and “keywords” into the game lets any player – even and especially those new to the TTRPG genre – start an
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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      &lt;span&gt;&#xD;
        
            with a nearly fully-fleshed out backstory that actively affects your character’s stats and skills.
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           Character Leveling
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           As if character creation wasn’t enough, I also love the Starset leveling system - at least as far as gaining XP goes (I do have some critiques, later, about the overall progression/ lack of options with leveling up).
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           Most times that you’re making a skill check (which is all the time), you’ll be rolling more than 3-dice at a time. I mention this because if you happen to roll 3-dice that land on the same number – for any roll – you get +1XP.
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           I’ve always enjoyed the idea that the more your character “does” something, the better they get at that activity. So, it was really fun for me taking on missions or trying to complete tasks, and naturally "leveling up" while doing so.
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  &lt;h3&gt;&#xD;
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           Dice Pools
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      &lt;span&gt;&#xD;
        
            Much like the
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/cypher-system" target="_blank"&gt;&#xD;
      
           Cypher System
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           , in Starset, your character has a dice pool that also functions as HP.
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           Every turn, your character replenishes their dice pool up to their maximum value, and those dice can be “spent” on performing actions to increase your likelihood of success. 
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           If your character takes injuries (or becomes fatigue through additional exertion), the number of dice replenished to your pool decreases each round. If you ever take enough damage that you can’t replenish your dice pool to at least 1, your character dies.
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           This is obviously a close idea to Monte Cook’s Cypher System rules, but with some unique spin on it. This kind of dice pool/ HP usage is also very rare among TTRPGs, so definitely counts towards being a unique strength of the system.
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           It also doesn’t hurt that the way Starset uses dice pools is very clear, easy-to-use, and does not obstruct the game’s flow in any way.
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
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           How Easy is it to Learn to Play Starset RPG: (10/10)
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    &lt;span&gt;&#xD;
      
           Compared to Josiah's first game, BaG RPG, which only had a 55-page rulebook, I was at first a little concerned by Starset, which comes in at 271-pages. However, the core rules to play Starset RPG only requires reading about 4-chapters (roughly 53-pages) and a lot of those pages  are taken up by charts and artwork.
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           As you'll see, my impression with Starset RPG is that the game is very easy to learn and teach to new players.
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  &lt;h3&gt;&#xD;
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           Character Creation
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Back to generating characters – I love games where I can create a new character in under 15-minutes.
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    &lt;span&gt;&#xD;
      
           Do you know how many TTRPGs let you create characters in under 15-minutes? Pretty much none.
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      &lt;span&gt;&#xD;
        
            In that list, and along with Starset, I’d include BaG, maybe Cypher System if you kind of know what you’re doing,
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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      &lt;span&gt;&#xD;
        
            , and that’s pretty much it. I realize that if you've been playing
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews" target="_blank"&gt;&#xD;
      
           D&amp;amp;D
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      &lt;span&gt;&#xD;
        
            or
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/pathfinder-rpg-reviews" target="_blank"&gt;&#xD;
      
           Pathfinder
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for your entire life, maybe you too could make a character in 15-minutes. But I'm talking about picking up a game for the first time, and still hitting that 15-minute mark. So no, D&amp;amp;D doesn't make the cut, here.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, the amount of immersive character-building you actually dive into during your 15-minutes of character creation with Starset RPG is unmatched. It’s easy, fast, and compelling, which is why I give this section a solid 10/10.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Gameplay and Skill Checks
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pretty much all of Starset RPG game is played using skill checks. Whether you’re investigating a break-in, conversing with an NPC, or attacking someone, you’re rolling one of the game’s many Skills to see what happens.
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    &lt;span&gt;&#xD;
      
           I would say that Skills in Starset RPG take the place of “core stats” in most other games.  I think Starset's "Skills" are well-defined and clearly labelled, leading to clear gameplay.
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           When it comes to Skill Checks, you basically just roll a number of d6 to see if you get enough “checks” to succeed at whatever task your character’s attempting. Nothing really unique here, but it’s  easy to understand, and it keeps the game moving at a quick pace. 
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Starset+RPG+Review.png" alt="Starset RPG Review" title="Starset RPG Review"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset Presentation: (8/10)
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I really like Josiah’s graphic design and layout choices for Starset RPG, and I think this game is a bit of an improvement over BaG, which I also like.
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           The graphics on the front and back cover, as well as the page borders throughout the text work very well. There’s definitely a unique “style” to Starset that makes the book feel both complete, and at home in the Sci-Fi genre.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I have to mention though that there are font choices in the book that are very difficult to read. If you sometimes have trouble reading small or partially-blurred text, you may not love all of the font choices in Starset RPG, to be honest.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As a “grimdark RPG,” I think the somewhat messy font actually makes sense for the game, thematically. However, there are places such as Pg.9 where the bolded text is almost too runny, or Pg.10 (in the bottom left corner) where the white text actually runs into a white background of oblivion (I think this issue was fixed in the PDF).
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  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           These issues are relatively small and did not affect my overall love of the game; they were more like small occasional annoyances.
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  &lt;p&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset: The Great Dimming Lore: (10/10)
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            The lore for Starset: The Great Dimming makes me think of
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://en.wikipedia.org/wiki/StarCraft" target="_blank"&gt;&#xD;
      
           Starcraft
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , but if there were only humans. It’s gritty, dark, futuristic, and provides a deep dive into space exploration, survival on the fringe of civilization, and all kinds of related topics.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I especially enjoyed the various Factions presented in the game’s lore, their leaders, and basically everything provided in the chapter on “The Solar System,” which thoroughly details organizations, faction motivation, rumors around the universe, and so much more.
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           As the game master (known as the “Overlord” in Starset), I felt that there was more than enough material provided to create epic game sessions without needing to spend too much time in the game's preparation.
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           The core rulebook's lore is well laid-out and explained, and genuinely interesting.
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            ﻿
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Starset+RPG+The+Great+Dimming+Rulebook.png" alt="Starset RPG The Great Dimming Rulebook" title="Starset RPG The Great Dimming Rulebook"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
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           Combat in Starset RPG: (6/10)
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           As with BaG, I think that Starset isn’t really created for the power gamer (like me) who loves combat. Or rather, combat isn’t emphasized in incredibly unique or exciting ways.
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           Really, this is only the major criticism I have about Starset. So, if you don’t care a whole lot about having a fully developed combat system in your game, then ignore this section.
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           However, if like me, you really enjoy nuance and strategy in combat, then you may feel the need to supplement your Starset experience in some way, such as with homebrew rules. Personally, I'm just hoping for some supplemental material to Starset RPG in the future that specifically expands combat.
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  &lt;h3&gt;&#xD;
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           How Combat Works
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           As mentioned earlier in this review, every action in Starset RPG comes down to a Skill Check resolution, which includes combat.
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           If my character attacks with a rifle, I’d make a “Weapon (Ranged)” Skill Check, adding in any bonus dice I’d like from my character’s dice pool (up to a total of 5). I'd then add in modifiers to the attack from my weapon, which say adds another +4.
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           If my total “checks” from my dice rolls equal or exceed my target value, then I hit. That action then becomes a “Floating Action,” which actually resolves at the end of the target character’s upcoming turn.
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           Then, the defending character has the option to use their turn to try and “Dodge” the attack, or something similar that would otherwise reduce its damage. Basically, same process, and the degree to which they succeed reduces my degrees of success, and damage dealt.
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  &lt;h3&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Combat Skill Outcomes
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  &lt;p&gt;&#xD;
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           So, that’s pretty much it. In my group’s experience, the Starset combat system ended up mostly being one character attacking, and then the attacked character spending their turn defending themselves.
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           Afterwards, the same character would attack again, and the same defending character would spend their turn trying not to die... again. Or, if they had a large enough dice pool, they’d also make a counterattack of their own, using the same simple attack/ defend process.
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  &lt;h3&gt;&#xD;
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           My Wishlist
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I love that combat in Starset is very streamlined and fast paced. In addition to those great traits, however, my wishlist for a future version of Starset RPG includes:
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    &lt;/span&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            An expansion of weapons with unique traits.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Some kind of unique powers or combat maneuvers that provide additional layers of strategy, but still keep combat simple.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Keywords” from your character’s backstory that provide or enhance your character’s unique power or combat maneuvers.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Combat is the one big piece of Starset RPG: The Great Dimming keeping it from being even higher up on the list of best TTRPGs of all time.
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Starset+Map.png" alt="Starset Map" title="Starset Map"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
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           Starset RPG Game “Flow”: (9/10)
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      &lt;span&gt;&#xD;
        
            Starset RPG “flows” smoothly, from character creation through actual play during the game’s session. Overall, Starset is a “rules-light,”
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/class-based-rpg-classless-rpg" target="_blank"&gt;&#xD;
      
           classless RPG
          &#xD;
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      &lt;span&gt;&#xD;
        
            system, that provides a framework for campaign setting, character backstories, and skill/ knowledge/ combat resolution.
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           I tend to favor game systems that are light on rules. Many TTRPGs come with dense game manuals that require players to double-check rules quite frequently during the game - which, in my opinion, is why many TTRPG players come up with their own in-house rules meant to simplify the games they play.
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           In any case, I do think that Starset RPG: The Great Dimming is probably a little bit too light on rules/ game systems – even for my tastes.
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  &lt;h3&gt;&#xD;
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           What’s Missing
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           Take this section with a grain of salt, as I am giving Starset RPG: The Great Dimming a 9/10 when it comes to overall game “flow.”
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           However, if you recall what I mentioned before, Starset RPG doesn’t offer much meat and potatoes when it comes to combat. When it comes to overall game sessions and character progression, I actually feel basically the same...
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           There isn’t anything “wrong” with Starset RPG. There just isn’t anything inherently engaging about the game once you get past character creation, lore, and the cool way that skill checks resolve.
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           What I mean is that most TTRPGs have a progression system that naturally leads campaigns to build in intensity over time:
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            In D&amp;amp;D, players gain levels, which provide unique and powerful abilities/ spells based on the character’s class.
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In Cypher System, you increase your character’s stats and gain unique “Cyphers” that provide you with interesting game options and powers.
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In Star Wars, you gain Force Powers, etc.
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           I would love to see Starset adds in more level-up options/ ways to use XP in the future, such as:
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The ability to create/ improve NPC importance (and have NPC importance do more than just be a reminder for GMs to use those NPCs in game sessions).
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The ability to add desired keywords (and have more keywords in the game – especially those that count as unique “powers” of some kind, for both in and out of combat).
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The ability to increase (or even decrease) your reputation with desired factions, without needing to resort to keywords (and to have that reputation have more "in-game" meaning or value).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The ability to add more than 5-dice to a skill check, to make your character truly god-like at certain skills, etc.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The ability to increase your character's Toughness, Vitality, and Movement (your character's core stats).
           &#xD;
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            What it boils down to is that I want something within Starset RPG's rules that I feel like I’m “endeavoring towards,” aside from just the campaign story that the GM is creating. I get that Starset is a grimdark RPG, and so it is weighted more towards realism and somewhat frail characters.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But even so, I want to have my character be able to "do" more in the game, both as a matter of abilities/ powers, and their capacity to affect the game's world.
          &#xD;
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      &lt;span&gt;&#xD;
        
            ﻿
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.eternityttrpg.com/shop/"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Artwork: (5/10)
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I don’t mean this in a negative way, but Starset RPG: The Great Dimming clearly makes use of AI artwork. I know this is a hotly-debated topic right now, and I won't weight in too much about AI art overall. I'm just pointing out that Starset makes use of quite a bit of AI art.
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    &lt;span&gt;&#xD;
      
           Some pieces look kind of odd, as AI art (as of the date of this article) still struggle with making human-looking art. With most of Starset’s art though, I think it is kind of nice to have as it breaks up the text, and makes the book look quite presentable.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With up-and-coming TTRPGs, I also never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all.
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset has done really quite well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of full-color, human-made artwork.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ease of Purchase: (10/10)
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset is extremely easy to purchase. You can find it on the Hoodwink games website, and find information on it at the and Kickstarter page.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Price &amp;amp; How Many Books Do You Need to Play: (10/10)
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starset: The Great Diming has a player manual PDF price of $15, or complete core print for $40. For a core rulebook that’s over 200-pages, those are great prices to have.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I also enjoy that to play Starset, you only need the one core rulebook. Everything from player information to GM (Overlord) information is contained within. 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Starset+RPG+Announcement.png" alt="Starset RPG Announcement"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ease of Starting a Group &amp;amp; Availability of Supplemental Material: (8/10)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At this time – to the best of my knowledge – there are not any supplemental materials for Starset RPG. Hoodwink Games does offer a “Player’s Manual” and “Universe Manual” that are separate from the core rulebook, but those are actually pieces of the core rulebook split out into separate guides, and not their own unique books.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’re thinking of trying out Starset: The Great Dimming, I can confidently say that you can bring this game to any group of people – even those new to TTRPGs – and have a great time. The game’s easy to pick up, fast-paced, and provides tons of interesting setting material.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I’m personally hoping for more supplemental material from the game in the future (particularly for combat and level-up progressions).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Starset RPG: The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Great Dimming is Produced By:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Josiah Mork – Hoodwink Games
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    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Starset+RPG+The+Great+Dimming+Blog.png" length="302113" type="image/png" />
      <pubDate>Wed, 13 Dec 2023 22:50:45 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/games-like-dnd/starset-rpg-the-great-dimming</guid>
      <g-custom:tags type="string" />
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      </media:content>
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    <item>
      <title>Eladrin 5e – D&amp;D 5th Edition Race</title>
      <link>https://www.eternityttrpg.com/eladrin-5e</link>
      <description>Eldarin 5e are a unique and fun race to play. Eladrin 5e come from Mordenkainen Presents: Monsters of the Multiverse setting.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            We all know Legolas from The Lord of the Rings. We’ve journeyed with Link from the Legend of Zelda. And, we’ve said “Dobby is a free elf” every time the scene comes on in Harry Potter and the Chamber of Secrets. Am I geeking out over some of the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.gamespot.com/gallery/the-20-most-badass-elves-of-all-time-ranked/2900-423/#1" target="_blank"&gt;&#xD;
      
           most aweso
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://www.gamespot.com/gallery/the-20-most-badass-elves-of-all-time-ranked/2900-423/#1" target="_blank"&gt;&#xD;
      
           me elve
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://www.gamespot.com/gallery/the-20-most-badass-elves-of-all-time-ranked/2900-423/#1" target="_blank"&gt;&#xD;
      
           s ever
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ? I am! Elves are some of the coolest creatures in fantasy, and I can’t get enough of them, especially in Dungeons and Dragons 5th edition.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
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            Well, I can’t get enough of anything about DnD. And because I think elves are cool, I keep letting Eladrin 5e influence my DnD choices. They make
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
      
           DnD ca
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
      
           mpaigns
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            more colorful, adventurous, and exciting. The Eladrin are elves who traveled to the Feywild after being banished from Arborea. Who are they, and should you let them join in your next
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           campaign
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           ?
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e+Town.png" alt="Eladrin 5e Town" title="Eladrin 5e Town"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Before the fey forests of Lormuda fell, the half-human/ half-eladrin town of Bretelsenphar was a favorite stop among travelers.
          &#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin 5e Traits
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Are the Eladrin 5e just moody, shapeshifting elves that join an adventure? While this idea seems fun, Eladrin gives more than that to the table. They have a range of traits and abilities that make them incredibly powerful in any given situation.
           &#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Like the
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/warforged-5e" target="_blank"&gt;&#xD;
      
           Warforged 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , the Eladrin are a very unique race in D&amp;amp;D. They're underplayed (in my opinion), and offer some really fun gameplay options.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://amzn.to/3sGu8rI" target="_blank"&gt;&#xD;
      
           Mordenkainen Presents: Monster
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://amzn.to/3sGu8rI" target="_blank"&gt;&#xD;
      
           s of the Mult
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://amzn.to/3sGu8rI" target="_blank"&gt;&#xD;
      
           iverse
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , Eladrin have the following traits:
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ability Score Increase
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As an Eladrin 5e you get to increase your Charisma score by 1 and Dexterity by 2, which can be helpful for virtually every class. Also, since the Eladrin is a subrace of elves, the majority of the traits of elves are shared.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, the eladrin do get some very special traits that make them quite powerful.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin 5e Fey Step
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Playing an Eladrin is like enjoying a gift that keeps on giving, which starts with Fey Step (which is similar to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://roll20.net/compendium/dnd5e/Misty%20Step#content" target="_blank"&gt;&#xD;
      
           Misty Step
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ):
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
      
           bonus action
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When you reach 3rd level, your Fey Step gains an additional effect based on your Eladrin season (mentioned immediately below); if the effect requires a saving throw, the DC equals 8+ your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, the season comes into play here, too. Depending on the Eladrin’s season, they gain different abilities regarding Fey Step:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Autumn Eladrin:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Right after you use your Fey Step, up to two creatures of your choice (that you can see within 10 feet) must succeed on a Wisdom saving throw or be charmed by you for a minute or until you or your companions deal any damage to them.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Winter Eladrin:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             One creature of your choice (that you can see within 5 feet) before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spring Eladrin:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             You can touch one willing creature within 5 feet of you, and that creature teleports instead of you. They can appear in an unoccupied space of your choice that you can see within 30 feet.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Summer Eladrin:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Every creature of your choice (that you can see within 5 feet) takes fire damage equal to your Charisma modifier. The minimum is 1 damage.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Darkvision
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Having darkvision in D&amp;amp;D 5e can be highly advantageous for a character. It provides a tactical advantage in combat, allows you to navigate, and of course, is particularly useful in stealth or ambush situations.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, it’s worth noting that the Eladrin darkvision trait also counteracts magical darkness effects.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fey Ancestry
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You have an advantage on saving throws you make to avoid or end the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           ch
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           arm
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           ed
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            condition on yourself.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mind control and charm effects are quite common in DnD 5e, so being able to resist them is a great safeguard. Charm immunity can also benefit the entire party. An eladrin character can provide a reliable anchor within the group, as someone who cannot be charmed or manipulated by enemies or NPCs. This can help maintain cohesion, prevent internal conflicts, and ensure the party remains focused on their goals.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Oftentimes, the greatest adversary to the party is one of their own, who’s been persuaded or even controlled by some villain in the campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Keen Senses
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You have proficiency in the Perception skill.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Trance
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You don’t need to sleep; magic can’t put you to sleep. You can complete a long rest in four hours in trance-like meditation while retaining consciousness. After the trance, you can change your season and gain two proficiencies you don’t have, as well as a weapon or tool of your choice for each. You draw and acquire these proficiencies from shared elven memory and retain them until your next trance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Get Some Eladrin Magic at the Eternity TTRPG Shop!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Best Classes for Eladrin 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Eladrin in 5e are incredibly versatile, which makes for a great number of possible class choices which can be powerful.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When playing an Eladrin, I personally I always choose the Barbarian, Cleric, Druid, Fighter, Paladin, or Ranger classes. These classes make fantastic options, and are quite fun. However, I’d say that with the additional +2Dexterity, and racial trait to Fey Step, pretty much any class could be combined with Eladrin 5e.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eladrin are the kind of race that makes playing a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/class-based-rpg-classless-rpg" target="_blank"&gt;&#xD;
      
           class-based RPG
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            fun - especially because of the interesting ways you can play them, when factoring in their "seasonal" aspects.
           &#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin 5e Artificer
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, an Eladrin Artificer can be a strong and interesting character choice.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin have several racial traits that synergize well with the Artificer class. Their Ability Score Increase (+2 Dexterity, +1 Charisma) boosts key Artificer abilities, such as ranged attacks and spellcasting.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Eladrin’s unique trait "Seasonal Benefits" grants benefits such as temporary hit points, charm resistance, teleportation, or bonus damage. This flexibility adds versatility and adaptability to an Eladrin Artificer's toolkit.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin Artificer Playstyles
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    &lt;/span&gt;&#xD;
  &lt;/h4&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When choosing a subclass for an Eladrin Artificer, two options stand out.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Artillerist:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The Artillerist subclass focuses on ranged damage and creating magical turrets. Eladrin Artificers can use their Fey Step ability to quickly reposition themselves and their turrets, gaining tactical advantage. The Artillerist's Enhanced Arcane Focus feature also complements the Eladrin's natural spellcasting abilities.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Battle Smith:
           &#xD;
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             The Battle Smith subclass emphasizes melee combat and the bonding of a magical steel defender companion (by the way, use this to avoid a
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            TPK
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            ). Eladrin Artificers can use their Fey Step ability to quickly engage or disengage from melee combat, providing mobility and positioning advantages. The Battle Smith's Extra Attack feature and Steel Defender's assistance make for a potent combination.
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           When choosing a subclass, consider whether you prefer ranged damage and control (Artillerist) or melee combat and support (Battle Smith).
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           Eladrin Barbarian
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           In D&amp;amp;D 5e, an Eladrin Barbarian can be a unique and powerful character choice.
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           The Eladrin racial traits benefit a Barbarian to some degree, though perhaps not optimally. The Ability Score Increases (+2 Dexterity, +1 Charisma) enhance a Barbarian's AC, initiative, and... social skills. So, yes, the Eladrin is a bit charming as far as barbarians normally go.
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           The Eladrin Fey Step ability providies both mobility and tactical advantage in combat and exploration. Obviously, barbarians like to be right next to their foes, and the Fey Step ability puts them right where they need to be, even if the enemy is atop a cliff, behind a wall, or even across a chasm.
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           Eladrin Barbarian Playstyles
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           When choosing a subclass for an Eladrin Barbarian, two options stand out:
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            Path of the Berserker:
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             The Path of the Berserker focuses on pure rage and relentless assault. Since the Eladrin's seasonal benefits can provide additional bonuses to damage or resistance, enhancing the Barbarian's already formidable combat abilities which emphasize both attack and defense, the path of the berserker makes for a truly stat-heavy barbarian build.
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            Path of the Totem Warrior:
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             The Path of the Totem Warrior allows Barbarians to tap into the spiritual power of animal totems. Eladrin Barbarians can choose to align their totem with their seasonal benefits, creating interesting thematic and mechanical combinations. For example, an Eladrin Barbarian with the Winter seasonal benefit could choose the Bear Totem, gaining resistance to all damage except psychic while raging.
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           If you enjoy relentless offense and dealing massive damage, the Path of the Berserker is a great choice. If you prefer a more versatile and durable approach, the Path of the Totem Warrior offers a range of options to suit different situations.
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Eladrin Bard
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           In D&amp;amp;D, an eladrin 5e bard can be a very strong and versatile character. The Eladrin’s +2 bonus to Dexterity improves initiative and AC, while the +1 bonus to Charisma is excellent, as it is the primary ability score for bard spell casting. Not to mention that most bards, already having high charisma, tend to be the “face” of the party in social interactions, so the bonus is most welcome.
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           For Bards, the Fey Step is most beneficially used for escaping danger, or reaching allies in need to support them.
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           Eladrin Bard Playstyles
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           When it comes to choosing a bard subclass for an eladrin, it largely depends on your preferred playstyle and the role you want to fulfill within the party:
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           1. College of Lore: This subclass grants additional skills, more magical secrets, and the ability to use Cutting Words to hinder enemy attacks and abilities. It excels at versatility, knowledge, and support, taking advantage of the Eladrin’s great mobility.
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           2. College of Glamour: This subclass focuses on enchantment and charm magic, allowing you to manipulate emotions, inspire allies, and control crowds. It also provides unique abilities like Mantle of Inspiration, which grants temporary hit points and movement to your allies.
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           3. College of Whispers: This subclass emphasizes espionage, deception, and infiltration. It offers features like Psychic Blades, which allow you to deal extra damage with your weapon attacks, and the ability to steal the memories of your foes. The +2Dexterity bonus from Eladrin also help make use of the stealth-like traits of this subclass.
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           Eladrin Cleric
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           As with the bard, an Eladrin cleric enjoys some extra AC and initiative from their bonus to Dexterity. Additionally, the Fey Step ability, of course, can be used for offenses or defense. As a last-line-of-defense type class, having a cleric character who can escape enemies so that the party can continue to benefit from healing and concentration effects is very valuable.
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           The various domains available to clerics can make for interesting interactions with the Eladrin seasons. The more you enjoy roleplaying as part of your D&amp;amp;D game, probably the more you’d enjoy playing an Eladrin cleric.
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           Eladrin 5e Druid
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           As with all classes, the Eladrin druid benefits greatly from the Fey Step racial trait. Since druids can be played in so many different ways (spell caster, fighter-type, tank, etc.) this ability can be great for repositioning on the battlefield, whether it be to escape danger, reach allies in need, chase down enemies, or what have you.
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           As I’ve mentioned for other classes, bonus Dexterity is always welcome since it provides an initiative boost and AC increase. With the variety of ways that druids can play, it’s useful to have the increase to both defenses and speed of play.
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           Eladrin 5e Druid Playstyles
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           Here are a few subclass options to consider:
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            Circle of the Land:
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             This subclass focuses on deepening your connection to a specific terrain type, such as forests, deserts, or mountains. It grants additional spells and abilities related to your chosen terrain, enhancing your exploration and survival capabilities. All of these roleplay cues fit in perfectly with the Eladrin 5e of course, especially with their affinities with the seasons.
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            Circle of the Moon:
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             This subclass emphasizes shapeshifting and wild shape abilities. It allows you to transform into more powerful creatures earlier than other druids. Again, you can also customize how your creatures look and act, based on your Eladrin’s “season,” which provides another set of fun roleplay opportunities.
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            Circle of Dreams:
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             This subclass emphasizes healing, support, and manipulation of the Feywild. It offers features like Healing Spirit, which allows you to heal multiple creatures over time, and the ability to create a magical sanctuary for rest and recuperation. If you want to utilize Fey Step and your extra AC to provide support and healing to your party, then Circle of Dreams is a good choice to go with.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e+Druid+Grove.png" alt="Eladrin 5e Druid Grove" title="Eladrin 5e Druid Grove"/&gt;&#xD;
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           On the outskirts of Bretelsenphar was an Eladrin Druid's Grove, where mushrooms grew to the size of trees.
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           Eladrin Fighter
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           You’ll hear me mention this over and over again, but the Eladrin Fey Step ability is a real winner. Other than the ability for your Eladrin 5e Fighter to instantly teleport next to any enemies you’re trying to reach though, there isn’t anything particularly great about this race/ class combination.
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           Yes, the +2Dexterity bonus is helpful, but there are much better race combinations with Fighter than what Eladrin can provide.
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           If you really want to play an Eladrin Fighter though, you may consider specializing with a ranged weapon, such as a longbow. Then, you could use your Fey Step trait to escape enemies.
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           Eladrin Fighter Playstyles
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           Let’s take a look at the Fighter Subclass options you may want to play as an Eladrin:
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            Battle Master:
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             This subclass focuses on tactical combat maneuvers and versatility. It provides a variety of maneuvers that allow you to add extra damage, impose conditions, or protect allies. It is a good choice for those who enjoy strategic decision-making and flexibility in combat.
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            Eldritch Knight:
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             This subclass combines martial prowess with limited spellcasting abilities. It allows you to choose spells from the wizard spell list, enhancing your versatility and giving you access to utility or defensive spells. It is a good choice for those who want to add a touch of magic to their martial abilities, and of course fits well overall with the Eladrin “elf” theme.  
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            Samurai:
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             This subclass emphasizes precision strikes, resilience, and self-discipline. It offers features like Fighting Spirit, which grants temporary hit points and advantage on weapon attack rolls, and the ability to regain hit points by meditating. It is a good choice for those who want to embody the disciplined warrior archetype. I often think of this class as being somewhat similar to what you see from the elves in Lord of the Rings – not culturally, of course, but in terms of their steadfastness and precise, coordinated fighting style.
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           Eladrin 5e Monk
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           A high Dexterity score is crucial for a monk's AC, attack rolls, damage, and ability to avoid damage. As a monk, you can use your Dexterity score in place of Strength when making unarmed strikes, or when using Monk weapons – and that goes for both attack rolls and damage rolls. So, Eladrin Monks have a big advantage.
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           I also feel like since Eladrin and elves don’t technically sleep, but rather go into a trance/ meditative state for 4-hours as their long rest, the monk aesthetic works rather well for them.
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           Eladrin 5e Monk Playstyles
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           Here are a few subclass options to consider:
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            Way of the Open Hand:
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             This subclass focuses on unarmed combat mastery and battlefield control. It offers features like Open Hand Technique, which allows you to impose various effects on your foes, such as knocking them prone or pushing them away. It is a good choice for those who want to excel in hand-to-hand combat and crowd control.
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            Way of Shadow:
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             This subclass emphasizes stealth, deception, and the manipulation of darkness. It provides features like Shadow Step, which allows you to teleport through shadows and gain advantage on your next attack. It is a good choice for those who want to embody the stealthy, ninja-like archetype that the monk class in 5e allows someone to play.
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            Way of the Four Elements:
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             This subclass grants access to elemental-themed abilities and spells. It allows you to channel the power of fire, water, earth, and air, which synergizes really well with the Eladrin “seasons,” and allows you to unleas devastating attacks and defensive maneuvers. It is a good choice for those who want to add a touch of elemental magic to their martial arts, and fits well for the naturally-magical Eladrin race.
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           Eladrin Paladin
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           In D&amp;amp;D 5e, an eladrin paladin can be a strong and compelling character choice. Since Eladrin receive a +1 bonus to their Charisma score, which is the primary ability score for paladins, they have mildly enhanced spellcasting ability. Also, their effectiveness in social interactions, and their ability to use their Divine Smite feature is improved.
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           Additionally, they receive a +2 bonus to their Dexterity score, which can improve their AC and initiative, and – wait for it – Fey Step is really good for repositioning on the battlefield, closing the gap with enemies, or escaping dangerous situations; it enhances the mobility and versatility of eladrin paladins.
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           Eladrin Paladin Playstyles
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    &lt;span&gt;&#xD;
      
           When it comes to choosing a paladin subclass for an eladrin, it largely depends on your preferred playstyle, the role you want to fulfill within the party, and the tenets of your character's oath. Here are a few subclass options to consider:
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            Oath of Devotion:
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             This subclass focuses on honor, justice, and protection. It offers features like Sacred Weapon, which allows you to enhance your weapon with radiant energy, and the ability to turn the undead. It is a good choice for those who want to embody the classic knightly archetype.
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            Oath of the Ancients:
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             This subclass emphasizes nature, preservation, and the defense of light against darkness. It provides features like Channel Divinity: Nature's Wrath, which allows you to ensnare enemies with grasping vines, and the ability to resist magical aging, though that shouldn’t really be a concern for an Eladrin. It is a good choice for those who want to embody a connection to the natural world and the forces of good, which could fit in with some very unique Eladrin backstory.
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            Oath of Vengeance:
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             This subclass focuses on retribution, righteous fury, and the pursuit of justice against evildoers. It offers features like Channel Divinity: Vow of Enmity, which grants advantage on attack rolls against a specific enemy, and the ability to move swiftly towards your foes. It is a good choice for those who want to play a paladin driven by a personal vendetta or a desire for justice. Most of the paladins that I see played are oath of vengeance, so it’s definitely a popular build, regardless of what race you’re playing.
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           Eladrin 5e Ranger
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           Eladrin 5e rangers are basically like saying you’re Legolas from Lord of the Rings. Eladrin Rangers fit in so naturally together, especially given the Eladrin “season” trait, that it’s practically a must to play at some point in your D&amp;amp;D gaming career.
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           The Eladrin +2Dexterity bonus is hugely valuable for the Ranger class, and imagine using the Fey Step trait to escape into dense forest foliage, or to suddenly ambush from an outcropping of rocks. You know – all elven ranger-like.
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           Eladrin 5e Ranger Playstyles
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           Here are a few subclass options to consider:
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            Hunter:
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             This subclass focuses on combat prowess and versatility. It offers features like Colossus Slayer, which allows you to deal extra damage to wounded foes, and the ability to choose additional hunter's prey options. It is a good choice for those who want to excel in combat and tracking. Choose this subclass if you want to emphasize the nature/ seasonal affinity side of your Eladrin Ranger.
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            Beast Master:
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             This subclass emphasizes a bond with an animal companion. It allows you to choose a beast companion that fights alongside you and gains its own unique abilities. It is a good choice for those who want to have a loyal animal partner and prefer a more pet-focused playstyle.
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            Horizon Walker:
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             This subclass focuses on planar travel and dealing with threats from other planes of existence. It provides features like Planar Warrior, which allows you to deal extra damage and bypass resistances, and the ability to teleport between planes. It is a good choice for those who want to explore the multiverse and have a unique connection to planar energies. Choose this subclass if you want to emphasize the magic side of your Eladrin Ranger.
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           Eladrin Rogue
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           Eladrin 5e rogues are actually amazing. Rogues need lots of Dexterity (check), Charisma for when they’re caught (check), and... Fey Step! To pass over traps, get through checkpoints undetected, ascend steep cliffs to attack ranged enemies, and naturally, to suddenly appear behind someone peacefully enjoying dinner (probably from the rafters), with a dagger in hand.
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           Just. Fey Step. Over and over. You’ll love it.
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           Eladrin Rogue Playstyles
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           Rogues have some interested subclass choices that all work pretty well with Eladrin:
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            Arcane Trickster:
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             As an eladrin, you already have a connection to the Feywild, making the Arcane Trickster subclass a flavorful choice. This subclass combines rogue abilities with spellcasting, allowing you to use enchantment and illusion spells to deceive, distract, and manipulate your enemies.
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            Swashbuckler:
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             If you enjoy being a charismatic and agile duelist, the Swashbuckler subclass can be a great fit. Eladrin's bonus to Charisma can enhance your social interactions, and the Swashbuckler's Fancy Footwork and Rakish Audacity features allow you to engage in one-on-one combat with finesse.
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            Scout:
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             The Scout subclass is well-suited for those who prefer a more mobile and survival-focused playstyle. With the Skirmisher ability, you can move away from enemies without provoking opportunity attacks, and the Superior Mobility feature grants you extra movement speed. Combine this with... Fey Step... have I mentioned this enough yet? ...to have better movement than probably anyone or anything in the entire campaign.
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           Eladrin Sorcerer
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           The Eladrin’s +1Charisma ability score increases is a perfect for a sorcerer, as Charisma is their primary spellcasting ability. Also, it’s nice as a spell caster to have bonus Dexterity to improve AC and help with the all-important Dexterity saving throws.
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           Aside from Fey Step, Eladrin have advantage on saving throws against being charmed, and they cannot be put to sleep by magic. This racial trait can provide valuable protection against certain spells and magical effects that could hinder a sorcerer, and though the effects are somewhat rare to be hit with, I do feel like having a spell caster that can charm others, but never be charmed, is a huge advantage for just about any campaign.
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           Eladrin Sorcerer Playstyles
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           Here are a few popular options for 5e Sorcerer subclasses:
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            Divine Soul:
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             The Divine Soul subclass allows you to tap into both your sorcerous magic and divine powers. As an eladrin, you already have a connection to the Feywild, and the Divine Soul can enhance this connection further. This subclass grants you access to a wider range of spells, including those from the cleric spell list, providing versatility and support options.
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            Shadow Magic:
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             If you want to embrace the mysterious and dark side of the Feywild, the Shadow Magic subclass can be a great choice. This subclass allows you to manipulate shadows and darkness, granting you abilities like Hound of Ill Omen and Shadow Walk (it feels just a little like having a second Fey Step). It can be a flavorful and powerful option for an eladrin sorcerer.
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            Wild Magic:
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             The Wild Magic subclass is known for its unpredictability and chaotic nature. If you want to embody the wild and ever-changing essence of the Feywild, this subclass can be a fun choice. It introduces a random element to your spellcasting, with the potential for wild surges that can have both positive and negative effects. It’s also a great way to emphasize your “seasonal” nature as an Eladrin.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e.png" alt="Eladrin 5e" title="Eladrin 5e"/&gt;&#xD;
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            Some new minis we got for our game, ready to be painted. I think I see what will become an Eladrin (or two) in this batch.
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           Eladrin 5e Warlock
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           I don’t honestly have anything to share here that wasn’t the exact same for an Eladrin Sorcerer. Everything that makes an Eladrin sorcerer good are the same things that make an Eladrin Warlock good. The only difference is that an Eladrin Warlock may be a little more “Drow-like” with their dark pacts and evil vibes, but the actual style of play is very similar.
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           Maybe I will add in that warlocks tend to be a little tanky/ hard to kill, so as a fragile Eladrin spell casting character (“fragile” said with a little bit of sarcasm), it is helpful to have a caster class that adds some toughness back in to the mix.
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           Eladrin 5e Warlock Playstyles
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           More than anything, the Warlock subclasses are what can make an Eladrin Warlock character really come together:
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            Archfey:
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             The Archfey subclass aligns well with the eladrin's connection to the Feywild. This subclass focuses on enchantment and illusion magic, granting you access to spells that can charm and manipulate others. The Misty Escape (think of Fey Step again) and Beguiling Defenses features can provide additional survivability and control in combat.
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            Celestial:
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             If you want to tap into the celestial powers of the Feywild, the Celestial subclass can be an interesting choice. This subclass grants you healing abilities and radiant damage spells, allowing you to support your allies while still dealing damage. The Healing Light and Celestial Resilience features can provide additional survivability and utility.
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            Hexblade:
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             While not directly tied to the Feywild, the Hexblade subclass can still be a strong option for an eladrin warlock in general, though honestly, maybe not the best for an Eladrin. This subclass focuses on melee combat and weapon mastery, granting you the ability to bond with a powerful sentient weapon. The Hexblade's Curse and Accursed Specter features can enhance your damage output and provide additional battlefield control.
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           Eladrin Wizard
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           In D&amp;amp;D 5e, an eladrin wizard can be a strong and fascinating choice. I mean, we are talking about an elven wizard here, the peak of the peak spell casters. Add in the Eladrin’s +2Dexterity (for AC and initiative bonus), resistance to magical charm and sleep effects, and general feywild/ magic vibes, and you’ve got a winning combination that also makes a lot of sense from a roleplaying perspective.
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            Keep
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    &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
      
           haste
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            up and slap on some
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           mage armor 5e
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            , and your Eladrin Wizard will be a powerhouse.
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           Eladrin Wizard Playstyles
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           Pretty much any Wizard subclass makes sense for an Eladrin. Personally, I’d go for spells and a subclass that plays up the “seasonal” nature of my Eladrin character, and that emphasize which season I’m currently in:
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            School of Enchantment:
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             The School of Enchantment subclass aligns well with the eladrin's connection to the Feywild. This subclass focuses on enchantment magic, allowing you to charm and manipulate others. The Hypnotic Gaze and Alter Memories features can provide control and versatility in social and combat situations.
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            School of Divination:
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             If you enjoy manipulating fate and foreseeing the future, the School of Divination can be a great choice. This subclass grants you abilities to manipulate dice rolls and gain glimpses of future events. The Portent and Expert Divination features can provide additional utility and strategic advantage in various situations.
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            School of Evocation:
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             The School of Evocation is a classic choice for wizards who want to specialize in dealing damage with their spells. While not directly tied to the Feywild, eladrin's affinity for magic can enhance their destructive capabilities. The Evocation Savant and Sculpt Spells features can boost your damage output and provide control over area-of-effect spells.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Skinny+Mini+Eladrin+Attempt.png" alt="Skinny Mini Eladrin Attempt" title="Skinny Mini Eladrin Attempt"/&gt;&#xD;
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           As a quick side note, we have tried the "Skinny Minis" available for games, which can be a great way to get high-quality art and save money. I personally prefer the "3D Models," but have found a couple of these 2D ones that I love.
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           Eladrin 5e Size and Other Characteristics
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           With the major parts of Eladrin specs and classes out of the way, we can cover some of the smaller, yet still important parts of playing an Eladrin - namely their creature type, size, speed, and alignment, etc.
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            ﻿
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           Creature Type
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           Creature Type: You are a Humanoid and considered an elf for any prerequisite or effect that requires you to be one. No major surprises here, but it's worth covering.
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           Size
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           Size: You are medium. Again, nothing major to playing a medium-size character, and this is also to be expected for an elf-like being.
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           Speed
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           Speed: You walk at the speed of 30 feet. This is the standard movement speed in D&amp;amp;D 5e.
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           Eladrin 5e Alignment
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           Alignment: The Eladrin love freedom and self-expression. They value and protect each others’ freedom, loving variety as much as they do creativity. Below, I'll cover more about Eladrin personality, but as far as alignment goes, these are the major traits to remember when selecting alignment.
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            As with any character when you roleplay, I always recommend using alignment to help discover your character, but never to limit them. Whatever way you want to roleplay your Eladrin is the best way to go.
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           Of course, the Eladrin's emphasis as a race, upon freedom and self-expression lends itself to being "chaotic."
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           Age
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            In D&amp;amp;D 5e, there is no specific age limit mentioned for eladrin. However, it is generally understood that eladrin have lifespans similar to those of elves, which can extend for several centuries. Elves are known for their longevity, and eladrin, being a subrace of elves, likely share this trait.
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           The Dungeon Master's Guide
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            suggests that elves typically live up to around 750 years, but this can vary depending on the campaign setting and the specific lore established by your DM. As such, the maximum age for eladrin would likely fall within this range or potentially even longer, depending on the DM's discretion and the specifics of the campaign world.
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           Languages
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           Languages: The Eladrin speak, read, and write common and elvish.
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           Eladrin 5e Appearance
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            Now, what do the Eladrin look like? They may have similarities with Legolas, Link, and Dobby, but they absolutely look more… Mystical. The Eladrin look like other elves in the multiverse but are more slender with sparkling eyes. Generally, their features are delicate and androgynous in some ways, but the seasons make them look different each time.
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           The seasons also change their appearance, from their skin and hair to their clothing!
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           For example, a Spring Eladrin’s skin may look like the colors of fresh leaves, while an Autumn Eladrin has golden and fiery orange hues. Anything you associate with the seasons also applies to the Eladrin appearance, which makes them different from their predecessors. If that’s not cool, then I don’t know what is…
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           Unique Eladrin Names
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           The Eladrin names come from the melodic elvish tongue, so they can be Uda, Haust, Wayra Pacha, or names like Kynyaf or Sierade.
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           Even more impressive is that Eladrin can also choose a surname derived from the season they are most commonly associated with! When you name an Eladrin, you have the creative freedom to choose from a range of unique names. If I were you, I’d spend more hours glued to the Eladrin naming books than in the actual adventure. Just kidding! Or not…
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Eladrin and Seasons
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           I’ve already mentioned the seasons many times, so let me elaborate. The seasons play an essential role in the life of Eladrin because they manifest themselves in different ways. They influence their looks, behaviors, and actions, and these are how you can distinguish one from another.
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            Also, if you're ever in need of some great
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           DnD Quest Ideas
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            or even entire
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           DnD Campaign Ideas
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           , try brainstorming some topics around the Eladrin 5e "seasons" concept, and see what kinds of fantastical towns, battles, or even magical items you can come up with for your next game.
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           Autumn Eladrin
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            The Autumn Eladrin is all about peace and goodwill. You can say they’re the elves singing, “Make peace, not war,” at every opportunity. These Eladrin love to end conflicts and suffering with their magic. They heal and cure (need
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           bless 5e
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            or
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           cure wounds
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           , anyone?) those who comes to them with an ailment and never let violence happen in their presence. The Autumn Eladrin are very much committed to keeping the world peaceful!
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           Winter Eladrin
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           Of course, the Eladrin can feel sad, too. And when they do, they become the Winter Eladrin. You know how sorrowful winter can be; the world is cold and pale, and the chill of sadness comes to everyone’s heart. The Winter Eladrin are no different. They slip into a melancholic, bitter state, and frozen tears roll down their cheeks. Palpable sadness? Check. Bitter cold? Check. The Winter Eladrin are all about contemplation and dolor.
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           Spring Eladrin
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           When you think about spring, you think about renewal and the world coming alive again. And that’s exactly what the Spring Eladrin are about! They bring an aura of cheerfulness, joy, and celebration to the world around them. They truly embody the joy of springtime, with their songs and laughter taking over the world. The Spring Eladrin are playful creatures, which can be both good and bad. Their antics can either make you feel happy or put you in danger…
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            This has to be like the
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           animal friendship 5e
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            version of Eladrin, in my estimation.
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           Summer Eladrin
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           Lastly, the Summer Eladrin is the most powerful (or scariest…) of the four Eladrin subraces. They are known for their boldness and aggression, which makes sense, considering that summer is usually a time of heat, passion, and adventure. This Eladrin subrace is burning, tempestuous, and furious. They become warriors who will vent their wrath in every way they can. When you’re looking for fighting ability, trust the Summer Eladrin to strike with terrible force!
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            Just imagine an Eladrin 5e Warlock casting
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           Hellish Rebuke 5e
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            ... Yeah, that's a Summer Eladrin, for sure.
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           Eyes On the Seasonal Advantage With Eladrin 5e
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           If you’ve never tried Eladrin 5e before, I suggest focusing on their seasonal advantage because this is what makes them different from others. The elves of the Feywild are all about boundless magic and perilous beauty. They use their magic to step from one place to another in the blink of an eye, and their ability to change makes every adventure even more supernatural.
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           The Eladrin 5e put some of those human emotions into the game. But, of course, I don’t have that magical ability to teleport to anywhere in the world. I also don’t abduct people to the Feywild. I live those adventures through the Eladrin instead.
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           Only some explore the Feywild. Many of us focus on the other factors of DnD, but Eladrin 5e brings a certain mystique to all our games. What better way to add a touch of fantasy and imagination, right? Get to know the Eladrin 5e, and you’ll experience some of the best magic in DnD.
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            And honestly, the Eladrin 5e seasonal aspect basically provides a built-in set of
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           Character Ideas
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            you can work with for your campaign.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e+Seasons.png" alt="Eladrin 5e Seasons" title="Eladrin 5e Seasons"/&gt;&#xD;
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           I created an Eladrin "Grove of the Seasons," where players could change the map's season by interacting with its various parts.
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           Eladrin 5e Personality
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            In D&amp;amp;D 5e, as mentioned, eladrin are known for their connection to the Feywild and their ever-changing moods and emotions. While specific personalities can vary greatly among individuals, there are a few common personality traits and themes associated with eladrin:
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           Emotional and Expressive
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            Eladrin are highly attuned to their emotions and tend to express them openly. They can be passionate, intense, and prone to mood swings. Their emotions can shift rapidly, reflecting the ever-changing nature of the Feywild.
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           Enigmatic and Mysterious
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            Eladrin often have an air of mystery and otherworldliness about them. They may have a reputation for being unpredictable or difficult to understand, as their fey nature can make it challenging for others to anticipate their actions or motivations.
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           Connection to Nature
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           Eladrin have a strong connection to nature, often embodying the beauty and wildness of the Feywild. They may possess a deep appreciation for natural beauty, be knowledgeable about plants and animals, and have a desire to protect the natural world. 
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           Dualistic Nature
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            Eladrin can embody contrasting qualities simultaneously. They may be both joyful and melancholic, playful and serious, or serene and passionate. This duality reflects their connection to both the vibrant and tranquil aspects of the Feywild.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Love for Art and Beauty
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eladrin often have a deep appreciation for art, music, and beauty in all its forms. They may be skilled artists themselves or seek out experiences that evoke a sense of wonder and aesthetic pleasure.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Curiosity and Wanderlust
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eladrin are known for their curiosity and desire to explore. They may have a strong wanderlust, seeking new experiences and knowledge. This can lead them to be adventurous and open-minded, always eager to discover the secrets of the world.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It's important to note that these personality traits are not prescriptive or exhaustive, and individual eladrin characters can deviate from these generalizations. The specific personality of an eladrin character is ultimately up to the player's interpretation and the choices they make during character creation and roleplaying.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/The+Eladrin+Gateway.png" alt="The Eladrin Gateway" title="The Eladrin Gateway"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enter here, through the "Eladrin Gateway," and see for yourself what adventures lie within!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin 5e Lore
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once upon a time, there was the oldest elven society in the multiverse called the Eladrin. But before they were “the Eladrin,” they were elves banished from their primordial home world called Arborea and settled in the Land of the Faerie.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Feywild’s powerful and natural magic reminded them of their home. There, they found themselves in the realm of chaotic magic and took the elven culture and architecture to creative heights. They merged with Feywild magic and became more emotional and erratic than they used to be.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Does all this already sound compelling? Well, I’m not stopping there! The elves who settled in the Feywild lost their humanoid form and were elevated into powerful Eladrin. They decided that they were now entirely different creatures from their predecessors. The multiverse has never been so fascinating.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Read Up On the Eladrin
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I love to read about the Eladrin from
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://anyflip.com/fsfu/bssv/" target="_blank"&gt;&#xD;
      
           Mordenkainen’s Tome of Foes
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (page 195), which calls them the creatures who dwell in the verdant splendor of the Feywild.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Seasons and Manifestations
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Eladrin are creatures of passion, responding to their emotions by aligning themselves with a season. Their behaviors, capabilities, and forms change, and they become either the Autumn, Winter, Spring, or Summer Eladrin. Some stick with a season for years, while others go through different ones, adapting and changing like real-life seasons.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           They’re also lovers of beauty. They surround themselves with everything lovely and try to possess anything they find beautiful. They may be drawn to music, art, and anything with a touch of loveliness. If you have paintings, statues, or glittering jewels, know that the Eladrin have their eyes on them. And if you’re someone with a luminous spirit, they might use their magic to delight (or abduct!) you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eladrin in Games Like D&amp;amp;D
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Look, everyone loves D&amp;amp;D - whether that's 5e or one of the previous editions. I'm also interested to see how D&amp;amp;D 6e turns out (or whatever they're going to call it) as I've been a long-time D&amp;amp;D fan.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            But, it's time to face that facts, which is that their are a literal boatload of
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            out there, and some of them are actually better than DnD. In reality, D&amp;amp;D is just the best-known game in its genre, and it has the biggest budget, which is why you haven't heard of the others.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, let me not-so-humbly brag about
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG's Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , which you can check out at the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Play with multiple Game Masters, try out tons of unique races and classes with great lore, and build a game world with more immersive capacity than you've ever played before.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Oh, and the "Eladrin"-like race in Eternity TTRPG? Yeah, that would be either the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-races/ateri" target="_blank"&gt;&#xD;
      
           Ateri
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-races/empyrean" target="_blank"&gt;&#xD;
      
           Empyrean
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            - check them out!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e+-+D-D+5th+Edition+Race+Blog.png" length="307693" type="image/png" />
      <pubDate>Tue, 05 Dec 2023 21:26:08 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/eladrin-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e+-+D-D+5th+Edition+Race+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eladrin+5e+-+D-D+5th+Edition+Race+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Warforged 5e – D&amp;D 5th Edition Race</title>
      <link>https://www.eternityttrpg.com/warforged-5e</link>
      <description>The Warforged 5e race is a unique and fun race to play. Warforged 5e come from the Eberron: Rising from the Last War setting.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           These race details for Warforged 5e include everything you need to know for your game. I also have a list of other DnD reference info available for you on related topics.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Warforged make for an interesting race for pretty much any
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . They have a mechanical/ magical body, but a living being's soul contained within.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Race details for Warforged 5e come from
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://amzn.to/3SDml8D" target="_blank"&gt;&#xD;
      
           Eberron: Rising from the Last War
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (which, by the way, could make for an excellent
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts" target="_blank"&gt;&#xD;
      
           DnD Gift
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           "Pierce was built by design, while you were built by accident,” Lakashai said.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “The soul is what matters, what the shape of the vessel.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “What makes you think he has a soul?” Gerrion said.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “What makes you think you do?”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           -Keith Baker, The Shattered Land
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Warforged+5e.png" alt=""/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Behold Scyaroth, Warforged Barbarian.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged 5e Traits
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ability Score Increase
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your Constitution score in­ creases by 2, and one other ability score of your choice increases by 1.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            These stat increases may not seem incredibly significant, but they make for a terrific combination. Having the additional Constitution makes your warforged character more durable by providing additional hit points and increasing your
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.fandomspot.com/dnd-5e-constitution-saving-throw/" target="_blank"&gt;&#xD;
      
           Constitution Saving Throw
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Having an increased Constitution Saving Throw makes playing spell casting classes easier for warforged, at least so far as keeping us spell concentration goes, should you take damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, warforged 5e provide an additional +1 to any other ability score of your choice. Obviously, you should put that point into whatever ability is most needed for your desired class. Though a +1 may not seem like a huge value, it does increase the number of classes you can realistically play by quite a bit.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Constructed Resilience
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You were created to have remarkable fortitude, represented by the follow­ing benefits:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You don't need to eat, drink, or breathe.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You are immune to disease.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You don't need to sleep, and magic can't put you to sleep.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In my experience, most D&amp;amp;D groups don’t really track things like food, water, or even disease (unless it’s a sort of magical disease or curse, which is often central to the storyline). So, in my mind, the main benefits from “Constructed Resilience” are the other effects.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Having resistance and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://5thsrd.org/rules/advantage_and_disadvantage/" target="_blank"&gt;&#xD;
      
           advantage
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            against poisons and poison damage can be big in certain scenarios. Also, not being able to be put to sleep isn’t something you’ll benefit from very often, but it is extremely nice when you do get the benefit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Overall, depending on your DM, I have to say that constructed resilience (along with the other perks to being a Warforged, which basically make it harder for you to die) can absolutely contribute to avoiding a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           DnD TPK
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
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           Sentry's Rest
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           When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
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            Since warforged 5e don’t lose consciousness while taking long rests, you basically get the
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           Alarm 5e
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            spell going at all times, for free.
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            It should be just about impossible for anyone to ever sneak up on an adventuring party at night, with a warforged in the group. Short of someone casting a spell like invisibility or at least
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           Silence 5e
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           , the warforged should be able to notice anyone approaching.
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           Integrated Protection
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           Your body has built-in defen­sive layers, which can be enhanced with armor:
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            You gain a +l bonus to Armor Class.
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            You can don only armor with which you have profi­ciency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
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            While you live, your armor can't be removed from your body against your will.
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           Having a flat +1 bonus to AC is really valuable, no matter what character class you’re playing as a warforged. If you want to fight on the frontlines, that +1 AC keeps you alive. Meanwhile, if you want to cast spells from the back lines, that +1 AC further aids you with Constitution saves whenever you’re casting concentration spells.
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           Otherwise, I’d say that the 1-hour requirement to don or doff armor isn’t really a big deal – in probably 99% of cases. Additionally, since shields do not count as “armor” in D&amp;amp;D 5e, it doesn’t really matter that your armor can’t be removed against your will.
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    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Warforged Need Gear at the Eternity TTRPG Shop
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           Best Classes for Warforged 5e
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           Realistically, because warforged get a +2 to Constitution, another +1 to any ability score of their choice, a flat +1 to AC, and proficiency in an additional skill of their choice, they can play as any class. Warforged 5e are a durable and flexible race.
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            That being said, there are some classes where warforged 5e truly excel. Here's the facts for Warforged class combinations, which can probably help you with some great
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    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           DnD character ideas
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            as well!
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           Warforged Artificer
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           The primary stat for Artificers is Intelligence, so make sure that you spend your extra +1 ability point there. Otherwise, Artificer offers so many different ways to play that you can certainly make a warforged artificer work.
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           Even between the artificer specialists of alchemist, artillerist, and battle smith, I wouldn’t say that any of the three stand out terribly, as a warforged.
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           If you choose Battle Smith though, you will get a “
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    &lt;a href="https://www.aidedd.org/dnd/monstres.php?vo=steel-defender" target="_blank"&gt;&#xD;
      
           Steel Defender
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           ,” which can help to soak up some damage (not that you need it, already having +2 Constitution and +1 AC). Plus every 6th-level artificer also gets a “
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    &lt;a href="https://www.dndbeyond.com/monsters/16926-homunculus" target="_blank"&gt;&#xD;
      
           Homunculus
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           ,” so especially counting allied creatures, warforged artificers can be quite a lot to deal with.
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           Thematically, a warforged 5e artificer fits in perfectly. Since warforged need to visit an artificer to change their appearance anyways, you’ve got everything you need within your own tool kit. Artificer’s are natural tinkerers, and can imbue magic into items, which is basically exactly what you are as a warforged (one large, magical item).
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           Warforged 5e Barbarian
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           A warforged barbarian is basically a menace to everyone who stands against them. With your extra hit points from your +2 Constitution, bonus +1 that you can put towards Strength, and natural +1 AC, the warforged barbarian is super tough and deadly.
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           As a Path of the Totem Warrior Barbarian, your warforged as a bear totem eventually gains the ability to give disadvantage on attack rolls to all enemies within 5-feet of you, who attack anyone but you.
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           Furthermore, while raging as a bear totem Barbarian, you also gain resistance to all damage types except for psychic.
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           Though all subclasses can work for warforged 5e, this combination is particularly brutal, as you’re already so hard to kill already. Then, you add damage resistance on top of that, and make it so that your allies are also harder to kill. Totally brutal.
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           Warforged Bard
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           A warforged bard may not maximize their advantages provided unless you put them right in the middle of the action, in combat. Since the bard’s most important ability is Charisma, you should use your +1 ability point for that purpose.
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           Otherwise, the bard’s “
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           Bardic Inspiration
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            ” is basically their most valuable contribution to the party. If you have a high Charisma score as a bard, then you can use “Bardic Inspiration” more often, as a
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    &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
      
           Bonus Action
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           .
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           So long as you can stay in the middle of the fight, enemies should start to notice the value you bring with “Bardic Inspiration,” and then you can put your +2 Constitution and +1 AC to work.
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           Finally, the “College of Valor” Bard has the “Battle Magic” trait, which lets you make one weapon attack as a bonus action whenever you cast a bard spell. As a warforged who’s in the middle of combat, having that attack really makes the most out of your natural race traits.
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            ﻿
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Warforged Cleric
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           Clerics can take many roles in D&amp;amp;D, including some that fit Warforged play style quite nicely. In particular, you may take a look at the “
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           War Domain
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           ” cleric, which provides very useful Channel Divinity effects, such as “Guided Strike.”
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           Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
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           War Domain clerics provide options for the class to fight in close combat, which favor Warforged. Additionally, the extra Constitution from Warforged and +1 bonus to AC help create a somewhat tanky cleric character.
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           It’s also worth mentioning that in addition to providing additional HP at level-up, the bonus Constitution that Warforged receive also makes it easier for them to maintain concentration spells when taking damage. Since clerics have so, so many buff or debuff effects that they can use as concentration spells, the extra Constitution is a very nice bonus to have.
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            Just imagine casting
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    &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
      
           cure wounds
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            or
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    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           bless 5e
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            as a warforged who's so durable already that you basically can't die...
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           Warforged 5e Druid
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           There aren’t incredibly strong synergies between the Warforged 5e race and the druid class. Of course, every class benefits from having additional HP and AC, which Warforged naturally provides. However, the best case scenario for a Warforged 5e druid is to be in the middle of combat as probably a “Circle of the Moon” druid.
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           Circle of the Moon druids feature more physically powerful wild shape forms, providing the character with more healing options through “Combat Wild Shape,” higher CR wild shapes through “Circle Forms,” and even “Primal Strike” to overcome damage resistance.
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           Warforged Fighter
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           When it comes to D&amp;amp;D 5th edition, the Warforged Fighter has become a popular choice among players. The sentient constructs, forged for war, possess unique abilities that make them formidable on the battlefield, particularly in the role of fighters.
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           This is really a class where Warforged 5e truly excel.
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           A key strength of the Warforged Fighter is their versatility. With their proficiency in all martial weapons and their ability to choose from a wide range of fighting styles, Warforged Fighters can adapt to various combat situations.
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           Whether wielding a greatsword with unmatched strength or dual-wielding weapons with finesse, these mechanical warriors can excel in any combat role.
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           Furthermore, Warforged Fighters possess a unique ability called Integrated Protection. This feature allows them to embed armor into their bodies, granting additional protection without the need for external equipment. This not only enhances their durability but also frees them from the burden of carrying heavy armor, enabling them to move swiftly and strike with precision.
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           Combine the high Constitution and innate AC of a Warforged with the fighter’s ability to deal tremendous amounts of physical damage, and you can see why this combination is so powerful.
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           Warforged Fighter Playstyles
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           The Battle Master subclass is a popular choice for those seeking tactical prowess. With access to a variety of combat maneuvers, such as disarming foes or tripping them, Battle Masters excel at controlling the battlefield and providing strategic advantages to their allies.
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           Additionally, the Champion subclass is a straightforward yet reliable choice. With improved critical hit chances and increased durability, Champions become unstoppable forces on the battlefield. They are the epitome of a classic fighter, relying on sheer strength and resilience to overcome their foes.
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           Personally, I love the improved critical hit chance that a Champion provides. It’s so fun for to me, rolling lower numbers to deal huge damage. This subclass isn’t fancy, but it gets the job done.
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           Lastly, for those who prefer a more magical approach – not that you typically would, playing a Warforged –  the Eldritch Knight subclass is an excellent option. This subclass combines martial prowess with arcane spellcasting, allowing Warforged Fighters to cast spells and enhance their combat abilities.
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           With access to spells like Shield and Absorb Elements, Eldritch Knights can bolster their defenses and adapt to different damage types, weakness, resistances, and immunities. This could be a fun subclass to roleplay, though I have to say that it would likely not be as “strong” in combat as the other subclass options.  
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           Haru here is actually a human nether knight, but his armor and weapons make him look like a perfect Warforged - just for some inspiration for you!
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           Warforged Monk
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           Warforged 5e monks have become a popular choice among players in Dungeons and Dragons. These unique characters combine the mechanical prowess of the warforged race with the disciplined combat techniques of a monk.
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           Warforged, as a race, possess several inherent advantages that make them formidable monks. Their integrated armor grants them additional AC, providing excellent protection in combat. Additionally, their composite plating ability allows them to add their proficiency bonus to Strength (Athletics) checks, making them highly skilled in grappling and other physical maneuvers.
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           Moreover, Warforged monks benefit from their racial traits, such as the ability to resist poison and disease. This resilience can be crucial in battles where such afflictions are prevalent.
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           So, what makes a Warforged monk good? In short, it’s their combination of high AC, proficiency in various Skill checks, and resistance to poison and disease make them durable and versatile combatants.
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           Additionally, their racial traits synergize well with the monk's core features, such as Unarmored Defense and Martial Arts. This combination allows Warforged monks to excel in close-quarters combat, delivering powerful strikes while remaining agile and protected.
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           Warforged Monk Playstyles
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           Now, let's discuss the choice of subclass for a Warforged 5e monk. The subclass you choose will greatly influence your playstyle and abilities. Here are three popular options:
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            Way of the Open Hand:
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             this subclass focuses on unarmed combat and control. It offers abilities such as Open Hand Technique, which allows you to knock opponents prone or push them away with your strikes. The Quivering Palm feature is particularly potent, as it can deliver a lethal strike to your foes.
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            Way of the Four Elements:
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             this subclass taps into the elemental forces, granting you access to a variety of elemental disciplines. You can unleash powerful fireballs, summon walls of ice, or even control the flow of water. This subclass adds an extra layer of versatility to your Warforged monk.
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            Way of the Shadow:
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             this subclass emphasizes stealth and deception. It grants you abilities like Shadow Step, allowing you to teleport through shadows, and Cloak of Shadows, which grants you temporary invisibility. If you prefer a more subtle and mysterious approach, this subclass is an excellent choice.
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           Warforged 5e Paladin
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           In the vast world of Dungeons &amp;amp; Dragons, the Warforged 5e Paladin is a unique and formidable character choice. Also, for some reason that I have a little difficulty explaining, it’s actually a pretty common choice among players.
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           Note that Warforged in general aren’t played a whole lot, so I don’t mean to dissuade you from playing a Warforged 5e paladin if that’s what you really want. I just mean to point out that a number of players seem to enjoy playing a mechanical paladin.
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           First and foremost, as with every class that Warforged touch, Warforged Paladins possess exceptional durability and resilience. Their sturdy construction grants them a natural armor, making them a formidable force on the battlefield.
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           Additionally, their integrated protection ability allows them to enhance their armor class further, making them incredibly difficult to hit. This innate toughness makes them excellent front-line combatants, capable of absorbing blows and protecting their allies, which one could argue, is one of the paladin’s primary roles.
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           Furthermore, the Warforged's unique composition grants them several other advantages. They don't require food, water, or sleep, allowing them to remain vigilant and ready for battle at all times – another often-forgot value that Warforged bring to the table.
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           The Warforged’s ability to withstand extreme environments makes them ideal for adventuring in harsh terrains, as they hunt down and obliterate evil. Moreover, they have advantage on saving throws against being poisoned and resistance to poison damage, making them highly resilient against certain types of attacks, which they may often face in undead enemies, or when battling dark wizards.
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           Warforged Paladin Playstyles
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           When it comes to choosing a subclass for your Warforged Paladin, there are several excellent options to consider.
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           The Oath of Devotion is a classic choice, emphasizing the Paladin's commitment to justice, truth, and protecting the innocent. This subclass grants powerful abilities such as Sacred Weapon, which enhances the Paladin's attacks, and Aura of Devotion, which provides immunity to charm effects for themselves and nearby allies.
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           Alternatively, the Oath of Vengeance offers a more aggressive playstyle. This subclass focuses on hunting down and eliminating enemies of the Paladin's cause. Abilities such as Vow of Enmity, which grants advantage on attacks against a specific target, and Relentless Avenger, which allows the Paladin to pursue foes who try to escape, make the Oath of Vengeance an excellent choice for those seeking a relentless and determined warrior.
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           Lastly, the Oath of the Ancients is an intriguing option for Warforged Paladins who wish to embrace their connection to nature. This subclass emphasizes protecting the natural world and radiates an aura of resilience and hope.
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           With abilities like Nature's Wrath, which ensnares enemies in difficult terrain, and Elder Champion, which grants resistance to damage and increased spellcasting, the Oath of the Ancients offers a unique and versatile playstyle.
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           Warforged Ranger
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           Warforged 5e Rangers have become a popular choice among players in Dungeons and Dragons.
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           These unique characters bring a blend of mechanical precision and natural prowess to the battlefield. But are they really good? And what sets them apart from other ranger options?
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           Their inherent traits, such as their high Constitution and proficiency with medium armor, make them durable and capable of withstanding heavy damage. Additionally, their unique ability to integrate magical items into their bodies allows them to enhance their combat abilities even further.
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           This means that a Warforged Ranger can be a force to be reckoned with, both in close-quarters combat and from a distance. One of the key factors that make Warforged Rangers stand out is their versatility.
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           Rangers are known for their affinity with nature and their ability to adapt to various environments. With their mechanical nature, Warforged Rangers can easily blend into any setting, whether it be a dense forest or an urban cityscape. This adaptability makes them excellent scouts and trackers, as they can navigate and survive in any terrain.
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           Furthermore, Warforged 5e Rangers have access to unique features that set them apart from other races. Their Integrated Protection ability allows them to add their proficiency bonus to their armor class, making them even more resilient in combat. Additionally, their Living Construct trait grants them immunity to disease and resistance to poison, further enhancing their survivability.
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           Warforged Ranger Playstyles
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           When choosing a Warforged 5e Ranger, it is important to consider your playstyle and the role you want to fulfill within your adventuring party.
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           If you enjoy being on the front lines, dealing damage up close, the Hunter archetype might be a good fit for you. This archetype focuses on dealing maximum damage to enemies, making use of abilities such as Colossus Slayer and Multiattack Defense.
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           On the other hand, if you prefer a more supportive role, the Beast Master archetype might be a better choice. This archetype allows you to form a bond with a companion, such as a wolf or a bear, and fight alongside them. This can provide additional utility and versatility to your party, as your animal companion can assist in combat or help with tracking and scouting.
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           Warforged 5e Rogue
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           One intriguing class choice for Warforged 5e is the rogue. But firstly, let's address the question of whether Warforged rogues are good.
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           The answer is a resounding yes. Warforged, with their unique mechanical composition and built-in enhancements, bring a range of advantages to the rogue class. Their natural armor plating grants them a higher base AC, making them more durable in combat compared to other rogues. This increased survivability can be a game-changer, especially when you find yourself in the thick of battle.
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           Additionally, Warforged have the Integrated Protection feature, allowing them to integrate armor or weapons directly into their bodies. This feature not only saves on carrying capacity but also grants the Warforged rogue the ability to surprise opponents by concealing weapons or armor until the perfect moment. This can be a significant advantage in both combat and stealth-based scenarios.
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           What truly sets a Warforged rogue apart, however, is their unique race traits. Warforged are immune to disease, do not require food, water, or sleep, and have advantage on saving throws against being poisoned. These traits can be incredibly useful for a rogue, allowing them to explore dangerous environments, go on extended missions, and remain alert at all times.
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           Furthermore, their Warforged Resilience feature grants them proficiency in Constitution saving throws, making them more resilient against harmful effects.
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           Warforged Rogue Playstyles
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           Now that we've established the strengths of a Warforged rogue, let's discuss what you should consider when choosing this subclass.
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           If you enjoy being in the thick of combat, a Warforged rogue's increased durability and armor proficiency will suit you well as an Assassination rogue.
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           On the other hand, if you prefer a stealthy approach, the ability to integrate weapons and armor seamlessly into your body can provide the element of surprise as a Thief, or perhaps – in some rare cases – even an Arcane Trickster rogue.
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           Consider your character's backstory as well. Warforged are constructs created for war, so think about how this background can shape your rogue's personality and motivations. Are they a relic from a bygone conflict seeking purpose in the world?
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           The bottom line though, is that if you're looking for a unique and powerful class for your Warforged, don’t hesitate to try out the rogue.
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           Back when HeroForge made steel custom minis, my wife and I purchased a few of them for our campaigns. Steel minis naturally have a great Warforged look about them.
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           Warforged Sorcerer
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           Another unique combination that has caught the attention of many adventurers is the Warforged 5e Sorcerer. This mechanical being infused with arcane powers brings a fresh and intriguing twist to the battlefield. As always, first and foremost, the question arises: are Warforged 5e Sorcerers good? The answer is a resounding... maybe!
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           The Warforged race itself brings a host of advantages to the table. Built for war, these sentient constructs of course possess natural armor that provides them with additional AC, and of course the extra Constitution gives them more HP and better concentration saves, making them incredibly durable.
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           Sorcerers, themselves, are always amazing. They have access to a wide range of spells, including damaging spells like Fireball or utility spells like Invisibility, allowing them to adapt to various situations, which is useful when playing a race that – yes, it’s true – doesn’t 100% fit the class to a tee.  
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           Of course, the Sorcerer does provide Ability Score Improvements of your choice at 4th, 8th, 12th, 16th, and 19th levels, allowing even a Warforged to gain the necessary Charisma to become a powerful Sorcerer. This isn’t to say, basically, that a Warforged is a great fit for the sorcerer class, but rather that the sorcerer is basically a decent fit for just about any race.
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           Warforged Sorcerer Playstyles
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           When it comes to your subclass, I’d recommend taking a look at the Draconic Bloodline build, for both unique features and interesting roleplaying. Imagine, if you will, a sorcerer with a “bloodline,” when your race is actually... mechanical? Interesting thoughts, for sure.
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           But! The Draconic Bloodline sorcerer gains “Draconic Resilience,” giving you a base AC of 13+ your Dexterity modifier when you aren’t wearing armor, which stacks with your racial +1AC bonus.
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           Also, at 14th level you gain a pair of dragon wings, which sprout from your back. So, that’s obviously way cool.
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           Warforged Warlock
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           The sentient Warforged constructs, forged for war, possess a unique blend of mechanical prowess and, in a roleplaying sense, magical abilities. One intriguing class option for warforged is the warlock, offering a fascinating combination of mechanical resilience and eldritch power.
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           Are warforged warlocks good? Um, not necessarily, but they can be quite fun!
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           Warforged warlocks do have numerous advantages that make them formidable on the battlefield. Their inherent racial traits, such as their high Constitution and proficiency with armor, provide them with exceptional durability. This resilience allows them to withstand even the harshest of battles, making them a reliable front-line option for warlocks who choose the “Pact of the Blade,” or perhaps for those who choose “The Fiend” as their “Otherworldly Patron.”
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            Depending on your desired role, there are tons of invocations and spells available to warlocks that could conceivably complement your warlock playstyle. For example, if you want to be a tank, invocations like Armor of Shadows or Fiendish Vigor can boost your defenses, while spells like
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           Armor of Agathys 5e
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            can provide temporary hit points and damage reflection.
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            Also, if you cast spells like
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           Hellish Rebuke 5e
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            , with how defensive you already are as a Warlock, you can make it even less advantageous for enemies to attack you.
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           All of that being said, it isn’t like Warforged 5e get a bonus to Charisma, for warlock spell saves. The only real benefit that a Warforged gives to the warlock class is what they provide in the case of being any spell casting class – which is their bonus HP, concentration save from their high Constitution, and natural AC.
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           Warforged Wizard
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           With their unique abilities and versatility, Warforged can make for formidable wizards in your D&amp;amp;D game.
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           The Warforged’s high Constitution and Armor Class provide them with exceptional durability, making them difficult to take down in combat – which is really important for a wizard class, as the class itself is extremely fragile.
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           The innate resilience of a Warforged allows one who’s a wizard to focus on their magical abilities without worrying too much about their survivability. This, as you might imagine, is a big benefit.
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           Additionally, their integrated protection grants them proficiency with various armor types, further enhancing their survivability and versatility. Warforged also possess the Constructed Resilience trait, which grants them immunity to disease and resistance to poison damage.
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           Warforged 5e Wizard Playstyles
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           When it comes to choosing a subclass for a Warforged wizard, several options are available.
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           The School of Evocation is a popular choice, as it allows Warforged wizards to maximize their damage-dealing potential. With features like Empowered Evocation and Overchannel, they can unleash devastating spells that deal immense damage to their enemies.
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           This subclass is ideal for those who prefer a more offensive playstyle and enjoy obliterating foes with powerful magical abilities.
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            Alternatively, the School of Abjuration can be a great choice for Warforged wizards who want to focus on defense and protection. The Arcane Ward feature provides a protective barrier that absorbs damage, making the Warforged wizard even more resilient in combat. Or, consider having
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           mage armor 5e
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            on top of your natural Warforged AC bonus.
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           This subclass excels at protecting themselves and their allies, making them valuable assets in any adventuring party.
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           Lastly, the School of Transmutation offers Warforged wizards the ability to manipulate matter and transform objects and creatures. This subclass allows them to alter the properties of items, create temporary magical enhancements, and even transmute their own bodies.
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           With features like Transmuter's Stone and Shapechanger, Warforged wizards can adapt to various situations and overcome obstacles with ease.
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           Our gaming table before a big adventure towards the end of one of our year-long campaigns.
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           Warforged 5e Size and Other Characteristics
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           Warforged size is Medium.
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           As basically the “default” size in D&amp;amp;D, being medium doesn’t change any stats or add modifiers for attacks, weapons, AC, or anything else.
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           Speed
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           Warforged base walking speed is 30 feet.
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           Similarly, a base walking speed of 30 feet is also sort of the “default” value in D&amp;amp;D 5e. This simply means that warforged 5e are not particularly fast, nor slow.
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           Alignment
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           Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
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            Oftentimes, you see characters like fighters play towards
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           lawful neutral
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           . I personally find alignment to only be much help when I’m first creating a character, as a sort of guiding light for how I want to roleplay.
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           However, alignment can be quite helpful for your game, so it’s worth thinking about. Of course, as an organic-machine character, you could certainly make the case to play about any alignment you’d like.
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           Warforged 5e Specialized Design
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           You gain one skill proficiency and one tool proficiency of your choice.
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           Though having an extra tool proficiency probably doesn’t matter much (or at all), having an extra skill proficiency is pretty handy.
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           Also, it just feels good in D&amp;amp;D when your character has proficiency with something. Whether or not that extra bonus to your roll makes a difference on an individual basis, knowing that the odds are in your favor is a major mental perk.
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           Age
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           A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical ag­ing effects.
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           Aging is another effect in D&amp;amp;D that most groups don’t pay much attention to. Unless you’re playing in a multi-year (
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           or 40-year, plus
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           ) campaign, or your story is based around following a nation or group of people over decades of time, character age usually isn’t even a consideration.
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           Still, age can be a fun roleplaying component, and if you have something in mind for your warforged related to their age, this race leaves you with plenty of flexibility.
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           Languages
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           You can speak, read, and write Common and one other language of your choice.
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           Having the option for fluency in any other language of your choice is very nice. In my experience, language is probably the final part of a campaign that’s often overlooked.
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           Perhaps you’ll occasionally run across some cryptic script in another language, where fluency would help advance the story. However, aside from roleplaying, having access to multiple languages most often isn’t a useful part of gameplay.
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           Warforged 5e Lore
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            Need some
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           DnD Quest Ideas
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            or
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           Campaign Ideas
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            to go along with your new Warforged? Look no further.
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            The warforged were built to fight in the Last War. While the first warforged were mindless automatons,
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           House Cannith
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            devoted vast resources to improving these st
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           eel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.
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           Living Steel and Stone
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           Warforged are formed from a blend of organic and inor­ganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a frame­work of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medi­cine skill all provide the same benefits to warforged that they do to other humanoids.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged Personality
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined func­tion and were encouraged to focus purely on that role. The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eberron.fandom.com/wiki/Treaty_of_Thronehold" target="_blank"&gt;&#xD;
      
           Treaty of Thronehold
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The typical warforged shows little emotion. Many warforged embrace a concrete purpose-such as protecting allies, completing a contract, or exploring a land-and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in reli­gion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The typical warforged has a sexless body shape.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Some warforged ignore the concept of gender entirely, while others adopt a gender identity.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artifi­cer to customize the look of its face, limbs, and plating.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged 5e Quirks
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Roll 1d8:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You analyze-out loud-the potential threat posed by every creature you meet.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You often misread emotional cues.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You are fiercely protective of your friends.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You try to apply wartime discipline to every situation.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You don't know how to filter your feelings and are prone to dramatic emotional outbursts.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You don't understand clothing beyond its utility and assume it denotes a person's function.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You are obsessed with your appearance and con­stantly polish and buff yourself.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            War is the only thing that makes sense to you, and you're always looking for a fight.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged Names
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Most warforged were assigned numerical designations for use in military service. Many of them adopted nick­names, often given to them by their comrades. As inde­pendent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warforged in Games Like D&amp;amp;D
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As you no doubt already know, there are many
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            out there. With all the drama that's happened with Wizards of the Coast, and with D&amp;amp;D's shift to a more digital platform (and higher prices), many people have been looking for other
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPGs
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to try out.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eternity TTRPG has our own tabletop RPG that we've independently published.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Check out the PDF download here
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , and let us know what you think!
            &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Warforged+5e+-+D-D+5th+Edition+Race+Blog.png" length="309801" type="image/png" />
      <pubDate>Wed, 15 Nov 2023 18:40:59 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/warforged-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Warforged+5e+-+D-D+5th+Edition+Race+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Warforged+5e+-+D-D+5th+Edition+Race+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Witch Bolt 5e – D&amp;D 5th Edition Spellbook</title>
      <link>https://www.eternityttrpg.com/witch-bolt-5e</link>
      <description>This Witch Bolt 5e spell details page provides everything needed for your game. See everything on Witch Bolt 5e DnD in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Witch+Bolt+5e.png" alt="Witch Bolt 5e" title="Witch Bolt 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level evocation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Casting Time:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 action
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           30 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Components:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            V, S, M (a twig from a tree that has been struck by lightning)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Duration:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Concentration, up to 1 minute
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At Higher Levels.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           for each slot level above 1st.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spell details on Witch Bolt 5e come from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/what-is-dnd" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That May Cast Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes from the D&amp;amp;D Player’s Handbook may cast Witch Bolt:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Warlock
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Additionally: the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.cbr.com/dnd-5e-arcane-trickster-rogue-build/" target="_blank"&gt;&#xD;
        
            Arcane Trickster Rogue
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             may get Witch Bolt 5e at 8th level.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt is firmly a “main spellcaster” sort of magic. Though the spell isn’t incredibly useful (as you’ll see more about, below), 5e is pretty restrictive on allowing its acquisition to specific classes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Shop!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level evocation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Casting Time:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 action
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           30 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Components:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            V, S, M (a twig from a tree that has been struck by lightning)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Duration:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Concentration, up to 1 minute
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At Higher Levels.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           for each slot level above 1st.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spell details on Witch Bolt 5e come from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/what-is-dnd" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That May Cast Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes from the D&amp;amp;D Player’s Handbook may cast Witch Bolt:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Warlock
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Additionally: the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.cbr.com/dnd-5e-arcane-trickster-rogue-build/" target="_blank"&gt;&#xD;
        
            Arcane Trickster Rogue
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             may get Witch Bolt 5e at 8th level.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt is firmly a “main spellcaster” sort of magic. Though the spell isn’t incredibly useful (as you’ll see more about, below), 5e is pretty restrictive on allowing its acquisition to specific classes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Shop!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level evocation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Casting Time:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 action
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           30 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Components:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            V, S, M (a twig from a tree that has been struck by lightning)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Duration:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Concentration, up to 1 minute
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At Higher Levels.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 2nd level or higher, the initial
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           damage increases by 1d12 for each slot level above 1st.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spell details on Witch Bolt 5e come from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/what-is-dnd" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That May Cast Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes from the D&amp;amp;D Player’s Handbook may cast Witch Bolt:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Warlock
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Additionally: the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.cbr.com/dnd-5e-arcane-trickster-rogue-build/" target="_blank"&gt;&#xD;
        
            Arcane Trickster Rogue
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             may get Witch Bolt 5e at 8th level.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt is firmly a “main spellcaster” sort of magic. Though the spell isn’t incredibly useful (as you’ll see more about, below), 5e is pretty restrictive on allowing its acquisition to specific classes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Shop!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt Spell Damage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            Witch Bolt deals 1d12 damage when it hits, which scales by an additional 1d12 damage on the initial attack, for each spell level used.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             1st-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             1d12 damage + 1d12 damage per turn (average 6.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 11 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             2nd-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             2d12 damage + 1d12 damage per turn (average 13 damage plus 6.5 damage per turn). A fighter of this level does an average of 15 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             3rd-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             3d12 damage + 1d12 damage per turn (average 19.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 19 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             4th-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             4d12 damage + 1d12 damage per turn (average 26 damage plus 6.5 damage per turn). A fighter of this level does an average of 23 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             5th-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             5d12 damage + 1d12 damage per turn (average 32.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 27 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             6th-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             6d12 damage + 1d12 damage per turn (average 39 damage plus 6.5 damage per turn). A fighter of this level does an average of 30.5 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             7th-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             7d12 damage + 1d12 damage per turn (average 45.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 34 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             8th-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             8d12 damage + 1d12 damage per turn (average 52 damage plus 6.5 damage per turn). A fighter of this level does an average of 37.5 damage per attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             9th-Level Spell:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            9d12 damage + 1d12 damage per turn (average 58.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 41 damage per attack.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As you can see, Witch Bolt 5e scales terribly with higher spell levels. Perhaps if the spell continued to deal the higher damage per round, it could be a viable option. However, compared to other spells, even if Witch Bolt did scale better, it still does very little damage. Just consider that a fighter gets multiple attacks per round as they increase in levels, and you can imagine how easily Witch Bolt falls off.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spell Damage Comparison
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The spell damage listed above doesn’t account for hit chance, but purely shows damage dealt if attacks hit. Witch Bolt 5e is also compared to a fighter’s average damage per round (DRP), roughly estimated to match spell levels for Witch Bolt.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt 5e Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Truthfully, Witch Bolt 5e is an awful spell. The Witch Bolt name is cool, but that doesn’t make up for its lack of power.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically, compare Witch Bolt to spells like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/burning-hands-5e" target="_blank"&gt;&#xD;
      
           Burning Hands 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (also a 1st-level evocation spell) or even
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/call-lightning-5e" target="_blank"&gt;&#xD;
      
           Call Lightning 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/destructive-wave-5e" target="_blank"&gt;&#xD;
      
           Destructive Wave 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , which can all deal area of effect spell damage. As I’ve mentioned in many articles, any spells in D&amp;amp;D 5e that may attack multiple targets at once are basically broken.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To give you the short version of my article on Burning Hands, if you hit 3-targets with that spell, you’ll deal anywhere from 31-damage (when cast as a 1st-level spell) all the way up to 115-damage (when cast as a 9th-level spell). Then, compare that to Witch Bolt 5e, which deals a pathetic 6.5-damage per turn, requiring multiple actions for additional damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The one saving grace about Witch Bolt is that the spell can by cast once but then deal continual damage each turn, for the cost of one action. In the right circumstances – by which I mean almost perfect circumstances – this spell could be somewhat useful.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Witch+Bolt+5e+Dungeon.png" alt="Witch Bolt 5e Dungeon" title="Witch Bolt 5e Dungeon"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Problems with Witch Bolt
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt has many, many problems which keep it from being even a mid-tier spell. If, somehow, the designers of D&amp;amp;D decided to fix these issues in a future version of the game, then perhaps Witch Bolt could take its place in the game as a viable spell choice.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Until that time, however, I’d recommend that you stay away from using spell slots on Witch Bolt 5e – unfortunately.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Though I love the theme of this spell and its overall vibe could create some great
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           DnD Quest Ideas
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , this is also the sort of spell that if you rely on it too much as a player, you may end up with a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Low Spell Damage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As mentioned, the pure damage of Witch Bolt 5e pales in comparison to many other D&amp;amp;D 5e spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unless you’re basically out of spell slots, and you can guarantee that you’ll be able to continue conducting spell damage to your target for a large number of turns to come, Witch Bolt probably isn’t worth your time to save it into a spell slot.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Lightning Damage Resistance and Immunity
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I always feel like it’s worth mentioning damage type resistance, immunity, and weakness. If you aren’t familiar, damage resistance in D&amp;amp;D 5e halves any damage dealt to the target (rounded down). Damage immunity renders all damage of that type completely null. And finally, damage weakness in D&amp;amp;D 5e doubles damage dealt to the target.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When it comes to Lightning damage, in the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.aidedd.org/dnd-filters/monsters.php" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Monster Manual
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , there are 35-creatures with Lightning damage resistance, 10-creatures with Lightning damage immunity, and fully 0-creatures with Lightning damage weakness.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So... uh, you can see where I’m going with this. If I’m going to possibly face 45-creatures with resistance or immunity to a damage type and there are no creatures with weakness, for me, I’m not going to choose that damage type, in most cases.
          &#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, your dungeon master may decide to create a unique monster, creature, or enemy and specifically give them Lightning damage weakness for some reason. However, short of that, you just have to assume that any Lightning-based spell is going to be less effective than you’d like.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Taking Other Actions
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though you can continually deal damage each turn with Witch Bolt, you need to spend your action every turn doing so or the spell fades. In D&amp;amp;D, a lot can happen in a single round of combat. As such, I feel that it’s very rare where I can simply choose one single action to take every round.  
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Realistically, once you start casting Witch Bolt, you’ll end up needing to switch to taking some other action or casting a different spell within a turn or two. Once you switch up your action in order to cover your combat needs though, Witch Bolt instantly ends. Major bummer.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It is worth noting though that you can use your
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
      
           Bonus Action
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            each turn to do other things, besides casting Witch Bolt. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt-Themed Dice
          &#xD;
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a quick off-topic promo, I always like to point out that D&amp;amp;D is an experience, not just a rulebook and set of game rules. Or, at least, I should say that D&amp;amp;D is best when it's an experience. What I mean is that the more you put into your D&amp;amp;D game, the more you and your friends will get out from it.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Not that you always have to roleplay in character, use different voices for NPCs, or dress up in costume for your game sessions. However, if you make a little effort to help yourself and others become immersed in the game, then you will find yourself in the flow of your game's world and story more often than not.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes to being a caster, especially when casting very themed spells like Witch Bolt, I like to bring a little something to the gaming environment. For example, these great blood-soaked dice by Heimdallr would make for great table aesthetics whenever you're casting a damaging spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I like the quality of Heimdallr's metal dice, and I like that their dice come in so many color and design options. It's the kind of thing that makes for great
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts" target="_blank"&gt;&#xD;
      
           DnD Gifts
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Limited Spell Range
          &#xD;
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As if the spell’s low damage and limitations on actions weren’t bad enough, an enemy who wants to end your Witch Bolt spell can simply move out of spell range.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If Witch Bolt had, say, 120-foot spell range, then maybe it’d be difficult for enemies to escape your spell, or they’d at least have to really dedicate themselves to do so. However, with only a 30-foot spell range, virtually any enemy can easily walk outside of Witch Bolt’s area of coverage, and instantly end your spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Many spells in D&amp;amp;D have a lot more spell range than Witch Bolt’s mere 30-feet, so this point also factors in to why I think the spell is quite bad.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Taking Cover
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Any enemy wishing to avoid your Witch Bolt 5e spell can simply take full cover. Now of course, taking full cover isn’t always possible depending the encounter environment.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are no shields in D&amp;amp;D 5e that provide full cover as well, so taking full cover from a Witch Bolt isn’t always achievable. However, hiding behind just about any wall, boulder, or even large tree could easily end Witch Bolt 5e, making it a relatively poor choice even while battling outdoors. Indoors, it’s virtually guaranteed that an enemy could duck behind a corner and avoid your spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spell Concentration
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The list of problems with Witch Bolt 5e goes on... Spell concentration. If you are attacked while casting Witch Bolt, there’s a chance that your spell will end.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Yes, I know that your spell can already end from someone just walking out of spell range, or casually sauntering behind some form of full cover. Yes, I know it’s not fair. But in addition to those already problematic issues, if someone whacks you one, you could also lose your spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Great.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Also, since Witch Bolt is a concentration spell, that means that you cannot cast far superior spells, such as:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/banishment-5e" target="_blank"&gt;&#xD;
        
            Banishment 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/blindness-deafness-5e" target="_blank"&gt;&#xD;
        
            Blindness Deafness 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
        
            Charm Person 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cloud-of-daggers" target="_blank"&gt;&#xD;
        
            Cloud of Daggers 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/crown-of-madness-5e" target="_blank"&gt;&#xD;
        
            Crown of Madness 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Or even
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/spiritual-weapon-5e" target="_blank"&gt;&#xD;
        
            Spiritual Weapon 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (and many others).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Normally, spells that require concentration come with some truly terrific bonuses, since there is that chance that your spell can end, when attacked. However, with Witch Bolt 5e, there doesn’t seem to be any of that customary beneficial trade-off.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Casting Witch Bolt at Higher Spell Levels
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One of the truly unique and enjoyable parts about playing a spell caster in D&amp;amp;D is that you have the option with so many spells to cast magic using higher-than-normal spell levels.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Usually, when expending higher-level spell slots with magic, you get really dramatic bonuses. Take
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd/dnd-spells/aid-5e" target="_blank"&gt;&#xD;
      
           Aid 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , for example, which increases temporary hit points to multiple targets for each spell level, effectively multiplying the spell’s value.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, with Witch Bolt 5e, when you cast the spell at a higher level, you don’t multiply all damage dealt by the spell. Instead, you only increase the initial spell damage, when cast.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This means that even if you cast Witch Bolt 5e as a 9th-level spell, you deal 9d12 damage on your first turn. Thereafter, however, you still only deal 1d12 damage per turn! Talk about a major rip-off. 
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Halloween+Gaming+Setup.png" alt="Halloween Gaming Setup" title="Halloween Gaming Setup"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Bolt Combinations
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I’ve love to say that there’s some saving grace to the Witch Bolt 5e spell, but there really isn’t any. You can use some of the following spell combinations to potentially get a little more out of using this effect, but in reality, it’s pretty much a lost cause.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Bless:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             since Witch Bolt is a
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.reddit.com/r/DnD/comments/2dz2uf/5e_what_is_a_ranged_spell_attack/" target="_blank"&gt;&#xD;
        
            ranged spell attack
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             , it benefits from the additional +1d4 to attack rolls given from
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Color Spray:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             normally not the greatest spell,
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/color-spray-5e" target="_blank"&gt;&#xD;
        
            Color Spray 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             could help you avoid getting hit, and help you keep your Witch Bolt spell concentration going.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Haste:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             with
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , you get an extra Action every turn, which you could use to deal additional damage with Witch Bolt. This doesn’t add a ton of damage, but it does make a little difference.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Mage Armor:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             since Witch Bolt 5e is a concentration spell, if you can lower your chances of being hit by an attack, then you have a better chance of keeping the spell going. Depending on what armor you’re wearing,
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             can help you there.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Counters to Witch Bolt 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aside from the aforementioned counters to Witch Bolt (full cover, moving out of range, and breaking spell concentration), there isn’t much left to go over. Of course, the counters against Witch Bolt 5e mentioned already are severe enough to make the spell clearly problematic, anyways.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            However, since Witch Bolt is a ranged spell attack, it is affected by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
      
           Bane 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , which lowers attack rolls by 1d4. Additionally – and as with virtually every spell –
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is a counter as it prevents spell casting within its sphere of effect.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Maximize Witch Bolt
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even after reading about the many negatives of the Witch Bolt 5e spell you decide that you still want to give it a shot, try implementing the following tactics to maximize the spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Attack enemies with low AC:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             since Witch Bolt is a ranged spell attack, its hit chance goes against AC rather than Dexterity save or something similar.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Attack immobile enemies:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             if an enemy has severely-reduced or even zero movement speed, then they can’t walk out of range of Witch Bolt or move behind full cover.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Attack enemies focused on someone else:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             if you can prevent yourself from taking damage, then you can keep your spell concentration going. Use Witch Bolt when enemies are focused on one of your allies, and not you.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Scrolls+of+Witch+Bolt+5e.png" alt="Scrolls of Witch Bolt 5e" title="Scrolls of Witch Bolt 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Just a couple "spell scrolls" we made using printer paper, a little ink, and some random string I found lying around.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration Damage Spells in D&amp;amp;D 5e vs. Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As far as a spell category goes, I’d put Witch Bolt 5e into the “concentration damage spell” group. It’s an effect that you can cast once, may be interrupted since it requires concentration, but then may deal additional damage every turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , there are a number of spells and effects that have a similar type of grouping to the “concentration damage spell” category.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, once you hit with Witch Bolt 5e, you can automatically deal additional spell damage each turn, for the cost of an action. In Eternity TTRPG, aside from actual damage over time spells (which continue dealing damage passively, once they hit), all spells like Witch Bolt require attacking the target again, each round. However, the main difference is that in Eternity TTRPG, spells that continue attacking each round don’t require an action to do so. Instead, they become “Instant Actions,” and continue attacking without taking up your turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes can Cast Concentration Damage Spells?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though the “concentration damage spell” category isn’t one that fits neatly into the Eternity TTRPG Game System, it still functions as a good way to describe effects between both games.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To keep it simple though, there are a number of classes in Eternity TTRPG that have concentration damage spell effects, or something similar to Witch Bolt 5e.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Knight – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Incinerating Breath:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this ability can only be used if you have “Chromatic Breath” selected. This ability can also only be used by the “Dragon.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            After you use this ability on yourself, every time you cast “Chromatic Breath,” roll d20. If you roll 20, deal 1damage. With
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           each cast of “Chromatic Breath,” you roll 1 number lower to hit (can stack to 14-20 by the 7th use). You can only deal damage with this ability once per turn. If you critical this ability, you can’t use any more Wisdom this turn. You can instead choose to continually maintain this ability for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Wings of Death) Roll 18-20 on the first “Chromatic Breath,” and 1 number lower to hit attack round after. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Knight of the Blood Oath) After you use this critical, every turn, you also roll to deal damage with “Incinerating Breath” to up to 3 enemies in 1Range of the “Dragon,” automatically. This critical also allows you to deal damage with “Incinerating Breath” twice per turn. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom). 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Tarscisia) This effect also has a chance to hit whenever the “Dragon” (but not the dragon knight) uses “Eviscerate,” “Draconic Domina
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            tion,” “Paralyzing Gaze,” or “Primordial Pressure.” However, using these abilities does not lower your chance to hit with “Incinerating Breath.” You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Each time the Dragon Knight’s Dragon uses its breath weapon, “Chromatic Breath,” you have an ever-increasing chance to deal additional damage from “Incinerating Breath.” Additionally, this ability may be maintained so that it does not require an action to use the effect.
            &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration Damage Spells in D&amp;amp;D 5e vs. Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As far as a spell category goes, I’d put Witch Bolt 5e into the “concentration damage spell” group. It’s an effect that you can cast once, may be interrupted since it requires concentration, but then may deal additional damage every turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , there are a number of spells and effects that have a similar type of grouping to the “concentration damage spell” category.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, once you hit with Witch Bolt 5e, you can automatically deal additional spell damage each turn, for the cost of an action. In Eternity TTRPG, aside from actual damage over time spells (which continue dealing damage passively, once they hit), all spells like Witch Bolt require attacking the target again, each round. However, the main difference is that in Eternity TTRPG, spells that continue attacking each round don’t require an action to do so. Instead, they become “Instant Actions,” and continue attacking without taking up your turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes can Cast Concentration Damage Spells?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though the “concentration damage spell” category isn’t one that fits neatly into the Eternity TTRPG Game System, it still functions as a good way to describe effects between both games.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To keep it simple though, there are a number of classes in Eternity TTRPG that have concentration damage spell effects, or something similar to Witch Bolt 5e.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Knight – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Incinerating Breath:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this ability can only be used if you have “Chromatic Breath” selected. This ability can also only be used by the “Dragon.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            After you use this ability on yourself,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
        
            every time you cast “Chromatic Breath,” roll d20. If you roll 20, deal 1damage. With
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           each cast of “Chromatic Breath,” you roll 1 number lower to hit (can stack to 14-20 by the 7th use). You can only deal damage with this ability once per turn. If you critical this ability, you can’t use any more Wisdom this turn. You can instead choose to continually maintain this ability for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Wings of Death) Roll 18-20 on the first “Chromatic Breath,” and 1 number lower to hit attack round after. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Knight of the Blood Oath) After you use this critical, every turn, you also roll to deal damage with “Incinerating Breath” to up to 3 enemies in 1Range of the “Dragon,” automatically. This critical also allows you to deal damage with “Incinerating Breath” twice per turn. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom). 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Tarscisia) This effect also has a chance to hit whenever the “Dragon” (but not the dragon knight) uses “Eviscerate,” “Draconic Domina
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            tion,” “Paralyzing Gaze,” or “Primordial Pressure.” However, using these abilities does not lower your chance to hit with “Incinerating Breath.” You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Each time the Dragon Knight’s Dragon uses its breath weapon, “Chromatic Breath,” you have an ever-increasing chance to deal additional damage from “Incinerating Breath.” Additionally, this ability may be maintained so that it does not require an action to use the effect.
            &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration Damage Spells in D&amp;amp;D 5e vs. Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As far as a spell category goes, I’d put Witch Bolt 5e into the “concentration damage spell” group. It’s an effect that you can cast once, may be interrupted since it requires concentration, but then may deal additional damage every turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , there are a number of spells and effects that have a similar type of grouping to the “concentration damage spell” category.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, once you hit with Witch Bolt 5e, you can automatically deal additional spell damage each turn, for the cost of an action. In Eternity TTRPG, aside from actual damage over time spells (which continue dealing damage passively, once they hit), all spells like Witch Bolt require attacking the target again, each round. However, the main difference is that in Eternity TTRPG, spells that continue attacking each round don’t require an action to do so. Instead, they become “Instant Actions,” and continue attacking without taking up your turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes can Cast Concentration Damage Spells?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though the “concentration damage spell” category isn’t one that fits neatly into the Eternity TTRPG Game System, it still functions as a good way to describe effects between both games.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To keep it simple though, there are a number of classes in Eternity TTRPG that have concentration damage spell effects, or something similar to Witch Bolt 5e.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Knight – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Incinerating Breath:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this ability can only be used if you have “Chromatic Breath” selected. This ability can also only be used by the “Dragon.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After you use this ability on yourself, every time you cast “Chromatic Breath,” roll d20. If you
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           roll 20, deal 1damage. With each cast of “Chromatic Breath,” you roll 1 number lower to hit (can stack to 14-20 by the 7th use). You can only deal damage with this ability once per turn. If you critical this ability, you can’t use any more Wisdom this turn. You can instead choose to continually maintain this ability for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Wings of Death) Roll 18-20 on the first “Chromatic Breath,” and 1 number lower to hit attack round after. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Knight of the Blood Oath) After you use this critical, every turn, you also roll to deal damage with “Incinerating Breath” to up to 3 enemies in 1Range of the “Dragon,” automatically. This critical also allows you to deal damage with “Incinerating Breath” twice per turn. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom). 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Tarscisia) This effect also has a chance to hit whenever the “Dragon” (but not the dragon knight) uses “Eviscerate,” “Draconic Domina
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            tion,” “Paralyzing Gaze,” or “Primordial Pressure.” However, using these abilities does not lower your chance to hit with “Incinerating Breath.” You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Each time the Dragon Knight’s Dragon uses its breath weapon, “Chromatic Breath,” you have an ever-increasing chance to deal additional damage from “Incinerating Breath.” Additionally, this ability may be maintained so that it does not require an action to use the effect.
            &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://www.eternityttrpg.com/shop/"&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Earth Blades (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Weapon Range, Strike Bonus vs. Dodge or 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 19-20, they take 1damage. On each successive turn, roll 2 numbers lower to hit (can stack to 7-20 by the 7th turn). You can instead choose to continually maintain this Spell as an aura for 3Intelligence, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to hit on the first turn (each turn after is still roll 2 numbers lower).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Earth Blades” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Wrath) On the first turn, roll 14-20 (each turn after is still roll 2 numbers lower). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Healing) If this Spell hits, the target also deals 1damage less the next time they deal damage. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Weapon Range +6, Strike Bonus vs. Dodge, or 10Range, Faith vs. Will. You also have these same Range bonuses when casting this Spell, for Battle Duration. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once you hit with “Earth Blades,” you have an ever-increasing chance on each one of the target’s turns to deal damage to them. Additionally, this spell may be maintained so that it does not require an action to use the effect. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer – Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Abyssal Flare (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain one (1) stack of “Inferno,” which gives you a chance to deal an additional 1damage
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage: 1 stack of “Inferno” (19-20), 2 stacks of “Inferno” (17-20).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            deals an additional 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Abyssal Flare” only comes with a Witch Bolt-like effect when you select the “Elemental Fire” critical option which allows you to cast the spell again as an “Instant Action” ever turn, just with a lowered hit chance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant/ Witch – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Familiar (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon an animal companion with 1HP and stats otherwise the same as the revenant/ witch’s, except with -5Resilience, -5Dodge, and -5Will. On the “Familiar’s” turn, roll d20. If you roll 16-20, they cast any spell you have access to, using your stats. “Familiar” may not use criticals. “Familiar” acts on the same turn as the revenant/ witch.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Familiar” does not count as a separate character for the purposes of stacking spell effects, and they may not stack the same effect as the revenant/ witch does upon a target, unless the spell specifically states that multiple stacks may be applied.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Familiar” always has the same stats as the revenant/ witch, whether from level increases, buffs, or debuffs. If the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           revenant/ witch receives a debuff, it also affects the “Familiar.” However, the “Familiar” is immune to both Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It takes 15minutes to summon/ tame a “Familiar,” so a new “Familiar” cannot be created during combat. You can only
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           have one “Familiar” active at a time. You continually maintain “Familiar” for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            while you are Dazed, “Familiar” is also Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Grimly Fated) Roll 12-20. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Of the Dread Vale) If your “Familiar” casts a spell at a target, +7Faith vs. Resilience against the same target, gives -3Range on any attacks or actions that normally have 2Range or more for 1turn, even if your familiar misses. This critical effect cannot Double-Hit or give a Block. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Witch’s Coven) Spells that your familiar cast also apply poisons that you have added to your weapons, with either +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience, and applies double effect. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Familiar” is a summon that allows you to cast any spell available to you on turns where the creature gets to act. Though this spell is a bit different than Witch Bolt, it functions similarly, allowing you to continually casting spells. Additionally, summoned creatures must be maintained, meaning that you can essentially get free spell casts, without using an action. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vampire Mage – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mortal Flay (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. If you roll 16-20, they take 1damage. You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to hit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Mortal Flay” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blood Magic) Roll 11-20. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Drain) Even if this Spell misses, roll Faith vs. Resilience, gives either -5Intelligence or -5Inspiration, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Vampire’s Coven) If you roll 16-20, also heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Mortal Flay” is another damage over time effect that continues to pressure enemies long after you’ve initially cast the spell. Additionally, this spell may be maintained so that instead of requiring an action to use the effect, you may cast it as an “instant action” at the start of battle.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Earth Blades (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Weapon Range, Strike Bonus vs. Dodge or 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 19-20, they take 1damage. On each successive turn, roll 2 numbers lower to hit (can stack to 7-20 by the 7th turn). You can instead choose to continually maintain this Spell as an aura for 3Intelligence, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           hit on the first turn (each turn after is still roll 2 numbers lower).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Earth Blades” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Wrath) On the first turn, roll 14-20 (each turn after is still roll 2 numbers lower). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Healing) If this Spell hits, the target also deals 1damage less the next time they deal damage. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Weapon Range +6, Strike Bonus vs. Dodge, or 10Range, Faith vs. Will. You also have these same Range bonuses when casting this Spell, for Battle Duration. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once you hit with “Earth Blades,” you have an ever-increasing chance on each one of the target’s turns to deal damage to them. Additionally, this spell may be maintained so that it does not require an action to use the effect. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer – Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Abyssal Flare (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           one (1) stack of “Inferno,” which gives you a chance to deal an additional 1damage with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage: 1 stack of “Inferno” (19-20), 2 stacks of “Inferno” (17-20).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            deals an additional 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Abyssal Flare” only comes with a Witch Bolt-like effect when you select the “Elemental Fire” critical option which allows you to cast the spell again as an “Instant Action” ever turn, just with a lowered hit chance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant/ Witch – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Familiar (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon an animal companion with 1HP and stats otherwise the same as the revenant/ witch’s, except with -5Resilience, -5Dodge, and -5Will. On the “Familiar’s” turn, roll d20. If you roll 16-20, they cast any spell you have access to, using your stats. “Familiar” may not use criticals. “Familiar” acts on the same turn as the revenant/ witch.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Familiar” does not count as a separate
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           character for the purposes of stacking spell effects, and they may not stack the same effect as the revenant/ witch does upon a target, unless the spell specifically states that multiple stacks may be applied.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Familiar” always has the same stats as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           the revenant/ witch, whether from level increases, buffs, or debuffs. If the revenant/ witch receives a debuff, it also affects the “Familiar.” However, the “Familiar” is immune to both Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to summon/ tame a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Familiar,” so a new “Familiar” cannot be created during combat. You can only have one “Familiar” active at a time. You continually maintain “Familiar” for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            while you are Dazed, “Familiar” is also Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Grimly Fated) Roll 12-20. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Of the Dread Vale) If your “Familiar” casts a spell at a target, +7Faith vs. Resilience against the same target, gives -3Range on any attacks or actions that normally have 2Range or more for 1turn, even if your familiar misses. This critical effect cannot Double-Hit or give a Block. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Witch’s Coven) Spells that your familiar cast also apply poisons that you have added to your weapons, with either +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience, and applies double effect. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Familiar” is a summon that allows you to cast any spell available to you on turns where the creature gets to act. Though this spell is a bit different than Witch Bolt, it functions similarly, allowing you to continually casting spells. Additionally, summoned creatures must be maintained, meaning that you can essentially get free spell casts, without using an action. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vampire Mage – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mortal Flay (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. If you roll 16-20, they take 1damage. You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to hit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Mortal Flay” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blood Magic) Roll 11-20. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Drain) Even if this Spell misses, roll Faith vs. Resilience, gives either -5Intelligence or -5Inspiration, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Vampire’s Coven) If you roll 16-20, also heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Mortal Flay” is another damage over time effect that continues to pressure enemies long after you’ve initially cast the spell. Additionally, this spell may be maintained so that instead of requiring an action to use the effect, you may cast it as an “instant action” at the start of battle.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Earth Blades (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Weapon Range, Strike Bonus vs. Dodge or 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 19-20, they take 1damage. On each successive turn, roll 2 numbers lower to hit (can stack to 7-20 by the 7th turn). You can instead choose to continually maintain this Spell as an aura for 3Intelligence, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to hit on the first turn (each turn after is still roll 2
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           numbers lower).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Earth Blades” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Wrath) On the first turn, roll 14-20 (each turn after is still roll 2 numbers lower). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Healing) If this Spell hits, the target also deals 1damage less the next time they deal damage. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Weapon Range +6, Strike Bonus vs. Dodge, or 10Range, Faith vs. Will. You also have these same Range bonuses when casting this Spell, for Battle Duration. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once you hit with “Earth Blades,” you have an ever-increasing chance on each one of the target’s turns to deal damage to them. Additionally, this spell may be maintained so that it does not require an action to use the effect. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer – Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Abyssal Flare (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain one (1) stack of “Inferno,” which gives you a chance to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           deal an additional 1damage with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage: 1 stack of “Inferno” (19-20), 2 stacks of “Inferno” (17-20).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            deals an additional 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Abyssal Flare” only comes with a Witch Bolt-like effect when you select the “Elemental Fire” critical option which allows you to cast the spell again as an “Instant Action” ever turn, just with a lowered hit chance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant/ Witch – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Familiar (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon an animal companion with 1HP and stats otherwise the same as the revenant/ witch’s, except with -5Resilience, -5Dodge, and -5Will. On the “Familiar’s” turn, roll d20. If you roll 16-20, they cast any spell you have access to, using your stats. “Familiar” may not use criticals. “Familiar” acts on the same turn as the revenant/ witch.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Familiar” does not count as a separate character for the purposes of stacking spell effects, and they may not stack the same effect as the revenant/ witch does upon a target, unless the spell specifically states that multiple stacks may be applied.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Familiar” always has the same stats as the revenant/ witch, whether from level increases,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           buffs, or debuffs. If the revenant/ witch receives a debuff, it also affects the “Familiar.” However, the “Familiar” is immune to both Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to summon/ tame a “Familiar,” so a new “Familiar” cannot be created
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           during combat. You can only have one “Familiar” active at a time. You continually maintain “Familiar” for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            while you are Dazed, “Familiar” is also Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Grimly Fated) Roll 12-20. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Of the Dread Vale) If your “Familiar” casts a spell at a target, +7Faith vs. Resilience against the same target, gives -3Range on any attacks or actions that normally have 2Range or more for 1turn, even if your familiar misses. This critical effect cannot Double-Hit or give a Block. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Witch’s Coven) Spells that your familiar cast also apply poisons that you have added to your weapons, with either +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience, and applies double effect. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Familiar” is a summon that allows you to cast any spell available to you on turns where the creature gets to act. Though this spell is a bit different than Witch Bolt, it functions similarly, allowing you to continually casting spells. Additionally, summoned creatures must be maintained, meaning that you can essentially get free spell casts, without using an action. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vampire Mage – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mortal Flay (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. If you roll 16-20, they take 1damage. You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to hit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Mortal Flay” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blood Magic) Roll 11-20. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Drain) Even if this Spell misses, roll Faith vs. Resilience, gives either -5Intelligence or -5Inspiration, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Vampire’s Coven) If you roll 16-20, also heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Mortal Flay” is another damage over time effect that continues to pressure enemies long after you’ve initially cast the spell. Additionally, this spell may be maintained so that instead of requiring an action to use the effect, you may cast it as an “instant action” at the start of battle.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Witch+Altar.png" alt="Witch Altar" title="Witch Altar"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In our Halloween game I had a second mini table set up for when players would get summoned to the "Witch's Altar."
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Strategies for Using Continual Damage Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In Eternity TTRPG, since the game features a dynamic initiative system (see the Eternity TTRPG
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/initiative-tracker" target="_blank"&gt;&#xD;
      
           Initiative Tracker
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            for an explanation of what that means, exactly), there’s a near-infinite number of ways to benefit from continual damage spells.
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           Target High-Initiative Enemies
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           Since damage over time effects always take place on your target’s turns, they’re the perfect counter to high-initiative enemies. Basically, you could build a high hit chance character with low initiative, DoT your target(s), then let their high initiative deal loads of continual damage to them.
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           Attack Fast or Ranged Enemies
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           In Eternity TTRPG, characters can build truly incredible amounts of movement speed or range for their attacks. In many cases, it’s possible for enemies to outrange you or simply become too fast to ever hunt down.
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           Particularly if you have a relatively slow character or fight in melee range, using a damage over time effect on your target could be the difference between life or death.
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           The idea is that once you hit them with a DoT, no matter how fast they run or how much range away they attack from, you’ll keep doing consistent damage to them.
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  &lt;/p&gt;&#xD;
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           Maximize Your Hit Chance
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           If you’re playing a pyromancer and utilizing the “Elemental Fire” critical option for spells like “Abyssal Flare,” whenever you increase your Faith (spell hit chance) you’re effectively getting double value.
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           For every Faith, you get +5% hit chance with your action each round. Then, you also get +5% hit chance with your instant cast of “Abyssal Flare” each turn. This sort of strategy gets you double value for every point of Faith your character has, making that high hit chance build absolutely devastating.
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           Interested in the Eternity TTRPG Game System?
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I know you’ve probably been playing D&amp;amp;D for 10-years, and you know the game in and out. But, there are many great
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            systems out there, and the Eternity TTRPG Game System is one that I would like to shamelessly promote to you.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           Eternity TTRPG allows for multiple game masters in your group (while still keeping your world and story chaos-free), every character/ class is balanced in and out of combat, and there aren’t worthless spells like Witch Bolt – to be frank.
          &#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            If you want to check it out, the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           PDF version of the game is available
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for download.
            &#xD;
        &lt;br/&gt;&#xD;
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    &lt;/span&gt;&#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Witch+Bolt+5e+Blog.png" length="264544" type="image/png" />
      <pubDate>Thu, 31 Aug 2023 15:07:57 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/witch-bolt-5e</guid>
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    <item>
      <title>Destructive Wave 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/destructive-wave-5e</link>
      <description>This Destructive Wave 5e page provides everything you need for your game. Destructive Wave 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Destructive+Wave+5e.png" alt="Destructive Wave 5e" title="Destructive Wave 5e"/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Destructive Wave 5e
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           5th-level evocation
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            Casting Time:
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           1 action
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            Range:
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           Self (30-foot radius)
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            Components:
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           V
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            Duration:
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           Instantaneous
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           You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
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            Spell details on Destructive 5e comes from the
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    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
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            .
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Destructive+Wave+5e+DnD+Spell.png" alt="Destructive Wave 5e DnD Spell" title="Destructive Wave 5e DnD Spell"/&gt;&#xD;
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           Classes That Can Cast Destructive Wave 5e
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            Within the player's handbook, the only class that gains destructive wave 5e as a guaranteed spell is Paladin. Otherwise,
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    &lt;a href="https://www.gamespot.com/articles/baldurs-gate-3-cleric-build-guide-tempest-domain/1100-6516607/" target="_blank"&gt;&#xD;
      
           Tempest Domain Clerics
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            may also gain destructive wave at 9th-level.
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            These classes make sense since destructive wave deals not only thunder damage, but also radiant or necrotic damage, at your choice. However, since the spell allows for necrotic damage, you would think that warlock might also gain access to casting the spell.
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           Destructive Wave Spell Effectiveness
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           Spell Damage
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           Normally, spells may be cast using higher-level spell slots, but destructive wave may only be cast as a 5th-level spell. That being said, its damage may still increase (drastically) by affecting multiple targets. The table above provides the damage dice and average damage based on the number of targets hit with destructive wave. Furthermore, a fighter's average damage per round (
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    &lt;a href="https://www.enworld.org/threads/which-characters-are-the-dpr-damage-per-round-leaders-at-your-table-s.687804/" target="_blank"&gt;&#xD;
      
           DPR
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            ) is provided as a rough comparison of overall damage. This table does not factor in hit chance, but only provides raw damage values.
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  &lt;h2&gt;&#xD;
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           Destructive Wave 5e Usefulness
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            As I've mentioned in previous articles, like the ones on
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    &lt;a href="https://www.eternityttrpg.com/burning-hands-5e" target="_blank"&gt;&#xD;
      
           burning hands 5e
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            and
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    &lt;a href="https://www.eternityttrpg.com/call-lightning-5e" target="_blank"&gt;&#xD;
      
           call lightning 5e
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           , any spell in D&amp;amp;D capable of attacking multiple targets at once can be potentially game-breaking. Just look at the table above for comparative damage between a destructive wave that hits 5+ targets and a fighter's normal weapon attack.
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            Of course, even with area of effect spells such as this one, there are ways to make sure that the devastation caused to your enemies from the spell is absolutely maximized.
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             Destructive wave 5e deals so much damage that it's truly one of the rare cases where I'd consider running directly into a clump of enemies, just to make sure everyone gets hit by the spell's effect.
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            That being said though, the spell has a 30-foot range, so if you can hit all enemies from the full distance, be sure to do so. The last thing you want after blowing everyone up with damage is to become a pin cushion from all of their attacks at once.
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            Prioritize casting this spell against enemies with thunder, radiant, or necrotic damage vulnerability to double your spell's damage.
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             Cast destructive wave 5e on enemies who have low Constitution save modifiers, to increase your chances of both dealing full spell damage, and of knocking your targets prone.
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           Prone
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           Since destructive wave 5e also knocks targets prone on a failed Constitution save, you need to know exactly what happens with that effect.
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            A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
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            The creature has disadvantage on attack rolls.
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            An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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           Thunder, Radiant, and Necrotic Damage
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            Before casting any spell, I like to know how many monsters in the
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    &lt;a href="https://online.anyflip.com/duex/ixpz/mobile/index.html#p=1" target="_blank"&gt;&#xD;
      
           D&amp;amp;D monster manual
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            have resistances, immunities, and vulnerabilities that the spell's damage type. In D&amp;amp;D 5e, damage resistance halves damage taken from that type (rounded down). Damage immunity completely nullifies damage of that type. And finally, damage vulnerability doubles damage from that type.
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           So, you can see how knowing what you're up against is a very big deal with any spell. Imagine casting destructive wave 5e against 10-enemies who are all vulnerable to one of the damage types - how much damage you would end of dealing.
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           Thunder Damage
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            In the monster manual, there are 14-monsters with thunder damage resistance, 2-monsters with thunder damage immunity, and only 1-monster with thunder damage vulnerability.
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           Radiant Damage
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            As far as radiant damage goes, there are 4-monsters with radiant damage resistance, 0-monsters with radiant damage immunity, and 2-monsters with radiant damage vulnerability.
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    &lt;span&gt;&#xD;
      
           Necrotic Damage
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Finally, for necrotic damage, there are 11-monsters with necrotic damage resistance, 11-monsters with necrotic damage immunity, and 0-monsters with necrotic damage vulnerability.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Destructive Wave with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Like most spells in DnD, destructive wave 5e gets even more powerful when used in combination with certain spells and effects. I recommend trying out some of the following spell combos to see what you enjoy playing, and to make the most of your 5th-level spell slot usage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/acid-splash-5e" target="_blank"&gt;&#xD;
        
            Acid Splash 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : no, acid splash isn't really a "combination" spell with destructive wave 5e. I put this spell here though to remind you that if your enemies are resistant to thunder, radiant, or necrotic damage, don't waste your 5th-level spell slot. Instead, switch up your damage types, even if it means changing it up to a simple cantrip like this one.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
        
            Bane 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : as I've mentioned quite a bit before, in previous posts, I really don't think very highly of the bane spell, overall. However, when you're attacking with a 5th-level spell like destructive wave, reducing 3-targets' Constitution saving throws by 1d4 can be a big deal.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : if you have multiple 5th-level spell slots and you want to try the "dive-bomb" strategy, run into a large group of enemies, cast destructive wave, and finally, cast destructive wave again using your extra action each round from haste. We're talking absolutely game-breaking damage here.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : let's face it - if you're attacking enemies from 30-feet away, and you do big damage, you're likely going to be attacked next. So, make sure you have defensive spells like mage armor,
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
              for extra saving throw, or even
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/aid-5e" target="_blank"&gt;&#xD;
        
            Aid 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             or
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/armor-of-agathys-5e" target="_blank"&gt;&#xD;
        
            Armor of Agathys 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             for the extra temporary hits points cast on you so that you can survive the onslaught.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Destructive Wave 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Be super cautious of spells like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            when planning to cast destructive wave. Yes, basically ever spell caster should always be wary of silence. However, spell casters can even cast silence on themselves and their own allies in order to nullify the thunder damage from destructive wave, as no thunder damage may be caused within silence's sphere of effect.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Destructive Wave-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Finally,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            - of course - is my personal favorite
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . If you're ever interested in checking out other
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , Eternity TTRPG was designed with players in mind who love the immersive storytelling and roleplaying of D&amp;amp;D, but want to contribute to the game's world and story while still playing a character.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically, Eternity TTRPG lets players jump in and out of the game master role, and provides rules and support for everyone to contribute to the overall campaign as they'd like.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Below, I've included how a similar spell to destructive wave 5e looks in Eternity TTRPG, which is "Pyro Storm," from the pyromancer class.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Pyromancer+Class+Icon.png" alt="Pyromancer Class Icon" title="Pyromancer Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even if this Spell misses, you also gain
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2 stacks of
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm hits multiple targets for potentially a great deal of damage. Depending on the (bullet point) Critical option you select as well, you can attack from further range, attack multiple times per round, or give yourself a greater hit chance. Though Pyro Storm doesn't deal multiple damage types, it does fit the overall destructive wave 5e spell vibe pretty nicely.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Every great RPG needs its own patented area of effect fire damage spell.
            &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain 1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            2 stacks of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm hits multiple targets for potentially a great deal of damage. Depending on the (bullet point) Critical option you select as well, you can attack from further range, attack multiple times per round, or give yourself a greater hit chance. Though Pyro Storm doesn't deal multiple damage types, it does fit the overall destructive wave 5e spell vibe pretty nicely.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Every great RPG needs its own patented area of effect fire damage spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Destructive+Wave+5e+Blog.png" length="282565" type="image/png" />
      <pubDate>Fri, 18 Aug 2023 22:18:10 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/destructive-wave-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>thumbnail</media:description>
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Destructive+Wave+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Crown of Madness 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/crown-of-madness-5e</link>
      <description>This Crown of Madness 5e page provides everything you need to know for your game. Crown of Madness DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crown+of+Madness+5e.png" alt="Crown of Madness 5e" title="Crown of Madness 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crown of Madness 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2nd-level enchantment
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           120 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration, up to 1 minute
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      
           One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The target can act normally on its turn if you choose no creature or if none are within its reach.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Crown of Madness 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crown+of+Madness+5e+DnD+Spell.png" alt="Crown of Madness 5e DnD Spell" title="Crown of Madness 5e DnD Spell"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Crown of Madness 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.dndbeyond.com/classes/bard" target="_blank"&gt;&#xD;
        
            Bard
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Warlock
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crown of Madness Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Table Values
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the table above, "DPR" indicates
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/106172-average-damage-for-frontliner" target="_blank"&gt;&#xD;
      
           damage per round
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , in this case, not accounting for hit chance. The numbers provided are very rough calculations of the average damage a fighter might do, per round. The fighter class is used as an example for the spell effectiveness of crown of madness because ideally, you would charm a powerful melee unit with the spell. Furthermore, the "Total Value" column in the table shows the value of not only not being attacked by a charmed fighter, but of them attacking an ally - so, double the effect, by target level.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crown of Madness Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crown of Madness 5e is such a cool spell because it's a charm effect that actually allows you to take over your charmed target's actions, and cause them to attack their own allies. Though crown of madness has some drawbacks, it also has terrific potential. Use crown of madness 5e in the following situations to make the most from the spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cast crown of madness 5e against enemies with low Wisdom saving scores, to maximize your chances of succeeding with the spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Prioritize crown of madness 5e on enemies who deal a ton of melee damage, since your charmed effect only allows for you to have the target melee attack. The more damage the target does with melee attacks, the more you should prioritize casting this spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For the love of god, make sure that when you cast crown of madness on a target that there is another enemy within 5-feet of your target. If you stop attacking with your target at the start of their round, your target gets to act normally on that turn. Though this situation doesn't end the spell altogether, it does make it very likely that you won't get anything out of it at all as the target can simply run away from their own allies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Since crown of madness requires concentration to maintain its effect, make sure that you're far away from enemies who can attack you. If possible, cast the spell from the full 120-foot range, away.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Make sure that you don't have any other super high-priority spells that you need to cast or actions that you need to take because maintaining this effect requires an action each round.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Crown of Madness with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There are some spells such as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/burning-hands-5e" target="_blank"&gt;&#xD;
      
           burning hands
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/call-lightning-5e" target="_blank"&gt;&#xD;
      
           call lightning
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that, since they can target multiple units, or in other cases, get a sort of multiplying effect, they can become almost game-breaking. Crown of Madness certainly fits into the "potentially game-breaking" category, as you can not only prevent a powerful enemy from attacking you, but you can even turn that same enemy against their own allies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Before casting Crown of Madness, in order to maximize its potential multiplying effect, try setting up the combat encounter by mixing in some of the following spells:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
        
            Bane
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : though I typically don't consider bane to be a very powerful spell, when combined with crown of madness 5e, it certainly can be. Since bane lowers the targets' saving throws by 1d4, it's a must-have for maintaining the charmed effect on crown of madness victims.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/banishment-5e" target="_blank"&gt;&#xD;
        
            Banishment
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : have an ally cast banishment so that you keep more enemies away from attacking you. Alternatively, have an ally cast
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            cause fear
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             on any enemies getting too close to you for comfort.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cloud-of-daggers" target="_blank"&gt;&#xD;
        
            Cloud of Daggers
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : normally, I also view cloud of daggers as a pretty suboptimal spell, but if the map features a choke point, consider casting this spell as a way of preventing other creatures from attacking you. Since crown of madness 5e requires concentration, you must do everything possible to avoid being hit.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/color-spray-5e" target="_blank"&gt;&#xD;
        
            Color Spray
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : if you can blind targets with this spell or even
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/blindness-deafness-5e" target="_blank"&gt;&#xD;
        
            Blindness/ Deafness
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             , you can give enemies disadvantage on their attack rolls, which ultimately helps you keep concentration for crown of madness.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : using this spell (which an ally would need to maintain on you since you can't concentrate on a second spell), you can gain +2AC and double your movement speed. Combine this spell with
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            mage armor
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             and you can significantly increase your AC, and keep moving away from any enemies who might break your crown of madness 5e concentration.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crown of Madness 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The easiest ways for your crown of madness run to end are when an enemy
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silences
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you, bolsters their affected ally's Wisdom saving throw with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , or deals damage to you to break your concentration. When it comes to damaging spells, something like cloud of daggers, which automatically hits, is especially troublesome, so be wary of effects of that nature by keeping your distance and knowing what your enemies are capable of casting.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crown of Madness-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Effects where you control another character's actions, or generally go berserk and sometimes attack allies, are some of my favorite in any
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . I've included a couple examples of crown of madness 5e-type spells below, from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Revenant+Class+Icon.png" alt="Revenant Class Icon" title="Revenant Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wicked Heart (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, take control of the target’s Action for 1turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you take control, you may not
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you hit the target with “Spellbound”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           while they are affected by “Wicked Heart,” you may instead have them use a Critical.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also deals 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this Spell hits, it also deals 1damage and you gain either +6Strike Bonus or +6Faith for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this Spell hits, the target also has either -6Strike Bonus or -6Faith, at your choice.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Up to 3 enemies in Weapon Range -3Strike Bonus vs. Resilience or up to 3 enemies in 4Range, -3Faith vs. Resilience. *Double-Hit with this critical only allows one of the attacks to control for an additional turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wicked Heart (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, take control of the target’s Action for 1turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When you take control, you may not have the target use a critical, use a spell or ability with a
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1Day Recharge, or dispel any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you hit the target with “Spellbound” while they are affected by “Wicked Heart,” you may
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           instead have them use a Critical.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also deals 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this Spell hits, it also deals 1damage and you gain either +6Strike Bonus or +6Faith for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this Spell hits, the target also has either -6Strike Bonus or -6Faith, at your choice.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Up to 3 enemies in Weapon Range -3Strike Bonus vs. Resilience or up to 3 enemies in 4Range, -3Faith vs. Resilience. *Double-Hit with this critical only allows one of the attacks to control for an additional turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wicked Heart (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, take control of the target’s Action for 1turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you take control, you may not have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you hit the target with “Spellbound” while they are affected by “Wicked Heart,” you may instead have them use a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also deals 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this Spell hits, it also deals 1damage and you gain either +6Strike Bonus or +6Faith for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this Spell hits, the target also has either -6Strike Bonus or -6Faith, at your choice.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Up to 3 enemies in Weapon Range -3Strike Bonus vs. Resilience or up to 3 enemies in 4Range, -3Faith vs. Resilience. *Double-Hit with this critical only allows one of the attacks to control for an additional turn.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Alchemist+Class+Icon.png" alt="Alchemist Class Icon" title="Alchemist Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Alchemist - Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crour Formula:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you create an “item” that you or other characters can use.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When used, 4Range, the target deals an
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           additional +1damage when they hit with physical attacks (non-magic) that deal damage, and they also gain +2Resilience, +2Dodge, and +2Will. Each affected target can only deal additional damage from this ability once per turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The target must also roll d20 every
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           turn. If they roll 1-5, they go berserk for that turn and must do everything possible to kill their nearest ally (not including the use of criticals). If no allies are present when the target goes berserk, they must attempt to damage themselves.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Summoned units cannot benefit from
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Crour Formula’s” effect. You can make a number of “Crour Formulas” per day equal to your Intelligence value.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You infuse the “Crour Formula” so that the target only goes berserk on rolls of 1-4.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You infuse the “Crour Formula” so that when your user drinks it, they also gain immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). This critical does not count as contributing “Crour Formula” for using “Chimaera.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom), making it an Instant Action use on yourself at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whereas "Wicked Heart" is almost exactly the same as crown of madness 5e, except that it provides more flexibility for its use, "Crour Formula" actually enhances your own allies' strength, while also making them a liability. Both effects have quite a bit of nuance to them, and many more options when you choose to Critical with them, but they are definitely within the spirit of crown of madness, and make for wildly entertaining spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more about the Eternity TTRPG Game System? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Alchemist - Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crour Formula:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you create an “item” that you or other characters can use.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When used, 4Range, the target deals an additional +1damage when they hit with physical
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           attacks (non-magic) that deal damage, and they also gain +2Resilience, +2Dodge, and +2Will. Each affected target can only deal additional damage from this ability once per turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The target must also roll d20 every turn. If they roll 1-5, they go berserk for that turn and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           must do everything possible to kill their nearest ally (not including the use of criticals). If no allies are present when the target goes berserk, they must attempt to damage themselves.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Summoned units cannot benefit from “Crour Formula’s” effect. You can make a number of
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Crour Formulas” per day equal to your Intelligence value.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You infuse the “Crour Formula” so that the target only goes berserk on rolls of 1-4.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You infuse the “Crour Formula” so that when your user drinks it, they also gain immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). This critical does not count as contributing “Crour Formula” for using “Chimaera.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom), making it an Instant Action use on yourself at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whereas "Wicked Heart" is almost exactly the same as crown of madness 5e, except that it provides more flexibility for its use, "Crour Formula" actually enhances your own allies' strength, while also making them a liability. Both effects have quite a bit of nuance to them, and many more options when you choose to Critical with them, but they are definitely within the spirit of crown of madness, and make for wildly entertaining spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more about the Eternity TTRPG Game System? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Alchemist - Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crour Formula:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you create an “item” that you or other characters can use.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When used, 4Range, the target deals an additional +1damage when they hit with physical attacks (non-magic) that deal
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           damage, and they also gain +2Resilience, +2Dodge, and +2Will. Each affected target can only deal additional damage from this ability once per turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The target must also roll d20 every turn. If they roll 1-5, they go berserk for that turn and must do everything possible to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           kill their nearest ally (not including the use of criticals). If no allies are present when the target goes berserk, they must attempt to damage themselves.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Summoned units cannot benefit from “Crour Formula’s” effect. You can make a number of “Crour Formulas” per day
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           equal to your Intelligence value.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You infuse the “Crour Formula” so that the target only goes berserk on rolls of 1-4.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You infuse the “Crour Formula” so that when your user drinks it, they also gain immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). This critical does not count as contributing “Crour Formula” for using “Chimaera.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom), making it an Instant Action use on yourself at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whereas "Wicked Heart" is almost exactly the same as crown of madness 5e, except that it provides more flexibility for its use, "Crour Formula" actually enhances your own allies' strength, while also making them a liability. Both effects have quite a bit of nuance to them, and many more options when you choose to Critical with them, but they are definitely within the spirit of crown of madness, and make for wildly entertaining spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more about the Eternity TTRPG Game System? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crown+of+Madness+5e+Blog.png" length="197733" type="image/png" />
      <pubDate>Thu, 17 Aug 2023 22:01:15 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/crown-of-madness-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crown+of+Madness+5e+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Crown+of+Madness+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Commune 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/commune-5e</link>
      <description>This Commune 5e page provides everything you need to know for your game. Get all of the Commune 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Commune+5e.png" alt="Commune 5e" title="Commune 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Commune 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           5th-level divination (ritual)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 minute
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Self
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S, M (incense and a vial of holy or unholy water)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 minute
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Commune 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Commune+5e+DnD+Spell.png" alt="Commune 5e DnD Spell" title="Commune 5e DnD Spell"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Commune 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I'm often by surprised which classes are able to cast certain spells, and commune 5e fits into that category. Of course,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd-5e.fandom.com/wiki/Cleric" target="_blank"&gt;&#xD;
      
           clerics
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            can cast commune 5e. However, within the player's handbook, no other classes may cast commune. I would assume that classes such as paladin and warlock would also enable characters to cast commune, but that is not the case!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Commune Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Automatically, any ritual spell in D&amp;amp;D provides additional value simply because:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You do not have to prepare ritual spells.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Ritual spells do not use up spell slots so long as you spend 10-additional minutes casting the spell.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, any cleric can use commune 5e once per day for simply the time it takes to cast the spell. Though the spell typically only provides yes, no, or "unclear" as an answer, there is basically no downside or "cost" to using its effects. Really, commune provides a great way for clerics to roleplay at least semi-meaningful and useful interactions with their chosen deity.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Since the spell wears down in usefulness the more it's used each day, players can probably only cast it a few times each day before taking a long rest.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At the end of the day, the value provided from commune comes down to your dungeon master. Sometimes, a yes/ no question can be extremely valuable in life, whereas other times, it may be borderline worthless. If your dungeon master is feeling very generous, they may provide you with extremely good value from your commune spell. However, if you word your questions poorly, or your dungeon master isn't really into your divination attempts, then the spell may fall pretty flat.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Commune 5e with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Commune 5e can be combined effectively with other spells and effects entirely based on what you learn from the spell. Or rather, it's based entirely upon what you "feel" you've learned from the spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For example, if you ask your deity if you're going to be attacked at night and the answer is "yes," then casting
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/alarm-5e" target="_blank"&gt;&#xD;
      
           alarm 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            prior to bedtime would be a prudent idea. Similarly, if you find out that you're going to battle a devastating dragon the next day, then you should prepare a spell like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/aid-5e" target="_blank"&gt;&#xD;
      
           aid 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            with that exact encounter in mind. Or, if you find out that the person you're tracking is riding an
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.aidedd.org/dnd/monstres.php?vo=owlbear" target="_blank"&gt;&#xD;
      
           owlbear
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , then perhaps you should prepare
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/animal-friendship-5e" target="_blank"&gt;&#xD;
      
           animal friendship 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Along the same line, if you ask if an enemy you're after is weak to fire damage, then prepare
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/burning-hands-5e" target="_blank"&gt;&#xD;
      
           burning hands 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . You could also ask if a villain you're facing is from another plane of existence, in which case preparing
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/banishment-5e" target="_blank"&gt;&#xD;
      
           banishment 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            could be extremely valuable.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Really, you can see how just about any spell could be used following your interactions with a deity, via commune. Literally, the spell's entire realm of usefulness comes down to your question quality and your dungeon master's willingness to work with you.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, be sure to bring them cookies for any gaming session in which you plan to cast commune 5e quite a bit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Commune 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since commune 5e isn't a combat encounter-type spell, there really aren't many "counters" against it. If you have a very high-level, very powerful enemy who you're trying to learn about via your commune spell, perhaps there are ways that they could tamper with the information you're gathering. But really, commune 5e is what it is, and you get what you get.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Commune-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When it comes to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , every spell in the game has both a combat-encounter use and a roleplaying use. It's not like in D&amp;amp;D how some spells, like commune 5e, are clearly meant for roleplaying, while others, like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/chill-touch-5e" target="_blank"&gt;&#xD;
      
           chill touch 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            are clearly meant for combat.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           That being said, in Eternity TTRPG, every combat-based spell effect is very clearly laid out, whereas the only restrictions on a roleplaying use are that the effect closely matches the spell's name, its intended effect in battle, and doesn't exceed the overall "power" or purpose of the in-combat effect. Otherwise, players are free to determine how they want the spell to be used, outside of combat.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Below, I've provided a spell example for how the commune 5e effect could roughly be achieved in Eternity TTRPG.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Sage.jpg" alt="Sage Class Icon" title="Sage Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Blessed Light (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, the target heals +1HP. This Spell allows the target to heal 1HP
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit). Roll d20 to determine the amount of Fatigue.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             You can still cast this Spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 15- 20, you also remove that effect from yourself.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            +2HP. This Critical allows the target to heal 2HP above their normal max HP. This effect also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit). 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Players could interpret "Blessed Light" to be a kind of divine knowledge or provision of insight. It also wouldn't be beyond the spell's combat "power" to say that Blessed Light could be used allow a player to interact with their deity, for the purpose of helping them gain knowledge on whatever question(s) they ask. Since the purpose of divination spells in D&amp;amp;D is usually to avoid harm and gain advantage with knowledge gained, the net effect is something like healing or avoiding damage (which Blessed Light naturally provides).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            With any group, the ultimate decision of whether or not to allow a specific roleplay effect from a spell comes down to the game master. But in my opinion, having a commune 5e-type effect from Blessed Light could be completely acceptable, depending on what the player wanted to learn from their deity.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Thu, 17 Aug 2023 19:52:14 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/commune-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Color Spray 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/color-spray-5e</link>
      <description>This Color Spray 5e page provides everything you need for your game. Get all of the Color Spray 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Color+Spray+5e.png" alt="Color Spray 5e" title="Color Spray 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Color Spray 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level illusion
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Self (15-foot cone)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 round
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information on Color Spray 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5th edition Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Color+Spray+5e+DnD+Spell.png" alt="Blindness Deafness 5e DnD Spell" title="Blindness Deafness 5e DnD Spell"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Color Spray 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The only classes from the player's handbook that may cast color spray 5e are the sorcerer and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.5esrd.com/database/class/wizard/" target="_blank"&gt;&#xD;
      
           wizard
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . To me, color spray seems like the kind of spell that a bard would also be able to cast, but apparently the area of effect blinding status is a bit too powerful for them!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Color Spray 5e Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Instead of casting against saving throws or even using a ranged spell attack, color spray 5e automatically affects creatures up to the number that you roll on your 6d10 cast. However much your total roll is, that equals the number of "hit points" of creatures you can affect with color spray. So, the higher you roll, either the more creatures you can affect, or the stronger of creatures you can affect.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Color spray 5e is a blinding spell at its core, much like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/blindness-deafness-5e" target="_blank"&gt;&#xD;
      
           blindness deafness 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , except that depending on the target creature's constitution save value, you may have better luck using this lower-level spell slot.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blinded 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            To make sure that you really understand exactly what the color spray 5e spell "does," the in-game
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.cbr.com/dnd-5e-conditions-guide/" target="_blank"&gt;&#xD;
      
           status condition
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is officially called: "Blinded."
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A blinded creature can't see and automatically fails any ability check that requires sight.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Color Spray Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Color spray is basically an area of effect blind spell. The weaker your targets are, the more of them you can hit. However, even singular, very powerful foes can be almost automatically blinded for 1-round, so color spray certainly has utility in many situations.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It's worth noting that blinded creatures may still move towards you. They simply fail on sight-based ability checks, and they have disadvantage when making attack rolls, or when targeted by attack rolls. So, the usefulness of color spray 5e is really based on whether or not you're facing enemies who either deal a lot of physical damage, or who are primarily casting ranged spell attack-type spells, such as chromatic orb or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/chill-touch-5e" target="_blank"&gt;&#xD;
      
           chill touch 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If an enemy were to simply use their turn with a dash action or were to cast a spell like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cloud-of-daggers" target="_blank"&gt;&#xD;
      
           cloud of daggers
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/blade-ward-5e" target="_blank"&gt;&#xD;
      
           blade ward 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , or even
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
      
           cure wounds 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , which do not rely on hit chance, then the blind effect would be essentially wasted.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Though powerful enemies may have access to such spells, numerous weaker enemies probably would not. In most cases, I've seen color spray 5e used to best effect, therefore, against crowds of relatively weak enemies, who all basically become significantly weaker for 1-round, while the blind effect takes place.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Color Spray 5e with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since the main purpose of color spray 5e is to lower your targets' hit chance with physical or ranged spell attack-based attacks, anything you can do to bolster your defenses is a welcome addition to your blinding effect:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/aid-5e" target="_blank"&gt;&#xD;
        
            Aid 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : though this spell isn't a direct combination with color spray, whenever you're trying to keep yourself or allies alive, having temporary hit points - such as aid 5e provides - is always welcome.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/armor-of-agathys-5e" target="_blank"&gt;&#xD;
        
            Armor of Agathys 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : this spell also provides temporary hit points, though only for yourself. Additionally, effects that grant temporary hit points cannot stack, so you wouldn't be able to benefit from both this spell and aid 5e.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : a sort of all-purpose spell, haste also raises your target's AC by +2, making it a natural combination with blinding enemies from color spray 5e.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : similar to haste, mage armor may increase your AC, so having it active provides another layer of protection.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Color Spray 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Normally, an adventuring party of 4-or so players wouldn't be under too much threat from a spell like color spray 5e, since its blinding effect only lasts for 1-round. Players could easily maneuver themselves to take a more defensive stance for the 1-round duration, cast healing spells on themselves in the interim, or otherwise use their time in any number of other useful ways.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, mostly it'll be enemy creatures (especially non spell casting creatures) who defend themselves against color spray. If an enemy has
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , it of course, could prevent color spray 5e from ever being casted in the first place. However, color spray is probably the least of many enemy's worries. Additionally, they could use dispel magic on the effect, though using dispel on a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1-round blind probably seems like a waste.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a sort of "soft counter," spells like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            could be cast, which raises attack rolls by +1d4, which could sort of offset the disadvantage to attack rolls from blindness.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Color Spray-Type Effects in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When it comes to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , the actual "Blind" effect is pretty different from just some effect that lowers a target's hit chance. However, Blind is one of my personal favorite effects in the game, so I've included an example from the Thief class, below.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Thief_circle.jpg" alt="Thief Class Icon" title="Thief Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Thief - Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Darken:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Weapon Range, Strike Bonus vs. Resilience, Blind for 3turns. If you hit with this Ability, it also allows you to apply poisons that you have added to your Weapon.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Blind for an additional 3turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Saboteur) +7Strike Bonus vs. Resilience, Blind for 4turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Burglary) Move up to your Speed value +2 before or after using this Ability. You can also move up to your Speed value +2 before or after using this Ability, for Battle Duration.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Kleptomania) If this Ability hits, you also gain +6Strike Bonus specifically against the target. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blind
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h4&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           While Blinded, a Character cannot use Abilities (though they may still cast Magic), and they have -6Strike Bonus when attacking. Abilities already in effect remain active even while a Character is Blinded. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, the blind effect not only reduces the target's physical hit chance, but it also prevents physical-based classes from using their spell-like effects (known as "Abilities"). Though Blind as a status condition does not also give the target disadvantage against attack rolls coming at them like it does in D&amp;amp;D, the "Kleptomania" critical option with the thief's "Darken" ability, above, does allow them to have additional hit chance against their blinded foe. This extra hit chance not only makes it easier for the thief to damage the enemy, but it also makes it easier for them to continually apply "Darken" (and blind) to the target.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more about the Eternity TTRPG Game System? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Thu, 17 Aug 2023 18:38:17 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/color-spray-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Color+Spray+5e+Blog.png">
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Cloud of Daggers - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/cloud-of-daggers</link>
      <description>This Cloud of Daggers page provides everything you need for your game. Get the Cloud of Daggers DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
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           Cloud of Daggers Spell Effects
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           2nd-level conjuration
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            Casting Time:
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           1 action
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            Range:
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           60 feet
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            Components:
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           V, S, M (a sliver of glass)
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            Duration:
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           Concentration, up to 1 minute
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            You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or stars its turn there.
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            At Higher Levels.
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            When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
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            All information on Cloud of Daggers comes from the
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           DnD Player's Handbook
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            .
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           Classes That Can Cast Cloud of Daggers
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           The following classes from the player's handbook can cast cloud of daggers:
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            Bard
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            Sorcerer
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            Warlock
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            Wizard
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            Cloud of daggers is honestly a pretty strange spell. As you'll see below, it's not very powerful (nor does it make a lot of sense, in my personal opinion). Cloud of daggers seems more like something a bard player came up with one time, and then the spell somehow made it into the official game.
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           Otherwise, it's a little hard to imagine why any spell caster would create a literal cloud of what I imagine to be spinning daggers.
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           Cloud of Daggers Spell Effectiveness
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           Spell Damage
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            The table above compares cloud of daggers to
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           burning hands 5e
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           , a 1st-level evocation spell, and to a fighter's average damage per round. The biggest thing to note here is that cloud of daggers is not a ranged spell attack, and it doesn't require a saving throw. Instead, if a target begins their turn in the affected area, or moves through it, they automatically take damage. So, though the damage represented in the table above appears quite low comparatively, burning hands and the fighter's represented damage are calculated without factoring in hit chance, so their true values would be quite a bit lower in some cases.
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           Cloud of Daggers Usefulness
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           Cloud of daggers basically has two features that make it useful:
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            The spell does not require a hit chance. Since it's neither a ranged spell attack nor requires a saving throw, when you cast the spell on a target, when that target begins their next turn, they automatically take damage.
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            Furthermore, the spell can be maintained with concentration, meaning that you can cast the spell at a choke point, forcing enemies to walk through your cloud of daggers to get to you. If there is no such 5-foot sq. choke point in your environment, however, then this additional advantage disappears.
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           Since Cloud of Daggers does not require any kind of hit chance, you should cast the spell on enemies who:
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             Have very high AC and are therefore resistant to spells such as chromatic orb and
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            chill touch 5e
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             .
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             Have very high Dexterity saves and are therefore resistant to spells such as burning hands,
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            call lightning 5e
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             , and even cantrips like
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            acid splash 5e
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             .
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            If there happens to be a choke point on the battlefield such as a 5-foot wide tunnel, or perhaps a 5-foot wide bridge that enemies have to cross, cloud of daggers could actually be an amazing spell choice. If you can center cloud of daggers on an enemy, dealing damage, and then force others to either not pass through the cloud of daggers at all, or push past and take more automatic damage, then the spell could really shine.
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            Honestly, if you had some choke point with an area you were trying to defend for 1-minute or less (the spell's duration), cloud of daggers could actually work like an improved
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           alarm 5e
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           , as not only would you be alerted to enemies crossing through - via their screams of pain - but yes, you would also deal damage with your alert system.
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           Slashing Damage Resistances, Immunities, and Vulnerabilities
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            In the
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           D&amp;amp;D monster manual
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            there are 6-monsters with slashing damage resistance, only 2-monsters with slashing damage immunity, and 0-monsters with slashing damage vulnerability. Of all the damage types, slashing damage is one of the least resisted, and is pretty much secure as a good spell damage choice almost no matter what you're facing.
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           Visit the Eternity TTRPG Store!
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cloud+of+Daggers+Choke+Point.png" alt="Cloud of Daggers Choke Point" title="Cloud of Daggers Choke Point"/&gt;&#xD;
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           Combine Cloud of Daggers with the Following Spells
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           Most DnD spells have some kind of other spell type that they mix well with, whether they increase hit chance, give more actions, or increase defenses, etc. With cloud of daggers, I wouldn't really say that there are many directly beneficial support spells, though I suppose that there are a few that could work well together.
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            Banishment 5e
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             : say that you've cast banishment on an extra-planar enemy. Once the 1-minute spell effect from banishment is up, that being will be banished from your current plane for good - or that is, at least until they find a way back. In any case, if you can use cloud of daggers to protect an ally while they concentrate on banishment, this combination could make for a very successful combat encounter.
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            Blindness Deafness 5e
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            : this is a pretty mean combination, but imagine blinding an enemy, then casting cloud of daggers right in front of them. Since they're blind, chances are high that they could walk right into your spell. Of course, you could always just cast cloud of daggers right in their space to begin with, so blinding them isn't really necessary. But I imagine that being slashed by a cloud of daggers while blinded would be significantly more terrifying than the spell's usual effect.
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            Cause Fear 5e
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            : if your goal is to prevent enemies from attacking you - say especially if you have a choke point with cloud of daggers set up - then a spell like cause fear could also be helpful to use, especially against any ranged characters who wouldn't need to pass through cloud of daggers in order to attack you. Note, however, that since cloud of daggers in also a concentration spell, you'd need to coordinate cause fear with one of your other party members.
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            Charm Person 5e
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            : similar to cause fear, you could charm enemies with enough range or spells to avoid cloud of daggers.
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            Spiritual Weapon 5e
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             : since spiritual weapon can be moved away from you, and is immune to damage, you could cast cloud of daggers, then send your spiritual weapon after your enemies, beyond the choke point. Spiritual weapon is also a concentration spell, however, so an ally would need to cast this spell.
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           Cloud of Daggers Counters
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            So many spell effects are more or less nullified by the fact that cloud of daggers doesn't require a ranged spell attack or even a saving throw. However, as always,
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           silence 5e
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            is a nice choice to prevent the spell from ever being cast, in the first place. If you're charging into a choke point and you're facing a bard, sorcerer, warlock, or wizard, you can be sure that they're thinking about cutting off the choke point with cloud of daggers, so silencing them ahead of time could be a great move.
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            Additionally, the relatively useless cantrip
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           blade ward 5e
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            actually has some great value against cloud of daggers as it grants you resistant to slashing damage for 1-round. If you need to charge through a choke point that's covered by cloud of daggers, cast blade ward and run in. You'll certainly find yourself far better off than if you'd run through without the slashing damage resistance, that way.
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           Cloud of Dagger-Type Spells in Eternity TTRPG
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            Finally, I'll share a bit about the
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           Eternity TTRPG Game System
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            . I realize that you came here for information on cloud of daggers, but maybe you've been thinking about checking out other
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           TTRPG
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            systems. If that's the case, then I'll keep it short: Eternity TTRPG allows for multiple players to act as the game master at various times during your campaign. The game also features very fast-paced combat encounters, and every class/ character feels like it has something meaningful to contribute, while also being equally useful.
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           Below, I've included a sample spell for you that somewhat represents the general purpose of cloud of daggers. You can take a quick look to see if you like the game's flavor. If so, there are links below for where you can find the game.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Jester.png" alt="Chaosmancer Class Icon" title="Chaosmancer Class Icon"/&gt;&#xD;
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           Chaosmancer - Core Class Spell
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            Gravity (Magic):
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           8Range, creates a “Gravity” space that remains for Battle Duration. Every turn, up to 3 enemies in 8Range of the “Gravity” space, -3Faith vs. Resilience, all affected targets are either pulled up to your Range+ value towards the “Gravity” space, or pushed up to your Range+ value away from the “Gravity” space, at your choice.
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                      You can only have one “Gravity” space active at a time. You can instead choose to continually maintain this Spell for 3Inspiration, making it an Instant Action at the start of every Battle.
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           (Double-Hit):
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            pulled or pushed your Range+ value +4. *Double-Hit can only affect one target, per turn.
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           (Dazed):
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            the effect from “Gravity” is temporarily interrupted while you are Dazed.
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            (Chaos Stream) If this spell hits, affected targets also have -3Initiative for 1turn. You can instead choose to continually maintain this Critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
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            (Mirror Star) Whenever an enemy is pulled into the “Gravity” space, -10Faith vs. Will, deals 1damage. This Critical cannot Double-Hit or give a Block. You can instead choose to continually maintain this Critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
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            (Celestial Energies) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn.
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            Though cloud of daggers is aesthetically far away from creating a point of gravity on the map, functionally, they have similarities. Gravity pulls (or pushes) enemies away from you, and the "Mirror Star" Critical option allows you the chance to deal damage whenever enemies are pulled into the point of gravity. Overall, it's an effective way - choke point or not - to protect yourself, positionally, from enemies.
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            Curious to learn more about the Eternity TTRPG Game System? Check out the
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
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           !
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&lt;/div&gt;</content:encoded>
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      <pubDate>Thu, 17 Aug 2023 17:21:03 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/cloud-of-daggers</guid>
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    <item>
      <title>Chill Touch 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/chill-touch-5e</link>
      <description>This Chill Touch 5e page provides everything you need for your game. Get all the Chill Touch 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Chill+Touch+5e.png" alt="Call Lightning 5e" title="Call Lightning 5e"/&gt;&#xD;
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           Chill Touch 5e Spell Effects
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           Necromancy cantrip
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            Casting Time:
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           1 action
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            Range:
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           120 feet
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            Components:
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           V, S
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            Duration:
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           1 round
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             ﻿
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            You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
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            If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
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            This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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            All information on Chill Touch 5e comes from the
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    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
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            .
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Chill+Touch+5e+DnD+Spell.png" alt="Acid Splash 5e" title="Acid Splash 5e"/&gt;&#xD;
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           Classes That Can Cast Chill Touch 5e
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           The following classes from the player's handbook can cast chill touch 5e:
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            Sorcerer
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            Warlock
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            Wizard
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            Since chill touch is a cantrip and doesn't have a spell level, it isn't available to any of the
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           cleric domains
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            .
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           Also, I know what you're thinking: "I thought this spell was called 'chill touch'?" So, why's it deal necrotic damage? Good question. Like you, I also feel that this spell should be called "Grave Touch," or "Skeletal Hand," or something. But, whatever, I guess we can't always get what we want. Chill Touch deals necrotic damage, not cold damage, for some reason. Who knows why.
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           Chill Touch Spell Effectiveness
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           Spell Damage
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            Only roughly half of the value from chill touch comes from its damage - the other half comes from preventing healing, and in some cases, giving disadvantage on attack rolls (to undead). The numbers presented on this table are compared to a fighter's average
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    &lt;a href="https://www.reddit.com/r/DnD/comments/8zlrfe/how_much_damage_per_round_in_5e_by_class_per/" target="_blank"&gt;&#xD;
      
           damage per round
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            , which is calculated before factoring in hit chance. These numbers are rough estimations, intended to provide only an idea of chill touch's overall value as compared to the damage from another class.
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           Chill Touch 5e Usefulness
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           Chill Touch, like many spells in DnD, can be amazing when cast in the right situation. Or, it can be highly mediocre when cast in a suboptimal situation. To get the most from this interesting cantrip, try using chill touch 5e in the following circumstances.
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            If you're facing an enemy who is getting a lot of healing sent their way, be sure to utilize Chill Touch 5e. Since Chill Touch prevents healing on the target for 1-round, it should absolutely be spammed on enemies who rely on incoming heals.
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            Cast Chill Touch 5e when you're out of spell slots. This advice is probably obvious, as the damage/ utility from chill touch is certainly less than even 1st-level spells, but it is an important way to optimize its usage.
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            Use Chill Touch on enemies with low AC. Since a "
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            ranged spell attack
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             " goes against the target's AC to hit, in place of a saving throw, targets like other spell casters are actually relatively easy targets to hit, with chill touch 5e.
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            Finally, chill touch should certainly be prioritized against enemy undead who deal physical damage (not spell casters). Though the disadvantage to undead hit chance from a successful chill touch only applies to attacks they make against you - and not your allies - it's still a useful part of the spell to keep in mind.
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           Necrotic Damage Resistances, Immunities, and Vulnerabilities
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            When using Chill Touch 5e, it's worth knowing ahead of time that in the
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    &lt;a href="https://dnd.wizards.com/products/monster-manual" target="_blank"&gt;&#xD;
      
           DnD Monster Manual
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            , there are 11 monsters with necrotic damage resistance, 11 monsters with necrotic damage immunity, and 0 monsters with necrotic damage vulnerability.
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            Dungeon masters may always decide to give enemies you face off against necrotic damage vulnerabilities, but in my experience, most DMs aren't so generous. There are certainly other spell damage types that have more monsters with resistance and immunities (acid, fire, and lightning for example - consider spells like
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           acid splash
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            ,
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           burning hands
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            , and
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           call lightning
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            ), though the 22 monsters that reduce necrotic damage are worth looking out for.
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    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
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           Combine Chill Touch with the Following Spells
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            Chill touch is really not an amazing spell in the early game, but it's one of those spells that grows in value the further you get into your
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           RPG campaign
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            . In my experience, the further you go into a campaign, some of the more difficult fights you'll face often come from battling enemy healers. Since chill touch prevents healing for 1-round entirely - and there is no limit to how much healing it prevents - it can be truly amazing past 11th-level or so, when healing spells get really powerful.
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           Try combining chill touch 5e with the following spells to get the most out of this cantrip, especially in later levels.
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            Bless
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : normally, bless doesn't benefit spell casters very much, since hit chance is usually determined by enemy saving throws. However, since chill touch is a ranged spell attack, it technically counts as an "attack roll," meaning the +1d4 bonus from bless actually does apply.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : characters affected by haste gain an extra action every round, meaning that haste pretty much meshes well with every spell in the game. Though Chill Touch 5e doesn't exactly do a ton of damage, if you're facing one or more enemy healers, you could cast chill touch on multiple enemies per round, effectively preventing multiple targets from being healed. Though chill touch is a mere cantrip, this simple combination could really make life difficult for an enemy healer.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/hellish-rebuke-5e" target="_blank"&gt;&#xD;
        
            Hellish Rebuke
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : this spell doesn't exactly multiply the effects from chill touch or anything. Instead, it's really just here to remind you that if your target's resistant or immune to necrotic damage, to - for the love of god - cast a spell with a different type of damage.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Chill Touch 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If I was a healer, facing an enemy with chill touch, I would certainly make the time to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            them, use
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           charm person
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , or cast
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
      
           cause fear
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            on them. Really, anything to interrupt them from continually preventing my allies from receiving healing effects would be worthwhile effort.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally though, since chill touch 5e uses AC to hit, it's also worth casting some of the following spells to lower chill touch's hit chance:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
        
            Bane
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : as the opposite of bless, you can use bane to lower a target's (3-targets', in fact) ranged spell attack by 1d4. Though bane doesn't outright prevent a spell caster from using chill touch 5e, it does make hitting with the spell more difficult.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : similarly, mage armor effectively raises AC of the target (in some cases), making it harder for them to be hit with spells like chill touch.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Chill Touch-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There are so many
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPGs
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            out there that many players just go with D&amp;amp;D.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews" target="_blank"&gt;&#xD;
      
           5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is the most well-known tabletop RPG in the world, it's a great system, and finding a group to game with is a piece of cake.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you've ever wondered about finding a game that might better suit your gaming tastes though, let me shamelessly self-promote
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for a second. In Eternity TTRPG, players can share the game master role, everyone gets to play a character (including GMs), and the game features really awesome tactical combat.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Below, I've included an example spell from Eternity TTRPG that's similar to Chill Touch 5e as a very short example you can use to compare how each game works.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Revenant+Class+Icon.png" alt="Revenant Class Icon" title="Revenant Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant/ Witch - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Hex (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           weapon Range, -3Strike Bonus vs. Dodge or 4Range, -3Faith vs. Will. If this spell hits, you prevent the next 2HP of healing that the target would otherwise have received (can stack without limit). The target still receives any applicable Fatigue that they would otherwise have received from the prevented healing effect.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also deals 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Grimly Fated) Not only is the next 2HP of healing prevented, but it instead causes the target to instead take equivalent damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Of the Dread Vale) If this spell hits, the target also has -3Resilience, -3Dodge, and -3Will.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Witch's Coven) Up to 3 enemies. *Double-Hit with this critical only allows one of the attacks to also deal 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Similar to chill touch 5e, Hex prevents healing on affected targets. Though there is a cap to how much healing can be prevented, and hex does not deal damage (unless the attack roll is very high), it's probably the closest example of a comparable spell within Eternity TTRPG. Revenant/ witch happens to be one of my favorite classes in the game (though revenant is an expansion class) as it has many unique debuff-like effects available in its spell/ ability kit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more about the Eternity TTRPG Game System? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Chill+Touch+5e+Blog.png" length="461867" type="image/png" />
      <pubDate>Wed, 16 Aug 2023 21:07:28 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/chill-touch-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Chill+Touch+5e+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Chill+Touch+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Call Lightning 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/call-lightning-5e</link>
      <description>This Call Lightning 5e page provides everything you need for your game. All the Call Lightning 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Call+Lightning+5e.png" alt="Call Lightning 5e" title="Call Lightning 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Call Lightning 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3rd-level evocation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           120 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration, up to 10 minutes
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
        
            A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information on Call Lightning 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Call+Lightning+5e+DnD+Spell.png" alt="Acid Splash 5e" title="Acid Splash 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Call Lightning 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    
          Of all classes in t
          &#xD;
    &lt;span&gt;&#xD;
      
           he Player's Handbook, only druids gain access to casting call lightning 5e. Yes, call lightning is purely a druid spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You would think that sorcerers, wizards, and even
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://forgottenrealms.fandom.com/wiki/Nature_domain" target="_blank"&gt;&#xD;
      
           nature domain clerics
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            should perhaps be able to cast the spell, but the official rules say otherwise.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Call Lightning Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Call Lightning Spell Damage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This table provides information on the damage that Call Lightning 5e could do, as compared to a fighter of a similar level (based on the level it would take to cast each spell level). Average fighter
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/106172-average-damage-for-frontliner" target="_blank"&gt;&#xD;
      
           DPR
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            refers to their damage per round, which is roughly calculated prior to factoring in hit chance. Also, note that call lightning could easily hit more (or less) than the 3-target damage numbers shown above.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Call Lightning 5e Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Every spell in D&amp;amp;D 5e that can hit multiple targets has the potential to be absolutely game-breaking when it's cast in the right situation. Try using call lightning in the following ways to maximize its usefulness for you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you're outside, and see multiple enemies clumped together - at least 2, but preferably 3 or more - blast them with call lightning for some huge damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cast call lightning 5e on any enemies who (somehow) have lightning vulnerability, to double your damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Since you can call down lightning bolts using this spell, every round, for no additional spell slots, try using it when you're besieged. That is, if your enemy has to attack into your position, then the cloud you created can continue to rain down lightning damage upon them.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For additional value, cast call lightning 5e whenever you happen to be fighting in a storm. Since the spell deals an additional 1d10 damage in stormy weather, this is an excellent time to go crazy with lightning.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Finally, cast call lightning against enemies with low Dexterity save scores. The higher your hit chance with call lightning 5e, the less likely you are to have your spell damage halved from successful saving throws.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Lightning Damage Resistances, Immunities, and Vulnerabilities
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When using call lightning 5e, it's worth knowing ahead of time that in the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/monster-manual" target="_blank"&gt;&#xD;
      
           DnD Monster Manual
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , there are 35 monsters with lightning damage resistance, 10 monsters with lightning damage immunity, and yes - 0 monsters with lightning damage vulnerability.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Of course, you may come across situations where your dungeon master throws in enemies who have lightning damage vulnerability, but aside from that, call lightning only has liabilities. As with spells like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd/dnd-spells/acid-splash-5e" target="_blank"&gt;&#xD;
      
           acid splash 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd/dnd-spells/burning-hands-5e" target="_blank"&gt;&#xD;
      
           burning hands 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , where tons of monsters have resistance, be very careful about using call lightning on enemies. The worst thing you can have happen is to only deal half damage - or even no damage - against enemies, from casting your 3rd-level spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      
           Check Out the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Call Lightning with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pretty much every damage-based spell becomes more powerful when combined with other spells. Try out some of these high-powered mixtures for some spectacular results.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/alarm-5e" target="_blank"&gt;&#xD;
        
            Alarm 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : this one's a little more for fun than optimization. But just imagine setting up the alarm spell while you sleep outdoors. If a group of goblins comes to ambush you, not only are they surprised when your party is already awake, but they'll be absolutely stunned to see the flashing light of an incoming lightning bolt.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
        
            Bane 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : as with basically every damage spell in D&amp;amp;D, casting bane on your target to lower their saving throw by 1d4 before crushing them with lightning is a major plus. Note that since bane, like call lightning, is also a concentration spell, you'll need to have an ally to set up this combo.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : since call lightning 5e says that "on each of your turns until the spell ends, you can use your action to call down lightning," it isn't perfectly clear if the limit of lightning bolts is once per turn, or once per action you spend. If the limit is actually actions spent, then having haste maintained on you by an ally actually allows you to effectively double-cast call lightning each turn, causing really massive damage into entire groups of enemies. In any case, this is one where you should strongly consider asking your dungeon master for backup, to let you have some lightning-based fun.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Call Lightning 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As with any spell that requires concentration, you have to be cautious about taking damage, or else the spell effect could fade. Also, just note that any enemy who has
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            can prevent you from casting call lightning. Meanwhile, enemies affected by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            have +1d4 on their Dexterity saving throws, making call lighting less likely to hit for full damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Perhaps one of the biggest counters to call lightning 5e is that enemies can simply leave the 60-foot radius area that the cloud covers. Once enemies are out of that area, they can no longer be targeted by that same call lightning spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Call Lightning-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , there are actually a number of spells very similar in nature to Call Lightning 5e. I've provided one example below, in case you're interested in other
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            which you may not have heard about before.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Pyromancer+Class+Icon.png" alt="Pyromancer Class Icon" title="Pyromancer Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even if this Spell misses, you also gain
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2 stacks of
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyro Storm is a fire damage spell that can hit up to 3-targets at a time. When you cast Pyro Storm as a Critical, if you take the "Elemental Fire" option, it allows you to recast the spell every turn, just with lower hit chance. Obviously, there are a number of similarities between this spell and Call Lightning 5e, though the finer points, and overall aesthetics are different.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain 1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            2 stacks of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyro Storm is a fire damage spell that can hit up to 3-targets at a time. When you cast Pyro Storm as a Critical, if you take the "Elemental Fire" option, it allows you to recast the spell every turn, just with lower hit chance. Obviously, there are a number of similarities between this spell and Call Lightning 5e, though the finer points, and overall aesthetics are different.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Call+Lightning+5e+Blog.png" length="413383" type="image/png" />
      <pubDate>Tue, 15 Aug 2023 22:36:07 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/call-lightning-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Call+Lightning+5e+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Call+Lightning+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Burning Hands 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/burning-hands-5e</link>
      <description>This Burning Hands 5e page provides everything you need for your game. All the Burning Hands 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Burning+Hands+5e.png" alt="Burning Hands 5e" title="Burning Hands 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Burning Hands 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level evocation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Self (15-foot cone)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Instantaneous
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      
           As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The fire ignites any flammable objects in the area that aren't being worn or carried.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information on Burning Hands 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Burning+Hands+5e+DnD+Spell.png" alt="Acid Splash 5e" title="Acid Splash 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Burning Hands 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes gain access to casting Burning Hands 5e as part of their normal class spell availability, within the Player's Handbook:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Cleric:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://forgottenrealms.fandom.com/wiki/Light_domain" target="_blank"&gt;&#xD;
        
            Light Domain
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Burning Hands Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DPR
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            DPR indicates
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/106172-average-damage-for-frontliner" target="_blank"&gt;&#xD;
      
           damage per round
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , but in this calculation, it does not account for hit chance. The intent of this table is to provide a roughly-accurate comparison between Burning Hands 5e damage and a fighter's damage per round, to compare. It's also worth noting that since Burning Hands 5e hits a 15-foot cone, it can certainly hit more (or less) than 3-targets at a time. Again, the numbers presented here are intended simply to provide an idea of how powerful the Burning Hands 5e spell may be.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Burning Hands 5e Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I have both been on the giving and receiving end of Burning Hands, and I can certainly say that when the spell is used properly, it can be absolutely devastating.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Obviously, Burning Hands 5e should primarily be cast on clusters of enemies. As you can see in the table above, hitting multiple targets with the spell can drastically raise the damage it deals.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Be sure to only cast Burning Hands 5e on targets who do not have fire damage resistance or immunities (below). Furthermore, try to maximize your usage of the spell on enemies with fire vulnerabilities.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Since Burning Hands only has an effect cast range of 15-feet, consider if you can actually kill enemies with the spell, rather than just damaging them. The reason is that if you cast on a large group, and many of them live, you probably become the main target for all of them, and being only 15-feet away, you won't have a lot of safety.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fire Damage Resistances, Immunities, and Vulnerabilities
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When using Burning Hands 5e, it's worth knowing ahead of time that in the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/monster-manual" target="_blank"&gt;&#xD;
      
           DnD Monster Manual
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , there are 37 monsters with fire damage resistance, 40 monsters with fire damage immunity, and 9 monsters with fire damage vulnerability.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Surprisingly, of all damage types in the entire game, fire damage is the one that most monsters are vulnerable to, at 9. Meanwhile, there are 77 monsters in total that take reduced or no damage at all from fire, so be very cautious when casting Burning Hands. One of the worst things you can do as a spell caster in D&amp;amp;D is to waste a spell slot on a spell that deals reduced damage.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Burning Hands with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Most spells in DnD 5e work even better in combination with other spells, effects, feats, and so on. Try combining Acid Splash 5e with some of these other effects.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/acid-splash-5e" target="_blank"&gt;&#xD;
        
            Acid Splash 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : this cantrip spell isn't one that you'd use in combination with Burning Hands. However, it does deal acid damage, so it's here to remind you that if you're facing an enemy with fire resistance or immunity, switch up your damage type.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
        
            Bane 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : since bane reduced enemy saving throws by 1d4, it's a perfect way to make them more susceptible to your Burning Hands 5e spell.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Burning Hands 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Hard counters to Burning Hands 5e are spells like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , which prevent you from casting spells to begin with. If you know your enemy has silence, be very cautious around them, as you don't want to get locked out from spell casting.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There are also "soft counters" to Burning Hands, like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
      
           Haste 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Bless provides a +1d4 bonus to saving throws, while Haste provides advantage on Dexterity saving throws, making targets of these effects less likely to be hit from the full damage of Burning Hands.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Burning Hands-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    
          I created the
          &#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            about 15-years ago, and have been refining the game ever since. It's independently published, inspired by other great
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            systems, provides rules for having multiple game masters in your group, and features tactical gameplay in combat.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I've provided a spell example below that correlates pretty similarly to the Burning Hands 5e spell, if you want to see what another
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           game like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            looks like.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Pyromancer+Class+Icon.png" alt="Pyromancer Class Icon" title="Pyromancer Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even if this Spell misses, you also gain
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2 stacks of
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm maxes out hitting 3-targets, whereas Burning Hands 5e can hit any number of targets in a small 15-foot cone area. However, otherwise, the spells are virtually the same. In Eternity TTRPG, characters can choose to cause their spells to "Critical," at-will, so Pyro Storm provides a few more players options, that way.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Every good RPG needs an area of effect fire damage spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain 1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
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            2 stacks of “Inferno”:
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            17-20.
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             (Flames of the Abyss) -2Faith vs. Will.
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            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
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            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
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            Pyro Storm maxes out hitting 3-targets, whereas Burning Hands 5e can hit any number of targets in a small 15-foot cone area. However, otherwise, the spells are virtually the same. In Eternity TTRPG, characters can choose to cause their spells to "Critical," at-will, so Pyro Storm provides a few more players options, that way.
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            Every good RPG needs an area of effect fire damage spell.
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            Curious to learn more? Check out the
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    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
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           !
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Burning+Hands+5e+Blog.png" length="581985" type="image/png" />
      <pubDate>Tue, 15 Aug 2023 21:21:02 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/burning-hands-5e</guid>
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      <title>Blindness Deafness 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/blindness-deafness-5e</link>
      <description>This Blindness Deafness 5e page provides everything you need for your game. Blindness Deafness 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Blindness+Deafness+5e.png" alt="Blindness Deafness 5e" title="Blindness Deafness 5e"/&gt;&#xD;
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           Blindness Deafness 5e Spell Effects
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           2nd-level necromancy
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            Casting Time:
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           1 action
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            Range:
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           30 feet
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            Components:
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           V
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            Duration:
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           1 minute
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           You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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            At Higher Levels.
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           When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
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            All information on Blindness Deafness 5e comes from the
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    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5th edition Player's Handbook
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            .
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Blindness+Deafness+5e+DnD+Spell.png" alt="Blindness Deafness 5e DnD Spell" title="Blindness Deafness 5e DnD Spell"/&gt;&#xD;
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           Classes That Can Cast Blindness Deafness 5e
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           The following classes may cast Blindness/ Deafness 5e as part of their normal class spell availability, through the Player's Handbook:
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            Bard
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            Cleric
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            Sorcerer
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            Wizard
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            Surprisingly, warlock can't cast Blindness/ Deafness, even though the spell tends to fit the overall demonic vibe they have going on. At least, in my opinion, that is.
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           Blindness Deafness 5e Spell Effectiveness
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           Since this spell, well - causes either Blindness or Deafness in your target - it's important to know exactly what each effect does. That way, you can determine if you want to use this spell in the first place, and then from there, optimize its use.
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           Blinded 5e
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            The in-game term for blinding someone in D&amp;amp;D 5e is the
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           status condition
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            : "Blinded."
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            A blinded creature can't see and automatically fails any ability check that requires sight.
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            Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
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           Deafened 5e
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           The in-game term for causing deafness to someone in D&amp;amp;D 5e is the status condition: "
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           Deafened
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            ."
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            A deafened creature can't hear and automatically fails any ability check that requires hearing.
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           Blindness Deafness Usefulness
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            Sometimes the wording of D&amp;amp;D terms gets a little technical, so just to be clear, an "ability check" in D&amp;amp;D 5e is basically just a "Skill Check," but without a proficiency bonus from any particular skill. So, taking an ability check is the same as rolling d20, and then adding your ability score modifier.
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            For further clarification, an "ability check" in D&amp;amp;D 5e is not the same thing as a "Saving Throw." Even though saving throws benefit from ability score modifier, ability checks are for when characters try to "do" something, whereas saving throws are for when something "happens" to the character.
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           So, for the most part, when it comes to combat, blinding a target is more useful than causing them deafness. When it comes to roleplay encounters, however, both may be equally valuable, and may be extremely useful depending on the situation.
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    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
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           Combine Blindness Deafness 5e with the Following Spells
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           For the most part, I'd consider Blindness Deafness 5e to be a roleplay spell. However, it does have utility in combat. Try casting Blindness Deafness with the following combinations to create some really exciting and potent effects.
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      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
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             : since attack rolls against blinded characters have
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            advantage
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            , why not give your allies an extra +1d4 modifier with Bless? With this combination, your allies are almost sure to hit even the most defensive foe.
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            Haste 5e
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            : this spell provides so many benefits, but the one that comes to mind for this situation is the extra action it provides each round. With the advantage on attack rolls against a blinded enemy, why not increase the number of attacks you have against them?
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            Spiritual Weapon 5e
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            : melee spell attacks still count as attack rolls, so spiritual weapon has advantage when attacking blinded enemies. Furthermore, this spell only requires a bonus action to attack each turn, so you can add its attacks to your own.
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           Blindness Deafness 5e Counters
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            The only spells to Blindness Deafness are the basic spell counters that apply to all of D&amp;amp;D 5e.
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           Silence 5e
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            can prevent you from casting Blindness Deafness to begin with. Meanwhile, dispel magic can remove the blinded or deafened status condition that the spell causes.
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            Otherwise, any character's best bet for counteracting Blindness Deafness 5e is to have a high Constitution score and constitution saving throw modifier.
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           Blindness Deafness-Type Spells in Eternity TTRPG
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          For my last bit of promo for you, I'll mention that Eternity TTRPG has it
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            s own
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    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
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            game system of the same name.
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            In the
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    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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            , multiple players can act as the game master, trading off as they'd like. The game's rules also supports every player - including game master(s) - getting to roleplay their own character.
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            Finally, Eternity TTRPG was inspired by
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
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            and the early Final Fantasy series, so there are some spells with somewhat similar effects to D&amp;amp;D. In this case, with Blindness/ Deafness, there really isn't an exact spell that matches. I have listed below, however, a spell that could cover a somewhat similar effect, for comparison.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Jester.jpg" alt="Chaosmancer Class Icon" title="Chaosmancer Class Icon"/&gt;&#xD;
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           Chaosmancer - Core Class Spell
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            Eclipse (Magic):
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            up to 3 enemies in 4Range, this spell automatically hits. Affected targets have
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           -1Resilience, -1Dodge, and -1Will (can stack without limit). Lowered Resilience, Dodge, and Will from “Eclipse” cannot be dispelled. 
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            (Chaos Stream) Instead gives -2Resilience, -2Dodge, and -2Will (can stack without limit).
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             (Mirror Star) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
            &#xD;
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            (Celestial Energies) You can still cast this spell while Dazed, Afraid, Locked, or Silenced. You also gain +7Initiative for 1turn.
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           In Eternity TTRPG, every spell or ability has a specific in-combat effect. However, players may choose to creatively use spells however they can imagine, when it comes to roleplay encounters (or even while roleplaying during combat encounters). The only rules for this creative application is that the desired effect must somewhat match the spell's name or intended combat effect, and that the desired effect can't be more powerful than the combat effect, by comparison.
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            In this case, it wouldn't be a stretch to say that casting "Eclipse" could cause temporary blindness in one or more targets, and it wouldn't necessarily be substantially stronger than the combat effect. This kind of decision is left to each group to decide among themselves, but many groups would probably approve of this kind of use, at least every once in a while.
           &#xD;
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  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Blindness+Deafness+5e+Blog.png" length="454051" type="image/png" />
      <pubDate>Tue, 15 Aug 2023 20:24:50 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/blindness-deafness-5e</guid>
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      <title>Blade Ward 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/blade-ward-5e</link>
      <description>This Blade Ward 5e page provides everything you need for your game. All the Blade Ward 5e DnD spell details you need in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Blade+Ward+5e.png" alt="Blade Ward 5e" title="Blade Ward 5e"/&gt;&#xD;
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           Blade Ward 5e Spell Effects
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           Abjuration cantrip
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            Casting Time:
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           1 action
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            Range:
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           Self
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            Components:
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           V, S
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            Duration:
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           1 round
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           You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
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            All information on Blade Ward 5e comes from the
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    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
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            .
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Blade+Ward+5e+DnD+Spell.png" alt="Blade Ward 5e DnD Spell" title="Blade Ward 5e DnD Spell"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
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           Classes That Can Cast Blade Ward 5e
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            As with many basic spells in
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    &lt;a href="https://www.dndbeyond.com/" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5e
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           , there are less classes (at least in the Player's Handbook) than you might expect who cast cast Blade Ward.
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            Bard
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            Sorcerer
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            Warlock
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            Wizard
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           With basic defensive cantrips like this, you would think that the spell would come as a standard option at least for clerics, if not also for paladins and druids.
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           Blade Ward 5e Spell Effectiveness
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           Calculations for Damage and Resistance
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            The damage values presented above are roughly based on average damage values (not accounting for hit chance) for 1st-20th level characters. Resistance in DnD 5e
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    &lt;a href="https://dnd4.fandom.com/wiki/Half_damage" target="_blank"&gt;&#xD;
      
           reduces damage taken by half
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           , so the Blade Ward 5e spell effectively halves weapon damage that's bludgeoning, piercing, or slashing. In D&amp;amp;D 5e, halved values are always rounded down.
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           Blade Ward Usefulness
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    &lt;span&gt;&#xD;
      
           Blade Ward is honestly kind of a strange spell, when you think about it. Since the spell is a cantrip, it certainly has its useful moments though. Try to use Blade Ward 5e in some of the following optimal circumstances though, to maximize its value for you.
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           Blade Ward 5e
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            , since it's a cantrip, should probably be used (almost) only when you have no other spell slots available to use.
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            Use Blade Ward when you're surrounded by enemies with weapons (not spell casters) that deal bludgeoning, piercing, or slashing damage. If you're fighting spell casters, do not use Blade Ward 5e.
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            Use Blade Ward 5e against enemies with particularly high physical/ weapon damage, to maximize your damage resisted.
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             Cast Blade Ward as a last resort, when you know that your team is about to come in and save you. Since casting Blade Ward prevents you from using any other action (unless it's a
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      &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
        
            bonus action
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            ), you're placed completely on the defensive. Without a healer nearby or allies to deal damage and save you, you're probably toast.
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            Think of Blade Ward 5e as a stalling spell, where you're just dragging out the battle - trying to survive as long as possible - until help arrives.
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    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
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&lt;div data-rss-type="text"&gt;&#xD;
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           Combine Blade Ward 5e with the Following Spells
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           Even though I'd typically only use Blade Ward 5e as a last-resort kind of spell, there are also some interesting combinations you can use to increase its value by quite a bit.
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  &lt;ul&gt;&#xD;
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      &lt;a href="https://www.eternityttrpg.com/aid-5e" target="_blank"&gt;&#xD;
        
            Aid 5e
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             : this spell grants temporary hit points, which last for 8-hours. Anyone who ends up in a situation where they need to continually cast Blade Ward 5e (probably while running for their lives) would certainly benefit from a little extra hit points, to survive. An alternative to aid would be
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      &lt;a href="https://www.eternityttrpg.com/armor-of-agathys-5e" target="_blank"&gt;&#xD;
        
            armor of agathys
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             , or any other spell that provides temporary hit points. Just note that temporary hit point effects do not stack, so you can't benefit from multiple of them at the same time.
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      &lt;a href="https://www.eternityttrpg.com/aura-of-vitality" target="_blank"&gt;&#xD;
        
            Aura of Vitality 5e
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             : this may be one spell example that you can actually cast yourself, since once it's cast, it only requires a bonus action to provide healing each round. Using aura of vitality while protecting yourself with Blade Ward would allow you heal yourself each round while still giving yourself resistance against bludgeoning, piercing, and slashing damage.
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      &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
        
            Cure Wounds 5e
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             : since cure wounds requires an action to cast, this spell will have to be performed by an ally. Still though, if you can more or less tank damage with your weapon resistance while allies heal you up, you basically get double value from the cure wounds spell.
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      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e
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             : haste provides +2AC, doubled movement speed, and
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            advantage
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             on Dexterity saving throws, making it especially useful when you're trying to run away and survive, with Blade Ward 5e. Again, this is a situation where an ally would do better to caste haste on you, as you won't have the actions for it, continually casting blade ward, and taking damage might cause you to lose spell concentration, anyways.
            &#xD;
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      &lt;a href="https://www.eternityttrpg.com/hellish-rebuke-5e" target="_blank"&gt;&#xD;
        
            Hellish Rebuke 5e
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             : this incredible, top-tier spell actually allows you to deal damage to enemies when they attack you, as a mere bonus action. So, you can protect yourself with Blade Ward 5e, then counterattack anyone who tries to harm you.
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      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
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            : since mage armor can be cast ahead of battle (with its 8-hour duration), you could have the spell raising your AC, making you not only harder to hit, but also causing you to take less damage when combined with Blade Ward 5e.
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      &lt;a href="https://www.eternityttrpg.com/spiritual-weapon-5e" target="_blank"&gt;&#xD;
        
            Spiritual Weapon 5e
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            : similarly to hellish rebuke, spiritual weapon - once cast - only requires a bonus action each round to attack enemies. The only problem with this spell is that if you're constantly being attack you can easily lose spell concentration. For this reason, combining spiritual weapon with Blade Ward 5e is probably only a fallback option.
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           Blade Ward 5e Counters
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      &lt;span&gt;&#xD;
        
            Blade Ward is a cantrip spell, so at least it doesn't take up spell slots. Aside from that, however, it's a pretty niche spell, and has many weaknesses.
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            For example, if you get overwhelmed by enemies, and an enemy spell caster notices that you're using Blade Ward to protect yourself, they can simply use
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    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
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            on you to prevent you from casting it anymore. In all reality, Blade Ward is such a simple spell, that I doubt anyone would ever use dispel magic to remove the effect, but they could, if they so desired.
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      &lt;br/&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Additionally, enemies can just attack you with spell damage. Even cantrip spells such as
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    &lt;a href="https://www.eternityttrpg.com/acid-splash-5e" target="_blank"&gt;&#xD;
      
           Acid Splash 5e
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    &lt;span&gt;&#xD;
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            completely ignore the effects of Blade Ward, effectively making its effects worthless. Also, spells that deal bludgeoning, piercing, and slashing damage are exempt from the damage resistance blade ward 5e provides, as the spell only resists weapon attacks, specifically.
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           Finally, any enemy dealing half damage to a target affected by Blade Ward 5e is still dealing half damage, while the target uses their actions each turn doing no damage. Basically, enemies can still slowly wear down a spell caster who's using Blade Ward, and eventually defeat them, with nothing more than their basic weapon attacks.
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&lt;div data-rss-type="text"&gt;&#xD;
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           Blade Ward-Type Spells in Eternity TTRPG
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            Each
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    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
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            system has its own list of spells, abilities, and specific rules for how the game works. Maybe you've been playing D&amp;amp;D for years, and it's the only game you've ever played, or you're new to tabletop gaming and have only ever heard of D&amp;amp;D.
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            Well, there are many
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            out there, and the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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    &lt;span&gt;&#xD;
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            is one of them. Of course, everyone knows and loves the largest tabletop RPGs, but many times, people are surprised at how much they enjoy playing smaller, independently-created games as well.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In case you're curious about trying out other games or seeing what they're like, I've included an ability from Eternity TTRPG (below) that's similar to Blade Ward in effect, so you can do some comparison of your own.
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Royal+Guard.jpg" alt="Royal Guard Class Icon" title="Royal Guard Class Icon"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
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           Royal Guard - Core Class Ability
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Shield Wall:
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this Ability can only be used if you are wielding a shield. Move your Speed value -2, and gain +13Resilience, +13Dodge, and +13Will against attacks made from 3Range or more away, for 1turn.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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        &lt;span&gt;&#xD;
          
             (Executor) You also “Charge” (see Chapter 14, “Additional Actions”) an enemy with your “Shield Wall.”
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             (Life-Sworn) After you use this Critical, whenever an enemy attacks any target but you, you gain +7Strike Bonus the next time you attack them with “Shield Slam” (can stack to +14Strike Bonus).
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            (Ancient Blade) Move your Speed value +2. You can also move up to your Speed value +2 when using this Ability, for Battle Duration. 
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      &lt;span&gt;&#xD;
        
            Similar to Blade Ward 5e, the royal guard Shield Wall protects them from attacks - although in this case, from attacks made only from a distance. However, Shield Wall also allows the royal guard to move while defending themselves, and the ability also protects against spells (through the Will and Resilience stat bonuses).
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Tue, 15 Aug 2023 17:21:55 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/blade-ward-5e</guid>
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    <item>
      <title>Banishment 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/banishment-5e</link>
      <description>This Banishment 5e page provides everything you need for your game. All the Banishment 5e DnD spell details you need in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Banishment+5e+DnD+Spell.png" alt="Bane 5e DnD Spell" title="Bane 5e DnD Spell"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
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           Banishment 5e Spell Effects
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           4th-level abjuration
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            Casting Time:
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           1 action
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            Range:
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           60 feet
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            Components:
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           V, S, M (an item distasteful to the target)
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            Duration:
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           Concentration, up to 1 minute
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           You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
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           If the target is native to the plan of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
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      &lt;span&gt;&#xD;
        
            If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
           &#xD;
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            At Higher Levels.
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      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.
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            All information on Banishment 5e comes from the
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    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5th edition Player's Handbook
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      &lt;span&gt;&#xD;
        
            .
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Banishment+5e.png" alt="Bane 5e" title="Bane 5e"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Banishment 5e
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    &lt;span&gt;&#xD;
      
           The following classes may cast Banishment 5e as part of their normal class spell availability:
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cleric
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            Paladin
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            Sorcerer
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      &lt;a href="https://www.wargamer.com/dnd/warlock-5e-class-guide" target="_blank"&gt;&#xD;
        
            Warlock
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        &lt;span&gt;&#xD;
          
             Wizard
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    &lt;span&gt;&#xD;
      
           Based on the effects and general flavor for Banishment 5e, it isn't a surprise that so many classes gain access to casting the spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Banishment 5e Spell Effectiveness
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Banishment 5e is kind of a weird spell. If you cast it upon another target native to the plane you're both on, then Banishment really only functions as a way to temporarily incapacitate the target. Don't get me wrong - completely removing an enemy from battle for a full 1-minute, or until concentration ends is a pretty decent effect.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, during that time, the incapacitated target is on a different plane, so it's not like you're just completely stunning them for the full 1-minute while you beat them to death. Once they come back, you still have to deal with them, basically. Hopefully, just by that time, they won't have any friends around who are left alive.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The real value of Banishment 5e comes when you cast the spell on a target who is not from the plane of existence where you're both currently located. In this case, the target creature is actually banished - for good - so long as the spell effect does not end for the full 1-minute maximum duration. If concentration is interrupted, etc. then they reappear. So, it's important to make sure that the spell is not interrupted.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Banishment 5e comes in handy when you're battling demons from
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://forgottenrealms.fandom.com/wiki/Avernus" target="_blank"&gt;&#xD;
      
           Avernus
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or storm giants from an elemental wind plane, for example. If the enemy has somehow found their way to the mortal realm (or wherever you're currently located), you can send them away, for good - that is, at least, until they find their way back again. But in the case of true banishment like these cases, once the battle's over, you don't have to then deal with the banished foe. Instead, they're just gone.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Banishment Usefulness
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As mentioned above, Banishment 5e certainly has its points of extreme utility. Try to cast banishment in the following sorts of circumstances to increase its overall value for you.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This is obvious, but since Banishment has 60 feet range, make sure to cast the spell from as far away from enemies as possible. That way, you run less risk of being attacked, and losing concentration.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Try to cast Banishment on enemies who are from different planes of existence. Doing so promotes the value of Banishment 5e from a mid-tier spell to a nearly top-tier spell, as the effect of banishment may more or less become permanent.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             If you absolutely must cast Banishment 5e on enemies who are native to the plane you're currently on, try to use it on your most difficult foes, when they're surrounded by their underlings. If you can incapacitate a dangerous enemy while dealing with their minions, then the ultimate fight against the more dangerous enemy, once they reappear, becomes much more manageable.
            &#xD;
        &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Banishment 5e with the Following Spells
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since Banishment 5e is a 4th-level spell, when you do cast it, you really want to make sure that the spell succeeds. It can really be a terrible feeling when you unleash a powerful spell, only to have your target resist it's effects. So, combine Banishment with the following spells to try and get the most out of your attack.
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bane-5e" target="_blank"&gt;&#xD;
        
            Bane 5e
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      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : before unleashing Banishment 5e, try to lower your target's saving throws by 1d4, using Bane. Anything you can do to increase your hit chance with Banishment is a win. Though you won't be able to continue concentrating on Bane, once Banishment is cast, you can (most likely) convince your dungeon master that its effects should stay in place until Banishment takes effect.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : similarly, have an ally cast Bless on you - even while you're concentrating on Bane (or vice versa) - so that your saving throws gain +1d4. Since concentration can be broken when you take damage, having some spell effect resistance is a major plus.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : as with Bless, you can decrease your chances of taking physical damage by increasing your AC, with mage armor. Less damage taken means less chances to lose concentration with Banishment 5e.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Banishment 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is always a spell to watch out for whenever you're playing any spell-casting character. Otherwise, the real key to Banishment 5e is simply to make sure that you don't take damage once the spell has succeeded.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since the real value of Banishment comes from keeping your target imprisoned on a different plane, or even from banishing them from your plane altogether, the easiest way to get countered is simply to get hit a lot while you're concentrating on the spell. Make sure that doesn't happen, and you should just about be golden.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Banishment-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    
          In the
          &#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , there aren't any directly comparable spells to Banishment 5e. Though Eternity is a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that was inspired by
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , it doesn't copy D&amp;amp;D by any means, and there are many differences.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whereas in D&amp;amp;D 5e, Banishment is really something like a combat-encounter spell combined with roleplay elements, spells in Eternity TTRPG have one definite use for battle, but allow for a bit more creativity when it comes to roleplaying, than D&amp;amp;D does.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Archon+Class+Icon.png" alt="Archon Class Icon" title="Archon Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Archon - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slow (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, Faith vs. Resilience. If this spell hits, on every one of the target’s turns, roll d20. If you roll 17-20, that target loses their turn. You can instead choose to continually maintain this spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           hit.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Slow” is
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      
           temporarily interrupted while you are Dazed.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, +7Faith vs. Will, deals 1Wisdom damage. If the target has 0Wisdom, this critical instead deals 1HP damage. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, one ally in 4Range, gains +3Initiative. You can instead choose to continually maintain this critical for 3Inspiration (plus the base 3Intelligence, and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Roll 12-20. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, the archon "Slow" spell is probably one of several that comes relatively close in nature to Banishment 5e. Though slowed characters may still be attacked, there is a chance every turn that they'll lose their action for the round, and be forced to watch as the battlefield goes on without them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternity TTRPG also allows players to creatively use any spell or ability in a roleplay-specific way that they feel matches the spell's name or overall intent. Because of this rule, players could potentially make a case with their group that "Slow" should be able to temporarily banish enemies, or perhaps even reverse time, sending an extra-planar being to a different realm. Using "Slow" in this way would definitely be a stretch, but it's not impossible that some game masters would allow for it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Archon - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Slow (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, Faith vs. Resilience. If this spell hits, on every one of the target’s turns, roll d20. If you roll 17-20, that target loses their turn. You can instead choose to continually maintain this spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers lower to hit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Slow” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, +7Faith vs. Will, deals 1Wisdom damage. If the target has 0Wisdom, this critical instead deals 1HP damage. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, one ally in 4Range, gains +3Initiative. You can instead choose to continually maintain this critical for 3Inspiration (plus the base 3Intelligence, and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Roll 12-20. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, the archon "Slow" spell is probably one of several that comes relatively close in nature to Banishment 5e. Though slowed characters may still be attacked, there is a chance every turn that they'll lose their action for the round, and be forced to watch as the battlefield goes on without them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternity TTRPG also allows players to creatively use any spell or ability in a roleplay-specific way that they feel matches the spell's name or overall intent. Because of this rule, players could potentially make a case with their group that "Slow" should be able to temporarily banish enemies, or perhaps even reverse time, sending an extra-planar being to a different realm. Using "Slow" in this way would definitely be a stretch, but it's not impossible that some game masters would allow for it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Mon, 14 Aug 2023 21:33:35 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/banishment-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Bane 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/bane-5e</link>
      <description>This Bane 5e page provides everything you need for your game. Get all of the Bane 5e DnD spell details you need in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bane+5e+DnD+Spell.png" alt="Bane 5e DnD Spell" title="Bane 5e DnD Spell"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bane 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level enchantment
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           30 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S, M (a drop of blood)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration, up to 1 minute
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information on Bane 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5th edition Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bane+5e.png" alt="Bane 5e" title="Bane 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Bane 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes may cast Bane 5e as part of their normal class spell availability:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.dndbeyond.com/classes/bard" target="_blank"&gt;&#xD;
        
            Bard
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://dnd-5e.fandom.com/wiki/Cleric" target="_blank"&gt;&#xD;
        
            Cleric
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Surprisingly, warlock can't cast Bane 5e, and same with wizard and sorcerer. Bane is not the greatest spell in the world, so it's a bit surprising that other, more attack-based spell casting classes, don't gain access.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bane 5e Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically, Bane 5e is the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            spell, but in reverse. Whereas Bless provides targets with +1d4 on attack rolls and saving throws, Bane 5e - if it hits its targets - does the opposite.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To be very clear, Bless 5e is by far one of the best spells in the game. The extra +1d4 for attack rolls and saving throws may not seem like much, but it does affect three targets from a single cast. Mathematically, it provides an additional 12.5% damage to affected allies, and also reduces the chance that they'll be hit by some spells and effects (those that require saving throws) by 12.5%. It's very good.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bane 5e has all the potential that Bless has, except that it requires a Charisma saving throw to succeed. Of course, you see where I'm going with this: Bless affects targets 100% of the time, whereas Bane 5e only affects enemies less than 100% of the time. So, say that you only hit 1-2 enemies with Bane 5e - that would mean that your spell cast was only 1/3 - 2/3 as effective as Bless would have been, in the same situation.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, bottom line is that I have to give Bane 5e a low-tier grade, at least in comparison to Bless.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bane Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even though Bane probably isn't the best overall spell out there, it certainly does have its useful points. Try using Bane in the following situations, to maximize its potential:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you're not likely to be attacked, so you can avoid losing spell concentration. The last thing you want after hitting someone with Bane 5e is for the effect to fade due to broken concentration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you or an ally is planning to unleash a very big attack against the enemy, which requires a saving throw. If you can reduce the enemy's chances to avoid an attack, then you can force Bane into playing a very large role, indeed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Against three or more targets. At the very least, make sure that you're reducing attack rolls and saving throws for as many creatures as the spell allows for - which is three, with a 1st-level spell slot.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Bane 5e with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It's always useful to reduce enemy hit chances against your allies, but I personally find that I get the most value out of Bane when it's used to make a target more susceptible to huge attacks that require a saving throw. Try combining Bane 5e with some of the following spells, for maximum effect.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/acid-splash-5e" target="_blank"&gt;&#xD;
        
            Acid Splash 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : if you're running out of spell slots, you can make even your basic cantrips more powerful by lowering the target's saving throws. Cast Bane on enemies and you'll give yourself more power with acid splash and other direct-damage effects.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/animal-friendship-5e" target="_blank"&gt;&#xD;
        
            Animal Friendship 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : if you're facing animal enemies, animal friendship is basically charm person (below) but for beasts.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : as with all fear effects, cause fear is a great way to mitigate enemy damage. Though you can't cast two concentration spells at the same time, after you cast and concentrate on Bane, an ally could use cause fear.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
        
            Charm Person 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : similar to cause fear, charm person would require an ally's help, since it's also a concentration spell. Again though, if you can raise your chances of charming an enemy, then Bane will have been well-worth your efforts to cast.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/hellish-rebuke-5e" target="_blank"&gt;&#xD;
        
            Hellish Rebuke 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : though Bane 5e isn't great on its own, the spell becomes outright fantastic when paired with Hellish Rebuke. For a 1st-level spell, Hellish Rebuke packs a very large punch, and giving it more hit chance against enemies is a major plus.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bane 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As mentioned above, since Bane is basically just the opposite of Bless, if you cast Bane on an enemy, they can easily "counter" the effect with Bless. Otherwise,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            is always effective for preventing spell casters from casting spells in the first place. And even spells like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/spiritual-weapon-5e" target="_blank"&gt;&#xD;
      
           spiritual weapon 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            make life difficult for characters concentrating on spells, as the floating weapon can attack (and potentially break spell concentration) every turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bane-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    
          Maybe you're new to the Eternity TTRPG site and haven't yet seen the
          &#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . In Eternity TTRPG, you can play with multiple game masters (who can each still play their own character), everyone has more say into the game's story and world-building, and combat is often quite tactical.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Below is a sample spell that's similar to Bane 5e so that you can get some insight into how the Eternity TTRPG Game System actually works.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Jester.jpg" alt="Chaosmancer Class Icon" title="Chaosmancer Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Chaosmancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eclipse (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, this spell automatically hits. Affected targets have
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           -1Resilience, -1Dodge, and -1Will (can stack without limit). Lowered Resilience, Dodge, and Will from “Eclipse” cannot be dispelled. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Chaos Stream) Instead gives -2Resilience, -2Dodge, and -2Will (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Mirror Star) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Celestial Energies) You can still cast this spell while Dazed, Afraid, Locked, or Silenced. You also gain +7Initiative for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Though eclipse doesn't reduce target hit chance, it does provide them with lowered defenses. Additionally, eclipse does affect multiple targets at a time, like Bane 5e. One very nice plus about eclipse is that unlike Bane 5e, this spell does not require a hit chance, but automatically takes effect on intended targets.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bane+5e+Blog.png" length="466137" type="image/png" />
      <pubDate>Mon, 14 Aug 2023 20:25:12 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/bane-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Aura of Vitality - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/aura-of-vitality</link>
      <description>This Aura of Vitality page provides everything you need for your game. All the Aura of Vitality DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aura+of+Vitality+DnD+Spell.png" alt="Aura of Vitality DnD Spell" title="Aura of Vitality DnD Spell"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of Vitality Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3rd-level evocation
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Self (30-foot radius)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Concentration, up to 1 minute
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      
           Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Aura of Vitality comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aura+of+Vitality.png" alt="Aura of Vitality" title="Aura of Vitality"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Aura of Vitality
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes gain access to casting Aura of Vitality 5e as part of their normal class spell availability:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Artificer: Battle Smith Subclass (Xanthar's Guide to Everything)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cleric: Twilight Domain (Xanthar's Guide to Everything)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Druid (Xanthar's Guide to Everything)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Paladin
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer: Divine Soul Subclass (Tasha's Cauldron of Everything)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            One of the most confusion parts of Dungeons and Dragons is that supplemental material often sometimes provides wildly different rulesets than the Player's Handbook. For example, only Paladins are capable of casting aura of vitality through the Player's Handbook. Meanwhile, artificer, cleric, druid, and sorcerer all have subclasses available from
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://amzn.to/3KE9pKF" target="_blank"&gt;&#xD;
      
           Tasha's Cauldron of Everything
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://amzn.to/47sQ0pZ" target="_blank"&gt;&#xD;
      
           Xanthar's Guide to Everything
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that may cast the spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Really, it takes websites like this one to keep track of where to find everything you may need for your game. Why? I don't know. Ask
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/tashas-cauldron-everything" target="_blank"&gt;&#xD;
      
           Wizards of the Coast
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of Vitality Spell Effectiveness
          &#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Healing Value
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Every round of combat in D&amp;amp;D 5e lasts for 6-seconds. Meanwhile, the aura of vitality spell lasts for up to 1-minute (so long as concentration isn't broken). This means that for the small cost of a bonus action every round, aura of vitality can heal up to 10 total instances, for a total of 70 hit points, which is insane.
          &#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For comparison, mass cure wounds (a 5th-level spell) heals 3d8 hit points + your spell casting modifier to up to 6 creature, making its total healing probably just a little higher than the mere 3rd-level spell, aura of vitality.
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of Vitality Usefulness
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of vitality is a healing-over-time effect spell. Players should use aura of vitality in the following circumstances:
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Ideally, outside of combat. The reason is that since aura of vitality is a concentration spell, there's a chance that its effect may be interrupted by enemy attacks. For the massive amount of hit points restored from such a relatively low-tier spell, it may be best used in between combat rather than during.
            &#xD;
        &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             If you don't have other
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      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
        
            bonus actions
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      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             that you want to use. Since aura of vitality requires a bonus action to provide healing each round, you'll have to decide if you want to cause healing or some other effect. If you don't have other useful bonus actions in the moment, then aura of vitality is the clear choice, and allows you to maximize healing.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             When fighting particularly powerful or high-damage enemies, you can use your bonus action to provide healing with aura of vitality while still using normal actions to cast other healing or utility spells.
            &#xD;
        &lt;/span&gt;&#xD;
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  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Aura of Vitality with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of vitality is an incredibly powerful spell for it's level. However, you can combine it with other spells and effects for even more added value.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/aid-5e" target="_blank"&gt;&#xD;
        
            Aid 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : aid provides temporary hit points, and the spell can be cast before battle begins. Send your allies into combat with more hp than normal, then heal them with aura of vitality after they take damage.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/armor-of-agathys-5e" target="_blank"&gt;&#xD;
        
            Armor of Agathys 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : similar to aid, armor of agathys provides temporary hit points.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
        
            Cure Wounds 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : since aura of vitality only requires bonus actions to heal (once the spell has been cast), you can follow up for additional healing to allies with cure wounds or other 1 action healing spells.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : the main idea behind aura of vitality is keeping people alive, so a spell like mage armor fits in perfectly well. Give you ally additional AC to reduce damage taken, then heal them back up with aura vitality when they get low.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Note that since aura of vitality requires concentration, you aren't able to combine it with other spells that also require concentration. So, though spells such as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           bless 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           charm person 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
      
           cause fear 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
      
           haste 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            are also excellent ways of either directly or indirectly reducing enemy damage, you can't combine them with aura of vitality.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of Vitality Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As an added benefit, aura of vitality doesn't really have a lot of counters, aside from effects like dispel magic. Casting the spell does require a verbal (V) component, so
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence 5e
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            would prevent the spell from initially being cast. Once cast, however, the only other ways to stop the spell from taking place would be to stun the character concentrating on it, or drop them to 0HP.
           &#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aura of Vitality-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you weren't aware yet, Eternity TTRPG has its own independently-published
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Similar to D&amp;amp;D 5e in many ways, the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            provides players with roleplaying and combat encounters in an immersive world they can explore.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you've ever wondered about playing other tabletop RPG systems, give Eternity TTRPG a try. Below is a spell sample that's similar to aura of vitality from 5e, for a quick comparison of how the game works.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Druid.jpg" alt="Druid Class Icon" title="Druid Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Seed of Healing (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, on every one of the target’s turns, roll d20. If you roll 18-20, they heal +1HP. This Spell allows the affected target to heal 1HP above their normal max HP. Every time your target heals with this effect, they are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Spell for 2Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature's Wrath) You gain either +4Strike Bonus or +4Faith against the first enemy that attacks the target of this Spell. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Nature's Healing) Roll 15-20. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Instant Action. Your target also gains +1Speed while affected by “Seed of Healing.” When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Once seed of healing has been cast on a target, they have a chance each turn to gain healing. There are no bonus actions in Eternity TTRPG, so once the spell's active, players are free to use any of their other spells or effects each round, while the healing continues in a passive and ongoing manner. When used as a Critical, seed of healing either increases its chances to heal, provides additional hit chance, or gives the affected target more movement, allowing them to flee if combat gets to dicey.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aura+of+Vitality+5e+Blog.png" length="421255" type="image/png" />
      <pubDate>Mon, 14 Aug 2023 19:12:58 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/aura-of-vitality</guid>
      <g-custom:tags type="string" />
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    </item>
    <item>
      <title>Armor of Agathys 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/armor-of-agathys-5e</link>
      <description>This Armor of Agathys 5e page provides everything you need for your game. All Armor of Agathys 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Armor+of+Agathys+5e+DnD+Spell.png" alt="Armor of Agathys 5e DnD Spell" title="Armor of Agathys 5e DnD Spell"/&gt;&#xD;
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  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Armor of Agathys 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level abjuration
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Self
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S, M (a cup of water)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 hour
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Armor of Agathys 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Armor+of+Agathys+5e.png" alt="Armor of Agathys 5e" title="Armor of Agathys 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Armor of Agathys 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Surprisingly, the only class in the Player's Handbook that may cast Armor of Agathys is the warlock. Through other game expansions, players may access a sorcerer and paladin subclass, along with the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.worldanvil.com/w/chronala-uhnk13/a/mark-of-warding-dwarf-species" target="_blank"&gt;&#xD;
      
           mark of warding dwarf
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , who may also cast the spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Armor of Agathys Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Calculations for Healing and Damage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Note that Armor of Agathys only provides temporary hit points, not actual healing. Furthermore, the cold damage dealt by Armor of Agathys only activates so long as the temporary hit points provided by the spell are still active. Finally, note that the DPR (damage per round) provided in the third row is a very rough,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/106172-average-damage-for-frontliner" target="_blank"&gt;&#xD;
      
           estimated calculation of damage
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , before factoring in the attack's hit chance - in an effort to best provide direct comparison of value.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Armor of Agathys Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Armor of Agathys 5e is both a temporary healing and damage spell. Players should use Armor of Agathys in the following circumstances:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ideally, before any battles begin. Since Armor of Agathys 5e has a 1-hour duration, it's best used before danger shows up, to provide more actions during combat for casting other high-priority spells.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When fighting enemies with melee attacks. Since Armor of Agathys only deals cold damage to melee attackers, the spell loses half of its value against other spell casters or enemies who attack from a ranged distance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Against enemies with cold vulnerability, to maximize damage dealt.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Against enemies who deal high amounts of damage. Healing after taking damage is a reactive approach to combat, whereas Armor of Agathys 5e proactively increases hit points in anticipation of difficult battles.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a way to make a fragile (especially spell caster) character more durable.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Armor of Agathys 5e with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even though Armor of Agathys 5e admittedly has critical limitations to its effectiveness in certain circumstances, it can still be combined with other key spells to considerable effect:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : the bless spell has limitations of its own, though it does provide provide a +1d4 bonus to saving throws. Basically, since it reduces spell damage, it's useful to have in addition to the temporary hit points provided by armor of agathys.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : since Armor of Agathys is intended to protect characters during battle, or dissuade enemies from attacking, cause fear can be a great supplement. If cause fear fails or its effect fades, then Armor of Agathys is still in place to help keep characters alive against enemy aggression.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
        
            Charm Person 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : similarly, charm person may be used to prevent an enemy from attacking. Should the spell fail or its effect end, having a backup defensive spell is always valuable.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
        
            Cure Wounds 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : if the temporary bonus hit points from armor of agathys get reduced and a character takes damage, having additional healing is always helpful.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : as with the bless 5e spell, haste provides additional protection in the form of +2AC, doubled movement speed, and
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://5thsrd.org/rules/advantage_and_disadvantage/" target="_blank"&gt;&#xD;
        
            advantage
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             on Dexterity saving throws. The extra hit points from armor of agathys can help keep hasted characters alive even longer, particularly against difficult foes. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : consider mage armor a lesser version of the haste spell, effectively giving targets +3AC (depending on character builds, etc.). The more hit points a character has - such as from armor of agathys - the more time that bonus AC has to reduce damage taken.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Players should also be aware that temporary hit points cannot stack in DnD 5e. That means spells such as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/aid-5e" target="_blank"&gt;&#xD;
      
           Aid 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            cannot give characters additional hit points, if they're already affected by spells or effects such as armor of agathys 5e.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Armor of Agathys 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In all reality, armor of agathys 5e has lots of counters, making it probably a mid-tier spell at best. Though effects like
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            can't be used to directly counter armor of agathys (in most cases) since the spell will probably most often be used prior to battle, there are still other options.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For example, the cold damage from armor of agathys only takes place if the attack that hits them is melee, and before the temporary hit points granted from the effect are depleted. So, if a character with armor of agathys is attacked from range - like with a bow and arrow, or spell - then no cold damage is dealt. Similarly, if melee characters just wait to attack a target who's benefiting from armor of agathys until those temporary hit points are somehow removed, then there's no danger of taking cold damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, the biggest "counter" to armor of agathys is to actually deplete the temporary hit points. Consider spells like mage armor, for comparison. Mage armor's bonus to AC doesn't ever go away, at least until the spell's effect ends. So, if the character takes damage, then gets healing, mage armor is still fully in effect. Meanwhile, as soon as 5-damage per spell level is dealt to a character with armor of agathys, the effect fades. Healing doesn't "return" the effect, or provide more value. Basically, it's just about the easiest spell in the game to completely negate.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Armor of Agathys-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I feel like most all great RPGs, whether they're a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or video game have some kind of frost shell. Which, you can imagine, is basically what comes to mind for me with armor of agathys.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            - a tabletop
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           game like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            - there are several spell effects similar to armor of agathys. Below is one such example, which is probably the most similar type of spell.
           &#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cryomancer+Class+Icon.png" alt="Cryomancer Class Icon" title="Cryomancer Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cryomancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Glacial Shell (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           you are resistant to cold, and immune to ice damage (including ice
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            damage from other cryomancers). Also, anyone who melee attacks you, roll +7Faith vs. Resilience, gives -2Speed for 1turn. “Glacial Shell” cannot Double-Hit or give a Block. Once this Spell is chosen it becomes a passive effect, always active, and cannot be dispelled.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Frost Knight) You can now cast this Spell on other targets. You can instead choose to continually maintain this Critical for 1Inspiration (and 0Wisdom), per target other than yourself.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Spells of Everwinter) You also gain +3Resilience, +3Dodge, and +3Will. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Ice) Gives -4Speed for 1turn. You can instead choose to continually maintain this Critical for 1Intelligence (and 0Wisdom). 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though Glacial Shell doesn't deal damage, but rather lowers enemy Speed, it also only affects melee attackers. Similar to armor of agathys 5e though, it's also cold-themed, and intended to provide protection to the spell caster or their target(s). If used as a Critical, this spell can provide substantial protection either against melee attackers, or even against any attacking enemy.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Armor+of+Agathys+5e+Blog.png" length="686279" type="image/png" />
      <pubDate>Mon, 14 Aug 2023 01:40:51 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/armor-of-agathys-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>thumbnail</media:description>
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Armor+of+Agathys+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Animal Friendship 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/animal-friendship-5e</link>
      <description>This Animal Friendship 5e page provides everything you need for your game. Get Animal Friendship 5e DnD spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Animal+Friendship+5e+DnD+Spell.png" alt="Animal Friendship 5e DnD Spell" title="Animal Friendship 5e DnD Spell"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Animal Friendship 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1st-level enchantment
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           30 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S, M (a morsel of food)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           24 hours
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Animal Friendship 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Animal+Friendship+5e.png" alt="Animal Friendship 5e" title="Animal Friendship 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Animal Friendship 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Bard
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Druid
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ranger
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Additional Note:
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        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://forgottenrealms.fandom.com/wiki/Nature_domain" target="_blank"&gt;&#xD;
        
            Nature Domain
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      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Animal Friendship Usefulness
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Animal Friendship 5e is probably a mid-tier spell in terms of overall value, at best. Charming animals like bears or wolves may have some value, though if you face something like an
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://roll20.net/compendium/dnd5e/Owlbear#content" target="_blank"&gt;&#xD;
      
           owlbear
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , the spell's value - if it succeeds - increases quite a bit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As with so many other spells in D&amp;amp;D 5e, the main problem with spells like Animal Friendship 5e is that at least half of the spell's overall value likely comes from roleplay encounters. If you happen to adventure into a forest with powerful animals, or can charm animals to help you find important things in your adventure, etc. then Animal Friendship may be an amazing spell. However, if you don't come across animals, your 1st-level spell slot is almost certainly better spent with a damage or healing spell of some kind, such as
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/hellish-rebuke-5e" target="_blank"&gt;&#xD;
      
           hellish rebuke 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
      
           cure wounds 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The main thing to keep in mind is that spell usefulness is mainly based on the adventure your group is currently facing, and your dungeon master's use of encounters. Most 5e groups get into a lot of combat encounters, which is why more heavily roleplay-based spells like animal friendship aren't often as valuable as primarily combat-based spells.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Animal Friendship 5e with the Following Spells
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When it comes to combat, the more time you can buy yourself to charm animals, the more likely you are to turn the combat encounter into just a host of benign animal friends. You can use spells like
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
      
           mage armor 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
      
           haste 5e
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to increase your AC against enemy attacks, while using
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
      
           cause fear 5e
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           charm person 5e
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to keep any non-animal enemies away from you.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically, if you just stay alive long enough, assuming you have enough spell slots, you should be able to successfully use animal friendship on just about any animal who attacks you. The spell requires a successful Wisdom save to resist, after all - which, of course, most animals are not very good at succeeding with.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Animal Friendship 5e Counters
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In probably 99.9% of cases, animals (and their companions) have no way of removing an animal friendship 5e effect. Imagine a pack of wolves - they aren't going to cast
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            on you, naturally. Also, though the charm effect from animal friendship breaks if you or one of your companions attacks the charmed animal, technically, that effect does not break if an ally attacks the charmed target. That is to say, one wolf can't give another wolf a gentle nibble to free them of the charm effect.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, with no dispel magic effects or magical counters at hand, a charmed animal (and its animal friends) are pretty much helpless against the animal friendship 5e spell. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The only counter you may have to watch out for is if you use animal friendship 5e on an enemy ranger or druid's animal companion, as they may have some magical effects of their own that they can use to counter your spell. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Animal Friendship-Type Spells in Eternity TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eternity TTRPG has its own independent
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews" target="_blank"&gt;&#xD;
      
           TTRPG
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            known by the same name: the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . In Eternity TTRPG, spells are not classified into primarily combat-based spells or roleplay-based spells, as they often are in D&amp;amp;D 5e. Instead, any spell or ability from any class may be used in a roleplay situation as players deem that the effect "fits." Furthermore, spells and abilities may be used creatively, with no "set" way for them to be used, by definition.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The only restrictions on roleplay use of spells and abilities is that the creative use of it may not be more "powerful" than it would be in combat (in a direct way), or the effect must roughly match the spell's name or original intended use.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Below is one spell, as an example, that could be an Eternity TTRPG Game System equivalent for the animal friendship 5e spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Druid.jpg" alt="Druid Class Icon" title="Druid Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid - Core Class Ability
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spirit Animal:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Spirit Animal” always has the same Stats as the druid, whether from level increases, buffs, or
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            debuffs. If the druid receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to summon/ tame a “Spirit Animal,” so a new “Spirit Animal” cannot be
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
        
            created during Combat. You can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Dazed):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           while you are Dazed, “Spirit Animal” is also Dazed.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature's Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature's Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom). 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A player could make the case that their spirit animal could communicate with other animals - at least those that are of their same animal species. Then, assuming the interaction went well, perhaps the spirit animal could convince, charm, or lead another animal so that it was essentially "charmed," with a similar end result to the animal friendship 5e spell. This is just one example of how a spell from Eternity TTRPG, though its "combat effect" is far different, could easily be used for roleplay purposes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid - Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Spirit Animal:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Spirit Animal” always has the same
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Stats as the druid, whether from level increases, buffs, or debuffs. If the druid
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to summon/ tame a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
        
            “Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Dazed):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           while you are Dazed, “Spirit Animal” is also Dazed.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature's Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature's Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom). 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A player could make the case that their spirit animal could communicate with other animals - at least those that are of their same animal species. Then, assuming the interaction went well, perhaps the spirit animal could convince, charm, or lead another animal so that it was essentially "charmed," with a similar end result to the animal friendship 5e spell. This is just one example of how a spell from Eternity TTRPG, though its "combat effect" is far different, could easily be used for roleplay purposes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
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    &lt;span&gt;&#xD;
      
           !
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           Druid - Core Class Ability
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            Spirit Animal:
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            you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.
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            “Spirit Animal” always has the same Stats as the druid, whether from level increases, buffs, or debuffs. If the druid
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            receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.
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            It takes 15minutes to summon/ tame a “Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You
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            can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.
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            (Dazed):
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           while you are Dazed, “Spirit Animal” is also Dazed.
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            (Nature's Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
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            (Nature's Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
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            (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom). 
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           A player could make the case that their spirit animal could communicate with other animals - at least those that are of their same animal species. Then, assuming the interaction went well, perhaps the spirit animal could convince, charm, or lead another animal so that it was essentially "charmed," with a similar end result to the animal friendship 5e spell. This is just one example of how a spell from Eternity TTRPG, though its "combat effect" is far different, could easily be used for roleplay purposes.
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            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
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    &lt;span&gt;&#xD;
      
           !
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Animal+Friendship+5e+Blog.png" length="609940" type="image/png" />
      <pubDate>Sun, 13 Aug 2023 20:55:29 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/animal-friendship-5e</guid>
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    <item>
      <title>Alarm 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/alarm-5e</link>
      <description>This Alarm 5e reference page provides everything you need for your game. Get all the Alarm 5e DnD spell details in one place here.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Alarm+5e+DnD+Spell.png" alt="Alarm 5e spell scroll. Includes the spell's name" title="Alarm 5e DnD Spell"/&gt;&#xD;
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           Alarm 5e Spell Effects
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           1st-level abjuration (ritual)
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            Casting Time:
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           1 minute
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            Range:
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           30 feet
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            Components:
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           V, S, M (a tiny bell and a piece of fine silver wire)
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            Duration:
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           8 hours
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            You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
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            A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
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            An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
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            All information about Alarm 5e comes from the
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    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
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            .
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Alarm+5e.png" alt="&amp;quot;Alarm 5e&amp;quot; text over a black exclamation point symbol. Red background with abstract shapes." title="Alarm 5e"/&gt;&#xD;
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           Classes That Can Cast Alarm 5e
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           The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:
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      &lt;a href="https://www.dndbeyond.com/spells/class/artificer" target="_blank"&gt;&#xD;
        
            Artificer
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            Ranger
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            Wizard
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             Additional Note:
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      &lt;a href="https://www.youtube.com/watch?v=K3Rf1eKx5Hk&amp;amp;ab_channel=Nerdarchy" target="_blank"&gt;&#xD;
        
            Oath of the Watchers
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           Alarm Usefulness
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          Alarm 5e i
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            s a very useful spell depending on your party's adventuring style, and chances that you'll be ambushed. Theoretically, alarm should be a top-tier spell almost no matter what adventure your group is undertaking. However, as I can personally attest to, some groups prefer combat encounters over roleplay or exploration-type encounters.
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            Obviously, alarm is not a combat-based spell, so that's why its effectiveness really depends on how your group plays. It should be noted that ritual-cast spells do not consume spell slots, and they do not need to be prepared first, before they may be used. This means that even if you spend your prepared spell slots on other utility spells or combat-based spells, you may still cast alarm at any time.
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            Given that alarm, even as a 1st-level spell does not take up a spell slot to cast, it should be a staple for probably every artificer, ranger, and wizard, regardless of how your group plays. You never know when being alerted to someone entering your warded space may provide you with a drastic advantage.
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Visit the Eternity TTRPG Store!
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&lt;div data-rss-type="text"&gt;&#xD;
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           Combine Alarm 5e with the Following Spells
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           One of the most fun parts of playing D&amp;amp;D is the interaction so many spells have with one another. Since games like DnD allow for near-unlimited player creativity - especially when it comes to roleplaying-based spells like alarm 5e - you can really create some interesting combinations.
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            One idea you can use is to combine alarm 5e with
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    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silence 5e
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            . Any area that you ward with alarm would then also take on a complete lack of sound. Of course, silence requires
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    &lt;a href="https://www.wargamer.com/dnd/concentration-5e" target="_blank"&gt;&#xD;
      
           concentration
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      &lt;span&gt;&#xD;
        
            , and only lasts for 10-minutes, so it would't be practical to use to ward an area while sleeping, or potentially even for taking a short rest.
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            However, you could cast alarm 5e on an area and silence it, as a trap. Whenever someone walks into the alarm area, they're deafened from silence, and so if your party has eyes on them, you can attack without them having any indication that the attack is coming (perhaps aside from the silence effect itself, if the target's particularly perceptive).
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           Alarm 5e Counters
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            There are many ways to deal with alarm 5e, though many of them show up beyond 4th level (such as dispel magic, which is a 3rd-level abjuration spell, attainable by some classes at 5th-level). Other options include scrolls or magic items that may disable the effect.
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            Short of having expensive resources or powerful dispel magic effects, the best way to deal with an alarm spell is to go around the spell effect's area of coverage. Of course, this approach may not always be effective, such as in a case where you need to pass through an alarm-warded cave, or break into an enemy's alarm-warded camp.
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            It is worth noting, however, that alarm 5e only alerts its caster to "creatures" who enter the warded space, not - say - arrows or damaging spells such as
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    &lt;a href="https://www.eternityttrpg.com/acid-splash-5e" target="_blank"&gt;&#xD;
      
           acid splash 5e
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            . So, if you can find someone to attack in an area affected by alarm, getting in an ambush round for attacks may be a good way to deal with the effect, as well.
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           Alarm-Type Spells in Eternity TTRPG
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            In the
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    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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            (my own independently-published
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    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
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           ), every class has its own unique spells and abilities, which all have combat application. Instead of having spells that are broken down into "combat-based" and "roleplay-" or "exploration-based," all spells can be used creatively by players in a way that fits with the spell's intent.
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            This means that a player casting the sage spell "Blessed Light" (which heals allies) could also cause an effect like brightened light in a dark cave, or something similar. The only restrictions on using spells or abilities in roleplay scenarios is that the creatively-determined effect can't be more powerful than the spell would otherwise be in combat, beyond what its name would imply its capabilities should be, or beyond its originally intended effect.
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    &lt;span&gt;&#xD;
      
           Below is one spell, as an example, that could be an Eternity TTRPG equivalent for the alarm 5e spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Druid.jpg" alt="Silhouette of figure holding a deer mask with antlers in front of a forest backdrop." title="Druid Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wolf Shape (Magic - Shapeshift):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you shapeshift into a wolf. You gain +2Initiative and +3Speed, but you have -1Resilience, -1Dodge, and -1Will. You can also see in the dark and you have a heightened sense of hearing and smell. Monsters will not attack you if they only see you in “Wolf Shape” unless you attack them. You can cast Spells while in “Wolf Shape,” but you can only make physical attacks at 1Range. Leaving “Wolf Shape” is an Instant Action.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can only benefit from one
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
      
           “Shapeshift” form at a time. You can instead choose to continually maintain this Spell for
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            3Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Nature's Wrath) You shapeshift into a werewolf. Gain either +3Strike Bonus or +3Faith. All other effects are the same. If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Nature's Healing) You shapeshift into a werewolf. Every turn, roll d20. If you roll 18-20, heal +1HP. This Critical allows you to heal 1HP above you normal max HP. Every time you heal with this effect, you are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It wouldn't be beyond the scope or intention of the "Wolf Shape" spell to say that the character's heightened senses of hearing and smell would provide an alarm effect whenever anyone unknown by the party might enter the area. Since the Wolf Shape spell effect can be maintained indefinitely, it would also be no problem for a party to go to sleep with the "wolf" in their midst, providing continual protection via their perception.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wolf Shape (Magic - Shapeshift):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you shapeshift into a wolf. You gain +2Initiative and +3Speed, but you have -1Resilience, -1Dodge, and -1Will. You can also see in the dark and you have a heightened sense of hearing and smell. Monsters will not attack you if they only see you in “Wolf Shape” unless you attack them. You can cast Spells while in “Wolf Shape,” but you can only make physical attacks at 1Range. Leaving “Wolf Shape” is an Instant Action.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You can only benefit from one “Shapeshift” form at a time. You can instead choose to continually maintain this Spell for
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            3Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Nature's Wrath) You shapeshift into a werewolf. Gain either +3Strike Bonus or +3Faith. All other effects are the same. If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Nature's Healing) You shapeshift into a werewolf. Every turn, roll d20. If you roll 18-20, heal +1HP. This Critical allows you to heal 1HP above you normal max HP. Every time you heal with this effect, you are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). If you leave “Wolf Shape” but then shapeshift back later in the Battle, you still get the benefits of this Critical. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It wouldn't be beyond the scope or intention of the "Wolf Shape" spell to say that the character's heightened senses of hearing and smell would provide an alarm effect whenever anyone unknown by the party might enter the area. Since the Wolf Shape spell effect can be maintained indefinitely, it would also be no problem for a party to go to sleep with the "wolf" in their midst, providing continual protection via their perception.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Alarm+5e+Blog.png" length="221785" type="image/png" />
      <pubDate>Sat, 12 Aug 2023 21:02:34 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/alarm-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Alarm+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Aid 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/aid-5e</link>
      <description>This Aid 5e reference page provides everything you need for your game. Get all the Aid 5e DnD spell details in one place here.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aid+5e+DnD+Spell.png" alt="Aid 5e DnD Spell" title="Aid 5e DnD Spell"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aid 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2nd-level abjuration
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           30 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S, M (a tiny strip of white cloth)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           8 hours
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            At Higher Levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Aid 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aid+5e.png" alt="Aid 5e" title="Aid 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Aid 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Artificer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cleric
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.dndbeyond.com/classes/paladin" target="_blank"&gt;&#xD;
        
            Paladin
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Additional Note:
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://forgottenrealms.fandom.com/wiki/Peace_domain" target="_blank"&gt;&#xD;
        
            Peace Domain
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aid Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Healing Value
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Note that since Aid 5e benefits up to three targets in spell range, the total healing/ temporary hit points provided can be significant. If the spell is cast upon a single target, it may not be very useful. However, for an adventuring party, Aid's effect can be dramatic, especially at higher spell levels.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aid Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aid 5e is an area of effect healing/ temporary hit point spell. Players should use Aid in the following circumstances:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When there are at least 3 allies in spell range who can benefit from its effects, to maximize the healing/ hit point value.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Preferably, before battle begins. Since the spell lasts for 8 hours, it can be cast at the start of an adventuring day. Then actions can be used during combat on other high-priority spells.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Against enemies who deal high amounts of damage. Being able to heal is a reactive approach to combat, whereas Aid 5e proactively increases hit points in anticipation of difficult battles.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Aid 5e with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you're trying to optimize your character, it's worth taking time to learn other spells, feats, and effects in D&amp;amp;D 5e that can turn the odds in your favor. Try combining Aid 5e with some of the following effects.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : in addition to other spell effects, bless gives targets a +1d4 bonus to saving throws. The extra chances of avoiding damage and debilitating effects are very valuable to a target who already has additional hit points.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
        
            Cure Wounds 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : extra hit points have value whether you gain them before a battle, or during. Cure wounds is an excellent way to keep allies alive, and can be intimidating to face when the target is already benefitting from aid. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e:
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             targets with haste have double movement speed, +2AC, and advantage on their Dexterity saving throws. A target with haste not only becomes harder to hit, but they're also able to easily run away from danger. Combined with the additional hit points from Aid, they become quite difficult to defeat.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/mage-armor-5e" target="_blank"&gt;&#xD;
        
            Mage Armor 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : similar to haste, mage armor provides additional AC for the target, bringing their base AC up from 10 to 13.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aid 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Since Aid 5e can be cast before battle even begins, there aren't exactly hardcore "counters" specifically against the spell (such as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , which is normally a bane to all spell casters). However, in general, since the extra hit points from aid 5e are spread out to three targets, you may want to be cautious of fighting enemies with area of effect attacks, such as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd/dnd-spells/acid-splash-5e" target="_blank"&gt;&#xD;
      
           Acid Splash 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Aid-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Eternity TTRPG also has its own indie
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            by the same name: the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . The game allows for multiple game masters, and provides a way even for game masters to still roleplay characters of their own during your
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though Eternity TTRPG is entirely its own separate RPG system from D&amp;amp;D 5e, there are some similarities. Check out how a spell similar to aid 5e works in Eternity TTRPG, below.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Summoner+Class+Icon.png" alt="Summoner Class Icon" title="Summoner Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Summoner - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Aeon (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same Battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Up to 3 allies in 4Range, heal +1HP. This
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spell allows affected targets to heal 1HP above their normal max HP. This effect also Fatigues affected targets, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Summoning) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Mystic Infusion) +2HP. This effect also Fatigues affected targets, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All healing spells in Eternity TTRPG allow characters to "over-heal" their targets, by at least 1HP. So, in that sense, all healing spells in Eternity TTRPG are similar to aid 5e. However, Aeon from the summoner class is one of the only spells in the game that allows for area of effect, or multi-target healing. With a Critical, Aeon can provide substantial healing value, reach much further than normal, or also increase the caster's initiative value for a short time.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Summoner - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Aeon (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same Battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Up to 3 allies in 4Range, heal +1HP. This Spell allows affected targets to heal 1HP above their
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           normal max HP. This effect also Fatigues affected targets, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Summoning) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Mystic Infusion) +2HP. This effect also Fatigues affected targets, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All healing spells in Eternity TTRPG allow characters to "over-heal" their targets, by at least 1HP. So, in that sense, all healing spells in Eternity TTRPG are similar to aid 5e. However, Aeon from the summoner class is one of the only spells in the game that allows for area of effect, or multi-target healing. With a Critical, Aeon can provide substantial healing value, reach much further than normal, or also increase the caster's initiative value for a short time.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Summoner - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Aeon (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same Battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Up to 3 allies in 4Range, heal +1HP. This Spell allows affected targets to heal 1HP above their normal max HP. This effect
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           also Fatigues affected targets, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Summoning) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Mystic Infusion) +2HP. This effect also Fatigues affected targets, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All healing spells in Eternity TTRPG allow characters to "over-heal" their targets, by at least 1HP. So, in that sense, all healing spells in Eternity TTRPG are similar to aid 5e. However, Aeon from the summoner class is one of the only spells in the game that allows for area of effect, or multi-target healing. With a Critical, Aeon can provide substantial healing value, reach much further than normal, or also increase the caster's initiative value for a short time.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aid+5e+Blog.png" length="466054" type="image/png" />
      <pubDate>Sat, 12 Aug 2023 18:11:58 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/aid-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aid+5e+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Aid+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Acid Splash 5e - D&amp;D 5th Edition Spell Book</title>
      <link>https://www.eternityttrpg.com/acid-splash-5e</link>
      <description>This Acid Splash 5e reference page provides everything you need for your game. Get the Acid Splash 5e spell details in one place.</description>
      <content:encoded>&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Acid+Splash+5e+DnD+Spell.png" alt="Acid Splash 5e DnD Spell" title="Acid Splash 5e DnD Spell"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Splash 5e Spell Effects
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Conjuration cantrip
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1 action
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           60 feet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           V, S
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Instantaneous
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All information about Acid Splash 5e comes from the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           DnD Player's Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Acid+Splash+5e.png" alt="Acid Splash 5e" title="Acid Splash 5e"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes That Can Cast Acid Splash 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Artificer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Splash Spell Effectiveness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DPR
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            DPR indicates
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/106172-average-damage-for-frontliner" target="_blank"&gt;&#xD;
      
           damage per round
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , in this case, not accounting for hit chance. Note that "Average Fighter DPR" indicates a very rough calculation for what a melee character's damage per round might be before calculating in attack accuracy. This is done to present - as best as possible - an apples to apples comparison on ranged/ spell damage versus front-line character damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Splash Usefulness
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Splash 5e is an area of effect damage spell. Players should use Acid Splash in the following circumstances:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Against enemies with low Dexterity modifiers, to maximize hit chance.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Against enemies who are weak to acid, to maximize damage (note that currently, there are no monsters in DnD 5e with vulnerability to acid damage).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            From the full 60 feet range away, against enemies with no ranged attacks.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When there are at least 2 enemies within 5 feet of each other, to get the area of effect damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             When all other damaging spell slots have already been consumed - so basically, as a last resort spell.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Damage Resistances, Immunities, and Vulnerabilities
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When using Acid Splash 5e, it's worth knowing ahead of time that in the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/monster-manual" target="_blank"&gt;&#xD;
      
           DnD Monster Manual
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , there are 15 monsters with acid damage immunity, 18 monsters with acid damage resistance, and 0 monsters with acid damage vulnerability.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Basically, you should expect to occasionally battle enemies who take far less (or no damage at all) from acid splash. You will also never run across pre-built enemies who are weak to acid damage unless your dungeon master specifically creates such enemies, custom for your gaming group.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Store!
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combine Acid Splash with the Following Spells
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Most spells in DnD 5e work even better in combination with other spells, effects, feats, and so on. Try combining Acid Splash 5e with some of these other effects.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
        
            Haste 5e:
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             in addition to many other spell benefits, haste grants its target an additional action on each of its turns. Use this extra action to cast a second Acid Splash.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Splash 5e Counters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Most every spell in D&amp;amp;D 5e has some kind of counter to watch out for. When using Acid Splash 5e, be wary of the following spells, effects, and situations.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
        
            Silence 5e
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : any spell that requires a verbal component to cast (such as Acid Splash) may not be used when the silence spell is in effect upon or around the caster.
             &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Acid Splash-Type Spells in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            was created from the inspiration of D&amp;amp;D and the Final Fantasy series. Many people who love D&amp;amp;D aren't necessarily looking for a new
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            altogether, but if you enjoy exploring new systems, Eternity TTRPG offers the option for multiple game masters, and has highly tactical combat.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, here's an example of an Acid Splash-type spell in the Eternity TTRPG Game System.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Pyromancer+Class+Icon.png" alt="Pyromancer Class Icon" title="Pyromancer Class Icon"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even if this Spell misses, you also gain
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2 stacks of
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyro Storm is probably the closest spell in similarity to Acid Splash 5e, from Eternity TTRPG. It's an area of effect attack with relatively low hit chance (which equates to the low damage from Acid Splash in 5e). However, being area of effect, it certainly has its uses and strong points, especially when used as a Critical.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer - Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyro Storm (Magic):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this Spell misses, you also gain 1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1 stack of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            19-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            2 stacks of “Inferno”:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            17-20.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Flames of the Abyss) -2Faith vs. Will.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyro Storm is probably the closest spell in similarity to Acid Splash 5e, from Eternity TTRPG. It's an area of effect attack with relatively low hit chance (which equates to the low damage from Acid Splash in 5e). However, being area of effect, it certainly has its uses and strong points, especially when used as a Critical.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Curious to learn more? Check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Core Game PDF
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           !
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Acid+Splash+5e+Blog.png" length="293942" type="image/png" />
      <pubDate>Sat, 12 Aug 2023 04:08:13 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/acid-splash-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Acid+Splash+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Hellish Rebuke 5e: An Eye for an Eye</title>
      <link>https://www.eternityttrpg.com/hellish-rebuke-5e</link>
      <description>Hellish Rebuke 5e is a fun spell that allows you to counterattack any enemy with fire damage. Read Hellish Rebuke 5e strategies.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sometimes in real life, someone does something to us that unleashes a fury of anger and resentment that feels almost supernatural. It’s a bit over the top, but what can we do? It happens!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Of course, we don’t use fire and brimstone to get back at someone in reality. However, if you’re playing
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/" target="_blank"&gt;&#xD;
      
           Dungeons and Dragons
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , you can use the Hellish Rebuke 5e spell to do just that.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Disclaimer: I’m not encouraging any sort of real-life violence. I’m just explaining the power you have with this formidable spell. Hellish Rebuke 5e is one of countless DnD spells, and honestly, I think it doesn’t get enough credit. Let’s get to know this intense spell that every adventurer should be thankful for (or scared of).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Hellish+Rebuke+5e.png" alt="Hellish Rebuke 5e" title="Hellish Rebuke 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Is Hellish Rebuke 5e?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Hellish Rebuke is a spell that was actually introduced in the fourth edition of Dungeons and Dragons. It’s a first-level evocation and reaction spell, which means it summons or manipulates magic energy to create something or cause an effect. According to the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://online.anyflip.com/afgs/xkls/mobile/index.html#p=251" target="_blank"&gt;&#xD;
      
           Player’s Handbook (page 250)
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , Hellish Rebuke 5e stats and rules are as follows:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range: 60 feet
           &#xD;
      &lt;/span&gt;&#xD;
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            Component: V, S
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            Duration: Instantaneous
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           “You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 damage on a failed save or half as much damage on a successful one.
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           At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.”
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           Hellish Rebuke 5e Characteristics
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           Before your head starts spinning with energy, let’s break down the characteristics of Hellish Rebuke 5e.
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           First-Level Spell
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            First-level spells are prevalent assets at the beginning of a D&amp;amp;D
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    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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           . Therefore, Hellish Rebuke 5e is available right at character creation, and can be one of the cornerstone spells for your character’s magical journey.
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           Evocation and Reaction Spell
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           An evocation spell is one that calls upon magical energy to create an effect. They’re energy-based spells that you can use to create or cause something.
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           A reaction spell is one that someone casts in response to a particular trigger, such as being damaged by an enemy. These two types of spells combine to make the Hellish Rebuke 5e spell a powerful reaction that can cause substantial damage.
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    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Love TTRPGs? Check Out the Eternity TTRPG Store
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           How Does Hellish Rebuke 5e Work?
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           Hellish Rebuke 5e is triggered when someone damages you. You can use your “reaction” action for that turn to unleash a fiery explosion of energy at the attacker. The spell deals 2d10 fire damage, plus an extra 1d10 for every slot level above the first. In other words, if you cast it at a higher level, Hellish Rebuke can deal some serious damage.
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            Also, being a "Reaction," casting Hellish Rebuke does not take up your
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    &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
      
           Bonus Action
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            for the round.
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           What I love about this spell is that it’s a great way to get revenge. When someone messes with you, Hellish Rebuke lets you take them down quickly and easily. It’s a great way to send the message of “don’t mess with me,” and give your attacker a taste back of what they’ve done.
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           Hellish Rebuke makes everyone think twice about their actions in combat: an eye for an eye, as they say.
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           Who Can Cast Hellish Rebuke?
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            Imagine if everyone could cast Hellish Rebuke. The adventure would become a lot more chaotic. Thankfully (or unfortunately), it’s only available to certain classes.
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            If you need some
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    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           DnD character ideas
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           , Hellish Rebuke 5e is accessible to all Warlocks, regardless of their Patron. Oathbreaker Paladins can also access it at third level. A Bard can cast the spell if they have the Magical Secrets feature.
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           Hellish Rebuke 5e is also available to tieflings who choose the Bloodline of Asmodeus. It becomes a second-level spell with the Infernal Legacy trait, dealing 3d10 fire damage. Tieflings can only cast their version of Hellish Rebuke 5e once per long rest though, even if it doesn’t burn a spell slot.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Hellish+Rebuke+5e+Classes.png" alt="Hellish Rebuke 5e Classes" title="Hellish Rebuke 5e Classes"/&gt;&#xD;
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           When and Where Should You Cast Hellish Rebuke 5e?
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           If you think the spell can’t get any better, think again. I personally believe that there’s no bad time to cast this chaotic spell. At least, I believe there’s no bad time. But, of course, there are optimal times and places to give your enemies a proper hellfire-infused rebuke.
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            First of all, you have to be damaged to cast the spell. It’s reaction-based, so there must be a trigger, or something must happen to you to react to it. For example, a creature damages you in your turn, casting a spell that requires a reaction point. You can use that reaction to cast Hellish Rebuke 5e in return. The spell ranges from 60 feet, so you have a great chance of hitting the creature who hit you! I love that, similar to
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    &lt;a href="https://www.eternityttrpg.com/spiritual-weapon-5e" target="_blank"&gt;&#xD;
      
           Spiritual Weapon 5e
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            , this spell allows me to attack enemies from a distance.
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           I cast Hellish Rebuke 5e whenever I find myself in the following situations:
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           Front-Liner
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           When you’re a front-liner, you inevitably receive damage near enemies. Generally, being a front-liner is bad for a spellcaster, but you can cause immense extra damage in a battle when using Hellish Rebuke 5e. Again, the range is 60 feet, so you have plenty of chances to make it a worthwhile spell.
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           Basically, think of yourself as a shield for your team, that has spikes. Whenever anyone attacks the shield (you), they take damage in return. With that thought in mind, you want everyone to attack you as often as possible – at least until you run out of spell slots.
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           Manipulate Saving Throws
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           I also cast Hellish Rebuke 5e with the help of another party member. For example, I can force an enemy to make a saving throw for the spell, and my party member can cast Silvery Barbs 5e if they succeed. Sure enough, the enemy will then often fail their save and take extra damage. The cantrip Mind Sliver 5e can also make the spell more effective by lowering the target’s next saving throw, so try to use it whenever possible.
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  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
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           Hellish Rebuke 5e Tips
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           Hellish Rebuke is really a simple spell, but we all know that D&amp;amp;D can be complex, so here are some tips to get the most out of the spell:
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  &lt;ul&gt;&#xD;
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            Bypass fire resistance:
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             if you’ve played D&amp;amp;D 5e for very long, you know there’s a lot of fire resistance in the game. Immunities can still prevent Hellish Rebuke 5e from happening, so use the
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/78302-way-to-make-something-lose-its-immunity#:~:text=The%20Feat%20Elemental%20Adept%20will%20let%20you%20ignore%20Resistance." target="_blank"&gt;&#xD;
        
            Elemental Adept feat
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             to gain an advantage.
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            Think twice when an enemy attacks from behind a wall:
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        &lt;span&gt;&#xD;
          
             Hellish Rebuke 5e is less effective when attacking targets who have cover. Cast another spell if you can, or just wait for the next turn.
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            Pair it up with other spells:
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             Hellish Rebuke 5e is powerful alone, but you can make it even scarier using other spells. For example, Armor of Agathys, a first-level Warlock spell, deals cold damage to anyone who strikes you while the effect is active. If you get attacked, your enemy takes cold damage then gets hit by your Hellish Rebuke, as well.
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            Choose Pact of the Blade:
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             if you’re a Warlock, choosing the Pact of Blade allows you to unleash the flames of hell. Well, the spell is powerful regardless of your Patron, but it becomes a game-changer in melee range.
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            Be a Hexblade Warlock:
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             besides Pact of the Blade, Hellish Rebuke 5e can also be a great pick for Hexblades. Hexblades are more likely to stay close to enemies, which results in more attacks against you, and more chances to use Hellish Rebuke.
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            Play with caution when silenced:
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        &lt;span&gt;&#xD;
          
             if your main strategy is to draw in enemy attacks so that you can unleash Hellish Rebuke, be careful of
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      &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
        
            Silence 5e
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             effects. While Silenced, you won’t be able to cast spells, so you’ll either need countermeasures prepared, or you’ll need to make a quick retreat from the front lines of battle.
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            Trick the enemy:
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             this tip is mostly flavor, but you can trick an enemy into thinking that the spell will be coming from another direction by pointing a finger away from them. The Player’s Handbook says, “You point a finger,” but not specifically “toward the creature,” so you can throw the enemy off balance. Give them a show because you can!
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            Communicate with your party and DM:
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             always talk to your group and dungeon master about what spells are necessary during your adventures. If you want to just cast Hellish Rebuke without restraint, go for it. But if you want to really play as a team, communicate with other players to see how you can best plan spell slots to fill gaps in your party’s overall strategy.
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            Plan before casting:
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        &lt;span&gt;&#xD;
          
             finally, I suggest taking a moment to consider the overall battle before casting Hellish Rebuke 5e. Try to time your spell for maximum effect, or think if there may be a better spell available for the situation. It can be entertaining to spam-cast Hellish Rebuke, but it pays to plan – especially during difficult battles.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Hellish+Rebuke+5e+Monsters.png" alt="Hellish Rebuke 5e Monsters" title="Hellish Rebuke 5e Monsters"/&gt;&#xD;
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           Own Your Revenge With Hellish Rebuke 5e
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           Let’s take a break from strict D&amp;amp;D rules, shall we? Remember that the game also has a roleplay aspect, and you can customize your revenge when it comes to the Hellish Rebuke 5e spell. You know that descriptions make role-playing even more fun, so come up with creative ways to describe the spell.
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           What the Spell Does for You
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           When someone hurts you in real life, how do you feel? Do you feel like combusting in rage? Ask the same questions when you’re in the D&amp;amp;D world, and use Hellish Rebuke to make your revenge fit with your character’s personality.
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           When thinking about the spell, imagine if your character is seeking vengeance or maybe just believes in an eye for an eye. It’s your story, so make the spell fit in with it.
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           What the Spell Does and Looks Like
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           When you hear the word “hell,” you might picture many things. There can be an eruption of flames, a blast of fire, or a ball of fire coming to your enemy. But even if “hell” is in the name of the spell, you don’t have to limit yourself. Use colors and ideas that fit with the character, the environment, and your story. Think about the scene you want and make sure that it looks cool.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your party (and enemies) will be there to witness the spell, so make the spell’s aesthetics unique.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Change the Spell Damage Type
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When running a D&amp;amp;D campaign, Hellish Rebuke 5e can be more than “fire damage.” It depends on your dungeon master’s ruling, but you could consider asking them if they’d consider allowing your Hellish Rebuke spell to deal a different type of damage, to better fit your character’s aesthetic, or personality.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If they’re game for it, perhaps you could even alter the spell to cause some kind of chaotic effect, rather than just straight up damage.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Level Up With an Awesome Dice Tower
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ok, this is a little off topic, but at the end of the day, tabletop RPGs are for having fun, right? If you're going to spend the time optimizing your character's strategies in combat, why not also maximize your game table aesthetics? Dice roll fine without a device to do it for you. But, having a dice tower can certainly add a lot to the feel of your game. Imagine rolling dice down this magical tower's steps. Between every dice roll, you have a prop that brings your D&amp;amp;D game to life that much more.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Check it out! Change up the color or find some of the other great dice tower options available. They make great
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts" target="_blank"&gt;&#xD;
      
           DnD gifts
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for yourself or others.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Is Hellish Rebuke 5e Good?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Out of all the spells in the Player’s Handbook, Hellish Rebuke 5e is one spell that makes me say “Hell yes!” There’s no doubt that other spells can be even more powerful, but this one is definitely good. Especially for low-level Warlock spells, the Hellish Rebuke 5e is absolutely a must-have. I keep it ready for use at basically all times.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The spell’s range is an upside, along with scaling damage as you level up and use higher level spell slots. Also, even if your target makes a successful saving throw, the spell still deals some damage to them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Warlocks and front-line characters are obviously easy targets for enemies, so Hellish Rebuke 5e can be an excellent way to avenge yourself. Generally, you can use it as an ace up your sleeve, as it’s a great spell that packs a punch. I’m sure you’ll use it more often than other spells once you get a taste for how fun it can be (like I did).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Rebuke Your Way to a Great Adventure
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Again, I’m not encouraging violence, but in Dungeons and Dragons, Hellish Rebuke 5e is about giving your enemies a fitting punishment. With its long-range and scaling damage, you can finally feel like the badass spell caster that you are.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So, go out and find your adventure. And if the enemy gets too close for comfort, prepare to rebuke them with a show of fire and brimstone. And read on for how Hellish Rebuke effects work in the Eternity TTRPG Game System.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you need
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           DnD Quest Ideas
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , having an enemy that casts Hellish Rebuke is also honestly a great way to begin a series of adventures.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Hellish+Rebuke+in+Eternity+TTRPG.png" alt="Hellish Rebuke in Eternity TTRPG" title="Hellish Rebuke in Eternity TTRPG"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Hellish Rebuke in D&amp;amp;D 5e vs. Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, Hellish Rebuke is a spell that effectively acts as a ranged, magical counterattack when you take damage. It’s useful whether you’re playing a caster or a front-line melee character (who has access to the spell, obviously).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the Eternity TTRPG Game System, there is no exact equivalent of the Hellish Rebuke 5e spell, though there are many effects that fit into the same or similar categories. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It’s also worth noting that in D&amp;amp;D, Hellish Rebuke 5e takes up a spell slot to cast. This means that any targets capable of casting Hellish Rebuke have a limited number of times they may cast the spell. Meanwhile, in Eternity TTRPG, counterattack effects do not have a limit to the number of times they may be used. So, characters capable of counterattacking may be very dangerous. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes in Eternity TTRPG Have a Hellish Rebuke Effect?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cryomancer (Core Rulebook) and Witch Hunter (Classes Expansion) are the only classes that receive Silence as a core class spell. However, Alchemist, Dread Priest, and Druid all have specialization/ critical options that allow them to obtain Silence.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Assassin.jpg" alt="Eternity TTRPG Assassin" title="Eternity TTRPG Assassin"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Assassin – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           First Strike:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this Ability can only be used both 1) the first time you attack an enemy, and 2) the first time you are attacked by an enemy. Instant Action, roll d20. If you roll 18-20, deal 1damage. Battle Recharge after both uses.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Life-Ender) You also gain +7Strike Bonus, +6Resilience, +6Dodge, and +6Will for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Infiltrator) You can move to the target of this Ability once during the rest of the Battle, as an Instant Action, up to your Speed value in Range away.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Expert) You also gain +3Initiative.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Berserk.jpg" alt="Eternity TTRPG Berserker" title="Eternity TTRPG Berserker"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Berserker – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vengeance:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this Ability can only be used when you drop to 0HP. Instant Action. Take an attack Action against the target who dropped you to 0HP. After your Action, you still drop to 0HP. When you use or Critical this Ability, you can’t use any more Wisdom this turn. 1Day Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Decimation) Your attack is made against up to 3 enemies in Weapon Range. *Double-Hit with this Critical only allows one of the attacks to cause additional effect.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Recklessness) Even if your attack misses, up to 3 enemies in 4Range, +4Strike Bonus vs. Resilience, knocks back all affected targets up to your Speed value -2, in any direction. This Critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Dauntless Fury) If your attack hits, +3Strike Bonus vs. Resilience, Daze for 2turns. The Daze effect from this Critical continues even after you drop to 0HP. This Critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Fallen+Paladin+Class+Icon.png" alt="Eternity TTRPG Fallen Paladin" title="Eternity TTRPG Fallen Paladin"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           Fallen Paladin
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            – Critical Option
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blood Spiller (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            after you cast this Spell on yourself, every time you attack an enemy, roll d20. If you roll 18-20, deal 1damage. You can only deal damage with this Spell once per turn. You can instead choose to continually maintain this Spell for 3Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Shield of Corruption) Also roll to deal damage with “Blood Spiller” every time an enemy attacks you. This Critical also allows you to deal damage with “Blood Spiller” twice per turn. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Royal+Guard.jpg" alt="Eternity TTRPG Royal Guard" title="Eternity TTRPG Royal Guard"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Royal Guard – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Counter-Slam:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this Ability can only be used if you are wielding a shield. After you use this Ability on yourself, every time you are attacked by an adjacent enemy, roll d20. If you roll 18-20, +7Strike Bonus vs. Resilience, Daze for 1turn. You can only Daze with this Ability once per turn. “Counter-Slam” cannot Double-Hit or give a Block. You can instead choose to continually maintain this Ability for 1Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Counter-Slam” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Executor) If you roll 18-20, it also deals 1damage to the target. You can only deal damage with this Critical once per turn. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Life-Sworn) Roll 15-20. You can instead choose to continually maintain this Critical for 2Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Ancient Blade) Instant Action. You also gain +9Resilience, +9Dodge, and +9Will for 1turn. When you use this Critical, you can’t use any more Wisdom this turn.  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Sage+Class+Icon.png" alt="Eternity TTRPG Sage" title="Eternity TTRPG Sage"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Crimson Curse (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 enemies in 4Range, +7Faith vs. Will. If this Spell hits, whenever an affected target deals damage, roll d20. If you roll 18-20, they also take 1damage. “Crimson Curse” cannot Double-Hit or give a Block. You can instead choose to continually maintain this Spell for 3Intelligence.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Crimson Curse” is temporarily interrupted while you are Dazed.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Darkness and Light) Roll 16-20. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Secrets of the Ancient Tomes) For one enemy who’s hit, instead roll 13-20 to hit. For all other enemies affected by this Spell, still roll 18-20 to hit. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Powers of the Eternals) Whenever an affected target is healed, roll d20. If you roll 18-20, they heal an additional +1HP. This Critical cannot trigger itself. This Critical allows the affected target to heal 2HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 2Inspiration (plus the base 3Intelligence, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Vanguard+Class+Icon.png" alt="Eternity TTRPG Vanguard" title="Eternity TTRPG Vanguard"/&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vanguard – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Retribution:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            after you use this Ability on yourself, every time an enemy in Weapon Range attacks you, roll d20. If you roll 16-20, you Instantly counterattack that same target with a non- Critical attack or Ability of your choice, after their attack is finished.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You may also use “Quick Switch” just before your attack with Retribution, if you so choose. You can only attack an enemy with this Ability once per turn. You can instead choose to continually maintain this Ability for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the effect from “Retribution” is temporarily interrupted while you are Dazed.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Tip of the Spear) Roll 11-20. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Shock Troop) Whenever you attack with “Retribution,” you also gain +12Resilience, +12Dodge, and +12Will for 1turn. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            (Ranger) You also gain +3Initiative. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://epicworldbuilder.com/eternityttrpg" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Epic+World+Builder+Banner.jpg" alt="Epic World Builder" title="Epic World Builder"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Strategies for using Counterattack Effects
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           As with D&amp;amp;D 5e, having counterattack spells and abilities in Eternity TTRPG can either be used to dissuade people from attacking you, or can be used after placing yourself in the battle’s most dangerous locations, to maximize your damage output.
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           In Eternity TTRPG, some attacks are rolled against the enemy’s defenses, while other attacks are considered to be “piercing,” and have a flat hit chance, no matter what.
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  &lt;p&gt;&#xD;
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           Basically, characters with high Strike Bonus or Faith (physical or magical hit chance stats) should rely more on spells and abilities that utilize those stats, such as the Vanguard Retribution ability. Meanwhile, more defensive characters (tanks) should rely on counterattacks with piercing effects, such as the Fallen Paladin Blood Spiller spell.
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  &lt;h3&gt;&#xD;
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           Dissuade Attackers
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  &lt;p&gt;&#xD;
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           If you build a character with very high hit chance and very low defenses, you do not want to be in the thick of battle where you may be attacked very often. Having a counterattack spell or ability for this kind of character can be very valuable, as the first enemy to attack you may just get obliterated in return.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you can essentially make enemies fearful of attacking you, then you help to place more enemy attacks on (hopefully) your party’s tank.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With this strategy, you don’t really want to even use your counterattack spell or ability at all, as it requires you receiving an attack, first. However, having it there to dissuade attackers is extremely valuable.
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
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           Deal Damage Even as a Tank
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The only way to really maximize your damage with counterattacks in Eternity TTRPG is either to have high hit chance and a dedicated healer who keeps you up during the battle, or to use pierce attacks.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you build a tank character with a piercing counterattack spell or ability, then run directly into enemy lines, you’ll both draw a lot of attention to yourself (thereby protecting allies), and you’ll maximize your chances to deal damage with your counterattack.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Generally, tanks have terrible hit chances, so dealing damage isn’t really their thing. However, if you have a flat hit chance pierce attack, and you’re attacked a lot, then you maximize your chances to counter. Though this strategy will never deal substantial damage to single targets, its wonderful for crushing large groups of enemies.
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  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
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           Maximize Single Target Damage
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, if you have a dedicated healer in your party, it’s possible to use counterattacks as a way to really pour on big damage to a single target. Basically, you max out your character’s hit chances, knowing that you’ll be very vulnerable in battle. Then, you run directly at the single enemy, drawing their attention.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Because of your high hit chance, when you attack the enemy, you’ll deal damage. Similarly, when they attack you, you’ll also deal damage.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’re fighting very difficult enemies, you basically have to go in knowing that you’re walking a tightrope. High-difficulty enemies can deal multiple damage per attack, so purposefully putting yourself in the way of harm is risky. However, if you have someone to heal you, you’ll no doubt be able to deal substantial damage back to your adversary.
           &#xD;
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Fiery+Effects+for+Your+Tabletop.png" alt="Fiery Effects for Your Tabletop" title="Fiery Effects for Your Tabletop"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Countering Counterattacks
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In any good tactical combat game, every counter has its counter. Here are a number of possible ways to deal with Hellish Rebuke-type effects if you’re on the receiving end of things. Or, if you simply want to think two steps ahead, here are some of the ways that characters you counterattack might respond:
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  &lt;h3&gt;&#xD;
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           Remove the Counterattack Effect
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           Many classes have a version of “Dispel,” which can be used to remove beneficial status effects from enemies. Characters that do not have their own class-based dispel effect may use dispel scrolls to achieve the same effect. Since most Hellish Rebuke, counterattack type effects in Eternity TTRPG are “maintained” effects, they can be dispelled.
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    &lt;span&gt;&#xD;
      
           It’s also worth noting that if a counterattack effect is dispelled, it can usually just be reactivated right away. However, if the effect is a critical and it keeps getting dispelled, it’s a good way to run out of wisdom, and be at a huge disadvantage for the battle.
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  &lt;p&gt;&#xD;
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           Greater Dispel (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability you are attempting to remove, unless the target is a summon.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            removes all stacks of 2 ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast at a summon, deals an additional 1damage to the summoned unit.
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mass Dispel Scroll (10 Uses):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 targets in 4Range, -7Strike Bonus vs. Resilience or up to 3 targets in 4Range, -7Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from each affected target (excluding summons). Or alternatively, up to 3 summons in 4Range, -2Strike Bonus vs. Resilience or up to 3 summons in 4Range, -2Faith vs. Resilience, deals 1damage. This Item is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon. This Item cannot Double-Hit or give a Block.
           &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Don’t Attack Enemies Who Have Hellish Rebuke
          &#xD;
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Another obvious way to deal with enemies who use Hellish Rebuke-type effects is just to prioritize attacking other targets before finally dealing with them. Of course, enemies who counterattack may not want anyone to attack them, so ignoring them may actually play into their strategy.
          &#xD;
    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, the worst-case scenario when facing an enemy with Hellish-Rebuke-type effects is to get blasted with counterattack damage over and over again. If that target doesn’t have a personal healer, maybe you can kill them before they get in many high-damage counters. If the target does have a healer though, you may really want to deal with that healer before moving forward.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Try The Eternity TTRPG Game System
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D has become synonymous with tabletop RPGs (
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ) for so long that sometimes people forget there are other options available. As with any genre of game, there’s the best-known games and lesser-known games.
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  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Eternity TTRPG Game System is a tabletop RPG similar to D&amp;amp;D, but with some big differences. The game allows for multiple game masters, provides more tools for immersive world-building, and features highly-tactical (yet easy-to-learn) combat.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pick up an inexpensive PDF copy today at the Eternity TTRPG shop. Or check out more information at the Eternity TTRPG Game System page.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Hellish+Rebuke+5e+Blog.png" length="589694" type="image/png" />
      <pubDate>Thu, 10 Aug 2023 20:58:30 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/hellish-rebuke-5e</guid>
      <g-custom:tags type="string" />
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Hellish+Rebuke+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Spiritual Weapon 5e Tactics</title>
      <link>https://www.eternityttrpg.com/spiritual-weapon-5e</link>
      <description>Spiritual Weapon 5e is incredibly useful since doesn't require concentration. Use Spiritual Weapon 5e to attack from a distance.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spiritual Weapon 5e is the choice spell for players who want to deal effective force damage to enemies from a distance — a great spell that (surprisingly) isn’t concentration based, and only costs a bonus action.
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           Picture this scenario: you’re a cleric exploring the grimy streets of the kingdom’s destitute reaches. You see a woman being cornered into an alley, the brigands planning to beat her and take her money. They ignore your shouts, so you instead cast a powerful evocation spell. When the woman opens her eyes, she sees you and a floating broadsword — and the brigands lying unconscious (or dead) on the ground. 
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      &lt;span&gt;&#xD;
        
            What did you do? You cast Spiritual Weapon 5e, a classic 2nd-level evocation spell that lets you make a ranged attack. If you’re a new player to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPGs
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or a dungeon master in training, I’ll share a guide about the Spiritual Weapon 5e effect and how you can use it to your advantage in this 5e strategy guide.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Spiritual+Weapon+5e+Villain.jpg" alt="Spiritual Weapon 5e Villain" title="Spiritual Weapon 5e Villain"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Is the Spiritual Weapon 5e Spell?
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    &lt;span&gt;&#xD;
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            According to the
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    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5th Edition Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , these are the official stats of the Spiritual Weapon 5e spell: 
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  &lt;ul&gt;&#xD;
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            Level: 2
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            School: Evocation
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            Casting Time: 1 bonus action
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            Range: 60 feet
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            Components: V, S
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            Duration: 1 minute
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           You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
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           For a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
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           The spectral weapon can appear however you want it to. If your character is a cleric of a deity that is known for a specific weapon or weapon style, the spell can resemble that weapon. 
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           Casting Spiritual Weapon using a 3rd Level or higher spell slot increases the damage by 1d8 for every two slot levels above the 2nd.
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           The spell’s range of 60 feet is usually enough to attack a wide range of enemies, including flying creatures. The range also works for those who have limited movement. However, you may not be able to cast the spell while restrained, given how it requires somatic and verbal components.
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           Try Out a New TTRPG
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           How Spiritual Weapon 5e Works
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            Spiritual Weapon belongs to the
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           cleric spell list
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            and lasts for only one minute. It’s best used for melee attacks against creatures within five feet of the spectral weapon, but it's basically perfect for almost every
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           RPG campaign
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           .
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           I want to emphasize that the spell only works on creatures – including humans and humanoids – and that technically, you can’t use it on objects like doors or walls. If your dungeon master is kind though, you should be able to get around this technicality.
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           In terms of damage, Spiritual Weapon applies a 1d8+ ability modifier. Since clerics usually have a higher Wisdom modifier, you should get in solid damage on every hit. 
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            Of course, you don’t have to focus all of your attacks on a single enemy. The advantage of the Spiritual Weapon 5e spell is that it can attack a different target on each bonus action. Plus, you can move it 20 feet further on every turn, as part of that same
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           Bonus Action 5e
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           .
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           The good stuff doesn’t end there. If you cast Spiritual Weapon with a high-level spell slot, the damage increases significantly. You can reduce your enemy’s hit points dramatically while you’re staying well away from their reach!
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           What Classes Can Use the Spiritual Weapon 5e Spell?
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           By default, clerics have the unique ability to cast Spiritual Weapon — a fitting spell for their divine magic. However, other classes can also pick up, learn, or acquire the spell:
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            College of Lore:
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            Bards
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            , in general, can eventually learn Spiritual Weapon as they learn bits and pieces of magic through Magical Secrets. Lore bards have additional secret choices at the 6th Level, so you can choose Spiritual Weapon as a new spell.
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            Divine Soul:
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             Sorcerers under the Divine Soul subclass have access to either the cleric or sorcerer spell list (hence, why the subclass is extremely popular, but that’s just my personal observation). A Divine Soul sorcerer can learn Spiritual Weapon 5e as early as a cleric, at Level 3.
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            Oath of Conquest:
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             Paladins belonging to the Oath of Conquest subclass can learn Spiritual Weapon at Level 5. This addition makes sense because Oath of Conquest paladins are often combative in nature. However, you still have to wait two more levels before your character can fully exploit the spell. Giving a paladin a ranged attack makes them even better at offense. 
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           Spiritual Weapon For Players
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           As a spell that deals force damage, Spiritual Weapon is an ability to be reckoned with. Most other classes cannot resist force damage, making it effective at reducing the hit points of enemies, even if they have numerous other resistances. 
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            As a non-concentration-based spell, Spiritual Weapon also allows you to cast other long-duration spells along with it, such as
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           Bless 5e
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            or
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           Haste 5e
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           . Similarly, you can also cast cantrip spells like Sacred Flame.
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            Since Spiritual Weapon is a bonus action, you’re free to use spell slots to further increase your damage against enemies, or provide protection and healing to allies, such as with
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           Cure Wounds 5e
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           . Thanks to these combinations, your character becomes a formidable opponent that your enemies will tremble to behold.
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            Though Spiritual Weapon 5e may have a little less of a "surprise" factor if you're playing
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           single player DnD
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            , it's also the type of spell that's valuable even if you aren't playing with a gaming group, or adventuring in a party.
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           Can Spiritual Weapons Critical Strike? 
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           Seeing how the conjured weapon is spectral in nature, I understand why this is a frequent question among players. The short answer? Yes! Spiritual Weapon can critically strike since, by all technicalities, it’s still a melee spell attack. If you roll a natural 20, you’ll be able to hit with double damage. This condition applies even to subsequent attacks.
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           Ending the Spell
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           Each cast of Spiritual Weapon only lasts for a minute. But even though the duration is short, the conjured weapon cannot be destroyed. It doesn’t have hit points, nor can it take damage. In addition, Spiritual Weapon doesn’t stop if the caster is incapacitated or unconscious. The spell only ends after the set duration, or if it moves far enough away from the caster.
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           Counters to Spiritual Weapon 5e
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            As with virtually every spell in D&amp;amp;D, there are possible counters to the Spiritual Weapon effect. For example, if you are affected by
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           Silence 5e
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            , you won't be able to cast the spell to begin with. If you're affected by
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           Cause Fear 5e
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            or
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           Charm Person 5e
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            , similarly, you won't be able to attack your intended target, even if you have Spiritual Weapon already active.
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           Use Your Spiritual D&amp;amp;D Bag
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            Whether you're a player or a dungeon master, check out this awesome carrying bag designed for tabletop roleplaying. These bags have separate pouches for holding minis, dice, books, character sheets, space for maps, and even laptops.
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            If you're like me, you sometimes have a lot of things that you use for your tabletop gaming, and it's extremely convenient to have and carry everything in one compact space. You can also carry your
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           DnD campaign planner
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            in the bag to make your tabletop gaming experience complete.
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            Make your games stylish and easy to manage with a bag made for you, and that comes in custom colors that fit your play style.
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           Spiritual Weapon 5e For Dungeon Masters
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            As far as
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           Dungeon Master tools
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            go, you can grant the use of a Spiritual Weapon or use the spell to boost the destructive capabilities of any monster or foe. Because Spiritual Weapon is such a versatile spell, and naturally comes with many applications, it’s a sure value-added to any villain or their henchmen.
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           Allowing Players to Flank with Spiritual Weapon
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           It may seem like the Spiritual Weapon spell can serve as a tool for flanking, or when two allies are within five feet of an enemy’s opposite sides.
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           Flanking is a great way to get a melee attack advantage. However, this strategy requires creatures to be on either side of the opponent. Some players may argue that the Spiritual Weapon, sent by the caster to the opposite side of the enemy, counts as flanking. I’ll be clear though: it’s not. Technically.
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           You need allied creatures to get the melee attack advantage from flanking. Technically. Seeing as Spiritual Weapon is simply a weapon, it doesn’t meet the qualifications. If your players attempt to get extra damage through “flanking” with the spell, don’t grant it unless you plan to allow Spiritual Weapon to quite s
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           ignificantly increase in power.
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           Spiritual Weapon Aesthetics
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            The type of weapon a cleric or Divine Soul sorcerer can summon adds flavor to your
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           DnD characters
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            and
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           DnD campaign ideas
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           . Since these classes primarily use Divine Magic and are associated with a religious figure, you can make it so that their Spiritual Weapon manifests into something associated with their religion. For example, a cleric that follows Thor can have a Spiritual Weapon that looks like his hammer.
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           For Lore bards who eventually learn the spell, the weapon could deal thunder damage when used with other spells innate to the caster. You can also include demigods, divine emissaries, and lesser gods who can cast Spiritual Weapon.
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           Allowing Enemies to Cast Spiritual Weapon 5e
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           Consider challenging your players by including enemies that can cast Spiritual Weapon 5e.
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            In some of the official settings, you have characters that can perform the spell like the Mummy Lord, Choldrith, and Sahuagin Priestess. If you need some
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           DnD quest ideas
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            or ideas for
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           DnD one shots
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           , you can also add similar characters to your campaign and have them cast Spiritual Weapon too, for an added surprise to your players.
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           Utilize Spiritual Weapon for Additional Excitement
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    &lt;span&gt;&#xD;
      
           Spiritual Weapon is a great ranged spell attack, hitting enemies as far as 60 feet away. Since it’s also cast with a bonus action, Spiritual Weapon can be used with cantrips and other spells to enhance either one’s effects. This spell is thus a handy skill to learn for clerics, Divine Soul sorcerers, Lore bards, and Oath of Conquest paladins.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Since the spell can effectively attack from a range (from the player's perspective), it's also excellent for helping to avoid a
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK DnD
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With the details and strategies I shared, you can hopefully take advantage of this versatile spell for your upcoming campaigns. Your character, depending on the class, needs to only be at least Level 3 to cast it — which should be easy enough to achieve in longer campaigns.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Spiritual+Weapon+5e+Combat.jpg" alt="Spiritual Weapon 5e Combat" title="Spiritual Weapon 5e Combat"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spiritual Weapon in D&amp;amp;D 5e vs. Eternity TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though Spiritual Weapon is a distinctly D&amp;amp;D 5e spell, the Eternity TTRPG Game System offers many spell and ability effects that closely resemble Spiritual Weapon 5e.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, Spiritual Weapon creates a magical weapon that floats around according to the caster’s will, and strikes at enemies every round when a Bonus Action is expended. Similarly, in the Eternity TTRPG Game System, numerous spells and abilities may be “maintained,” which allow for extra attacks or damage each round of combat.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes in Eternity TTRPG Use Spiritual Weapon?
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are many core classes and expansion classes that can use spiritual weapon-like effects, and many more classes that also gain similar effects through their spell and ability critical options.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Though most of these spell and ability effects are not the exact same as spiritual weapon, you’ll notice how similarly they act, as far as mechanics go – creating a mobile attacking unit, effectively.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Knight – Core Class Ability
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Heart:
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you forever soul-bind with a dragon, becoming its lifelong companion.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The “Dragon” and dragon knight share
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           HP and Wisdom, and the “Dragon” has stats otherwise the same as the dragon
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           knight. However, due to the immense effort it requires to maintain mental connection with the “Dragon,” you permanently have -10Initiative.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            On the “Dragon’s” turn, it may use any
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Action, spell, or ability, available to the dragon knight. The “Dragon” acts on the
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           same turn as the dragon knight. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The “Dragon” always has the same stats
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           as the dragon knight, whether from level increases, buffs, or debuffs. If the “Dragon” or dragon knight receives a buff or debuff, it also affects the other. “Dragon” does not count as a summoned unit. Once this ability is chosen it becomes a passive effect, always active, and cannot be dispelled.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Winged Death) You instead have only -9Initiative. You can choose to maintain this critical for 2Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Knight of the Blood Oath) You also gain +3Resilience, +3Dodge, and +3Will. You can instead choose to maintain this critical for 3Inspiration (and 0Wisdom).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Tarscisia) If either the dragon knight or “Dragon” is Dazed, Afraid, or Taunted, the other is not affected. You can instead choose to maintain this critical for 3Inspiration (and 0Wisdom). 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid – Core Class Ability
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spirit Animal:
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Spirit Animal” always has the same
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Stats as the druid, whether from level increases, buffs, or debuffs. If the druid
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to summon/ tame a
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Dazed):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            while you are Dazed, “Spirit
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Animal” is also Dazed.
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Nether Knight – Core Class Spell
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Phantom Image (Magic):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            1Range, creates a “Phantom Image” of yourself. Allies and enemies are able to tell which is you and which is your “Phantom Image.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If a “Phantom Image” is attacked, it is
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           automatically dispelled. “Phantom Images” have the same Speed as the nether knight. In order for a “Phantom Image” to attack, it must be within a number of spaces of the nether knight equal to the nether knight’s Speed value. If that condition is met, on “Phantom Image’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Phantom Image” attacks, automatically dealing 1damage. “Phantom Images” act on the same turn as the nether knight.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If the nether knight receives a debuff, it
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also affects “Phantom Images.” However, “Phantom Images” are immune to both
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can create and control an
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           unlimited number of “Phantom Images.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            while you are Dazed,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Phantom Images” are also Dazed.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Fallen Star) Creates two (2) “Phantom Images.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Phantom Soul) Move up to your Speed value before or after casting this spell. You can also move up to 4Speed before or after casting this spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Chaos) Also, any time any of your “Phantom Images” is attacked, roll d20. If you roll 16-20, they are not dispelled. This critical effect stacks with the effect from “Phantom Mists.” 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Summoner – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Summon (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you create a wondrous beast of your choice with 1HP and Stats otherwise the same as the summoner’s, except with -5Resilience, -5Dodge, and -5Will. On the “Summon’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, the “Summon” attacks, automatically dealing 1damage. “Summon” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the summoner’s Wisdom. “Summon” acts on the same turn as the summoner.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Summon” always has the same Stats
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            as the summoner, whether from level increases, buffs, or debuffs. If the summoner
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           receives a debuff, it also affects the “Summon.” However, “Summon” is immune to both Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Summon” uses at least 3Intelligence to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            maintain. For every additional 3Intelligence used to individually maintain a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Summon,” the “Summon” roll 3 numbers lower to deal damage, and gains +1HP.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to create a new
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Summon,” so a new “Summon” cannot be created during Combat. You can only have one “Summon” active at a time, until you reach 21+ Intelligence used.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            while you are Dazed, your
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Summon” is also Dazed.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Summoning) All “Summons” also have 2Range with their attacks. You can instead choose to continually maintain this Critical for 1Inspiration (plus the base Intelligence used per “Summon,” and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Mystic Infusion) Every turn, one of your “Summons,” at your choice, rolls a d20. If you roll 18-20, they either heal you (at any distance), themself or one ally in 4Range +1HP, at your choice. This Critical allows affected targets to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 2Inspiration (plus the base Intelligence used per “Summon,” and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Enhanced Gateways) This Critical can only be used if one of your “Summons” drops to 0HP or is dispelled. Instant Action. Create another “Summon” within 12Range of you that has 1HP left. This effect still applies if you intentionally dispel your “Summon.” 1Day Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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           Strategies for using Spiritual Weapon-Like Effects
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           In D&amp;amp;D, Spiritual Weapon 5e is technically not a “summoned unit,” like its likeness is in the Eternity TTRPG Game System. With the Eternity TTRPG equivalents being summons, however, they come with a host of beneficial options, when it comes to combat (and more).
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           Cause Additional Damage
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           The most obvious way to utilize summons is to position them near enemies so that they can attack them with you every round. It Eternity TTRPG, summons also deal “pierce damage,” meaning that targets of their attacks do not get to make a defensive roll to dodge the attack.
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           Summons are also therefore especially wonderful choices for healers or support characters in a team, as their summons can move around and deal damage in a fight, without the need for any attack-based stats on the summoner.
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           Daze Enemies with a Charge
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           One of the absolute best parts of summons is their ability to “Charge” enemies. On a successful Charge, the summoned unit not only moves adjacent to the enemy they’re attacking, but they also “Daze” them for 2turns.
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           While Dazed, character’s effects are generally interrupted, and they aren’t generally able to move, attack, or cast spells, but only defend (or in some cases, use items).
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           If you can have your summon successfully Charge an enemy for you, then you can meanwhile spend your turn dealing damage to that enemy, or using other vital spells or abilities that benefit your group.
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           Soak Up Damage for the Group
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           One of the other big benefits of using summons is that you can position them in the way of enemies. Rather than yourself or an ally taking damage in an important fight, why not have your summon soak up some damage instead?
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           Utilize Summons for Scouting
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           Finally, any sentient being can provide scouting, especially if they are “expendable” summons. Though this point wouldn’t be applicable in D&amp;amp;D 5e, as Spiritual Weapon isn’t itself a conscious being, summons in Eternity TTRPG may run recon for the adventuring group, or even sacrifice themselves down a hallway of traps.
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           Interested in the Eternity TTRPG Game System?
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           If you’ve been playing D&amp;amp;D for years, and have been thinking about checking out a new tabletop RPG system, take a look at Eternity TTRPG.
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           The Eternity TTRPG Game System probably falls somewhere between D&amp;amp;D 5e and D&amp;amp;D 4e, in terms of game mechanics and how it’s played. The game features highly tactical combat encounters, and allows groups the options (rules included) for multiple DMs.
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           Eternity TTRPG is also currently getting an upgrade to the core rulebook’s graphic design and artwork. If you purchase today, we’ll be sure to send you the latest version as soon as it’s ready (should be around Christmas time this year). Happy gaming!
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      <pubDate>Fri, 04 Aug 2023 21:10:14 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/spiritual-weapon-5e</guid>
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      <title>Mage Armor 5e: Aka How to Not Die</title>
      <link>https://www.eternityttrpg.com/mage-armor-5e</link>
      <description>Mage Armor 5e is a 1st Level Abjuration Spell that raises AC of the caster. Mage Armor 5e also does not require concentration.</description>
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           Mage Armor 5e – or simply the Mage Armor spell in D&amp;amp;D 5th edition – is an easy and long-lasting spell that helps protect otherwise unarmored characters. This 1st level spell is also popular among players, and is really a must-have in every caster’s arsenal. 
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           One of the absolute big things you need to keep an eye out for in every D&amp;amp;D campaign is character hit points. When it comes to combat, it's - clearly - just about the only important thing. Obviously, you need to be aware of your group’s current HP, too. But what I’m talking about is that wizard-types need to select spells that take their group’s max HP into account, and plan defensive spells accordingly.
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            For example, spell casters, in particular, are notorious for their fragility. Compared to bulky Barbarians and Paladins, Wizards and Sorcerers are vulnerable to really any level of damage. From a roleplay perspective, they’ve sacrificed their Constitution and Dexterity so that they’re able to maximize their spell casting stats (spending long hours in the library instead of long hours in the field, training, like a warrior).
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            Spell casters are a beloved part of any TTRPG, and their archetype inspires great
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           quest ideas
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            and
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           character ideas
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            , but their frailty often does leave them needing some help.
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           Mage Armor 5e Keeps Spell Casters Alive
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           Having low HP and (basically) the inability to wear armor, for a wizard, is not the end of the world. In most cases, spell casters are able to stay in the back line during combat encounters, allowing their stronger frontline allies to keep them safe.
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           However, there are times when even spell casters get targeted, so thankfully there are options to increase survivability. One of the best defensive options for Sorcerer or Wizard classes is the Mage Armor spell.
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           It’s a handy little effect that protects fragile characters from continuous blows. The +3 to AC (basically) may not seem like a big deal, but for a frail wizard, it can be a literal lifesaver. Try it and see; your character will no longer be the punching bag!
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           For the uninitiated or Dungeon Masters-in-training, you’ll want to know the basics of this spell. Those who’ve already finished dozens of campaigns may also be looking for novel ways to use the Mage Armor spell in their strategies. For this article, I’m here to share some arcane (but not really) knowledge with those who seek it. Keep reading to learn more about mage armor 5e.
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           What Is Mage Armor?
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            Here are the stats of the Mage Armor spell from the
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           D&amp;amp;D 5th Edition Handbook
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           :
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           1st-level Abjuration
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           Casting Time: 1 action
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           Range: Touch
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           Components: V, S, M (a piece of cured leather)
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           Duration: 8 hours
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           “You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.”
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            Mage Armor 5e is one of the first abjuration spells you’ll encounter in the handbook. Under this school of magic, you can
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           cast spells that provide various forms of protection
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           , not just the physical barrier that Mage Armor creates. Other abjuration spells can negate harmful effects, shield the mind, and create magical barriers.
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           As for Mage Armor, you’re essentially creating a magical force that surrounds characters which increases their armor class. A higher number for AC represents better protection, lowering the chances that an enemy will hit your character.
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           Looking for a New TTRPG?
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           Using Mage Armor
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           Since it’s a 1st-level abjuration spell, Mage Armor 5e is relatively easy to cast. It takes one action to create the spell, but the magical barrier lasts for eight hours. So long as your character doesn’t wear any other armor, or you don’t dismiss the effect, then the spell will endure.
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           To cast mage armor, you need to touch an unarmored creature who’s willing to receive the spell. “Unarmored” is critical here, so don’t just cast the spell on any character that you think needs an AC buff. Only those who aren’t wearing any kind of armor can benefit from mage armor’s effect. Remember: even a shield is considered armor in D&amp;amp;D.
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           Another critical component of casting the Mage Armor spell is consent. You can only cast the spell on the character if they are willing. Otherwise, the spell will fail and you waste an action. Once these conditions are followed, the spell’s magical force will surround the character and provide protection.
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           Effects of Mage Armor
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            Since the Mage Armor spell lasts for eight hours after it takes effect, it’s an ideal and convenient spell choice for long campaigns. Especially if your group will be entering on long journeys exploring hidden forests, abandoned castles, forbidden dungeons, and other
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           campaign idea settings
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           .
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           On the more technical side of things, Mage Armor modifies the character’s base AC to 13 + Dexterity modifier. Creatures normally have only AC of 10 + their Dexterity modifier when they’re not wearing armor. With the Mage Armor spell, you effectively add three more points to the creature’s AC.
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           For example, normally, if a sorcerer had a Dexterity modifier of + 2, their total AC would be 12. With the Mage Armor, however, the base would be 13, so their total AC would then add up to 15. In this instance (which is probably pretty common), the sorcerer’s 25% increase in AC is significant, and anyone playing that character will definitely notice the spell’s effects.
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            One of the absolute best features of Mage Armor is that it’s not a concentration spell. This means that the spellcaster doesn’t need to focus on keeping the armor intact for its entire duration. Since
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           concentration spells
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            can fade when the spell caster takes damage (and concentration spells are quite common), mage armor actually gets a huge boost in value from lasting regardless of concentration.
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           Needless to say, you still have to be cautious when using Mage Armor though, as the spell isn’t so amazing that it’ll make you invulnerable.
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Mage+Armor+5e+Potion+Bottles.jpg" alt="Mage Armor 5e Potion Bottles"/&gt;&#xD;
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  &lt;/span&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Have you ever seen the "Potion" bottles people make on Instagram? I made these from glass "rocks" and small bottles you can find at Hobby Lobby. Imagine a Potion that contains the Mage Armor spell.
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  &lt;h2&gt;&#xD;
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           Classes that can Cast Mage Armor 5e
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    &lt;span&gt;&#xD;
      
           As mentioned, only two classes can cast Mage Armor 5e, the Sorcerer and Wizard. These two are the only classes without any armor proficiency, so you best believe it when I say that Mage Armor is an essential spell for them.
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            There is a third class that doesn’t have armor proficiency: the Monk Class. However, this limitation is compensated by the Monk’s
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    &lt;a href="https://www.dandwiki.com/wiki/Unarmored_Defense_(5e_Class_Feature)" target="_blank"&gt;&#xD;
      
           Unarmored Defense
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            feature. For Monks, in addition to their base AC and Dexterity modifier, they get to add an additional Wisdom modifier. Thanks to unarmored defense, Monks are generally tougher than Wizards and Sorcerers, at least until Mage Armor is cast, that is.
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  &lt;h3&gt;&#xD;
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           Subclasses that can Cast Mage Armor
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           Certain subclasses have the ability to learn spells that are usually available to only Wizards and Sorcerers, such as Mage Armor 5e.
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            Clockwork Soul Sorcerer:
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        &lt;span&gt;&#xD;
          
             while this subclass belongs to the Sorcerer class, the Clockwork Soul Sorcerer has something called a Clockwork Magic feature. With this ability, you can access more spells, and you can also change one spell you gained from the sorcerer spell list with every level up. This ability means you can change one spell into Mage Armor, if you skipped acquiring the spell at an earlier level.
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            Arcane Trickster Rogue:
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             this subclass has the ability to access spells from a Wizard. So, an Arcane Trickster Rogue can use Mage Armor, though the value for this class may not be as high since they already have light armor proficiency.
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            Eldritch Knight Fighter:
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             the Eldritch Knight Fighter can use spell books, so they can cast spells so long as they follow the standard rules for spellcasting. However, Mage Armor doesn’t do much in terms of boosting AC for them either, given that the Fighter class also already has armor proficiencies, by default.
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  &lt;h3&gt;&#xD;
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           Mark of Warding Dwarves
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            Aside from classes and subclasses, some races can cast also Mage Armor — the Mark of Warding Dwarves, in particular. The race has a
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    &lt;a href="https://www.worldanvil.com/w/chronala-uhnk13/a/mark-of-warding-dwarf-species#:~:text=The%20Mark%20of%20Warding%20helps,used%20to%20protect%20and%20seal." target="_blank"&gt;&#xD;
      
           Wards and Seals feature
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that allows them to cast Mage Armor 5e. The only caveat is that dwarves can only accomplish the feat once after a long period of rest. In addition, Mark of Warding Dwarves do not need any materials to cast Mage Armor, which is a nice little perk.
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    &lt;/span&gt;&#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eldritch Invocation
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The last method of casting Mage Armor can be accomplished by the Warlock class. These characters have access to forbidden knowledge thanks to dealings with mysterious beings. With this forbidden knowledge, they can cast Mage Armor on others and themselves.
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           Additionally, the best thing about Warlocks casting Mage Armor is that they don’t need to expend a spell slot, nor do they need the spell’s material components.
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Spell Card Decks for Mage Armor and Everything Else
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    &lt;span&gt;&#xD;
      
           As a quick aside, I always find it valuable to have my game's spells and abilities printed out in some way or another. Nothing's worse than rolling for initiative against a major adversary only to have the wizard say, "wait a second, I have to look that up." To keep your game moving faster and keep your players in the game's flow, check out these D&amp;amp;D 5e spell decks through Amazon. You can either purchase them all together, or separately, if you just need one or two. I definitely recommend them for faster, more in-the-flow gameplay.
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Is Mage Armor 5e Any Good?
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    &lt;span&gt;&#xD;
      
           Before laying down my thoughts on the effectiveness of Mage Armor, I just want to say that no spell is “good” or “bad” – as an overall rule, that is. What’s important is to consider how you can apply a spell to fit your strategy and make it worth any drawbacks. There are plenty of spells, such as Silence, Cause Fear, Charm Person, Bless, and Haste that are all excellent when used in the right scenario – and actually kind of awful when used incorrectly.
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    &lt;span&gt;&#xD;
      
           Mage Armor, in particular, has been the subject of debate among D&amp;amp;D veterans and casual players alike. Still, it all boils down to each players’ preferences and how they plan to use the spell.
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Here are two scenarios that can help you figure out how to best employ Mage Armor 5e for your upcoming
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaigns
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           .
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Increase in AC
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  &lt;p&gt;&#xD;
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           Say that Wizard starts with a base AC of 10 + 2 Dexterity modifier for a total of 12 in AC. With these values, the character has a 45% chance of getting hit by an enemy with +0 hit chance to their weapon attack. The truth is though that many monsters have more than a +1 hit chance modifier, so the chance of being hit is actually much higher, on average.
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           When Mage Armor is cast, the boost in the same example results in an AC of 15. This significantly reduces the chances of a character taking a hit, giving them only a 30% chance of being hit by a +0 hit chance enemy.
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           The reduction to being hit is already great, but what makes Mage Armor 5e even better is that you’re casting it on characters with low AC and no armor proficiency, meaning that the armor boost is actually sort of more dramatic. The spell reduces the chances of getting hit from one in every two attacks to one in three.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Preservation of Spell Slots
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    &lt;span&gt;&#xD;
      
           One of the common arguments against Mage Armor is that its relatively low boost to AC (which again, see above) is not worth the spell slot it takes. Given how characters at lower levels have limited spell slots, the trade-off may not seem worth it.
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      &lt;span&gt;&#xD;
        
            There is an alternative to Mage Armor, which would be to cast the Shield Spell. While this effect offers a higher
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    &lt;a href="https://www.dndbeyond.com/spells/shield#:~:text=An%20invisible%20barrier%20of%20magical,no%20damage%20from%20magic%20missile." target="_blank"&gt;&#xD;
      
           + 5 boost in AC
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    &lt;span&gt;&#xD;
      
           , it only lasts for a single round. Mage Armor, meanwhile, lasts for practically an entire day of adventuring, including every battle you may have during that time.
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           Since the Shield spell only lasts 1 round, you may need to cast it fairly often. Casting more spells is problematic, as low-level characters (of course) don’t have a lot of spells that they’re able to cast each day. So, why not just cast Mage Armor one time and call it good?
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Comparing Mage Armor to Other Types of Armor
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, I think it’s valuable to compare the three armor classifications in D&amp;amp;D with Mage Armor. The Light, Medium, and Heavy Armor types all make use of an equipped item, ranging from Leather to Plate armor.
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    &lt;span&gt;&#xD;
      
           Light Armor
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           The top tier of light armor is Studded Leather, which turns your base AC of 10 into a base AC of 12. Mage Armor, meanwhile, turns your base AC to 13, meaning that it’s actually slightly more advantageous than light armor, on the whole.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Medium Armor
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Medium armor is where equipped armor actually begins to surpass Mage Armor. Though the lower-tier of medium armor, Hide, only provides a base AC of 12, Half Plate goes much higher at a base AC of 15.  
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           Of course, you have to remember that Wizards and Sorcerers may not equip medium armor, so they won’t be able to wield the non-magical armor without spell casting penalties. That being accounted for, when it comes to spell casters, Mage Armor 5e provides a little less protection than medium armor, but is still a better fit for them, overall.
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    &lt;span&gt;&#xD;
      
           Heavy Armor
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           Generally, Heavy Armor items easily outclass Mage Armor’s defenses. The caveat is that a character needs to reach relatively high levels of strength to equip Heavy Armor without sacrificing speed. In addition, Heavy Armor reduces stealth, which can sometimes be valuable for spell casting classes.
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           I don’t advise using Heavy Armor for spell casters since they usually don’t have the strength to carry the items, not to mention the lack of armor proficiency. Even though Plate Armor provides a base AC of 18, I still think Mage Armor is the better choice for casters, by far.
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Final Thoughts on the Mage Armor 5e Spell
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mage Armor’s really a simple spell, but hopefully you can still take advantage of using its effects to the maximum. It’s an easy and long-lasting spell that helps your weaker spell casters avoid damage. With the right strategy, this effect will let you preserve spell slots while managing dangers at the same time.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Mage Armor 5e is also a great way to protect to help spell casters maintain concentration spells such as
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    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless 5e
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      &lt;span&gt;&#xD;
        
            ,
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    &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
      
           Cause Fear 5e
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            ,
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    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           Charm Person 5e
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      &lt;span&gt;&#xD;
        
            , and
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    &lt;a href="https://www.eternityttrpg.com/haste-5e" target="_blank"&gt;&#xD;
      
           Haste 5e
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . It's also an excellent way to keep healers alive for those beautiful spells like
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
      
           Cure Wounds 5e
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    &lt;span&gt;&#xD;
      
           .
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            So long as a spell caster's still alive, they can keep pushing out value for the group. And when it comes to tough fights, even 1 point of AC can make all the difference.
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&lt;/div&gt;&#xD;
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Mage+Armor+5e+for+Villains.png" alt="Mage Armor 5e for Villains"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mage Armor in D&amp;amp;D 5e vs. Eternity TTRPG
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D, the Mage Armor 5e spell is pretty unique, and is practically a god-send to many spell casting classes. In the Eternity TTRPG Game System, most classes have multiple ways – both large and small – of increasing their defenses. The options are so much wider in Eternity TTRPG for spell casting classes to protect themselves, actually, that the two games almost can’t be compared, in this particular way.
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    &lt;span&gt;&#xD;
      
           For example, in Eternity TTRPG, any class can upgrade their defenses upon level up. Spell casting classes are typically not able to improve their defenses as much as some melee classes, by comparison, but they can still increase their durability even without defensive spells being cast.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes to actual spells and abilities, however, Eternity TTRPG provides classes with numerous defense-boosting choices. Though not every class has a spell like Mage Armor, per se, they usually have critical options which they may select that provide the same (or often, better) protection.  
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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  &lt;/span&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes in Eternity TTRPG can Cast a Version of Mage Armor?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , I wanted players to have choice in creating the characters they wanted to play, not only for roleplaying, but also for combat. In traditional
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    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/" target="_blank"&gt;&#xD;
      
           TTRPGs
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      &lt;span&gt;&#xD;
        
            like
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews" target="_blank"&gt;&#xD;
      
           D&amp;amp;D 5e
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           , class archetypes are fairly set, and though players have choices of spells, feats, and stat upgrades, those choices aren’t always extremely broad.
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    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           As a side note, I do think D&amp;amp;D 5e has improved player choice with their implementation of character backgrounds and what amounts to class specializations, but the choices are still fairly limited.
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    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, players can literally create a “tanky” spell caster, or a magical fighter, often without needing to select one special class to fill that role. Instead (and even though there are 30-total classes in Eternity TTRPG), players may adjust their characters as they see fit, with very few limitations.
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    &lt;span&gt;&#xD;
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    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Cryomancer – Core Class Spell
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           Flash Freeze (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Instant Action. 4Range, the target gains +13Resilience, +13Dodge, and +13Will for 1turn. When you cast or Critical this Spell, you can’t use any more Wisdom this turn. 1Day Recharge.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Frost Knight) Lasts for 2turns.
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            (Spells of Everwinter) After this Critical has been used on the target, the next time a debuff or negative Status effect is cast at or used against the target, roll d20. If you roll 6-20, that debuff or negative Status effect is automatically Reflected back upon the attacker. Debuffs or negative effects that are Reflected cannot be dispelled. 3turn Duration.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Ice) The next enemy who attacks your target, -3Faith vs. Resilience. If this Critical hits, the target is Dazed for 2turns, after their attack. This Critical effect cannot Double-Hit or give a Block.
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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    &lt;/span&gt;&#xD;
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    &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           Fallen Paladin
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      &lt;span&gt;&#xD;
        
            – Core Class Spell
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    &lt;span&gt;&#xD;
      
           Wicked Armor (Magic): 4Range, after this Spell has been cast, the target gains +3Will. When you cast this Spell on yourself, you instead gain +4Will. You can instead choose to continually maintain this Spell for 1Inspiration, per target.
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    &lt;/span&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Sword of Shadows) If a target attacks you while you are affected by “Wicked Armor,” you gain either +4Strike Bonus or +4Faith against that target. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom), per target.
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      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Shield of Corruption) Gives +7Will. When you use this Critical on yourself, you instead gain +8Will. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blood Healing) The target gains immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
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  &lt;/ul&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Judge – Core Class Ability
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      &lt;span&gt;&#xD;
        
            Relentless Lawbringer:
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, gain +1Dodge, plus an additional +1Dodge every turn (can stack to +7Dodge). You can instead choose to continually maintain this Ability for 1Inspiration, per target.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Dazed):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            gaining additional stats each turn from “Relentless Lawbringer” is temporarily interrupted while you are Dazed.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Voice of the Realm) Also, Weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience. If this Critical hits, that target has -3Resilience, -3Dodge, and -3Will. This Critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this Critical as an aura for 3Intelligence (plus the base 1nspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Shield of Order) Also, gain +1Resilience every turn for the rest of the Battle (can stack to +7Resilience). You can instead choose to continually maintain this Critical for 2Inspiration, per target.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            (Swift Justice) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.
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      &lt;/span&gt;&#xD;
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  &lt;/ul&gt;&#xD;
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    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Pyromancer – Core Class Spell
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Magma (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            creates a “Magma” space in every space adjacent to you, that remains for Battle Duration. Any target who begins their turn in, or moves through each “Magma” space, roll d20. If you roll 18-20, deals 1damage (can stack to 15-20 after two applications – deals 2damage to cryomancers). You also gain +3Resilience, +3Dodge, and +3Will, but have -3Initiative, for 2turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Flames of the Abyss) Roll 15-20.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) Also, up to 3 enemies in 2Range, -4Faith vs. Resilience, throws affected targets target up to your Speed value in any direction.
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) You can only use this Critical if you have “Phoenix Flame” selected. You also cast a non- Critical “Phoenix Flame” in the same turn. When you use this Critical, you can’t use any more Wisdom this turn.
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  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Royal Guard – Core Class Ability
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Stoicism:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, the target gains +3Resilience. You can instead choose to continually maintain this Ability for 1Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Executor) Gain +3Strike Bonus while “Stoicism” is active on yourself. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Life-Sworn) Gives +6Resilience. You can instead choose to continually maintain this Critical for 2Inspiration (and 0Wisdom), per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Ancient Blade) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage – Core Class Spell
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           White Aegis (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, after this Spell has been cast, the target gains +3Dodge. When you cast this Spell on yourself, you instead gain +4Dodge. You can instead choose to continually maintain this Spell for 1Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Darkness and Light) You also gain +3Faith while “White Aegis” is active on yourself. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Secrets of the Ancient Tomes) Gives +7Dodge. When you use this Critical on yourself, you instead gain +8Dodge. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Powers of the Eternals) Whenever the target is healed, roll d20. If you roll 14-20, they heal an additional +1HP. You can only cause additional healing with this Critical once per turn. This Critical allows the affected target to heal 2HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Mage+Armor+Keeps+Wizards+Alive.png" alt="Mage Armor Keeps Wizards Alive"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So long as a spell caster has 1HP left, they can cause incredible damage to almost any enemy. That's why Mage Armor is so valuable. Even if it just provides barely enough protection, it's all worth it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When to Focus on Armor in Eternity TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In most RPG campaigns using Eternity TTRPG, spell casters probably won’t opt for heavy defenses, thereby placing offense as a low priority. Unless the spell caster is by nature a healing or buffing class, spell casters in Eternity TTRPG are still most often best-suited for aggression, damage, and debuffing enemies.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As with most games, spell casters in Eternity TTRPG should focus on defense if they’re often finding themselves as the target of enemy attacks. The only difference with Eternity TTRPG as compared to D&amp;amp;D 5e and other games is that there are many more options for spell casters who want to defend themselves, than just one spell like Mage Armor.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://epicworldbuilder.com/eternityttrpg" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Epic+World+Builder+Promo.jpg" alt="Epic World Builder Promo"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Counters to Mage Armor in Eternity TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If basically every class in Eternity TTRPG can use some version of a Mage Armor spell, you may be wondering what the point even is to attacking anyone, at all. If spell casters are archetypically the frailer classes and so many of them can gain substantial armor, doesn’t that kind of ruin basic strategies such as rushing spell casters?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As with all great tactical games, Eternity TTRPG also provides counters to highly-armored enemies so that even spell casters focused on defense are not unkillable. It’s also worth noting that enemies in the game never have insane defenses, and most enemies with defense-boosting spells and abilities do not use them 24/7, so a typical campaign never runs into the situation of a highly-armored caster.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In most cases, if anything, the players are most capable of building armored casters, and enemies need counters to them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dispelling Mage Armor
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One great way to deal with mage armor-like spells is to simply get rid of them. Many spell casting classes have some form of “dispel,” though there are also dispel scrolls available to even fighting classes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           White Whispers (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, -7Faith vs. Resilience, removes all stacks of all ongoing Magic, maintained effects, or Status effects from the target (excluding summons). Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This Spell is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also, deal 1damage to the target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dispel Scroll :
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from the target (excluding summons). Or alternatively, 4Range +5Strike Bonus vs. Resilience or 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This Spell is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon. This Item cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Tank Breakers
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For cases when dispelling is not an option, every class additionally has their own version of what’s known as a “tank breaker,” which are spells and abilities specifically designed to combat heavily armored enemies. If for some reason a spell caster opted to really boost their defenses, a tank breaker may be the perfect way to counter them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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           Berserker – Core Class Ability
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           Mania:
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            after you use this Ability on yourself, at the end of every one of your turns, roll d20 against up to 3 enemies who were within 2Range at any point during your turn. If you roll 19-20, you deal 1damage. You can instead choose to continually maintain this Ability for 3Inspiration.
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           (Dazed):
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            the effect from “Mania” is temporarily interrupted while you are Dazed.
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            (Decimation) Instead roll 17-20. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
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            (Recklessness) You also have +3Initiative while “Mania” is active on yourself. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
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            (Dauntless Fury) Also roll to deal damage with “Mania” two (2) times against every enemy within 2Range who attacks you. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
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           Oracle – Core Class Spell
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           Doom (Magic):
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            4Range, if the target currently has 1HP at the end of their 3rd upcoming turn,
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           they die. Use the following chart to modify hit chances based on the target’s current HP:
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           2HP 8-20 4-5HP 18-20 7-10HP 20 3HP 14-20 6HP 19-20 11HP+ Can’t Doom
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           You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.
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           (Dazed):
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            the effect from “Doom” is temporarily interrupted while you are Dazed.
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            (Blessings of the Eternals of Light) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
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            (Blessings of the Eternals of Shadows) When you initially cast this Spell, the target also automatically has either -3Strike Bonus or -3Faith, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
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            (Memories of Eternity) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.
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           Try out Mage Armor in Eternity TTRPG
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    &lt;span&gt;&#xD;
      
           If you like D&amp;amp;D 5e but you’ve often felt like it doesn’t provide the level of options you want when it comes to combat, I created the Eternity TTRPG Game System for that very reason. I love D&amp;amp;D but always felt like I couldn’t quite “do” what I wanted with my characters, and wanted something more tactically satisfying – something that even felt a little chess-like, at times.
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           Want to play a truly mage armored spell caster? You can do that in Eternity TTRPG and see for yourself how fun it is.
          &#xD;
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  &lt;/p&gt;&#xD;
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            If you want more information first, you can check out my page on the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . See the game’s races, classes, and resources for getting started with the game.
          &#xD;
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            You can also purchase an inexpensive
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           PDF copy of the game at the Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Though the Eternity TTRPG site and game are comparatively small now, we’re growing quickly. With that growth is coming more and improved artwork, an upcoming release of a print version of the game, better graphic design, etc.
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           If you choose to check out the game or even purchase, let me know what you think! I’d love to hear from you.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Mage+Armor+5e+Blog.png" length="464582" type="image/png" />
      <pubDate>Fri, 21 Jul 2023 23:10:35 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/mage-armor-5e</guid>
      <g-custom:tags type="string" />
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Mage+Armor+5e+Blog.png">
        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Dead in the West RPG Review - Score: 76 / 100</title>
      <link>https://www.eternityttrpg.com/games-like-dnd/dead-in-the-west-rpg</link>
      <description>Dead in the West RPG is a relatively new TTRPG. Dead in the West was a Kickstarter in 2018 and is an up-and-coming new TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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            This review is part of my new TTRPGs page, where you can find awesome
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
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            that you may never have heard of before. If you're interested in finding a new game to play, check out that article!
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            Dead in the West RPG is a newer TTRPG,
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    &lt;a href="https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic" target="_blank"&gt;&#xD;
      
           Kickstarted in 2018
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           . This game is all about the mythical American West, where players roleplay soon-to-be legendary cowboys.
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           My overall impression is that Dead in the West is a solid RPG, with a game system solidly based in RPG classics, but with its own unique twists. The game plays well, with very few hitches, and certainly immerses players in its genre.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dead+in+the+West+RPG+Cover.png" alt="Dead in the West RPG Cover" title="Dead in the West RPG Cover"/&gt;&#xD;
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           How Unique is Dead in the West RPG: (6/10)
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           Dead in the West has a few game system elements that are unique among tabletop RPGs, though most of its uniqueness as a game comes from its setting. I want to give Dead in the West a 7/10 in this category, but I don’t feel like the “game mechanics” quite justify that score.
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           What’s Unique about Dead in the West
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      &lt;span&gt;&#xD;
        
            Dead in the West RPG is only the second tabletop RPG I’ve ever played that is specifically set in the “Mythical American West” (the other being
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://en.wikipedia.org/wiki/Dogs_in_the_Vineyard" target="_blank"&gt;&#xD;
      
           Dogs in the Vineyard
          &#xD;
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    &lt;span&gt;&#xD;
      
           ). Everything about the game’s lore is relatively unique, and the rulebook does a great job of encouraging players to connect everything about their characters to the way they roleplay and interact with the game world.
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           I find “Vigor” to be an interesting mechanic in the game, where players can improve their character’s skill or combat checks, at-will. I also generally enjoy the concept of “Hoodoo rolls” in the game, which provide a sort of “fate” element to what happens in the game’s story.
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           Finally, players and their GM may collaborate to create character “abilities,” which are in a sense, their special powers.
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           Character Abilities
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           In my mind, the most unique part about Dead in the West is that players and the GM can collaborate to create abilities 100% custom for each player. Abilities are also supposed to be extensions of the character, and inform how each player roleplays their character.
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           My only critique about abilities in Dead in the West is that though there are many ability examples provided in the book, giving power to GMs to create a game’s “powers” can be overwhelming. The idea is that if abilities end up being either 1) too powerful or 2) under-powered, players and the GM can adjust the ability over time.
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            Ultimately, I’m sort of torn on whether or not I really like how abilities work, but I do have to say that the concept is unique. I tend to find
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    &lt;a href="https://www.eternityttrpg.com/class-based-rpg-classless-rpg" target="_blank"&gt;&#xD;
      
           classless RPGs
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      &lt;span&gt;&#xD;
        
            interesting, and this game might be one example among very few that makes a classless concept work.
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           See the Eternity TTRPG Shop
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&lt;div data-rss-type="text"&gt;&#xD;
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           How Easy is it to Learn Dead in the West: (8/10)
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           Having played quite a few tabletop RPGs, I found Dead in the West pretty simple and easy to learn. Though character creation takes up about 50-pages in the rulebook, the process is fairly straightforward.
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           Characters have stats, attributes, experience, demeanor, virtues and vices, and a section called “what yer pappy did.” My gaming group was confused at first between the differences of stats and attributes, and the modifier values they each gave were different from one another, so starting out the game wasn’t 100% clear on what everything did.
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           “Experiences” are also different in Dead in the West, as the term refers to a character’s skills and knowledge, and doesn’t relate to leveling up.
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           Actual Gameplay
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           Once characters were created, the overall feel of my gaming group was that Dead in the West fell into familiar tabletop RPG territory – in a good way. The game was easy to pick up as we explored a Western town, which eventually led to fighting bandits.
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           Most game mechanics function very similarly to other tabletop RPGs, so they were intuitive to use. We particularly enjoyed the “virtues and vices” of each character, as they did help us create unique personalities and roleplaying experiences. In Dead in the West, the GM can compel players to act in alignment with their virtues and vices (which are things that make them selfless or selfish, at different times), which in our case, led to some fun moments.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dead+in+the+West+RPG+Great+Frontier.png" alt="Dead in the West RPG Great Frontier" title="Dead in the West RPG Great Frontier"/&gt;&#xD;
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           Dead in the West RPG Presentation: (9/10)
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           I really like the graphic design of Dead in the West RPG. The game’s rulebook has very nice formatting, font, colors, and sizing. Reading through the book, I particularly appreciated that the order of information and chapters flowed very nicely. As a new player, it was easy for me to navigate the information provided, learn the game, and reference material as-needed, during play.
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           I also enjoyed the game’s writing style quite a bit. The author did a great job presenting information clearly, while also making it thematic to the game’s setting, and overall fun to read.
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           Rulebook Length
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           Dead in the West RPG is written for someone who’s probably never played TTRPGs before, which is why the rulebook is so long (close to 300-pages).
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           I go back and forth at times on whether or not I feel that multi-hundred page TTRPG rulebooks are valuable. On the one hand, authors/ game designers need space to accurately convey their ideas, so length can be a positive. 
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           On the other hand, in most cases, a person’s first RPG won’t be an indie RPG, so they should have a base level of understanding coming into any indie game, which would make lengthy explanations unnecessary.
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           Whenever I read through TTRPG rulebooks, I basically skip 75% of the text so I can read what I need in order to play. The flavor text is fun, but for me, largely unnecessary.
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           One Upgrade I’d Like to See
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           When it comes to specifics, I did wish that character vices and virtues would have a space of its own in the “Player Monitor” section of the GM Sheet. Since the GM can compel characters to act in accordance with their virtues and vices, it would’ve been nice to have a spot on that sheet where virtues and vices could be easily referenced.
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           Lore: (9/10)
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           Though there isn’t an official Dead in the West game world setting provided, the entire rulebook is basically lore. From character creation details to terms used in the game, players can’t help but feel immersed in the Mythical American West.
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            The game also offers some general settings to the GM – the gold rush, civil war, nearing the end of the old west, etc. – with brief explanations on each. Each of these setting could work for entire
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           campaign ideas
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            , or even just shorter
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           quest ideas
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            .
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           What probably seals the deal for me on lore is that Dead in the West provides a lot of in-depth information that players may use in their game’s setting, at any time. There’s info on downtime, gambling, town life, settlement building (which I think is especially cool), the benefits of character employment, and even shopping – which even includes how much it costs to buy a tin of condensed milk.
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           Sometimes, details provided in Dead in the West were too much for me, and I felt like they detracted from the game overall. However, so much of the game is optional in use that never felt too oppressive.
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           Combat in Dead in the West RPG: (4/10)
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           To be fair, I felt playing Dead in the West that the game is more of a “roleplay game” than a “tactical combat game,” – as in, that’s what the designer was going for. So, a low score in this combat category probably shouldn’t deter anyone from playing the game, unless like me, you love tactical combat.
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           How Combat Feels
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           Characters have a weapon, an accuracy value (based on character stats and maybe their experiences), a score for movement, and some advanced actions they can take per round.
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           When our group got into combat with bandits, characters would fire their gun until they needed to reload. While reloading, characters are counted as being a “sitting duck,” and they can get blown away in short order. In order to prevent that, players had their characters “dive” behind a table or something so they get “cover,” whenever they needed to reload. Once reloaded, characters started blastin’ again.
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           Basically, it was shoot, dive, cover, reload, then shoot again. Repeat until all enemies are dead.
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           There are more options available in the rulebook for ambushing enemies, “corralling” (flanking) them for increased hit chances, grappling, etc. But since the game’s abilities are all player- and GM-created, there weren’t really abilities provided that really spiced up combat tactics. The closest thing was probably mounted combat, but since that comes with its own degree of complexity, I didn’t feel like it added to combat in a substantially beneficial way.
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           Crack-Shots and Locational Damage
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            As I’ve mentioned in other reviews, such as for
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews/warhammer-fantasy-roleplay" target="_blank"&gt;&#xD;
      
           Warhammer Fantasy Roleplay
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           , I’m not a fan of hit locations. Dead in the West RPG has hit locations, but you need to get a “crack-shot” (basically, critical hit) to do so, or intentionally aim for specific locational damage, so it isn’t a required part of the game. I also feel like it works out ok because you can use locational attacks to break chandeliers and destroy wagon wheels, so it feels like a more organic part of the game’s system.
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           I do think, however, that the locational damage effects (ailments) in Dead in the West are off. It takes 12-damage, for example, to “hobble” someone’s leg. For comparison, most characters at Lv.1 have 12-HP. So... you can either kill someone, or hobble them, your choice.
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           Typically, debuffing an enemy is not as valuable as just outright killing them (if you’re just trying to win a battle, and deaths don’t matter). So, my gaming group was surprised that it was just as hard to get someone to drop their gun as it was to just drop them to their grave.
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           Probably, locational damage should be like 3-damage or something to cause an ailment, instead of 12.
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           Hidden HP
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           One thing I can definitely say I liked was that character HP is kept hidden from players. Players can “check in” with the GM to see how their character’s doing, but they don’t have a numerical value they can use to make decisions in combat.
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           Having hidden HP led my gaming group to be far less risky, overall, than I’ve normally seen them. Their risk-aversion did create a slower-paced game, but the tension, drama, and excitement of the game was always high, since HP was a mystery.
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           This is also the first game I’ve ever played where character HP was hidden from players, so Dead in the West did get a little more “uniqueness” score just for this one mechanic.
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           Game “Flow”: (7/10)
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           In Dead in the West RPG, “the game values creativity and drama over everything else – so rulings are often more important than rules.” For this one reason, given straight from the rulebook, my gaming group always seemed to be in the flow.
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           Most of the Dead in the West rulebook is lore- or setting-related, or flavor text, so it was very rare that we felt like rules got in the way, or slowed the game down.
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           For my group’s players who particularly enjoy Western style RPGs, I think their sense of “being in the flow” of the game was even higher. The only time where I really felt out of the flow with Dead in the West was when it came to combat.
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            I will also say that I think if my gaming group had played an ongoing
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           RPG campaign
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            before I wrote this review, I would've been able to play around more with building settlements, which I think is one of the more interesting aspects of Dead in the West RPG. I could definitely see myself getting lost in the game if we were building up a new city or something. Definitely kudos from me for adding a city-building part to the game.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Gunfight+Dead+in+the+West.jpg" alt="Gunfight Dead in the West" title="Gunfight Dead in the West"/&gt;&#xD;
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           Artwork: (6/10)
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           The game’s cover art is great, and there some other pieces throughout the book that I also really enjoyed. Not all artwork in the book has the same style or quality, however.
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           For a kickstarted book, I was impressed at how much artwork is present. Finally, because of the Western-themed color choices and the great graphic design, I always felt like the aesthetic element only added to my experience of reading through the game’s rules.
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           Dead in the West RPG Ease of Purchase: (10/10)
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           Dead in the West is extremely easy to purchase. You can buy Dead in the West at its website, and find additional information on the game at its Kickstarter page.
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           Price &amp;amp; How Many Books Do You Need to Play: (10/10)
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           I’m always happy when I see that games are in the $15-20 range.
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           You can purchase a Dead in the West PDF copy for roughly $20, and a print/ PDF copy for about $50.
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            The Dead in the West rulebook comes with sections on character creation, lore, and a large section of the book on
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    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dungeon-master-tools" target="_blank"&gt;&#xD;
      
           game master tools
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            – basically everything you need to play in that one book. I do think Dead in the West could’ve used more information on enemy stats, but since there are sections for NPC
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           character ideas
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            and critters (that have stats included) any GM could make do only with what’s provided.
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           Ease of Starting a Group &amp;amp; Availability of Supplemental Material: (7/10)
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           People should play Dead in the West if they love the American West and the mythological stories it inspires.
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           Dead in the West RPG is not a famous game yet, but you can help make it so. My gaming group enjoyed playing, and we’re a pretty experienced group when it comes to different tabletop RPG system. So, I can confidently say that chances are good your players will have fun, as well. If any of your players love Dead in the West’s genre, then this game is a must-play.
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           At this time (so far as I can tell) there are no supplemental gaming materials available from Dead in the West.
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           Dead in the West is Produced By:
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    &lt;span&gt;&#xD;
      
           Will Donelson
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dead+in+the+West+RPG.png" length="305565" type="image/png" />
      <pubDate>Thu, 20 Jul 2023 01:28:48 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/games-like-dnd/dead-in-the-west-rpg</guid>
      <g-custom:tags type="string" />
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dead+in+the+West+RPG.png">
        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Haste 5e Strategies</title>
      <link>https://www.eternityttrpg.com/haste-5e</link>
      <description>Haste 5e is one of D&amp;D's most iconic original spells. See how Haste 5e and time spells work both in D&amp;D 5e and in Eternity TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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            If you’re looking for more speed, extra actions, and more defenses for your D&amp;amp;D 5e game, then the haste 5e spell must have caught your attention.
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            Haste is one of the game’s most iconic spells, from even the very first edition Dungeons and Dragons. Though the rules have changed slightly, nowadays, D&amp;amp;D’s haste 5e can give you an edge when battling monsters, allow you to escape dangerous situations, and give your teammates terrific mobility in key situations. Of all spells in
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           any TTRPG
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            , haste has to be one of my favorites, if for no other reason than how much fun it can be.
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            If you're ever playing a
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           classless RPG
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            (such as a system like Skyrim offers), then you know that haste is one spell that virtually everyone ends of choosing to enhance their character, at least by the end of the game.
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           So, want to know more about how haste 5e works in D&amp;amp;D, what classes can use the spell, when you can use it, or which scenarios the spell is most beneficial? Keep scrolling as I share with you how to maximize this great spell.
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           How Haste 5e Works
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           The Haste 5e spell is a third-level transmutation spell. Transmutation spells cause changes in creatures’ physical properties, so if your wizard ally casts a haste spell on you, you’ll be remarkably fast, along with a host of other related benefits.
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            When casting haste 5e, you pick one willing creature that you can see within a 30-foot range. The speed of the target is then doubled. Apart from that, the target also enjoys a bonus +2 their AC, a dexterity saving throw
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           advantage
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           , and an extra action each turn as well, which the target can (only) use to hide, disengage, dash, use an object, or make one weapon attack.
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           Haste is a concentration spell, and lasts up to one minute. The spell also comes with a downside since when its effect ends, the target becomes exhausted and can’t take any further actions or move until their next turn.
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           What Classes Can Cast Haste?
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           Wizards, Sorcerers, and Artificers can all cast Haste 5e. Wizards and Sorcerers may learn the spell at fifth level, while Artificers have to wait a bit longer, and may only acquire the spell at ninth level. Several subclasses also have access to haste 5e though.
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           Ninth Level Subclasses:
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            horizon walker rangers, oath of vengeance, and oath of glory paladins are all able to cast haste once they reach ninth level.
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           Thirteenth Level Subclasses:
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            similarly, eldritch knights and arcane tricksters gain a third-level spell slot once they reach level 13, which they can use to acquire haste.
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           Fifteenth Level Subclasses:
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            for blood hunters joining the order of the profane soul, haste becomes accessible at level 15.
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           Circle of the Lands Druids: this druid subclass is also able to cast the haste spell if they pick Grassland as their connection.
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    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Love D&amp;amp;D? Check Out RPG Products You May Love
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           Rakdos Cultist
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            The only background that can offer the capacity to cast a haste spell is Rakdos Cultist. However, Rakdos Cultist is found in the
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    &lt;a href="https://dnd.wizards.com/products/guildmasters-guide-ravnica" target="_blank"&gt;&#xD;
      
           Guildmaster’s Guide to Ravnica
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            , which means that the campaign should be set in Ravnica to be legal for
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           Adventurer’s League
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            . Although for any other type of
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           RPG campaign
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           , most dungeon masters are likely to let it fly, regardless.
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           Characters with the Rakdos Cultist background should also make sure to have the Pact Magic class or a spellcasting capacity, too.
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           Rare Items
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           You can drink a Potion of Speed to get a one-minute haste effect that does not require concentration. However, this item is quite rare, so you shouldn’t count on always having one available during important moments of your campaign.
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            Speaking of rare items, there’s also the
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           Infernal Machine of Lum the Mad
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            , then the legendary weapon
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           Blackrazor
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           , which both allow players to caste the haste spell (though both also come with terrible risks).
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           D&amp;amp;D 5e Spell Card Decks
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           As a quick aside, if you haven't seen the spell cards they make for D&amp;amp;D now, they're worth checking out. If you're like me and my gaming group, you often have lengths of time where someone has to look up a spell's specific effect, which of course means piling rulebooks on the table. Normally, that's no big deal, but during a combat encounter - such as when you're actually using a spell like haste 5e - that can be a bit anti-climactic.
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            The D&amp;amp;D spell cards contain all the spell info you need to know for each class. When your players learn a new spell, just have them pick out that single card from the deck, and keep it next to their character sheet. Next time they need reminders on how to use it, they can quickly reference the spell without causing a hangup. Lastly, this particular bundle (if you want them all) will save you about $40 off the normal price for buying the spell cards separately.
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           How to Optimize the Haste 5e Spell
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           Since haste 5e comes with so many beneficial effects, there are actually numerous ways to optimize your use of the spell. Overall, I wouldn’t say that haste is necessarily a top-tier spell in D&amp;amp;D, so you really want to make sure when casting it that you are getting the most out of your efforts.
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           Buff Martial Classes
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           Compared to spellcasters, martial classes benefit much more from haste. Since you can’t use your additional action from haste 5e to cast a spell, haste’s offensive piece is basically wasted on a caster. Meanwhile, the melee brute or deadly ranger in your group actually benefit quite a bit from that extra attack per round that haste grants them.
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           Class-Specific Optimizations
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           Arcane tricker, eldritch knight, war mage, sword bard, or bladeslinger all have relatively low AC compared to other martial classes, yet still often find themselves on the front lines of any combat encounter. It’s a great idea if you’re playing one of these classes to get haste, as it not only increases your survivability and defense against area of effect spells, but also gives you more weapon attacks each turn.
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            Check out my post on some
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    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           specific character ideas
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            for your game that you might be able to fit in with a haste build. If you want to create a character or NPC based around a haste spell concept, that guide could be of some help for you.
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           Escort Missions
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           D&amp;amp;D is rife with quests where you need to protect someone during a journey, and let’s be honest – the ones you’re helping are usually pretty weak, and they’re often incapable in a fight. Thus, of course, why they hired your heroes in the first place.
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           When you get into any kind of battle during your escorting mission, protect important NPCs with haste, which of course gives them +2 AC, advantage on dexterity saving throws, and enough bonus on movement that they should be able to reposition themselves away from the main danger to stay relatively safe.
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            Of course, haste can come in handy for any number of quests and encounters. If you want to use it more in your game and need some ideas, check out these awesome
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    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Quest Ideas
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            for inspiration.
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           Insane Movement with Dash
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            In any situation where you or your ally wants to become faster and more evasive, haste is a good spell to cast. Hasted characters obviously get double movement speed, but they can also use their extra action for the turn to
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           dash
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           , which also doubles your movement speed for the turn. Most characters start with a speed of 30 feet, so dashing while hasted actually quadruples your speed to 120 feet (which is pretty insane).
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           Avoid TPKs
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            Worst-case scenario, the wizard in your group who's able to cast haste can probably survive most
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    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPKs in D&amp;amp;D
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            . So long as one person in your group survives (and your party's high enough level to afford such things), they can run back to town, and find a way to eventually resurrect everyone else. Since a hasted team member has extra defenses, and probably enough movement speed to outrun any danger, they can act as your last line of defense against a total party wipe.
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           The Downsides of Haste 5e
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            Haste can be useful in terms of mobility and defense, but it’s also received some criticism from the D&amp;amp;D community, and for good reason. In the right situations, I still feel that haste 5e has its place, and so long as you use it in the situations provided above (or something similar), you should be fine. But to be honest, spells like
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    &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
      
           Bless 5e
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            actually have much more overall utility. Here’s why:
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           Losing Concentration is a Major Negative
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            The single biggest drawback to haste is the negative effect for losing concentration. According to the
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    &lt;a href="https://dnd.wizards.com/products/rpg_playershandbook" target="_blank"&gt;&#xD;
      
           Player’s Handbook
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           , after the haste spell ends, the spell’s target can’t move or take any action until after their next turn.
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           Honestly, concentration spells are kind of bad enough because:
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            Each character can only maintain one spell at a time.
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            And whenever you’re attacked while maintaining a spell, you have a chance to lose concentration of that spell, and thereby also lose its benefits.
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           However, with haste, two party members suffer the consequences of a failed concentration save, as the target character also loses an entire turn on top of the spell’s effects being lost. That’s pretty bad. Bad enough in many cases that it’s actually not even worth casting haste on someone to begin with, if you think there’s any chance at all that you might fail a concentration save.
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           Phantom Steed for Movement
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            There are also other several lower-level spells that provide the same benefits as haste, just broken up into separate effects.
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    &lt;a href="https://roll20.net/compendium/dnd5e/Phantom%20Steed#content" target="_blank"&gt;&#xD;
      
           Phantom steed
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           , for example, gives the target a speed of 100 feet (replacing that character’s normal speed value), meaning that phantom steed actually gives a substantially better movement speed boost than haste does, for most characters.
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           If the phantom steed is attacked, it fades, true, but most monsters won’t waste their time attacking the summon from a 1st-level spell slot. So, at least as far as movement speed goes, haste is definitely not the overall best option, even though it’s a 3rd-level spell.
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           Raw Damage from Spells like Fireball
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           Haste’s bonus attack that it gives is definitely nice for warrior-type classes, but when it comes to damage output, there are many better options. Haste takes 1 action to cast, and gives bonus damage over time. As an alternative, fireball, for example – also a 3rd-level spell – also takes 1 action to cast, but provides much, much greater damage, and right away.
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           Getting Silenced
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      &lt;span&gt;&#xD;
        
            It probably goes without saying, but haste has a verbal component to its spell casting requirements. So, if you get
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    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           silenced
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      &lt;span&gt;&#xD;
        
            , haste is a no-go for you, either for casting or maintaining it. As such, you simply need to be aware of enemies who can cast silence, and have countermeasures in place - if you plan to be successfully casting haste a lot, this is.
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Haste vs. Slow
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      &lt;span&gt;&#xD;
        
            Haste 5e and
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    &lt;a href="https://roll20.net/compendium/dnd5e/Slow#content" target="_blank"&gt;&#xD;
      
           slow 5e
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            are two sides of the same coin as slow produces effects opposite to haste. Instead of getting +2 AC, targets of slow have a -2 AC. Affected creatures can also only take an action or a bonus action each round, but not both, and they are not able to use reactions.
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           Slow also affects up to six creatures in range. However, the slow spell also requires a wisdom saving throw for it to initially hit, and gives affected targets an additional wisdom saving throw at the end of every round, to remove the effect. Meanwhile, the haste spell works automatically, given that you have solid concentration for the entire minute.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Rolling+for+Initiative+5e.png" alt="Rolling for Initiative 5e" title="Rolling for Initiative 5e"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
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           Haste in D&amp;amp;D 5e vs. Eternity TTRPG
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           In D&amp;amp;D 5e, the haste spell provides several benefits that all emulate what may actually happen if a character suddenly sped up in time – at least, that’s how I think of it. The increased evasion (+2 AC), ability to quickly avoid area of effect attacks (advantage on dexterity saves), movement speed, and even an extra action per round.
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            In the
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    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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            , haste provides similar benefits, but is greatly simplified in terms of how it actually “works.” Of course, there are many
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
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            out there. In particular, I created haste in Eternity TTRPG to be more like what’s seen in the legendary video game,
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    &lt;a href="https://finalfantasy.fandom.com/wiki/Haste_(status)" target="_blank"&gt;&#xD;
      
           Final Fantasy Tactics
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           , where the target of a haste spell simply gets to take their turn more often.   
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  &lt;h3&gt;&#xD;
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           Initiative in D&amp;amp;D 5e
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           Taking more actions in combat really brings up the topic of initiative, and taking turns in combat. The term “
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    &lt;a href="https://slyflourish.com/static_monster_initiative.html" target="_blank"&gt;&#xD;
      
           Static Initiative
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           ” when it comes to tabletop RPGs typically refers to the practice of using a set value for monster initiative, rather than rolling and adding a bonus for them. The reason dungeon masters do this is because it saves time at the start of combat from rolling for each and every monster. Meanwhile, when the players each roll for their initiative at the start of battle, that’s considered “Active Initiative.”
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           In my opinion though, the entire D&amp;amp;D system of initiative is, in fact, static. The reason? Simple. Each player rolls for initiative one time at the start of combat. After that, the order of who goes when is set in stone – more or less – making it static. It certainly isn’t dynamic, so let’s say that, if anyone disagrees.  
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           Initiative Tracker for Your Game
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           If you are going to use the basic D&amp;amp;D initiative tracking system (whether static or as-written), I've always found that it's great to have something visual to cue the players in my group.
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            When I'd first started dungeon mastering, I always just wrote players' initiative scores in my notebook, and let them know when it was their turn to go. However, nowadays, I let something fun and more engaging do the work for me, like this "sword" initiative tracker. Players seem to enjoy the aesthetic of the tracker, they're more easily able to tell when their turn's coming up, and it's just more fun than just keeping initiative in a notebook.
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  &lt;h3&gt;&#xD;
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           Initiative in Eternity TTRPG
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           In my opinion, one of the best game design elements of Eternity TTRPG, and the most innovative, is the use of a truly dynamic initiative tracker system.
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           In Eternity TTRPG, players roll for initiative at the start of every round of combat. Each round of combat, the players new initiative roll is added to their previous initiative value, creating an ever-increasing total. Then, players get to take a turn each time their total initiative passes certain thresholds (every multiple of 50 total initiative).
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            The system’s actually very intuitive (and easy to use, with the
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    &lt;a href="https://www.eternityttrpg.com/eternity/initiative-tracker" target="_blank"&gt;&#xD;
      
           online initiative tracker
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           ), and results in some characters actually taking turns more often than other characters. The system makes initiative its own highly dynamic stat that allows for an incredible amount of strategy.
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  &lt;h3&gt;&#xD;
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           Haste in the Eternity TTRPG Game System
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, back to haste. In Eternity TTRPG, the haste spell gives targets a chance each turn to generate an additional turn (turns generated by haste can’t generate more haste turns). The reason this spell is so powerful is because it scales in value as the affected target’s initiative value increases.
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           Whereas haste is beneficial on a low-initiative target, still giving them extra actions every so often, the spell’s effect on a high-initiative target is multiplied so that they become a blur, sometimes taking 3-4 turns for every 1 turn that other characters end up taking.
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  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           What Classes in Eternity TTRPG can Cast Haste?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Haste is decidedly a time magic spell, which falls within only the purview of the Archon (Eternity TTRPG Classes Expansion). However, there is also a relic called the Chronos Armlet which characters may equip to also gain the haste effect for themselves as an ongoing buff. The Chronos Armlet effectively makes the haste spell accessible for all characters and classes.
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           Archon – Core Class Spell
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    &lt;span&gt;&#xD;
      
           Haste (Magic):
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      &lt;span&gt;&#xD;
        
            4Range, after this spell has been cast, on every one of the target’s turns, roll d20. If they roll 18-20, the target gets to take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Haste” cannot trigger another Action from “Haste.” Targets may not use any Wisdom during an Action gained from “Haste.” You can instead choose to continually maintain this spell for 3Inspiration, per target.
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  &lt;ul&gt;&#xD;
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Zenith)
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Whenever your target gets an additional Action from “Haste,” they also heal +1Wisdom. This critical allows affected targets to heal 1Wisdom above their normal max Wisdom. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), per target.
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             (Spells of True Weaving)
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Roll 16-20. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom), per target.
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             (Chrono Mage)
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      &lt;span&gt;&#xD;
        
            Also, up to 3 enemies in 4Range of your target, roll your +4Faith vs. Resilience. If this critical hits, on every one of each affected enemy’s turns, roll d20. If you roll 20, that target loses their turn. If the enemy is already affected by or becomes affected by “Slow,” this effect instead allows you to roll 1 lower to hit with that spell. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), per target.
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  &lt;h3&gt;&#xD;
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           Chronos Armlet – Relic
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Note that relics come in three tiers of power, as shown for the Chronos Armlet, below. You may wear this relic in addition to the armor you already have equipped. “Chronos Armlet” cannot be used if you already have the “Haste” Spell maintained upon you.
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           Tier 1
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           4Range, on every one of your turns, roll d20. If you roll 19-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 2Intelligence, 2Inspiration, or 1Intelligence and 1Inspiration.
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    &lt;span&gt;&#xD;
      
           Tier 2
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           4Range, on every one of your turns, roll d20. If you roll 18-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 4Intelligence, 4Inspiration, or 2Intelligence and 2Inspiration.
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    &lt;span&gt;&#xD;
      
           Tier 3
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4Range, on every one of your turns, roll d20. If you roll 16-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 6Intelligence, 6Inspiration, or 3Intelligence and 3Inspiration.
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Haste+5e+for+Melee+Characters.png" alt="Haste 5e for Melee Characters" title="Haste 5e for Melee Characters"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Other Haste-Like Effects
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Even though the haste spell, specifically, is only accessible by the Archon class, many other classes are able to buff both themselves and others with initiative-increasing effects. As described above, since initiative in Eternity TTRPG is dynamic, any initiative increase comes with the wonderful possibility of actually increasing a character’s number of turns – very similarly to the actual haste spell.
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  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Here are some of the most prominent classes, spells, and abilities that provide initiative buffs in Eternity TTRPG.
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  &lt;p&gt;&#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Judge – Core Class Spell
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           Vigilance:
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, the target gains +3Initiative. You can instead choose to continually maintain this Ability for 3Inspiration, per target.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
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             (Voice of the Realm)
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        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Also, up to 3 enemies in 2Range of your target, Strike Bonus vs. Resilience or, Faith vs. Resilience, gives all affected targets -3Initiative. This Critical effect cannot Double-Hit or give a Block.
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Shield of Order)
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      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Gives +7Initiative. You can instead choose to continually maintain this Critical for 7Inspiration (and 0Wisdom), per target.
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Swift Justice)
            &#xD;
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      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.
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           Legionnaire – Specialization/ Critical Option
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           Superiority:
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      &lt;span&gt;&#xD;
        
            up to 3 allies in 4Range, each move your respective Speed values -2 (rounded down). You (but not allies) can instead choose to move 2 spaces (regardless of current Speed value), if you prefer. 3turn Recharge.   
           &#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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             (Art of War)
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            All affected allies also gain +7Initiative for 1turn.
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           Summoner – Specialization/ Critical Option
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           Eidolon (Magic):
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            this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.
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           Up to 3 enemies in 4Range, -1Faith vs. Will, deals 1damage to all affected enemies.
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           (Double-Hit):
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            deals 2damage. You can only Double-Hit one target each time you cast this Spell.
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             (Enhanced Gateways)
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            You also have +7Initiative while casting this Spell (for 2turns).
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Haste+5e+and+Initiative.png" alt="Haste 5e and Initiative" title="Haste 5e and Initiative"/&gt;&#xD;
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           Counters to Haste in Eternity TTRPG
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           Haste may seem like it’s basically the best spell in the game since it not only provides characters with additional actions, but may even allow them to take more turns, over
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    &lt;span&gt;&#xD;
      
           all, than their enemies.
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           However, the way that debuffs work in Eternity TTRPG – and especially damage over time effects – is that those effects either trigger, or have a chance to trigger, every time the target of the effect takes a turn. With a hasted character, since they’re probably taking far more turns than anyone else, they’re actually harmed quite a bit by debuffs.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, if you’re fighting a difficult enemy who’s affected by haste, use some spell or ability on them that provides damage over time effects. Then, watch and laugh as all of their extra turns actually generate more damage to them than you could maybe ever do otherwise. With this simple counter, you can turn any high-initiative or hasted enemy into a liability for themselves.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Curious about the Eternity TTRPG Game System?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you’ve read all this way and haven’t yet checked out
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            yet, you may be very interested. What makes Eternity TTRPG different than other tabletop RPGs you’ve played?
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  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Well, first off is the dynamic initiative system, which is wildly fun, and you just read about here. Second, Eternity is a multiple-game master system, meaning that everyone in the group may contribute as much (or as little) as they want to the game’s overall story, world, and more – all while playing their own character.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you're curious about trying out a new TTRPG, check out the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            where you can learn more about how the game's played, races, classes, and a host of resources for getting started.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can pick up an inexpensive PDF copy of Eternity TTRPG at the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . We’re a small, family-owned company, with a game system and site that are beginning to get big. But, we’ll never get so big that your support won’t be greatly valued and appreciated. If you do decide to check out the game, let me know what you think! Happy gaming.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Haste+5e+Blog+Post.png" length="522591" type="image/png" />
      <pubDate>Wed, 17 May 2023 21:21:29 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/haste-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Haste+5e+Blog+Post.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Bless 5e: the Single Best 1st Level Spell in D&amp;D</title>
      <link>https://www.eternityttrpg.com/bless-5e</link>
      <description>Bless 5e is one of D&amp;D's best spells since it's only 1st Level. See how Bless 5e and similar spells in Eternity TTRPG function.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When playing Dungeons and Dragons, getting an extra oomph of power makes all the difference. While some players think Bless 5e is a little basic, the reality is it can be a powerful and valuable spell that should never be underestimated.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If used strategically, Bless can be potent, and can significantly increase your party’s chance of success. If you aren’t terribly familiar, let me tell you what Bless 5e does, and how to use it for greatest effect to give your team an edge.
          &#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bless+5e.png" alt="Bless 5e" title="Bless 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Exactly Is Bless 5e?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            According to the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/what-is-dnd/basic-rules" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Basic Rules
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , Bless is a first-level enchantment spell that affects up to three creatures of your choice that are within 30 feet of range. It takes one action to cast the spell, and Verbal, Somatic, and Material components must be used. The material component is some holy water, which you sprinkle before the target characters.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The targets of the spell gain a +1d4 bonus to attack rolls and saving throws. Its concentration effect lasts for one minute (10 rounds), giving your party a massive advantage in combat scenarios. When you cast Bless 5e using a 2nd-level slot or higher, you can cover an additional target character for every slot level above the first level.
          &#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Right off the bat, a +1d4 bonus to attack and saving rolls may not seem like much. However, when do a little math, that results in a 10% damage boost for your party, and 10% increased resistances to basically any attack that doesn’t go directly against armor class.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For a mere 1st level enchantment, Bless 5e provides some serious benefits.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            With any
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    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , having Bless-like effects are absolute game-changers, whether for a single combat encounter, or your ongoing
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG Campaign
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How Does Bless Work?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless is an excellent spell when your party needs an extra push in battle. It’s almost like having an invisible guardian angel by your side, granting you bonuses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            The only real downsides of Bless 5e is that it does require
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://arcaneeye.com/mechanic-overview/concentration-5e/" target="_blank"&gt;&#xD;
      
           concentration
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . While concentrating on a spell, you cannot cast another spell that also requires concentration (such as
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
      
           Cause Fear 5e
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            or others with ongoing effects). Additionally, while concentrating, if you take damage, you must make a concentration check to see if it interrupts your spell.
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  &lt;h3&gt;&#xD;
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           Does Bless Affect Damage Rolls?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless 5e does not directly affect damage rolls; it only affects attack rolls and saving throws. Of course, it would be nice if Bless also increased damage rolls, but just remember that for a single 1st level spell, you’re already increasing the hit chance for three allies.
          &#xD;
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  &lt;p&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Is Bless a Bonus Action?
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            No, Bless 5e is not a
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
      
           Bonus Action
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    &lt;span&gt;&#xD;
      
           . It requires one action to cast, and the effect lasts 10 rounds or one minute, so long as you remain concentrating on the spell. It’s probably best to cast Bless at the start of a battle, so that your party gains the full benefit for every attack and saving throw they make, throughout.
          &#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Does Bless Affect Death Saving Throws?
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      &lt;span&gt;&#xD;
        
            Yes, Bless 5e does affect death saving throws, which the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf" target="_blank"&gt;&#xD;
      
           Player’s Handbook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            defines as a “special saving throw” that isn’t linked to any ability score. When a character is reduced to 0 hit points, they must make death-saving throws as their last chance to survive, and this means that Bless gives players an extra chance at surviving when they are near death.
           &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I actually increased my own valuation of Bless when I realized that its +1d4 value applied to death saving throws, as keeping allies alive is obviously a major deal. Honestly, by itself, Bless can help prevent a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK
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           .
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  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Love Tabletop Gaming? Check Out My Store
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes Can Use Bless or Related Effects?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless is essentially a Cleric spell, but Paladins, being holy warriors, also have access to the spell. Bards may also use Bless if they have the Magical Secrets ability at 10th level, or if they are Bards of the College of Lore at 6th level. Additionally, even Sorcerers that have the Divine Soul origin can cast Bless 5e, making it one of the most widely-accessible buffs in D&amp;amp;D.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless vs. Bane
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless and Bane are two very similar spells with opposite effects, but virtually identical results. While Bless grants a +1d4 bonus to attack rolls and saving throws, Bane inflicts a -1d4 penalty on attack rolls and saving throws.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           While Bless is typically available to Clerics and Paladins, Bane is usually available to Clerics and Bards, and is also accessible to Divine Soul Sorcerers.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           If you want to focus on assisting your party, then Bless is the better option, and it will help your party members hit more often and succeed in saving throws. On the other hand, if you want to debuff your opponents, Bane is an excellent choice to stop your opponent’s attacks and weaken their saving throws.
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your party will immensely benefit if you have characters in your party who can cast both Bless and Bane. This way, you can cast Bless to give your party an extra boost and Bane to damage your enemies as needed!
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How Can You Optimize Casting Bless?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The best way to optimize Bless 5e is to cast it on targets already proficient with a weapon or skill. Since the spell grants a +1d4 bonus to attack, if the spell’s target has proficiency in their weapon, they’re basically getting a multiplier to their damage.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes to D&amp;amp;D, you want to find situations where you can multiply your results, and negate enemy actions. So, you should cast Bless on the people in your party who already do the most damage. That way, you’re adding a 10% multiplier to a higher base value.
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    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Additionally, it’s very valuable to give Bless defensively to people in your adventuring group who have particularly weak saving throws against whatever enemy you’re fighting. Thinking about a 10% bonus per turn is definitely nice, but what if that extra +1d4 roll actually stops one of your allies from having
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           Charm Person 5e
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      &lt;span&gt;&#xD;
        
            cast on them? If you can prevent even a single major spell effect on someone, then Bless more than pays for itself.
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Scenarios Where Bless May Be Most Beneficial
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless is overall one of the most powerful buffs in D&amp;amp;D, but here are some specific scenarios where you can maximize its effect to gain an upper hand:
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    &lt;/span&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Using multiple attacks:
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             if your party has a creature that can attack multiple times (e.g., a fighter with various attack actions), Bless gives them more chances to land attacks. This takes full advantage of the “multiplication” idea, as you’re actually giving your ally +1d4 multiple times per round (once for each attack they make).
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Amplifying spell attacks:
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             similar to physical attacks, Bless also gives its damage bonus to spell attacks. If you’re allied with a warlock or a wizard that can cast spells that deal incredible damage (such as
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://roll20.net/compendium/dnd5e/Meteor%20Swarm#content" target="_blank"&gt;&#xD;
        
            Meteor Swarm
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      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ), giving them Bless can significantly increase the level of devastation.
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      &lt;span&gt;&#xD;
        
            Attacking with a penalty:
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             attack penalty refers to the
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        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://5thsrd.org/rules/advantage_and_disadvantage/" target="_blank"&gt;&#xD;
        
            disadvantage
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      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             mechanic when attacking at a range or in different light conditions (e.g., dim light). If your party faces a monster under such circumstances, Bless can compensate for this penalty and increase the chances of landing an attack.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
  &lt;/a&gt;&#xD;
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  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Can a Character Cast Bless on Themselves?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Yes. Generally, it’s possible to cast Bless on your own character. The Player’s Handbook states that most spells that “target a creature” can be cast on yourself, as long as it’s not indicated otherwise in the spell description. Some spells might require a unique condition to be cast, so be cautious of those details.
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    &lt;/span&gt;&#xD;
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    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As stated in the Bless spell, you can cast up to three creatures within a 30 feet range. By all technicalities, you’ll always be within that 30 feet range, so casting Bless on yourself is basically a given.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Can You Bless Twice in 5e?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sadly, casting Bless twice on the same creature, to give then +2d4 to their attack and saving throw rolls, is impossible. For example, if you (a Paladin) cast Bless on a fighter and your ally (a Cleric) both cast Bless on the same creature, the effects of the spells won’t overlap. Instead, the spell with the highest bonus will apply, and the other will be canceled.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As stated in the spell’s description, you can bless up to three creatures (including yourself) within a 30 feet range. You can also expand the number of target creatures affected by your spell by using higher-level spell slots. But even higher-level spells do not allow for stacking Bless effects.
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    &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           D&amp;amp;D Takeaways
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless 5E is an indispensable spell for a party in a combat situation. It can give your team the extra edge you need to outwit and outplay your opponents, making it an invaluable asset. Whether it’s a battle against a mighty enemy or trying to succeed at an essential task, Bless can tip the odds in your favor.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bless+5e+value+in+large+combat+encounters.png" alt="Bless 5e value in large combat encounters" title="Bless 5e value in large combat encounters"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bless in D&amp;amp;D 5e vs. Eternity TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Obviously, there are many ongoing buff-type effects in D&amp;amp;D, with Bless simply being one of the most iconic (and best). It’s such a useful spell precisely because it provides a significant bonus to attack and defense, and even does so for multiple members in an adventuring party.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , there are also many concentrate-like spell and ability effects that provide similar attack and/ or defense buffs.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Before getting into specific spells and abilities, the biggest difference between D&amp;amp;D and the Eternity TTRPG game system is that in D&amp;amp;D, a spell caster can only “concentrate” on one spell at a time. In Eternity TTRPG, each character has both “Inspiration” and “Intelligence” stats which can be used to maintain buffs on allies and debuffs on enemies (respectively), as a concentrated spell might function, except that the only limit to the number of maintained spells and effects is the character’s stat values.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes in Eternity TTRPG can Use Bless-Like Effects?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of the 30 classes in Eternity TTRPG, basically every single one of them has access to a maintained spell or ability that can boost their own attack or defense, at least to some degree.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Of those 30 classes, 10 of them (with some overlap from the healing classes from my
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
      
           Cure Wounds 5e
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            article) have spells or abilities that also aim at increasing party members’ combat abilities:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Alchemist
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Archon
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cryomancer
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dread Priest
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Lancer
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Legionnaire
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Nether Knight
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Oracle
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Pyromancer
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sage
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since there are too many Bless-like spells and abilities in the game to list, here’s a sample of some of the game’s most iconic core class buff effects.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Archon – Core Class Spell
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Haste (Magic):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, after this spell has been cast, on every one of the target’s turns, roll d20. If they roll 18-20, the target gets to take an additional 1 Action on their turn. An Action triggered from “Haste” cannot trigger another Action from “Haste.” Targets may not use any Wisdom during an Action gained from “Haste.” You can instead choose to continually maintain this spell for 3Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Zenith) Whenever your target gets an additional Action from “Haste,” they also heal +1Wisdom. This critical allows affected targets to heal 1Wisdom above their normal max Wisdom. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), per target.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Spells of True Weaving) Roll 15-20. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom), per target.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Chrono Mage) Also, up to 3 enemies in 4Range of your target, roll your +7Faith vs. Resilience. If this critical hits, on every one of each affected enemy’s turns, roll d20. If you roll 20, that target loses their turn. If the enemy is already affected by or becomes affected by “Slow,” this effect instead allows you to roll 1 lower to hit with that spell. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cryomancer – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ice Augmentation (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            augment your own or an ally’s weapon in 4Range. Whenever the augmented weapon hits a target, roll your +7Faith vs. the target’s Resilience, gives -3Initiative (can stack to -6Initiative after two applications – gives -6Initiative against pyromancers). “Ice Augmentation” cannot Double-Hit or give a Block. You can instead choose to continually maintain this spell for 3Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Frost Knight) Your ally also gains immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Spells of Everwinter) Instant Action. When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Ice) Gives -6Initiative You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom), per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Lancer – Core Class Ability
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Valiance:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, after this ability has been used, the target gains +3Inspiration, also allowing them to Instantly maintain any additional spell or ability that the additional Inspiration allows them to use.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Mounted Advantage) Move up to your Speed value before or after using this ability. You can also move up to 4Speed before or after using this ability, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Elite Knight) Your target also gains either +3Strike Bonus or +3Faith, at their choice. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Armored Warfare) Gives +6Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Legionnaire – Core Class Ability
          &#xD;
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Superiority:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            up to 3 allies in 4Range, each move your respective Speed values -2 (rounded down). You (but not allies) can instead choose to move 2 spaces (regardless of current Speed value), if you prefer. 3turn Recharge.   
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Bringer of Balance) Speed value.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Art of War) All affected allies also gain +7Initiative for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blade Disciple) You can also only use this critical if you have “War Tactics” selected and it is not on Recharge. All affected allies also use a non-critical “War Tactics” in the same turn. When you use this critical, you can’t use any more Wisdom this turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Oracle – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Premonition (Magic):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, the target gains +20Resilience, +20Dodge, and +20Will for 1turn. Starting the turn after this effect fades, this effect then Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can cast this spell twice per Battle before it goes on a Battle Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blessings of the Eternals of Light) 2turns. This effect also Fatigues the target, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blessings of the Eternals of Shadow) The next enemy who attacks your target, roll +7Faith vs. Resilience, they have -7Strike Bonus and -7Faith for the next two (2) attacks, spells, or abilities that they use. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Eternity) You can also only use this critical if you have “Omen” selected. You also cast a non-critical “Omen” in the same turn. When you use this critical, you can’t use any more Wisdom this turn.  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer – Core Class Spell
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fire Augmentation (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
             augment your own or an ally’s weapon in 4Range. Whenever the augmented weapon hits a target, roll your +7Faith vs. the target’s Will. If this spell hits, on every one of the target’s turns, roll d20. If you roll 18-20, they take 1damage (can stack to 15-20 after two applications – deals 2damage to cryomancers). “Fire Augmentation” cannot Double-Hit or give a Block. You can instead choose to continually maintain this spell for 3Inspiration, per target.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Flames of the Abyss) Roll 15-20. You can instead choose to continually maintain this critical for 6Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) The target also gains +3Initiative. You can instead choose to continually maintain this critical for 6Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) Instant Action. When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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&lt;/div&gt;&#xD;
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Concentrate+spells+to+win+battles.png" alt="Concentrate spells to win battles" title="Concentrate spells to win battles"/&gt;&#xD;
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           Counters to Buff Effects in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, buff effects are not without its counters. Here are a number of counters that your enemies may have against your party’s buff effects, or ways that you can deal with effects that they’re maintaining against you:
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          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Greater Dispel (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           you are attempting to remove, unless the target is a summon.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            removes all stacks of 2 ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast at a summon, deals an additional 1damage to the summoned unit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Essence of Magic (3 Uses):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           6Range, Strike Bonus vs. Resilience, or Faith vs. Resilience, Silences the target for 3turns. This item cannot Double-Hit or give a Block.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Essence of Magic can interrupt magically-maintained effects, such as “Haste” or “Fire Augmentation,” above, but do not have effect on maintained abilities (non-magical effects).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Curious about the Eternity TTRPG Game System?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I’ve always loved D&amp;amp;D, and played quite a bit back in 3.5
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;sup&gt;&#xD;
      
           th
          &#xD;
    &lt;/sup&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            edition. D&amp;amp;D has inspired me in so many ways, including creating my own tabletop RPG: the Eternity TTRPG Game System.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternity TTRPG has many of the classical RPG elements you’d expect from any game of its kind, but it also features GM-Less gaming (or more like, multiple game masters), and has what I believe to be really fantastic strategic and tactical combat encounters.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you're curious about trying out a new TTRPG, check out the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . You can learn how the game's played, see races, classes, and a host of resources for getting started.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Already interested in the game, based on what you've read? Pick up an inexpensive PDF copy at the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Eternity is a growing company, so your support is greatly appreciated! Let me know what you think of the game, and happy gaming.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bless+5e+Blog.png" length="334909" type="image/png" />
      <pubDate>Fri, 14 Apr 2023 21:23:45 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/bless-5e</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bless+5e+Blog.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bless+5e+Blog.png">
        <media:description>main image</media:description>
      </media:content>
    </item>
    <item>
      <title>Cure Wounds 5e: A Blessing or a Curse?</title>
      <link>https://www.eternityttrpg.com/cure-wounds-5e</link>
      <description>Cure Wounds 5e is one of D&amp;D's most iconic spells. But is it really that good? Learn how healing works in D&amp;D and Eternity TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In any RPG you play, it’s impossible not to meet a character whose primary purpose in life is to heal their teammates. Let’s say the marksman is just one hit away from being slain. The healer can break that tension with a single move, and the team can keep going. Of course, healing differs in each RPG. But usually, a spell that helps restore precious hit points is often the weapon of choice for these healers, and in the case of Dungeons and Dragons, that spell is Cure Wounds.
          &#xD;
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    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cure Wounds 5e is one of the hundreds of spells in the Player’s Handbook and one of the first that D&amp;amp;D beginners learn about. Well, not all beginners, but I’m pretty sure many will agree. Cure Wounds 5e was one of the first spells I learned. And after years of playing D&amp;amp;D in both
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           DnD One Shots
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            and
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    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG Campaigns
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           , I’ve witnessed pretty significant changes in the role of the spell.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, let’s get into what Cure Wounds 5e actually is and how it can affect your adventures.
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/cure+wounds+5e.png" alt="cure wounds 5e" title="cure wounds 5e"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
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           What Is Cure Wounds 5e?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cure Wounds 5e is a spell that allows a character to heal themselves or another target. It has a variety of uses, from healing an injured character after a fight, to topping off the party’s hit points before they embark on their next journey. Basically, it's the bread-and-butter spell that prevents a
           &#xD;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK
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            .
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            According to the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://online.anyflip.com/afgs/xkls/mobile/index.html#p=230" target="_blank"&gt;&#xD;
      
           Player’s Handbook (page 230)
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , Cure Wounds provides the following effect:
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           “A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.”
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  &lt;p&gt;&#xD;
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           The spell’s stats are as follows:
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Casting Time: 1 action
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range: Touch
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components: V, S
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      &lt;span&gt;&#xD;
        
            Duration: Instantaneous
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  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How Does Cure Wounds 5e Work?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It’s not really that complicated. You simply spend an action topping off another creature with sweet, sweet hit points. The amount depends on your spellcasting ability modifier and the level of the spell slot you’re using.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, for example, your friend is unconscious. You can cast Cure Wounds 5e on them, and they will regain 1d8+ your spellcasting ability modifier hit points. If you use a higher-level spell slot, the healing increases. And just like that, your friend is back on their feet and ready to continue the adventure.
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, the spell has its limitations, like any other. It won’t work on undead or constructs, and to be honest, it doesn’t really heal all that much. So, you must be careful when using it in certain situations. In all reality, it’s pretty great between battles, but due to its limited amount of healing, it’s a bit underwhelming during combat.
          &#xD;
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    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Love Tabletop Gaming? Check Out My Store
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           Which Classes can Cast Cure Wounds?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Now, here’s where the Cure Wounds 5e plot twist comes in. This staple healing spell has changed throughout the years, so I’m here to help you keep up.
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  &lt;p&gt;&#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Previous Editions of D&amp;amp;D
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cure Wounds used to be the “Cleric” spell. In my D&amp;amp;D journey (which I’m sure is similar to other players), I was the Cleric more times than I can count, especially when I was a beginner. It’s unsurprising; Clerics used to be the only class with access to Cure Wounds, because it’s what they do. They cure wounds, and they heal.
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I didn’t necessarily want to be the Cleric again and again, but it was the easiest class to play as a beginner. Basically, I just had to save the day, each and every adventure, with a few heals and buffs now and then while the rest of my team did the real work. So, Cure Wounds was the main spell. Honestly, many times, it could feel like the only spell.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D 5th Edition
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Enter D&amp;amp;D 5e, and Clerics have turned into more than doctors, nurses, and healers; they’ve now become more fleshed-out characters, meaning that Cure Wounds 5e is no longer a major limitation for them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Nowadays, Artificers, Bards, Clerics, Druids, and Paladins access the spell at level one. When the Rangers are at level two, they can access the Spellcasting feature and take the Cure Wounds 5e, too. It’s also possible for Divine Soul Sorcerers and Celestial Warlocks to access Cure Wounds.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Now, that list makes Cure Wounds 5e a spell that’s accessible to a variety of classes. It’s no longer limited to the “Cleric spell” as it was in the past. Is that a good or a bad thing? We’ll get to that soon…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When You Should Go for Cure Wounds 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Clueless players would say, “I’ll use Cure Wounds 5e whenever I need it, or my party needs it.” Who wouldn’t want to be a glorified healer, right? But keep in mind that Cure Wounds 5e takes one full action to cast. What I’m getting at is that you could use that one full turn for something else – something more… important.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Don’t get me wrong, healing is important. But for D&amp;amp;D 5e specifically, there are many more significant actions than healing (an average of) 4HP per spell level. As a result, knowing when you should NOT cast Cure Wounds becomes more crucial, actually, than knowing when you should cast it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, here’s a rule of thumb: if your allies aren’t unconscious or really, really, really close to becoming unconscious, use your action for other spells, instead.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If your party can pick off enemies in one go, pick them off and reduce their damage per round, instead of healing. And for Paladins, the Cure Wounds 5e is available, but you also have
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://roll20.net/compendium/dnd5e/Paladin#content" target="_blank"&gt;&#xD;
      
           Lay On Hands
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , which probably offers a better heal anyways.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Remember, in D&amp;amp;D 5e, your spell slots are extremely limited, so save as many as possible to instead unleash truly meaningful spells like Divine Smite. In short – at least during combat – it’s honestly best not to cast a Cure Wounds 5e spell at all…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            One major exception is if you happen to enjoy
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/single-player-dnd" target="_blank"&gt;&#xD;
      
           Single Player DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . If so, then having a spell like Cure Wounds 5e is probably your best friend, and you can essentially ignore all of the downsides of the spell, as it will at least keep you alive!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cure+Wounds+5e+Classes.jpg" alt="Cure Wounds 5e Classes" title="Cure Wounds 5e Classes"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Similar Spells to Cure Wounds 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Speaking of spells that are significantly more meaningful than cure wounds, there’s another spell that players interested in healing should instead consider: Healing Word. The
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://online.anyflip.com/afgs/xkls/mobile/index.html#p=250" target="_blank"&gt;&#xD;
      
           Player’s Handbook (page 250)
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            says:
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot above the 1st.”
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And when it comes to stats:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Casting Time: 1
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
        
            bonus action
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Range: 60 feet
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Components: V
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Duration: Instantaneous
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If your goal is to keep your allies alive, we can compare the two spells and immediately know which one is more practical.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Healing Word has a longer range than Cure Wounds 5e (which requires you to be close to the target). If it only takes one point of magical healing to keep an ally in the fight, casting the Healing Word instead of Cure Wounds allows you to heal someone without putting yourself in danger. That’s impossible with Cure Wounds 5e, as you have to literally touch your front-line tanks in order to provide them with healing.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, Healing Word is a Bonus Action 5e, meaning that it can be cast in addition to taking another action during a round. Meanwhile, Cure Wounds 5e requires – as I mentioned before – an entire action to cast.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The only downside is that not all classes have access to Healing Word. In fact, there are much fewer casters who can access it than Cure Wounds!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ultimately, when choosing your healing spells load-out, it’s all about knowing when to use each spell and when not to use them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bottom Line: Is Cure Wounds 5e Good?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At this point, you might wonder if Cure Wounds 5e is still useful at all. There seem to be more disadvantages than advantages to casting it, regardless of if you’re a Cleric, Ranger, or any other type of caster.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Well, Cure Wounds 5e is still helpful in some situations. Remember, dead allies can’t help you win the game, so any healing spell is better than none, if it allows you to keep your allies active. Plus, when your ally drops to 0HP, they actually have a chance to die, which – yes – is a bummer.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, Cure Wounds 5e is still a great healing spell to use in between combat encounters. If your adventuring party is exploring a cavernous dungeon, where many battles await, it’s always useful to heal everyone up between each battle.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To Cure or Not to Cure
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cure Wounds 5e can be a blessing or a curse, an opportunity or a trap, and a boon or a bane, depending on your use. If you can see the bigger picture and make smart decisions, Cure Wounds 5e can be a lifesaver for your party. On the other hand, if you just use it as a “healing spell,” you could be doing more harm than good.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When healing, you also need to be very wary of enemies with spells such as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
      
           Cause Fear 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
      
           Charm Person 5e
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . If you as the healer get caught in any kind of incapacitating effect like these, even if you're in a situation where healing would be a great choice, you may run into some major problems without other healing effects available to you as backups.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bottom line: you and your allies will need healing at some point. In the past, Cure Wounds might’ve been the default spell, but hey, times have changed. And still, Cure Wounds 5e remains a reliable healing spell in the current edition of D&amp;amp;D.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cure+Wounds+5e+Scrolls.jpeg" alt="Cure Wounds 5e Scrolls" title="Cure Wounds 5e Scrolls"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You know how some people on Pinterest create "Healing Potions" out of red liquid in small glass jars? Why not get some fancy yarn and some sheets of paper to create "Healing Scrolls?"
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Healing in D&amp;amp;D 5e vs. Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In D&amp;amp;D, as with most
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            systems, video games, and everything based on the RPG genre, healing is a vital part of gameplay. Entire classes are designated as “healers,” and though specifically the cleric class isn’t a must-have for modern D&amp;amp;D parties, per-se, the role itself is still so important that the game basically can’t be played without them.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In fact, the only restriction to healing in D&amp;amp;D 5e is that healing spells take up limited-availability spell slots, and healing items are often consumed upon use.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Healing in the Eternity TTRPG game system is actually very different, as no healer is required. Having methods of healing is still important and valuable, especially for game sessions, adventures, and
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           dungeons
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            where multiple fights take place, often back-to-back. However, healing in Eternity TTRPG isn’t as “unlimited” as it often feels in other RPGs.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the Eternity TTRPG game system, healing is quite a bit more powerful than most attacks can deal in damage. However, every heal gives the target “Fatigue” from the accelerated healing, which lowers all of their defenses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes in Eternity TTRPG can Cure Wounds?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of the 30 classes in Eternity TTRPG, fully 9 of them offer some kind of healing spells or abilities:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
             Alchemist
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dread Priest
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Druid
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
        
            Fallen Paladin
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Paladin
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sage
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Summoner
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Vampire Mage
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Witch Hunter
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, I didn’t want any single player to feel like they had to be the “healer” for the group, and then get stuck casting cure wounds every turn in battle. Instead, many classes have some way they can heal themselves or allies, and then players have a choice to specialize in one or more of their healing powers, if they want.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since there are too many cure wounds-like spells and abilities in the game to list, here’s a sample of some of the game’s most iconic core class healing effects. You can tell with even a brief look that each class has highly specific ways of providing HP restoration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid – Core Class Spell
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    &lt;span&gt;&#xD;
      
           Seed of Healing (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, on every one of the target’s turns, roll d20. If you roll 18-20, they heal +1HP. This spell allows the affected target to heal 1HP above their normal max HP. Every time your target heals with this effect, they are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this spell for 2Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Wrath) You gain either +4Strike Bonus or +4Faith against the first enemy that attacks the target of this spell. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Nature’s Healing) Roll 15-20. You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Primal) Instant Action. Your target also gains +1Speed while affected by “Seed of Healing.” When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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          &#xD;
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  &lt;h3&gt;&#xD;
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           Paladin – Core Class Spell
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Peacekeeper (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, every time the target is attacked, roll d20. If you roll 18-20, they heal +1HP. This spell allows the target to heal 1HP above their normal max HP. You can only cause healing with this spell once per turn, per affected target. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this spell for 2Inspiration, per target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Divine Sword) When your target is attacked, you also gain either +4Strike Bonus or +4Faith, at your choice, against their attacker for the next attack you make against them. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), per target.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Healing Light) Roll 15-20. You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom), per target.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Self-Sacrificing) Up to 3 allies in 4Range. You also gain +4Resilience, +4Dodge, and +4Will for 1turn.  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage – Core Class Spell
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blessed Light (Magic):
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    &lt;span&gt;&#xD;
      
             4Range, the target heals +1HP. This spell allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Darkness and Light) Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Secrets of the Ancient Tomes) You can still cast this spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 15-20, you also remove that effect from yourself.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Powers of the Eternals) +2HP. This critical allows the target to heal 2HP above their normal max HP. This effect also Fatigues the target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vampire Mage – Core Class Spell
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Drain Life (Magic):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, -5Faith vs. Will, deals 1damage and heals any ally in 4Range, +1HP. This spell allows the target to heal 2HP above their normal max HP.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      For every stack you have of “Blood Healing” from casting “Blood Funnel,” “Blood Rush,” or other effects, you gain +4Faith when casting “Drain Life.” Each stack has a one-time use, but lasts for 1Hour Duration or until use. You can use as many stacks as you’d like at a time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      Healing from “Drain Life” also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                    
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             (Double-Hit):
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            heals +2HP (but still only deals 1damage). This Double-Hit effect also Fatigues the target, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blood Magic) +3Faith vs. Will.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Drain) Even if this spell misses, +7Faith vs. Resilience, gives -3Speed. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Vampire’s Coven) Up to 2 enemies in 4Range. Any stacks of “Blood Healing” used with this critical only give +2Faith each, instead of +4. *Double-Hit with this critical only allows one of the attacks to cause additional healing.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Vampire+Mage+Healing+Effects.jpeg" alt="Vampire Mage Healing Effects" title="Vampire Mage Healing Effects"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Making the Most Out of Healing in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the Eternity TTRPG game system, since (almost) all healing effects give the target some degree of Fatigue, it’s actually often best to only provide healing when they’re at low HP. Some effects, like “Seed o
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           f Healing” and “Peacekeeper” from the examples above, are useful to cast throughout the battle, as the amount of Fatigue they give is so low, but spells like that are typically the exception.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since healers don’t provide as much benefit in Eternity TTRPG when healing targets who are at nearly full HP, they can save their cure wounds spell actions for later into a battle. This allows them to cast all kinds of other spells in the meantime.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes to RPGs, healing is really only fun when you’re saving yourself or an ally from death. The excitement comes when your target’s at low HP, and you give them a huge heal. However, healing isn’t that fun up until that point. That’s why in Eternity TTRPG, healers get their real value when saving an ally’s life – when the Fatigue doesn’t matter as much. Otherwise, they’re free to play their character however they want, using all the other spells, abilities, and actions available to them, as they’d like.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Curious about the Eternity TTRPG Game System?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Healing is a huge topic in any TTRPG. It can be amazingly fun to play as the healer for a group, but as you probably already know, it can be a huge drag, as well.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, why not try the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , where you can play a heroic healer, but still play the overall character you want to play? Eternity TTRPG will never lock you into spam-casting cure wounds.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Already interested in the game, based on what you've read? Pick up an inexpensive PDF copy at the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Eternity is a growing company, so your support is greatly appreciated! Let me know what you think of the game, and happy gaming.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Thu, 13 Apr 2023 21:44:07 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/cure-wounds-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>Bonus Action 5e Insights and Strategies</title>
      <link>https://www.eternityttrpg.com/bonus-action-5e</link>
      <description>Bonus Action 5e is one of D&amp;D's most important concepts. Learn strategies, and to see how Bonus Actions works in Eternity TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5th edition, bonus actions are a crucial part of combat and gameplay. They provide players the ability to take an additional action during their turn, allowing use of unique abilities, spells, and other features that can be used to turn the tide of battle.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            While not every turn in battle will involve the use of a bonus action, understanding how to use them effectively can be the key to victory in many challenging encounters. Whether you’re a seasoned player or new to the game, it’s important to master the use of bonus actions. The bottom line is that they’re a fun and rewarding aspect of gameplay that can help you get the most from your
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           DnD one shots
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            or ongoing
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            .
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bonus+Action+5e.png" alt="Bonus Action 5e" title="Bonus Action 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Get Ahead in D&amp;amp;D: Understanding Bonus Actions 5e
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The use of bonus actions in D&amp;amp;D 5e can be a game-changer. Whether you’re a wizard looking to cast a quickened spell, or a fighter hoping to get in an extra attack, understanding when and how to use bonus actions can greatly enhance your effectiveness in the game.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Examples of Bonus Actions by Class
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes and subclasses have specific features and abilities that can be used as bonus actions, allowing players to customize play style and tactics. Here are some examples of bonus actions for each class:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Barbarian:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Rage, Second Wind
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Bard:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Bardic Inspiration, Healing Word
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cleric:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Spiritual Weapon, Healing Word
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Druid:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Shillelagh, Wild Shape (when applicable)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Fighter:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Second Wind, Shield Master’s Shove
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Monk:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Flurry of Blows, Patient Defense
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Paladin:
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      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Lay on Hands, Divine Smite
            &#xD;
        &lt;/span&gt;&#xD;
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            Ranger:
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      &lt;span&gt;&#xD;
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             Hunter’s Mark, Two-Weapon Fighting
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Rogue:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Cunning Action, Second Wind (if your subclass permits)
            &#xD;
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sorcerer:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Quickened Spell, Metamagic
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Warlock:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Hex, Eldritch Blast (with Agonizing Blast invocation)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Wizard:
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Arcane Recovery, Quickened Spell (if your subclass permits)
            &#xD;
        &lt;/span&gt;&#xD;
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           Primary Types of Bonus Actions
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           Bonus actions can be used in various scenarios. Of course, there are primary categories for what bonus actions actually “do,” so we’ll take a look at those first.
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           Dealing Additional Damage
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           One of the most common and effective uses of a bonus action 5e is to deal additional damage to enemies on your turn. Several classes have bonus action abilities and spells that allow for explosive turns. The rogue’s Sneak Attack or the cleric’s Spiritual Weapon, for example, allow you to maximize your character’s damage output, and take down enemies more quickly.
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           Healing and Support
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            Bonus actions can also be used to provide healing and support to allies. Several classes have abilities that allow them to use their bonus actions to heal themselves or other party members, such as the paladin’s Lay on Hands or the cleric’s Healing Word. Even though bonus action heals aren’t as powerful as those from primary actions, they’re still incredibly useful, especially during difficult encounters, and can absolutely help your party avoid a
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    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK
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            .
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           Movement and Positioning
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            Oftentimes, battles can be won or lost simply because the party has superior positioning over their foes, or they’re simply able to attack, when their enemies are not. Several classes have abilities that allow players to use their bonus actions to
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    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/74801-how-does-the-disengage-action-work" target="_blank"&gt;&#xD;
      
           disengage
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           , dash, or hide, such as the rogue’s Cunning Action, or the monk’s Step of the Wind.
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           Buffs and Debuffs
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           One of the best ways to take advantage of your bonus action 5e is to buff yourself or allies, or debuff enemies. Several classes have abilities that allow them to use their bonus actions to cast spells or abilities that provide buffs or debuffs, such as the bard’s Bardic Inspiration or the warlock’s Hex. Though buff and debuff modifiers are often quite small, they certainly add up over the course of a combat encounter.
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           Interactions and Utility
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           Bonus actions also allow players to interact with their environment in unique ways, and perform utility actions. Several classes have abilities that allow them to use their bonus actions to use object or open doors, without “using up” primary actions, such as with the rogue’s Fast Hands.
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    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Love Tabletop Gaming? Check Out My Store
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           Unleashing Devastation: Bonus Action Combos
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           Some bonus actions can be optimized by combining them with other actions or features:
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             A fighter might use Shield Master’s Shove as a bonus action to knock an enemy prone, and then follow up with an attack as their regular action with
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      &lt;a href="https://5thsrd.org/rules/advantage_and_disadvantage/" target="_blank"&gt;&#xD;
        
            advantage
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            .
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            A sorcerer might use Quickened Spell to cast a spell as a bonus action and then follow up with a regular spell as their primary action.
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            A rogue could use their Cunning Action bonus action 5e to hide and then use their Sneak Attack feature to deal extra damage to an enemy.
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            A paladin may use their Lay on Hands ability to heal themselves as a bonus action and then use their Divine Smite ability to deal extra damage on their regular attack.
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           Powerful Bonus Action Combos with Your Allies
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           Combining bonus actions between classes can also be an even more powerful strategy in D&amp;amp;D. Certain classes complement each other well, and combining their bonus actions can result in devastating effects.
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           These are just a few examples of the many possible combinations of bonus actions between classes. The key is to look for ways to complement each other’s strengths and abilities and to communicate and coordinate effectively with your party. By doing so, you can create powerful synergies and make the most of your bonus actions in D&amp;amp;D 5e.
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           Rogue and Ranger
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           The rogue can use their bonus action to hide, which grants them advantage on their next attack. The ranger, in turn, can use their bonus action to attack with advantage, resulting in both classes unleashing a big turn of increased damage.
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           If you can combo with your ally to deal a burst of damage to an enemy, it increases the chances they won’t receive healing or defensive effects in time to save them, which can end the fight with a flair.
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           Cleric and Paladin
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           On the defensive side, a cleric and paladin can synergize very well together to keep allies alive.
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           The cleric can use their bonus action to cast a spell that grants temporary hit points or healing to an ally. Meanwhile, the paladin can use their bonus action to provide additional healing. Together, especially if primary actions are used to heal or defend allies, the two can practically bring an ally back from the brink of death, in even a single turn.
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           Sorcerer and Warlock
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           Spell casters come with a wide variety of effects they can employ. For example, a sorcerer can use their bonus action to cast a quickened spell, which allows them to cast a spell as a bonus action instead of a normal action. The warlock, in turn, can use their bonus action to activate an Eldritch Invocation, such as Hex or Armor of Shadows. This combination allows the casting team to deal additional damage to foes and also buff themselves, or debuff enemies, in the same turn.
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           Fighter and Barbarian
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           For raw, in your face damage output, a fighter and barbarian team are almost unmatched. The fighter can use their bonus action to make an additional attack thanks to their Action Surge ability. The barbarian can then use their bonus action to rage, which grants them resistance to damage and increases their damage dealt.
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           Against enemies who are within reach of your physical attacks, Action Surge and Rage provide an intimidating increase to your offensive capabilities.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bonus+Action+5e+Undead+Nemesis.jpg" alt="Bonus Action 5e Undead Nemesis" title="Bonus Action 5e Undead Nemesis"/&gt;&#xD;
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           What Are Bonus Actions in D&amp;amp;D 5e?
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           Ok, back to the basics for a second, in case you need to learn these facts. A bonus action 5e is a special type of action that players can take during their turn in addition to their regular action. Bonus actions are typically shorter and less powerful than regular actions, but can be used to perform specific actions that can give players an edge in combat or other situations.
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           How Do Bonus Actions Work?
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           Players can take one bonus action per turn, provided they have a valid action to use it with. Additionally, abilities, spells, and features may have specific requirements or triggers to use bonus actions, so it’s important to read the description of each bonus action carefully.
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           Players should also note that bonus actions cannot be used to take the same action that was used for their regular action, meaning that they cannot cast the same spell twice – as an example.
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           Timing Is Key: When to Use Bonus Actions in D&amp;amp;D 5e
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           When it comes to using bonus actions in D&amp;amp;D 5e, timing is everything. You should carefully evaluate your options on a turn-by-turn basis. While bonus actions can provide powerful benefits, they’re limited in availability, so it’s important to determine when to use your bonus actions to gain an advantage. Many bonus actions require a short rest, per use, and characters can only use one bonus action per turn.
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Bonus Actions in D&amp;amp;D 5e vs. Eternity TTRPG
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           In D&amp;amp;D, bonus actions often require some kind of recharge period (usually a short rest) between uses, meaning that many bonus actions can only be used once per battle. Additionally, players only get one bonus action per turn.
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           In the 
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    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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           , the term is different, and the restrictions are actually less, but the concept of a bonus action is the same. In Eternity TTRPG, an “Instant Action” is any action that can be used – as the name suggests – instantly. In some cases, instant actions are restricted to being used on your character’s turn, but in most cases, they can be used at literally any time.
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            Since Eternity TTRPG also uses a dynamic
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    &lt;a href="https://www.eternityttrpg.com/eternity/initiative-tracker" target="_blank"&gt;&#xD;
      
           Initiative Tracker
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            for combat (as opposed to a “static initiative, where everyone’s turns are in a stable order once combat begins), instant actions provide a great deal of things your character – or other peoples’ characters – can “do” even when it isn’t specifically your turn.
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           What Classes in Eternity TTRPG have Bonus Actions?
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           Being able to engage with the game directly, even when it isn’t your “turn,” is one of the core game design concepts of the Eternity TTRPG Game System. So, every single class has an instant action/ bonus action of some kind. Probably half of all classes have a bonus action that provides only a self-buff, but at least half of all classes have a very dynamic bonus action that can be used offensively, to heal allies, move, increase range on attacks, etc.
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           Since there are simply too many instant actions to list, here’s a sample of some of the game’s most iconic bonus action-like core class spells and abilities:
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           Assassin – Core Class Ability
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           Ambush:
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      &lt;span&gt;&#xD;
        
            this ability can only be used at the start of a battle, before Initiative is rolled. Instant Action, take one Action of any kind. When you use or critical this ability, you can’t use any more Wisdom this turn. 1Day Recharge.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Life-Ender) You also gain two (2) stacks of “Lethality.” 
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Infiltrator) You also move your Speed value.
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Expert) You can use this ability twice before it goes on Recharge (but not during the same battle). This Critical still takes only 1Wisdom to use.
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  &lt;/ul&gt;&#xD;
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    &lt;span&gt;&#xD;
      
            
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    &lt;span&gt;&#xD;
      
           Cryomancer – Core Class Ability
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Icy Enervation (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, this spell automatically hits. Every time the target attacks, roll d20. If you roll 18-20, they take 1damage (deals 2damage to pyromancers). You can only deal damage with this spell once per turn, per target. You can instead choose to continually maintain this spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle. 
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  &lt;ul&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            (Frost Knight) The target also has -13Strike Bonus and -13Faith for their next attack.
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Spells of Everwinter) Up to 3 enemies in 4Range.
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Ice) Roll 15-20. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Legionnaire – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blood Draw:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            weapon Range, Strike Bonus vs. Dodge. If this ability hits, roll d20 on every one of the target’s turns. If you roll 18-20, they take 1damage. Once the target drops to half of their max HP (rounded up), this ability cannot be dispelled or removed in any way, and you only need to roll 14-20 to hit, causing them to take 1damage. You can instead choose to continually maintain this ability as an aura for 3Intelligence, per target you want to use it on, making it an Instant Action at the start of every battle.   
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            roll 5 numbers less to hit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Bringer of Balance) Roll 15-20 when the target has more than half of their max HP (rounded up). Roll 7-20 when the target has only half of their max HP left (rounded up). You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to use it on, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Art of War) Even if this ability misses, +7Strike Bonus vs. Resilience, Taunts the target for 2turns. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Blade Disciple) Even if this ability misses, +7Strike Bonus vs. Resilience, the target also has -3Speed. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to use it on, making it an Instant Action at the start of every battle. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Pyromancer – Core Class Ability
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Meltdown (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Instant Action. 4Range, -7Faith vs. Resilience, the target is Locked for 1turn. If you hit with this spell while you are affected by “Fire Augmentation,” it also allows you the chance to apply that effect.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      If you critical this spell, you can’t use any more Wisdom this turn. “Meltdown” cannot Double-Hit or give a Block. 3turn Recharge.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Flames of the Abyss) Even if this spell misses, you gain +3Faith.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Magic of the Silver Lands) Up to 3 enemies in 4Range, Faith vs. Resilience, all affected targets are Locked for 3turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Elemental Fire) You can only use this critical if you have “Arcane” selected. You also attack the enemy using a non-critical “Arcane Burn” in the same turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Heroes+are+made+with+Bonus+Actions.png" alt="Heroes are made with Bonus Actions" title="Heroes are made with Bonus Actions"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Additionally, here are some of Eternity TTRPG’s most iconic specialization/ critical option instant actions:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Berserker – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mortal Throw:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            throw your main hand and off-hand weapons 4Range, -7Strike Bonus vs. Dodge to hit (Strike Bonus not debuffed by “Dual-Wield”), deals 1damage. Move your Speed value -3 before or after this attack. After you throw your weapon, it returns to you, even if the attack misses.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
                     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
            (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            deals 2damage.   
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Dauntless Fury) You can use this critical as an Instant Action when you drop to 0HP. When you use this critical, you can’t use any more Wisdom this turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           Fallen Paladin
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            – Specialization/ Critical Option
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Life Eater (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            after you cast this spell on yourself, whenever an ally or enemy in 12Range takes damage, roll d20. If you roll 16-20, heal one ally in 4Range, +1HP. This spell allows the target to heal 1HP above their normal max HP. You can only cause healing with this spell once per turn. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this spell for 2Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Sword of Shadows) You also take an additional non-critical Instant Action the next time you attack a target. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), until this effect takes place.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Judge – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           God Save the King (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            weapon Range, +7Strike Bonus vs. Resilience or 4Range, +7Faith vs. Resilience, Taunts the target for 2turns. “God Save the King” cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Swift Justice) You can use this critical if an ally takes damage. Instant Action. When you use this critical, you can’t use any more Wisdom for 1turn. 1turn Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Oracle – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Greater Dispel (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability you are attempting to remove, unless the target is a summon.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            removes all stacks of 2 ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast at a summon, deals an additional 1damage to the summoned unit.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Memories of Eternity) Instant Action. When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Strategies for using Bonus Actions in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As a powerful debuff against spell casters, Silence allows you to prevent magical healing, zero out enemy spell damage, and even interrupt ongoing mag
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ical buffs or debuffs.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Immediately Buff Yourself and Allies
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the Eternity TTRPG Game System, it’s basic to start off every fight with maxed out buffs, based on your character’s stats. Since buffs can be “Maintained” via your character’s “Inspiration” stat, you can effectively instant action buff yourself at the start of every fight – and you absolutely should, as you can count on enemies doing the same.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cast Debuffs at the Perfect Time
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sometimes, it’s best to instant action debuffs on enemies from the very start of every combat encounter, especially if that debuff compounds in power over time. However, it’s sometimes best to wait until your enemy’s about to cast a big spell or unleash a powerful attack on your or an ally to lower their attack chance, for example.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With instant actions, you can choose when to interrupt spells, abilities, attacks, movement – really anything you want. The only limit to finding the perfect timing for breaking down your enemy’s strategy is your own creativity.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Overwhelm Enemies
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I personally enjoy building characters with super low initiative. The reason is that by avoiding any stats increases into initiative, I can load up on other stats like my hit chance or defenses. Plus, it doesn’t matter that I have low initiative, so long as you build with instant actions.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Classes like the revenant, for example, have all kinds of status effects they can bonus action cast on enemies, all simultaneously. So, even though my character is super slow, I may actually start every battle with 3-4 instant cast spells. Finally, in Eternity TTRPG, debuffs also trigger every time the target of your spell takes their turn, meaning that if I’m slow and they take turns more often than me, they actually get almost double-debuffed from my spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Give Yourself Force Multipliers
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Consider situations where you can multiply the beneficial effects that you gain from instant cast spells and abilities. For example, the “Haste” archon spell gives you extra turns. Well, if you also give yourself a relic that provides you with the fallen paladin “Blood Spiller” ability, then you get a chance to deal extra damage whenever you attack, plus you get extra turns that also give you the “Blood Spiller” effect, again.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finish Off Powerful Enemies
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Healing in Eternity TTRPG is pretty simple, and it’s powerful. It does come with some long-term drawbacks, but if you’re fighting a major villain who has henchmen that can heal him when he drops to low HP, you may have a problem on your hands.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One of the best ways to use instant/ bonus actions is to quickly deal a burst of damage large enough to drop the enemy to 0HP in one fell swoop. If you can save your instant action burst for an opportune moment, though you may be itching to use it through the entire encounter, you’ll be the hero of the battle once that final blow is dealt.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Save Allies from the Brink of Death
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As defensive powers, instant actions are also game-changers. Some classes, such as the paladin, have instant heal effects that bring an ally back from 0HP. These effects are also incredibly useful as they heal an ally back to 1HP even if they took damage from a massive attack that would otherwise have left them far in the negatives.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Try Out the Eternity TTRPG Game System
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Whether you’ve played D&amp;amp;D for many years or you’re new to
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tabletop-rpg-reviews" target="_blank"&gt;&#xD;
      
           TTRPGs
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , check out the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Eternity is a self-published game that I created back in college, and even now, continues to receive regular updates.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternity TTRPG is a GM-less game where all players at the table can contribute to the game’s world, overall story, and overall individual quests as much or little as they like. You can pick up a PDF copy at the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, I know that getting into a new game system comes with a bit of a learning curve. However, if you enjoy the idea of contributing to your game’s story without always being the sole dungeon master, and if you like highly tactical combat, then I know you’ll enjoy Eternity. Happy gaming!
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Fri, 07 Apr 2023 20:41:24 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/bonus-action-5e</guid>
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      <title>Charmed Adventures: Everything You Need to Know About Charm Person 5e</title>
      <link>https://www.eternityttrpg.com/charm-person-5e</link>
      <description>Charm Person 5e is one of D&amp;D’s most important spells. Learn its strategies, and to see how Charm effects works in Eternity TTRPG.</description>
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           If you're ready to use charm person 5e in a way that you’ve never utilized it before, this guide is for you. Honestly, charm person 5e works absolute wonders in the game.
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           You've certainly heard of the term "charmer" before. In stories, it's that character who always uses charisma to get their way out of any tricky situation, or who fools others with their allure. Personally, I've always admired charmers and the incredible things they can accomplish. In D&amp;amp;D 5e, we get to be charmers, too!
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           What Is Charm Person 5e?
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            Charm Person 5e is a 1st level charm spell from the
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           School of Enchantment
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            . When cast, this spell makes enemies friendly toward you and your party members. It's perfect when you need help or want to charm out of a sticky situation. You can see exactly what the
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           Player's Handbook
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            has to say about Charm Person, on Page 221. To save you some time though, here’s a summary of the important parts:
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            Charm person 5e causes the target to regard you as a friendly acquaintance. If you attempt to use charm person in the middle of a battle, the target has
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           Advantage
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            with their Wisdom saving throw. The charm effect ends either after 1-hour, or when you or your allies try to harm the charmed person. Once the charm effect ends, the target is made aware that you used charm person upon them (which can sometimes be a very important detail to remember, when using this spell).
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           At higher levels, you can also use a higher-level spell slot to target multiple enemies with charm person 5e at a time.
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           The stats are as follows:
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            Casting Time: 1 action
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            Range: 30 feet
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            Components: V, S
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            Duration: 1 hour
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            School: 1st-level enchantment
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           Modifying Levels of Success when Using Charm Person
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           The charm effect works in different ways depending on the creature's current level of hostility. For instance, if a creature is hostile, charm person can make the creature view you as an ally. On the other hand, if a creature isn't hostile, charm person makes them even more amiable to your requests. The charm effect also works differently for different creatures, depending on their level of intelligence, general view of the world, etc.
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           Which Classes Can Cast Charm Person 5e?
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           Charm person 5e is a 1st-level enchantment spell from the School of Enchantment. Only spellcasters with access to the School of Enchantment can cast the charm person spell:
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            Bard
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            Druid
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            Sorcerer
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            Warlock
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            Wizard
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           The Cleric subclass – Trickery Domain – gets the spell for free.
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           Love Tabletop Gaming? Check Out Our Store
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           Who Can You Target with Charm Person?
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           Of course, charm person has a few limits, as there are already spells for charming animals, monsters, and the like. The actual charm person spell can only target humanoids, such as:
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            Aarakocra
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            All player races
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            Bugbears
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            Githyanki
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            Githzerai
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            Gnolls
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            Grimlock
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            Goblins
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            Hobgoblins
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            Jackalwere
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            Kobolds
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            Kuo-Toa
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            Lizardfolk
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            Lycanthropes
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            Orcs
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            If you come across a type of enemy who is not considered a humanoid, you’ll have to take a look at other charm and charm-like spells, such as
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           Animal Friendship
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            or
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           Charm Monster
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           .
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           When Should You Use Charm Person?
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           The first time I learned about charm person I was so excited that I could hardly wait before casting it in battle. Don't get me wrong, charm has its place in combat and can be a great tool when used properly. However, the charm also has its best place outside of battle.
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           After some experimentation, I now personally believe that the following situations are ideal for charm:
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           Bargaining
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           Let's say you're in a situation where you need to make a deal with someone who's not particularly friendly. In these scenarios, “negotiate” using charm and see the results!
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           Gain Pre-combat Advantage
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           If you charm an enemy, they won't be able to attack you, and it gives you some time to prepare for battle. Since enemies gain Advantage against your charm person spell during combat, you increase your chances of charm by roughly 50% if used just beforehand.
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            Of course, save your charmed enemy for last, as the spell effect will break once you attack them. If you utilize this tactic, then it works similarly to
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           Cause Fear 5e
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            , where you can break up large groups of enemies, and prevent a
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           TPK
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           .
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           Skip Encounters
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           Charm is also great when you want to avoid combat altogether. Charming targets can be a great way to skip through encounters and access the next stages in an adventure, without resistance.
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           Acquire Information
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           Charm person can be a great way to get information from people who don't want to talk. Just charm them, and ask your questions! Note that this use of charm person doesn’t always work (as I’ll discuss more below), but if you’re having trouble pumping someone for info anyways, it sometimes hurt to try charming them before resorting to more drastic measures.
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           Just remember, however, that after you use charm person on a target, once the effect fades, they are made aware that you charmed them. If you can’t acquire the information you’re after using charm person, the charmed target may resent you for your attempt after the fact, and any further attempts at gaining their willing cooperation may be soured.
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           Charm Person 5e Rules
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           Before you cast charm person, there are a few very important things you should keep in mind. Utilize this checklist to maximize your charm spell’s results:
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            Again, charm person only works on humanoids.
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            Harming the charmed target breaks the charm.
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            Charmed humanoids can't attack the caster. However, in some extreme cases, they may still attack your allies.
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            Casters can still utilize ability checks when interacting with the charmed target.
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            Charmed humanoids don't have to say anything. Just because you’ve charmed them doesn’t mean you can compel them to action.
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            Charmed creatures know that you charmed them after the charm ends. In many cases, this will cause the target to like you much less once the spell’s effect ends.
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            Targets must be within 30 feet, and must be within line of sight.
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            It's possible for multiple people in your party to cast multiple charm person on the same target, at the same time.
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            Dispel magic can end the charm person spell early.
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           Disadvantages to Charm Person
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           As you probably noticed with the list above – and like with any other spell – charm person 5e also has its disadvantages. These disadvantages are no big deal just so long as you remember to use your charm effects in the scenarios where they’re most advantageous.
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           That being said, here are charm person’s biggest drawbacks:
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           Charmed Humanoids Don't Have to Say Anything
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           You're a charmer, not a mind controller. So don't expect charm to make people spill secrets. Charmed creatures will be friendly and probably won’t tell you lies, but they don’t have to say anything at all if they really don’t want to.
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           Charmed Creatures Know You’ve Charmed Them
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           Imagine charm as a temporary friendship. Once the charm wears off, the charmed creature will know what you've done. If you charmed a friend, they’re less likely to still view you as a friend, afterwards. If you charmed a hostile enemy, leave their sight when the charm ends unless you intend to finish them off!
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           Charm Person Won't Stop Hostility Against Your Party
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           Charming an enemy doesn’t necessarily stop your target from attacking your friends. Instead, it all depends on your dungeon master, and their interpretation of the situation. Additionally, charm doesn’t automatically stop the other hostile creatures in your target’s group from attacking you or your party. In fact, if a group of enemies sees you charm one among them, they may instead target you first.
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           Dispel Magic Can End the Charm Person Spell Early
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           Charm person is, after all, a magical effect. Like any other magical effect, dispel magic can end it early. Of course, if an enemy uses their turn to cast dispel magic, you’ve at least prevented them from taking some other dangerous action. However, since charm person requires overcoming your target’s Wisdom save to begin with, any dispel effect can be a major bummer.
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    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           Similar Spells to Charm Person 5e
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           As I mentioned before, D&amp;amp;D 5e has other spells that you can use to cause the charmed condition on others, for your party's advantage. Here are some spells you may take a look at that either charm, or cause charm-like effects:
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            Suggestion: the target must follow the caster's direction, but must also pass a Wisdom saving throw.
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            Disguise Self: casters can change their appearance to look like other creatures.
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            Guidance: the caster can give a creature an advantage on their next ability check.
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            Dominate Person: the caster can control the creature's actions, but must pass a Wisdom saving throw.
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           Is the Charmed Condition Good?
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           There's no ultimate answer to this question as it really depends on the caster and situation. Generally, I see charm person as a great spell because it has so many applications. Unless you’re having a difficult time overcoming your targets’ Wisdom saving throw(s) – such as when in combat – charm person really only becomes "not good" when it’s misused.
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           When it comes to combat, I’d probably avoid using charm person, and instead opt for a spell like Silence 5e (against spell casters) or Cause Fear 5e (against almost anyone else). The reason is that both silence and cause fear don’t give the target advantage against your spell’s effect, and both effectively incapacitate them for the duration of the battle.
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           In summary, think of charm person as more of a way to make temporary friends and allies, and less of a way to incapacitate dangerous foes. You don't have to use charm spells with every humanoid you come across; just charm when it can be an effective way to help your party.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Charmed+5e.png" alt="Charmed 5e" title="Charmed 5e"/&gt;&#xD;
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           Charmed 5e vs. Eternity TTRPG
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           In D&amp;amp;D 5e, Charm Person magically improves the target’s opinions of the caster to the point where they’re considered a close friend. With “friendship” status invoked, all kinds of benefits can be gained such as through negotiations, gathering information, and even preventing the target from engaging in combat. Finally, there are many types of Charmed 5e effects, such as Animal Friendship or Charm Monster, which allow for various uses of the Charmed condition.
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            In the
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    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
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           , charm effects are quite a bit simpler, yet far more powerful: charm in Eternity is synonymous with “mind control.” Basically, a charmed target loses all will of their own, submitting completely to the desires of the person charming them. It represents the single most powerful effect in Eternity TTRPG, as even a single turn of the Charmed condition can completely alter a difficult negotiation, combat encounter, or any situation where another player’s character or NPC is involved.
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           What Classes in Eternity TTRPG can Cast Charm Effects?
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           Archon (Classes Expansion) and Revenant/ Witch (Classes Expansion) are the only classes that receive a charm effect as a core class spell. Each class has a unique way of casting the spell, which result in a very different play-style:
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           Archon – Core Class Spell
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           Omega (Magic):
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            4Range, -4Faith vs. Will, deals 1damage. Even if this spell misses, -11Faith vs. Resilience, take control of the target’s Action for 1turn (the control effect from “Omega” cannot Double-Hit or give a Block).
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           When you take control, you may not have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel
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           any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.
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           (Double-Hit):
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            deals 2damage.
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            (Zenith) After you cast this spell, it creates an “Omega Void” on the target’s space, that remains for Battle Duration. Enemies automatically have -4Initiative while within 2Range of the “Omega Void.”
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             (Spells of True Weaving) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
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            (Chrono Mage) Even if this spell misses, -3Faith vs. Resilience, take control of the target’s Actions for 1turn. This critical effect cannot Double-Hit or give a Block.
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           Revenant/ Witch – Core Class Spell
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           Spellbound (Magic):
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            weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 20, take control of the target’s Action for 1turn.
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                      When you take control, you may not have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.
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           On each successive turn, roll 1 number lower to hit (can stack to 14-20 by the 7th turn). This spell can be interrupted. You can instead choose to continually maintain this spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.
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             (Double-Hit):
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      &lt;span&gt;&#xD;
        
            roll 3 numbers lower to hit.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            (Grimly Fated) Roll 17-20 on the target’s first turn, and 1 number lower to hit each round after. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
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            (Of the Dread Vale) Up to 3 enemies in 4Range. *Double-Hit with this critical only allows one of the attacks to have lowered numbers to roll.
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            (Witch’s Coven) This spell cannot be interrupted and cannot be removed in any way except the revenant/ witch reaching 0HP. You can instead choose to continually maintain this critical as an aura for 4Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Charm+Spells+Eternity+TTRPG.png" alt="Charm Spells Eternity TTRPG" title="Charm Spells Eternity TTRPG"/&gt;&#xD;
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           Strategies for using Charm Effects in Eternity TTRPG
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           In Eternity TTRPG, charm effects allow you to capitalize on severe mismatches in an enemy group, during combat, or simply turn weak-willed NPCs into puppets during any roleplay encounter. Any spell that functions specific ways in Eternity TTRPG can be used as roleplay effects in similar ways, meaning that you can be flexible with your roleplay uses of combat-based effects.
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           Similar to Charm Person in D&amp;amp;D 5e, however, charmed targets know that they were charmed, once the spell ends. So, you’d better be sure to make your charm effect count, as there could be significant fallout from the spell once its effect fades.
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           Gather Information
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           Though neither Omega nor Spellbound are perfectly suited to this situation (as the former involves causing damage to the target, and the latter takes time to take effect), you could use the spells to gather information from an important NPC.
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           If you can get the NPC away from any other guards on onlookers, and you have a little time to use your charm spell effects, you should be able to mind control them. Once charmed, you may cause the target to willingly provide you with all of the information that they know on any topic.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Provide False Orders
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  &lt;p&gt;&#xD;
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           This is another situation where Omega and Spellbound may have some difficulties, as giving orders requires a sort of complete control over a target for some time. However, if you can use Spellbound to successfully charm a target for multiple turns in a row, you could force them to write orders to their subordinates.
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           These orders could then be duplicated and dispersed, while the original target of your charm effects could be subdued in some location unknown to their subordinates – at least until the false orders you created are undertaken.
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  &lt;/p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Though especially devious, this method of mind control can lead to some truly catastrophic (for the good or bad) changes in any
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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           .
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    &lt;span&gt;&#xD;
      
           Convince a Guard to Look the Other Way
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of all the examples so far, this one may be the easiest to accomplish. If your party is using stealth to enter into an area controlled by opposing forces, it’s no problem if a guard notices you. This is a situation where Omega would certainly be better than Spellbound, but both could potentially work out.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Simply cast your charm effect right away and then cause the guard to stay silent as you sneak past. Though you can’t alter memories with Omega or Spellbound, you can at least buy your party enough time to get through heavily-guarded spaces without causing an immediate ruckus.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finish Off a Powerful Enemy
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            One of the most challenging parts of any
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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      &lt;span&gt;&#xD;
        
            (or video game RPG, for that matter) is finishing off a powerful enemy, especially when they have healers or support characters on their side. The reality is that dealing damage to an enemy actually doesn’t matter in strategy games until the character finally hits 0HP, as the enemy often has just as powerful attacks of their own when they’re at 1HP left as when they’re at full HP.
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           In any case, one of the absolute best ways to use charm effects is when the strongest enemy in a group is just about to die. In order to prevent that enemy from getting a last-second save, charm the enemy healer so they’re not able to save their powerful enemy from the brink of death. A decision like that can often save your party a great deal of anguish.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Turn a Dangerous Foe to Your Side
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Alternatively, you can sometimes get a lucky roll, and charm the most powerful enemy in a group that you’re facing. Imagine fighting a group of knights and their lord commander, only for that commander to suddenly turn on his own troops.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you can charm an enemy with a great deal of attack power, you can use that attack power like an explosion, causing your foe to mow down their own allies in a flash.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Force a Key NPC or Monster to Simply Do Nothing
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Oftentimes, the best way to use a charm effect is simply to cause your target to become inactive. In many cases, very powerful enemies are highly resistant to charm effects, and groups of enemies may be able to remove charm effects from their allies.
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           However, no matter what, it’s almost always valuable to turn even one enemy into a worthless husk for a turn or two. Or, you can force a key NPC who isn’t directly part of a battle or roleplay encounter to become inactive, making them useless for whoever would normally direct them towards tasks or actions that may hinder you.
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           Limitations to Charm Effects in Eternity TTRPG
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           It’s worth noting that in Eternity TTRPG, charm effects have the following limitations. Though these limitations are not drastic or overly restricting for any charm purposes you may have in mind, they are worth noting:
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            You may not cause the target to use a critical effect.
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            You may not cause the target to intentionally dispel any of their maintained effects.
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            You may not cause the target to use a spell or ability with a 1-day recharge.
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            You may not alter the target’s memories in any way.
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             Finally, watch out for
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      &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
        
            Silence
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             effects as both charm conditions in Eternity TTRPG are spells, so are subject to magical interrupts.
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           Curious about the Eternity TTRPG Game System?
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           From my many years of tabletop gaming, I’ve found that most people who play D&amp;amp;D do so because they aren’t familiar with other TTRPGs out there, and it may seem like it isn’t worth the effort to learn a new game. Let me tell you though – as great as D&amp;amp;D is, it obviously has some flaws.
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           I created the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
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    &lt;span&gt;&#xD;
      
            to solve some of the issues that D&amp;amp;D has. Eternity is fast-paced, easy-to-learn, and allows multiple players to contribute to both the game world and story.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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          &#xD;
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           Curious to learn more? Pick up an inexpensive PDF copy at the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Eternity is a growing site, so your support is greatly appreciated! If you end up trying it out, let me know what you think of the game.
           &#xD;
      &lt;span&gt;&#xD;
        
            ﻿
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Charm+Person+5e+Blog.png" length="394992" type="image/png" />
      <pubDate>Fri, 31 Mar 2023 22:29:19 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/charm-person-5e</guid>
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    <item>
      <title>Cause Fear 5e</title>
      <link>https://www.eternityttrpg.com/cause-fear-5e</link>
      <description>Cause Fear 5e is one of D&amp;D’s most important spells. Read on to learn its strategies, and to see how Fear works in Eternity TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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            Cause Fear 5e, Fear 5e, and the Frightened condition can be one of the most useful series of spells/ effects you can cast in D&amp;amp;D 5th edition. Fear can debilitate enemies, cause them to run from you, and generally destroy an enemy's combat strategy.
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           As if that weren't enough though, with the right dungeon master, Fear can provide you advantages in all kinds of situations. If you’re looking for practical tips and tricks to maximize the use of this spell and beat every enemy you face, this guide is for you!
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            Also, be sure to check out my guide on
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    &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
      
           Silence 5e
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            for strategies on maximizing your game.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cause+Fear+5e+Spell+Effect.png" alt="Cause Fear 5e Spell Effect" title="Cause Fear 5e Spell Effect"/&gt;&#xD;
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           Cause Fear 5e Spell Effect
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           1st-level necromancy
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            Casting Time:
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           1 action
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            Range:
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           60 feet
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            Components:
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           V
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            Duration:
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           Concentration, up to 1 minute
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           You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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            At Higher Levels.
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            When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level about 1st. The creatures must be within 30 feet of each other when you target them.
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            ﻿
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cause+Fear+5e.jpeg" alt="Cause Fear 5e" title="Cause Fear 5e"/&gt;&#xD;
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           Cause Fear 5e Effects
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            According to
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    &lt;a href="https://dnd.wizards.com/products/xanathars-guide-everything" target="_blank"&gt;&#xD;
      
           Xanathar’s Guide to Everything
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           , the Cause Fear spell “awakens the sense of mortality” in a targeted creature. When this spell is in effect, the target is placed in a Frightened condition.
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            The Frightened condition gives the target
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           disadvantage
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            on ability and attack rolls while the caster is nearby. The target is also not capable of moving closer to the caster of the effect, so long as Cause Fear remains in effect.
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           Unless the affected target succeeds on a Wisdom save, they remain in their Frightened condition for the duration of the spell. The affected creature can do a saving throw after the end of each of its turns. The Cause Fear spell could last a whole minute if the affected target is unsuccessful with their Wisdom throws, meaning that in a best-case scenario, they could be shut out from an entire combat encounter. Absolutely incredible.
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           What Classes Can Cast Cause Fear 5e?
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           This first-level Necromancy spell is exclusive to warlocks and wizards in D&amp;amp;D 5e.
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           Normally cause fear only affects one target. However, when casting, you can target more nearby enemies for each spell slot above level one. For example, you could target two additional creatures within 30 feet of your first target if you cast cause fear with a third-level spell slot.
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           Using Cause Fear in Combat Encounters
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           In most cases, wizards and warlocks typically cast Cause Fear during combat encounters. When it comes to combat, the Frightened condition in 5e is a strategic condition you can use to turn the tides in your favor.
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           The Cause Fear spell can deliver a significant competitive advantage during battles, as the Frightened creature has attack roll disadvantages. Couple the attack roll disadvantage with the fact that the feared target can’t move towards the spell’s caster, and you have the recipe for a possible win condition.
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           The biggest downsides to Cause Fear 5e is that the spell does not work on constructs or undead. It’s also a relatively easy spell to shake off, compared to Fear 5e, which only allows affected targets a continued Wisdom save while out of sight from the spell’s caster.
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           Using Cause Fear in Roleplay Encounters
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            Aside from its battleground advantage, you can use Cause Fear 5e in roleplay encounters or really almost any situation in an
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    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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           . Since the Frightened condition also bestows an ability check disadvantage, it can be used to prevent affected creatures from performing specific actions or overcoming obstacles. With Cause Fear 5e, the likelihood of dying from a fall, for example, is much more prevalent.
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           If your dungeon master allows it, you could use Cause Fear to sway negotiations, help with intimidation, or even sneak past guards who become suddenly and inexplicably incapacitated from fear.
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           Love Tabletop Gaming? Check Out Our Store
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           How to Optimize the Cause Fear 5e Spell
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           The Cause Fear 5e and similar Fear 5e spells are beneficial in various D&amp;amp;D gaming situations. From combat advantage to landscape control, this spell plays a critical role in the game. All you need is a basic understanding of the spell’s mechanics to learn how to use it to your advantage.
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           If you want to reap the full benefits of this spell, you need to be mindful and strategic about when and how to cast it:
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            Keep your enemies close:
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             since Frightened creatures have an attack disadvantage, keeping them close is an excellent strategy. If you excel in close range combat, minimize the distance between you and your target so they’re forced to fight you with an attack debuff.
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            Break down a group of enemies:
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             fright-inducing spells are also best for breaking down groups of enemies. You can use a high-level spell slot to target multiple enemies. Since there’s a slim chance that everyone makes a successful Wisdom throw, some of your enemies will be rendered useless in the fight. Oftentimes, reducing enemy numbers can be a major factor in preventing a complete
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      &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
        
            TPK
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             .
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            Tag team with your allies:
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             you can maximize the effects of your spell when you collaborate with your allies. Ask your team to help attack your feared target while you keep your distance, to minimize the enemy’s chances of making a successful counterattack.
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            Force your enemies to waste turns:
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             if your target creature decides to run away from your spell’s range, they could potentially lose two to three turns. This spell has a wide range of 60 feet, so they must run as far away from you as possible to avoid its effects. Honestly, whenever an enemy is wasting turns, you benefit tremendously. This scenario is almost always best-case for your cause.
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            Don’t use other concentration spells:
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      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             it’s basic D&amp;amp;D logic not to use another concentration spell if you’re already using one. So, make sure you don’t need other spells that require active concentration when you’re considering a Cause Fear cast. That way, you don’t accidentally cancel or end the current spell’s effects before completion.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           When Not to Cast Fear 5e
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    &lt;span&gt;&#xD;
      
           As powerful as Cause Fear 5e and Fear 5e are, specific classes, traits, and other spells can counter its effects. Avoid using the Cause Fear and Fear 5e spells against the following classes and subclasses, as they all have some inherent resistance or counter to the effect:
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    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            Barbarians (Path of Berserker)
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      &lt;/span&gt;&#xD;
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            Bard
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    &lt;li&gt;&#xD;
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            Druid (Circle of the Land)
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      &lt;span&gt;&#xD;
        
            Fighter
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            Monk
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            Paladin
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    &lt;li&gt;&#xD;
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            Rogue
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    &lt;li&gt;&#xD;
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            Warlock (The Fiend)
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      &lt;/span&gt;&#xD;
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            Wizard (School of Divination)
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    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Other subclasses could also resist the Frightened condition. However, the ones above are listed in the 5e Player’s Handbook, and are the most common challenges you’ll face for casting Fear spells.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Utilizing Fear to Bolster Your Allies
          &#xD;
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Since Cause Fear is a fright-based spell that could cause the target to have attack disadvantages, partnering up with a defensive and offensive class, such as paladins, fighters, and barbarians, are excellent combinations to exploit the spell’s effects. You can also team up with monks and rogues, as they can also deal significant damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Synergizing your cause fear spell with powerful ally attacks can cause you overwhelm your enemy, and win thorough victories.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Use Fear to Your Advantage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cause Fear 5e is a potent spell in Dungeons &amp;amp; Dragons 5e when used with the right strategy. With its advantages on and off the battlefield, you can use it to drive your enemies away or go for a kill.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Remember that distance and positioning play a critical role in successfully using this spell. Use your knowledge and creativity to make the most of this spell, and you’ll be able to master it in no time.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cause+Fear+5e+and+Fear+5e+Table.jpeg" alt="Cause Fear 5e and Fear 5e" title="Cause Fear 5e and Fear 5e"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Cause Fear in D&amp;amp;D 5e vs. Eternity TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In D&amp;amp;D 5e, the Cause Fear and Fear spells give the target disadvantage on attack and ability rolls, and make it so that the target can’t move closer to the caster. This means that a Feared target can still attack someone who cast Fear upon them, just with a lowered hit chance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , Feared targets can’t attack the caster of the spell/ user of the effect at all so long as there are other targets nearby who can be attacked. In Eternity TTRPG, fear is basically the opposite of a Taunt or provoke effect. Instead of only being able to attack one target, the recipient of the spell can’t attack one specified target.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Causing an enemy to be incapable of attacking someone of your choice for the spell’s duration is insanely powerful under the right circumstances. Imagine a scenario where an ally is about to die, but then the enemy attacking them gets Feared, and can no longer attack.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Races and Classes in Eternity TTRPG can Cast Fear?
          &#xD;
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage (
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Core Rulebook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ) and Revenant/ Witch (Classes Expansion) are the only classes that receive Fear as a core class spell. Additionally, the Muse race has an empowered Fear-like racial power they can utilize, as well.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Other classes also have have specialization/ critical options that allow them to obtain Fear. These classes are the Dragon Knight, Paladin, Vampire Mage, and Vanguard.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, the ways that Fear functions with each class (and race) capable of casting it vary greatly:
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sage – Core Class Spell
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Terrify (Magic):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Resilience, target becomes Afraid of any target of your choice for 3turns.  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
                     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
            (Double-Hit):
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            target becomes Afraid for an additional 3turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Darkness and Light) Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Secrets of the Ancient Tomes) +7Faith vs. Resilience, target becomes Afraid for 4turns. This critical cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Powers of the Eternals) 4Range, you also heal a target of your choice +1HP. This critical allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Revenant/ Witch – Core Class Spell
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Waking Nightmare (Magic):
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience. If this spell hits, every turn, on the target’s turn, roll d20. If you roll 6-20, target becomes Afraid of any target of your choice for 1turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      
          &#xD;
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    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            also deals 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Grimly Fated) If this spell hits, it also deals 1damage.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Of the Dread Vale) +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience. If this critical hits, every turn on the target’s turn, roll d20. If you roll 16-20, Daze for 1turn. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Witch’s Coven) If this spell hits, the target also has -3Resilience, -3Dodge, and -3Will on turns when they are Afraid.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Muse – Racial Power
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fey Charm (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Instant Action. 4Range, Faith vs. Resilience, the target cannot attack you for 3turns. 1Day Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      If you affect a target with “Fey Charm” for 3Days in a row, they become enthralled with you (perhaps even falling in love with you), and cannot attack you, for 1year.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
                     
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
            (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            6turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Knight – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dragon Flight:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            the “Dragon” can fly, and can be ridden. While riding your “Dragon,” dragon knight and “Dragon” count as one unit when targeted by Area of Effect attacks, and cannot both be attacked. Mounting or dismounting is an Instant Action, but can only be performed on your turn. While riding, dragon knight and “Dragon” share move Actions, but can still each attack, separately.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
                      While flying, the “Dragon” gains +1Speed, but both dragon knight and “Dragon” have -2Resilience, -2Dodge, and -2Will. Unlimited Duration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Knight of the Blood Oath) Every turn, roll d20. If you roll 15-20, choose one enemy in 4Range, +7Faith vs. Resilience, causes them to be Afraid of any target of your choice for 1turn. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom). 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
             
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Paladin – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Light’s Wrath (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, this spell automatically hits. Every time you or an ally attacks the target, roll d20. If you or your ally rolls 18-20, they heal +1HP. This spell also allows affected targets to heal 1HP above their normal max HP.  You can only cause healing with this spell once per turn, per affected target. Healing from this effect also Fatigues affected allies, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). A target can only be affected by one “Light’s Wrath” spell at a time. You can instead choose to continually maintain this spell as an aura for 2Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Self-Sacrificing) If you or an ally rolls 18-20, +7Strike Bonus vs. Resilience, or +7Faith vs. Will, the target of this spell is also Afraid of that target for 2turns. You can only cause Fear with this effect once per turn. You can instead choose to continually maintain this critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vampire Mage – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bloodline (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you permanently become a vampire. You permanently gain +3Intelligence but also permanently have -2Inspiration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Undead do not need to eat, sleep, drink, or rest. They also take damage from all healing magic (except when healing from your own vampire mage spells). You can also still be healed as normal from healing items. Additionally, whenever taking shadow damage, you instead heal.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As a vampire, you can see in the dark and you are immune to all poisons and diseases. You can also only be in sunlight so long as all of your skin is covered so the sun does not touch it. When you bite a humanoid, you may turn them into a “sanguis,” a mindless vampire. True vampires such as yourself, however, can only be created through this spell. Once this spell is chosen it becomes a passive effect, always active, and cannot be dispelled.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            (Vampire’s Coven) Every turn, roll d20. If you roll 15-20, choose one enemy in 4Range, +7Faith vs. Resilience, causes them to be Afraid of any target of your choice for 1turn. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Vanguard – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Piercing Strike:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
    &lt;/a&gt;&#xD;
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           weapon Range, +3Strike Bonus vs. Dodge, deals 1damage. You have
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           -3Resilience, -3Dodge, and -3Will for 1turn.  
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           (Double-Hit):
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            deals 2damage.
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            (Shock Troop) If this ability hits, +7Strike Bonus vs. Resilience, the target is also Afraid of you for 2turns. This critical effect cannot Double-Hit or give a Block.
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           Interested in the Eternity TTRPG Game System?
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  &lt;p&gt;&#xD;
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            If you're curious about trying out a new TTRPG, check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            where you can learn more about how the game's played, races, classes, and a host of resources for getting started. As you can probably tell, the Fear effect is just one small part of this massive game.
           &#xD;
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    &lt;/span&gt;&#xD;
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            Already interested, based on what you've read? Pick up an inexpensive PDF copy of the Eternity TTRPG Game System at the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Eternity is a growing website and gaming company, so your support is greatly appreciated!
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    &lt;br/&gt;&#xD;
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cause+Fear+5e+Blog+Post.png" length="488883" type="image/png" />
      <pubDate>Tue, 28 Mar 2023 19:01:01 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/cause-fear-5e</guid>
      <g-custom:tags type="string" />
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Cause+Fear+5e+Blog+Post.png">
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      <title>Silence 5e</title>
      <link>https://www.eternityttrpg.com/silence-5e</link>
      <description>Silence 5e is one of D&amp;D’s most iconic spells. Read on to learn its strategies, and to see how Silence 5e stacks up in Eternity TTRPG.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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            Silence 5e (that is, the Silence spell in D&amp;amp;D 5th edition) is one of D&amp;amp;D’s most iconic spells. If you can believe it, Silence has been around even since D&amp;amp;D’s 1st edition, surviving nearly 50-years of game updates.
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            Silence is the type of spell that other
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           TTRPG
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            and video games have made wide use of, and it’s become synonymous in most games with the “inability to cast magic.” However, when it comes to D&amp;amp;D, the applications of Silence are actually much broader.
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           Overall, Silence 5e cuts off sound from the target. That is the spell’s only effect. Although, the implications and uses for that effect are numerous.
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           Silence 5e is pretty straightforward, but despite the simplicity of what it does, there is still some confusion about the ins and outs of Silence. I’m here to silence the confusion surrounding the Silence 5e spell, and help you get the most from it.
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            Learn all about the bits
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           and pieces of this oldie-but-goodie spell for rangers, clerics, and bards. Also, stick around to the end to find out how you can best use Silence 5e for your next D&amp;amp;D game, and how Silence also works in the Eternity TTRPG game system.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Silence+5e+Spell+Effect.png" alt="Silence 5e Spell Effect" title="Silence 5e Spell Effect"/&gt;&#xD;
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           Silence 5e Spell Effect
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           2nd-level illusion (ritual)
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            Casting Time:
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           1 action
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            Range:
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           120 feet
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            Components:
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           V, S
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            Duration:
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           Concentration, up to 10 minutes
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            For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Silence+5e.png" alt="Silence 5e" title="Silence 5e"/&gt;&#xD;
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           What Exactly is Silence 5e? 
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            Silence 5e is a
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    &lt;a href="http://dnd5e.wikidot.com/spells:illusion" target="_blank"&gt;&#xD;
      
           level 2 illusion spell
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           . As an illusion spell, Silence distorts a character’s sense of sound. When cast upon them, Silence prevents affected characters from hearing and speaking.
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           Basically, characters under the spell won’t be able to perform ability checks or cast spells (and as you’ll soon see, much more). Talk about handy! 
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           How Does Silence Work in D&amp;amp;D 5e? 
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           Characters who are capable of casting Silence can cast the spell on either a 20-foot area, or on a person or object, with a 20-foot area around them. Silence 5e creates a sphere that mutes all sound.
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           Casters of Silence can deploy the spell 120-feet away from where they are. The spell remains in effect for 10-minutes. During this 10-minute window, your characters can capitalize on your enemy’s inability to cast spells, detect intruders by noise, communicate among themselves, and more. 
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           What 5e Classes Can Cast Silence? 
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           In the D&amp;amp;D 5e, three core cla
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           sses and three additional subclasses have Silence at their disposal. The core classes are bards, clerics, and rangers. The subclasses are Druids from the Circle of the Land, Warlocks belonging to The Fathomless, and Warlocks in The Undying.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Game+atmosphere+for+Silence+5e.png" alt="Game atmosphere for Silence 5e" title="Game atmosphere for Silence 5e"/&gt;&#xD;
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           I always like to play up the ambience for my tabletop games. Especially if you're building a session around a spell like Silence, it can be cool to "show" your players the mood you're describing, rather than just telling.
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           Strategies for using Silence in Your D&amp;amp;D Game
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           With Silence at your disposal, you can dominate the game in several ways. We’ll start with the spell’s most common uses:
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           Shut up Spellcasters 
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           With Silence in effect, spellcasting characters within the spell’s 20-foot sphere aren’t able to cast spells. Sure, not all spells in D&amp;amp;D require a verbal component, but most do — more than 96% of all spells, to be exact.
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           So, Silence is incredibly effective for shutting down enemy casters, and should always be on-hand for enemies of that type. 
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           Going Espionage on the Enemy
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           Silence isn’t just effective for shutting your enemies down. You can also use it on your own party, especially in scenarios where stealth is of the essence. 
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            Cast Silence in tunnels, lairs, or behind enemy lines, to prevent detection. You can even use it on your party if you’re firing something that makes a loud bang — like a
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    &lt;a href="http://dnd5e.wikidot.com/siege-equipment:cannon#:~:text=A%20cannon%20uses%20gunpowder%20to,a%20wooden%20frame%20with%20wheels." target="_blank"&gt;&#xD;
      
           heavy cannon
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            perhaps. 
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           Another crafty way to use Silence 5e is to cast it on a tower where an enemy can sound the alarm. Even if the guard detects you, the alarm won’t be audible, with the Silence spell in effect. Even with an alarm frantically ringing, it’ll be as though you weren’t there. 
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           Eternity TTRPG Top Sellers
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           Stifling Your Opponent’s Thunder
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           As mentioned earlier, the 20-foot sphere created by Silence deafens and mutes people inside of it. However, it also protects the targeted area from spells — particularly spells that inflict thunder damage to your party.
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            Since Silence removes all sound from its target area, it offers protection against sound-based attacks (thunder damage).
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    &lt;a href="https://thegmsays.com/dnd-5e-thunder-damage-explained/" target="_blank"&gt;&#xD;
      
           Thunder damage
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            constitutes anything from explosions to shockwaves, and many enemies are capable of inflicting such attacks.
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           If you’re looking to protect your party’s characters from thunder for at least the next ten minutes, cast Silence on your party’s location. It’s literally the perfect counter to any foe who deals heavy thunder damage.
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           If you cast Silence on your own party though, just keep in mind that you’ll be preventing your party from hearing... so, any enemy who may be able to sneak up on you will have an easier time.
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           Keep the Quiet Coming with Ritual Casting
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           Most players forget that it’s possible to cast Silence ritually in D&amp;amp;D 5e. With ritual casting, you don’t have to expend spell slots. The characters that can cast Silence 5e ritually are clerics, bards, and rangers. 
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           When planning for your game, keep in mind that warlocks and druids cannot cast Silence 5e ritually. Instead, these classes still need to use spell slots. 
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           Playing Ventriloquist by Pairing Silence 5e With Magic Mouth (My Personal Favorite) 
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            You might need your DM’s permission for this, but one of the rarer ways to use Silence is to pair it with another illusionary spell like
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    &lt;a href="https://roll20.net/compendium/dnd5e/Magic%20Mouth#content" target="_blank"&gt;&#xD;
      
           Magic Mouth
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           . 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           First, cast Silence on the area of your choosing. From here, the enemy’s characters within the 20-foot sphere won’t be able to speak for ten minutes. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once you’ve muted the characters with Silence, cast Magic Mouth. After doing this, you’ll be able to put words in the character’s mouth (so to speak), creating the illusion that the character is saying something. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As you can imagine, the resulting illusion opens up a ton of tactical opportunities that can deceive the enemy. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Obviously, if Silence prevents all sound, then it’s suspec
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           t to allow Magic Mouth to do its... well magic. But, if you DM is feeling generous, this combo-usage is incredibly fun.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Counter+to+D-D+5e+spell+casters.jpg" alt="Counter to D&amp;amp;D 5e spell casters" title="Counter to D&amp;amp;D 5e spell casters"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Silence in D&amp;amp;D 5e vs. Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In D&amp;amp;D 5e, Silence mutes all sound within its target area, preventing spell casting, protecting against thunder damage, and preventing the usage of sound-based skills. In the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , the use of Silence is narrower, though its varieties are greater.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As with most video game RPGs, Silence in Eternity TTRPG prevents spell casting, making it absolutely deadly to deal with for casting classes. Though Silence has no utility in Eternity TTRPG beyond shutting down spell casters, its uses are varied and extremely valuable in any battle.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What Classes in Eternity TTRPG can Cast Silence?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cryomancer (
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Core Rulebook
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ) and Witch Hunter (Classes Expansion) are the only classes that receive Silence as a core class spell. However, Alchemist, Dread Priest, and Druid all have specialization/ critical options that allow them to obtain Silence.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, the ways that Silence functions with each class capable of casting it vary greatly:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Cryomancer – Core Class Spell
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Howling Winds (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Resilience, Silence for 3turns.  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Silence for an additional 3turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Frost Knight)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            8Range. You also have 8Range when casting this spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
              
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Spells of Everwinter)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Up to 3 enemies in 4Range. *Double-Hit can only apply to one target hit with this critical.   
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Elemental Ice)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            +7Faith vs. Resilience, Silence for 4turns. This critical effect cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Witch Hunter – Core Class Spell
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Exorcism (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience, Silences for 3turns. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Silences for an additional 3turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Curse Ender)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, the next time the target tries to cast magic, you Instantly attack them again with this spell to interrupt them. Weapon Range, +3Strike Bonus vs. Resilience or 4Range, +3Faith vs. Resilience, Silences for 3turns. If you interrupt them with Silence, they may still take a different action.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Hunter of Nightmares)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            8Range. You also have 8Range when casting this spell, for Battle Duration.
           &#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
              
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Avenger)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Weapon Range, +7Strike Bonus vs. Resilience or 4Range, +7Faith vs. Resilience, Silences for 4turns. This critical cannot Double-Hit or give a Block.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Alchemist – Specialization/ Critical Option
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Homunculus (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you summon a demi-human with 1HP and stats otherwise the same as the alchemist’s, except with -5Resilience, -5Dodge, and -5Will. On the “Homunculus’” turn, choose an enemy in 4Range, and roll d20. If you roll 18-20, “Homunculus” attacks, automatically causing the next attack that deals damage to the target to deal an additional +1damage. “Homunculus” may also use the “Charge” synergy (you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the alchemist’s Wisdom (if applicable). “Homunculus” acts on the same turn as the alchemist.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “Homunculus” always has the same
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            stats as the alchemist, whether from level increases, buffs, or debuffs. If the alchemist
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           receives a debuff, it also affects the “Homunculus.” However, “Homunculus” is immune to both Wisdom damage and debuffs that cause recurring damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It takes 15minutes to summon a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           “Homunculus,” so a new “Homunculus” cannot be created during combat. You can only have one “Homunculus” active at a time. You continually maintain “Homunculus” for 3Inspiration.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Decomposition)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If “Homunculus” hits, +7Strike Bonus vs. Resilience or, +7Faith vs. Resilience, the target is also Silenced for 3turns. This critical effect cannot Double-Hit or give a Block. Your “Homunculus” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dread Priest – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fatal Prayer (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            attack yourself with your Faith vs. your Will. If this spell hits, choose an enemy in 4Range, +7Faith vs. Will, deals 1damage to them (instead of you). If this spell misses, then nothing happens. “Fatal Prayer” cannot Double-Hit or give a Block. Battle Recharge.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Prayers of the Abyss)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, Faith vs. Resilience, Silence for 3turns.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Druid – Specialization/ Critical Option
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Wind Tunnel (Magic):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            weapon Range, -3Strike Bonus vs. Dodge or 4Range, -3Faith vs. Will, throws the target up to your Speed value +2 in any direction.  
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            throws the target up to an additional (your) Speed value +2 in any direction.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Nature’s Healing)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this spell hits, the target is also Silenced for 4turns.   
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Strategies for using Silence in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As a powerful debuff against spell casters, Silence allows you to prevent magical healing, zero out enemy spell damage, and even interrupt ongoing magical buffs or debuffs.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Prevent Magical Healing
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unlike in most games, healing in Eternity TTRPG “Fatigues” targets, lowering their overall defenses. For this reason, healing classes do not provide uninterrupted healing. Instead, they tend to reserve healing for when a character’s getting low so that they don’t have to contend with lowered defenses throughout the entire fight.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, if you Silence an enemy healer as their teammate drops into low health, you virtually guarantee the kill. It’s especially useful to Silence healers when you’re about to kill a very powerful enemy, who might otherwise be a big problem.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            On the opposite end, having your own healer's magic shut down is a good way to have a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , so be careful when facing enemies who can Silence.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Zero Out Spell Damage
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the reverse situation, it’s an absolute life-saver to Silence an enemy spell caster when a teammate drops to low HP. Keeping an ally from falling to 0HP during a close fight, giving them even another turn or two of dealing damage, can literally turn a battle around.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I also often start battles by trying to Silence enemy spell casters. Since most casters don’t have high Resilience (and are easier to hit with status effects), you can ruin your enemy’s plans before the fight even truly begins.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Interrupt Magical Buffs or Debuffs
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Ongoing magical effects can be “Interrupted” with Silence. This means that any particularly powerful buffs or debuffs, often keystones for an enemy’s strategy in battle, can be temporarily suppressed with Silence.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Silence normally shouldn’t be cast with the exclusive end in mind of interrupting effects, as they only delaying benefits. However, when fighting enemy
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           casting classes that rely heavily on buffs or debuffs (classes like the sage or revenant/ witch), the value you gain from Silence nearly doubles.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Silence+5e+vs+Silence+Eternity+TTRPG.png" alt="Silence 5e vs Silence Eternity TTRPG" title="Silence 5e vs Silence Eternity TTRPG"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Counters to Silence in Eternity TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, Silence is not without its counters. Here are a number of possible ways to deal with Silence if you’re on the receiving end of things. Or, if you simply want to think two steps ahead, here are some of the ways that characters you Silence might respond:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Removing Silence
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Many classes have a version of “Dispel,” which can be used to remove negative status effects. Since Dispel is itself a magic spell, in most cases, a Silenced character can’t Dispel effects from themselves. However, allies can Dispel for each other. And Silenced characters can use the “Essence of Magic” item on themselves to achieve the same effect.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Greater Dispel (Magic):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            This spell is cast on any target you’d
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            like, but the roll is made against the character who cast the spell or used the ability
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           you are attempting to remove, unless the target is a summon.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           (Double-Hit):
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            removes all stacks of 2
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           at a summon, deals an additional 1damage to the summoned unit.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Essence of Magic (3 Uses):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            6Range, automatically removes the “Silence” effect. A target can only benefit from this item once per battle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can alternatively use this item at
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            6Range, Strike Bonus vs. Resilience, or Faith vs. Resilience, Silences the target for
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3turns. This item cannot Double-Hit or give a Block.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Casting through Silence
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Certain spells have specialization/ critical options that allow them to be cast even while the character is Silenced. Some items also allow for a Silenced character to continue casting magic, although often at reduced effectiveness.
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blessed Light (Magic):
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    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
             4Range, the target heals +1HP. This spell allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit).
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             (Secrets of the Ancient Tomes)
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can still cast this spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 11-20, you also remove that effect from yourself.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Arcane Staff:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            2handed. 5Range, Faith vs. Will, deals 1damage. You gain +1Range when casting all spells that normally have 4Range or more. You can still attack using this weapon even while Silenced, but with -6Faith (though you still cannot cast spells). You cannot use the “Charge” synergy while wielding this weapon.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Making Best Use of Items
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If no other options are available for a Silenced character, it’s always valuable to use the time while Silenced for healing, or other combat-boosting items. Silence effects can sometimes last quite a while (3 or even 4turns), so keeping consumable on-hand is a life-saver for any spell caster.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Kingstone (5 Uses):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, roll d20. If you roll 5-20, heal +1HP. Healing from this item also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit). If you fail to hit with this item, it does not count as a “use.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Powder of Bones (5 Uses):
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4Range, you raise 3 undead, each with 1HP and stats otherwise the same as yours, except with -5Resilience, -5Dodge, and -5Will. On the undead’s turn, choose an enemy in 1Range, and roll d20. If you roll 20, the undead attacks, automatically dealing 1damage. Undead act on the same turn as you.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Undead raised from this spell do not
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            “take up spaces” (meaning other characters can occupy or move through spaces
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           they’re in). Undead take damage from healing spells, and heal from taking shadow damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Undead always have the same stats as
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            you, whether from level increases, buffs, or debuffs. If you receive a debuff, it also
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           affects the undead. However, undead are immune to both Wisdom damage and debuffs that cause recurring damage. You can control as many undead as you want.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Curious about the Eternity TTRPG Game System?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you're curious about trying out a new TTRPG, check out the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity" target="_blank"&gt;&#xD;
      
           Eternity TTRPG Game System
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            where you can learn more about how the game's played, races, classes, and a host of resources for getting started.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Already interested, based on what you've read? Pick up an inexpensive PDF copy at the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/product/Eternity-TTRPG-Core-Rulebook-PDF-Download" target="_blank"&gt;&#xD;
      
           Eternity TTRPG shop
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Eternity is a growing company, so your support is greatly appreciated! Let me know what you think of the game, and happy gaming.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Silence+5e+Blog+Post.png" length="517634" type="image/png" />
      <pubDate>Sun, 19 Feb 2023 00:29:42 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/silence-5e</guid>
      <g-custom:tags type="string" />
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        <media:description>thumbnail</media:description>
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>How To Write a D&amp;D Campaign</title>
      <link>https://www.eternityttrpg.com/how-to-write-a-dd-campaign</link>
      <description>Curious How to Write a D&amp;D Campaign? This immersive guide provides everything you need to know. Make your next campaign unforgettable!</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It can be easy to get overwhelmed when writing a D&amp;amp;D campaign. Where do you start? What should your campaign be about? How to write a D&amp;amp;D campaign that's original and exciting?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Don’t worry. This article is here to help. Read on for tips and tricks on how to write a D&amp;amp;D campaign that you and your friends will remember for years.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Where Should You Begin?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The truth is that you can begin writing your D&amp;amp;D campaign from any point. I usually begin with my campaign creation from a point of inspiration or passion around something I want to tell in an epic story. I cover all of the main parts of D&amp;amp;D campaign creation below, but just know that you can more or less start at the point that feels right to you, then come back and fill in other details later.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How to Write a D&amp;amp;D Campaign – Major Elements
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Overarching Story
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Every D&amp;amp;D campaign needs some kind of centralizing idea, theme, or storyline.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Campaign World
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Writing a D&amp;amp;D campaign means coming up with interesting locations where the story takes place.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Quests, Adventures, and Encounters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Stories need chapters, and individual events in those chapters. Adventures are your game's action.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Interesting Characters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Players need NPCs (non-player characters) to interact with. Good NPCs greatly liven D&amp;amp;D campaigns.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Each of the above major story elements must be filled out in some detail before a "finished" D&amp;amp;D campaign can be produced. Of course, remember that D&amp;amp;D (and any
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , for that matter) is definitely a game of improvisation. Even when you have everything planned and ready for your new, brilliant D&amp;amp;D campaign, nothing guarantees that your gaming group will follow your story.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I've always enjoyed creating detailed
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            notes, and feel that thorough preparation truly does make for better campaigns. However, it is also worth mentioning that even if you only make the loosest of general plans for your campaign, you can be successful as a dungeon master. Simply pay attention to what your party wants in a game, how they play their characters, take note of their interests, and build on things from there.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can also reference my article on
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
      
           How to Start a DnD Campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            if you need help not only with campaign creation, but also with overall campaign setup and group-building.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/How+to+Write+a+D-D+Campaign.png" alt="DnD game in progress with figurines on a grid map, players' hands reaching to move pieces." title="How to Write a D&amp;amp;D Campaign"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How to Create an Overarching Story for Your Campaign
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The overarching story for your campaign can happen either by plan, organically as the campaign progresses, or through a mixture of both. When it comes time to create a new TTRPG campaign, I often start by answering the question of "What is the campaign about?" What makes the campaign interesting and pulls players in, generating action and drama?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Oftentimes, if you can find a compelling central storyline for your D&amp;amp;D campaign, you can then often add to plot, embellish the story, and find a thousand ways to expand your ideas. You may also find that your original overarching idea either fades or adjusts, as your players provide feedback via their character's actions.
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            Stay flexible, stay engaged with your players, and keep things simple. Try out some of the important story-building concepts below as a beginning point for your story creation. And for some extra help, take a look at my article on
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    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-ideas" target="_blank"&gt;&#xD;
      
           3 Full-Length D&amp;amp;D Campaign Ideas for Your Next Ongoing Adventure
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           .
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           Campaign Themes
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           D&amp;amp;D campaign themes provide central ideas, feelings, and vibes to your game. Once you have a theme, you can always think about new ideas, adventures, characters, and so on in the light of that theme. Themes help you create campaigns that are not only full of interesting encounters, but that fit together holistically.
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           A theme can be anything from “the chosen one must save the world,” to “a heist gone wrong.” It’s up to you, as the dungeon master, to come up with a theme that your players will find intriguing. Oftentimes, your best bet at creating an interesting theme will stem from an idea that you, yourself find intriguing. If you're creating a gaming world that you would love to explore, yourself, then you're well on your way.
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           Major Story Elements
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           I often begin my campaign theme brainstorming session by writing down ideas for one or multiple (often, multiple) of the following major story elements:
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            Event:
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             something substantial that’s currently happening in the game world, or has happened in its past.
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            Item:
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             an item or trinket of your own creation. This doesn’t have to be in the game's core rulebook.
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            NPC/ Villain:
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             non-playable character. Someone influential or meaningful to the world.
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            Organization/ Nation:
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             societies, countries, guilds, coalitions, etc.
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            Town/ Zone:
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             places friendly or unfriendly to the players. Locations, geographical features, etc.
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           Note that this little bit of brainstorming may take you away from what seems like the central storyline of the campaign world. You are, after all, already dipping into the campaign's world, potential adventures, and NPCs. However, your task at this point is to 1) follow any cool ideas that come your way, and 2) think about these primary elements from the point of view of a central storyline.
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           For example, how could some event that's recently happened in the world be central to what you want your players to experience in the campaign? Could they find an item that is so powerful and influential that the entire campaign world is at ill ease from it (
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    &lt;a href="https://screenrant.com/lord-rings-tabletop-game-5e-dungeons-dragons-dnd/" target="_blank"&gt;&#xD;
      
           Lord of the Rings
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           ). Is there some organization that has an important goal in mind that may end up harming the players or the people they love, if something isn't done?
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            The options are truly endless.
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           Use Major Story Elements to Create Campaign Themes
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           Campaign themes make for better games. Use the story element(s) you create to think about how that story can be shown through virtually every piece of your campaign. If you use themes, you never need to railroad players in order to have them experience the game you've created. They kill an important NPC to your story? No problem. Make that NPC only one of many that represents the theme you're after.
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            You can represent a campaign's theme or central story through simple descriptions of towns and cities. Implement your theme in the way that NPCs talk, and interact with the party. Definitely make themes color items, monsters, and locations your party comes across.
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            If you need a great example, think about
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           Diablo II
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           . No matter what the player does in Diablo II, they cannot escape the fact that it's Diablo. Even if they killed important NPCs or somehow ruined important storylines, they still would be firmly set in a heavily-themed game that's sure to pull player interest.
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           Eternity TTRPG Top Sellers
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           How to Create a Campaign World
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            One of the most important aspects of writing a successful D&amp;amp;D campaign is to build a believable and compelling world for your players to explore. The best campaigns are those where the setting feels like a living, breathing place with a rich history, and well-developed culture. If you have an interesting, vibrant world in which your game takes place, then quests, encounters, and storylines often take care of themselves.
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            If you’re starting from scratch, the task can feel daunting – especially if you've never done so, before. I personally love the task of world-building, and find the freedom to create literally anything I want very enjoyable.
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            If you want some help on world creation, there is plenty of pre-made material available to you. There are many very talented world-builders who provide either free or paid campaign worlds you can use. The best part is that you can either also use some of the adventures and overarching storylines that often come with pre-made worlds, or you can just pick and choose your favorite things, to add into your own custom campaign.
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           If you are set on building on your campaign world, here are the most important world-building components that can help you create a believable, magical, and detail-rich world.
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           Campaign Worlds Should Provide:
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           To keep things simple, remember the following 3-key points when creating your campaign's world:
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            Believability/ relatability to the real world
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            Details and depth
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            Enough magic/ sense of wonder to grab your players' attention
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           Do that, and you're likely to create a strong start for your campaign.
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           Examples of How Your Campaign World Can Make Adventure-Creation Easy
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           Consider two different settings and how they might inform your game's overall adventures. Hint: one of these settings creates an organically more interesting campaign than the other:
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            The players start out their adventure in a tavern, in a sort of average town. The tavern is filled with ordinary people, and the countryside around them is sort of vague, and also ordinary. The world at-large is a typical medieval fantasy setting.
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             The campaign world is a series of floating islands, each no larger than several miles in diameter. Below, nothing but empty sky with purple and gold clouds meets the party's eye, with occasional cracks of lightning in the far depths.
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            With the first of these two examples, you'll have to work pretty hard to create interesting stories in order to keep players interested in such a mundane world. Alternatively, with the second example, you already have major questions grabbing the players' interest. They'll want to know how such a world came to be. Why are the clouds far below them, and why do they feature such interesting colors? Do people live below the clouds, etc? All these questions can serve as starting points for great adventures.
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            Of course, you don't need to be extreme with your campaign world, and a mundane setting doesn't mean that the story itself will be mundane. Just keep in mind that how you describe the campaign world to your players will greatly inform how they think of  the world.
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           Create a Town
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           Create a town for your players to start their adventure. The campaign doesn't have to "begin" literally in this town, but it does need to be the "home base" that players will use at the start of the campaign. This is where they will go to rest, resupply, and gather information about their next quest.
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           When creating your town, there are a few things you need to keep in mind.
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            Decide what kind of town it is: small village or a bustling metropolis? The size and type of town will determine the available amenities and services.
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            Decide the town’s primary industry. This will help determine the types of shops and businesses within the city.
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            Create a few NPCs with which the players can interact. These could be shopkeepers, innkeepers, or quest givers.
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            Decide what atmosphere you want your town to have. Is it a friendly and welcoming place, or is it more dangerous and seedy?
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           Begin by describing the town’s layout and the different shops and businesses that can be found there. Then, fill in the details about the NPCs that the players will meet. Once you have this home base created, you can fit it into your larger campaign world in which players will leave to test their skills, and adventure.
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           Draw An Overland Map
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           Even if you have zero skills in drawing creating an overland map can be really helpful, and really fun. This map can be an overview of the entire campaign world, a single continent, a single kingdom, or even smaller. I often start quite small with maps I create, and work outward as players explore more of the world around them. Alternatively, you can start big with a map of the entire world, and create more details in each locale as players head there.
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            You can also find a map from great map content creators from online communities like the
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           D&amp;amp;D Maps Reddit
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            .
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           The entire idea behind your overland map is to build structure into the campaign world you're creating.
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           Add Features, Landmarks, and Unique Environments
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           Once you have your overland map, you can start adding features, landmarks, and unique environments. This will help bring your world to life and make it more accessible to your players. Again, these map elements can be thoroughly detailed with stories and lore attached to them. Or, they can just be quick sketches that give you clues as to how you might proceed if the party explores more closely.
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           As far as terrain, think about adding diversity to your world:
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            Mountains
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            Forests
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            Deserts
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            Swamps
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Rivers
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            Lakes
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  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Once you have large areas developed, you can think about where cities, towns, garrisons, and more might go:
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      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Cities often need some source of water to realistically develop.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Small settlements may indeed venture near difficult climates.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Large cities often need many smaller towns around them, to supply resources and food.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You can also think about how magical environments/ locales might affect local populations.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Also consider how monsters and "the wilds" play into your world.
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  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Consider History, Cultures, and Religion
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, to create a compelling campaign world, think about your world's history, cultures, and religion. This will help make your world feel richer and more believable. Come up with enough detail that players can learn about cultures in your world and how they interact with each other. Again, the more work you put into this aspect of your campaign, the easier it will be to create unique and exciting adventures, later.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Some things you might want to include in this aspect of your world-building are:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Deities
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Language
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Customs
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Government
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Education
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Take your time, and don’t be afraid to experiment. The most important thing is that you have fun creating your campaign setting. If you can't come up with anything terribly unique on any of these points, don't sweat it. You may find that your campaign takes off in other areas, if this one isn't for you.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/How+to+Write+a+D-D+Campaign+World.png" alt="Golden sunset illuminates a canyon with towering walls, revealing distant structures and a path lined with posts." title="How to Write a D&amp;amp;D Campaign World"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How to Create Quests, Adventures, and Encounters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Quests, adventures, and encounters are the actual "scenes" of play in D&amp;amp;D, and the means by which you provide structure when creating your campaign. Keeping players engaged through every step of your campaign creates fulfilling gaming experiences.  Excellent encounter and adventure design, in particular, makes up for a lack in almost any other area of dungeon mastering.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Organize Your Dungeon Mastering
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Want to be a great dungeon master and run campaigns that your players will love? Get organized. If you don't have one yet, get yourself a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-planner" target="_blank"&gt;&#xD;
      
           DnD Campaign Planner
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . You should also take a look at the many
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dungeon-master-tools" target="_blank"&gt;&#xD;
      
           Dungeon Master Tools
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            available to you that can also help with this very purpose.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Why mention organization in the context of quests, adventures, and encounters? Well, here are some fantastic reasons:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Encounters are the basic steps to your game. If you take notes on these, you can easily string together complex plots.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Adventures are literally made of individual encounters. By keeping these organized, you  keep your adventure coherent and clear.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Quests are like the chapters of a book, and are comprised of your adventures. If these don't line up in a thoughtful way, your campaign will lose sight of its central theme(s), and will lose power and momentum over time.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you take notes on player thoughts and actions during each session, you'll never run out of unique and exciting ideas for your upcoming sessions. Pay particular attention to how they respond to your encounters, adventures, and quests.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Create a Premise
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Much in the way that your entire campaign should have some kind of centralizing theme(s), it's extremely beneficial to have a centralizing theme or premise for each encounter, adventure, and quest. Your campaign theme can inform your quests, adventures, and encounters, too - which is why I normally start there.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In any case, a D&amp;amp;D campaign is not your average story. You can’t simply write a linear plot because your players have agency, and their choices affect the story’s outcome. The premise provides you with a place to fall back when players cause your plans to go awry.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The premise answers the question of "what is this adventure about?" Your premise can be composed of any or all of the following elements, or anything else you can come up with:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A problem that the players need to solve.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            An important place that you want to share with your players.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Villainous plots unfold before the party.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Allies offer to join the party.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            An important magical item is sought after by multiple competing groups.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            For ideas on adventure premise, take a look at these
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           20 Amazing DnD Quest Ideas
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            and this
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           Ultimate Free DnD One Shots Guide
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Text: &amp;quot;It's Time To Game, Eternity TTRPG, Visit The SHOP&amp;quot; over a green and dark background with glowing particles." title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Adventure Location
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In the same way that your campaign world creation generates player interest, so too does adventure location. Whenever you're playing D&amp;amp;D, try to skip the boring stuff. When I say skip it, I mean just literally skip it entirely. You only have a few hours to play each week, right? Or a few hours each month, if your group only meets that often. So, skip the boring stuff.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            With every moment you get as a dungeon master, play up the sense of awe, wonder, and magic as much as possible. It's almost impossible to go into the realm of "too much" when playing D&amp;amp;D. Just give it a shot, starting with adventure locations, and see what an impact it has on your players.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When writing your adventure locations, it’s essential to be creative and have fun. The more unique and interesting your sites are, the more enjoyable they’ll be for your players.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For your adventure locations, think about the following kinds of dramatic and magical places:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dungeons where demons have been summoned
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ruined castles filled with ancient relics
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Abandoned mines filled with chaos-infused monsters
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Enchanted forests of the true fey
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Frozen tundras where men are called as if by
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.colorado.edu/classics/2018/06/19/sirens-ancient-greece-and-near-east" target="_blank"&gt;&#xD;
        
            sirens
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Lava-filled volcanoes about to explode
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The possibilities are endless. The key is to ensure that each location is interesting and provides a challenge for the players.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When creating an adventure location, there are a few things you need to keep in mind:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Write out location details, including overall layout, traps, and puzzles that players need to overcome.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Design monsters that inhabit the space. Be sure to create battles appropriate for the level of the players.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Add treasures or rewards for the players to gain. Gold works great, but so do unique finds such as gems, magical weapons, or ancient armor.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you're specifically looking for ideas when it comes to dungeons, take a look at my
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon a Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            page. There, you can find a near-endless supply of dungeon encounters, adventure ideas, and story premises.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Give Your Players the Feeling of Control
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let your players make decisions that affect the story’s outcome. Never think that as the DM, you have total control. If you let your players take the story away from your pre-planned adventure, they will enjoy the campaign more. The key is to also not let your players completely de-rail your ideas, or they could turn your "campaign" into one joke session after another.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            To make a campaign truly great, thoroughly prepare your encounters and adventures. Then, when players want to take things a different direction, let them. You then simply repurpose your plans to fit what they wanted to do in the campaign. In doing so, you give them a sense of control over their characters' journey, while also playing out your master ideas. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let your players think that they determine what happens next, and they’ll feel like they have a stake in the outcome.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Campaign+adventures.png" alt="A tabletop role-playing game in progress. Figures of dragons and warriors are arranged on a blue grid map." title="D&amp;amp;D Campaign adventures"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Creating Individual Encounters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once you have a picture of your desired quests and adventures at the large-scale, it's time to dive into specifics. Your encounter design as a DM will make or break your entire campaign. So, no pressure. But make sure to thoroughly prepare this part. Encounters in D&amp;amp;D are broken down into 3 categories: combat, exploration, and roleplaying. Every type of encounter you create will basically have one of these elements at its core.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Think of these three types of encounters as the foundation of your campaign. Build up your skills in this area and you're almost guaranteed to up your dungeon mastering game.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combat
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            D&amp;amp;D is, at its heart, a combat game. Not everyone builds a ton of combat into their D&amp;amp;D campaign, and combat isn't even essential to a campaign. However, just look at the D&amp;amp;D core rulebooks and you'll notice how many pages are devoted to stats, spells, abilities, magic items, and other combat-related elements.
           &#xD;
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           I have played campaigns devoid, or at least very light, on combat. However, I recommend that you plan in some action-packed fights to your adventures. Most players will expect the chance to fight monsters and villains, too, after all.
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      &lt;span&gt;&#xD;
        
            My number one rule of combat is that is should further the plot, or some character's development. Combat should always be a means to an end. It should never feel like it’s just there for the sake of being there. Very few players enjoy pointless battles, as they tend to feel slow-paced. If you want your battles to grab your players' attention, always give an important reason for the battle to take place, and always add in more drama.
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      &lt;br/&gt;&#xD;
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  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Combat Tips
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            To maximize every combat encounter, try to add in the following elements:
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            Use combat as a way to unravel tension in the campaign and move the story forward.
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             Try to give players ways of "winning" the encounter that isn't just "kill all the enemies." Give them objectives, such as defending a key person, reaching a specific point on the map, or obtaining a magical item.
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             Throw in the unexpected. Try to provide some unique environmental or magical effect to each fight. In the way that your goal is to provide the magical and awe-inspiring in worlds you create, do the same in combat encounters.
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             Choose monsters that players have never seen before. For example, try
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://amzn.to/3E50JZS" target="_blank"&gt;&#xD;
        
            Mordenkainen's Monsters of the Multiverse
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        &lt;span&gt;&#xD;
          
             to show your players something truly unique.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Make every combat encounter either life-or-death difficult, or very easy. Difficult fights are always interesting. Easy fights show the players how strong they've become with the levels they've gained.
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            Avoid medium-difficulty fights as they tend to feel less meaningful. Only do so if you need to for variety sake.
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            Insist that players keep the pace of combat very fast. Don't let them take a long time to decide what to do on their turn. Try a 5-second rule if players are being slow. This is combat after all! Make the players feel like something's at stake.
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        &lt;span&gt;&#xD;
          
             If a fight is dragging on, just end it. Don't make players wait through 45-minutes of mid-tier excitement.
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            Along the same lines, have your players stand up when it comes time to roll for initiative. Give them the sense that combat is dangerous and important. It may seem unnecessary, but getting people to stand up really does change the game's vibe.
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             Use an online
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/eternity/initiative-tracker" target="_blank"&gt;&#xD;
        
            initiative tracker
           &#xD;
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      &lt;span&gt;&#xD;
        
            . This kind of online tool can help improve the pacing of combat.
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Exploration
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    &lt;span&gt;&#xD;
      
           D&amp;amp;D is all about going on adventures. And what’s an adventure without exploring? When your players are invested in your game world, they should feel like they’re discovering something new. Even if it’s just a tiny detail, like a secret door hidden behind a bookshelf, it gives them a sense of accomplishment.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One of the best ways to encourage exploration is to have a lot of D&amp;amp;D plot hooks. A plot hook gives the players a reason to go somewhere or do something. It can be as simple as “You hear rumors of a lost city in the desert” or “A dragon has been seen flying overhead.”
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           The key is to ensure plenty of plot hooks are scattered throughout your campaign world. That way, no matter where the players go, they’ll always have something to do. And if you’re really stuck, you can always fall back on the classic “dungeon crawl.”
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But a word of caution: don’t make your players feel like they HAVE to explore every nook and cranny. If they want to skip the side quest and go straight for the main objective, let them. The last thing you want is for your players to feel like they’re on a railroading adventure.
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    &lt;span&gt;&#xD;
      
           Exploration Tips
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Exploration comes in many forms. Try out some of the following ideas to give your players a sense that they're gaming in a real, living and breathing world:
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    &lt;li&gt;&#xD;
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        &lt;span&gt;&#xD;
          
             Make liberal use of those small details. Have plenty of small artifacts in dungeons. Draw players' attention to the ornate comb in the corner of the noble's room. Point out how the local guard's sword is heavily dented.
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             Provide places where players can seek out adventure. You never know how a small detail you create without much thought could provide you a basis for a lengthy adventure. 
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            Don't worry if someone passes on one of your hints for an exploration hook. Anything you create can be repurposed later, in another exploration plot hook.
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      &lt;span&gt;&#xD;
        
            Remember that "side quests" can actually form new entire segments of your campaign. Let players decide what they're interested in when it comes to your game. If they love your story, great. If not, let them tell you where to go next.
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      &lt;span&gt;&#xD;
        
            Puzzles and mysteries are a form of "exploration" that many players love. Throw in plot twists and unexpected events, and you'll give players even more reason to explore your world.
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      &lt;span&gt;&#xD;
        
            Fall back to the overland map or world concepts you created. Is there some part of the map that players haven't yet explored? What could be present there that stands out quite a bit from what you've already shown them?
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Roleplaying and Social Interaction
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Some players love to roleplay. Others don't so much. However, I've noticed that nearly all players enjoy at least some roleplaying moments, if they're meaningful and move the story forward. Roleplaying is, after all, where characters come alive.
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           Players get out of D&amp;amp;D what they put into it. Make sure your players understand that if they give effort to the campaign and the way they interact with the world, they'll be more likely to genuinely enjoy the experience. As such, encourage players to build a character with a real personality, motivations, fears, and connections to other people in the game's world.
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            One of the best ways to encourage roleplaying is to give your players plenty of opportunities to interact with each other. Get them talking to each other. Have them share the personality traits and motives that they've created. Also, have them help each other with adventures specifically meaningful to their individual characters' stories.
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           Of course, any interactions that the party have can also be shared, or mirrored with NPCs. Non-playable characters are often the lifeblood of any campaign. NPCs can give players quests, sell them weapons, offer them advice, and provide much-needed rest between expeditions. But more than that, NPCs are a chance for you to show off your story-building skills. You can bring a campaign to life with well-written NPCs. So take your time and make them count.
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           The key is ensuring your NPCs are more than just talking heads. They should be fully fleshed-out characters in their own right. The more interesting they are, the more your players want to speak to them.
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  &lt;h4&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Roleplaying Tips
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Make the most out of every roleplay encounter and you'll be certain to heighten the experience players have with your combat and exploration encounters:
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As with everything else when it comes to writing a D&amp;amp;D campaign, make your roleplay encounters meaningful. Don't worry about haggling over the price of a weapon in a shop. Instead, have the shop owner provide the weapon, and a enemy to use it against.
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      &lt;span&gt;&#xD;
        
            Be sure that your NPCs have motives of their own. Do this, and NPCs can betray the party, help them in unexpected ways, or otherwise provide meaningful flavor.
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Ask players questions at the start of every session that help them develop their characters. Pick 1-2 good questions that are specific to their goals, personality, or even their character's thoughts about what's happening in the campaign's story.
            &#xD;
        &lt;/span&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Have players write you some backstory on their characters. Doing so will not only help you create interesting NPC roleplay encounters, but will help them better develop their own character's roleplaying.
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Campaign+Roleplaying.png" alt="Detailed statue of three-headed dragon in teal, purple, and gold.  Heads snarling, clutching a crystal on a grey base." title="D&amp;amp;D Campaign Roleplaying"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Populate Your World With Interesting Characters
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Another important aspect of writing a successful D&amp;amp;D campaign is populating your world with exciting characters. No one likes generic NPCs. So , take the time to create a diverse cast of characters that your players will remember long after the campaign is finished.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            My own players fondly remember "Saint Ranroth the Sunblade" who betrayed the Eternals by destroying the tree of life. He was a pathological liar, who always seemed like he was maybe on the players' side, even while thwarting some of their largest plans. Each session, he could be a tremendous ally, or a terrifying adversary. The players love-hated him, which created a tremendous amount of drama and excitement for the overarching story.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Interesting characters fuel your roleplay encounters more than anything else. However, they also fuel both your exploration encounters and combat encounters, as they provide meaningful reasons for events in your campaign to take place.
           &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Text: &amp;quot;It's Time To Game, Eternity TTRPG, Visit The SHOP&amp;quot; over a green and dark background with glowing particles." title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           Non-Player Characters
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            NPCs further the plot, provide exposition, and give  players someone to interact with other than the monsters they’re trying to kill. Consider using the following
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    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           DnD Character Ideas
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            to make your process of creating NPCs much faster.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Every NPC should serve a specific purpose in your campaign. Make sure that the purpose is clear to you, even if it isn't to the players, as they can discover the purpose over time.
           &#xD;
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      &lt;span&gt;&#xD;
        
            Give them a stand-out personality. When writing an NPC’s personality, think about what makes them unique and interesting. The more personality you can give your NPC, the more memorable it will be.
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      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             What are their quirks?
            &#xD;
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             Do they have any catchphrases?
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             Are they always serious, or do they have a sense of humor?
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      &lt;span&gt;&#xD;
        
            What's they're background, and how does that inform their place in the campaign world, currently?
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Villains
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           No D&amp;amp;D campaign is complete without a compelling villain. By making them unique and interesting, you can keep your players hooked for the entire campaign. Here are a few tips on how to write a D&amp;amp;D villain that will keep your players coming back for more:
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      &lt;span&gt;&#xD;
        
            Make sure your villain is visually distinct. Describe their appearance in a way that is both striking and unique.
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      &lt;span&gt;&#xD;
        
            Give your villain a name that is just as distinct as their appearance. A good villain name should be evocative and help to establish their identity further. Avoid using generic titles like “the orc chieftain” or “the goblin king.” Instead, develop something specific to your villain and indicative of their personality. For example, the orc chieftain could be named “Gruumsh the One-Eye,” or the goblin king could be called “Skurge the Flesh Eater.”
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      &lt;span&gt;&#xD;
        
            Give your villain a clear motive. Players need to understand what the villain wants to feel invested in the conflict. Is the villain trying to conquer a kingdom? Kidnap a princess? Destroy a magical artifact? Their motive must be something the players can get behind, even if they disagree with it.
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            Make sure your villain has a unique fighting style. This is another critical way to make your villain stand out. When designing your villain’s fighting style, think about what would make them a challenging and memorable opponent. The villain should also have access to unique abilities or items that will help to further distinguish them for years to come.
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           How to Write a D&amp;amp;D Campaign – Final Notes
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           So much goes into writing a D&amp;amp;D campaign that players will love. It really isn't any single thing that makes a campaign great. If you follow the tips provided above, you're certain to at least get really close to having a fantastic campaign. Use the following tips, as well, as additional help. Think of this category as something like a more advanced series of items to implement once you have the basics mastered.
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           You Don't Always Need Humble Beginnings
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            One of the most important things to remember when writing a D&amp;amp;D campaign is that you don't have to start small. Many adventures, for example, start in a tavern. That's small. It's ok to instead make your first adventure as grandiose and epic as possible. You can even start the campaign at a higher level, instead of going from Level 1.
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           It’s About the Journey, Not the Destination
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           When writing your D&amp;amp;D campaign, it’s essential to keep the journey in mind, not the destination. Your players should feel like they’re on an epic quest, with danger and adventure around every corner. They should definitely feel like they're driving their character's journey. And most importantly, make sure everyone's having fun! Don't worry about having the "perfect" encounter, adventure, or storyline. Let things unfold, organically.
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           Secrets and Plot Twists
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           Whatever the players think is happening, consider how you could create a twist in the plot. Obviously, you have to come up with a story that makes sense as to why the players would think they know what's happening. However, the story also has to have room in it to make it so that what seems to be true simply is not. Don't overdo things when it comes to secrets and plot twists. However, if you can tastefully implement this story device into your campaign at key moments, you'll drastically increase player investment.
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           Think About Rewards and Consequences
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           Every action your players take should have consequences, whether they’re good or bad. This will make the story more believable and help your players feel like their choices matter. For example, if your heroes steal from a local merchant, they should expect to be chased by the guard. If they manage to get away, they’ll have to find a way to spend the stolen goods before it’s too late.
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           Consequences also create a sense of risk and reward. If your heroes know that there’s a chance they could get caught, they’ll be more cautious about their actions. This adds an element of suspense to the story and keeps your players on their toes. Punishments and rewards don’t have to be complex. They can be as simple as losing or gaining favor with the local lord, or NPCs. But whatever you choose, make sure that consequences are appropriate for the action taken.
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           For example, if your heroes kill a dragon, they should receive a hefty reward. But if they simply slay a rat, the reward should be less substantial. The same goes for punishments. If your heroes make a mistake that costs them dearly, they should suffer the consequences. But if they simply take a wrong turn, the penalty shouldn’t be too severe.
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           You also need to be consistent with your rewards and punishments. If you’re too lenient, your players will take advantage of it and start making reckless decisions. On the other hand, if you’re too harsh, your players will become frustrated and give up. Finding a balance that works for you and your group is essential.
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           Moments of Vengeance
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            Every action in your campaign has consequences. Sometimes, that consequence will be resolved by an act of vengeance on the part of someone that the party harmed. As above, if your party kills a dragon, there may be another dragon who wants vengeance for the act. Or perhaps a wizard wants vengeance as the dragon was his ally.
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            If you use the idea of consequences and vengeance in your campaign, it's nearly impossible for a campaign to ever actually end. Human nature is such that every action leads simply to more possibilities and actions that spawn as a result. Use that in your campaign and you should have an endless string of related concepts that will give you ideas for ongoing adventures, and keep your campaign's central theme intimately cohesive.
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           Play a Game Where Everyone Contributes to the Story
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            As a final tip, try involving your players as much as possible in your world creation and campaign story creation. No matter how good your ideas are when it comes to writing a D&amp;amp;D campaign, I almost guarantee you that your entire gaming group, together, can come up with better ideas.
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            There are games out there such as the
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           Eternity TTRPG Roleplay Game
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            where every player contributes to the campaign's overall story. Basically, everyone shares at least a little part of the dungeon master role. The result is that each campaign is entirely unique, far more interesting that you can imagine, and comes loaded with an immense amount of creative ideas for your game.
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           Try it out! The Eternity TTRPG core rulebook comes with everything you need to create your next great tabletop gaming experience.
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      <pubDate>Wed, 16 Nov 2022 18:02:45 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/how-to-write-a-dd-campaign</guid>
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    <item>
      <title>D&amp;D Christmas Adventures and Gifts for Your Holiday Season</title>
      <link>https://www.eternityttrpg.com/dd-christmas</link>
      <description>Looking for amazing D&amp;D Christmas adventures for your holiday game this year? How about D&amp;D Christmas gifts or a D&amp;D Christmas sweater?</description>
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            With Christmas coming up, what better way is there to celebrate than by adventuring in your favorite tabletop roleplaying game? Dungeons &amp;amp; Dragons (or any
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           TTRPG
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            of your choosing) is a perfect fit for the holiday season, with plenty of ways to get into the festive spirit. Let's make this this year a very merry D&amp;amp;D Christmas!
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           It’s always fun to add a festive twist to your D&amp;amp;D game, whether by "dressing up" your player characters in holiday-themed outfits, designing or playing an entire D&amp;amp;D Christmas adventure, or even by decorating the game table and gaming space with Christmas decorations. For bonus fun, you can always play your Christmas session in a D&amp;amp;D Christmas sweater (examples provided, below)...
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           As luck would have it, I know of several D&amp;amp;D Christmas adventures perfect for a holiday game night. These adventures range from humorous to heartwarming and can be easily modified to fit any party size and level. Use this guide and you’ll be ready to run a festive D&amp;amp;D Christmas gaming session that your players will never forget, and will be clamoring to play year after year.
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           You can also explore further down into the article to see some absolutely top-tier D&amp;amp;D Christmas sweaters, and other fun D&amp;amp;D-themed Christmas options you may consider giving as gifts this year to members of your favorite tabletop gaming group.
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           Christmas is an Opportunity for Amazing Game Sessions
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            The Christmas season is a great time to break out all of your favorite D&amp;amp;D books and run special
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           DnD One Shots
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            for your friends. It’s an opportunity to get together and have some fun, especially if you don’t usually have the time to commit to a longer
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           RPG campaign
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           . What could be more festive than slaying some winter goblins, or rescuing an elderly, jovial, gift-giver in distress?
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           Each year, I hold at least one all-day TTRPG event for my gaming group. Many times, this full-length adventure takes place in the days leading up to Christmas as a way to celebrate the season. People often have more downtime during December (or even early January) as well, so it's usually easier to get a full group to play.
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            There are many ways to make your D&amp;amp;D Christmas game special. You could set it during the Winter Solstice in the world of your campaign, have your characters celebrate
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           Yuletide
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           , or even have some in-game D&amp;amp;D Christmas gift-giving. You can also run a regular adventure with a few simple festive touches, and then give out real-life presents/ have a gift exchange for the party at the end of the session.
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           D&amp;amp;D Christmas Adventures: Prepared for You!
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            These one-shot D&amp;amp;D Christmas adventures are fun, holiday-themed, and ready for you to use. They can be completed in a single session, and are great for players of all levels. Careful though, some of these adventures may just end up causing a
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           TPK DnD
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           . If you want something more elaborate than what these adventures provide, you can always string a couple of them together into something like I do for my gaming group – an all-day D&amp;amp;D Christmas mega-dungeon. It's up to you what you want to do!
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           Note that each of these D&amp;amp;D Christmas quests can be used as a standalone adventure, or you can simply work them into your existing campaign:
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           1. The Nutcracker, a Retelling
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           If you've never seen the Nutcracker Suite, it's quite the story, and experience. Probably, you can find a Nutcracker ballet near you during the holiday season. Or, you can try out "
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           The Nutcracker, a Retelling
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           ," which is a D&amp;amp;D-themed Nutcracker adventure. See the traditional Nutcracker tale but from the perspective of a hero in the story, seeking to rescue the Queen from the Evil Mouse King.
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           This D&amp;amp;D Christmas adventure comes as a PDF for under $6, and contains over 50 pages of material for you to use in a three- to four-hour gaming session for Lv.5 characters.
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            Really, there are few stories as iconic to the Christmas season as the Nutcracker suite. In the adventure, the Queen receives a carved nutcracker on Christmas Eve. She loves the gift, and fawns over its many details and beauties. During the festivities of the evening, the nutcracker breaks, and the Queen leaves the party early, devastated.
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           The adventure then truly begins when the heroes (and everyone else at the party) hears the Queen scream, as her voice echoes through the palace. Rat swarms attack the guests and staff, and the heroes seek after the missing Queen. They must enter the realm of the Evil Mouse King through the newly opened mouse hole that they find...
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           2. Solstice Shenanigans: A Wintry One Shot
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           This wondrous, wintry adventure is more like a series of D&amp;amp;D Christmas events. "
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           Solstice Shenanigans
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           " begins with the heroes waking up in the warm beds of an inn. The heroes aren't sure where they are actually, as this inn is definitely a different place from where they went to sleep. Basically, the heroes have been magically transported to a whimsical fey land of Christmas fun.
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            While in this new magical world, the heroes participate in a snowball battle, exchange in-game gifts (with magical boons and blessings), combat a giant gingerbread golem, and finally face a druid who isn't pleased with the festivities of chopping down trees for decorations.
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           The final confrontation finds the heroes fighting the druid, who summons the decorated solstice trees, a chestnuts-roasting-on-an-open-fire elemental, and all of his magical might.
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           Eternity TTRPG Top Sellers
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           3. In The Black Midwinter
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           "
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dmsguild.com/product/226212/In-The-Black-Midwinter" target="_blank"&gt;&#xD;
      
           In The Black Midwinter
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           " is a festive, $3 PDF adventure, designed for characters of levels two to four. The adventure can be played in one three- to four-hour session. In this module, characters battle an ancient evil threatening a remote village in the subarctic north. Honestly, very much the same as many D&amp;amp;D adventures, only this time it’s Christmas-themed! 
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           The adventure includes all the trimmings of a classic Dungeons and Dragons module: deadly traps, dastardly villains, and heroic NPCs. But, with a festive twist! So, if you’re looking for something different to play this holiday season, or want to add a little bit of holiday cheer to your regular game, grab a copy and try it out. I think you’ll find it’s just the thing to get you into the holiday spirit.
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           4. Saving Christmas
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           This is an adventure meant for four to six first-level players. Dream Realm Storytellers’ free PDF adventure "
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.drivethrurpg.com/product/341141/Saving-Christmas" target="_blank"&gt;&#xD;
      
           Saving Christmas
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    &lt;span&gt;&#xD;
      
           " is a light-hearted adventure game perfect for the whole family. In it, players take control of a party of children tasked with defeating monstrous Christmas trees, cookies, and other holiday monsters. Although these creatures can be tough, they eventually return to their normal forms after taking enough non-lethal damage. As a result, Saving Christmas is a great game for players of all ages and skill levels. In addition, the game’s charming artwork will surely put a smile on everyone’s face.
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           You also use this adventure as a basis for a more lethal version, if you aren't gaming with a younger audience. For example, keep the monstrous Christmas trees, cookies, etc. but have them animated by a Christmas witch. No lethal damage, in this version, as the players will have to fight for their lives against ice cold magic and the witch's ice cold heart.
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           5. The Darkest Night
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    &lt;span&gt;&#xD;
      
           "
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.drivethrurpg.com/product/200795/The-Darkest-Night-5E" target="_blank"&gt;&#xD;
      
           The Darkest Night
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           " is a "choose what you pay" holiday-themed adventure where players battle an ancient evil to save Kringlefest. This adventure can be used as an outline for any game system, but the specific details are for four first-level adventurers using the Dungeons and Dragons 5th edition rules.
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           This adventure is designed to provide a short one-shot adventure for inexperienced players, or for anyone who wants to get into the holiday spirit. The quest takes place in the fictional town of Frostford that’s been besieged by an ancient evil known as the Grinch. To save Frostford and Kringlefest, the players must venture into the Grinch’s lair and defeat him.
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           The adventure is structured around a series of fights with the Grinch and his minions, interspersed with opportunities for the players to roleplay, and explore Frostford. The finale of the adventure is a climactic battle with the Grinch himself. With a little Christmas cheer and teamwork, the players should be able to save Frostford, defeat the Grinch, and restore the joy of the Kringlefest season.
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           6. Additional DnD Adventure Options
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you want a few more options for your holiday adventures, check out these following resources of mine that I've created to help with DnD Adventures and ongoing campaigns. Any of these articles can be easily customized for holiday gaming:
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    &lt;/span&gt;&#xD;
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      &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
        
            DnD Quest Ideas
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      &lt;a href="https://www.eternityttrpg.com/dnd-campaign-ideas" target="_blank"&gt;&#xD;
        
            DnD Campaign Ideas
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    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
        
            How to Start a DnD Campaign
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Merry+Christmas+DnD.png" alt="Merry Christmas DnD" title="Merry Christmas DnD"/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Merry Christmas DnD! Fun Ways to Add to Your Season
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    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Yes, tabletop games should be enjoyed all year long. But let’s face it: Christmas is the most wonderful time of the year. It’s the perfect time to get together with friends and family for a memorable gaming session. To make your D&amp;amp;D Christmas session even more festive, here's some ideas on how to have a very merry Christmas with D&amp;amp;D:
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           D&amp;amp;D Christmas Sweater
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    &lt;span&gt;&#xD;
      
           What’s more festive than a cozy sweater adorned with your favorite D&amp;amp;D characters? I have an entire section below for you to find the perfect D&amp;amp;D Christmas Sweater. You're probably going to an ugly Christmas sweater event this year anyways, so you may as well go in style. Plus, D&amp;amp;D Christmas sweaters bring more festive and D&amp;amp;D-themed cheer to your tabletop games for the season.
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  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           Gift Exchange for Dice and Minis
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      &lt;span&gt;&#xD;
        
            I've mentioned a couple times that you may consider having a D&amp;amp;D-themed gift exchange at your next holiday gaming session. What better way to show your love for the game and your great friends that game with you than by exchanging gifts? Better yet, why not make this particular gift exchange based around dice and minis?
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      &lt;span&gt;&#xD;
        
            A white elephant gift exchange is one thing, but a themed gift exchange is on another level. If everyone in your gaming group knows that they're going to walk away with some sweet new dice and minis, the gift-giving event can't help but be a great event for everyone.
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      &lt;span&gt;&#xD;
        
            Not sure what dice and minis to get? I have a full article on the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-dice/best-dd-dice" target="_blank"&gt;&#xD;
      
           Best D&amp;amp;D Dice
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      &lt;span&gt;&#xD;
        
            you can check out, and look at the section below for ideas on minis!
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           Go All-Out with Your Holiday Gaming Session
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It can require some upfront effort, but if you go all-out for your holiday gaming session, you'll almost inevitably create an experience that your players will remember forever. For my holiday all-day gaming sessions, I decorate my gaming space (with major help from my girlfriend), make use of candle light for a unique glow, pick out specific minis, and most importantly of all: prepare, prepare, prepare the big adventure.
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           If you want something super lighthearted and fun, doing a huge holiday gaming event may not be for you. However, I can say with confidence – after hosting all-day events many times – that they are hands-down the best gaming experiences of the year. They are well-worth the effort involved. Your players will love you for them.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Christmas+Sweater+and+Events.png" alt="D&amp;amp;D Christmas Sweater and Events" title="D&amp;amp;D Christmas Sweater and Events"/&gt;&#xD;
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           Table and lighting setup from a Christmas-themed game. This was taken just after the incredible session was wrapping up.
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           D&amp;amp;D Christmas Sweater Selections
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            No D&amp;amp;D Christmas guide would be complete without a D&amp;amp;D Christmas sweater selection. I know, I know. These D&amp;amp;D Christmas sweaters are the ugliest. They're the worst. Therefore, they're the best. I hope you enjoy ever moment of purchasing them, waiting with eager anticipation for their arrival, and wearing them, full glory, in front of your gaming group. 
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      &lt;span&gt;&#xD;
        
            Also, if you happen to be looking for a D&amp;amp;D Christmas present for someone special in your life, I have one of the largest online collections of
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts" target="_blank"&gt;&#xD;
      
           DnD Gifts
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            available anywhere. If you happen to be looking for a Christmas present for your dungeon master, take a look at the
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    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts/dungeon-master-gifts" target="_blank"&gt;&#xD;
      
           Dungeon Master Gifts
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            guide.
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           Merry Critmas: D&amp;amp;D Christmas Sweater
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           If you want to go for something that still says you love those Crits, but also shows some traditional colors and festive cheer, this sweater is a good in-between. The design is by Tronic Tees and looks great when you’re ready to score a critical hit during gameplay. The shirt matches your 20-sided dice and is available in a variety of colors.
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           This D&amp;amp;D Christmas sweater may not win any ugly sweater contests, but it is warm, fashionable for gaming, and may (unconfirmed) even increase your chances of rolling a 20 in-game.
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           Chaotic Naughty: D&amp;amp;D Christmas Sweater
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            For those more chaotic naughty of you, there's no shame in expressing who and what you are. Anyone who's ever played D&amp;amp;D will immediately pick up on the reference to being
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    &lt;a href="https://en.wikipedia.org/wiki/Alignment_(Dungeons_%26_Dragons)#:~:text=A%20chaotic%20neutral%20character%20is,their%20need%20to%20be%20free." target="_blank"&gt;&#xD;
      
           Chaotic Neutral
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           , and will enjoy the humor. This sweater also comes in a variety of colors, and fits for any holiday-themed party, or D&amp;amp;D Christmas gaming event.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Christmas+Gifts.png" alt="D&amp;amp;D Christmas Gifts" title="D&amp;amp;D Christmas Gifts"/&gt;&#xD;
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           D&amp;amp;D Christmas Gifts
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Just in case you're interested in some other great D&amp;amp;D Christmas gifts, here's a few other fun options that are great picks for any D&amp;amp;D enthusiast:
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           D&amp;amp;D Minis
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           As I mentioned above with the idea to have a specifically dice and minis gift exchange for your D&amp;amp;D Christmas session, minis are always a welcome gift. Basically, no matter how many minis someone has, there's almost always room for something more. Especially if that mini is the dragon of doom, Tiamat.
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      &lt;span&gt;&#xD;
        
            Of course, you don't have to splurge a lot on minis in order to gift a great present. There are tons of less-expensive options available that still make for great gifts. However, if you want to splurge a little on someone special, something like this Tiamat figure is the way to go.
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           Dragon Dice Tower
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dice towers allow you to drop dice at the top, and then they "roll for you," into the bottom of the tower. They're great if you're only rolling one – or a couple – dice at a time. This particular dice tower is unique because 1) the way the dragon has been crafted looks terrifying, and 2) dice actually roll out from the dragon's maw. Very cool idea.
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           I actually like the look of this dice tower a lot more up-close (the main image of this does not do it justice). However, if you're looking for D&amp;amp;D Christmas gifts, this one I would definitely recommend.
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           Blue Fire Dragon Dice Tray
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           Dice are essential to any tabletop RPG, but they can be difficult to keep track of during a game. This octagon dice tray is a great option if you’re looking for a dice tray that will both prevent your dice from rolling off the table, and help you stay organized. Most dice trays do not also store dice, like this one does. In general, they only provide a rolling surface for dice, which is why I really like the combo provided with this tray.
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            The tray features a raised dice staging area that can accommodate up to five sets of dice. The padded walls to help keep your dice in place, and in good condition.
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           Give the Gift of a New TTRPG
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            Christmas is a time for family, friends, and enjoyable downtime. What could be more fun than spending Christmas with your friends, diving into your favorite roleplaying game? TTRPGs provide hours of entertainment for players of all ages, and there are plenty of ways to enjoy the game during the holiday season.
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            If you know someone who doesn’t yet play tabletop RPGs, why not introduce them to the hobby this Christmas? It’s the perfect time to get them started, and they’ll be hooked. You can, of course, buy them Dungeons and Dragons, but for new players, why not get them a game that's easier to start playing right away?
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           Eternity TTRPG has our own tabletop roleplaying game
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            which is very new-person-friendly, easy to get started playing, and features some (dare we say) terrific game mechanics. In Eternity TTRPG you can both play as a dungeon master and roleplay your own character: it's a game where everyone builds the gaming world and adds to its story.
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           No matter what game you play though, dive into some new adventures, pick up an ugly sweater, and have a very merry tabletop gaming Christmas!
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      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/D-D+Christmas+Icon.png" length="322904" type="image/png" />
      <pubDate>Wed, 31 Aug 2022 17:45:37 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dd-christmas</guid>
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      <title>The Ultimate Dungeon Master Gifts Guide</title>
      <link>https://www.eternityttrpg.com/rpg-resources/dnd-gifts/dungeon-master-gifts</link>
      <description>Looking for the best Dungeon Master Gifts? This guide contains over 25 stellar ideas for any dungeon master, no matter the occasion.</description>
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            This gift guide is part of my Ultimate
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           DnD Gifts
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            Guide, where you can find an extensive list of gifts for every kind of DnD player. If you want an even broader pick of DnD-themed gifts, be sure to take a look at that article!
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            Dungeon masters are the lifeblood of any Dungeons and Dragons game. They create the world that players explore, plan the challenges that they face, and write the story that unfolds during gameplay. Without a dungeon master, there would be no game. Dungeon masters keep the game going, making it enjoyable for everyone involved.
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           The Best Dungeon Master Gifts
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           If you have a dungeon master in your life, then you know how important they are. Their role is so important for the game that giving them a gift that celebrates their passion for DnD is only fitting. Whether you’re looking for functional dungeon master gifts like a DM screen, or something more personal like a custom-made set of dice, there are plenty of options to choose from.
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           To help you find the perfect dungeon master gifts, I’ve rounded up more than 25 of the best options out there. From books and tools to help your favorite dungeon master run their game, to fun accessories and decor, there are dungeon master gifts provided for every DM.
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           So, whether you’re looking for dungeon master gifts for a friend or family member, or you’re a player wanting to show your appreciation for your DM, this list has got you covered.
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           Thank your dungeon master for all their hard work with a gift that will make game nights even more epic!
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           Dungeon Master Gifts
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           Dungeon Master Essentials
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           Campaign Journal, Adventurer's Bag, DM Screen
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           DnD Maps &amp;amp; Miniatures
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           Customizable Dungeon Maps, Battle Grids, Minis
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           Best DnD Dice
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           Dice Sets, Dice Trays, Dice Boxes
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           Dungeon Master Accessories
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           Condition Markers, Spell Cards, Gold Coins
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           DnD Accessories
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           Stickers, Candles, Coasters, Tankards
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           DnD Art
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           Book of DnD Artwork, Wall Art
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           Each of the following dungeon master gifts have been separated into categories to help you more easily navigate. Each section header gives you an idea of what kind of dungeon master gifts are offered, but you may find some neat surprises in each!
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           Eternity TTRPG Top Sellers
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           Dungeon Master Gifts: Dungeon Master Essentials
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            Dungeon master essentials are items that every dungeon master needs for their game (in my opinion). These items are simply part of either playing Dungeons and Dragons to begin with, or make being a dungeon master far easier - and more fun. You can also find even more dungeon master resources at my
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           Dungeon Master Tools
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            article.
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           Dungeon Master Notebook - DnD Campaign Planner
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           A dungeon master’s work is never done. They are always thinking about the next game, the next adventure, or the next dungeon. This notebook is the perfect tool for any dungeon master to keep track of their ideas, notes, and to-do lists.
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            Great DMs are always prepared. If you haven't read it yet, my
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           DnD Campaign Planner
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            article pretty much breaks down exactly why every dungeon master needs one. Having a DnD campaign planner or notebook of some kind basically boils down to giving your dungeon master space to write down game notes. They’ll be able to keep everything handy with this notebook. 
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           This particular notebook is perfect because it adds to the feel of any fantasy setting. From the leather cover to the authentic-looking vellum-type pages, to the key on the front cover. It’s also small enough to fit easily into a DM’s bag so they can always have it with them when needed.
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            I literally review my
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           RPG campaign
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            notes before every gaming session. I brainstorm through every piece of the current campaign, and make additional notes for myself. I also go through all of my current
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           DnD Quest Ideas
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           . Without a DnD campaign planner I'm honestly not sure how I'd develop such compelling and enjoyable stories for my gaming group. In my mind, this is a must-have item!
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           Dungeon Master RPG Adventurer’s Bag (Enhance)
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           This is a great gift for dungeon masters who love to be prepared for anything. This dungeon master RPG adventurer’s bag comes with everything your dungeon master needs to keep their games flowing, and prepared. The bag has plenty of room for all their supplies, and the pockets are specially designed to hold dice, maps, miniatures, and more.
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           There is also a dragon scale exterior option (limited edition), with  velvet interior lining make this bag a stylish and practical gift for any dungeon master who has to travel to their sessions. On both versions, zippered accessory pockets and an adjustable shoulder strap make this bag perfect for all D&amp;amp;D items.
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            These bags store books, papers, and other materials in the main compartment, which zips closed to keep everything safe. The front pocket is perfect for holding dungeon keys, maps, and other small items (see the Dungeon Master Accessories and DnD Accessories sections, below). The side pockets are also perfect for holding dice, miniatures, and other gaming supplies.
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            My personal favorite part of the bag is the padded section for miniatures, so you don’t have to worry about losing, crushing, or breaking them. There's a limited number of slots provided - and they're all for medium-size minis - but you can rest assured that your minis will travel well.
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           This product is perfect for DMs who want to keep all their materials organized and within reach. The bag is high quality, very trendy, and extremely useful. Honestly, it's a perfect gift for any dungeon master.
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           Dice Goblin Metal Dice
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            Every dungeon master needs a set of sturdy, metal dice. You know, for when they're attacking with big damage spells and monsters. The weight increases the roll, which causes more damage. Or something like that.
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            Anyways, check out these
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           metal dice
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            from Mystery Dice Goblin. They have a great variety of colors and styles, the quality is good, and with metal dice, there's always the satisfaction of the dice's weight in your hand just before rolling.
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           My particular favorites from Mystery Dice Goblin are their blue and rose gold metal set, and the rainbow metal set. Whichever you choose though, you're bound to find a great gift for your dungeon master.
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           DM Screen (Dragon &amp;amp; Mimic Art)
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           Take your dungeon master’s game to the next level with this dungeon master screen. This 4-pocket fully customizable dungeon master's screen has everything a DM needs to run their game, including sections that can be used for world-building lore, dry erase screen, and reference pages.
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            The small size and light weight make it easy to carry. It can also easily fit in your dungeon master's bag (see above) or into any storage space they have reserved for gaming.
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            Your DM can make notes on the front covers and easily erase them. Best of all, this artistic-looking DM screen works with any
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           TTRPG
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            .  You may not realize it, but your DM has a lot going on behind that screen, so anything that can save them time or effort is extremely helpful.
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           This DM screen gives your dungeon master more time to prepare, saves a lot of space on the gaming table (since the DM's notes are vertical, and not laid out on the table) and saves them from having to reference rule books and have separate pieces of paper for taking notes. Combined with a DnD Campaign Journal (above), this DM screen gives your dungeon master pretty much everything they need for running games.
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           D&amp;amp;D Dungeon Master’s Guide (Dungeons &amp;amp; Dragons Core Rulebook)
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            Creating a believable and immersive world is one of the most important aspects of D&amp;amp;D. With the D&amp;amp;D Core Rulebook, your DM will have all of the knowledge and lore that they need at their fingertips. The Dungeon Master's Guide is perfect for just that. From creating religions to building cities, to running adventures, and creating NPCs, this book will help your dungeon master create a world that feels real and alive.
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            If your dungeon master doesn't already have a copy, this book is an essential tool. There are so many terrific ideas contained in here, and so much great additional content for games.
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            In this particular set, the Dungeon Master's Guide comes with DnD terrain and stickers so that your dungeon master has even more options for building maps and dungeons. It also comes in a stylish and sturdy carrying case that makes taking the game wherever they go even easier.
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           Dungeon Master Gifts: DnD Maps and Minis
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            Maps and minis are always a great gift for any dungeon master. It is usually the dungeon master, after all, who needs (or at least has) the largest collection of both. Whereas players need a mini that represents their one character, a dungeon master needs a large enough collection to represent whatever they come up with.
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            So! If you're thinking of adding to your dungeon master's collection, as someone who has been a dungeon master for probably over 200 games, I can tell you that these kinds of gifts are always highly-valued. I'll also note that maps and minis often provide great inspiration for
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           DnD Character Ideas
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            - which, if you've played DnD, you know is kind of a big help.
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           Dungeons and Dragons Dungeon Maps for DMs
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           If you’re looking for dungeon master gifts, you’ve come to the right place. These D&amp;amp;D Dungeon Maps are a great way for dungeon masters to keep track of their players’ movements and help immerse them in the game. These maps come in different shapes and sizes, depending on your needs. Whether you’re looking for a dungeon map that’s pre-made, or one that you can customize yourself, there's something for everyone.
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            With 50 unique and customizable dungeon maps, dungeon masters can keep track of their players’ progress and plan their next move. A mansion might contain treasure maps, monster lairs, or scenery items. Treasures, monster lairs, location features, and other objects can all be included on these customizable maps.
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            For story descriptions or encounter details, each map has an extra dot grid notebook-style page for more room to map. The index page that aids in locating the desired map quickly. The high-quality white paper ensures that DMs can use any pen or pencil without worries of bleed-through.
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           Basically, this is an ideal way for any dungeon master to create a dungeon on the fly. Combined with a battle grid (below), DMs can customize their players' dungeon-delving experience with a set of highly unique maps!
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           Dungeons and Dragons Battle Grid Game Mat
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           This battle grid mat is one of my favorite D&amp;amp;D purchases. It’s made with high-grade materials and a special UV coating for dry erase. It’s two by three feet, and features a one-inch square grid. It’s sturdy, but also rolls up for easy storage. It's also easy to draw on, and erase. When purchased, everything comes in a tube for easy transportation and storage. 
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            If you’ve ever played D&amp;amp;D with minis, you know how difficult it is to keep track of distances - especially during combat. This mat takes away the guesswork. Each one-inch square represents five square feet in the game (the perfect size for your miniatures).
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           Your DM can draw terrain, buildings, and paths with their exact dimensions, and players will know exactly how far away their enemies are. With about 18,700 square feet of in-game distance (or about half an acre), your DM will have plenty of space to bring encounters to life. It’s double-sided, so they can use it for multiple purposes too. 
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           Your dungeon master will find this mat indispensable when running their next campaign. Even if your DM already has gaming maps, having a blank slate is always a great idea for any random fights or encounters that come up. This is the perfect way to keep track of everyone's actions, and ensure that everyone is on the same page while gaming. I can’t recommend it enough!
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           Dungeons and Dragons Icons of the Realms
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           The D&amp;amp;D Icons of the Realms miniatures packs feature some of D&amp;amp;D’s most memorable monsters. If your DM likes playing with minis but doesn’t have the time or resources to make or 3D print their own, these pre-painted minis are a perfect gift. Minis allow your DM to accurately portray encounters, and  players can stay in the loop about what’s going on in any combat situation. 
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            The Icons of the Realms packs each come with a set of mystery minis, which is definitely part of the fun as you never know exactly what you'll get. Each Icon of the Realm set is also based on one of the "official" DnD campaigns, so if your dungeon master needs help with some
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           DnD Campaign Ideas
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           , then those minis (and their related campaigns) can actually be a great place to start. Each set is also uniquely-themed, so if you don't find one that you love at first, take a look at the other options. You're sure to find something that will catch your eye.
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           Each Icons of the Realm set includes detailed, pre-painted plastic miniatures that are useful for anyone playing D&amp;amp;D. Preparing for adventure has never been so simple. DMs can use this set to create new encounters, or supplement existing ones. With a pack or two of these sets, you have everything you need to start immediately.
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           So, if you’re looking for a great gift for the DM in your life, or if you’re a dungeon master yourself and looking to add some monsters to your next game, this is a great gift idea for your dungeon master’s toolkit.
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           Dungeon Master Gifts: Best DnD Dice
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           No game of DnD is complete without some high-class dice. Dice sets are so popular for tabletop gaming nowadays that they're basically a fashion item. People have superstitions around their dice rolls, create rituals around rolling, and show off their latest purchases at the gaming table. And all of that - though, yes, perhaps a little superficial - is a really fun part of the gaming hobby.
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            So, take a look at these great DnD dice options, and dice accessories. And if you love the idea of giving your dungeon master a high-quality set of dice as a gift, be sure to explore my full-length article on the
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           Best D&amp;amp;D Dice
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            , where you can find so many more options.
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           Dungeons and Dragons Dice Set
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            This gorgeous D&amp;amp;D dice set is the perfect gift for your DM. They have to keep track of tons of dice rolls throughout the game, and it can be hard to remember all of them sometimes. So, having multiple sets of dice can be extremely helpful. Alternatively, your dungeon master can simply have extra dice sets available for any player who forgets theirs, or for new players who need to borrow.
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            This collection includes six full D&amp;amp;D dice sets in different colors, as well as dice bags for each set. The included bags make for easy storage, and help your DM stay organized. Additionally, each of these dice sets includes a d4, d6, d8, d10, d12, d20, and a percentile die. Everything you need for Dungeons and Dragons.
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            This is a great gift for dungeon masters of all experience levels. Whether they’re just starting out or have been dungeon mastering for years, this set will help them keep track of all the different dice rolls during a game.
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           It can also be fun for your dungeon master to use dice that matches the theme of the campaign. If you’re entering an encounter with a dragon, for example, they can use the orange and red dice sets to stay on theme. Some DMs really love these little touches, so giving them the option of a different set of dice can be a great way to show your appreciation for them. 
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           Dungeons and Dragons Dice Tray
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           Dice trays are game changers. Trust me. 
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           As any D&amp;amp;D player knows, dice are vital to the game. They add that important element of chance that keeps players on their toes. A good dice tray is essential for keeping things organized and tidy, and this handmade option is stylish and functional. It’s made from faux leather and velvet, so your dice will land softly and won’t go bouncing all over the table, disrupting game pieces, and falling to the floor. 
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           This hexagon dice tray is a must-have for DMs who want to keep their session running smoothly. The tray has six snaps to hold up the sides, and when you need to put it away, it can be unsnapped and will lay flat for easy transportation and storage.
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           I will also mention that if your dungeon master prefers playing with metal dice, getting them a dice tray will literally change their life. Ok, maybe not quite literally. But! It will prevent their metal dice from chipping the table, as metal dice do have a habit of causing small dents. In any case, this dice tray will keep your gaming table more organized, and keep it well-preserved for the long-run.
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           Dungeons and Dragons Mimic Chest Dice Storage Box
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            This beautiful handcrafted dice box is the perfect gift for dungeon masters who love to play, with style. The lid of the box is sculpted to look like a
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           Mimic
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           . When opened, the mouth of the creature reveals a soft velvet interior that is perfect for holding dice, tokens, mini-figures, and other small gaming items.
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            Malicious Mimics are creatures that pose as inanimate objects, lying in wait to ambush adventurers who come too close. This dice box is a tribute to those crafty creatures.
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           This dice box is also perfect for dungeon
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            masters on the go. It has a sturdy construction and a secure latch that keep items safe. The soft velvet interior protects items from scratches and damage.
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           Made from poly resin, this dice box is both durable and stylish. It’s a great gift for dungeon masters who want to add a touch of style to their game night. Available in regular and large sizes, dice game enthusiasts will love this box. It's sure to elevate the gaming experience for everyone at the table.
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           Dungeon Master Gifts: Dungeon Master Accessories
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           Compared to the Dungeon Master Essentials (above), these Dungeon Master Accessories are more in the "optional items" category. However, that's not to say that these accessory items have less value. On the contrary, if your dungeon master has been playing for a while, you're more likely to find something for them in this category that they don't already have.
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           Dungeons and Dragons Miniature Condition Markers
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           Your dungeon master can use these condition markers to track the effects of spells and special effects on everyone's miniatures. With 96 rings to track 24 conditions in the game, this set includes four of each of the following status conditions: blinded, charmed, deafened, fatigued, frightened, grapple, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, and stunned.
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            As a dungeon master, myself, I can tell you that having specific status markers is very helpful. Your only other options, after all, are to write down status effects, or to use generic markers and hope that you remember. These condition markers, by comparison, are far easier (and they look great, too).
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           Basically, condition markers are some of my personal favorite DM tools. They help me — and my players — remember which characters are under which effects. It’s honestly the perfect gift for your more detail-oriented DM. Alternatively, if they can’t remember which character or NPC is under what effect, you can bring them the gift of helping them remember more accurately. 
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           These condition markers are ideal D&amp;amp;D tabletop RPG accessories and DM gifts for your pals and family. These are the most distinctive and efficient D&amp;amp;D condition markers available. So, if you want to give dungeon masters gifts that they will love — and actually use — these are a perfect choice. Easy to use and store, the spell slot tracker rings are a must-have for any DM that will help them take their game to the next level.
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            ﻿
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           Dungeons and Dragons Spellbook Cards: Arcane
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           Any dungeon master worth their salt knows that spellcasting is one of the most important (and complicated!) aspects of the game. With these handy spell cards, your DM can keep all of their spells organized and at the ready. This set includes over 200 spells, so it’s sure to cover everything they need. Plus, the cards are color-coded, so players can easily find the right spell for any situation.
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           With this gift, dungeon masters can say goodbye to flipping through the core rulebook's spells during the middle of a game. These cards make it easy to find the right spell, so your dungeon master can keep the game moving along smoothly.
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           These cards are also a great gift for dungeon masters who are new to the game, or who have a player in the party who is newer and needs more direction on spellcasting. The DM can use the cards to quickly and easily find the spells they need during a game.
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            The spellbook cards are also useful for both players and dungeon masters. By consulting the spell information, you can save time, keep the action moving forward, and avoid stalling the game by flipping through tomes. This is honestly the type of gift that by getting your dungeon master, you're really giving to your entire gaming group. For that reason and more, it's a great pick.
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           Spell Cards for Every D&amp;amp;D Class
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           Note that there are 8 different decks available for purchase. Each deck provides spell cards for each of the main classes in D&amp;amp;D: Arcane Spells (for wizards and sorcerers), bard, cleric, druid, paladin, ranger, martial class abilities (powers, fighting maneuvers, etc.), and Xanthar's Guide to Everything (additional spells not listed in the core rulebooks). So, when you click below to get the cards, be sure to explore all of your options!
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           Dungeons and Dragons Fantasy Metal Gold Coins
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           If you have a DM who likes to make sure every player feels well-rewarded for their efforts, these Fantasy Metal Gold Coins are a perfect gift. The pack has 50 coins that add realism and fun to the game. They’re made of solid metal with a smooth, shiny finish. Your dungeon master can use these to award players for in-game achievements.
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            Whether your dungeon master's running a pirate-themed campaign, or just loves to bring more aesthetics to the game, these coins are a great pick.
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           The coin features two dragons on either side, each with a unique pattern. They appear to be real treasure coins. With an included leather storage bag, these coins are also easy to keep organized.
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           Dungeon Master Gifts: DnD Accessories
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            Sometimes, your dungeon master doesn't really need more items that are specifically considered "dungeon master gifts." Maybe instead, you just want to get them something small, fun, and DnD-related. Well, these DnD Accessory picks are great options. They're items that any D&amp;amp;D enthusiast are sure to enjoy, are probably not items they already have, and they make for great "side gifts" that will go along with any gift-giving event.
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           Dungeons and Dragons Sticker
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           With these D&amp;amp;D stickers, your DM (and the rest of your party) can show their D&amp;amp;D pride. They can decorate their game room, laptop, water bottle, computer, or more. These stickers are high-quality, waterproof, and durable. They’ll last for years without fading or peeling.
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           Choose from a variety of designs, including a dungeon master crest, an “I heart D&amp;amp;D” design, and more. These stickers make great gifts for a dungeon master, on any occasion.
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           Dungeons and Dragons Handmade Vegan Candle
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           Made with soy wax and natural essential oils, this vegan candle will fill your dungeon master’s game room with a pleasant, relaxing scent. The dice-shaped candle also adds a fun, festive touch.
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           Since it's made by a seller on Etsy, the candle may be colored and scented to your liking. It comes in two distinct styles: one with a pointed-up wick, and the other with a flat wick. Both are extremely gorgeous. I love both of these designs, and the scent is delectable. When not lit, the wax has a matte color. When lighted, the candle's sides shine brilliantly.
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           Best of all the candle doesn’t have any chemicals. All you find within it are soy, essential oils, and other natural ingredients. My favorite blend is a mix of lavender, eucalyptus, and peppermint. It’s a refreshing and invigorating scent, perfect for DMs who need to keep their wits about them during long sessions.
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           Dungeons and Dragons DM Keychain
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            This is a great gift for dungeon masters who want to show off their pride in being a dungeon master. The keychain is made of metal, and has a nice weight. It feels substantial. It also comes with a quote that reads, “When the DM smiles, it’s already too late.” Which, of course, is very true. Very, very true.
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           This keychains is lead-free and made of stainless steel, so it is durable and healthful. The gleaming surface, smooth edge, and engraving are all well-designed. 
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           You can’t go wrong with a DM keychain. It is a small and inexpensive gift that's sure to be appreciated. It also comes with a nice box, so it's easy to give as a gift.
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           Dungeons and Dragons Leather Coaster Set
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           This dungeon master gift is both practical and stylish. The set of coasters is made from wood, and double dragon icon designs. They’re perfect for setting drinks on during the game night, and they’ll add a touch of personality to your dungeon master’s decor. Each design is laser engraved on the wood, giving it a vintage, fantasy aesthetic. 
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            Of course, coasters aren't necessarily the most exciting solo gift, but they do make for a wonderful D&amp;amp;D-themed compliment to a larger gift. These coasters may also be a must-have for DMs who want to add a touch of style to the session.
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           Dungeon Master Wooden Beer Tankard
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            This dungeon master tankard is perfect for any beer lover who also happens to be a DM. It’s made of high-quality wood and can hold up to 17 ounces of their favorite brew. The front of the tankard features the words “Dungeon Master” in a bold font made in copper shading, making it clear who’s in charge.
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           Made of natural oak wood, this tankard is a stylish and practical gift that any DM will love. Also, a polished stainless flask inside makes for easy cleanup and care. Handcrafted with precision and attention to detail, this tankard is a must-have for your DM.
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           Dungeons and Dragons Inspired Water Bottle
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           This dungeon master gift is perfect for dungeon masters who are always on the go. The hydration flask is made from high-quality stainless steel and features double-wall vacuum insulation to keep drinks hot or cold for hours. It has a wide mouth for easy filling and a leak-proof lid.
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           Playing for long hours can be dehydrating, so this dungeon master gift is perfect for dungeon masters who want to stay hydrated during game night. With 16 ounce capacity, it’s enough to keep dungeon masters hydrated all night long while playing their favorite game.
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           The distinctive D&amp;amp;D design features a D20 die in the center, an axe down the middle, and a dragon head sword on each end. It’s a fun and functional gift that any DM would love to receive.
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           Very helpful and thoughtful dungeon masters will appreciate this dungeon master gift, as it shows that you care about their well-being during game night. Not only is it a practical dungeon master gift, but it’s also a stylish one that dungeon masters can use again and again.
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           Dungeon master gifts can take many forms. This was actually for a D&amp;amp;D party we had, based around a big dungeon our group ran. The "lava" tablecloth served as a decoration for the volcano-themed dungeon.
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           Dungeon Master Gifts: DnD Clothing
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            Let's face it: most people never looked forward to receiving clothes on their birthdays or during Christmas, growing up. It was always like a kind of "throw-away" gift, right? Well, mostly. There were some birthdays and Christmases where I really enjoyed getting clothes. And those times were almost always when I got something themed around a passion of mine. In this case, the passion is about DnD! So, for the right person, these DnD clothes can be a great pick.
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           Dungeons &amp;amp; Dragons “Because I’m the Dungeon Master” T-Shirt
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           If your party is anything like mine, there have been moments when the DM has a string of really good rolls in a row, and the players start to get a little suspicious. We all know the game is up to chance, but… what does the DM have back there, anyway, behind their DM screen? 
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           This t-shirt is the perfect gift for dungeon masters who want to show their players that they mean business. The shirt is black with red lettering and says “Because I’m the Dungeon Master, that’s why” in a bold, clear font. It’s sure to get a laugh out of all the players at the table, and it might even make them think twice before they try to mess with the man (or woman) behind the screen.
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           Your dungeon master will love this shirt. Honestly, it will probably quickly become their go-to apparel for game night. The shirt is made of high-quality materials, so it’ll also last for many, many game nights. Plus, the design is eye-catching, and sure to please.
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           This DnD clothing option is the go-to gift for dungeon masters who want to show their players who's in charge. With this shirt, they can do just that, and have a little fun while they’re at it. 
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           Dungeons &amp;amp; Dragons Printed Red Crew Socks
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           These D&amp;amp;D socks are a good gift choice for dungeon masters who appreciate a little bit of style and personality in their game night socks. The vibrant red color is eye-catching, while the fun crew sock design adds a whimsical touch to the look. Best of all, these socks are made of high-quality materials that are both comfortable and warm.
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           Durable material from 98% polyester and 2% spandex, these socks won’t wear out, even if your DM wears them over and over. Plus, the crew sock style means they’ll stay up all night long, no matter how intense the game gets.
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           If your dungeon master is looking for a new pair of socks to add to their collection, these are the perfect option.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Art.png" alt="DnD Art" title="DnD Art"/&gt;&#xD;
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           Dungeon Master Gifts: DnD Art
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      &lt;span&gt;&#xD;
        
            Almost to the end of this great list of dungeon master gifts. Phew! You've made it through a lot. To wrap things up, let's take a look at some fun art options for your DM. Since it's founding days, Dungeons and Dragons has incorporated some of the absolute best fantasy artwork into its books and gaming material. Today, things are no different. Indeed,
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    &lt;/span&gt;&#xD;
    &lt;a href="https://dnd.wizards.com/articles/features/artists-and-authors" target="_blank"&gt;&#xD;
      
           some of the world's best artists work for Wizards of the Coast
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           .
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            So, why not give your dungeon master the gift of great fantasy artwork? You can bring them the gift of immersion into fantastic worlds via incredible scenes and characters.
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           Dungeons &amp;amp; Dragons Art &amp;amp; Arcana: A Visual History
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           This hardcover book is a must-have for your most lovable D&amp;amp;D nerds. It’s a comprehensive history of the game, told through pieces of artwork. It includes original dungeon master guides, character sheets, and maps.
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           This book is perfect for DMs who want to learn about the history of Dungeons and Dragons. It’s also a great resource for those who want to find new ideas and inspiration for their own games.
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This fascinating study of Dungeons and Dragons will enthrall seasoned role-playing gamers and anyone interested in visual history. It is sure to join your dungeon master's collection of all things geeky, where they can look up information about their favorite game, and show it off to friends.
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    &lt;/span&gt;&#xD;
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    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            450 pages of gorgeous illustrations, maps, DM guides, and character sheets make this book a must-have for any dungeon master. Over 700+ images of art and arcana from the dungeon master’s archives are included. In short, this is the most comprehensive collection of Dungeons &amp;amp; Dragons imagery ever assembled.
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      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
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           Dungeons and Dragons Tavern Rules Wall Art
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For the dungeon master who loves to set the scene, this Dungeons and Dragons tavern rules wall art is a fun choice. It’s a fun and stylish way to add some personality to game nights. Plus, it’s a great conversation starter for new players.
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           This piece of art will add some fun and flair to your dungeon master’s lair. It’s great to show off their personality and get new players talking. This tavern rules wall art is printed on high-quality paper, and will last for years.
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Give Your Dungeon Master the Gift of a New TTRPG
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dungeon masters work hard to ensure their players have epic gaming experiences.
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Every dungeon master has
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           been there before. Game night is fast approaching, and you have no idea what to plan for the game. Every idea you come up with seems to be a repeat of something you've already done, and to be honest, you're a little burned out of always coming up with great new ideas.
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      &lt;span&gt;&#xD;
        
            Well, I've been there before, anyways. If you're a dungeon master, you probably have too. That's why I created the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG tabletop game
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . When you play Eternity TTRPG's game, you actually share being a dungeon master with everyone else at the table. You get to take the pressure off for creating the game, as the world-building and storytelling get shared. Also, you finally get to roleplay a character! That's right, Eternity TTRPG lets you both dungeon master and play your own character. I know you've always wanted to. Even when you create great stories in DnD, it's easy to wish you were also playing your own game.
          &#xD;
    &lt;/span&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            So, if you're a dungeon master, yourself, check out Eternity. If you're buying for a dungeon master, gift them a PDF that they'll love. Even as great as DnD is, there are always other
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            - other great tabletop games out there!
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Mon, 29 Aug 2022 20:14:34 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/rpg-resources/dnd-gifts/dungeon-master-gifts</guid>
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>8 DnD Character Ideas and Backstories to Make Your Next Game the Best Ever</title>
      <link>https://www.eternityttrpg.com/dnd-character-ideas</link>
      <description>Need some great DnD Character Ideas to make your next game the best one yet? Check out 8 unique DnD Character Ideas and backstories!</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            One of the best parts about DnD is creating a new character for a one-shot adventure, or for an entirely new campaign. To help you develop your best character yet, here's some DnD character ideas for you to play with.
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&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Whatever DnD character ideas you have for your game can take on a life of their own. You can create your unique character with the most tragic backstory, OP skills, involved in the most unique plots. You can even design an entire world based on your imagination and just roll with it. There’s nothing stopping you.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If need some help coming up with some DnD character ideas to provide inspiration, this article is for you. Take one of these ideas and run with it as-is, or combine pieces from several of them to synthesize something all your own. Feel free to tweak these ideas in any way you want. After all, DnD is the most fun when you’re playing it entirely your own way.
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           DnD Character Ideas
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Alrien Animus: Royal Guard with a Change of Heart
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Valerian Raigor: A Skilled but Young Ranger
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            Trystan Onlin: The Bard Who Lost His Homeland
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           Fun DnD Character Ideas
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  &lt;ul&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Talliser Firebrand: Monk-In-Training
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            Triella Eboncrest: the Unwilling Warlock
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           D&amp;amp;D Character Concepts
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  &lt;ul&gt;&#xD;
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            Visitor from Another World
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            Ambitious Commoner
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            The Hero-Villain
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           DnD Backstory
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  &lt;ul&gt;&#xD;
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            Mysterious Hooded Figure
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            An Unknown Curse
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      &lt;span&gt;&#xD;
        
            Some of the following DnD character ideas are complete ideas you can take and use in your own game. Others are simply concepts or backstory ideas that are meant to help you piece together your own unique character idea.
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            If you need
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           DnD Quest Ideas
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            or
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    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-ideas" target="_blank"&gt;&#xD;
      
           DnD Campaign Ideas
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for your game, or by the way, be sure to take a look at those articles! They can be a great addition to this guide for DnD character ideas. You can also even use these DnD character ideas with
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/single-player-dnd" target="_blank"&gt;&#xD;
      
           Single Player DnD
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            if you'd like to do some solo gaming. The only limit is your own creativity!
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Character+Ideas.png" alt="DnD Character Ideas" title="DnD Character Ideas"/&gt;&#xD;
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  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Captain Smack - one of my gaming group's more entertaining DnD character ideas. Smack was an NPC who became a legend. In a way, he was so unique that he became like a second PC for the player who came up with him.
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           DnD Character Ideas
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Want to start your next campaign with a fully-designed character? Or, want to figure out how to instill more development for your current character? Here are a few of my in-depth DnD character ideas, covering everything from goals to personality, skills, background, and more.
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    &lt;span&gt;&#xD;
      
           Alrien Animus - Royal Guard with a Change of Heart
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Your family is composed of a long line of fighters that have served the royal family for centuries. Your family's position is known as the "Royal Guard" - those who protect the royal famly at all costs. You were raised to believe that your sole purpose was to fight for your kingdom and serve the royal family, even if it meant sacrificing your life. After being raised in such a manner, you eventually grew up to be one of the kingdom’s greatest warriors. Because of your expertise in battle, you made your way up the ranks and eventually gained the royal family’s favor, along with a place of honor among your own family of notable warriors.
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           As you gain a higher position in the kingdom’s army, you are stationed in the royal palace itself. The longer you work in the palace, however, the more you notice strange occurrences. Guarding the royal palace seems to not be as glamorous of a position as you had dreamed. The reason is that - as much as you might try to ignore the fact - townsfolk and commoners are invited into the royal palace, never to be seen again. Instead, locked carriages exit the palace gates hours after the person's arrival, the same evening.
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            Before arriving at the palace, you had believed that no deed could be considered too harsh or inhumane if it was being done for the greater good of your king and country. However, the regular reports of missing persons, plus the locked carriages are beginning to change your mind. Townspeople are frightened, and commoners of the kingdom are on edge following the disappearances. Plus, there are rumors - of course - that the royal family is to be blamed. You want to talk, but your oaths as a royal guard prohibit you.
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            These key moments make you question everything you've lived for up to this point. With each new carriage that leaves the palace, your inner beliefs break a little more. Recently, the very foundations of what you thought you lived for, up to this point, have begun to crack.
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            One night, you made a decision to find out the truth. You stumbled upon an ominous room, filled with clues about where those missing villagers had gone. You'd probably known all along, but now the proof is irrefutable. You begin to accept that perhaps loyalty to your land is not enough of a reason to turn a blind eye to its crimes. From there, you abandoned your post, snuck out of the palace, and followed the carriage.
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           That one choice to embarking on this journey will lead you to uncover your kingdom’s darkest secr
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           et...
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           Eternity TTRPG Top Sellers
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           Valerian Raigor: A Skilled but Young Ranger
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           For this character, you’ll be playing a skilled ranger that lives in a small village located on the outskirts of your kingdom. You are one of the youngest, but most skilled rangers in your village. You are quite young, but you have often been called a prodigy. All the praise goes to your head just a little bit, allowing you to become more confident in your abilities, though perhaps a little childish and proud at times.
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            For centuries, your village folk have protected a sacred artifact that has brought prosperity and peace to your land. But everything changes overnight when the artifact is stolen. With the artifact missing, the crops of your village become desolate, and the animals within the forest becomes ridden with disease.
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           With this new development, the village decides to send a team of their most skilled rangers on an expedition to recover the artifact. As one of the best, you are naturally selected as a member of the team. Although you are wary, and somewhat scared of traveling, and possibly fighting, you begin your journey to find the sacred artifact that brings so much good to the village.
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           Your greatest fear is that the members of your village have only called you skilled - a prodigy even - because you're as good as the village's best. But in a small village, you know that there's only so much competition. So, what will happen when you face true danger, against the best that the wider world
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            has to offer? What if you aren't capable of supporting your team of rangers, and worse yet, what if you all fail to retrieve the artifact?
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           Trystan Onlin: The Bard Who Lost His Homeland
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            Ah, the life of a traveling bard. You go from one place to another, never staying in a village for more than a few days. Villagers and townsfolk enjoy the tunes you play on your lyre, and by the end of your performances, you can always expect a crowd and a round of applause. No one really knows your name or recognizes the songs you play, but you never stay long enough for anyone to ask. This life is at least peaceful, fun, and full of variety.
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            Though your days are full of mirth and music, the night sometimes brings too many memories. After all, the music you perform hails from your native land. It was once a small, but powerful kingdom, that has since perished. After your performances for the crowds, you perform your own lamentations for only yourself of the mysterious attack that destroyed your kinsmen and kingdom. You remember, each night, how you narrowly escaped the attack. How you've been constantly on the move to secure your survival, ever since.
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           In your dreams each night, you see yourself again casting spells of elemental magic, carried out through your music. But, when you awake each morning, you tell yourself to not use the elements again. Since the technique and aura of your elemental spells can only be cast by  members of your homeland, you've decided to stick with ordinary folk songs to prevent your identity from being revealed. You’ve accepted that you will have to stay an ordinary traveling musician, perhaps for the rest of your life.
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            If it means survival, then the choice is worth the loss, of course. 
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            That all changes, however, when you’re approached by a mysterious hooded figure who seems to know the tunes you play, and more importantly, their origins. It turns out that you’re not the only surviving member of your homeland. And it turns out that you actually know this hooded figure, and have often thought of her since the kingdom's fall.
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           From there, you’re roped into an epic journey to discover the secrets of the attack on your kingdom. You may just yet restore your sense of purpose, again awaken the elementa
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            l powers inherent within you, and bring about a peaceful conclusion to your kingdom's tragic past.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Fun+DnD+Character+Ideas.png" alt="Fun DnD Character Ideas" title="Fun DnD Character Ideas"/&gt;&#xD;
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           You can sometimes make some fantastic DnD character ideas from minis you find at your local gaming store. This one was a source of huge inspiration for my girlfriend's latest character.
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           Fun DnD Character Ideas
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            Sometimes a fun DnD character idea is one that isn't necessarily meant to be played for the long-term. These types of character ideas are great for
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    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           DnD One Shots
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            . Of course, with a little bit of extra work into these kinds of characters, they can still be great for an entire
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           RPG campaign
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            . It's all up to you!
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            One thing's for sure though. These are definitely some fun DnD character ideas:
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           Talliser Firebrand: Highly-Competitive Monk-in-Training
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            You’re a monk-in-training, one of the newest recruits under your teacher’s supervision. You’re pretty good for a newbie. You already have a basic knowledge in combat that was taught to you by family friends in your village, but nothing too fancy. You’re not good at fighting, exactly, but you’re not bad either.
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           What is really comes down to is that your skills are terribly inconsistent. Your movements might be calculated and skilled one moment, only to be completely clumsy and infective the next. Entering into a fight with you is essentially a gamble, for both you and your opponent. So, through your training and adventures beyond, you're sort of "stuck" as a half-competent, demi-liability.
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            However, you can never say no to a good fight, no matter how high your odds of winning are. In both training and adventuring, you simply cannot walk away from any kind of fight. In fact, you start them. All the time. Despite the fact that you may very well lose - and drag your allies with you into a losing fight - you just have to test yourself.
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            You know why you always pick fights. It's to see if there's some reason why you're incompetent half the time. Why are you able to defeat enemies with ease one moment, but cause more harm than good to yourself and your allies, the next? It's your mission to find out. And when you do, to become the greatest warrior these lands have ever seen.
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           An Ongoing Campaign with Talliser Firebrand
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            If you choose to take this DnD character idea even further, you're going to have to figure out what's going on with your ups-and-downs. Is there something bigger going on that causes you to be terrific in battle one moment, but terrible the next? Could it be some kind of curse? Perhaps some kind of family curse, even? Whatever path you take for figuring out what's going on with you, it could lead to an entire series of adventures. 
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           Triella Eboncrest: Unwilling Warlock
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            You initially had no interest in becoming a warlock. Instead, you were content with living out your days as a fisherman’s child in a small village. You had plans of following in your father's footsteps, and eventually having a family of your own with children who are destined for the same, typical future.
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            You had no interest in gaining "power" or magical abilities of any kind. That sort of thing made you nervous. But somehow, your fate changed when you stumbled upon a shadowed entity along the shoreline. The entity seemed to fade in and out of your vision, but was certainly real. Though you were initially frightened of the being, it began practically begging you to make a pact with it. Which, of course, made it seem quite a bit less frightening.
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            After giving the entity a resolute "no" for an answer, you simply left it on the beach, resolving never to be involved with magic again. However, the entity began showing up near midnight in your room each night, pestering you for the pact. At the end of several months of sleep-disturbed nights, you began to waiver in your commitment to non-magic. When your father told you to stop making up stories, you saw no other way back to peaceful sleep. Eventually, you agreed to the entity's pact - whatever that actually meant.
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            Of course, the pact did give you magical powers that became difficult to hide. After a mishap in your village forced you to reveal the extent of your powers, you were unwillingly roped into an adventure by a group of magicians that desperately require your help. How will you ever get back to peaceful sleep and your former mundane life of fishing, now? All you want is to stop having magic at all.
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           An Ongoing Campaign with Triella Eboncrest
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            If you choose to take this DnD character idea even further, Triella will eventually have to contend with the powers she'd rather avoid. Whereas in a single adventure, Triella may not want to cast any magic during the gaming session, and may not want to be part of the story at hand at all, an ongoing campaign will force her into those very things. She'll probably have to figure out exactly what kind of shadowed entity she's dealing with, the true nature of the "pact" she formed, and contend with her own altered destiny.
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           It can sometimes be fun to base your character idea around a theme or concept so that he/ she comes built in with a kind of backstory, or at least place in the game's story.
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           D&amp;amp;D Character Concepts
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           Sometimes, all you need is a bit of inspiration to get the gears in your head turning. These D&amp;amp;D character concepts are meant to provide you with the basic foundations of an interesting character, while leaving you with enough space to fill in your own details. Feel free to try out these D&amp;amp;D character concepts for your next campaign.
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            As a quick note, another great way to start with D&amp;amp;D character concepts is to use the
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           pre-generated DnD character sheets
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            provided by Wizards.
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           Visitor from Another World
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           Now, this is a character that I think everyone can have fun with. In this concept, you will be playing a person that has transmigrated into an alternate universe. Think about something like the movie "
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           Spirited Away
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            ." Suddenly, a character from "our" normal world shows up in a fantasy world like DnD provides.
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            Of course, to play a character of this nature in your campaign, you'll really need to discuss with your dungeon master. If they don't feel that this DnD character idea fits for the campaign they're running, then you'll have to either adapt it or try something else, altogether. If you are able to play this type of character though, here's how it would work.
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           With only vague memories and fragments of your past life, you are suddenly thrown into a whole new world of wizards, warlocks, and intimidating warriors who look like they could snap you in half. Alternatively, you could remember your past life, and simply try to return to your own world. In either case, this new realm should shock and astound you. Everything that seems normal to other players' characters (magic spells, grand knights, castles, fantastic lands, etc.) should be basically unbelievable to you.
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           Over time, you - of course - discover that you aren’t just a bys
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            tander in this strange universe. Even in your previous life, you had always felt strange energy flowing within you. But in this world, the energy seems to have a way to travel through you. In a surprising moment, you create a burst of arcane power, narrowly saving yourself from a dangerous situation. It’s then that you begin feeling that perhaps you aren't so foreign to this new land, after all.
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           Ambitious Commoner
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            You’re sick and tired of living in the slums. You’re willing to jump at any opportunity that would aid you in making it big, getting rich, and finally being able to afford a decent lifestyle for yourself and your family. It’s then that you stumble upon an ad promoting a huge tournament between the greatest warriors in your land. The promotion captures your attention with the large sum of gold listed as its prize.
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           This is to be a battle of the fittest, and after staring at the poster for quite some time, sudden realization strikes you. A solution! Actually... no. Never mind. You know perfectly well that you have absolutely no chance of winning, seeing as you no experience in battle, whatsoever. Furthermore, you're a lover of food, and your fitness level essentially prohibits you from competing in any sort of physical contest.
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           But, desperate times call for desperate measures. You know that a man's will is greater than his circumstances. And your circumstances are no longer acceptable to you. Thus, these thoughts lead you to a second realization. Recently, you've heard rumors from the next town over about a vampire sighting...
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            If you could somehow persuade this vampire - assuming he or she was real, to begin with - to turn you. And if you could somehow hide the fact that you had yourself become a vampire. Then perhaps you could skip years of hard work, and simply shortcut to peak physical condition. As a vampire, surely you could best any mortal in a test of strength and stamina.
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            What would it mean, being a vampire though? Would you have to leave behind the family you love? Would you still be "yourself?" Screw it. You're sick and tired of being sick and tired. It's time for a change, no matter what the cost may be.
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           The Hero-Villain
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           If you've played DnD for any stretch of time, you've probably either thought about, or have seen someone else play a hero-villain. This D&amp;amp;D character concept is basically chaotic-neutral. They aren't evil, exactly, but they definitely aren't "good" either. Instead, they're free-spirited in a way that's potentially dangerous to others.
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            For example, the idea of a
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    &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           Fallen Paladin
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            fits perfectly for this character. Of course, a fallen paladin could be outright evil. However, they could alternatively be - well, alternative. If a paladin order has a set of moral codes, a fallen paladin wouldn't necessarily have to break those codes, outright. They could, instead, set about accomplishing the same standards as everyone else, but have an "unorthodox" way of going about things.
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           In short, a hero-villain, at least sometimes, tries to do "good" things. But they often end up doing good things in a way that actually harms others along the way. They may stop an ancient evil from harming the land, but do so by creating a pact with the evil to "come back later, fiercer and stronger," rather than actually slaying the beast. They may also help an impoverished widow by stealing from her equally-impoverished neighbor, who themself has but 1 loaf of bread.
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            Alternatively, the hero-villain could be simply a villain, through-and-through. Being a "hero," after all, is only a matter of which side you're on, right? So, be a hero to yourself. Do the things you've always wanted to do. Instead of trying to stop evil all the time, live it up a little. Enjoy the DnD experience to the full by enacting your own sinister plans upon the world. Give the dark side a try as the dungeon master is forced to send wave after wave of "heroes" at you, while you're likewise forced to slaughter them all, one gaming session after another.
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           A character with a backstory brings more depth to the game's story, and often results in more fun for the player!
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           DnD Backstory
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      &lt;span&gt;&#xD;
        
            If you liked some of the fun DnD character ideas and D&amp;amp;D character concepts listed above, then you can definitely use them in either short adventures or in ongoing campaigns. It's important to note that virtually any character can be used in a full campaign if you end up detailing the character's DnD backstory. With a backstory, even an average character becomes something worthy of attention.
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            If you want to expand your character’s full potential, take a look at this DnD backstory list. These DnD backstory ideas are actually additions to some of the DnD character ideas, listed above. Use these with those existing characters, or mix them into your own ideas. Either way, you're sure to get more from the experience of playing your character:
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           Mysterious Hooded Figure
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           Here’s a DnD backstory that goes well with the traveling bard that I mentioned, above. The bard’s story takes a great turn when he’s approached by the mysterious hooded figure, who - it turns out - was from his destroyed homeland. In this first encounter, you find out that you are not the only remaining survivor of your fallen land. Furthermore, this woman was formerly a love interest of yours. The fire in your heart for her was put out only because you thought her to be dead.
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            At the time of your kingdom's fall, she was a knight of the realm. Indeed, she was one of the most promising warriors of the time. Though she probably knew nothing of you, often had you written songs of her, from afar. Now, it turns out, she may serve as the key to restoring the kingdom. And not only that, but since she's recognized your music, she wants you to enjoin her in the quest. She believes that the elemental powers inherent in bards from your homeland may play an irreplaceable role in the events to come.
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            Of course, you can't tell her "no," as your heart simply won't allow it. The problem is that your spirit, in regards to your homeland, at least, is broken. You saw many horrible events, when the kingdom fell. You saw many people die, and you experienced much suffering. Though you want to help, you're inwardly conflicted. In the end, the only thing that pulls you forward is the light that this woman exudes when talking about possibilities of the future. Not simply vengeance, but a peaceful conclusion to your kingdom's tragic past.
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           Even as you question about what may happen with your fallen kingdom, a question of equal importance keeps coming to you: "will this woman I love - have loved from afar for many years - ever feel the same for me?"
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Backstory+Villain.png" alt="DnD Backstory Villain" title="DnD Backstory Villain"/&gt;&#xD;
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           Sometimes, I like to to base my character's backstory on a villain. A compelling villain provides a built-in goal for my character, along with adversity, and purpose. Everything you need, really, to get a new character started.
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           An Unknown Curse
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            This DnD backstory accompanies the idea of Talliser Firebrand: the highly-competitive monk. I think Talliser can be fun to use in a one-shot adventure, but can also become more interesting and enjoyable in the long run once you add more detail and plot to his backstory.
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           The character idea from before mentions that the monk is both cursed and blessed with inconsistent skills that can be dangerous for him and his opponents. In this scenario, one of the best ways to add some depth to the story is to identify the reason behind the inconsistency.
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           It could be, for example, that his skills were a result of a long-running curse within his bloodline. You can decide on the criteria for the curse, but it will essentially be caused by one of his ancestors losing a gamble against a powerful being. In this story, your ancestor would have been obsessed with the thrill of the gamble, and was desperate enough to cheat his way into winning against the being.
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            Obviously, the gamble of cheating didn’t work out for him. As a result of your ancestor’s actions, your family was cursed with the strange skill of being extremely good at something, or not being good at it at all, depending on the fate of the moment.
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            It could even be that your family lineage became monks after they realized the curse bestowed upon them. Perhaps they thought through strict inner discipline, self-understanding, and moral choices, they could free themselves of the curse. Generation after generation in your family, they have thus sought and failed to achieve, freedom.
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           For years, you have wondered at your own
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            fate. But unbeknownst to you, your family's tradition has been to share about the curse on a family member's 20th birthday. A year, they believe, when the individual has matured enough to process the news, and potentially help in dispelling the curse. As fate would have it, today is your 20th birthday, and your life is about to change.
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           Create Your Own Character Today
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      &lt;span&gt;&#xD;
        
            Feel free to use these characters or take inspiration from them. At the end of the day,
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    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPGs
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            are all about having fun in your campaign, with characters that represent either who you want to be, or explore pieces of yourself that may never otherwise show themselves.
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            Remember, too, that there are many TTRPGs out there. Though DnD is by far the most well-known, and one of the best, it may not be the game that you ultimately find is your favorite! If you're interested in trying out a character idea in a new game, take a look at
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    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Eternity TTRPG's self-published game
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            . In the Eternity TTRPG tabletop RPG, you get to play a character while sharing the roles of a dungeon master. It allows you to roleplay a character while still building the world and story you play in.
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           Give it a try today! No matter what game you play though, have fun making memorable characters and exploring fantastic worlds.
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      <pubDate>Sat, 27 Aug 2022 16:11:47 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dnd-character-ideas</guid>
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      <title>BaG (Basic and Generic) Role-Playing Game Review - Score: 79 / 100</title>
      <link>https://www.eternityttrpg.com/games-like-dnd/bag-rpg</link>
      <description>BaG (Basic and Generic) Role-Playing Game is a new TTRPG. BaG RPG was a Kickstarter in 2021 and is an up-and-coming new TTRPG.</description>
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            This review is part of my new TTRPGs page, where you can find awesome
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           Games Like DnD
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            that you may never have heard of before. If you're interested in finding a new game to play, check out that article!
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            BaG (Basic and Generic) Role-Playing Game is a new TTRPG,
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    &lt;a href="https://www.kickstarter.com/projects/1133637349/bag-role-playing-game" target="_blank"&gt;&#xD;
      
           Kickstarted in 2021
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           . This game is multi-genre, where the game master and players can enjoy massive flexibility in their roleplaying. BaG gameplay aims to be “quick, fierce, and extreme.” Overall, I would say that BaG achieves its goal.
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           First off, the BaG core rulebook is only 55 pages. I cannot tell you how refreshing it is to pick up a new TTRPG that feels so approachable. I also felt playing the game that actions both took place and resolved quickly, creating a streamlined experience.
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           The cost of playing BaG is also insanely good value, as the core rulebook PDF sells for only $5. This game was created by a college student, with college students in mind. So, if you’re curious to try out a new TTRPG, the barrier to entry here is extremely reasonable.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/BaG+RPG+Front+Cover.png" alt="BaG RPG Front Cover" title="BaG RPG Front Cover"/&gt;&#xD;
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           BaG RPG front cover. Image credit to Josiah Mork and BaG (Basic and Generic) Role-Playing Game.
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           How Unique is BaG: (8/10)
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            There are many unique aspects to BaG. The game itself doesn’t offer anything earth-shattering in its uniqueness, overall, but what I enjoy is that the game’s designer (Josiah Mork) has provided unique advancements over previous
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           TTRPGs
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            in familiar areas.
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           Combat – Attacking
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           When attacking in combat, your attack roll also functions as your damage roll, if you hit. This saves time, and simply makes sense as more accurate attacks result in more damage. I like it. Also, quite unique.
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           Combat – Defense
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           When you’re attacked in combat, you can choose to either try and Block the attack, or attempt to Dodge it entirely. I love the active defense the game offers, along with a choice of what you want to do in response to an attack.
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           Skill Checks
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           Skill checks resolve quickly. Players have to roll equal to or under their skill level, but they also have to roll above a Minimum Success (MS) value, meaning that players effectively have what I’ll call a “target range” for success. There probably are other games out there that have used a system like this before, but I don’t personally know of them.
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           Game Scaling
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           Perhaps one of the things I like most about BaG is that the game introduces itself to you slowly. In the core rulebook, there are Class 1 Rules, Class 2, and Class 3. Basically, as you master each piece of the game, starting with the foundations, more gets unveiled to you. This approach keeps the game simple, easy to learn, and fast-paced.
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           How Easy is it to Learn to Play BaG RPG: (9/10)
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           You may not be surprised, after reading that BaG’s rulebook has only 55 pages, to learn that the game is quite easy to learn. The game makes sense, and the rules are laid out in a very clear manner.
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           Character Creation
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           There are 3 parts to character-building: skills (of course), characteristics (positive and negative traits, basically), and items. You distribute skill points into 14 different skills, select characteristics that help make your character unique, and equip items to aid your character in combat and other tasks. Overall, the process is very simple.
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           I did wish that perhaps there were less characteristics offered in Class 1 Rules, as it slowed our gaming group down when creating characters. The reason is that we all felt that we needed to read through all of our options first, before getting started. This is more of a personal preference though, than a critique.
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            BaG RPG is a
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           classless RPG
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            , which many people find very refreshing. I also think that BaG is one of the rare games that makes for a great classless game.
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           Gameplay
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           Most of the game takes place through resolving skill checks. To make a skill check, players roll a d10. If they roll equal to or under their skill score, they succeed. That is, unless they roll too low, and fall beneath the skill check’s “Minimum Success” range which is set by the dungeon master. This system was a touch confusing for about 5-minutes, but very fun and fast-paced once my group understood how it worked.
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           Magic, Leveling, and More
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           Each set of Class Rules (1-3) provides a whole new dimension of play to BaG. As I mentioned before, because of this scaled approach, the game felt very easy to jump into. I was surprised to find that character leveling didn’t appear until the Class 3 Rules, and felt perhaps that they could have been present from the very start. But everything else made a lot of sense.
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           Some Quirks to the Game
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           The only reason this section didn’t get a solid 10/10 for me is that there are a few confusing elements to the game that make it a touch less easy to learn. Skill checks are a bit confusing at first. You want to roll as high as possible, but not high enough to go over your skill value, but also still high enough to exceed the skill’s MS.
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           I was also confused to see that there was no cost to items, and no currencies suggested for the game until Class 3 Rules. For that reason and a couple others, it made the game feel like we couldn’t really get started until we reached the Class 3 Rules. If we’re fighting enemies and want to loot them, after all, what are we supposed to do? The game rules do suggest simply making something up. But that didn’t quite feel complete to me.
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           Again, small criticisms here, as the bulk of the game flows extremely well.
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            ﻿
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           Presentation: (8/10)
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           BaG looks great. The graphics on the front and back cover, as well as the page borders throughout the text work very well. I like the font choices, colors, and general layout. Very good overall presentation.
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           When first reading through BaG, I did not realize that there were different Classes of Rules (1-3) which would lay out the game for me in stages. Perhaps I simply missed it when reading through the intro. In any case, the result was that I became confused at a few points early on by questions that didn’t get answered until reaching the Class 2 or 3 Rules.
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           For example, if you have a 10-sided dice for skill checks, how do you beat Minimum Success (MS) scores of 12-16 to overcome Heroic Difficulty Modifiers? Well, it appears that you can do so with Bonus Dice, which you unlock in Class 3 Rules.
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           That makes sense to me, and is very cool. I just would’ve liked more of a heads up. Maybe something that said “hey Jacob, if something isn’t clear when you first read it, just wait until Class 2-3 Rules where it will all make sense. Don’t worry. Just keep reading.”
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           Lore: (6/10)
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            My original lore rating for BaG was only going to be a 3/10 for the same reasons that I gave in
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           my Savage Worlds review
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           . Basically, the BaG core rulebook provides no lore (since it is multi-genre), and therefore relies heavily – almost exclusively – upon the game master to create a fun world and storyline.
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           However, I did include the BaG expansions in my overall review – again, because the price of purchase is so inexpensive that they aren’t prohibitive in the slightest for the majority of gamers.
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           The “Early Empires” expansion is a great. Lots of material here. A fully-fleshed out setting you can use. It features over 40 pages of just maps, along with unique items, historically-accurate deities, laws, and more. I also enjoyed the “Suburb-ville” expansion which gives you more to do in a modern era.
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           The lore for the BaG expansions is pretty thorough, but I wouldn’t consider it extremely unique. Definitely good material for your game, but it still left something to be desired for me when thinking about how I would game master an entire campaign for this system.
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           BaG "Early Empires" Expansion. List of Deities.
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           Combat in BaG RPG: (6/10)
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           As someone who enjoys power gaming, I didn’t fully love the BaG combat system. It is a good system though, so I want to start with what I liked.
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           Pros
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            Combat is fast-paced. Thank you Josiah for making a game where combat is actually fast-paced. Seriously, this seems like it should be a no-brainer, but many, many tabletop RPGs do not hit the mark here (I would even say that
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           Dungeons and Dragons 5th Edition
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            has very slow combat in comparison). So, BaG is refreshing.
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           Combat is also simple, yet flexible. When playing BaG, I never felt like I didn’t understand what was happening in the battle. Skill checks for hitting and defending keep combat streamlined and simple, and I also found later on with the Class 3 Rules that magic added an entire level of additional depth to the game.
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           Cons
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            If you have 5 Strength, you have a 50% chance to succeed on a melee attack (against an MS 0 enemy). The average damage you then deal is 2.5, giving you a total average of 1.25 damage per attack. Following so far? Ok, so if you have 10 Strength, you have a 100% chance to succeed on a melee attack (again, against an MS 0 enemy). The average damage you deal is 5, giving you a total average of 5 damage per attack. See where I’m going with this? The later 5 points of Strength (only doubling your Strength score from 5) quadruples your damage output.
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           That’s what happens when a game makes your hit chance also create your damage value. Not an issue, really. It is cool, but as a power gamer, I feel like I must have 10 Skill points into combat-related scores, non-negotiable.
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           I was also surprised that when you cast magic, there seems to be a pretty high MS rating for most spells which often results in low hit chances. Don’t get me wrong – in BaG, you actually create your own magic spells, custom – and I love that. But if you plan to deal a lot of damage as a wizard of sorts, in my group’s experience, you will probably have a harder time doing so than a guy with a sword or gun.
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           BaG RPG Game “Flow”: (9/10)
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           There is so much room for player creativity in BaG. I love the crafting system and magic-creation system. I also enjoyed how players’ characteristics helped shape both their skill checks and actual roleplaying.
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            Skill checks go fast, combat goes fast, and as a result, storylines develop pretty quickly. Our group did have some confusion around Bonus Dice and exactly how it worked, which did slow us down a bit.
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           I love the specialization potential that Bonus Dice provide characters, but the extra rolls/ checking results did feel cumbersome compared to the super speed of earlier play. This was another small issue for us, and got better with time. But, I do wonder if there could be a slightly easier way to use Bonus Dice as it definitely didn’t work the way we expected it to.
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           For example, you do not simply add your Bonus Dice roll to your d10 roll and go from there. Instead, there’s some finesse involved that I’m still not 100% sure I totally get (whoops).
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           Artwork: (3/10)
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           With up-and-coming TTRPGs, I never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all. BaG did well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of artwork.
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           Ease of Purchase: (10/10)
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            BaG is extremely easy to purchase. You can find it on the BaG website, and find information on it at both the
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           BaG Facebook page
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            and Kickstarter page.
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           Price &amp;amp; How Many Books Do You Need to Play: (10/10)
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           I love that you can play BaG for only $5 (current price) as a PDF, or $19 in print. Both are extremely reasonable. You also only need the one core rulebook, and the expansions are completely optional.
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           Ease of Starting a Group &amp;amp; Availability of Supplemental Material: (10/10)
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           Since this game is easy to get into and covers any genre of tabletop roleplaying you could really ever want, you should have a very easy time getting a gaming group together. BaG is not a famous game yet, by any means, but you can help make it so. My gaming group enjoyed playing, and almost everyone in my group has played multiple game systems before. So, I can confidently say that chances are good your players will have fun, as well.
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            Also note that BaG does have expansion settings with “Early Empires” and “Suburb-ville” that provide all kinds of additional material your group can use in an ongoing
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           RPG campaign
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           .
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           BaG (Basic and Generic) Role-Playing Game is Produced By:
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           Josiah Mork
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      <pubDate>Wed, 03 Aug 2022 00:26:11 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/games-like-dnd/bag-rpg</guid>
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    <item>
      <title>6 Full-Length DnD Campaign Ideas for Your Next Ongoing Adventure</title>
      <link>https://www.eternityttrpg.com/dnd-campaign-ideas</link>
      <description>This article contains 6 full-length DnD campaign ideas for your next game. These campaigns provide perfect ideas to get you started.</description>
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           Interested in unique and fun D&amp;amp;D campaign ideas for your next epic set of adventures? I've got you covered with 3 full-length ideas that you can take and run as-is, or use as a starting place to get your creativity rolling.
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            These D&amp;amp;D campaign ideas are not paragraph-long reads. No. Each of these ideas is nearly 3,000 words in length, providing you enough in-depth material to build an entire D&amp;amp;D campaign. So, I hope you're ready for some reading! I hope that you find something in this article that you can add to your next game.
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            It's worth noting, however, that since they are ideas for entire D&amp;amp;D campaigns, even at nearly 3,000 words each, they still cover just enough information to help you fill in the gaps. That being said, you'll still have to do some prep work to make these ideas fly. If you do though, you should have at least 20-30 gaming sessions for your group, if not more, from each of these D&amp;amp;D campaign ideas.
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            If you're still not 100% sure how utilize all of these great campaign ideas for your own game, take a look at my article on
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    &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
      
           How to Start a DnD Campaign
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            , which should fill in any gaps for you.
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           Uncovering the Ancient Kingstones
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            Discover powerful artifacts made by the gods
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            Unlock other planes of existence and magical lands
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            Face terrible elemental powers
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           7 Pools of the Necromantic Being
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             This is the "origin story" of necromancy
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            Fight hordes of undead and their lich masters
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            Dive deep underground to stop an ancient evil
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           Bloodlines of Power
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            The party gains mysterious abilities
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            Ominous "Bloodlines" appear, calling for war
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            End the 1,000-year cycle of arcane power
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           D&amp;amp;D Creative Campaign Ideas
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            Lords of the Realm
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            A Lineage of Characters
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            Multiple Characters Per Player
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            Some of these D&amp;amp;D campaign ideas are best used as entire campaigns, while others are best used as pieces in your own
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            pre-made or custom-build campaigns. Adjust them as needed to your particular story or series of adventures. You can also use these campaigns specifically with D&amp;amp;D, of course, or really with any
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    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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            of your choice.
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            If you love these DnD campaign ideas but want something that's a shorter read and easier to implement into a single session, take a look at
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    &lt;a href="https://www.eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           20 Amazing DnD Quest Ideas and DnD Side Quests
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            or the
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    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           Ultimate Free DnD One Shots Guide
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            . Finally, before getting started, if you don't have one already, I highly recommend that you get yourself a
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           campaign journal
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            to track all the important notes for your ongoing adventures.
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           D&amp;amp;D Campaign Ideas: Uncovering the Ancient Kingstones
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           Thousands of years ago, the gods forged the “Kingstones." These artifacts allow their holder to travel to the various realms of existence by opening otherwise-hidden arcane doorways. The various realms of existence are other “worlds,” often inhabited and forged by primal elemental beings. Within such realms, adventurers may find powerful artifacts created at the beginning of the world, answers to age-old mysteries, and even entire lands that can be conquered or ruled. No one knows exactly how many kingstones exist. 
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           1. Campaign Hook – Kingstone News, or Finding a Kingstone
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           The uncovering of all kingstones is - clearly - meant to be achieved at the end of the campaign, for high-level characters. However, news of the kingstones and the lore behind them should be presented to the PCs right away by a high-level wizard or someone else of substantial status. In effect, you're providing the characters with a clear goal of what the campaign will be "about," though it's going to take many twists along the way.
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           If you’re really interested in the idea of the kingstones and think your players might be as well, you can, alternatively, start the campaign by allowing them to “find” one in a sort of mundane way that may not suggest the item’s power. For instance, whatever job one of the players usually performs in their daily life (blacksmithing, acting as a guard, etc.), they could simply find the kingstone while “at work,” and it could be half-covered in mud or something. Make the kingstone appear sort of worthless, but still interesting enough to hold onto it.
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    &lt;a href="https://www.eternityttrpg.com/shop" target="_blank"&gt;&#xD;
      
           Check Out the Eternity TTRPG Shop
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           2. Intro Adventure – The Local Lord
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            Whether the players heard about the power and glory of the kingstones from a trusted advisor, or “found” one without realizing its value, the first adventure takes off when an armed group of soldiers finds the adventuring group, in search of kingstones. The local lord knows a little about the stones, and has hired warriors to gather them.
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           If the party has heard of the kingstones or wants some extra money, the band of warriors are looking for more hands to help in their search. If, however, the warriors discover that one of the adventurers holds a kingstone, they’ll offer to pay for it. The amount is handsom enough to make the deal worthwhile, but not so much so as to arouse too much suspicion in case the party does not understand the stone’s true worth. If the party refuses, the warriors will attempt to take the stone by force, though they will not kill the party. All they want is the stone, after all, not "too much" trouble.
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           Whatever route you go with this first adventure, you should aim to:
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            Tip the party off to the value of the kingstones.
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            Show the party that the campaign is going to be about these vastly powerful artifacts.
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            Include some degree of danger in acquiring the stones, either by fighting the warriors or joining them to search local caves/ dungeon where they’re rumored to be found.
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            Show that people in this campaign are willing to betray others in order to acquire kingstones.
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           3. Rising Action – Developing Player Attachment to Kingstones
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           As the story develops, the party comes to learn just how many kingstones still remain in existence. The local lord from the intro adventure either comes to be a great ally and quest-giver to the party, rewarding them with each newly-acquired stone. Or, that same lord becomes the group’s first enemy, as the groups compete to acquire the kingstones before the other.
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           As the story develops, do your best to increase the players’ ties to the kingstones. Here are some ideas to help:
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            Do the players want power?
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            How about wealth?
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            Do they want to rule lands in the future?
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    &lt;li&gt;&#xD;
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            Did one of their ancestors seek the kingstones, only to fail?
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            Are the kingstones also sought by the paladin order, wizard's tower, or assassin's guild the player belongs to?
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           As player ties and interest to the kingstones develops, they’ll begin to see collecting them (and learning to use them) as their main priority for the campaign. The more resistance you throw in the way of acquiring the stones, the more the group will want them.
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            ﻿
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           Quick Tip: Get Yourself a Campaign Journal
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a quick aside, if you're going to run any ongoing DnD campaign, I highly recommend that you purchase a campaign journal for yourself. I can't overstate the important of keeping great notes for yourself, especially when you're running a quest or series of adventures that's going to last more than a few game sessions.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Check out this awesome campaign journal on Amazon. Really, you can use any notebook, or even a word doc. on your computer. But I love to run games out of decorative journals like this because I feel that it adds to the game's mystique. When sitting down at the gaming table, I want my group to really "feel" the adventure that's unfolding, and anything with dragon or fantasy aesthetics really helps with that. If you end up getting this or something like it, enjoy!
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           4. Quests to Overcome the Challenges of Collecting/ Using the Kingstones
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Basically, there are difficulties to acquiring kingstones that generate rising action:
           &#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             They’re hard to acquire. Lots of people want them, especially as word gets out. Powerful organizations may even already hold them.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             They’re hard to find, in general.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             No one really knows how to use them.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If these really are ancient artifacts, why is everyone suddenly searching for them now?
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/ol&gt;&#xD;
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          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The players should be able to find answers to these questions by going on quests into ancient dungeons, ruins, by finding magical tomes, or even by seeking answers from deities. Each problem above should take at least one gaming session to overcome, but realistically could stretch into a dozen or so sessions in total.
          &#xD;
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Playing+the+D-D+campaign+ideas+Kingstone+Setup.jpg" alt="Playing the D&amp;amp;D campaign ideas Kingstone Setup" title="Playing the D&amp;amp;D campaign ideas Kingstone Setup"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           5. False Summit – Things Aren’t as they Seem
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At some point along the journey of seeking answers to the questions above, the party will find at least one kingstone for themselves, along with answers on how to use the stone. When they apply the answers they’ve found, however, they realize that things aren’t quite as they seem.
          &#xD;
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      &lt;span&gt;&#xD;
        
            Kingstones can in fact be used to travel to other realms, and do provide access to immeasurable treasures. The catch is that kingstones have a will of their own. This will inside each stone is an elemental being who inhabits it.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           6. True Nature of the Kingstones
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    &lt;span&gt;&#xD;
      
           When the kingstones were originally forged, they were made by infusing the spirit of a powerful elemental into the crystal stone. The crystals cannot speak or telepathically communicate, but they have “awakened” over time, which explains why they’ve suddenly began appearing. Basically, these stones want to be found.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The kingstones are also, in fact, locks that prevent other elemental beings from entering into the mortal realm. The kingstones aren’t doorways. Instead, they prevent dangerous doorways from being opened.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As the kingstones “awaken,” and the elemental spirits within once again become conscious, they want those that hold them to open the locks. That way, these bound elemental spirits can return to the elemental planes from which they were taken when the gods made the stones. Also, their elemental brethren can then enter the mortal realm.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When the players “unlock” the kingstone(s) after discovering how to do so (which should involve a magical ritual), they are prevented from entering into whichever realm(s) they desired by a powerful elemental who instead enters into the mortal realm.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If the players use the magical ritual to unlock multiple kingstones at a time, they open one doorway for each. Thus, more success in the early part of the campaign actually creates more problems for the players at this stage in the adventure.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Taking Your Campaign Elsewhere?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    
          If you run your campaign from a friend
          &#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            's house or at a local gaming store, this bag can save you from carrying a backpack, a plastic tub of terrain and minis, your dice bag, your gaming books, and even your laptop. Honestly, even if you run your game out of your own home, having a bag like this allows you to keep everything for your game all in one place.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As an experienced dungeon master, I know how many tools and trinkets you probably bring to your game sessions. If you're like me, you probably find that it's often the small details that really make your game come alive and that keep your players coming back. Gift yourself something that will make a huge difference in your ongoing campaigns with this top-end DM bag.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           7. The Various Kingstones and What they Unlock
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Each kingstone is slightly different.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Lava Core Kingstone:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a gleaming red stone, hot to the touch, that appears to have lava flowing within. Unlocking this stone opens the doorway to the elemental plane of fire. Once opened, a fire elemental appears, blocking the doorway. So long as the doorway remains open, increasing numbers of fire elementals pour through, lighting fire to mortal settlements and causing mayhem.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           Glacial Core Kingstone:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a stone that appears and feels to be made of liquid in the sunlight, but that retains its shape. During night time, the stone solidifies into a never-melting chunk of ice. Unlocking this stone opens the doorway to the elemental plane of water. Once opened, a water elemental appears, blocking the doorway. So long as the doorway remains open, increasing numbers of water elementals pour through, flooding the countryside and freezing over mortal settlements.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Zanar Core Kingstone:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a “stone” that actually appears to be more of an outline than anything, with the center part of it being partially invisible. In the “center” of the stone is a swirling mass of wind. Unlocking this stone opens the doorway to the elemental plane of air. Once opened, an air elemental appears, blocking the doorway. So long as the doorway remains open, increasing numbers of air elementals pour through, causing tornadoes and storms around mortal settlements.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Terra Core Kingstone:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            a “rock” that continually grows moss over it, and pulsates with green, life-like energies. Unlocking this stone opens the doorway to the elemental plane of earth. Once opened, an earth elemental appears, blocking the doorway. So long as the doorway remains
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           open, increasing numbers of earth elementals pour through, causing earthquakes and overgrowth around mortal settlements.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Mystic Kingstone:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this “stone” cannot be held, as it has no physical structure. Instead, it can only be “held” by a wizard, who controls the swirling mists of blue-ish arcane powers. Unlocking this stone opens the doorway to the elemental plane of magic. Once opened, an arcane elemental appears, blocking the doorway. So long as the doorway remains open, increasing numbers of arcane elementals pour through, attacking mortal settlements, and distorting the way magic is used in the mortal realm.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Shadow Kingstone:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            this “stone” cannot be held, as it has no physical structure. Instead, it can only be “held” by a wizard, who controls what appears to be only a 2-dimensional shadow. Unlocking this stone opens the doorway to the elemental plane of shadow. Once opened, a shadow elemental appears, blocking the doorway. So long as the doorway remains open, increasing numbers of shadow elementals pour through, blocking all light, and causing terror to mortal settlements.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Campaign+Ideas+collecting+the+Kingstones.png" alt="DnD Campaign Ideas collecting the Kingstones" title="DnD Campaign Ideas collecting the Kingstones"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           8. More Rising Action – Defending the Mortal Realm and Entering into the Elements
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Obviously, at this point, the players are faced with a large dilemma. They not only have to fight for their lives after opening the doorway, but they now face the prospects of leaving doorways open to elementals coming in. They must choose to either close the doorways, focus on stopping incoming elementals, or continue pursuing their original goals of exploring elemental realms. In any case, the stakes have increased.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If the players choose to leave doorways open, elementals will devastate the local landscape and all who live there, over time. The elementals won’t venture too far from the portals (yet), but untold damage will ensue.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If, or when, the party decides to enter into the elemental planes, they will find that the environment - no matter which plane they go to - is entirely inhospitable. Mortals can only survive in the elemental planes with strong magical help. They do, however, find that the promises that they came to expect about the elemental planes are all true, and that powerful artifacts, vast wealth, answers to age-old mysteries, and more are all to be found.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The next series of adventures should focus on closing the elemental doorways, or at least preventing elementals from coming through (if the players care about the mortal realm at all). They should also focus on acquiring elemental artifacts and powers that the players have wanted all campaign. There should, additionally, be long dungeons to go through, as well as powerful enemies to face, who actually wield the objects, have the answers, etc.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           9. Climax – Awakening of the Elemental Kings/ Queens
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Once they players acquire all that they’ve wanted within the elemental realms (which could take 10 sessions or more) and they’ve stopped elementals from flooding through the doorways, they realize that the kingstones are now “fully awakening.”
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
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           In my experience, once the players unlock the kingstones, they often tend to forget about them, in a sense. They may come to think of the kingstones as simply a key to a portal, and nothing else. They may not consider the fact that the kingstone awakening is a continual process, and that opening the doorway to an elemental plane was not the end of their transformation.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           10. Why They're Called Kingstones
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The kingstones are called kingstones because the gods actually put the kings of each elemental realm into stones (
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.thegamer.com/dungeons-dragons-elementals-power-ranked/" target="_blank"&gt;&#xD;
      
           see ideas for what these elementals might be
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ). Simple enough, right? Well, once the kingstones fully awaken, the king/ queen within the stone breaks free of their imprisonment within the stone. At this time, any kingstones that the party either hadn’t found or unlocked suddenly open portals to their corresponding elemental realms. At the same time, all kingstones - found or not, unlocked or not - release the elemental king/ queen within the stone, each of which is a vastly powerful elemental being, set on destroying the mortal realm.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The kings/ queens rally all elementals of their kind from any doorways not yet fully dealt with, and begin an all-out assault on the mortal realm. After being imprisoned for thousands of years, they want revenge, and they want to claim the mortal realm as part of their own elemental plane.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In this stage of the campaign, all hell breaks loose. Instantly, every nation is at war with the elementals. Some may try to side with the elementals in hope of gaining favor. You can decide if the elementals are accepting help, or if it’s all about total annihilation following the kings’/ queens’ long imprisonment.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           11. Final Confrontations with the Kings/ Queens
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           At some point, every king/ queen must either be slain, re-imprisoned, bought off somehow, or otherwise stopped. Use your imagination for how to end this all-encompassing conflict, making a unique tie-off point for each individual king/ queen. If your party loves combat, make them kill every single one of the 6 kings/ queens. If, however, you don’t want your campaign to end in 6 large-scale boss battles, come up with a few ways for the players to deal with the kings/ queens without combat for every single one.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The best way to wrap up these final confrontations is to allow the players to make use of the magical artifacts, unique powers, and ancient knowledge they acquired within the elemental realms to seal away or help them destroy the kings/ queens. Play up all the effort they put into their grand quests, allow them to utilize their new stuff, and let them really shine in these final conflicts. The confrontations can be immensely difficult, but allow the players an edge for all their hard work up until now.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           12. Ending the Campaign
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Is any end to a campaign really ever the end? Well, at the conclusion to this campaign, the players are left with a devastated world. Even in the best of cases, where the original flow of elementals was stopped from all portals, the kings/ queens have still dealt near-immeasurable damage. Though the player’s characters have become very powerful at this stage, they may consider hanging up their adventuring career to instead begin a new life as lords and ladies of the realm, set on rebuilding peoples’ lives following the terrible wars. There are many options, and it's all up to your group.
           &#xD;
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           D&amp;amp;D Campaign Books
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            Before jumping into the other 2 full-length campaign ideas I have for you, I wanted to share a few of my favorite published D&amp;amp;D campaign books. These books are awesome, and if you haven't played them before, this shot list will help you pick what I think provide some of the best value in terms of gameplay and storytelling for what you spend.
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           If nothing else, you can use these campaign books as inspiration to mix and match with the other full-length campaign ideas I provide in this post, or you can simply take some inspiration from them into your own campaign designs.
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           Tomb of Annihilation Campaign Book
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           You're probably seen this campaign book at your local gaming store, as it's based on one of the most iconic and incredible D&amp;amp;D adventures of all time: the Tomb of Horrors. The Tomb of Horrors was widely viewed as both the most deadly and most difficult D&amp;amp;D dungeon of all time. It took players through the tomb of the evil lich Acecerak, where virtually every room had something that could one-shot a player or two.
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           If you're wondering, yes, I've run my gaming group through the Tomb of Horrors. Of course - I mean, as a D&amp;amp;D enthusiast, it is an absolute must to experience. Now, the Tomb of Annihilation is available for you, and it's both an updated version for D&amp;amp;D 5e, but also basically an entire campaign. Players start out on their adventure well in advance of the actual tomb, and face off against many dangerous encounters along the way, which still culminates with a terrifying battle against the campaign's famous lich. I highly recommend.
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           Tyranny of Dragons Campaign Book
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           You may have read other posts of mine that talk about what a great adventure the "Hoard of the Dragon Queen" can be, and how I use it in my own games for inspiration pretty often. Well, this Tyranny of Dragons campaign book is actually a combined campaign that features both the "Hoard of the Dragon Queen" and "The Rise of Tiamat," altogether. Best of all, this campaign book is roughly the same price as any other published D&amp;amp;D 5e book, just with double the adventure material.
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            The 5-headed dragon Tiamat is - I would say - almost on the same level of fame as the dreaded lich Acecerak from the Tomb of Horrors. It's an incredibly powerful beast that every D&amp;amp;D group has to have the experience of slaying. If you're a true D&amp;amp;D enthusiast, I definitely recommend this campaign as a way to round out your overall gaming experience.
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           Storm King's Thunder Campaign Book
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            The Storm King's Thunder is another one of D&amp;amp;D 5th edition's iconic campaign books. I don't know if you've ever had the pleasure of playing
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    &lt;a href="https://amzn.to/3pPMGDR" target="_blank"&gt;&#xD;
      
           Majesty: the Fantasy Kingdom Sim
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            , but in that old school but delightful computer game - in the first version - one of the last missions had you survive with your kingdom against 7-waves of enemies. They were really strong enemies, and would occasionally show up in your realm from all sides, to terrorize and destroy everything you had created.
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           Well, the Storm King's Thunder loosely reminds me of that scenario, which I loved so much as a kid. In this adventure, the players are a bit more active at thwarting the awakening giant's plans, but maybe you could still throw in some impromptu giant waves attacking villages, of your own. That's what I'd do, anyway!
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           D&amp;amp;D Campaign Ideas: 7 Pools of the Necromantic Being
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           Ok, now back to the D&amp;amp;D campaign ideas I've custom-created for you myself, from the campaign's I've run for my own group in the past.
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           Long ago, a god was slain. Or at least, the warriors that fought him had thought that they had killed him. He was known to some as the holy god, Vesth, but to those who had killed him, he was called Elmran, the Corrupted. In their eyes, a holy god was only holy to those he favored.
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           Unfortunately, a god is difficult to kill. And many eras after his “death,” a piece of Vesth re-animated within the caverns of Mount Cyrum. In order to save himself, he had to utilize magic in a way that it never had been used before. His holy powers weakened so, it was all he could do to give himself life again. This is the story of how necromantic magic, along with the rebirth of an old god, came to be.
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            You should note that this
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    &lt;a href="https://www.eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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            is really unlike any other you've probably ever played. The reason is that by the end of this campaign, if you use this idea as-written, the heroes do not achieve victory. Instead, they only serve to bolster the undead forces of the Necromantic Being.
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           1. Campaign Hook – The Destruction of Cyrum
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           At the start of this campaign, no one has ever heard of an “undead” before. There simply is no such thing as walking skeletons, zombies, vampires, lich, or anything else related. Therefore, when the small, peaceful mountain town of Cyrum is suddenly overrun by undead of all kinds, it comes as a complete shock. The village of Cyrum quickly becomes a battle zone where many perish. The town is also quickly lost.
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            The players are then thrown immediately into a world of undead, based in the typical fantasy setting of DnD. Player characters do not understand why the dead are suddenly coming back to life, what may have caused such a tragedy, or even how there are so many. After all, Cyrum was a small town, with but a small population and graveyard.
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           The village elders call a meeting, and with unanimous vote, agree that all villages nearby must be warned, armed, and gathered in opposition to the looming threat. 
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+dice.png" alt="DnD dice" title="DnD dice"/&gt;&#xD;
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           Just an example of the number of d20's you'll need when attacking your party with the undead horde in Cyrum.
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           2. Intro Adventure – Terror of the Undead
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           The adventuring group is called to join the resistance against the horde of risen dead. Every living body is needed in the task. The village elders from Cyrum (who survived) are concerned that the destruction of Cyrum is not the end, and that all nearby towns, or perhaps all of the world, is in danger. They fear also that some terrible magical presence has taken hold in the mountain next to Cyrum, and is driving undead from ages past to the surface. So, who knows how powerful such a being could be, or how many forgotten graveyards could be within the mountain?
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           You can task the players in the intro adventure with any or all of the following:
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            Warning nearby towns
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            Aiding escaped Cyrum villagers
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            Helping to build a resistance force
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            Actively striking back into the waves undead now wandering at the edges of Cyrum
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  &lt;/ul&gt;&#xD;
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           Throughout the adventure, the following facts should also be stressed to the group:
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            Things look very bleak.
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            Even with all of the nearby villages united there probably isn’t much hope.
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            Dark magic is almost certainly at play.Terror strikes these normal villagers at even the thought of an undead.
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             Many people are either talking about, or actively setting out in search of different lands.
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           Cyrum is a small town, so the party members should have a reason to be here in the first place. For example, no one really just travels to Cyrum for no reason. It’s a mountain town that’s very hard to reach, very small (perhaps a couple hundred people), and that very few people from the broader world would even know about. So, the impact of recent events to each party member should be related to their character’s goals, backstory, or important people in their life, directly.
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           3. Rising Action – The Resistance
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           Remember that in this setting, no one knows anything about undead. Since no one’s ever fought undead before, it’s not widely known that typical undead are often very weak, even when compared to the typical fighter that a village could produce.
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           As events develop, however, the local villages band together to retake Cyrum. Obviously, this is not an easy task, despite the relative weakness of individual undead. Though Cyrum is literally built near the peak of the Talon Mountain range, and the main bulk of undead appeared there, many other streams of undead have appeared around other villages. Basically, everyone has their own problems to deal with in addition to their commitment to stem the main tide. There are also far superior numbers on the side of the undead.
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           As the story develops around the retaking of Cyrum, the already-close ties that the player characters have to what is possibly their homeland (or at least the homeland of a dear friend of theirs, etc.) becomes pressed as tragedy ensues:
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            A family member, perhaps even sibling, dies in the assault of Cyrum’s main gates.
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            A close, childhood friend gets cut off from the main force and himself becomes an undead.
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    &lt;li&gt;&#xD;
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            A beloved mentor grows ill and perishes from lack of proper nutrition and clean water due to a lack of supplies.
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    &lt;li&gt;&#xD;
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            Nightmares begin haunting one of the players of an ancient evil deep in the mountain.
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           One of the greatest (and most terrifying) anomalies of raiding Cyrum and the risen dead is that some (but not all) of those that perish fighting are raised back to life as undead. Warriors are then forced to again slay their fallen comrades, hoping that their own fates won't be as gruesome.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Undead+DnD+Campaign+ideas.png" alt="Undead DnD Campaign ideas" title="Undead DnD Campaign ideas"/&gt;&#xD;
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           4. The Retaking of Cyrum
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           In order to retake Cyrum, characters need to accomplish the following tasks, which can each form the foundation for an entire gaming session (or more):
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;ol&gt;&#xD;
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             Convince the disparate villages to band together, despite that fact that each is under siege by their own (smaller) force of undead. 
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             To make the main task of retaking Cyrum more feasible, stem the tide of each smaller wave of undead hitting the other villages. 
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        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Figure out if there are specific ways to kill each type of undead. For example, perhaps zombies can only die from being beheaded, vampires can only die with a stake/ sword through the heart, lich can only be killed with divine magic, and skeletons are resistant to any kind of piercing attack. This can make the near-endless line of battles in this campaign far more interesting, if you'd like.
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            Create a battle strategy that utilizes terrain, time of day, and more to give an advantage against overwhelming numbers.
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Find a way to seal the main entrance – which is a large break in the mountain – against the undead. 
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Defeat the lich of Cyrum, who the players discover near the middle of town, and seems to be more or less “leading” the undead horde.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
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           5. False Summit – Cyrum is only the Beginning
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  &lt;p&gt;&#xD;
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           The heroes retake Cyrum against overwhelming odds, superior numbers, and the powerful undead lich who seemed to be leading the horde. They also managed to seal the breach in the Talon Mountain peak through which the undead were coming out. All is well!
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Actually, no. All is not well. At least not according the village elders. In general, people are worried that despite the recent victory, perhaps sealing off Talon Mountain was not enough. The general fear is that until more information is gathered and more action taken, there are no guarantees that the same tragedy wouldn’t happen again in the future.
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
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           6. The Darkness of Asa
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  &lt;p&gt;&#xD;
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           The villagers are concerned about some powerful dark magic stirring up the souls of the dead to again, mindlessly inhabit their bodies. They’re right about that. However, what no one yet realizes is that the remains of Vesth, the long-dead god, have converged into 7 pools deep within the Talon Mountains. The 7 pools are literally 7 underground springs that contain the remains of Vesth, which has become concentrated dark magic. Vesth is only partially conscious, and the dark magic pouring out from the once-holy god is simply his effort to remain alive. He is using necromancy to reanimate himself.
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           The undead pouring out from deep within Mount Cyrum are the remains of the ancient and very large civilization known as Asa, which used to reside within the Talon Mountain range thousands of years ago. Vesth attacked the apostate kingdom of Asa and died there upon its very peak. However, except for the warriors who defeated him, the kingdom was largely destroyed, and the dead left where they lie. Now that Vesth is reawakening, his necromantic powers are raising those fallen warriors and civilians as undead beings.
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           There are many, many more undead yet to be raised, deep within the mountain. Until the 7 pools of the necromantic being are destroyed, the hordes of undead will never cease.
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      &lt;br/&gt;&#xD;
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/7+Pools+Campaign+Idea+Lich.png" alt="7 Pools Campaign Idea Lich" title="7 Pools Campaign Idea Lich"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           7. What Lies Within the Talon Mountains?
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           When Vesth’s necromanti
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    &lt;span&gt;&#xD;
      
           c magic touches what were once powerful magic-users from Asa, they reanimate as a lich. The lich are sentient, can organize hordes of undead, and act as lieutenants for the 7 Pools of the Necromantic Being. At this time, the 7 Pools and his lieutenants don’t really “want” anything, except to live again. However, some of the lich are powerful enough to break free from the 7 Pools and pursue their own goals.
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           Cennrietta:
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      &lt;span&gt;&#xD;
        
            an up-and-coming mage of Asa at the time of its destruction at the hands of Vesth. Cennrietta was a child prodigy when it came to spellcasting, and was still only a teenager when death found her. Though she was talented, she was also young, and perished in obscurity. Raised as a lich, she is struggling to find a new purpose. She is entirely free from the control of the 7 Pools of the Necromantic Being. She seeks to find a place of importance among her new kind – the undead of Asa.
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      &lt;/span&gt;&#xD;
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            Gabronc:
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           brother to Sabranth, Gabronc was one of Asa’s most powerful mages. He was a master at Asa’s arcane sanctum, where he taught the next generation of wizards. Gabronc cared for Sabranth, his own family, his students, and the ethical use of magic. He could not understand why Vesth would turn on his beloved lands, and tried all he could to save those that he loved. In undeath, Gabronc uses his magic as a lich to discern the fate of his family, of Sabranth, and to see how he can still benefit humanity.
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  &lt;/p&gt;&#xD;
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            Ilraid:
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           the arch mage of Asa at the time of its destruction. Ilraid was very old at the time of his death, and very powerful. He fought with the warriors who killed Vesth, though was defeated before he saw the end to his nemesis. In undeath, the lich Ilraid seeks to destroy the 7 Pools of the Necromantic Being, though he wishes to first acquire the true power of necromancy for himself. In that way, he may have vengeance upon his greatest enemy, and yet still continue living as a lich.
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    &lt;/span&gt;&#xD;
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           Remnant:
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            a child of the kingdom of Asa, at the time of its destruction. Remnant was the subject of dark magical experiments, and housed immense dark magical powers as a result. He became, in effect, a
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           fallen paladin
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    &lt;span&gt;&#xD;
      
           . It was in part due to these types of dark magical experiments that Asa wizards were conducting that led Vesth to judge the kingdom of Asa in the first place. Remnant does not remember who he is, but only that he at one time had loving parents. Even as a lich, he seeks to find adults who could love him and give him the childhood he never got to experience.
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  &lt;/p&gt;&#xD;
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           Sabranth:
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            sister to Gabronc, Sabranth was one of Asa’s most powerful mages. Sabranth used her powers at the behest of Ilraid to experiment with dark magic. Promised limitless resources, wealth, fame, and more, Sabranth experimented on the child that came to be known as Remnant, infusing terrific power into his little body. Returned to life as a lich, she does not wish to see her brother Gabronc, fears Remant, hates Ilraid, and kills any living creature on-site, out of envy.  
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           8. More Rising Action – Dungeon Delve, Cyrum’s Defense, Liches of the Talon Mountains
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    &lt;span&gt;&#xD;
      
           If the players take no action at this point, the legions of undead will only come back, but with greater numbers. Clearly, someone has to delve into the depths of the Talon Mountain range, discover what’s going on, and put a stop to the dark magic. The other problem is that the defense of Cyrum and its neighboring towns/ villages must also be given attention, just in case more undead pour through the breach while the party’s inside the mountain.
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           A new entrance must be carved into the mountain’s interior, through which the party can begin their cavernous delve. Meanwhile, the party must figure out how to provide for the villages’ defenses in their absence. This could be a situation where each player creates another character whose job becomes defense on the surface. This situation could also result in a series of adventures before the party even dives into the mountain, where they focus on creating defenses for various towns.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The main thing to remember is that at some point, the party is going to have to deal with each of the main liches mentioned above. Not all of those liches need to be defeated in combat (and several may not want to fight at all in the first place), but they do pose a substantial threat to Cyrum. If the party does not confront them within the caverns of the Talon Mountains, then they will eventually find their way to the surface, along with their undead servants.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           9. Undead Legions
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Throughout all of the adventures both on the surface and in the caverns of the Talon Mountains, the party will face legions of undead. They should barely ever get a break from their battles. It should be difficult for the party to gain ground, keep track of their location amidst mazelike tunnels, and difficult to rest or recover resources. In reality, the party will probably be underground for a month, or even months of in-game time. They may occasionally return to Cyrum for supplies, to upgrade their equipment, and to help with the continued fortification of local towns.
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    &lt;span&gt;&#xD;
      
           As the party levels, they’ll have to face off against the most powerful of the lich (mentioned above), along with their undead servants. They’ll have to either slay those liches or find a way to join forces (however that may be). During all of this time, the 7 Pools of the Necromantic Being, the lich, and the undead that surround them all grow in power.
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    &lt;/span&gt;&#xD;
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           With each mile marker attained within the caverns of the Talon Mountains, the party also learns more about the 7 Pools of the Necromantic Being:
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      &lt;br/&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            They learn that he was once known as Vesth, the holy god.
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            He tried to punish the ancient kingdom of Asa.
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            He is now reanimating himself as an undead.
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            All undead come from this same power.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Weapons and armor infused with divine powers have extra effect against undead.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Resources for such weapons and armor could be outfitted to Cyrum and the surrounding villages to make an ongoing defense highly possible.
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        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In order to stop the undead, they have to deal with the 7 Pools.
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      &lt;/span&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           10. Climax – The New Masters of Undeath
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once the players have fought with each of the major liches, or at least circumvented them in some way (which could easily take 3 sessions or more per lich), it’s time for the party to begin facing off against the 7 Pools of the Necromantic Being, directly.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You can, of course, take this campaign in any direction you’d like. Your players have likely poured in countless hours to roleplaying their characters, optimizing their builds, and developing an in-depth story. However, remember that the party is probably from Cyrum or nearby villages. That being the case, they are heroes, but they probably don’t have the power to kill the remains of a god. Cyrum is a very small town, after all, and what are the chances that multiple god-level heroes come from a place like that, all in one given time?
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If the party has been using divine weapons and armor to cut through swaths of undead, they’ll also be shocked and dismayed when they combat the remains of Vesth, only to find that he is both immune to divine weapons, and that he and slices through divine armor with ease.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, what are the players to do? Well, in this suggestion for the story, the party finds the 7 Pools, believes they have a chance to end Vesth for all time since he’s in a weakened state, and they attack. During the epic battle, they become trapped in the cavern where the 7 Pools reside, via hordes of undead. At that time, the players can’t escape, they fight valiantly to the last man, and eventually die. The reasoning is that even in his weakened state, Vesth is still a god, has a near-limitless health pool, and can’t be killed by the humble, yet heroic party from Cyrum.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Upon the heroes’ deaths (a true
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK DnD
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           ), they are however resurrected by the 7 Pools, given immense power as liches, and set to lead Vesth’s undead armies against the world. So, did the party really lose? Or did the campaign simply take a different turn from what they'd expected.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           11. Ending the Campaign – An Invitation to a Necromantic Being Campaign Part 2
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The end of this campaign is actually an invitation for a much larger continued campaign, where undead attack not only Cyrum, but the world at-large. Think of it like a "Campaign Part 2."
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In this continued world, the village of Cyrum is the best-equipped to deal with the undead in all of the realms, thanks to the efforts of the original party. Cyrum has since forged the strongest divine weapons, the most enduring divine armor, and practice divine magic at the highest level. The small, backcountry village has become a bastion of hope for the world. Warriors, wizards, nobles, and commoners from the world over travel to Cyrum to train so that the powers of necromancy can be put to an end.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What of the players? Well, you can take them in one of two different directions:
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The players continue this campaign part 2 as the leaders of the undead legions, but in lich form. Their task becomes to destroy all who would harm the Necromantic Being, and defeat endless waves of would-be heroes. This campaign could end up as something like how
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
      &lt;a href="https://wesnoth.fandom.com/wiki/Malin_Keshar" target="_blank"&gt;&#xD;
        
            Malin Keshar's
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             story ends in the final stage of his story in Wesnoth.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Alternatively, the party should create new characters. These new characters could be either the same level as their previous characters, or entirely fresh. The idea is that these are the characters who will ultimately stop the undead hordes. To do so, they'll defeat the original characters and free them from their lich forms. They'll then move on to destroy the 7 Pools of the Necromantic Being, forever. It is up to you, however, if they manage to destroy necromancy for all time, or if the dark magic has already spread too far and into too many wizard’s hands to be contained...
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/great+D-D+campaign+ideas+bloodlines+of+power.png" alt="great D&amp;amp;D campaign ideas bloodlines of power" title="great D&amp;amp;D campaign ideas bloodlines of power"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What if there was monstrous blood coursing through the players veins that gave them incredible abilities and unique magical effects?
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  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD Campaign Ideas: Bloodlines of Power
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’ve been playing DnD for some time, chances are high that you and your players have pretty much experienced just about every main race and class that the game has to offer. Part of what makes this campaign unique is that your players get to explore unique races and even classes that they never have before.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The “Bloodlines of Power” are the name given to a series of demi-god-like beings. These beings are the ones who created races such as the fey, celestials, beings of the void, giants, elementals, and even dragons. In their quest for dominion, they have infused their powers into mortal races, calling upon them to act as their warriors.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
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           1. Campaign Hook – Unexpected Powers
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           Imagine a world where suddenly, normal people have uncommon “powers.” A village woman gains the strength of a giant. A young boy can fly. The village elder can turn invisible. It doesn’t all happen at once, but quiet murmurs of interesting powers turn into widely-known facts that no can ignore.
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            These powers are not “magic,” per-se, but rather spell-like powers granted to families through their bloodline. If one person can summon dark portals, so too can their parents or children, most likely. However, only 1/20 families seem to have a power of this kind. Still, that’s 5% of the population, which is plenty to cause a stir. 
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           2. Intro Adventure – The Heroes have a "Bloodline"
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           Naturally, the player’s characters are all part of this 1/20 bloodline phenomenon. Their powers should awaken during normal quests or adventures. You can start the campaign with barely a whisper of what’s really happening. Probably, your players should think the campaign is headed in an entirely different direction as they go off to fight the typical goblin clan, or to protect a caravan from orcs, etc. Once the story seems to be pretty settled, you completely change it by inviting the players a racial power from any race in DnD that they'd like, along with a unique spell, ability, or feat entirely different to their current class.
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           Let your gaming group play around with their new powers. Have them interact with other amazed NPCs who both have similar gifts, and who do not. Take the players to town meetings, invitations to wizard’s guilds, and to requests for an audience from the king, to demonstrate their powers. Play up the bloodline effects.
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           The intro adventure should hit the following key points in order to set up the campaign properly:
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  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Start out very mundane. Not slow or boring, just very unique.
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Include whispers of unique powers that some random villagers seems to have.
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      &lt;span&gt;&#xD;
        
            A party member gains powers, followed shortly by the rest of the party. Each gets to choose a unique racial power and is given some related spell, ability, or feat to complement the new “bloodline.”
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The uniqueness of these bloodlines gets played up at social gatherings.
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  &lt;/ol&gt;&#xD;
&lt;/div&gt;&#xD;
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/bloodlines+in+action.png" alt="bloodlines in action" title="bloodlines in action"/&gt;&#xD;
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  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2. Rising Action – The Call to a New Life
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           The campaign takes a sudden leap forward into what things are really “about” when the “Bloodlines of Power” – the demi-gods who granted bloodline powers – suddenly emerge, stating their claim to the realm. They call upon all of their “loyal subjects” – that is, those to whom they each have gifted their bloodline powers – to join their cause.
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The bloodline powers were given as a gift, to show the rewards for following a “Bloodlines of Power.”
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      &lt;span&gt;&#xD;
        
            Anyone who does not heed the call will not lose their bloodline power, though they will face punishment (likely, death) should that faction take control. This is obviously a large concern for anyone thinking of not heeding the call.
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      &lt;span&gt;&#xD;
        
            Each of the “Bloodlines of Power” is a separate faction, and each is vying for dominance, so with rare exceptions, they do not work together.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Each faction’s leader – the demi-god who granted their faction’s bloodline power – is calling their faction to gather in a unique location in the realm.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, this event is both jarring and strange. Many people will  not heed the call of their patron Bloodline. In other cases, families will split apart as one member leaves to join a “Bloodline of Power,” while the rest of their family stays. At this time, no one really understands what this is all about. However, kingdoms go on high alert as a small number of their subjects leave to join the unknown beings clearly bent on accumulating power.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;span&gt;&#xD;
      
            
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As the story develops, kingdoms of the realm decide if they should declare war. It’s clear that the “Bloodlines of Power” want to take over. Many kingdoms fear, however, that other lands will side with the “Bloodlines,” and that declaring war prematurely could present a disadvantage when the first strike falls.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Wizards from all of the lands are also called to answer the question of: what exactly is going on with these “Bloodlines” and what powers can we expect to face if war does occur?
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3. The Players’ Role
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           In this campaign, there are very large and powerful forces at work in the world, even while the player characters are low-level. This gives them some options as those forces develop:
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      &lt;br/&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            Split off into whatever factions the “Bloodlines of Power” sorted the characters into, joining those respective forces.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Join up with their existing kingdom in defense against the “Bloodlines of Power.”
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Set off on their own to explore their newfound powers and find their own answers.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The players can also choose to ignore what’s happening in the world if they like. They find that over time, regardless of their decisions, their unique powers keep growing.
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      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Alternatively, should the players desire, they can find at least some of the answers they’re seeking by traveling from one faction to another, where they can run into all kinds of emissaries, merchants, and mercenaries who are willing to share what intel they’ve respectively gathered, such as:
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Bloodlines of Power are entering into negotiations with the kingdoms of the realm, but seem to only accept total submission as a way of avoiding war.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            It is possible to kill the Bloodlines of Power, though doing so would not be easy.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There are as many Bloodlines of Power as there are races (in your DnD campaign – up to you).
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             The reason the party’s powers are growing with time is that some people are especially adaptive to the Bloodline’s unique effects. These highly-adapted people seem to be gaining places of great status within the Bloodlines.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The party’s powers will continue to grow with time (giving them even more unique racial effects, spells, abilities, feats, etc.) that will raise their effective level.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The kingdoms of men are about to be immersed in war.
            &#xD;
        &lt;span&gt;&#xD;
          
             ﻿
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+campaign+map.png" alt="Eternity TTRPG campaign map" title="Eternity TTRPG campaign map"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4. False Summit – War of the Bloodlines
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      &lt;span&gt;&#xD;
        
            The false summit of this campaign should last quite a while - maybe 10 session or more, depending on the total length of your campaign. During this time, players can be involved in helping forge political alliances, or break them. War breaks out. Rare individuals begin searching for solutions to this conundrum, amidst the burning landscape.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Bloodlines of Power are very strong beings, and their warriors are strong, but they have far fewer warriors than the army of each mortal kingdom around them. Nonetheless, large battles break out across the land, changing the way life unfolds for average people.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           During the wars, large-scale power and magic is utilized by each Bloodline of Power, which drastically changes the world (ideas of how are given, below). It isn’t easy for any side to gain an advantage, really, and the side that eventually does should be based on whatever political maneuvering the players either undertake, or based on your own choices as a dungeon master.
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           5. Example Bloodlines and their Effects
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The actual Bloodlines present in your campaign should reflect the powers that your players select from their own racial bloodlines. Here are some broad faction ideas for you to implement in your game:
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  &lt;p&gt;&#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Beings of the Void:
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dandwiki.com/wiki/Voidling_(5e_Race)" target="_blank"&gt;&#xD;
      
           Voidling
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Being a member of this bloodline gives your player the aberration creature type. They also cast dispel magic as a unique racial power and gain the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.5esrd.com/spellcasting/3pp-spells/spells-open-design-llc/void-strike/" target="_blank"&gt;&#xD;
      
           Void Strike
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            spell as an innate power.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Bloodline of the Void summons portals into the void during battles. These portals allow more void creatures to enter the battle on his side, and tears holes in the fabric of the world, devastating the landscape.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Celestials:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.d20srd.org/srd/monsters/angel.htm" target="_blank"&gt;&#xD;
      
           Angel
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Being a member of this bloodline could gives your player a Protective Aura for all allies. They also cast dispel magic as a unique racial power and gain the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/spells/sacred-flame" target="_blank"&gt;&#xD;
      
           Sacred Flame
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            spell as an innate power.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Bloodline of Celestials casts radiant light and fire magic during battles. The fire causes immense destruction. The radiant is simply too much for this plane of existence, creating pockets of never-ending light where neither shadows nor nightfall can ever appear. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fey:
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://media.wizards.com/2021/dnd/downloads/UA2021_FeyFolk.pdf" target="_blank"&gt;&#xD;
      
           Fairy
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Being a member of this bloodline gives your player access to the Fey Passage ability. They also cast dispel magic as a unique racial power and gain the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="http://dnd5e.wikidot.com/spell:summon-fey" target="_blank"&gt;&#xD;
      
           Summon Fey
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            spell as an innate power.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Bloodline of Fey uses druidic and witch-like magic during battles. If possible, however, they prefer to rely on trickery and subterfuge rather than taking direct fights. Wherever Fey go, they seek to change the landscape to their bidding. Fey lands become dense with foliage and thorns, and are impossible to navigate without magic.  
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           6. More Rising Action – Defending the Mortal Realm and Entering into the Elements
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The longer the war goes, the more of the world gets destroyed. Then, the more poverty, famine, sickness, and otherwise terrible living situations abound. Somehow, the Bloodlines of Power must be stopped. Most likely, though - at least at this time - the party is not strong enough to directly confront the demi-gods. However, solutions begin to present themselves:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Bloodlines of Power emerge in this location every 1,000 years, but only last for 10 years before they are again banished from this realm, by an ancient spell.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Bloodlines emerged by means of divine artifacts that call them each forth. These artifacts are the Bloodlines' connection to this world, and can be broken.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If an artifact is broken while the Bloodline is present in the world, they can no longer be banished at the end of 10 years. Conversely, if an artifact is broken while the Bloodline is banished, they can never return to the world.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The locations of each artifact are extraordinarily difficult to find, as each Bloodline seeks to keep theirs hidden.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If one of the Bloodlines of Power manages to gain absolute dominance over the other Bloodlines during their time in the world, then they will not be banished with the others, and will rule for 990 years.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A Bloodline “gains dominance” over the other Bloodlines by acquiring the artifact which belongs to that other Bloodline.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Destroying artifacts isn't really an option since doing so while the Bloodline is present in the world will prevent them from ever being banished. Thus, finding the artifacts isn't a direct means to victory. However, the players could attempt to gather artifacts on behalf of one Bloodline that they wanted to be victorious. Alternatively, they could gather artifacts and use them as bargaining chips with the Bloodlines for some other form of negotiation. Of course, Bloodlines of Power want to keep their respective artifacts safe, so acquiring them often involves going through elaborate quests to discover where they’re hidden, followed by difficult dungeons to actually gain them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If nothing else, gaining artifacts could buy the party time to grow in strength so that they could someday kill Bloodlines of Power in direct combat. Such a thing is definitely possible, after all.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           7. A Possible Route to Peace
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Instead of going after artifacts, you could alternatively introduce an elder to the group who acts as a kind of mentor. Through their adventures, the party comes across this rare individual, who has acquired powers from not one, but from all Bloodlines. Furthermore, he can pass on those powers to the entire party.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           He tells the party that he believes the various Bloodlines of Power could come to peace. The Bloodlines have always been at war, and so are fighting only because they have always fought. They played games at negotiation before the war started, but never attempted to find a real solution. However, he thinks that with your newfound powers, all of you could set out to unify the Bloodlines and end the war for all time.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Bloodline+dnd+campaign+end+boss.png" alt="Bloodline dnd campaign end boss" title="Bloodline dnd campaign end boss"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This picture doesn't do this "end boss" mini justice, but it is incredibly detailed, and gigantic. Perfect for an end-of-campaign battle to make the stakes seem as high as possible.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           8. Climax – An End to 1,000 Year Cycles
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As with all long campaigns, I like to leave the end sort of ambiguous as to what exactly happens. The point is that in a complex situation, there are often multiple ways things could turn out.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The players could collect all of the artifacts and give them to one Bloodline who then dominates the others for the next 1,000-year cycle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The players could collect the artifacts and use them to negotiate peace with the Bloodlines.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Perhaps some powerful wizard (in the party even?) learns to control the same spell that originally banished the Bloodlines into the crystals. You could then perhaps banish them again.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Unify the Bloodlines through talks of peace.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             Decide that killing the Bloodlines, after gaining a lot of levels, is the only way.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Anything else you come up with.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           9. Finale of the Bloodlines' Power
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I find that most gaming groups opt for death of the Bloodlines, no matter what it takes to make that a possibility. If the players gain a mentor who can teach them the ways of all Bloodlines, perhaps they can avoid his message of peace, and instead use the powers to go after the crystals and demi-gods. Whatever you want, really.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whatever your group decides though, you should have some finale to the campaign that involves directly facing off with at least one of the Bloodlines. The most fun one to face would naturally be a Bloodlines that the party originally chose for their own racial powers and innate spells/ abilities. That way, there’s a strong sense of conclusion to the story when that Bloodline is slain, or at least persuaded into giving up their murderous onslaught.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There’s also plenty that can be done with the artifacts and banishment. It can be satisfying to banish great beings, with the ominous thought that in another 1,000-years, they’ll simply return. A little bitter-sweet end for the story, perhaps.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           10. Finishing the Campaign
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In this campaign, the world is left as a shadow of its former self. However, it could be interesting if even when the Bloodlines disappear, the people who formerly served them retained their innate powers. Even more so, what if those most loyal servants attempted to:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Resummon their masters – if they were banished
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Avenge the Bloodlines – if they were slain
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Carry on the great work of dominance – if the Bloodlines were persuaded away from war
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           An entire campaign could follow from what the world turns into with so many people left over with tremendous innate powers. Entire kingdoms could collapse, with others taking their place. The entire balance of power could shift for the good... or for the worse. It’s up to you and your group to decide the realm’s fate, either way.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/d-d+creative+campaign+ideas.png" alt="d&amp;amp;d creative campaign ideas" title="d&amp;amp;d creative campaign ideas"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D Creative Campaign Ideas
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To accompany the major D&amp;amp;D campaign ideas presented above, I’ve created a short list of D&amp;amp;D creative campaign ideas that are meant to supplement your existing game. This creative list is designed to help you approach your DnD sessions with a bit of new flavor that changes the fundamental way the campaign is played.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Also, f you're looking for other great ways to improve your overall gaming experience, as well, take a look at my
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dungeon-master-tools" target="_blank"&gt;&#xD;
      
           Ultimate Dungeon Master Tools Guide
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . This guide provides all the basics for you to make the most of your game, from top to bottom. I also now have
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/how-to-write-a-dd-campaign" target="_blank"&gt;&#xD;
      
           an entire guide on how to write a D&amp;amp;D campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            that you may find very useful, even if you plan to implement one of the campaign ideas I've listed, above.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D Campaign Ideas: Lords of the Realm
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Have you ever considered that instead of
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           roleplaying heroes
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            in your campaign, your group could roleplay lords of the realm? They could send heroes out on missions, build their kingdom, create alliances, wage war, discover ancient magical secrets, and more. I often find that experienced DnD players love to mix up their usual style of RPG campaigns by throwing in something that’s still DnD, yet comes from a completely different angle.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D Campaign Ideas: A Lineage of Characters
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you like the idea of exploring a kingdom’s story, rather than just seeing things through one character, why not play an ongoing campaign where your group tells the story of an entire family’s lineage? In this
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.youtube.com/watch?v=nJ-ehbVQYxI" target="_blank"&gt;&#xD;
      
           40-year-long D&amp;amp;D campaign
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , for example, the dungeon master had his players do exactly that.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If a player’s character dies, it’s really no problem – just pick up with someone else in the family tree. Similarly, if you’re looking to build a truly epic campaign, there’s nothing quite like creating a new character who comes from an incredible line of heroes. Talk about instant character connection and a sense of heightened drama.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
            
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD Campaign Ideas: Multiple Characters Per Player
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            It can also be really fun to start a campaign with the idea that each player is going to have a cast of characters. Not only do players feel like they get to explore many options that DnD presents (since it is a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/class-based-rpg-classless-rpg" target="_blank"&gt;&#xD;
      
           class based RPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ), but they also feel that their characters are more expendable – which of course, they are. In this type of campaign, I often find that players make riskier decisions, engage in more daring plots, and generally go out in brilliant flashes of fire.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’re looking for a creative D&amp;amp;D campaign idea to mix things up, multiple characters is an easy way to go that often produces fantastic results.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeon a Day
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Another great way to add some unique dimensions to your game is to check out my
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           Dungeon a Day
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            series. Dungeon a Day features a unique dungeon room every day (that we're running the event) where you can check out the Eternity TTRPG site to find a new, custom-built dungeon room. At the end of every month, the 30 or so rooms all complete a single dungeon level.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Try throwing in some of the Dungeon a Day dungeon levels or individual dungeon rooms as traps, battles, or encounters to your campaign. They're an especially great resource for whenever you need a quick supplemental encounter.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D Specific Spells &amp;amp; Topics
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Finally, as an additional resource for you if you're planning to specifically play D&amp;amp;D 5th edition, it helps to have some strategy guides for yourself and your players at your fingertips when it comes to any length of campaign. Check out the following ideas to implement for these iconic D&amp;amp;D spells and topics in your next ongoing adventure:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e Strategy Guide
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
        
            Bonus Action 5e Strategy Guide
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear 5e Strategy Guide
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
        
            Charm Person 5e Strategy Guide
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
        
            Cure Wounds 5e Strategy Guide
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
        
            Silence 5e Strategy Guide
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Play a Campaign Where Everyone Helps Game Master
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you weren't aware, there are many
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           tabletop Games like DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            available to play nowadays. When it comes to your next campaign, you may try playing a TTRPG campaign where every player helps game master. Instead of a single dungeon master, each person helps contribute to the game world, the storyline, the major plot points, villains, unique magic items, and more. You will be amazed at how creative your gaming group can be when it comes to world-building.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A lot of hardcore, long-time DMs are often worries that a GM-less game can ruin the experience. After all, what if one person decides to take the storyline in a terrible direction, or just keeps making lame jokes with all of their plot points, etc?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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            Well, what I've found is that so long as you have a kind of contract with the group that outlines campaign expectations (genre, overall game vibe, use of humor, what the campaign's going to be "about," etc.) then things often easily stay on track. It's more about the setup and preparations than it is the actual game.
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            If you want to get an idea of how a GM-less game works,
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           take a look at the Eternity TTRPG shop
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            . My tabletop RPG is made for group game mastering, and provides all the tools you need to tap into your group's incredible creativity, while still keeping the game on track for entire campaigns.
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      <pubDate>Tue, 02 Aug 2022 02:33:01 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dnd-campaign-ideas</guid>
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      <title>The Ultimate Free DnD One Shots Guide</title>
      <link>https://www.eternityttrpg.com/dnd-one-shots</link>
      <description>Interested in finding the best free DnD one shots? This article has got you covered, along with ideas for creating your own adventures.</description>
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            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
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           RPG campaign
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           .
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           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.
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            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
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           TTRPGs
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            and have some incredible adventure.
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           I’m here to let you in on my top DnD one-shot adventures picks, and tips for running your own.
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           The Best DnD One Shots for Your Next Game
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           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!
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           1. Hoard of the Dragon Queen
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           Hoard of the Dragon Queen
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            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.
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            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.
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           Hoard of the Dragon Queen - Expanded
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            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.
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           2. Death House
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           Death House
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            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.
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           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.
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           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.
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           Curse of Strahd
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           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&amp;amp;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&amp;amp;D enthusiast.
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           3. Tyranny in Phlan
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            Designed for players level 5-10, this DnD one shot allows the gaming group to
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           vanquish evil from the city of Phlan
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           , also known as the "Jewel of the Moonsea." Players must work together to overthrow the tyrannical government and restore justice to the city.
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           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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           The Eternity TTRPG Game System &amp;amp; Shop
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           Eternity TTRPG Top Sellers
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           4. Wildemount: Dark Star
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            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.
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           Wildemount
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            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.
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           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.
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           5. Frozen Sick
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           Frozen Sick
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            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.
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           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.
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           6. Grammy's Country Apple Pie
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            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.
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            In
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           this adventure
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            , 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.
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           7. The Gribbits Detective Agency
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            This one shot is a fun twist on a mystery/ detective plot.
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           The Gribbits Detective Agency
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            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.
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           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.
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           The Gribbits Detective Agency is a
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            great way to introduce players to the world of D&amp;amp;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.
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           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.
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           Additional D&amp;amp;D Adventures
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            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
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           campaign ideas
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            on hand.
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            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.
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           DragonLance - Shadow of the Dragon Queen
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            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&amp;amp;D adventures that's more classic or canonical.
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            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.
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           DragonLance Books Collector's Edition
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            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.
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           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!
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           Descent into Avernus
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           Baldur's Gate
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            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.
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           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.
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           Eberron Campaign Setting &amp;amp; Adventure Book
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            This last example I wanted to share with you is from Eberron, which is another super-famous D&amp;amp;D setting. If you've ever seen or heard of the warforged D&amp;amp;D race, it comes from the lands of Eberron.
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            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.
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           What Exactly Are DnD One Shots?
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           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.
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            Besides the DnD one shots listed above (my favorite picks), you can find DnD one shot adventures online or in books like the
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           D&amp;amp;D Adventurer's League
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            modules.
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            One of the great things about D&amp;amp;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
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           how to start a dnd campaign
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           , 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.
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           Types of DnD One Shots
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           There are a few different types of DnD one shots:
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            The first type is the published adventure. These are written by professional writers and can be found online or in books.
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             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.
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            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.
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            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.
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            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.
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            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,
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           single player DnD
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            is definitely a thing, so you can even do a one shot flying solo.
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           What You Need For Your One Shots
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           If you are going to play with a gaming group, your adventure will require:
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             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.
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             A set of dice. Take a look at my
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            best DnD dice
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             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.
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             A character sheet or a DnD character creator app like
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            DnD Beyond
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            . 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.
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           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.
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           Why Use DnD One Shots In Your Campaign?
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            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
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           character ideas
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            .
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           Fill in Gaps for Your Campaign's Story
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            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.
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            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.
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           Try Out New Ideas for Your Campaign
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           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.
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           Change the Pace of Your Campaign
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            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.
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            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
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            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.
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           Basically, one shot adventures are low stakes, and fun!
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           Bridge the Gap for Absent Group Members
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            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).
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           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.
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           Reduce Your Game's Preparation
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           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.
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           Great Stories and Fun Adventures
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            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.
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            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.
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            If a
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           TPK DnD
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            (total party kill) does occur, take a look at my article on that to have an idea in mind for how to handle things.
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           Completely Customizable
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           As if every other reason for a DnD one shot isn'
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            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).
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           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.
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           Tips for Running D&amp;amp;D One Shots
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           So, you've got your D&amp;amp;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&amp;amp;D, but they're especially important for shorter adventures:
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           Be Prepared
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           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.
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           As the old saying goes, “fail to prepare, prepare to fail.” This is especially true for D&amp;amp;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.
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            When it comes to preparation, you can also check out my article on
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           Dungeon Master Tools
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            for overall insights on how to improve your skills as a dungeon master and make the most out of your game. 
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           Tree of Life Campaign Journal
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            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.
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            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.
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           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!
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           Make Sure Everyone's on the Same Page
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            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.
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           End Early if Needed
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            One of the most common mistakes D&amp;amp;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.
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            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.
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            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
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            One of the best things about D&amp;amp;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.
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           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.
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           Rewards and Treasures
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            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
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           DnD Gifts
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           . There's no doubt that rewards are one of the reasons that dungeons and dragons is such a fun and exciting game.
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           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.
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           Be Flexible
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           Finally, remember that D&amp;amp;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&amp;amp;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.
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           Stay Organized
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            For normal campaigns, I use a
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           DnD campaign planner
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            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.
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           Try Playing Other Games Besides D&amp;amp;D
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            Obviously, D&amp;amp;D is the most well-known most often-played tabletop RPG out there. However, if you aren't familiar with other
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           Games Like DnD
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            available today, there are a lot of them. Some games - honestly - are much easier to learn and play than D&amp;amp;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.
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           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.
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           Tips for Creating Your Own D&amp;amp;D One Shots
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            This article simply wouldn't be complete without some best practices on creating your own D&amp;amp;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
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           my own tabletop roleplay game
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            . You may just find that adventure, world, and game creation is a major passion of yours, as well.
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            You can also use my article on
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           DnD Quest Ideas
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            as a starting point for a D&amp;amp;D one shot. Each of those ideas is honestly a great way to create a quick adventure.
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           Start With a Premise
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            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:
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            Can be accomplished in a single session.
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             Features over-the-top elements of story, action, or magic that will pull people into the adventure, immediately.
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            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.
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           Create a Setting
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            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?
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            See what I mean? Aim for something that will really grab your players and make them want to play.
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           Give the Players a Hook
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           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.
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           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.
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           If you fail to "hook" players into your game, your one shot adventure might get de-railed very quickly...
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           Prepare Flexible Scenes
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            Speaking of challenges with players de-railing your story, one of the challenges of running a D&amp;amp;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.
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           Great!
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           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.
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            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.
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            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.
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&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Come Up With an Interesting
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            Villain
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            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 &amp;gt;
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    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           fallen paladin
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            , sort of thing.
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           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?
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           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.
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           Create Player Characters in Advance
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            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.
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           Keep It Simple - Seriously
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           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.
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           Focus on the Big Picture
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           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.
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           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.
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           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.
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           Let Your Players Experiment with New Ideas
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           One shots are the perfect place to experiment. One way you can do that is by checking out the following D&amp;amp;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:
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  &lt;ul&gt;&#xD;
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      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
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      &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
        
            Bonus Action 5e
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      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear 5e
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      &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
        
            Charm Person 5e
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            Cure Wounds 5e
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            Silence 5e
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           End With a Bang
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            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.
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            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.
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            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.
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            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.
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           Play a TTRPG Designed for One-Shots
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            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
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    &lt;a href="/shop"&gt;&#xD;
      
           Eternity TTRPG PDF roleplaying game
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            . The game I've designed makes it easy to create one-shots, using your entire gaming group for creative inspiration for the session.
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            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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&lt;/div&gt;</content:encoded>
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      <pubDate>Fri, 08 Jul 2022 16:02:17 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dnd-one-shots</guid>
      <g-custom:tags type="string" />
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        <media:description>main image</media:description>
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    </item>
    <item>
      <title>How to Start A DnD Campaign</title>
      <link>https://www.eternityttrpg.com/how-to-start-a-dnd-campaign</link>
      <description>Curious on how to start a DnD campaign? Read on to learn everything you need to know. This article makes game prep fun and easy.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           Curious on how to get your very own DnD campaign rolling? Well, it's probably simpler than you might think.
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           Dragons and Dungeons, also called D&amp;amp;D by official rulebooks – or DnD by fans – is a fantasy role-playing game that has been around for over 40 years. It was developed and designed by Gary Gygax and Dave Arneson, who are largely considered the grandfathers of the modern day 
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    &lt;a href="https://eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTPRG
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            genre. DnD has been enjoyed by millions of people all over the world and continues to grow in popularity.
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           So, how to start a DnD campaign, you ask?
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           Currently, 
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    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews" target="_blank"&gt;&#xD;
      
           DnD is in its 5th edition
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           , and the most recent version was released in 2014. If you’ve ever wanted to try playing DnD, or are already an avid player and finally want to try your hand at being the dungeon master (DM for short), I’ve made this guide specifically with you in mind.
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           There’s a lot that goes into starting an ongoing 
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           RPG campaign
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           , and many new players and DMs find it overwhelming. Proper preparation goes a long way to making a great campaign, and keeps the process from becoming too complicated or confusing.
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           As the DM, you’re responsible for creating and running the game’s world, guiding players through their adventures, and making sure everyone is both having fun and following the rules. I know it seems like a lot, but I’ll go over everything you need to know to get started.
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            I’ll focus on how to plan and start a DnD campaign, with practical steps and valuable tips I’ve picked up along the way.
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           How to Start a DnD Campaign – From the Beginning
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           Before starting your campaign there are a few things you need to think about. We’re talking about establishing groundwork before you even get too far into world building and game planning. These relatively boring but highly necessary practical steps help ensure that sure you and your players are on the same page, and can enjoy your game sessions to the fullest.
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           You would be amazed at how many terrific games fall apart for “normal life reasons.” For this reason, make sure you hit these mundane but critical steps, before committing to anything huge!
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  &lt;h3&gt;&#xD;
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           Communicate With Your Players
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            The first and most important thing you need to do is
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    &lt;a href="https://slyflourish.com/getting_player_feedback.html" target="_blank"&gt;&#xD;
      
           talk to your players
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           . Find out what they’re looking for in a campaign. Do they want a fast-paced adventure with a lot of combat, or a slow-burn mystery with a plot twist at the end? A lot of times players don’t have a preference, and you get to go with whatever you’ve been wanting to experiment with, as a DM.
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           It’s also a good idea to be aware of how experienced the players in your party are with DnD. Do you have players that have been at it for years, or are most of your players brand new? Are they going to be roleplaying fully in character, or do they mostly prefer power gaming?Get a feel for what they’re looking for and use that info to help you plan your campaign.
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           Of course, you don’t have to give your players everything they want. If you want to run a certain type of campaign, make that clear from the beginning. It’s better to have a storyline or campaign arc that you’re excited about and can make interesting than to choose a campaign based on your party’s suggestions and hate it.
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           Consider your group’s input along with your own hopes for the campaign when planning your adventure. Communicate clearly with everyone so you’re on the same page and can run a game that everyone will enjoy.
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  &lt;h3&gt;&#xD;
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           Determine Session Length and Frequency
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           Another thing to consider for how to start a DnD campaign with your group is to plan out how long and how often you want to meet up and play. DnD campaigns can last for weeks, months, or even years. Similarly, individual game sessions can last for an hour, four hours, or even (as in the case of our mega dungeon, above), about twelve hours at a time.
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           I’ve been in groups that meet once a week for two to three hours, and groups that meet once or twice a month for longer sessions on the weekend. Every party and campaign is different, so collaborate with the other players in your group and figure out a schedule that works best for you.
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           The most important thing is to be realistic about how much time you have to dedicate to your campaign. If you only have a few hours every now and then, that is perfectly fine. Or, if you want a hardcore group of gamers that play for hours every weekend, that’s perfectly doable as well. Just make sure your players are aware of your preferences, and the group’s availability, so they know what to expect.
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  &lt;h3&gt;&#xD;
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           Plan Your Campaign
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           Now that you have an idea of what your players are looking for in the campaign and how often you’ll meet, it’s time to start planning the details of your actual campaign.
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           The first step is to come up with a general idea of what you want your campaign to be about. Do you want to run a prewritten adventure or create your own? (If you need some 
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    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           DnD quest ideas
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    &lt;span&gt;&#xD;
      
            for your game, by the way, we’ve got you covered). Are you looking for something light-hearted, or dark and gritty? Once you have a basic idea, you can start fleshing out the game’s story.
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           If you chose a prewritten adventure, read through the whole book and take note of any plot points or NPCs (non-playable characters) that you want to highlight. You can also change details or add interesting elements to better suit what you have in mind.
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           If you are creating your own campaign, start by brainstorming a few key events, NPCs, and a beginning location. It’s also a really nice touch to pick out a soundtrack that you can plan to play in the background, or during certain encounters. YouTube and Spotify have exactly what you’re looking for.
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  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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           New to Dungeon Mastering?
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           If you haven’t before run a DnD campaign, when it comes to adventures, and the “what do I actually do during the game” type of thoughts, it might be helpful to start with a prewritten adventure. They give you a good idea of how to structure your sessions and overall campaign, and help you get a feel for what’s involved in running a campaign that people will rave about.
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           From there, you can start putting together a more detailed outline of your campaign. This is where you decide what quests the players’ characters will go on, what NPCs (non-playable characters) they’ll meet, and what challenges and combat they’ll face.
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           Bottom line: it can be really helpful to take a prewritten adventure for a starting point, then use your own creativity to come up with extended plotlines for each important element in the story.
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           If you are new to DMing, it can also be very helpful to talk to another DM about their experiences. People who have been doing it for a while can often help you avoid all kinds of pitfalls with your gaming group. For more help you can also check out our expansive article on 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/rpg-resources/dungeon-master-tools" target="_blank"&gt;&#xD;
      
           dungeon master tools
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           , which provides a great overview of everything you might need to make your campaign fun and successful.
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           In the case that you don’t have enough people for a full party — the recommended number is four to six — you can find additional players by getting in touch with your local game store, joining a D&amp;amp;D Discord server, and asking around for people in your area, or introducing a friend that has never played before to the game.
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  &lt;h3&gt;&#xD;
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           Game Consistency
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           One final note for how to start a DnD campaign – from the very fundamentals of the topic – is to always, always, always be consistent. This is particularly true for session length and frequency, so people can expect how much time to set aside to game.
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           However, it’s also true for every other aspect of the game. Think about things like:
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  &lt;ul&gt;&#xD;
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            Genre (don’t mix genres, in-game)
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            Storytelling methods (your own personal DM “style” and game vibe)
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            Use of music
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            Snacks available at the game
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            And even things like gaming environment (it can be really useful to have the game always hosted at one person’s residence, instead of always moving things around)
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           Consistency is one of the keys for making a campaign run the distance. It takes individual gaming sessions and turns them into a series of adventures that you’ll end up talking about with your friends for the rest of your lives.
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  &lt;p&gt;&#xD;
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           If you haven’t looked at getting a 
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    &lt;a href="https://eternityttrpg.com/dnd-campaign-planner" target="_blank"&gt;&#xD;
      
           DnD campaign planner
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            yet, by the way, they are an excellent resource for helping you manage your ongoing game. They also help you stay consistent with small details in the story.
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  &lt;h2&gt;&#xD;
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           Elements of a Good Campaign
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  &lt;p&gt;&#xD;
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           Now that you have a basic outline of your campaign, it’s time to start filling in the details. Here are a few things to keep in mind as you work out the in-depth steps of how to start a DnD campaign for your group:
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           Establish a Clear Goal/ Story
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           Your campaign should have an overarching goal/ storyline that your players know about (or at least think they know about). When players know what the campaign is “about,” it keep them interested, and ensures they’re able to create a general plan for how to advance the plot. Remember though that keeping players in the dark about some interesting plot twists is a good way to create drama and tension in the story that your players want to resolve.
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           Create Interesting NPCs
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           Your NPCs (non-playable characters) should be more than just talking heads. No one likes personality-less, static, nobodies.
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           Instead, your NPCs should be fully fleshed out characters with complex motivations and goals. The more interesting your NPCs are, the more invested your players will be in your campaign. Some prewritten adventures only have a few canned lines for NPCs, so don’t be afraid to improvise during conversations and make things more real.
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           You don’t need to go overboard with your NPCs, creating vast background stories, or immensely complex motivations, either. Simply give them a real feel to them, and as your campaign grows, so too will your NPC depth.
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  &lt;h3&gt;&#xD;
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           Balance Challenges
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           Your players should feel like they’re accomplishing something when they overcome an enemy or find a new item. If the challenges are too easy though, they will get bored. Too hard, they’ll get frustrated.
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            This sense of balance is especially true for combat. You don’t want your players to win after just a round or two of fighting, but you also don’t want them to die — especially if they’re new.
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    &lt;a href="https://kastark.co.uk/rpgs/encounter-calculator-5th/" target="_blank"&gt;&#xD;
      
           Strike a balance and make sure everyone has fun
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           .
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           As a note on what’s known as “
          &#xD;
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    &lt;a href="https://eternityttrpg.com/tpk-dnd" target="_blank"&gt;&#xD;
      
           TPK DnD
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           ” (where everyone in your gaming group dies), there are lots of ways to make stories from bad in-game events. Read my article on it if you want more info on that particular subject.
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  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
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           Build a Realistic World
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           Your campaign should take place in a realistic world. By that, I mean detailed and complex, not “true to reality” – we are talking about a fantasy world, after all.
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  &lt;p&gt;&#xD;
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           Sure, there will be unbelievable and fantastic characters, dragons, elves, orcs, and magic, but your players should be able to appreciate the sense of reality in the world as a whole, and enjoy exploring it. Games become “weird” when the sense of reality and expectations gets too far out of whack.
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  &lt;p&gt;&#xD;
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           There’s a balance to exploring the sense of wonder, magic, and majesty that DnD offers, while still keeping things grounded by a healthy bridge to reality.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/How+to+Mix+in+Reality+with+Fantasy.png" alt="How to Mix in Reality with Fantasy" title="How to Mix in Reality with Fantasy"/&gt;&#xD;
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           Start a New DnD Campaign
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           Now that you have the basics of a good campaign, let me walk you through actually starting one. Most campaigns have a general outline.
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           Step 1: Choose a Starting Point
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           The first step is to choose a starting point for your campaign. This can be anything from a prewritten adventure to a simple idea that you came up with yourself. If you are new to being a dungeon master, it might be helpful to start with something prewritten and already fleshed out. Pre-written adventures give you a good idea of how to structure your campaign and help you get a feel for what is involved. After that, the process of creating adventures is typically fairly simple.
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           There are a few things to keep in mind when choosing a starting point for your campaign.
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           Appropriately-Leveled Characters
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            Make sure that the starting point is appropriate for the level of your party. If you are starting with a prewritten adventure, it should tell you what level each character needs to be at so you can plan accordingly. However, if you are making your own adventure, make sure that the difficulty is appropriate for the level of your players.
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           If you have a mix of experienced and new players, you’ll either need to have everyone create new level one characters or let the experienced players use old characters and have the new players create and level up their characters. The goal is to have everyone at the same level as running game sessions with characters that range in level adds to the difficulty.
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           Starting Point that Matches Your Story
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           The starting point should also be appropriate for the type of campaign you want to run. If you want to run a campaign that's mostly combat-focused, then make sure the starting point sets up the story and explains why there is so much animosity toward your party. Basically, just make sure the starting point makes sense for the campaign.
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           How Much Time Do You Have to Prepare?
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           You should also consider the amount of time you have to prepare for your campaign. If you’re short on time, it might be better to start with a prewritten adventure. You can simply read through the adventure and be ready to go without having to spend a lot of time preparing your own material.
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            If you do plan to create your own gaming sessions and stories, just know that in general, the more time you can put into preparation and planning, the better your game will turn out. For example, it's not uncommon for me to put 1hour of preparation into a 3-4 hour game. However, I'm also a very experienced dungeon master. If you're new, it might take you more time than that.
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           Step 2: Pre-Campaign Gaming Session
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           Once you have chosen a starting point, the next step is to have a game session that's entirely designed to prepare for the campaign.
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            This is a meeting with your players to briefly discuss the campaign and make sure that everyone is on the same page for meeting times and the campaign’s expected duration. This is also a good time for new players to create characters and for you to familiarize yourself with the player characters’ specs, races, and classes.
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           This is not a required step, but it does make your first real session go a lot smoother.
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           What to Cover In Your Pre-Campaign Gaming Session
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           Here are the basic things you should cover in your intro session:
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            Discuss the type of campaign you'll be running. Make sure that everyone is aware of the type of game you will be playing.
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             Go over the rules with your players. This is especially important if you are new to DMing or if your players are new to D&amp;amp;D. Make sure that everyone knows the basics of how to play the game. If you have a mix of experienced and inexperienced players, keep the new players until the end so they can learn in more detail without the more seasoned players getting bored or wasting their time.
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            Important rules to touch on include combat rules, dice rolling, how stats are compiled and what they affect, and how to perform spells and cantrips.
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             Have your players create their characters. It’s up to you whether you want everyone to make new characters, or if they can use an old character they’ve played with before. Creating a good, well-rounded character can be confusing, so you may need to walk through the steps of character creation with new players.
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            You and your players get to decide how detailed characters are going to be. Some players only include basics like name, race, class, and ability scores, while others like to include a complicated backstory, alignment, and maybe even a custom item or two that’s tied to their backstory.
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            It's also very important to discuss the level of commitment that you expect from your players. Some campaigns require more time and effort than others, so it's crucial to make sure that everyone's on the same page, if you want your campaign to last.
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           Step 3: Plot Hooks
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           The next step is to come up with plot hooks for your campaign. A plot hook is simply a way to get your players interested in the story. It can be anything from a mysterious artifact that needs to be retrieved to a villain that needs to be stopped.
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           There are a few ways to come up with plot hooks. The first is to look at your setting and see what could be happening in the game's world. For example, if you’re running a campaign set in a medieval city, you might have a plot hook involving a group of bandits or a dragon terrorizing the city. Another way to come up with plot hooks is to think about what kind of story you want to tell. If you want to tell a story about betrayal, for example, you might have a plot hook involving one of the player characters being betrayed by someone they trust.
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           Once you have a few ideas for plot hooks, the next step is to start fleshing them out. Decide what the goal of the plot hook is and what needs to happen for the players to accomplish it.
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           Step 4: Prepare Encounters
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           Step four is to start prepare basic encounters. An encounter is simply any situation that the players have to deal with which may involve some degree of difficulty or creative problem-solving. This can be a group of monsters they have to fight, a puzzle they need to solve, or an immersive roleplay experience with an NPC (non-playable character).
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           When preparing encounters, it’s important to think about what the players are supposed to accomplish. What is the goal of the encounter and what do the players need to do to complete it?
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           It’s also important to think about the difficulty of the encounter. It should be challenging, but by no means impossible. Like everything else, you want it to be interesting and take work, but still be enjoyable for the players.
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            The best way to determine the difficulty of an encounter is to use the Challenge Rating, or CR, of the monsters/enemies in the encounter. The CR is a number that combines the creature’s special abilities, hit points, and species. The higher the CR, the more difficult the encounter will be. CR for monsters is easily found in the
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    &lt;a href="https://www.amazon.com/Dungeons-Dragons-Monster-Rulebook-Roleplaying/dp/0786965614?th=1" target="_blank"&gt;&#xD;
      
           D&amp;amp;D Monster Manual
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            , whereas other forms of encounter CR can often be found in the
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           D&amp;amp;D Dungeon Master's Guide
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           .
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           You can use this system to balance encounters so they aren’t too easy or too difficult. Compare the CR to the party’s average level, and use your best judgment to decide how difficult it should be. It takes some practice to learn how to do this well, so take advantage of some online guides for help.
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           Once you’ve determined the difficulty of the encounter, you can start preparing for it. This means deciding what monsters or NPCs will be involved, and their individual stats.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/How+to+Start+a+DnD+Dungeon.png" alt="How to Start a DnD Dungeon" title="How to Start a DnD Dungeon"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           Step 5: Opening the Campaign
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           Here’s the best part! The final step is to actually start the campaign. Do so with a grand opening scene. Make it as exciting, dynamic, and magical as possible. Doing so will set the tone for the rest of the campaign.
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           Here's are a few ideas for that first entrance into your gaming world:
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           The Council
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           This is a great way to start a campaign if you want to introduce the players to the gaming world right away. They can all be members of a council that is discussing events in the gaming world. This is also a good way to get the players to start thinking about their characters and how they imagine themselves fitting into the world.
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           The Rescue
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            This is another great way to start a campaign and is pretty common. You can have the players be part of a rescue team that is sent to save someone from a dangerous situation. One of my favorite rescue campaigns was going to save an NPC that had been captured by a dragon. We had some incredible combat situations, let me tell you.
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           The Attack
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           This is a great way to start a campaign if you have players who are itching to start combat right away (and many gamers are). You can have their first mission be to attack an enemy stronghold. Or, you can send them on a more mundane mission, and get ambushed on the way. This can get them interested and excited about the campaign from the get-go.
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           The Journey
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            This is a great way to start a campaign if you want to focus on the characters’ journey. You can have them start in their hometown and then set out on a long journey to reach their destination. This allows you to introduce the players to the gaming world, and gives the player's characters time to develop bonds with one other.
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           The Heist
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           This is a great way to start a campaign if you want to focus on getting the players to work together. You can have them plan and execute a heist, which is always very exciting. This allows them to use not only their class skills and abilities to complete the mission, but also their ingenuity, as they think through creative ways to sneak past guards, grab the artifact, and make a clean escape.
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           Final Tips for Running a Successful Campaign
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            As dungeon master for your group, you have a lot of responsibility on your shoulders. Not only do you have to come up with an engaging story, but you also have to keep track of all the different mechanics and rules of the game. It doesn’t have to be overwhelming — the most important thing is to have fun with the people in your campaign.
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           Here's a few final tips to keep the focus on the game's story, and having fun:
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           Be Prepared
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           This is the most important tip for running a successful campaign. You need to be prepared for everything. This means having all of your materials ready and having a plan for what you want to do, in-session.
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           Be Organized
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           Another important tip for running a successful campaign is to be organized. This means having all of your materials in one place, and being able to find them quickly. It also means having a schedule for the campaign so that you can keep track of what needs to be done, and when.
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           Keep It Simple
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           Don’t try to do too much. The more complex your campaign is, the more likely it is that something will go wrong. Keep things simple and focus on telling a good story. If you're new to being a dungeon master, keep a small cast of NPCs (probably no more than 10) until you get a feel for the game.
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           Be Flexible
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           Things will never go exactly as planned, and many times your party will decide to do something for which you hadn't prepared. So, stay flexible! Get good at creating details on the fly. If your players want to do something that you didn’t plan for, just roll with it. It’s more important to keep the game going than it is to stick 100% to your plan.
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           Have Fun
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            This is, hands down the most important thing! If you’re not having fun, then your players won’t be either. Remember that this is a game and everyone is there to have a good time. Don’t be too hard on yourself if things don’t go perfectly. You’ll get more comfortable and learn more tips to keep things running smoothly the longer you act as dungeon master.
           &#xD;
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  &lt;p&gt;&#xD;
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           So, relax, have fun, and enjoy the magic of the game.
          &#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Play Your Campaign With A Simple Gaming System
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It's no secret than many tabletop roleplay games are fairly complex when it comes to rules. It's also not uncommon for rulebooks to be 300+ pages. For people who love tabletop games, the reward is well-worth the effort, of course.
          &#xD;
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  &lt;p&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            But, did you know that there are tabletop RPGs that are much simpler to play than D&amp;amp;D?
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            , for example was created to make learning the game as easy as possible. Even new players can get going with a new RPG campaign in about 20 minutes.
           &#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, if you aren't 100% set on playing DnD - and you're instead just looking for a great tabletop gaming experience - give Eternity TTRPG a try! You'll likely find that the learning curve is far, far easier than most games out there.
            &#xD;
      &lt;br/&gt;&#xD;
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 26 Jun 2022 04:39:30 GMT</pubDate>
      <guid>https://www.eternityttrpg.com/how-to-start-a-dnd-campaign</guid>
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    <item>
      <title>Why You Need a DnD Campaign Planner</title>
      <link>https://www.eternityttrpg.com/dnd-campaign-planner</link>
      <description>DnD Campaign Planners come in many forms. Digital, physical, free, or purchased. They're all great. You just need the right one for you.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            If you plan on playing an ongoing DnD campaign, you need a DnD campaign planner. They’re an essential tool for
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           dungeon masters - and I would suggest - even for players of a campaign.
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD campaigns, as opposed to single-shot sessions or a mini-series of adventures, are great. Simply put, the best tabletop gaming experiences come from ongoing 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
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            campaigns. Similar to how mini-series on Netflix get better as the season goes on, DnD campaigns increase gaming drama and satisfaction the more hours are put into the game.
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           If you haven’t yet played in a full-fledged, year-or-longer tabletop campaign, I highly recommend the experience.
          &#xD;
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  &lt;p&gt;&#xD;
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           To make a DnD 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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    &lt;span&gt;&#xD;
      
            successful, you need a way to track everything that happens in your game over the course of the campaign. Which is why you need a DnD campaign planner. I can’t say enough about how much value you’ll get from a little organization to your ongoing game.
          &#xD;
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Campaign+Planner.png" alt="DnD Campaign Planner" title="DnD Campaign Planner"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           DnD Campaign Planner Options
          &#xD;
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    &lt;span&gt;&#xD;
      
           When it comes to DnD campaign planners, you have four main choices when it comes to planner type:
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  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
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            Physical – Purchasable Options
           &#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Digital – Purchasable Options
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      &lt;span&gt;&#xD;
        
            Physical – Free Options
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            Digital – Free Options
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           If you’re reading this article, I’m assuming you know something about DnD campaigns and campaign planners. But just in case you aren’t yet convinced on why’d you need to get one, check out these sections to answer that question, further down in this article:
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Improve Your Story Quality
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Connect Characters to Your Story
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            Make Your Gaming Experiences Epic
           &#xD;
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    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Keep Your Campaign from Falling Apart
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Improve Your Next Campaign
           &#xD;
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      &lt;span&gt;&#xD;
        
            Level Up Your Fun
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           Eternity TTRPG Top Sellers
          &#xD;
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&lt;/div&gt;&#xD;
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           Eternity TTRPG Top Sellers
          &#xD;
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           1. Physical DnD Campaign Planner Purchasable Options
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I love the experience of opening up my game’s core rulebooks before a gaming session begins. The art, the weight of the books, the crisp feel of pages as they turn. The experience of having something physical for my game puts my mind in the right place for storytelling. It’s magical, plain and simple.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I know I’m not alone in that feeling because people still buy the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/Dungeons-Dragons-Rulebooks-Slipcase-Handbook/dp/0786966629/ref=sr_1_3?crid=14RFWJO1QJX5Y&amp;amp;dchild=1&amp;amp;keywords=dnd+core+rulebook+set&amp;amp;qid=1635195837&amp;amp;qsid=133-4379505-3181343&amp;amp;sprefix=dnd+core+rul%2Caps%2C280&amp;amp;sr=8-3&amp;amp;sres=0786966629%2CB07MTPPWMY%2C0786965622%2C0786965606%2C0786965614%2C0786966114%2C0786966831%2C0786966769%2C0786965592%2C078696698X%2CB07HFG969C%2C0786967021%2C0786966297%2C078696720X%2C0786966947%2C0786967153&amp;amp;srpt=BOARD_GAME" target="_blank"&gt;&#xD;
      
           DnD core rulebooks
          &#xD;
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    &lt;span&gt;&#xD;
      
            with every new edition that comes out. You would think with how easily accessible digital assets are for gaming nowadays, that physical versions would fall by the wayside. But that hasn’t been the case yet, and I think, probably never fully will.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Part of the magic of dungeons and dragons is the magic of physical elements used at your gaming table. And one of the most important of these elements is your DnD campaign planner.
          &#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Unfortunately, I haven’t yet seen a physical product with the same level of intentionality built into it that I feel lengthy DnD campaigns really deserve. Thus, the closest you can get to a physical DnD campaign planner is one of the following.
          &#xD;
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  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
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           But I will say that these options are still really good, and infinitely better than having nothing:
          &#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD Worldbuilder’s Journal
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/Worldbuilders-Journal-Legendary-Adventures-Dungeons/dp/1984824635/ref=sr_1_1_sspa?dchild=1&amp;amp;keywords=dnd+campaign+planner&amp;amp;qid=1635196372&amp;amp;sr=8-1-spons&amp;amp;psc=1&amp;amp;spLa=ZW5jcnlwdGVkUXVhbGlmaWVyPUFGQzUyM1ZWTk04R1QmZW5jcnlwdGVkSWQ9QTA0NDI5ODMyVFNFSktXSjhLVjgxJmVuY3J5cHRlZEFkSWQ9QTA1NjAxNzczMks4MDYzT0laUEhCJndpZGdldE5hbWU9c3BfYXRmJmFjdGlvbj1jbGlja1JlZGlyZWN0JmRvTm90TG9nQ2xpY2s9dHJ1ZQ==" target="_blank"&gt;&#xD;
      
           DnD Worldbuilder’s Journal
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            has a flashy, classic-looking dungeons and dragons cover, along with hundreds of pages of journaling prompts. The quality of the journal is good. However, let me be clear that this journal is not – as I define it – a true DnD campaign planner.
          &#xD;
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  &lt;p&gt;&#xD;
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           The DnD Worldbuilder’s Journal is guide to help dungeon masters conceptualize their campaign world. If you’re creating your own campaign without the help of published campaigns or adventures, the journal acts as a very helpful writing exercise.
          &#xD;
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           The Worldbuilder’s Journal does not have places for you to write in and systematically track major NPCs, events, places, items, or plotlines for your overarching story. It’s not really an organization tool, as much as a creative one. Still useful, just not in the same way.
          &#xD;
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    &lt;span&gt;&#xD;
      
           I simply list the DnD Worldbuilder’s Journal in this article because I do think it’s a great way to stretch your creativity and benefit your DnD campaign. Think of it like a supplement to your DnD campaign planner.
          &#xD;
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      &lt;br/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Campaign+Planner.png" alt="Eternity TTRPG Campaign Planner" title="Eternity TTRPG Campaign Planner"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Fantasy Themed DnD Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes down to it, your other option for a physical and purchased DnD campaign planner (that’s higher quality than a basic notebook) is a fantasy-themed notebook.
          &#xD;
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  &lt;p&gt;&#xD;
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           The idea is to have a notebook that creates a spark of magic for you when you game. For me, great artwork in the form of a quality journal that’s fantasy-themed actually does put me into a frame of mind for gaming. It makes the game feel more alive, silly as that may sound.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I also have and utilize a couple styles of journals.
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  &lt;p&gt;&#xD;
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           This 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/Handmade-Embossed-personal-notebook-refillable/dp/B07FJ71WGQ/ref=sr_1_12?dchild=1&amp;amp;keywords=fantasy+journal&amp;amp;qid=1635275867&amp;amp;qsid=133-4379505-3181343&amp;amp;sr=8-12&amp;amp;sres=1439728933%2CB00DYW6KDC%2C1441324275%2CB00WR1T4PW%2C1441310584%2CB07JD7Y8HT%2C1984824635%2CB07FJ71WGQ%2CB00XLDM966%2CB07J49RYXN%2C168383898X%2CB0141M8FQS%2C172680237X%2C1704047285%2C1984824619%2CB08X66LC8P%2CB08MCBQY54%2CB08YN72NC2%2C1441316698%2CB08HV1G8F2&amp;amp;srpt=BLANK_BOOK" target="_blank"&gt;&#xD;
      
           journal with a gryphon imprint
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            cover has unlined paper with a more medieval feel to it. I like the leather cover, the fantasy art cover, and the clasps that lock. It’s a classy journal for keeping notes and ideas written down. The free-form space on the page (unlined) is also nice for adding artwork or drawings of your own. This is the kind of journal I use for worldbuilding or concept creation with stories and character. It also makes a great DnD campaign planner, so long as you keep track of which pages hold what information.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Then, there’s 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/ZYWJUGE-Embossed-Leather-Journal-Notebook/dp/B08K2PN83N/ref=sr_1_20?dchild=1&amp;amp;keywords=fantasy+notebook&amp;amp;qid=1635275998&amp;amp;qsid=133-4379505-3181343&amp;amp;sr=8-20&amp;amp;sres=1441316698%2CB092Q1HWD9%2C1441310584%2CB07JD7Y8HT%2CB013T0SR1Q%2C1441324275%2CB071V7YLHM%2CB083JYFDKG%2C1089309511%2CB00XLDM966%2CB07LBLJM45%2C1984824651%2CB08KJH7H6C%2C1683830741%2CB0974D3VQH%2CB006T92BTO%2CB09CTSX9G7%2CB07DMYF13V%2CB00JN2LKRI%2CB08K2PN83N&amp;amp;srpt=BLANK_BOOK" target="_blank"&gt;&#xD;
      
           this kind of planner with a dragon cover
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , which is a little more practical as an all-around campaign planner. The harder cover makes writing easier. It’s got a bookmark to help quickly reference where you last left off. And the lines on the page make note keeping a bit more organized. It also has the great fantasy-themed artwork and graphics at the bottom of each page that make the journal feel like it belongs in your game’s fantasy world.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For either planner, I’d recommend getting some kind of sticky notes or reference tabs so you can keep track of specific elements in your journal.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2. Digital DnD Campaign Planner Purchasable Options
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There is an ever-expanding list of options available nowadays for digital DnD campaign planners. Even though I don’t always love having computers at the gaming table as I feel they can be a distraction at times, I can’t deny their usefulness.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Very serious gamers who are great with technology have put together virtually perfect ways to track your DnD campaign, online, through a number of websites.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Note that you don’t have to have an online game of DnD in order to benefit from these digital resources. These online campaign planners complement tabletop games, as well. Either use a computer or phone during your game, or simply reference your online notes beforehand. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Basically, good digital DnD campaign planners do more for you than any notebook system you could probably ever create yourself. Like I said, I’m coming around to the idea more and more, even considering as much as I love my fantasy-themed notebooks, and the like.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let’s take a look at some of the best options:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/World+Anvil+Online+Campaign+Planner+Tool.png" alt="World Anvil Online Campaign Planner Tool" title="World Anvil Online Campaign Planner Tool"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Epic World Builder
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I recently came across
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://epicworldbuilder.com/eternityttrpg" target="_blank"&gt;&#xD;
      
           Epic World Builder
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            from their team reaching out to me, at the Eternity TTRPG site. Normally, I don't pay a lot of attention to incoming emails, but in their case, I was really intrigued in their product, right from the start. The team at Epic World Builder told me that what makes their online campaign planner option so unique is that it's almost like Google Maps, but for your game's world.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Epic World Builder allows you to import maps, then "pin" notes to specific locations on that map, which can then even take you to a page you can create for that location. Specific location pages can have additional notes, plus their own maps, and their own pins. You can literally go from viewing an entire continent, down to a city, to a specific building in that city, and to the dungeons contained therein, all with their very innovative campaign tools.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            As a huge tabletop gamer myself, I recently signed up for their "Silver" plan which comes with most of the basic goodies, for only $5/ mo.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Epic World Builder also has name generators for fantasy races, an amazing dungeon builder, a growing library of free maps (located in their "Store"), and so much more.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a target="_blank" href="https://epicworldbuilder.com/eternityttrpg"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Epic+World+Builder+Banner.jpg" alt="Epic World Builder Banner"/&gt;&#xD;
  &lt;/a&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           World Anvil
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;a href="https://www.worldanvil.com/" target="_blank"&gt;&#xD;
      
           World Anvil
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , in my opinion, is by far the best digital DnD campaign planner option. They have both free and paid subscription options. From my experiences so far with World Anvil, even the free version is worthwhile. Their paid prices range from $5-12/ mo, with yearly options that save the cost of 3 full months.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           World Anvil is like having your own custom website specifically for your gaming group – and perhaps gaming fans (more on that, below).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           First off, World Anvil claims to have built-in compatibility with hundreds of games (as of the writing of this article). DnD 5th edition, Pathfinder, Savage Worlds, Call of Cthulu, Star Wars, Cypher System, Legend of the Five Rings, Zweihander… the list goes on. This is valuable info because all resources provided by World Anvil are already set to go with whatever game you’re playing. One less step with which to concern yourself.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This campaign planner also has places to keep track of virtually every aspect of your campaign. Villains, NPCs, plotlines, religions, world history, artifacts, gods and demigods, towns, cities, organizations, and more. It’s the easiest organizational tool that I’ve ever seen for DnD.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You can share notes with players – or only certain players, if you wish. Your players can interact with one another. And you can even show off your campaign world and stories to other gamers, through World Anvil’s website.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           An especially great idea that I enjoy about World Anvil is that you can monetize your campaign. If you’re passionate about world and campaign creation, the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.worldanvil.com/pricing" target="_blank"&gt;&#xD;
      
           World Anvil Sage Worldsmith
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            subscription (at the bottom of the page) gives you a place to share your skills with the gaming world, and earn money for doing so. Pretty neat setup.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Other Digital DnD Campaign Planner Options
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This guide wouldn’t be complete without listing some of World Anvil’s competitors. I haven’t tried them all, and to be honest, I probably won’t. World Anvil provides everything for gaming that I need.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If, however, you’re looking for a feature that World Anvil simply doesn’t provide, or you’d like extra options to explore for yourself, you may take a look into these:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Obsidian Portal
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Kanka
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scabard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            DnD Campaign Planner
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           All of these sites have both a free and paid subscription options. They have many of the features of World Anvil, but not all. They’re solid platforms, just with less momentum, customization, and communities than World Anvil. That doesn’t mean they’re any worse.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There may even be one or two features or benefits unique to each site that I simply haven’t seen yet. If you’re interested in exploring for yourself, I encourage you to do so.
           &#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Early+DnD+Campaign+Planner.png" alt="Early DnD Campaign Planner" title="Early DnD Campaign Planner"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3. Free Physical DnD Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There’s nothing wrong with using a notebook and pencil/ pen to keep all your campaign’s notes. In fact, I literally did that, with no additional organization, for the entirety of my early gaming years, and even up until maybe 5 years ago. And even then, I only “upgraded” to using Word documents on my computer, but still with no special tracking system.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           My point is, notebooks and pencils work really well for tabletop RPGs, and they always will.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are distinct advantages to having a physical DnD campaign planner (over a digital one), if that’s your style:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There’s something magical about having something physical for your DnD game. There’s a reason people still buy physical DnD core rulebooks. The magic of creativity written in notebooks matches the magic of fantasy gaming. I don’t 100% know why. It just does.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I really enjoy when there aren’t computers at the gaming table as I find it helps everyone more easily get into the flow of the game’s story. 
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            There’s something very satisfying about the tactile experience of a piece of paper. Many times, I even print out parts of my game that I’ve already typed out, just to have the paper on-hand.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Notebooks are easy to store and easy to find. I keep all my game’s notebooks in a series of red storage cubes, right next to my gaming table.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you need to make quick notes on your campaign, your character, plotlines, or anything related to your story, just grab your campaign’s notebook and write it down real quick. No need to wait for your computer to boot up.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Nowadays, I like a little mix between physical and digital in my ongoing TTRPG campaigns. But I still heavily utilize notebooks. Especially when it comes to creating mega dungeons for my players (I consider a “mega-dungeon” an 8-hour+ event, or one that runs multiple gaming sessions).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Though it’s not technically free, a notebook of graphic paper (as shown immediately below) only costs a few bucks. I put this in the “free” category because it’s so inexpensive and accessible.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’re new to DnD or you just need a quick and easy way to go, I do recommend grabbing yourself a couple notebooks for your campaign. Even basic organization for your game is worth the time and effort. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Campaign+Organization+and+Storage.png" alt="DnD Campaign Organization and Storage" title="DnD Campaign Organization and Storage"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4. Free Digital DnD Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When it comes to digital resources for DnD, I often use Dropbox and Google Drive. Both are platforms for file sharing that work with virtually all files types. You can also work on Word documents, Excel documents, and the like, online, though these platforms – even if you don’t have a Microsoft Office subscription. They’re very handy.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you can share extensive notes and writings, pictures, music, and you have a way to interact with your gaming group, you’re good to go. It doesn’t need to be fancy to work.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It can be good to start with a free option for keeping notes on your campaign. Especially if you’re new to longer DnD campaigns, there’s not really any need to invest in something until you get a handle on what you really need.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I will say though that after using programs like World Anvil, and seeing how other dungeon masters organized their campaigns, I did feel better creating my own system of organization. Sometimes it is worth the money to invest in a paid option so you gain an education, of sorts. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Improve Your DnD Campaign Story Quality
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           So, not 100% sold yet on why you need a DnD campaign planner? No worries. Read on and see if your mind changes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Becoming a great dungeon master takes time, practice, and a lot of organization. I almost can’t stress the organization piece enough. Even if you have a great memory, can you remember all of the following things for your player’s characters without help:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
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            Name
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            Family name
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            Background
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            Why they became whatever class they decided upon
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            Goals
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            Major beliefs
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            Fears
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            Other characters to which they’re connected
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            And so on…
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           Now, think about remembering all that info (and possibly more) for every player in your group, every worthwhile NPC, and every villain. It’s simply too much. Especially for an entire DnD campaign.
          &#xD;
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  &lt;p&gt;&#xD;
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           But here’s the thing – if you don’t find a way to remember all of those important details, then you miss out on opportunities for the following:
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            Developing plotlines
           &#xD;
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            Foreshadowing future events
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            Creating dramatic and dynamic twists
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            Closing up loose ends
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            Creating cohesive plotlines
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            Adding believability to your story
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Basically, if you’re only playing 1-10 gaming sessions for perhaps a total of 30 hours of gameplay, you may not need to track all of these things, and your story may not suffer as a result.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When we’re talking about a true RPG campaign that lasts for literal years and hundreds of hours of gameplay, though, you might have dozens of characters (or more), dozens of plotlines both large and small, unsolved mysteries, and more. This may sound daunting, but it really doesn’t have to be, with good organization.
          &#xD;
    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you want a truly epic campaign that people look forward to week after week, you need a way of tracking the small details of your game. If you haven’t used a campaign planner of some kind before, you will be amazed at the difference it brings to your game.
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Dungeon+Planner.png" alt="DnD Dungeon Planner" title="DnD Dungeon Planner"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Connect Characters to Your Story
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One of the main ways to connect players to your game’s ongoing story is to connect their character to the world you’re building, in every way imaginable.
          &#xD;
    &lt;/span&gt;&#xD;
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           There are obvious ways, of course:
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;ul&gt;&#xD;
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            Character’s family
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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            Communities and organizations to which they belong
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            Hometown or home nation
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            Guilds or groups established by NPCs who share the same class
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            Character goals
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            Character fears
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But what if you could attach players’ characters in smaller ways? I find that it’s often the small details of your game or story to which players really connect. Before players buy into the main storyline you’re creating, they want to find their own place in your gaming world, in their own way.
          &#xD;
    &lt;/span&gt;&#xD;
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    &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           For example, I’ve found that players enjoy connecting their characters to the story in some of the following small ways:
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  &lt;ul&gt;&#xD;
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            If they chose a race for their character that’s rare in your world, they might want to meet NPCs and see their “culture,” for help getting into the feel of their own character.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            They might create a small item or artifact in connection to their character that has some small or relatively inconsequential powers. You can tie that item to the main story in a way that works for you, which pulls them in, too.
           &#xD;
      &lt;/span&gt;&#xD;
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Similarly, I’ve seen people give their characters roleplay powers that aren’t expressly present in their class. Why make it a big deal? If I can use that power to make them feel important and give them a “place” in the party (as in, I do “this” for our group, which makes me unique), then I’m all for it.
           &#xD;
      &lt;/span&gt;&#xD;
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      &lt;span&gt;&#xD;
        
            Some players enjoy pets. They may even want their pet to fight in combat. I usually allow such things, because again, it connects players more to the game world.
           &#xD;
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      &lt;span&gt;&#xD;
        
            If a player gets into a lot of detail when it comes to their character’s looks, weapons, armor, or spell effects, find ways to connect those into the story. Perhaps they describe certain symbols or runes for their character. Why not have the character find those same runes somewhere along their journey? That kind of thing makes people feel more connected to the game world.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Bottom line: you need to track the details of your campaign to make these connections for your players. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Make Your Gaming Experiences Epic
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In my experience, the best tabletop RPG gaming moments come when great stories merge with in-depth character building and compelling character connection to the game world.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I’ve had tabletop RPG campaigns with friends 10 years ago that we still sometimes talk about today. Only the best kinds of moments in life get remembered and talked about 10 years later.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There is a level of tabletop gaming that’s fun. It’s good social time with friends, it’s chill, and it’s a great venue for neat experiences and some junk food.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           But then there’s epic gaming experiences. Where people literally focus all their energy on the gaming table. Tensions are high in the best way. Everyone white-knuckles their dice. And every word spoken is either in a hush or is a borderline cheer or scream. These are the moments that touch deep into your being and remind you of how theater of the mind can be so much better than watching a movie, and how roleplaying a character of your own can be so much better than the best books available, anywhere.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You want epic gaming experiences. It takes effort to get there. That effort begins with a campaign planner that nails down details, from the very start.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Keep Your Campaign from Falling Apart
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When I was in college, I had a regular gaming group that met almost every weekend for 2+ years, for about 4 hours of gaming each session. It was magical. It also made tracking details easier, as the game was always fresh on my mind.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Now that I have a career – and so do all my friends – it’s not so easy to game every weekend. In fact, in some cases, it can be a month or so before the entire group games together again. During those long times apart, people do forget what the actual fuck is happening in the storyline. Shocker, right?
          &#xD;
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  &lt;p&gt;&#xD;
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           So, when people need refreshers, you can all either stumble through 15 minutes of trying to figure out what happened last time. Or, you can pull up your campaign notes (wherever you have them), and jog everyone’s memory.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I will definitely say that if you don’t keep notes on your campaign you run the real risk of everyone forgetting the important parts of your campaign. And if that happens, chances are high that your DnD campaign will fall apart, entirely.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Or, equally bad, no one remembers what’s happening in the story, so you just sort of wing it and come up with a new story. Which of course, because your on-the-fly story makes no sense and doesn’t connect with characters or the story up to that point… then your campaign falls apart. Ask me how I know. If, however, you keep a simple log of events, it’s much easier to get everyone back on board with the main story, and keep the campaign going for the long haul.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD campaign planners give your game a degree of immunity to death by stagnation.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Inside+of.a+DnD+Campaign+Planner.png" alt="Inside of.a DnD Campaign Planner" title="Inside of.a DnD Campaign Planner"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Improve Your Next Campaign
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           From time to time, I sit down and study my past campaigns. I don’t spend a ton of time on it. But since I keep a campaign planner for all my tabletop games, it’s very easy to sift through my notes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I’ve had absolutely stellar campaigns. I’ve also had entire campaigns that flopped.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you’ve never gone through your old campaign notes, you will be amazed what you learn about yourself as a person, dungeon master, and storyteller by looking through your old gaming notes.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Let the games and campaigns that didn’t fly go – just use them as a learning experience. But learn from them, and make your next campaign better than ever before. You deserve it. Your players deserve it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Level Up Your Fun
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The final reason why you need a DnD campaign planner is that – in life – what you invest in gains energy. If you want to have the most fun possible playing DnD, make sure you invest enough energy into your craft to make it fun.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I had extra time this Fall, and decided to create a new Halloween-themed mega dungeon for my gaming group. I put about 13 hours into the dungeon itself. Not to mention a couple hours of Halloween decorations, etc.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Note, that you don’t need to put that much time into your game to maximize the fun. But we are going to have a shit ton of fun. Everything I have planned out basically guarantees that.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           When you put time, effort, and detail into your game, your game gets better. So, invest some time and energy into planning your game, taking notes on your game, and studying your game. It will automatically level up your dungeon master skill, and your groups level of fun.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Simple as that.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Play a TTRPG with a Built-In Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I understand the value of a campaign planner. That’s why in 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           , I built the campaign planner into the core of the game’s system. Each player has a character sheet – of course. But in addition, all players together have a “Campaign Sheet,” that acts as the “campaign’s character sheet.” On that sheet, you can keep track of major events, NPCs, places, villains, story lines, and more.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Oh, and did I mention that Eternity TTRPG is a group GM game? Obviously, I’m biased. But I think Eternity is the best game out there that you’re not yet playing. Grab a copy and enjoy! You’ll thank me for the built-in campaign planner.
          &#xD;
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  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 26 Jun 2022 04:39:28 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dnd-campaign-planner</guid>
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    <item>
      <title>Extraordinary Single Player DnD in 7 Steps</title>
      <link>https://www.eternityttrpg.com/single-player-dnd</link>
      <description>I've always enjoyed single player DnD. A few years back, I created a system to make single player DnD much easier.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Single player DnD is a great way to spend part of an evening or get in some gaming if your regular group hasn’t met up for a while. It's also very easy to do, and can be extremely fun.
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           I’ve always enjoyed playing tabletop RPGs by myself. Adventures usually last about 1 hour at a time when I do single player DnD, and they’re always rewarding.
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  &lt;p&gt;&#xD;
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           Single player DnD doesn’t have to be hard. Technically, DnD is set up to be played with a group – according to the core rulebooks (Dungeon Master, plus players). However, single player DnD is a lot simpler than it might seem.
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           First, you have a couple options. There are in fact tabletop roleplay games that have single player options in the core rules, like 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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    &lt;span&gt;&#xD;
      
           . If you choose to play Eternity, or a game like it, you’re set – no need to read further as all the work is done for you.
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           However, if you do want to specifically play single player DnD, here’s info and resources to get started:
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  &lt;ol&gt;&#xD;
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            Character Creation
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            Main Story Elements
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            Scenes of Play
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            Finishing a Scene
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            Single Player DnD Modules
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            Random Generators
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            Maps, Minis, and Music
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+DnD+Game.png" alt="Brown leather RPG game mat with a rolled-up tube and straps, imprinted with the logo &amp;quot;Eternity TTRPG&amp;quot;." title="Single Player DnD Game"/&gt;&#xD;
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           1. Character Creation
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           Normally, character creation takes place among a group of people who all have ideas for what they want to play. You also have the advantage of a dungeon master who explains some of what the 
          &#xD;
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    &lt;a href="https://eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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            world is about. These influences of course make it easier to decide on your character as they give you context for the game.
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  &lt;p&gt;&#xD;
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           In single player DnD, you don’t have those advantages. You create your character (and game) without outside context. This can be a little weird if you’re not used to it, but is in fact liberating.
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           My advice is to build the character you’ve always wanted to play. Don’t worry about setting, context, the gaming world, or even genre. Just come up with your character’s stats, and a very basic idea of who they are, as a person.
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           It’s also worth noting that in single player DnD, your individual character also doesn’t have all the options that a normal DnD group might have, when it comes to your class. As you probably know, a “well-rounded” DnD group normally has a strong fighter-type character, a healer, a spell-caster of some kind, and a rogue to be stealthy and disarm traps.
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           It’s no big deal that you (probably) won’t have all that; it just takes a little consideration.
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           Personally, my favorite option is not to worry about my character’s lack of a party or lack of well-rounded options, and just have fun playing the race and class I want. I recommend you do the same as it’s easier to manage for single player DnD, and makes for a more satisfying game.
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Let your creativity and problem-solving round out your character’s abilities for you, in place of a full party.
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      &lt;span&gt;&#xD;
        
            However, if you are really set on the idea of having a character that has more options available to them, try out one of the following (multiclass your character or create an adventuring party - below).
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&lt;/div&gt;&#xD;
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           Eternity TTRPG Top Sellers
          &#xD;
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  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
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           Multiclass Your Character
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Have your character multi-class so they gain a wider breadth of abilities. This allows your character to be decent in melee combat, have a few spells they can cast, and be stealthy.
          &#xD;
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  &lt;/p&gt;&#xD;
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           The tradeoff is that your character won’t become exceptional at any one thing, even with time, so it’s not necessarily the perfect choice, either.
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      &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Create an Adventuring Party
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
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           You may consider giving your character an adventuring party of their own. This fills in gaps that your main character will miss, individually.
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           The problem is that creating multiple characters – and tracking them – is kind of a pain. Plus, then you’re really playing an entire party, not just one character, which makes single player DnD a bit more complex.
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    &lt;span&gt;&#xD;
      
           I will say though that I have tried this option on a couple occasions. I played a single player DnD campaign where I “roleplayed” one character and simply had a couple other characters in the background. I created their stats, but not their personalities so much (and didn’t worry about roleplaying them), and that did work pretty well.
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           It can be fun having an entire DnD party all t
          &#xD;
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           o yourself. Kind of like playing older Final Fantasy games where you have an entire group you control. If you like the idea, I recommend you try it out.
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&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+Tabletop+RPG.png" alt="Miniature of a figure with a scythe on a grid board, with two other miniatures visible." title="Single Player Tabletop RPG"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
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           2. Main Story Elements
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           When playing single player DnD, you need to decide what the game is going to be “about.” In a 
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    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews/" target="_blank"&gt;&#xD;
      
           normal DnD campaign
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           , this is something that gets answered for you by your dungeon master. Playing solo, this is something
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            ﻿
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           you’ll have to decide for yourself.
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           To get started, you do not need to create an in-depth world with a massive storyline like you may have seen some DMs do in the past. It’s simply not necessary.
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           Instead, create a single piece of the world. No depth is needed at this point. A simple name or concept will do. Write down the name or concept of that main story element in a notebook you’ll use for your game.
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           Your main story elements can be one of the following things. It’s perfectly fine to just start with one of these. If inspiration strikes you, however, feel free to write down a couple ideas:
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  &lt;ul&gt;&#xD;
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            Event: 
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            something substantial that’s currently happening in the world, or has happened in its past.
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            Item: 
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            some item or trinket unique, of your own creation. This doesn’t have to be an item already in DnD. There are no limits to this item’s power or the way it functions.
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            NPC: 
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            non-playable character. Someone influential or meaningful to the world, or to a story you have in mind. This can also be a villain.
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            Organization/ Nation: 
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            societies, countries, guilds, coalitions, etc.
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            Town/ Zone: 
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            places friendly or unfriendly. Locations, geographical features, etc.
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            Note that your main story element(s) can be directly related to your character (his or her hometown, family member, or rival).
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           They can be something he or she wants to obtain, or attain. Or, they can be completely separate.
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           At some point you will connect your character into your element, but you don’t have to have all that figured out just yet.
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  &lt;h3&gt;&#xD;
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           Inspiration for Your Story Element
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  &lt;p&gt;&#xD;
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           If you’ve never done anything like this before it may be a little difficult to come up with ideas. My recommendation is to think about your favorite movies and books.
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           Re-create events, items, NPCs, organizations, nations, or towns from those stories. Put them in your game. You’ll be able explore your favorite fictional places in your own way, with your own character.
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  &lt;p&gt;&#xD;
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           If you need more ideas, use one of two of these ideas from my gaming group. Note that in most cases the players who created these story elements didn’t know much, or anything at all (except for the name), about the story elements when they initially wrote them down:
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  &lt;ul&gt;&#xD;
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            4th Princess of Demons (NPC)
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            Arelexius the Indisposable (NPC)
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            Basilisk Hunters (Organization)
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            Broger the Giant (NPC)
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            Curing an Ancient Plague (Event)
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            Evizenium (Town)
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            Harbinging – Rampage of the Arbiter (Event)
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            Key to the Necropolis (Item)
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            Killing Fields of the Seven (Zone)
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            Staff of Ruin (Item)
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            Tierfol the Accursed Kingdom (Nation)
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            Tower of Eight Shrouds (Organization)
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            War of 1,000 Roses (Event)
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Winds of Fate (Item)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Valerian Isle (Town)
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you need more ideas to get your creativity rolling, check out this post on 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/dnd-quest-ideas" target="_blank"&gt;&#xD;
      
           DnD quest ideas
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Any of these prompts will help you create your first main story element.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+DnD+Dungeons.png" alt="Hand-drawn dungeon map on graph paper" title="Single Player DnD Dungeons"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3. Scenes of Play
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In scenes, you take the main story element(s) you’ve created, and explore them in more detail. You get to learn things like the story element’s history, its place in the storyline, connection to your character, and much more.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD sessions always take place in one setting or event at a time. Think about your single player DnD session as one “scene of play” at a time. This makes the “how to” of solo gaming very doable.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           To play, break down your “scenes” into the following 5 steps:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Main Focus &amp;amp; Time Lapse
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scene Setting
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            NPC’s
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Conflict
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Theater of the Mind Roleplay
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ol&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1) Main Focus &amp;amp; Time Lapse
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The main focus defines what the scene is “about” or what will generally happen during the scene. You can also decide if the scene takes place immediately following the previous scene, or if some time has passed.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           What exactly is the Scene “about,” you ask? It’s about the main story element that you created. You’re going to explore that idea and give it additional substance.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2) Scene Setting
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Imagine for yourself everything that your character sees, feels, smells, hears, or tastes. Where is your character? What time of day? What location? What’s the overall feel? What’s it like to “be” there?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Most importantly, connect the setting to your main story. How can you make that centralizing idea come alive through the setting?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3) NPCs
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Are there NPC’s (non-playable, or “side” characters) in the scene? Who are they? What are they like? What are they doing? This can be a simple description, which will expand as the scene progresses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After introducing characters, imagine for yourself anything they say or do. You may end up mentally “roleplaying” in more detail, in step 5 (below). 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4) Conflict
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Every adventure has conflict. Here’s where that takes place.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The scene’s conflict can be anything that directly relates to the scene’s main focus/ your main story element. Monsters, physical barriers, mental anguish, distance, time – anything. What is preventing your character from their goal?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For an initial Scene, the conflict may simply be something like “what is my character trying to accomplish in relation to my main story element?” Keep it simple. Go one step at a time in your scenes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If it comes to it, combat can also count as the conflict for a scene. If you get into battle, I recommend that you either have a 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/Dungeons-Dragons-Monster-Rulebook-Roleplaying/dp/0786965614/ref=sr_1_1?dchild=1&amp;amp;keywords=5e+monster+manual&amp;amp;qid=1632871709&amp;amp;sr=8-1" target="_blank"&gt;&#xD;
      
           monster manual
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            ready, or utilize a 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/single-player-dnd/#randomgenerators" target="_blank"&gt;&#xD;
      
           random encounter generator
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            to make setting up the fight easier.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           5) Theater of the Mind Roleplay
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This is the final and most important step in your scene. Here, you decide how your character responds based on everything created in this scene so far.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You may also “roleplay” how other NPCs act and speak for the scene, as well as the outcome for the conflict, and any changes to the setting that take place.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For resolution of conflicts with outcomes that aren’t certain, use the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.amazon.com/Dungeons-Dragons-Rulebooks-Slipcase-Handbook/dp/0786966629/ref=sr_1_1_sspa?crid=30YURDFS9P2H2&amp;amp;dchild=1&amp;amp;keywords=dnd+5e+core+rulebook+set&amp;amp;qid=1632871974&amp;amp;sprefix=5e+core+rulebooks%2Caps%2C283&amp;amp;sr=8-1-spons&amp;amp;psc=1&amp;amp;spLa=ZW5jcnlwdGVkUXVhbGlmaWVyPUExSlpZSTYzMUNTTUJQJmVuY3J5cHRlZElkPUEwNjc0MDgwMVJEOUNISlZEU0RNQSZlbmNyeXB0ZWRBZElkPUEwMzU1MzkxM0Q3NUJYWFdIMTkwMCZ3aWRnZXROYW1lPXNwX2F0ZiZhY3Rpb249Y2xpY2tSZWRpcmVjdCZkb05vdExvZ0NsaWNrPXRydWU=" target="_blank"&gt;&#xD;
      
           DnD core rulebooks
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            for skills, knowledge rolls, and combat.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A scene of play finishes you’ve mentally roleplayed what you want your character to do for that scene.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Scenes typically take anywhere from a single minute to a quarter of an hour, depending on the complexity of situation you set up. There’s no right or wrong amount of time it should take.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+DnD+Scene+Ideas.png" alt="Black temporary tattoos with occult symbols: tarot cards, snake, potion bottles, crystals." title="Single Player DnD Scene Ideas"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4. Finishing a Scene
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Upon completing each scene, I recommend writing a sentence or two in your notebook to summarize the scene. That way, even if you only get to play for an hour or so each week, you’ll remember what happened last time you played. The consistency of this approach also allows you to build a complex and enjoyable ongoing story.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once a scene is complete, go to the next scene. Your new scene is again “about” your main story element – only this time, you develop the concept further. Develop the idea one step beyond the conclusion of the scene, prior.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you need help with how to do this, think about the 5 stages of dramatic structure used in all great stories. Make each new scene a mini version of the 5 stages of dramatic structure:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scene 1: Exposition of your main story element
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scene 2: Rising Action of your main story element
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scene 3: Climax of your main story element
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scene 4: Falling Action
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scene 5: Resolution/ Connection to Your next 5 Stage Cycle
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once complete, start the 5 stages of dramatic structure over, but add another layer to your main story element. Something that raises the drama, or the stakes involved. That way, your next 5 scenes through the dramatic structure are more in-depth than before.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Another approach is to create a new main story element, so that you have multiple. Play through 5+ scenes with that element, then go back to your original, or create a third story element. Over time, you can ever combine your story elements and see how their individual stories interweave, creating an incredible tapestry of interrelated dramas.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Rewards
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           With each scene finished in single player DnD, I give my character rewards (experience, money, items, treasures). Even if I didn’t kill a monster, loot a dungeon, or the like, I still give myself 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/69632-loot-tables" target="_blank"&gt;&#xD;
      
           rewards after every scene
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This approach incentivizes you to create a great story.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How? It keeps the focus on your main story element(s), since you still get rewards for purely roleplay encounters and story building. Using this approach, you don’t feel compelled to make all of your scenes focused around slaying monsters.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           How much reward should you give yourself?
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I recommend giving your character the same rewards you’d get from slaying a monster equal to your current level, for every scene you complete, regardless of whether or not there was combat involved. Do that, and your character will level and scale in power at a very consistent and enjoyable pace.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Random+Reward+Scrolls.png" alt="Three white rolled paper tubes bound with yellow string on a brown surface." title="DnD Random Reward Scrolls"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           5. Single Player DnD Modules
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are single player DnD adventure modules available online. Some of these modules are written for 1 DM and 1 player. If you use the steps outlined above, you won’t have too much trouble, however, playing through them without a dedicated dungeon master.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Having an adventure module on-hand offloads some of the creative workload from you, so that you can focus on having fun. The starting material it provides also fuels your own creativity.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In either case, especially when you’re new to single player DnD, I recommend using a prepared module. They’re inexpensive, easy to set up, and get you into the flow of story creation.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           6. Random Generators
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I tend to view random generators in the same category as using adventure modules. They’re great for helping you get started. Just don’t rely on them too heavily. The reason is that you can get lost in other people’s ideas and never get into the meat and potatoes of your own story.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are literally hundreds of random generators online specifically built for 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            play. We’re talking everything from random story generators to elf name generators. Random dungeon generators, item generators, encounter generators, and so much more.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           My recommendation is to use random generators to help you create your main story element, or to occasionally inspire you for a setting, NPC, or basis of conflict in one of your scenes. Then, get back to your own game and creativity.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Random generators – of course – are terrible at creating a masterpiece. You can do that for yourself with a little practice and effort.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           7. Maps, Minis, and Music
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           I wrote an entire section in my 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dungeon-master-tools" target="_blank"&gt;&#xD;
      
           dungeon master tools
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            article on maps, minis, and music for tabletop RPGs. You should check it out. Great artwork, battlemaps, minis, and dnd music makes your gaming experience more in-depth and enjoyable. They help you get into the fabled flow state, which is extremely important for high-quality gaming. Especially for single player DnD.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You don’t need a lot of battlemaps, minis, or music. Just a couple maps, a few minis, and a couple song selections.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Try Single Player Gaming for Yourself
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The best way to find out if single player gaming is right for you is to get started. Set up and play for 30 minutes using the advice I outlined above. You’ll be able to tell pretty quickly if you enjoy it.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you haven’t seen 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            yet and you’re interested in solo gaming, I highly recommend you check it out. Eternity TTRPG can easily be played as a single player, and provides an immense amount of resources to make the game both exciting and simple.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The most important thing to remember is that you get out what you put in. Give it some real effort, put on your best creative thinking face, and have fun. You’ll be glad you did.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+DnD.png" length="125739" type="image/png" />
      <pubDate>Sun, 26 Jun 2022 04:39:24 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/single-player-dnd</guid>
      <g-custom:tags type="string" />
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+DnD.png">
        <media:description>thumbnail</media:description>
      </media:content>
      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Single+Player+DnD.png">
        <media:description>main image</media:description>
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    </item>
    <item>
      <title>3,024 Amazing DnD Quest Ideas and DnD Side Quests</title>
      <link>https://www.eternityttrpg.com/dnd-quest-ideas</link>
      <description>This article contains 3,024 amazing DnD quest ideas and DnD side quests. Having extra DnD quest ideas is a must for running long-term campaigns!</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Need some quick DnD quest ideas or DnD side quests? I've got you covered with 20 great places to get your creativity rolling.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This article contains 20 amazing DnD quest ideas and DnD side quests. I hope you find something that you love, and add to your next game! They're all very easy-to-implement quest ideas that should fit within just about any game or ongoing story in your campaign.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Artifact Quest Ideas
          &#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Fang of Lanias
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Helm of the High Prophet
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Lava Core
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ranroth’s Fragments
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Shadow Orb
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Boss Fight Quest Ideas
          &#xD;
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  &lt;/h3&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Champion of the Commoners
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Nether Knight
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Three Sisters
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Reverse
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ultimate Vampire
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Dungeon Delve Quest Ideas
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Crypt of the Plaguebringers
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Fiery Sanctum
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            Kleitengraas’ Tomb
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Ruins of the Tree of Life
           &#xD;
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The Jester’s Court
           &#xD;
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD Side Quests
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A Brother Saved
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Den of Spies
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Future Disaster
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    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
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            Lady Ritonbell
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            Unicorn Meat
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Dungeon a Day
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    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            4 D&amp;amp;D-Specific Spell Side Quests
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  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Some of these DnD quest ideas are best used as main quests, while others are best used for DnD side quests. Adjust them as needed to your particular story or campaign. Also, even if you're only going to play a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-one-shots" target="_blank"&gt;&#xD;
      
           dnd one shot
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            adventure, I'd recommend picking up a
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-campaign-planner" target="_blank"&gt;&#xD;
      
           dnd campaign planner
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            as a way to organize your notes and get the most from your quests and encounters.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You may also find value in the following resources for you D&amp;amp;D game as they all relate to either quest ideas, adventures, encounters, or even entire campaigns. Between this list of quest ideas and the following articles I've created, you should have no problem running any length of D&amp;amp;D game that you'd like:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/dnd-campaign-ideas" target="_blank"&gt;&#xD;
        
            DnD Campaign Ideas
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : use this for a longterm gaming campaign.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
        
            DnD Character Ideas
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      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : use this for NPC ideas in your quests.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/rpg-resources/dungeon-master-tools" target="_blank"&gt;&#xD;
        
            Dungeon Master Tools
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : this article contains pretty much everything you could ever need as a dungeon master.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/how-to-start-a-dnd-campaign" target="_blank"&gt;&#xD;
        
            How to Start a DnD Campaign
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : if you're new to being a DM, check out this article for advice.
            &#xD;
        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/how-to-write-a-dd-campaign" target="_blank"&gt;&#xD;
        
            How to Write a DnD Campaign
           &#xD;
      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : want to create an entire gaming world of your own? Start here!
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Quest+Ideas+Art+Inspiration.png" alt="DnD Quest Ideas Art" title="DnD Quest Ideas Art"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           DnD Quest Ideas: Artifacts
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Artifact quests all involve a long-forgotten or immensely powerful item. Many would consider these artifacts to be treasures of near-immeasurable worth.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1. Fang of Lanias
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The players must recover a magical dragon fang that allows them to see the ghost of the fallen golden dragon, named Lanias.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The ancient spire in which the spirit of Lanias resides is an important location for the realm to use as a defense outpost, as it once was during ancient times of war. Unless banished, Lanias’ ghost will attack whomever enters the spire.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The fang itself is located in the frozen north. The spire to which it must be brought is located in the southern desert. If Lanias’ ghost is defeated without being banished from his fang, his ghost continues to resurrect at the spire’s location at every midnight.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2. Helm of the High Prophet
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The high prophet was known for being incredibly powerful, yet slightly crazed. He possessed the rare power of oracles – that of seeing into the future. But one morning, his quarters in the high temple were found empty, and he was never heard from again.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The party finds his remains in a forest far from town. His decorative helm lies in a crevice nearby, as if thrown. Should anyone place this helm upon their head, they can see glimpses of the future. But the longer it’s worn, the more symptoms of insanity the person shows.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It turns out that seeing the future may be too much for most mortals.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternity TTRPG Top Sellers
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Have You Seen the Eternity TTRPG Store?
          &#xD;
    &lt;/a&gt;&#xD;
  &lt;/h2&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3. Lava Core
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A merchant assigns the heroes on what they may consider a side quest to deliver supplies and merchandise to a nearby town. He’s short-handed and needs someone to take one of his wagon’s, pulled by one of his worn-down and aging horses.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Once delivered and the party has left the area, the goods explode, along with the town, in a fiery burst of pure lava. Turns out the “merchant” wanted an important organization, secret within the town, completely annihilated. He used the party’s ignorance about his “wares” to hide an artifact known as the “lava core” to complete his assassination mission.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4. Ranroth’s Fragments
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A collection of tomes from Ranroth the Betrayer are located deep within a cavern Ranroth once used, many decades ago, to store all his relics.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The relics have mostly all been pilfered and the only remaining high-value items within are his “Fragments” – his collection of writings. These writings contain a history of the destruction of the Tree of Life, and exactly what made Ranroth a “Betrayer” to the realm. They also may give a clue as to the whereabouts of the aging elf, and how he might be held accountable for his crimes.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           No one has been able to gather Ranroth’s Fragments because of all his relics, these are the most heavily guarded. And by undead, no less.
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Ultimate RPG Guide Boxed Set
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sometimes, the best way to get ideas for your adventures is to take a look at some professionally-published material from expert game designers and dungeon masters. This RPG Guide Boxed Set is - first off, just really cool. I always love when I find something like this online or at a local book or gaming store. It's awesome to see such high-quality gaming materials becoming more and more available today.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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           This set has great adventure ideas, campaign ideas, character backstory ideas, roleplaying tips and tricks, and much more. There's actually 3-full length books in this set, and you can get the whole thing for like $25. It's practically a steal. If you get a chance, I recommend that you check it out!
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           5. Shadow Orb
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           An orb long-forgotten to the world is rediscovered by the party. They can use the stone to teleport to the shadow realm – a dark mirror of reality.
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           In the shadow realm, the party can travel with immense speed to any location they’d like. However, the first time they enter the shadow realm, they are entrapped by a local demon, whom they must slay or negotiate with, before being allowed to re-enter the mortal realm.
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           No matter where the party goes within the realm of shadows, they cannot escape the demon. Their only choice is to slay him, or to pay a toll of magic items for every use of the shadow orb.
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           DnD Quest Ideas: Boss Fights
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           Oftentimes, great “boss fights” come about as the result of facing a long-time villain of the adventuring group. However, every now and then (especially if you’re playing games set up for it, like 
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    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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    &lt;/a&gt;&#xD;
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           ), it’s fun to simply have a huge fight for no other reason than the pleasure of it.
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           In any case, great boss fights often make for a legendary DnD quest ideas.
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           6. Champion of the Commoners
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           A champion is perhaps the most straightforward boss fight.
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           Choose any common monster type. The idea is that it’s a type of monster the party wouldn’t normally be too worried about. Then, give the monster x4 HP, +50% more hit chance, +50% damage dealt, and additional damage resistance (double, if they have any to begin with).
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           The main difficulty of this fight is the sheer unexpectedness of it. If the party goes into a fight thinking it will be easy, but then the monster starts hitting very hard, and is quite hard to kill, it creates a moment of definite panic.
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           If you choose this type of monster, try giving your party some indication of the monster’s above-average strength. But… don’t make it too obvious!
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            ﻿
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           The Book of 10-d100 Quest Tables
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  &lt;p&gt;&#xD;
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           First off, this book is only $8 as a paperback. Second, it contains random tables for D&amp;amp;D quest ideas - ten of them, to be exact. And each table has 100 ideas on it. So, for $8, you get literally 1,000 D&amp;amp;D quest ideas, which you absolutely can't beat. I promise you that you won't find that much value anywhere on the web. It's actually kind of insane that you can find 1,000 adventure ideas for such a low price anywhere, actually.
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            ﻿
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            Now, for the real question: are the ideas in this book actually any "good?" Well, I promise you that with the sheer volume, you'll absolutely find quest ideas in here that you will consider good. Hands down, no question about it.
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           Need More Quests? Check Out Book 2
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      &lt;span&gt;&#xD;
        
            As if the first book of 1,000 quests wasn't enough, the author actually has a second book available with another 1,000 DnD quest ideas - and as you'll soon see below - there's a third book in the series, as well. The quests in this book are based on the following topics: curses, deserts, disasters, dragons, dwarves, fighter guilds, ghosts, halflings, mountains, and war.
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           7. Nether Knight
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           As in 
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    &lt;a href="https://eternityttrpg.com/eternity/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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           , the Nether Knight can create copies of himself. Perhaps the copies are simply illusions, and distract enemies while the real version attacks, unhampered.
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           However, a truly powerful version of this boss fight would allow the Nether Knight to use turns to summon copies of himself. The difficulty of this fight lies in stopping the original from endlessly summoning mobs. This type of enemy is so strong, in fact, that even a low-level, “mook” -type enemy could create major problems for an adventuring group.
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           Imagine a kobold that can summon more kobolds just like him every turn. So long as that first kobold can take a couple hits, all he has to do is keep running and summoning.
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  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
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           8. Three Sisters
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           In this boss fight there are three of the same kind of enemy, but who all have distinct looks. The key to winning this fight is to kill the enemies in the correct order. If the bosses are killed in an incorrect order, the other two “sisters” simply revive their fallen ally on their next turn.
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           This is a great way to turn a relatively easy looking battle into something truly desperate for the adventuring group. The key with this kind of battle is to give some clue either before the fight, or during, as to which order players must kill the three sisters.
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           The concept for this boss fight originated from the 
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    &lt;a href="https://finalfantasy.fandom.com/wiki/Magus_Sisters" target="_blank"&gt;&#xD;
      
           Final Fantasy Magus Sisters
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           .
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           9. Reverse
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           One way to really mess with players (and get them really engaged in your game) is to alter underlying expectations.
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           For example, what if an enemy received healing from things that normally do damage, and instead can only take damage from healing effects?
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           This boss fight involves an enemy that’s entered the shadow realm (refer to the “Shadow Orb” DnD side quest, above) and has therefore had their body altered in inexplicable ways.
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           The only way to defeat this enemy is to heal them. Until they die from it. Dealing any kind of damage instead causes the boss monster to heal, prolonging the fight.
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           For this kind of fight, you absolutely have to give your players some indication of what they’re facing, or they’ll assume your boss monster has a crazy amount of HP. One fun way to run this fight is to give the boss a relatively low amount of HP, meaning the fight is relatively easy once the “secret” of killing them is discovered.
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           10. Ultimate Vampire
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           Vampires are a classic in DnD quests. Among undead, they are one of the great kings, and inspire great stories. What if your adventuring group had to face a vampire that could drain more than just blood, though?
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           This “ultimate” vampire can steal not only HP directly, but at the start of the fight, drains 1 Level from all party members, granting them to himself. He also steals each party member’s most powerful magic item, weapon, or armor piece – whichever is most disadvantageous for them to lose. He does so using dark magic that makes the item float around him, granting him its stats and powers.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Quest+Ideas+Ulltimate+Vampire.png" alt="DnD Quest Ideas Ulltimate Vampire" title="DnD Quest Ideas Ulltimate Vampire"/&gt;&#xD;
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           DnD Quest Ideas: Dungeon Delves
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           Dungeon-delves account for some of the most beloved DnD quest ideas. Everyone loves getting into a dungeon with traps, tricks, mysteries, and difficult fights. Especially if the dungeon involves some especially nice rewards.
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           11. Crypt of the Plaguebringers
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           Reports have been circulating among the realm’s clerics and healers that a plague is breaking out. Unfortunately, this plague is somewhat resistant to divine magic, leading many to suspect that something’s causing the outbreak.
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           Follow up investigation by the adventuring party leads them to discover that a cult is behind the plague. If they aren’t stopped within 30 days, they’ll complete a ritual that will manifest the plague all across the realm.
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           To compound the situation, members of the party have been having dreams of a crypt’s location where the cult is most active. The spirits of the crypt, which the cult is using to fuel their plague, want vengeance. Through dreams, they offer the party members powers and rewards for freeing them from the cult’s grasp.
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           12. Fiery Sanctum
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           The Fiery Sanctum is a ruined and cursed Dwarf fortress at the edge of the realm. The name comes from the many rivers of magma within that provide lighting and warmth to the fortress. However, the Fiery Sanctum has long-since fallen into disuse from the many years of the realm’s decline.
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           The king, in efforts to reclaim his people’s past glory, has recently become concerned about the extent and nature of the Sanctum’s curse. One of his key advisors has thus sent the adventuring group to investigate.
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           Rumors abound in villages nearby the Sanctum regarding mortal sacrifices carried out in the fortress by Fallen Paladins who had many years before been on diplomatic missions to the kingdom. Many now call the place accursed. As much as possible, this place is avoided.
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           Any who delve too deep into the Sanctum discover that the Fallen Paladins never left, but rather have used the Sanctum as a staging point to soon begin an assault upon the realm.
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            ﻿
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           Fantasy Art for your DnD Quest Idea Inspiration
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            One of my favorite ways to get inspiration for unique quest ideas is by looking at high-quality fantasy art books. There's something about seeing a dramatic scene through an artist's eyes that often helps me come up with encounters that really grab player's interest.
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      &lt;span&gt;&#xD;
        
            This art book is great because it actually covers the history of fantasy art, and provides 180-full page, full-color illustrations. I think the art offered from both modern and historical artists is also a big help in creating unique adventure ideas, as you get to see the fantasy genre as it was imagined from even the Victorian era.
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           13. Kleitengraas’ Tomb
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  &lt;p&gt;&#xD;
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           The realm is under a coup. The current king was placed on the throne as a puppet, as a boy, and has remained so even into his elder years. Even further, he was not of noble birth, having taken the throne after the previous monarch died, and his son was banished.
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           Now, the grandson of that passed lineage has come to reclaim his throne, and is choosing to do so by force. After all, the noble houses who now rule the kingdom, behind the puppet king, do not want to lose the power they’ve held for so many decades.
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           While the coup takes place above ground, and armies clash, the adventuring group finds themselves within the tomb of Kleitengraas, resting place of the former king and his lineage. This is where the heads of the nobles houses have gathered, assembling traps, monsters, and heroes to protect them.
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           They know that a group of elite heroes, “aces of the realm,” have come to end their reign. The only question left: will the adventuring group defend the nobles, within the tomb? Or are they in fact the “aces of the realm,” come to pass judgment?
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           14. Ruins of the Tree of Life
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           The tree of life was destroyed many decades ago by Ranroth the Betrayer (refer to the “Ranroth’s Fragments” DnD side quest, above). Ruins of the mile-tall tree still remain, and an entire “dungeon” awaits within its roots, trunk, and limbs.
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           Many believe that Ranroth never paid for his crimes. That he killed the world’s greatest source of life and healing, with no punishment. However, there’s a secret resting within the decayed tree’s upper branches.
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           Should the adventuring group survive long enough to ascend through the tree’s wooden and decayed caverns, now filled with pestilence, undead, and demons, they find a black crystalline structure near the top.
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           Within the dark crystal is Ranroth the Betrayer, captured for all time by some powerful mage’s spell. Only, it appears that the crystal has cracks all over its surface. And when viewed more closely, it shatters.
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           Once again, the greatest enemy of the mortal realm walks free…
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           15. The Jester’s Court
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           In the frozen tundra of the far southwestern island, an insane demi-god gathers followers. He desires for all “monsters” to have a kingdom of their own, which he will rule.
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           Though creating a kingdom of beasts, undead, and monsters seems kind of laughable, “the Jester” is accomplishing that very thing. He seems to have gained powers that allow him to control creatures of all kinds to do his bidding.
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           The Jester’s powers have grown so much that he has begun invading kingdoms across the sea. In small amounts at first, but ever increasing. His powers seem to be growing.
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           The adventuring group has been tasked with traveling to the frozen island, entering the Jester’s castle, known as “The Jester’s Court,” and slaying or stopping the demi-god. This is, as all know, not only a task for the most powerful heroes of the realm. But also one that is probably akin to suicide.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Quest+Ideas+Jesters+Court.png" alt="DnD Quest Ideas Jesters Court" title="DnD Quest Ideas Jesters Court"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
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           DnD Side Quests
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sometimes what you really need is a quick way to distract players while you come up with the next stage of your adventure, or a way to handle the fact that they just derailed your plan.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In any case, these DnD side quests are a quick way to give your players something to do in between the next step in the main storyline.
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           16. A Brother Saved
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           After defeating an enemy or monster, the adventuring group discovers that their foe had a hostage. This individual identifies himself as Thorin Glass, brother to a famed blacksmith in the next town.
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           Should the heroes return with him to his brother, he’s sure they’ll be rewarded. If his captor was human, the only reason he can imagine why he was taken is because of his brother’s renown.
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           In any case, Thorin is not so sure that he will be able to return to home without someone to protect him. Who knows what else might be lurking about with a motive to capture him again?
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           17. Den of Spies
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           A rather common looking man approaches the adventuring group, away from the ears of others. He’s noticed that they do a great deal of travelling, and has need of someone with eyes and ears throughout the realm.
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           He offers payment for whatever news they gather during any of their adventures or travels of growing unrest among the people. He mentions there’s been word of a potential coup against the crown (refer to the “Kleitengraas’ Tomb” DnD quest idea, above), and is simply in need of information.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           No need to get involved, do anything risky, or make your task known. Just report on anything heard, while in taverns, towns, or resting between adventures. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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           If you don’t hear anything, no big deal. But if you do, he’s got a reward for you with each piece of information you deign to share.
          &#xD;
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
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           18. Future Disaster
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  &lt;p&gt;&#xD;
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           A young child wants to learn the ways of magic. He or she shows promising aptitude, and simply needs a teacher. The child’s parents aren’t wealthy by any means, but have enough set aside that they can pay for an occasional tutor.
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           The adventuring group hears of this family’s wishes, and if they have a spellcaster in the group, is offered the position. Between adventures, or whenever the hero is available, they’d simply love to have their child taught in the ways of magic.
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    &lt;/span&gt;&#xD;
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           Over the years of a lengthy campaign, the child grows into a teenage prodigy, possessing magic equal to or in excess of the adventuring group. And after years of seeing their mentor use their powers to sway the world to their will, the prodigy has decided to do the same.
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           The adventuring party returns one day to find that they have created the next generation of their greatest enemies, led by the young child they once loved. Apparently the prodigy took to heart the lessons of magic, but not the lessons of philosophy and morals.
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           19. Lady Ritonbell
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           Within the realm is a well-known lady whom many admire. She is young, wealthy, charming, and cunning. She inherited a large estate from her deceased parents, and several thriving business ventures. She wants to find a prospect worthy of marriage, but has deep concerns that prevent her from doing so.
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           Though she appears to manage her assets well, she has reported numerous thefts to her property and places of business. All of them within the city.
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           She asks any adventurers, guards, or anyone else in the city to investigate the matter, and offers a handsome reward to any who can stop the serial thefts.
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           To only the most astute adventures does it finally become clear that Lady Ritonbell is actually robbing her own properties and companies. A little excitement in life, a way to test herself? Definitely, it appears, a way to avoid suitors.
          &#xD;
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           20. Unicorn Meat
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           A vendor loudly proclaims that he’s now selling – yes, you heard right – unicorn meat! Indeed, the meet is rainbow-colored and smells of fresh fields and summer roses.
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           Is it ethical to kill such a pure creature as a unicorn, you may ask? “No problem if it’s found dead!” Will there be more, you ask? “Definitely!”
          &#xD;
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           The butcher tells the adventuring group that business has never been so good. He’s got orders coming in so fast that he’ll be fresh out of unicorn meat within the day. Even the nobles have put in for their share.
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    &lt;span&gt;&#xD;
      
           Thus, his proposal: find him more dead unicorns, bring their meat, and he’ll give you a cut. A substantial cut. He can now afford that kind of thing, after all.
          &#xD;
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           There may not be a lot of unicorns in the area, and your chances of finding a dead one may not be high, but if something’s out there killing them… well, each pound of unicorn meat is worth its weight in gold.
          &#xD;
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           21. Dungeon a Day
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    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you haven't seen yet, the Eternity TTRPG site is now home to Dungeon a Day. Every day (that we're running the event), you can
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
      
           check out the Dungeon a Day page
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for a new, unique dungeon room that our team's created. Each month, the "theme" for the dungeon is updated, so if you keep checking back, you're certain to find quest ideas that you can use in your own game.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Side+Quests+Unicorn+Meat.png" alt="DnD Side Quests Unicorn Meat" title="DnD Side Quests Unicorn Meat"/&gt;&#xD;
  &lt;span&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The Value of DnD Quest Ideas and DnD Side Quests
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Having extra 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews" target="_blank"&gt;&#xD;
      
           DnD
          &#xD;
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    &lt;span&gt;&#xD;
      
            quest ideas available for immediate use is basically a staple for running a long-term rpg campaign. It’s how – as a DM – you keep your party’s adventure going through whatever choices they make. It’s not uncommon, after all, for a gaming group to derail your entire campaign’s story.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Part of the job of a great DM is to keep the story progressing, while feeling natural. As such, it’s always good to have extra DnD quest ideas on-hand. You never know when your gaming group might decide to veer off the main story and want some side quests. It’s also helpful as a DM to have extra source material when putting together the next creative step in your campaign’s main story. Whatever your needs, we hope you’ve found at least a couple good DnD quest ideas or DnD side quests from our list!
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you need some additional DnD inspiration, check out the 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://podurama.com/featured/best-dungeons-dragons-dnd-podcasts" target="_blank"&gt;&#xD;
      
           12 Best DnD Podcasts of 2021
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            (Dice, Camera, Actions! a particularly good one). You can almost always find some good quest ideas by listening to live DnD gaming.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Single Player Gaming
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            I'd also like to note that one fun quest idea is to actually try out
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/single-player-dnd" target="_blank"&gt;&#xD;
      
           single player DnD
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . If you've always been the dungeon master for your group, it can sometimes be a great experience, and even pretty enlightening, to sort of see what it's like to game as a player. No matter what quest you play out, single player gaming is really a great twist for any adventure idea.
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      &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D-Specific Spells &amp;amp; Topics
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Sometimes, you can make an entire side quest out of a single spell or topic in the D&amp;amp;D 5e rulebooks. Especially if you let your players stretch the rules a bit, you can come up with some really interesting encounters. For example:
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;ol&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
        
            Silence
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             : build a quest around silencing a guard and then using
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      &lt;/span&gt;&#xD;
      &lt;a href="https://roll20.net/compendium/dnd5e/Magic%20Mouth#content" target="_blank"&gt;&#xD;
        
            Magic Mouth
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      &lt;span&gt;&#xD;
        &lt;span&gt;&#xD;
          
             to make them "say" whatever you want.
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    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear
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      &lt;/a&gt;&#xD;
      &lt;span&gt;&#xD;
        
            : a villain uses fear spells as their bread and butter. The fallout from the wizard's mental anguish is ruining towns.
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    &lt;/li&gt;&#xD;
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            Charm Person
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             : a sorcerer has created their own particularly powerful charm person spell, which works like the unforgivable
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      &lt;a href="https://harrypotter.fandom.com/wiki/Imperius_Curse" target="_blank"&gt;&#xD;
        
            imperius curse
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             in the Harry Potter series, sowing confusion and discord across the realm.
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            Bonus Action
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            : think about fighting an epic boss monster that gets to use 3-5 bonus actions per turn, instead of just the usual 1, and the surprise that'll show on your player's faces from the very first round of combat.
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           There's lots of info contained in the strategy guides for the D&amp;amp;D-specific spells and topics above, so dig in whenever you have time.
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           The Best Way to Come Up With Great Quest Ideas
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           Hands down, the best way to get new quest and side quest ideas is from your gaming group. There are no sources of inspiration as inexhaustible as a dedicated group of roleplayers.
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           To bring out the best in your gaming group, try out a group DM game like 
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    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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            . In Eternity, every player contributes to the story line, game world, NPCs, and more – all while roleplaying their own characters. Most people only know about D&amp;amp;D, but when it comes to tabletop roleplay games, there are tons of
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           games like DnD
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            out there.
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           Most group DM games usually devolve into chaos, which is why they aren’t common. But Eternity TTRPG is different. I’ve made the game so that any number of people can dungeon master as a team, while still retaining all the plot twists, drama, and creativity. Give it a try, and let me know just how many great quest ideas your entire gaming group creates.
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/DnD+Quest+Ideas.png" length="127880" type="image/png" />
      <pubDate>Sun, 26 Jun 2022 04:39:21 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/dnd-quest-ideas</guid>
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    <item>
      <title>TPK DnD – Create An Incredible Story</title>
      <link>https://www.eternityttrpg.com/tpk-dnd</link>
      <description>TPK DnD – A TPK in DnD happens when the entire party faces something that results in death for all player characters. But is it over?</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           If you aren’t familiar with the term TPK, it stands for “Total Party Kill.” It's that horrifying yet completely exhilarating feeling that TTRPGs offer to remind you that the game is not entirely "safe" - that yes, indeed, all of your characters might just die fighting that terrifying villain.
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           TPK DnD – A TPK in 
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    &lt;a href="https://eternityttrpg.com/tabletop-rpg-reviews/dnd-5th-edition-reviews" target="_blank"&gt;&#xD;
      
           DnD
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            happens when the entire party faces something that results in death for all player characters. Following their character’s deaths, players are left with some pretty weighty decisions to make. It’s still possible to move the story and gaming campaign forward with new characters. It’s possible to end the story there and instead continue with new characters in an entirely new world or storyline. And of course, it is technically possible to continue the story with the same characters, but in some unique way, such as in the “spirit world,” or as servants of a god.
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           In any case, the best way to deal with a TPK in DnD is to make the most of it. Let the character deaths sink in. Feel for them. Grieve. And begin to ask yourself, “how can we use this to make an even better story than we’d originally planned?”
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           Group Discussion Following the TPK DnD
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           The first step to take following a TPK is to have a group discussion. There are many ways to go about dealing with a TPK in DnD, but for the potential benefits of the situation to be realized, the group needs to get on the same page. Sometimes players and dungeon masters can see a TPK coming. Yet sometimes TPKs happen suddenly and out of nowhere, surprising everyone.
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           As such, it may take everyone in the group a moment or two to realize what just hit them. So, let the discussion take a little time if it’s needed.
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           Basically, the group needs to decide which of the following scenarios best describes how they want to either move the game forward, or to let it end. None of these choices is the definitive “best” option. It really comes down to your gaming group, and which path forward you all find to be the most fun and satisfying experience. TPK options include the following:
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            Start New Characters
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            Start a New Campaign
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            Continue Your Characters in a New Way
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            Say that the TPK “Never Really Happened” (Not Recommended)
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           Eternity TTRPG Top Sellers
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           Start New Characters After a TPK DnD
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           There are multiple ways to
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            go about starting new characters. In each of the following scenarios, the party will go through the character-building process to create new characters. What differs between these options is the role of the new characters, and where they fit (if at all) into the previous storyline.
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           Same World and Campaign
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           This is a very simple option. Players say goodbye to their former characters, honor them, then let them go – at least as far as playing them anymore, goes.
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           Even with characters gone, however, the gaming world, story, and campaign remains. Every hero in a DnD world has friends, allies, and family. Players can choose to tie in their new characters to their old characters. Perhaps the new character wants vengeance for their slain sibling. Maybe they were one of the people deeply touched by their former hero, and want to live up to the hero’s ideals. Or perhaps they are simply another adventurer with the same kind of goals as the previous character, and is thereby swept into the same (or similar) storyline that the group was previously following.
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           Same Level as Previous Characters
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           In this option, players still engage with the same world and campaign, as above. But instead of restarting characters at Lv.1, they create new heroes at the same level as their previous characters. There’s no definite rule in DnD that requires players to begin new characters at Lv.1. This is especially true if the gaming group simply doesn’t want to entirely start over.
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           To some hardcore gamers this option may seem like a kind of cop-out. However, players in an ongoing campaign have already “earned” their character’s level, so why punish everyone for a TPK? The TTRPG genre is about having fun. Why not take this opportunity for all players to create a new character in a class they’ve always wanted to try out? Starting players at the same level as they were before the TPK is a great way to make the deaths of their former beloved characters less tragic.
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           Roster of Secondary Heroes
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           DnD TPKs don’t have to be the end of the game, in many cases. There are many spells, such as “
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    &lt;a href="https://roll20.net/compendium/dnd5e/Resurrection#content" target="_blank"&gt;&#xD;
      
           Raise Dead
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           ” or “True Resurrection” that allow dead characters to be brought back to life.
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           In this option, the point is to create a group of heroes who, for one reason or another, believe that resurrecting the original party is a goal worthy of risking their own lives. They may have to face a terrible enemy, or find news of the deceased group and follow them into a deadly dungeon. However, if they can simply succeed in resurrecting the heroes, then perhaps they don’t have to fight same horrible monster that slew the previous group, or even get through the entire dungeon that killed them. They just have to find the heroes’ bodies, to save them.
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           If this roster of secondary heroes succeeds in their mission, these heroes can be kept for interesting side quests in the future, or can be intermittently played, as desired. It can be fun in DnD to have multiple characters available to play, and can allow for additional interesting opportunities in an ongoing 
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    &lt;a href="https://eternityttrpg.com/rpg-campaign" target="_blank"&gt;&#xD;
      
           RPG campaign
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           . 
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           Enemies of Previous Characters
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           Have you ever considered that your gaming group could “switch sides” and roleplay the enemies that killed your group’s previous characters?
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           Perhaps your characters had a goal to stop a powerful organization. But, in fighting that organization, were tragically overpowered. A fun way to progress the same campaign story is to then create new characters who belong to the organization your old characters had previously fought against. In fact, your group’s new characters could in fact be the ones who actually slew your previous party, or were in some way involved in their deaths.
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           The story would then continue – in a dramatic twist of events – as the players fight for the side they’d previously been so vehemently against. Whereas everyone thought the campaign was “about” stopping an evil empire, the story would then become about a group of “heroes” out to change the world as everyone knows it, according to their own (insidious?) ideals.
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           Start A New Campaign After a TPK in DnD
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           Sometimes it’s best to simply end a DnD campaign after a TPK. If the player characters are very high level, and/or everyone feels they’ve experienced what they wanted in the current campaign, it can be a good option to move on.
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           It’s actually sometimes difficult to officially “end” a long-standing campaign, especially if play has continued long past lv.20. In this case, death can be a form of release, preparing the way for a new campaign.
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           The downside, of course, is that starting an entirely new campaign in DnD is typically a bit larger of a project than simply creating a new character. New stories need to be thought out, new lands, new NPCs, new villains, and an entirely new setting. Starting a new RPG campaign can be very fun, but it does take some preparation, which might mean that the next step to a TPK needs to wait until the new world is built.
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           Here are a few ideas to 
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    &lt;a href="https://blizzardwatch.com/2020/02/28/character-death-dungeons-dragons/#:~:text=Death%20in%20D%26D,bonus%20or%20penalty%20to%20them." target="_blank"&gt;&#xD;
      
           incorporate a new campaign
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            into your party’s recent TPK – especially if it was unexpected – that can save some time, and still tie in to the former story:
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           Use the Same Campaign World
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           If your gaming group has done a good job of creating an engaging world that you all love, why not keep the next campaign in that same location? Diverse worlds have many stories going on within them at any given time. Even if you feel the story involving your former characters is complete, maybe there’s still room for continued stories in the lands in which they once lived.
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           Continue the Story Many Years Later
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           When heroes die, there are consequences to the world around them. Dangerous villains’ plots aren’t stopped. Plagues wipe out entire lands. Magical artifacts are never found. Families are never reunited. But someone continues to live on in the broken and desolate world, with a fire burning within them to set things right. This version of a new campaign could take place a year, decade, or even a century following events of the first campaign. Perhaps the original villains and storylines from the previous campaign are gone, but their effects continue.
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           This option can make for a powerful continuation of a TPK’s story as it shows the players exactly what happened as a result of their failure. Instantly, everyone at the table feels an emotional tie to the new story and campaign at hand. There’s a feeling among the group of, “we have to set things straight.”
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      &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Utilize Pieces of the Same Story
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This is a tip for dungeon masters: if players died in a TPK before they got to see the full story you had planned for the campaign, then they won’t know if you use elements of that same story in a new campaign.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It can be hard as a dungeon master to craft a world and story that you love, only to never see it played out. Sometimes it’s the dungeon master who’s most affected by a sudden TPK in DnD, which is why it’s tempting to try and find a way around the incident (the players weren’t actually killed, someone saves them at the last moment, etc.). So, take everything you loved about your previous creation’s plans, and find a way to create it fresh in your new campaign. That way the group’s TPK doesn’t steal all your hard-won creativity from reaching its expression.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/TPK+DnD+New+Campaign.png" alt="TPK DnD New Campaign" title="TPK DnD New Campaign"/&gt;&#xD;
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&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Continue Characters in a New Way After a TPK in DnD
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Just because a character’s “dead” in DnD doesn’t really mean they have to, well… actually be dead. There are, after all, many planes of existence in DnD, which means that a TPK can simply act as a portal of kinds, to another realm.
          &#xD;
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           In fact, if you’re a dungeon master, you may consider using this option as a way to even plan a TPK for your DnD group. The “TPK” might come as a total shock to them. But to you, it might just be the next necessary step for the storyline…
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  &lt;h3&gt;&#xD;
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           Spirit World
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are many great stories that take place within a world of spirits. The idea is somewhat common in fantasy settings and within the lore of fairy tales.
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    &lt;span&gt;&#xD;
      
           One thing worth noting about spirit worlds: taking characters to a spirit world may sort of derail the campaign if the idea doesn’t fit well with the overall theme of the campaign. But even if the spirit world transition is a little jarring initially, it can work quite well so long as the players feel that they’ve “discovering” something that was actually part of the campaign all along, only hidden.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
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           In a spirit world, players probably have drastically altered abilities and powers. Maybe characters’ stats change, or they can’t wield physical weapons anymore, or even their magic spells function differently.
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Within the spirit world, players could create an entirely new path or goal for themselves, find ways to engage with the previous storyline, but as spirits, or even find ways “back” to the mortal realm from which they came. Spirit allies they meet could even potentially resurrect the heroes’ bodies (in return for help of some kind), or could possibly point the heroes in the right direction to accomplish a similar solution.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This option really comes with its own list of limitless possibilities. Many anime series and movies by Studio Ghibli have great ideas you can utilize when it comes to merging the physical world and the spirit world into a single story.
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  &lt;h3&gt;&#xD;
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           Servants of a God
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One option that works well in conjunction with the idea of a spirit world is that after death, the heroes become servants of a god. It might even be that a god has called the heroes to his or her side, which is “why” (it turns out) they experienced premature deaths. Or perhaps the god saw their deaths and decided to bring them into his or her own service, to preserve their heroic spirits.
          &#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There is another option when it comes to gods. But it’s a bad idea. You should almost certainly never go this route:
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Gods can – of course – do basically anything, right? Though it’s a terrible plot twist, the god could resurrect the party for any reason of their choosing. The god needs a mortal champion, the god also hates the heroes’ enemy, the heroes have always been faithful servants of the god, etc. These aren’t good options because they’re definitely cop-outs.
          &#xD;
    &lt;/span&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The key to making a TPK in DnD really satisfying is to advance the story through the event. Using a god to save the party from all their problems is the literal definition of a Deus Ex Machina (god out of the machine), which has for a thousand years or more been ridiculed as an abysmal story-crafting device.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Undead Creatures
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  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Similar to the idea in the “Create New Characters” section of creating new characters that are the enemies/ slayers of the previous characters, what if the previous heroes are resurrected… but as undead minions of the story’s villain? In this diabolical shift of fate, the player characters are forced to do the bidding of their new necromantic master, which is probably the opposite of which they previously strove to accomplish.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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    &lt;/span&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           This option is tricky to pull off. First, players may not like the idea of playing a campaign where they suddenly represent the antithesis of their recently held personal ideals. And second, they may not enjoy turning their beloved characters into undead monsters.
          &#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           However, if the party doesn’t mind really shaking up the campaign, then this option – with a lot of intentionality and work – certainly leads to a unique continuation for a campaign.
          &#xD;
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  &lt;/p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;h3&gt;&#xD;
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           Magically Enhanced
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  &lt;p&gt;&#xD;
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           Some magical rituals require a sacrifice. What if the players had been marked for this kind of sacrifice all along, without their knowing?
          &#xD;
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      &lt;br/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Or, the characters may not have been able to enter a certain magical realm, or land of the dead, without first… well, dying. And while the TPK seemed like a horrible event, it was actually the gateway to the story’s next phase.
          &#xD;
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      &lt;br/&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           Eventually, the question of what the characters actually “become,” in a situation like this, needs to be answered. It needs to be made clear if they’re still alive, by power of the ritual, or if they are in fact dead, and living as spirits, or some such. Also, if the ritual was planned all along – or planned for them – then can they find a way to return to life?
          &#xD;
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    &lt;span&gt;&#xD;
      
           One way to work through the details of a ritual death like this is to say that the characters have been infused with some form of magic, divine power, or demonic energy that allows them to live. Even though they died technically died. Sort of.
          &#xD;
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  &lt;p&gt;&#xD;
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           Luckily in a fantasy setting, a creative mind always has options for getting a story to work, all while going above and beyond players’ expectations.
          &#xD;
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Spirit+World+After+a+TPK.png" alt="Spirit World After a TPK" title="Spirit World After a TPK"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Say that the TPK Never Really Happened
          &#xD;
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           By far, the worst option, at least in terms of the campaign’s story, is to state that the TPK never actually took place. This is where the old, “the TPK wasn’t actually a TPK” trope comes into play.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Killed by a monster? Well, the monster decided to leave you alive so they could eat you later. That way you’ll make for a fresh meal (giving the party a chance to flee, once they wake up).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Slain by guards in a villain’s castle? The villain instead decided to keep you alive so he can torture you for information, at a later time (giving the party a chance to flee, once they wake up).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Instead of dying, your characters were left unconscious. The enemy warband moved on, assuming you were dead (giving the party a chance to flee, once they wake up).
          &#xD;
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  &lt;/p&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           And by far the best choice: killed in a deep, dark, nigh-unreachable dungeon? No problem. The gods favor you, bring you back to life, and teleport you to safety.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Why not just have the god who favors you also kill all your enemies, equip you with invincible weapons and armor, end the main villain’s plot, and make your characters lords of the entire world?
          &#xD;
    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You see how slippery the slope can become, and how unsatisfying a game it can create.
          &#xD;
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  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Circumstances Where A Non-TPK Fits
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are times when a TPK in DnD can be “allowed” to “not be a TPK.” For instance, if none of the players want to continue the game unless they still get to play their characters – that’s a good reason to fudge things a little. If the players actually did everything right, took every possible and necessary precaution, and just plain got horribly unlucky rolls – that’s another good reason to roll the game back a bit. Finally, if players are facing a completely random encounter that has very little or nothing to do with the story, and still somehow end up dead – that’s worth consideration as “not a TPK.”
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If a TPK genuinely ruins the game for everyone, it is ok to create some way for the event to have never happened. Use your creativity to come up with something still feasible, such as the ideas we made fun of, above (they aren’t the worst ideas in the world, after all – except for the “god fixes everything” option). However, if it is possible to continue the story, or continue gaming after a TPK, it really often does make for the more satisfying story and gaming experience.
          &#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Just remember that people never talk about the time their party got saved by some NPC with awe and wonder. But they do talk about the way their party heroically sacrificed themselves, nearly putting an end to the dragon king.
          &#xD;
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Scrolls+to+Memorialize+a+TPK+DnD.png" alt="Scrolls to Memorialize a TPK DnD" title="Scrolls to Memorialize a TPK DnD"/&gt;&#xD;
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&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Deciding TPK Fate Ahead of Time
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           One great idea is to have a group discussion about TPKs for your DnD campaign at the very start of the campaign. Day 1, right at the time everyone creates their characters for the campaign. Think about it like establishing another major part of your group’s DnD campaign expectations. If everyone understands ahead of time that a TPK is possible, and everyone comes to a consensus on what happens next should the situation occur, then your gaming sessions never gets derailed if a TPK actually takes place.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Here’s a couple things to think about as a gaming group when thinking about the future possibilities of a TPK:
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      &lt;br/&gt;&#xD;
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  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Under what circumstances will you all allow a TPK?
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  &lt;/ul&gt;&#xD;
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  &lt;p&gt;&#xD;
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           Consider: Bad decision making, player mistakes, party choosing to get in situations beyond their level of power, or establishing ahead of time that the campaign is meant to be very deadly, in general.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Under what circumstances will you all not allow a TPK?
           &#xD;
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    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Consider: Really unlucky dice rolls, fights that aren’t meaningful towards the story (random deaths), dying to enemies that were accidentally created too strong, situations where only one or a couple party members made bad decisions for which everyone else would otherwise have to pay.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            What path forward will you take should a TPK occur?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Choose one (or more) of the TPK options listed above in this article, or come up with a creation of your own. Either have everyone agree upon TPK next steps, or if you’re a dungeon master, at least have a game plan ready for the group that you can fill in should the unthinkable occur.
          &#xD;
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            What will you do when you see a TPK approaching?
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This is a great question for a dungeon master to answer for him or herself. If a TPK is imminent, consider the circumstances under which the group decided to allow a TPK or not, and seriously think about the situation at hand. Once the TPK hits, you really have no choice but to deal with it. But before a TPK actually does take place, it is a bit easier to guide the story to a guardrail, if so desired. Be watchful of potential TPK scenarios, and craft the story accordingly. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            How a TPK in DnD Affects the Game World
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           The higher an adventuring party is in levels when they’re decimated by a TPK, the more drastically their deaths affect the world around them. Regardless of how your gaming group decides to handle the TPK, it’s worth emphasizing its results through the game’s settings and NPCs. As a gaming group, you may consider brainstorming ideas for how your characters’ deaths – even if death was temporary, from a form of resurrect spell or something similar – shaped the 
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           RPG campaign
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            world.
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           Were families affected? Friends, or allies? What about organizations, causes, and events? Obviously, plans hatched by villains would likely have more success.
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           If the party was above lv.5, they could perhaps have been somewhat famous, even in small sections of the world. What other adventurers may have heard of them, and how would they react? Would anyone hold services to commemorate their passing? Would anyone try to learn more about their fate, or help any causes previously championed by the heroes?
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           For very high-level characters, how would their deaths affect not only entire towns, villages, and country sides, but cities, and even nations? Would lords and nobles try to capitalize on the heroes’ deaths, start wars to avenge them, or create societies to honor their memory? Would anyone try to recover magical or divine artifacts held in their possession at the time of their deaths?
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           It can be worth taking time as a gaming group to discuss the affects your characters’ deaths might have on the campaign world. If you decide to leave end a campaign after a TPK, you might even roleplay some of the former NPCs, and describe what happens in their world after the heroes’ deaths.
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           And if you do decide to continue the same campaign with new characters, or by somehow pursuing another path with your fallen characters, spending time roleplaying the results that came from the characters’ deaths can act as an effective interlude before continuing the story.
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           Advance the Story Immediately Following a TPK
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           The best thing to do after a TPK in DnD is to think about how the event can advance the story. Not all stories need to end happily ever after. A TPK can be a gut-wrenching moment, watching as your character dies. It can be a satisfying conclusion to an epic journey. And if the TPK really does result in the end of your story, you can still make the most of things by taking time with your gaming group to talk about what happens to the world after your heroes are gone, and to spend time grieving their passing.
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           Bottom line: a TPK in DnD doesn’t have to be something horrible. The story you’re playing through has a life of its own, and your adventuring group is simply discovering that adventure. Sometimes, “discovering” a DnD gaming session is actually better than “creating” it to be perfect in every way.
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           Just like a book or movie can still be good (and is sometimes made even better) if a main character dies, so too can the story of a DnD TPK. Certainly, whether the TPK was purposeful or accidental, the fact that it happened changes the story of your game, dramatically. But the key is really what you do with the TPK after it happens – not that it happened, to begin with.
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           You can turn a TPK in DnD – or any other 
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    &lt;a href="https://eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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            – into the beginning of an entirely new, and amazing, chapter.
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           Tired of Your DM Killing Your Characters?
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           Let’s face it: some DMs love the carnage of brutal TPKs. However, you can get your revenge. Why not have a little fun producing a little of your own chaos for that special DM?
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           In 
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    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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           , no single person at the gaming table has all the power. Instead, everyone shares in creating the game’s story, world, NPCs, and more – all while roleplaying their own characters. If someone attempts a TPK, you have the power to change the direction of the story so that it better fits the entire gaming group and the game story you want to play.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 26 Jun 2022 04:39:17 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/tpk-dnd</guid>
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    <item>
      <title>6 Keys to Maximize Your RPG Campaign</title>
      <link>https://www.eternityttrpg.com/rpg-campaign</link>
      <description>Few gaming experiences compare to the sense of epic destiny that envelops an ongoing RPG Campaign. There's nothing better in gaming.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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           Playing in an ongoing RPG campaign takes tabletop RPG experiences to the next level. If - that is - you can keep the game going, and find ways to make the most of the experience for all players at the table.
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            Few gaming experiences can compare to the sense of epic destiny that envelops ongoing
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    &lt;a href="https://www.eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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            (tabletop RPG) adventures. There’s a sort of threshold that’s reached once a gaming group has played multiple sessions together. Once the threshold is crossed, it pushes the story from something merely fun, to something that’s truly compelling. Once a game has gone from something your players are showing up to try out, to something they can’t wait to experience each week, you know you’re in the “flow” of a great RPG campaign.
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           How to Make An Entire RPG Campaign Successful
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           Creating the right environment for an RPG campaign to develop is key for its success. Here are my top recommendations to help you finish an entire campaign with your gaming group (more details on each bullet point provided, below):
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            Focus on Fun
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            Make Sure Everyone Gets to Participate
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            Create a Cohesive Story
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            Keep Games Consistent
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            Ask Yourself: Do You Really Want A Full Campaign?
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            Utilize an RPG Planner
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           Now that you know the benefits of playing a full campaign, and also that most gaming groups don’t get that full experience, you might be interested in 
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           some tools to increase your odds
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            .
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           1. Focus on Fun
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           The best way for you to have a campaign succeed is to remember that the purpose of gaming is to have fun. Prioritize fun over having a successful campaign, and your campaign is more likely to endure.
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           2. Make Sure Everyone Gets to Participate
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           One of the main ways to keep games fun for everyone is to ensure each person at the table gets to participate in the game in the way they want. Some people will inevitably contribute more to the game than others, and that’s ok. Just so long as no one feels excluded, or unheard.
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           3. Create a Cohesive Story
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           If you are running the game’s story, or contributing to it in any way, do your best to make the story logical. It doesn’t have to be a masterpiece, at the start. Simply create objectives for the group, conflicts to oppose those objectives, and interesting pacing. Ultimately, there are many skills that can be mastered in telling a story. The important thing to remember is that you don’t need to become an expert. Your gaming group will benefit, however, from intentionality on your part, between games, in creating story cohesion and flow.
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           4. Keep Games Consistent
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           Try to game at the same time of day, at the same location, with a similar gaming environment, as much as you can. This isn’t a hard-and-fast rule. However, people do respond well to consistency, since they learn what to expect. This also helps with scheduling, as people can block off the same time and day each week (for example) for gaming.
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           5. Do You Really Want A Full Campaign?
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           Before telling a group of people that you want to play an entire RPG campaign, make sure it’s what you really want. As great as TTRPG campaigns are, there is a real time investment to them. If you, as the person who gets people excited about a new RPG campaign, decides part way through that you’re not interested in continuing, chances are high that the group will fall apart. If you’re unsure from the beginning, it’s often better to simply play a one-shot adventure, or perhaps a few adventures, rather than committing to an entire campaign.
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           6. Get an RPG Campaign Planner
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           Our final tip for keeping a campaign going successfully is to utilize an RPG campaign planner. Once a story develops enough, it takes on a life of its own. And it can become difficult, over time, to keep track of all the characters, locations, unique items, and side stories that emerge. Thankfully, experienced gamers have created all kinds of templates, and if you prefer to invest, products, that can be used to organize everything. RPG campaign planners make it easier to track notes of all kinds, develop storylines, and create consistency and cohesion in ongoing adventures.
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           Basically, you have four options when it comes to RPG campaign planners. All options are just varied combinations of either physical or digital, and free or paid:
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            Physical – Unpaid
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            Digital – Unpaid
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            Physical – Paid
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            Digital – Paid
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/RPG+Campaign+Character+Sheet.png" alt="RPG Campaign Character Sheet" title="RPG Campaign Character Sheet"/&gt;&#xD;
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           Physical and Unpaid RPG Campaign Planner
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           A physical and unpaid RPG campaign planner would be something like an rpg campaign template you can find, online. It doesn’t need to be fancy, at all. To be honest, even a notebook will suffice. In fact, when it comes down to it, really anything that you can write on and take notes with, will do. Whether you search for online templates, or create your own, make sure it has space to track the following key elements:
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  &lt;ul&gt;&#xD;
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            Major Player Characters (PCs)
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            Major Non-Playable Characters (NPC)
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            Villains
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            Goals, Oppositions, and Inner Conflicts of All Important Characters
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            Unique Items
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            important Locations
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            Important Backstory/ Background Notes for Any of the Above
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            Side Quest Ideas from Any of the Above
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            Major Plot Points, both Past and Future
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            Opportunities for Plot Twists
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            Clues Given to Players that May Foreshadow Plot Points or Twists
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            Maps and Other Campaign Handouts
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    &lt;span&gt;&#xD;
      
           Digital and Unpaid RPG Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are many digital and unpaid RPG campaign planners available online, today. Many of them take care of all the points listed, above, and even offer more tools than those. Many of these websites also offer options for paid subscriptions, but can be great resources even without. If you don’t mind having a computer or tablet at your gaming table, and don’t mind if the rest of your gaming group does as well, tech can be a great way to go. Some gaming groups find it cumbersome to have computers take up space at the gaming table, or find the technology distracting. However, this is really just a matter of preference.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Physical and Paid RPG Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A physical and paid RPG campaign planner would be something like a put-together book for rpg campaigns. It usually comes with artwork, interesting ideas, a high-quality cover and inside pages, and can certainly be worth the money. If one thing is true about TTRPGs, it’s that you get out what you put in. Sometimes it’s worth investing a few dollars to purchase something that helps the game session feel more “magical” to you. If you find things like artwork, nice covers, and quality notebooks to be helpful for your creativity, you may consider buying a nice RPG campaign planner. Or, even simply buying a nice leather-bound notebook.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Digital and Paid RPG Campaign Planner
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Digital and paid RPG campaign planner websites, as mentioned above, often have a free version. Before paying for anything, you might first try out a site’s unpaid option. Usually, all the advanced features that come from a paid subscription aren’t especially useful until a campaign reaches a certain stage of complexity, anyways. However, once a campaign becomes pretty big, with numerous interweaving plots and characters, having an online RPG campaign planner can be very useful. Technology certainly has its place at the gaming table, as it can convey large amounts of visuals and text very simply. If you’re interested in utilizing software at your gaming table, you might check out one of the following online RPG campaign planners for yourself:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            World Anvil
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Obsidian Portal
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Kanka
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Scabard
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            DnD Campaign Planner
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/RPG+Campaign+Planner+Example.png" alt="RPG Campaign Planner Example" title="RPG Campaign Planner Example"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Benefits of a Long-Term RPG Campaign
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are serious benefits to playing in a long-term game. For most people (in my experience), nearly all the best moments you’ll ever have while playing tabletop RPGs will come from playing in lengthy campaigns. If you know anyone who’s played some long-term RPG campaigns, ask them – they’re likely to confirm.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This means that if you’ve never played in a long-term game, you’re probably missing out on the types of experiences you’ve always guessed TTRPGs are capable of providing (more details on each bullet point provided, below):
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Connection to your Character
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Connection to Locations
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Connection to Villains
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Connection to the Story
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Epic Moments
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Mastery of the Game
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Comfortability Roleplaying
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increased Creativity
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            A Story You Look Forward To
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Connection to Your Character
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It takes a number of game sessions for your character’s backstory to come forward in the game, and become applicable for the current story. Once it does, though, you’ll see parts of your character come to life in ways you probably couldn’t imagine, beforehand.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Connection to Locations
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Troea, the city your gaming group started in, probably doesn’t mean much the first few gaming sessions. Only after you realize the “guardian” of the city – for whom you’ve been completing important tasks – is a lich, does the city really mean something to you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Connection to Villains
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The first time you meet a villain in a story, you really don’t know if they’re going to be all that important to your character’s story. After all, they could just be a minor villain, or be overthrown by one of their own henchmen, in coming weeks or months. It’s only after you’ve faced a villain, won or lost, then had to face them again, that you see something build. Repetition of gaming sessions with the same villain creates the kind of connection where you love to hate them. Or, hate that you love them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+RPG+Campaign.png" alt="Eternity TTRPG RPG Campaign" title="Eternity TTRPG RPG Campaign"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Connection to the Story
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The results of connecting more to your character, locations in the game, villains, and everything related, is that you connect to the story. The game goes from being something merely fun and social, to something meaningful. When you connect to your game’s story, you can’t wait to see what happens next. That’s when things start getting intense.
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ﻿
           &#xD;
      &lt;/span&gt;&#xD;
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  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Epic Moments
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Buildup of the gaming group’s connection to the ongoing story inevitably results in emotional investment. No matter the moment – a ring falling into a volcano, the death of a demi-god, or the coronation of a king – an event is only made “epic” because of catharsis. Only players who have gamed long hours together unlock within themselves the capacity to experience epic tabletop RPG moments.
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    &lt;span&gt;&#xD;
      
           Mastery of the Game
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Many things in life become more fun when we develop more skill in the activity. It might be weird to think that you can become “better” at a TTRPG, but it’s true. You can. And when you do get better at roleplaying, and better at your combat tactics, the game does feel more rewarding.
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  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Comfortability Roleplaying
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           On the topic of roleplaying, if you’re someone who likes the idea of getting into character but has some difficulty finding your rhythm, long campaigns definitely help. Regular play with the same group of people tends to lower inhibition a bit. Also, the more you get invested in the campaign’s story, the easier it becomes to connect your character to the gaming world. And from there, it’s almost only natural to fall into roleplaying.
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Increased Creativity
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Similarly, spending more time – and becoming more invested – in a gaming world allows for creative ideas to flow more freely. Great campaigns and stories in a TTRPG group don’t just come from the game master. Instead, the best campaigns come from every member of the group creatively contributing to what happens, or what should happen, next.
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  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           A Story You Look Forward To
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The biggest benefit of an ongoing RPG campaign is that the game becomes something you look forward to each time you play. There’s nothing wrong with casual games, of course. There is a difference between casual games, and deeply meaningful ongoing campaigns, however. Consider the difference between a watching a YouTube video and watching the season finale to your favorite show. No comparison, right? There’s just not the same emotional build up and intensity, until you’ve invested the time required to cross the threshold of greatness.
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/RPG+Campaign+Gaming+Table+Setup.png" alt="RPG Campaign Gaming Table Setup" title="RPG Campaign Gaming Table Setup"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Is It Difficult to Keep an RPG Campaign Going?
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Unfortunately, even with the many great benefits of an ongoing tabletop gaming campaign, 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://app.roll20.net/forum/post/2825364/why-is-it-so-hard-to-find-a-group-for-dungeons-and-dragons" target="_blank"&gt;&#xD;
      
           it can be difficult to get one off the ground
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Many gaming groups start out with the idea of playing an entire RPG campaign. There’s usually one person, or a couple, who becomes the driving force for getting the group together, and consistently playing.
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    &lt;/span&gt;&#xD;
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           In many cases (maybe even in most cases), however, an “RPG campaign” turns into a single one-shot adventure. Or, perhaps a few gaming sessions strung together, loosely. Then, interest in the game burns out, people get busy, or any number of life-related events take place to derail the budding storyline.
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           For a little context, I’ve been playing TTRPGs for about 20 years. In all my tabletop RPG experiences, I’ve played in five full-length campaigns. Besides those, I’ve played in maybe eight more partial-length “campaigns,” and began another dozen or so “campaign attempts.” The campaign I’m playing in now, if it makes the distance, will only be my sixth. It’s not easy to get a group of people together, consistently, for any length of time. It was certainly easier when I was in college. Now, as an adult, with real responsibilities, it takes a bit more effort to keep things rolling.
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  &lt;p&gt;&#xD;
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      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Try Out a New Kind of TTRPG
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Sometimes, the best way to make a TTRPG campaign succeed is to try out a new game. If you’ve never played a group GM RPG before, check out
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           .
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    &lt;/span&gt;&#xD;
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Campaigns in Eternity TTRPG have immense longevity to them since everyone at the table contributes to the creativity of the gaming world, NPCs, villains, storylines, and more. It’s also set up so that there’s a lot of cohesion amongst the group in the development of stories.
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  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Have Fun With Your Next RPG Campaign
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Hopefully, this article has given you some reason to try out an RPG campaign, tips to make it endure, and ideas for planning it out. The last piece of advice for you is to have fun with it. Nothing matters more, in tabletop roleplaying.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sun, 26 Jun 2022 04:39:13 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/rpg-campaign</guid>
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    <item>
      <title>Eternity TTRPG Fallen Paladin</title>
      <link>https://www.eternityttrpg.com/fallen-paladin</link>
      <description>Fallen paladins in Eternity TTRPG fulfill the roles of damage dealer, defender, and healer. Their unique mix of spells and abilities gives great versatility.</description>
      <content:encoded>&lt;div data-rss-type="text"&gt;&#xD;
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    &lt;span&gt;&#xD;
      
           In Eternity TTRPG, the fallen paladin is known as the “Destroyer of the Light.” It’s a class that believes in the right of the individual to pursue whatever ends they desire, and fights for the rights of those with power to dominate.
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  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Whatever belief systems, virtues, and aims held by a holy paladin – the fallen paladin/ 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://aralath.fandom.com/wiki/Dark_Paladin#:~:text=The%20dark%20paladin%20is%20an,attribute%20requirements%20as%20a%20paladin." target="_blank"&gt;&#xD;
      
           dark paladin
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            seeks the opposite. The desire of the fallen paladin also isn’t truly relevant, morally. Value is placed on the desire, itself, over the consequences of seeking or obtaining that desire. Not that all fallen paladins are evil. They simply view “the light” and the subservience to others that it requires as meaningless in a world that favors power and those who take it for themselves.
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&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Fallen+Paladin+Class+in+a+Dungeon.png" alt="Eternity TTRPG Fallen Paladin Class in a Dungeon" title="Eternity TTRPG Fallen Paladin Class in a Dungeon"/&gt;&#xD;
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  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fallen Paladins in Combat
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  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fallen paladins in Eternity 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://eternityttrpg.com/ttrpg" target="_blank"&gt;&#xD;
      
           TTRPG
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
            combat fulfill the roles of damage dealer, defender, and healer. Their unique mix of spells and abilities allows them to take on multiple roles.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fallen Paladin as Damage Dealer
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  &lt;/h2&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           1. Blood Spiller
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After you cast this spell on yourself, every time you attack an enemy, you have a chance to deal additional damage. You can only deal damage with this spell once per turn. This spell can be maintained.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases Blood Spiller hit chance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Also, gain a chance to deal damage with Blood Spiller every time an enemy attacks you. This critical also allows you to deal damage with Blood Spiller twice per turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Whenever you deal damage with Blood Spiller you also heal yourself or an ally.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This spell functions well even if you have low hit chance. It’s a perfect complement to an all-out attack build, or a defensive one. Blood Spiller makes fallen paladins very dangerous enemies to fight. Choosing the defensive critical makes it dangerous for enemies to attack you, while choosing the healing critical increases your survivability during long fights.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           2. Desecration
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Targets up to three enemies in either weapon range (specific to the weapon you’re currently wielding), or spell range, at your choice. If this spell hits, you have a chance to deal damage on every one of each affected enemies’ turns. This spell can be maintained as an aura.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Double-Hit: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           increases your chance to deal damage on each enemy’s turn.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases Desecration hit chance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The next time you are attacked, you also cast Desecration again before the attack is made. If this critical hits, it also allows you to stack double chance to hit with Desecration on any affected target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Whenever you deal damage with Desecration, you also heal yourself or an ally.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           The longer you anticipate a battle lasting, the more important this spell becomes. Desecration is one of the only damage over time spells or effects in Eternity TTRPG. Being able to stack the effect on enemies, with the second critical option is very useful for tanks. And having the additional chance for healing each turn is especially powerful if you’re facing multiple enemies, since Desecration targets all of them.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           3. Oathbreaker
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Weapon range or spell range, deals shadow damage (deals bonus damage to Light Aura Units). If this attack hits and the target isn’t healed by the end of their next turn, the target takes additional shadow damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Double-Hit: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           deals additional shadow damage.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases Oathbreaker hit chance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Gives you additional Dodge if your attack hits.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            On each occasion that you deal damage with this ability, heal yourself or an ally.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This is the staple attack of the fallen paladin as it can do multiple damage. It’s also particularly potent because most characters/ classes in Eternity TTRPG do not have access to innate healing spells or abilities. Any of the critical options are viable for almost any fallen paladin build. The defender critical option gives the class’ only possible buff to Dodge, from any spell or ability. Meanwhile, the healer critical option has a much higher chance for healing than other fallen paladin spells do.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Article+Shop+Promo.png" alt="Eternity TTRPG Article Shop" title="Eternity TTRPG Article Shop"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fallen Paladin as Defender
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           4. Dark Hold
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Weapon range (specific to the weapon you’re currently wielding) or spell range, Dazes the enemy.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *Double-Hit: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           increases the duration of Daze.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If this spell hits, the target also can’t defend or critical defend while affected by this spell. They also have either lowered Dodge or lowered Will, at your choice, for battle duration.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases Dark Hold hit chance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The next time the target attacks anyone, before their attack, Instantly recast this spell on them. If the spell hits, it interrupts their attack.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This spell allows you to stun enemies at a distance, as opposed to requiring you to be right next to them. It’s a great utility spell for all fallen paladin builds. The first critical option is great for taking down a key target. The third option offers preventative protection against persistent attackers.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           5. Nihilism
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Targets up to three enemies in weapon range (specific to the weapon you’re currently wielding) or spell range, at your choice. If this spell hits, all affected targets have reduced hit chance against every target but you. This spell can be maintained as an aura.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Double-Hit: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           further reduces enemy’s hit chance when attacking targets other than you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, you also gain increased hit chance with all attacks against affected enemies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases hit chance with Nihilism, and increases the amount of reduced hit chance targets have against your allies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Even if this spell misses, you also become immune to the next attack made against you.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Nihilism is helpful if you want to protect allies. It’s also particularly useful if you have higher defensive stats than allies, as you’re encouraging enemies to attack you, instead of them. The first critical option makes the spell useful even if your character isn’t extremely defensive. The third option is also great despite which build your character is using, as you can always dispel Nihilism from enemy targets, so you don’t keep incentivizing them to attack you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           6. Shadow Aura (Faith of Darkness)
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           You automatically detect Light Aura units within 100 yards and you are immune to shadow damage. Every turn, you have a small chance of gaining immunity to all damage and negative effects for 1turn (negative effects are not dispelled, just suppressed for 1turn). This is a passive effect, always active, and cannot be dispelled.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You also gain increased hit chance against “Light Aura” units (Paladin, Sage, Witch Hunter).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            You also gain increased defensive stats when attacked by “Light Aura” units (Paladin, Sage, Witch Hunter).
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            When you encounter a Light Aura unit (Paladin, Sage, Witch Hunter), instantly heal both yourself and an ally.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           There are three variations of Shadow Aura in Eternity TTRPG, each with its own effect. The fallen paladin’s invulnerability aura is particularly useful. All three critical options make fighting light aura units substantially easier, but don’t have much effect outside of that.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           7. Wicked Armor
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After this spell has been cast, the target gains additional resistance to magic. This spell can be maintained.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If a target attacks you while you are affected by Wicked Armor, you gain increased hit chance against that target.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases the amount of magic resistance.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            The target also becomes immune to the next attack made against them.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fallen paladins are able to bless themselves and allies with a dark armor that resists magic, which is extremely valuable against spell casters. Each critical option is valuable in its own circumstance, though the only one that applies universally is the third critical option as it makes you invulnerable to the next attack, even if it isn’t magic.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Skinny+Mini+Fallen+Paladins.png" alt="Skinny Mini Fallen Paladins" title="Skinny Mini Fallen Paladins"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fallen Paladin as Healer 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           8. Blight
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           After you cast this spell on yourself, on every one of your turns, you have a chance to both cause fear to nearby enemies, and to heal yourself and nearby allies. This spell can be maintained.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Double-Hit: 
          &#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Fear an additional 2turns.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Critical Options…
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Also gives you a chance to deal damage to nearby enemies, each turn.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases your chance to cause fear to nearby enemies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Increases your chance to heal yourself and nearby allies.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Blight is a great spell to maintain in almost every combat situation as it provides a lot of utility to the fight, additional options, and some degree of healing. The critical choices can all be maintained in a fight, as well, and really vary in what they offer. One of the big choices with this spell is whether or not it should be maintained in its critical form, at all, as keeping it up can be costly in resources.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           9. Dread March
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           This ability can only be used when you drop to 0HP. Based on your physical hit chance plus your magic hit chance, instantly attempt to heal HP. For every time you have received healing today, you must roll higher to hit with this ability (can stack without limit).
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           *
          &#xD;
    &lt;/span&gt;&#xD;
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           Double-Hit: 
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           heals additional HP.
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           Critical Options…
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            If this spell hits, you also instantly attack the enemy who just dealt damage to you, with any non-critical attack or spell of your choice.
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            If this spell hits, you are also immune to all attacks and negative effects until after your next turn.
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            Increases the amount of healing you receive.
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           Spirits of shadow cannot allow their champions of darkness to die too easily, so infuse the fallen paladin with life, when summoned. Fallen paladins have many ways to gain temporary invulnerability, and Dread March is one of the best ways. Since it’s an instant action, the effect can be very surprising to enemies. Dread March is also a great way to deal a lot of damage, or restore a lot of hit points, quickly, and as a last resort. This effect can only be used very rarely.
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           10. Life Eater
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           When any target dies (or lies dead) within spell range, instantly heal either HP or Wisdom. This ability also allows you to heal above your normal max HP or your normal max Wisdom.
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           Critical Options…
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            When this effect triggers, Instantly attack any enemy in Range with any non-critical attack or spell of your choice.
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            When this effect triggers, you are immune to all attacks and negative effects until after your next turn.
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            Increases the amount of healing you receive.
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           As the sword or staff of the fallen paladin becomes soaked in blood, they can absorb the soul of the fallen, restoring vitality, to continue fighting. The critical options for this ability all follow the same style as Dread March, above. This effect can only be used very rarely.
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           Fallen Paladin Skill and Knowledge
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           Fallen paladins have a bonus to the intimidate skill, and politics knowledge. Because an aura of shadows and domination continually hangs around them, they are innately intimidating. Even those with strong constitutions can’t help but be slightly unnerved around the sheer dark dominance of the fallen paladin.
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           Though study isn’t necessarily a common pastime of fallen paladins, members of the order know that to destroy organizations and nations, they must maintain an awareness of what’s happening in the world, politically. Fallen paladins make it their business to maintain abreast of political leaders, trends, and movements. Any of those categories could create an opportunity for darkness to thrive. People can be bought, ideas can be twisted, and carefully-crafted lies can be spread to achieve any means, just as well, or better than pure force.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Fallen+Paladin+Pictures.png" alt="Fallen Paladin Pictures" title="Fallen Paladin Pictures"/&gt;&#xD;
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           Try a Fallen Paladin in Eternity TTRPG
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           If you haven’t checked it out yet, 
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    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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            has our own tabletop roleplaying game. The Fallen Paladin is one of Jake’s (the site creator’s) favorite classes.
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           Eternity TTRPG is a group GM game where everyone at the table gets to help create the gaming world, and roleplay their own character. The game also features highly tactical combat where every class and character brings their own special abilities and spells.
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           Famous Fallen Paladin Lore
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           Lord Achilles Obsidian was the first dark elf fallen paladin to ever obtain an eternal soul, which allowed him to become an Eternal – an undying demi-god, in the world of Aeturnum. His journey was forced upon him when his mansion was abruptly destroyed by a berserk chimaera. Along with a holy paladin of little renown, named Cadmar, and a druid werewolf named Hong, Achilles was able to slay the beast, as vengeance for the town. Unlikely as the three were, together, their initial interactions together led to a great adventure.
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           Achilles quickly gained notoriety among fallen paladins. Whereas he had formerly been content ruling his small piece of the world, in Eboncrest, the destruction of his mansion set him upon a quest that allowed others to finally see the tremendous powers he’d kept hidden. After gaining renown as an adventurer, he established the black knights – an organization of primarily fallen paladins. He was challenged by Razian for leadership of the knights, a young prodigy of darkness. Many were amazed to see Achilles emerge from the duel, barely alive. Information came to the knights that the young challenger had received a blessing of shadows from an ancient lich, and so had drastically increased command of fallen paladin spells.
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           It was this initial attack from the mysterious lich that caused Achilles to redirect the purpose of the black knights towards the being’s destruction. Over many years, Achilles’ fame grew, a new home -Castle Dreadnaught – was built, the black knights flourished, and more information on the lich was obtained. “Vain” was the lich’s name, and he sought an eternal soul, so as to ascend and become an Eternal.
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           Achilles waged war on Vain and his legions. In Gwynn, the capital city of the holy lands of Morgana, the two faced each other in battle, where a fabled eternal soul had made an appearance. Due to the magnitude of the war and its effects on all mortals, even Cadmar, the holy paladin – now himself, vastly renowned – and Hong, the druid, temporarily joined the ranks of black knights.
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           Ultimately, Vain was victories over Achilles, who was nearly killed upon the field of battle by the great lich. It was only due to the heroic efforts of Cadmar that Achilles’ life was spared, though the intervention cost Cadmar his life. In that split second while Vain was distracted at Cadmar’s death, Achilles grabbed the eternal soul and became an Eternal. In his ascension, he used his newfound power to lay waste to Vain and his legions. The last that anyone has seen of Lord Achilles Obsidian since that day was him kneeling before the tomb of Cadmar, paying his respects to the paladin that had saved his “fallen” brother.
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&lt;/div&gt;</content:encoded>
      <enclosure url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Fallen+Paladin.png" length="104153" type="image/png" />
      <pubDate>Sun, 26 Jun 2022 04:39:09 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/fallen-paladin</guid>
      <g-custom:tags type="string" />
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      <media:content medium="image" url="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Eternity+TTRPG+Fallen+Paladin.png">
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    </item>
    <item>
      <title>Class Based RPG vs. Classless RPG Pros and Cons</title>
      <link>https://www.eternityttrpg.com/class-based-rpg-classless-rpg</link>
      <description>Are Class Based RPGs better or Classes RPGs? Check out this article before you decide to play either a class based rpg or classless rpg.</description>
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            This post is primarily for people who either love game design or who love learning about in-depth aspects of
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           tabletop roleplay games.
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           This post isn’t so much a post about Eternity TTRPG (although we will talk about Eternity TTRPG quite a bit), but about the RPG and 
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           TTRPG
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            genres in general. The topic is whether you should choose to play a class based RPG or a classless RPG. It’s a topic that’s always circulating in the game design world, and we’ve been answering a lot of questions lately about this topic on various forums. So, here’s our “official response” to which type of game we think is better.
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           Our answer: we have no definite answer.
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           It depends on the type of player and what they’re after, for which is “better.” If you are a game designer or you’re thinking about making a game, you will never please everyone. It’s good that you realize that now and never forget it. If you make the best game ever that is a class-less game, and you present it to people who love class-based RPGs, they will not like (or at least will not love) your game. And vice versa.
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           So, instead of giving a definite answer on which is better, we will simply give you the facts and let you decide.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Class+Based+RPG+Berserker.png" alt="Class Based RPG Berserker" title="Class Based RPG Berserker"/&gt;&#xD;
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           Class Based RPG Pros
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           Many, many 
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    &lt;a href="https://en.wikipedia.org/wiki/Role-playing_game" target="_blank"&gt;&#xD;
      
           roleplay games
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            feature “classes” to define what characters can do, make players feel special, and give them roles within their gaming group. The idea is to let players choose a thematically-specific set of “powers” or abilities that is preset. As the player levels up or advances their character they gain all the abilities available to their class. At high levels, a character even comes to define that class as its paragon. There are many class-based RPG pros.
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           The reason why classes are so common in games is because, if designed well, classes are incredibly fun. The idea of becoming a master wizard, the world’s best thief, or a raging bro-dozer-like berserker certainly has its appeal. You get to look at a list of options, pick the class that sounds like the most fun/ exciting/ enjoyable, and become that class.
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           Class Based RPGs Are Simple
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           Plus, class-based RPGs are simple. There’s no demand for players to learn the entire game all at once. They can simply start off by picking their class’ first ability, then go from there. As they get better at the game, they are slowly introduced to new abilities – often one at a time.
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           On the other side, people who have been playing RPGs and TTRPGs for a long time and already know every ability that each class offers might eventually get bored. Classes can be confining if you already know what’s coming (if I play a berserker, I know what I’m going to get at Lv.1, 2, 3, and so on). After multiple times playing new characters, classes can lose their sense of wonder.
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           Depending on the game system, there’s often less opp
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           ortunity to creatively build characters in a class-based game… Especially if the idea you have for your character can’t be represented by one of the game’s classes.
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           Class Based RPGs Provide A Framework For Creativity
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           For new players, class-based RPGs provide a framework for creativity by giving starting ideas (your character can do x, y, and z. So, now knowing that, what do you want to do?). Newer players may not have grand ideas of what they want their character to be, the first time playing a game. Classes make it easier for them by limiting their options, and actually instill creativity by giving them a starting point. “Pick a class and roleplay how you imagine that class to be.”
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           Even many advanced players still love playing classes because of the themes they represent. There are many gamers who only ever play paladins, or druids, or whatever – because they love what that class “is”, “does,” or represents. My favorite class, for example, is the 
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    &lt;a href="https://aeturnumgaming.com/fallen-paladin" target="_blank"&gt;&#xD;
      
           fallen paladin
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           , because I love doing whatever I want to with my character. Little to no thoughts of morality and consequence, basically ever. Gaming is a fun way for me to explore other sides of my psyche, and fallen paladin lets me do that while laughing about it, with friends.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Class+Based+RPG+Fallen+Paladin.png" alt="Class Based RPG Fallen Paladin" title="Class Based RPG Fallen Paladin"/&gt;&#xD;
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           Classless RPG Pros
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           On the other side of the game design spectrum is a classless RPG. If you’re playing a roleplaying game, you should be able to create any kind of character you’d like. There are no limits to the mind, and if you can think of a character you want to play, you should be able to. Right? That is the mindset that defines a classless RPG.
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           The idea is that instead of letting the game and its rules define a character for you (such as a class would do), you create a character in your mind, then pick powers, skills, and abilities that conform to your own mental image. Having a class, in this sense, can be limiting. What if I want to be a fallen paladin who also has some access to the light? Maybe he’s currently in transition from his former life of a paladin to that of darkness, but he’s not quite there. Wouldn’t it be cool to have light and dark powers during that time?
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            ﻿
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           Classless RPGs Have More Options and Combinations
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           “Well, that would be great, but there is no class in the game we’re playing that’s both a paladin and fallen paladin…” Basically, a classless RPG has more options and combinations for characters to manifest.
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           To be clear, any good games allow for players to take its existing rules set and adjust based on what makes sense for the player and their character. Games should never hinder players’ creativity because of rules. That’s not very fun. Most people play roleplay games so they can roleplay. And they want to play the characters they have in mind, not be boxed in by rules.
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           “Ok, so there’s no paladin-fallen/ paladin hybrid in the game, but it’s just a game, so let’s work the rules a bit. How about you take one level in paladin, then one level in fallen paladin, and so on?”
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           That kind of solution can work, in a class-based RPG. But some people like the freedom to just pick any abilities or powers they want. Instead of taking an existing rule set and changing it, like in the above example, why not just list out all powers in the game then let people choose what they like?
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           A Classless RPG Has More Depth From the Very Start
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           A classless RPG has more gaming depth from the very start. Another way to say this is that the level of entry is much higher. To make really “good” characters, players need to thoroughly understand the game system. But, the depth of character creation, even from level 1, is much greater than a class-based RPG. The reason why is that players can start building their character in any direction, right from the beginning. They can always pick a simple ability they think is fun, then as they get more comfortable with the game, add more powers as they go.
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           All in all, even RPGs fall on a large spectrum. Most games, at some level at least, are often mixed between a classless RPG and a class-based RPG. Many games have some form of base class from where players start, but they can branch out in any direction. Maybe they start out as a “berserker” but they end up as a “berserker-wizard” because they keep selecting new spells as they level up, instead of melee techniques.
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           Or, games allow for multi-classing. Players start out with a very defined class but can quickly add traits or skills from any other class of their choosing, increasing the diversity and depth of gaming experience. Mixed games like these are a great way to allow for more free-form gaming, while keeping most of the benefits of a class-based RPG.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Classless+RPG+Skill+Tree.png" alt="Classless RPG Skill Tree" title="Classless RPG Skill Tree"/&gt;&#xD;
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  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Eternity TTRPG’s Solution
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           As you may have guessed, we struggled with this topic quite a bit when designing 
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    &lt;a href="https://eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
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           . Some people love class-based games while others find them restricting. The first two editions of Eternity TTRPG (well before we self-published) were class-based. We had something like eight classes at the time that were all highly thematic and individualized. Then, in a third edition, one of our early players mentioned Skyrim and how much they loved creating a character entirely their own – no “class” restrictions. So, guess what? We tried that too. But, with some problems.
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           Here was the big problem with our classless RPG experience and why we eventually switched back to a class-based system: by the end of the campaign, everyone’s characters were exactly the same.
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           Yes, they all started out completely different with totally unique character concepts, and they were substantially unique and different characters for the majority of the campaign. However, as the game progressed and players started seeing what worked with others’ characters, they started copying strategies.
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           Everyone’s A Super Swordsman-Wizard-Dragon
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           “That swordsman can heal himself? Maybe my chaos wizard could benefit from a heal as well.”
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           “I can leap fifty feet into the air, but you can fly? I’m going to start specializing towards flying, too. That sounds way better.”
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           Since many classless RPGs have no rules to prevent characters from building anything they want, given enough time and gaming sessions, they can (and eventually do) all build super swordsmen-wizard-dragons. Everyone’s characters typically end up being exactly the same by the end of the game. What we’ve found with class-based RPGs is actually the opposite – that characters actually get more defined throughout the game, not less. Characters get further into the classes they’ve chosen, thus providing even stronger role fulfillment (based on their classes) in their adventuring groups.
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           With classless games? Everyone has flight, invisibility, instant heals, and divine shield. That’s just the way it goes.
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  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Classless+RPG+Fighter.png" alt="Classless RPG Fighter" title="Classless RPG Fighter"/&gt;&#xD;
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           Eternity TTRPG’s Roots
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           It took us a while to come back around, but we eventually did settle on a primarily class-based RPG. It’s also true to our roots though, and we just decided that Eternity TTRPG, because of the type of game designers we are, works better as a class-based game. No doubt, other designers have made classless RPGs that really work a lot better than our short foray into the free-form world, and there’s certainly great classless games out there. But that’s not us.
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           Some of our most-read posts for Eternity TTRPG have been about the Eternity TTRPG classes. As we’ve looked back over the last several months of just our web traffic alone, it’s obvious that people love the concept of RPG classes, and love to see what classes in any given RPG can “do.”
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           At Eternity TTRPG, we love RPGs of all kinds. We grew up playing video game RPGs. It was always fun just to see the concept of classes for each game. We used to look up other games just to see what their “classes” could do – how each game defined classes, and what made those classes special.
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           Ultimately, we have fun with class-based games, so we had to make Eternity TTRPG class-based.
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           Epic Levels And Advancement in Eternity TTRPG
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           There’s been a lot of work going into the Eternity TTRPG main game. We update the game every 6-12 months or so, and email that update for free to all game owners.
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           But lately we’ve been hard at work at the Eternity TTRPG Epic Expansion, which will allow players to play from Lv.10 – 100+. Yes, that’s right. Now that the main game has such a robust foundation, it’s possible to allow for essentially unlimited levels. The way we’re going to do it though? A form of classless RPG gaming similar to multi-classing.
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           Once you hit Lv.10 with a class, you can either start at Lv.1 in a new class or take an “epic level” in your existing Lv.10 class. My fallen paladin I mentioned earlier? He’s now Lv.21. Lv.10 fallen paladin. Lv.10 revenant. Lv.1 dragon knight. I’m getting to play multiple classes, taking my favorite portions from each. I still have structure when playing, but the game is allowing me to sort of “break the rules” a little bit and go outside of the box. It’s led to a lot of great roleplaying moments, adding new classes to my character, as well.
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           Look for an upcoming release of the Eternity TTRPG epic expansion.
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  &lt;h3&gt;&#xD;
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           Epic Spells And Abilities
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           Starting at Lv.11 and every 10 levels thereafter, you can choose an “epic” spell or ability. Epic spells and abilities are twice as powerful as any critical and allow you to choose small areas in which your character becomes truly world-class. The Eternity TTRPG epic expansion merges the best parts of a classless RPG and class-based RPGs by “breaking the base game’s rules” at higher level play by allowing players to mix their favorite parts of various classes.
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           Do we anticipate everyone to eventually become super swordsmen-wizard-dragons? Yes. By perhaps Lv.100+. But Eternity has 24 classes, meaning that a player would have to reach Lv.240 to become even close to the same as everyone else (due to epic levels). That’s still possible. We’re sure someone will eventually play Eternity TTRPG enough hours to hit that level. But’s it’s not a big concern for us. If you hit Lv.240, you probably should be able to be anything you want in life.
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&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 18 Jun 2022 15:36:13 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
      <guid>https://www.eternityttrpg.com/class-based-rpg-classless-rpg</guid>
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      <title>TTRPG - Welcome to Tabletop Roleplaying</title>
      <link>https://www.eternityttrpg.com/ttrpg</link>
      <description>The term TTRPG stands for tabletop roleplay game (or tabletop RPG). TTRPGs are the in-person, community-oriented equivalent of video game RPGs.</description>
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           The term TTRPG stands for tabletop roleplay game (or tabletop RPG). TTRPGs are the “old-school” equivalent of video game RPGs.
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           The main difference between TTRPGs and video games are that TTRPGs usually take place between a group of players all sitting around a table, and action primarily takes place in the “theater of the mind.” Even as video game RPGs become more popular, so too do TTRPGs. People like trying out the more in-depth tabletop games that started the video game RPG genre.
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  &lt;h2&gt;&#xD;
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           Which TTRPG Should You Play?
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           There are literally thousands of TTRPGs to choose from. The main difficulty with selecting one is that tabletop RPGs usually have pretty in-depth rules, and reading the rulebook can be time-consuming. Which is why many people, once they find a TTRPG they like, tend to stick with playing just that one game. So, which TTRPG should you play? Try finding a game with some of the following traits:
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            Easy for new players to learn, so you can invite your friends.
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            Fits the genre you want to play (fantasy, sci-fi, steampunk, or a game set in a world you already know and love).
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            A game with a lot of depth and options for players, but not so many rules that gameplay gets bogged down.
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            Most importantly, a game that you and your friends find massively fun!
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           One of the best ways to go, if you’re new to the world of TTRPGs, is to create a list of games that look interesting as you’re doing your research. Narrow down that list based on the bullet points above. Once you have a gaming group you know is interested, bring the list to them, and see what they think. They may add a potential game or two to your list, as well. Then, try one out. You can always switch games if the first one you tried wasn’t exactly what your group was into.
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  &lt;h2&gt;&#xD;
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           Trying New TTRPGs
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           If you’re someone with a lot of experience with tabletop RPGs, trying new TTRPGs can be a lot of fun. The same problems exist for you, of course, as someone just beginning their journey. Rulebooks are time-consuming to read, and your gaming group may not love the game. But if you’re a die-hard fan of tabletop gaming, it’s worth the risk to try out a new game even once or twice per year. Make it a birthday or Christmas present.
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            Most people know about Dungeons and Dragons - it's a household name. But, there are many wonderful TTRPG systems out there that are similar, but different (and in some cases, even better). For a list, take a look at my article on
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    &lt;a href="https://www.eternityttrpg.com/games-like-dnd" target="_blank"&gt;&#xD;
      
           Games Like DnD
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            to find a game that may be lesser known, but one that you may absolutely love.
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           Many people also customize the TTRPG they play with their gaming group, especially over time. Some things in the rulebook may not suite the group very well, or better ideas get proposed. After all, the whole point of the game is for the group to have fun. So why not? And one of the best ways to come up with small “in-house” rules changes or adjustments is to bring them in from another TTRPG.
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           The fact is, no one has yet created the “perfect” or best tabletop RPG. Just like no one has yet created the “best” video game RPG. The best games are always a matter of preference. And people are always designing better ways to play. It’s worth it to keep up with the new TTRPGs coming out.
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  &lt;h2&gt;&#xD;
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           Love Tabletop RPGs?
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           How are TTRPGs Played?
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           TTRPGs are typically played with a group of people sitting around a table. Everyone prints out character sheets, pulls out their dice, and the rulebook of whichever game they’re playing. Some websites now support 
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           playing TTRPGs online
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           , and allow people to game together even if they live in different geographical areas. But the main ingredient is cooperative gaming. Like playing board games, almost every TTRPG is best played with a group of friends.
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            In the gaming group for a TTRPG, there’s usually one person who “runs” the game, called the “game master.” The game master’s job is to create the gaming world. They decide the world’s setting, it’s
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           NPCs (non-playable characters)
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           , unique items and treasures, and the story taking place. Everyone else in the gaming group roleplays a character that they create in the world set by the game master. There are some rare tabletop RPGs that either have no game master, or multiple game masters. It doesn’t really matter which format of roles and responsibilities is used – there isn’t a “right” way to play – so long as everyone in the gaming group is having fun.
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           Video Game RPG or TTRPG?
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            TTRPGs will never have the graphics or pure sensation factor of video game RPGs. There are many
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           great video game RPGs
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            out there. Each year they get better and better. The way they look, the music created and used, gameplay mechanics. All of it. As technology improves, video games become more and more immersive, and more and more fun, which is really the point of a roleplay game to begin with.
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           However, nothing is more immersive than true roleplaying. Not just the “roleplaying” where you’re using a controller to press buttons and move a character around on a screen. But the roleplaying where you take on persona of a character, whether of your own, or another’s creation. Roleplaying with a group of people playing a TTRPG creates for even greater immersion, as each of you contributes to the collective theater of the mind. You don’t just move a character around. You become the character. You see what they see, speak through their lips, hear what they hear, feel as they do, and sense real (imagined) danger and drama.
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           Players definitely get back what they put in with TTRPGs. Video games bring everything to the player, with very little effort or energy required back. So, both are good. And luckily, you don’t have to choose one or the other. But if you’ve only ever played video game RPGs, it’s definitely time to step into the world of a TTRPG. Give it energy and effort while prepping the game and playing, and you will be amazed how much fun you get out.
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           Class Based RPGs vs. Classless RPGs
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            In my article
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           Class Based RPG vs. Classless RPG Pros and Cons
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            I talk about how some tabletop RPGs give players specific character classes (like a warrior, barbarian, rogue, or wizard), while others allow them to literally create any character combination of their choosing.
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            Class Based RPGs, such as
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           Dungeons and Dragons
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            or the
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           Eternity TTRPG Game System
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            , provide a lot of structure for TTRPGs. Simply by playing the game and leveling up, your character comes with a clear thematic build for their spells, abilities, feats, and powers. Meanwhile, classless RPGs, such as Skyrim, allow you to give your character any combination of spells and abilities you'd like, usually by spending points (like Exp.) acquired by playing the game.
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           Class Based RPGs
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            Class based RPGs may seem more restrictive as far as character builds go, at first glance, but many players actually feel that having clear roles within a party (since players are not able to simply select spells or abilities that other characters possess) makes for greater fun. Take the
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           Fallen Paladin
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            for example. It's a clearly dark class that suggests shadowy magic, skill with a sword, and a degree of survivability. It's the kind of thing that's clearly defined, and usually inspires players to try out an archetype that they may have been interested in for some time.
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            If you want to play a Class Based RPG, you may even check out an online
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           Class Quiz
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            that can tell you what type of class for a game that you might like to play.
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           Classless RPGs
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            Most TTRPGs are class based, but some do have a classless system. Classless games are often a ton of fun for one or two play-throughs, where you get to build a character exactly he way you've always imagined for an RPG. However, you'll often find that when it comes to a group of tabletop RPG players, most people will end an ongoing
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           RPG campaign
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            with basically the same character builds as everyone else in the group. The reason is that most games a set of spells or abilities that are simply more powerful than others, so eventually, everyone gravitates towards those powerful builds.
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            In any case, making the choice between a class based RPG or classless RPG is up to you, for whatever you feel is best for your gaming group. At the very least, I'd recommend trying both so you can know for sure what type of game you enjoy more.
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           TTRPG Campaigns
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           People tear up talking about their TTRPG campaigns/ RPG Campaign. Loaded with drama, intrigue, betrayal, passion, and desire to overcome all opposition, a “campaign” represents the best part of TTRPGs. Campaigns are essentially a series of game sessions all played in the same world and storyline, over a period of time. Some campaigns last just a few gaming sessions. While the best ones usually last at least 6 months. Like all good things, good stories take time to mature.
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           The goal of any gaming group is probably to have the most fun possible. Even though life can get busy and schedules can be hard, most tabletop gamers have the most fun with a long campaign. If a gaming group can meet for a few hours once a week, once a month – whatever – for long enough, and each player stays diligent with immersing themselves in the story, that’s when the most satisfying moments of playing a TTRPG take place. Ask anyone who’s played TTRPGs for any amount of time, and they’ll confirm.
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           If you’ve never played before, don’t get too ambitious, though. A great TTRPG campaign can be played in a few gaming sessions that each last only a couple hours. Just create one small story at a time. See where it goes. Enjoy the TTRPG journey. Oh, and bring your friends.
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           Quest Ideas for your Campaign
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           Whether you're new to tabletop gaming or you're a seasoned pro, it's always helpful to have additional resources for quests, campaigns, and even one-shot games. I've compiled a list of great articles for you to check out here that cover that very set of topics:
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            How to Write a D&amp;amp;D Campaign
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            How to Start a DnD Campaign
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            DnD Campaign Ideas
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            DnD Quest Ideas
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            DnD One Shots
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            Single Player DnD
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           Total Party Kills
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            There's a lot of lingo to learn when you're first getting into TTRPGs. One of the first things you may learn about or even experience for yourself is the legendary
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           DnD TPK
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            . TPK stands for "Total Party Kill," or total party wipe - an encounter where everyone's characters die.
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           Though sad, TPKs are also often the source of a great deal of fun, as you learn for the first (or even the fiftieth) time that TTRPGs can be dangerous worlds, and the adventure you find there can be very deadly!
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           The Dungeon Master
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            Not all TTRPGs have a dungeon master, but most do. The dungeon master - or game master - is the person who leads the gaming group. Depending on the actual game system you play, it's typically the dungeon master's responsibility to set up the gaming group, coordinate everyone's schedules, plan the game's world, run encounters, plot the main storyline, and mediate players' actions. Being the dungeon master is a big responsibility, but one that many people find very rewarding.
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            If you ever need help with your own dungeon mastering, I've put together an entire article on
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           Dungeon Master Tools
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            that I've found essential for running my own games. Also, no matter whether you plan on running a relatively short campaign, or one that could span years, I recommend investing in some form of
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           Campaign Planner
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            where you can organize and journal about your story's ideas.
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           Dungeon a Day
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            Speaking of quest ideas and dungeon master resources, the Eternity TTRPG website is now home to
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           Dungeon a Day
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           , where you can check us out each day that the event is running for a new dungeon room. Every month, the combined dungeon rooms build up to a complete dungeon floor, which you can use in your ongoing campaign.
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           Dice, Miniatures, and Tabletop Gaming Mats
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           Don’t worry about getting anything fancy before playing a TTRPG for the first time. If you really enjoy the genre, and find a good group to play with, you can always upgrade. For your first few games, you may want to pick up the following:
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             Set of dice. Most sets come with a couple d6 (6-sided dice), d8, d10, d12, and d20. Some also come with a couple d10’s so players can “roll” a d100. If you're curious about what dice you should buy, check out my article on the
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      &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-dice/best-dd-dice" target="_blank"&gt;&#xD;
        
            Best D&amp;amp;D Dice
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             for your game.
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        &lt;/span&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you’ve already chosen or created the character you’ll play in the game, pick up a miniature that fits your character. Some people also enjoy painting their miniature, for added customization.
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      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If no one in your group has a battle mat, and the game uses miniatures, pick up a basic one, or find one with some good background artwork.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           If you get into playing a TTRPG you will see the appeal to customizing which dice, miniatures, and gaming mats you use, almost immediately. They really do add a world of fun in their own right.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Online Initiative Trackers
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you're going to play tabletop RPGs the way that most are intended, you may want to check out an online
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/initiative-tracker" target="_blank"&gt;&#xD;
      
           Initiative Tracker
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    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            . Initiative trackers make it easy for dungeon masters and players alike to determine when it's their character's turn when it comes to combat encounters.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            In the past, for my own games, I've experimented with everything from keeping track of initiative on notebooks, to using Initiative Trackers like what you can find on Amazon, to online trackers. What I can definitely tell you is that having some fun and engaging way (even aesthetically pleasing way) to keep track of initiative can be a big help for your tabletop games.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           D&amp;amp;D Gifts
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    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you play TTRPGs for any degree of time, you'll soon come to realize that there are a ton of really cool gifts you can either give someone, or ask for yourself, based in the world of tabletop RPGs. Artwork, dice, miniatures, battlemaps, even music, games, or movies - really, the list is endless.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you're curious about what's out there, looking for a gift for someone, or want to see what you might get for yourself, take a look at my
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts" target="_blank"&gt;&#xD;
      
           Ultimate DnD Gifts Guide
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            for over 50-ideas and inspirations. Also, if you need some gifts that that special dungeon master in your life, take a look at the
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/rpg-resources/dnd-gifts/dungeon-master-gifts" target="_blank"&gt;&#xD;
      
           Ultimate Dungeon Master Gifts
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            compilation I've put together.
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;br/&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            And finally, don't forget about having a very
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dd-christmas" target="_blank"&gt;&#xD;
      
           merry DnD Christmas
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            ! You won't find such exciting DnD-themed ugly sweaters anywhere.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Tabletop+RPG+Minis.png" alt="Tabletop RPG Minis" title="Tabletop RPG Minis"/&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           TTRPG Character Sheets
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Probably the most useful part of any TTRPG is the
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/eternity/eternity-ttrpg-character-sheet" target="_blank"&gt;&#xD;
      
           character sheet
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      
           . Each tabletop game system has a different set up for the character sheet. Some are very simple, and are comprised of only a couple columns on a sheet of paper. Others are multiple pages long, with each page crammed with information. The character sheet is so useful because it’s basically a summary of the game’s rules, laid out for players as a quick reference on how to play.
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           It’s also a summary of each player’s character in terms of their strengths, weaknesses, and important notes for roleplaying. Need to know whether or not a player’s character is capable of achieving a task with any uncertainty of success? Check the character sheet. Need to remember some important detail from a character’s past? There’s probably a section for that on the character sheet (and hopefully the player used it to write down that important detail).
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    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Aside from just being dead useful, TTRPG character sheets are fun. They’re fun to look at, for the unique
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;span&gt;&#xD;
      
           designs game creators so lovingly put into them. They’re fun to read in detail, to get an idea for how a game is played. And they’re fun to search through when in the heat of an important moment in the game, hoping beyond hope there’s something listed on there that can save you.
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;h3&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Character Ideas
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h3&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            Of course, character sheets are only useful for explaining an awesome character idea. If you ever want to explore some additional options on character design, or need inspiration for your own unique creation, check out these awesome
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/dnd-character-ideas" target="_blank"&gt;&#xD;
      
           DnD Character Ideas
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            where you can find about 10-different character concepts that you may try for your upcoming campaign.
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      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div&gt;&#xD;
  &lt;a href="https://www.eternityttrpg.com/dungeon-a-day" target="_blank"&gt;&#xD;
    &lt;img src="https://irp.cdn-website.com/b0f3f1eb/dms3rep/multi/Dungeon+A+Day+Article+Call.png" alt="Dungeon A Day Article" title="Dungeon A Day Article"/&gt;&#xD;
  &lt;/a&gt;&#xD;
  &lt;span&gt;&#xD;
  &lt;/span&gt;&#xD;
&lt;/div&gt;&#xD;
&lt;div data-rss-type="text"&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Dungeons and Dragons Resources
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Of course, of all TTRPGs, Dungeons and Dragons is by far the most famous and most played. If you're specifically planning to play D&amp;amp;D, here's some additional resources that you and your group can use in your upcoming games. The following posts are specific strategy guides on some of the game's most important/ iconic spells, and other important D&amp;amp;D 5th edition topics:
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;ul&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bless-5e" target="_blank"&gt;&#xD;
        
            Bless 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/bonus-action-5e" target="_blank"&gt;&#xD;
        
            Bonus Action 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cause-fear-5e" target="_blank"&gt;&#xD;
        
            Cause Fear 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/charm-person-5e" target="_blank"&gt;&#xD;
        
            Charm Person 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/cure-wounds-5e" target="_blank"&gt;&#xD;
        
            Cure Wounds 5e
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      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
    &lt;li&gt;&#xD;
      &lt;a href="https://www.eternityttrpg.com/silence-5e" target="_blank"&gt;&#xD;
        
            Silence 5e
           &#xD;
      &lt;/a&gt;&#xD;
    &lt;/li&gt;&#xD;
  &lt;/ul&gt;&#xD;
  &lt;h2&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Try Out a Group GM TTRPG
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    &lt;/span&gt;&#xD;
  &lt;/h2&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      
           Most TTRPGs use a single GM (game master) to run the game, providing details for the world, NPCs (non-playable characters), and more. 
          &#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;br/&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
  &lt;p&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            If you’ve never played a group GM game before, though, I highly recommend it. Most group GM games result in chaos, as every player contributes to the game’s story, world, NPCs, etc. However,
           &#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
    &lt;a href="https://www.eternityttrpg.com/shop/" target="_blank"&gt;&#xD;
      
           Eternity TTRPG
          &#xD;
    &lt;/a&gt;&#xD;
    &lt;span&gt;&#xD;
      &lt;span&gt;&#xD;
        
            has solved those problems. Check out our Shop page to learn more about how you can leverage all of your group’s creativity, play as a GM, and also roleplay your own character – all in the same campaign.
            &#xD;
        &lt;br/&gt;&#xD;
      &lt;/span&gt;&#xD;
    &lt;/span&gt;&#xD;
  &lt;/p&gt;&#xD;
&lt;/div&gt;</content:encoded>
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      <pubDate>Sat, 18 Jun 2022 15:04:12 GMT</pubDate>
      <author>jake@thirdloft.com (Jacob Tegtman)</author>
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