Lingering Shadows Part 2 - Campaign Stories

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


Drogi

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.

 

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.

 

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.

 

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?”

 

“I’m no master.”

 

“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?”

 

“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.

 

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.

 

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.

 

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.

 

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.”

 

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”.

 

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.

 

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.”

 

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.”

 

“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.”

 

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.

 

“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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.”

 

“Vampire?” asked Iceliat.

 

“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.

 

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.”

 

“And you,” corrected Vatra.

 

“And me,” Drogi accepted.

 

“Did you ever find out what happened in the woods?” asked Iceliat.

 

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.”

 

“Why are you telling us this?” Iceliat wondered.

 

“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.

 

“Well, of course,” Iceliat shared empathetically.

 

“Yea,” added Vatra, “because, you know, your legs don’t work.”

 

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.

 

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?”

 

Iceliat

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

 

Vatra

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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?”

 

“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.”

 

“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?”

 

“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.”

 

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.”

 

“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.

 

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.”

 

“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.”


Author Credit

Sean Kuttner

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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


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


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

Map of the Tomb of Horrors dungeon on aged parchment
By Jacob Tegtman April 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1r1xrclddMg Transcription A piece of classic D&D is coming back… but just not in the way you’re probably expecting.  Wizards of the Coast just announced something that could completely change how many people play D&D—short, fast, old-school adventures are officially returning. 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&D storytelling in years. Welcome back to Eternity TTRPG—your go-to party member for all things Dungeons & Dragons. 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&D that’s already forever sailed away. So this all dropped at Gary Con in Wisconsin, which was March 19-22 nd , just a couple weeks ago. That’s where the VP of D&D, confirmed that modules are coming back. If you’ve only played modern D&D, where campaign books are pretty lengthy and involved, this might not sound like a big deal. But it kind of is a big deal because this isn’t just a new product… it’s a return to D&D’s roots. If you aren’t familiar though, you may be wondering – what even is a module. Back in the early days of D&D, adventures weren’t the massive 300-page books we often see now. They were short, self-contained stories. Think quick, punchy adventures you could finish in a session, or a few sessions. They’re basically the ancestors of modern one-shots. These official D&D modules, which many people absolutely loved, were: Compact Easy to run And perfect for drop-in play, for someone who was a more casual gamer, or for someone visiting, etc. But when 3rd Edition rolled around, D&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. This brings up a whole order of interesting topics, but in older D&D (like Basic and Advanced D&D), the game assumed: That you’d jump between adventures Characters might not persist long-term – character death was super common, and almost even encouraged And the game world was only loosely connected 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. 3rd Edition D&D, however, introduced: Strong character progression systems Feats, skills, and long-term character builds And most importantly, a focus on ongoing story arcs Suddenly, D&D became about one continuous campaign , 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.” It’s also worth mentioning that with 3rd Edition, Wizards of the Coast introduced the Open Game License . This license meant: That third-party creators could make adventures freely Which inevitably led to the market becoming flooded with small modules. So, Wizards of the Coast didn’t need to focus on short adventures anymore. Instead, they could focus on: Big flagship campaigns that had a longer shelf life, and felt like “premium products” With lengthier and more involved Core rulebooks While letting the community handle smaller content. To summarize the history, D&D once offered “official” short, adventure modules. That module model shifted towards third-party creators with the advent of 3 rd edition. And now, 26-years later, third parties are still creating modules, but we’re also making a return to “official” D&D modules. Moving forward, the big question is: what’s different this time? According to D&D, these new modules will tie into something called D&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&D, it’ll be a new module, or new modules, based around the current set’s theme. Examples could include what we’re seeing with D&D Seasons for 2026, which will each be three-month series: starting with the Season of Horror followed by the Season of Magic And then finally into the Season of Champions with this year’s last quarter. 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&D is aiming for: · 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) · Easier prep for DMs · And more accessible D&D overall We don’t know yet if these will be physical books… or digital-only releases on D&D Beyond. My guess is there will be both available. Modern D&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. 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. So, modules are intended to flip the current long-term D&D campaign dynamic, not by replacing them, but by giving players another choice. Modules aim to be: Easier for new players to get into D&D, Create less pressure on DMs/ less requirement for preparing a long-term campaign And provide alternatives of play that could be perfect for people with busy schedules This might be what the D&D community needs right now. At the end of the day, these modules coming out will essentially be one-shot sessions that D&D provides for anyone who’s interested. My take is that Wizards of the Coast has made some tremendous mistakes with D&D. However, I do think that an attempted return to D&D roots is move that makes a lot of sense. The real test will be in the execution. If Wizards can make this new generation of D&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. 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. 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. 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&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? Drop your thoughts in the comments. And if you want more D&D news, updates, and tools to make your games smoother and more enjoyable—hit that like button and subscribe. I’ll see you guys in the next one.
Josiah Mork: Creator of Starset RPG and Pen RPG
By Jacob Tegtman March 27, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9In5gaz65s8 Transcription Jacob Tegtman (00:01.848) Hey everyone, welcome back to Eternity TTRPG, where we cover really everything tabletop gaming related, Dungeons and Dragons. 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. Josiah (00:33.142) 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. Jacob Tegtman (00:44.478) 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. Josiah (00:50.028) for sure. Josiah (01:04.972) There's always something. Jacob Tegtman (01:14.352) 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? Josiah (01:20.968) Yeah, well, hopefully I've got good answers for you. We'll see. Josiah (01:32.756) 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. 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. 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 &D scare, very like Stranger Things season four. And so they were not really like, yeah, not really D &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... Jacob Tegtman (02:51.202) Yeah. Jacob Tegtman (02:55.042) Not too far ahead. Sure. Yeah, that's awesome. Jacob Tegtman (03:08.12) time. Josiah (03:09.972) 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 &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. Jacob Tegtman (03:30.508) 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. Josiah (03:39.616) Yeah, well, I've heard of it. Yeah, I've seen clips from it, yeah. Josiah (03:52.972) 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 &D episode for some reason. And I love it, you know, but it's so random. Jacob Tegtman (03:58.679) Yeah. Jacob Tegtman (04:05.302) Yeah, like all of them. 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. Josiah (04:20.81) The Cones of Dunshire, yeah. Love that, love those episodes. Jacob Tegtman (04:29.646) 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. Josiah (04:55.05) 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. Jacob Tegtman (05:12.95) really? I was actually, yeah, I was checking it out like yesterday, so. Josiah (05:24.422) 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. Jacob Tegtman (05:29.506) Yeah. Jacob Tegtman (05:39.96) Yeah, nice. Jacob Tegtman (05:46.04) Very cool. Josiah (05:46.164) 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. Jacob Tegtman (06:14.542) 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... Josiah (06:27.148) Well, thank you. Josiah (06:34.966) haha Jacob Tegtman (06:38.478) 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 &D later. D &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 &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 Josiah (06:42.72) Mm-hmm. Jacob Tegtman (07:08.612) 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 Josiah (07:19.902) 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. Jacob Tegtman (07:24.963) Yeah. Jacob Tegtman (07:33.324) Yeah. Josiah (07:45.324) 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. Jacob Tegtman (08:00.352) I think so, yeah, absolutely. So, what do we talk about first, man? Like, what do you want to talk about first? Josiah (08:01.452) Thank you. Josiah (08:11.672) man, I could talk about games for hours and hours, so I better let you guide that conversation. Jacob Tegtman (08:14.944) You Okay, I just want to make sure we cover like the big things before we dive into the nitty gritty here. Yeah. Yeah. Josiah (08:24.332) 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 Jacob Tegtman (08:33.379) Yeah. Josiah (08:53.446) 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. 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. Jacob Tegtman (09:30.658) That's been a cool one. Yeah. 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 Josiah (09:43.628) Mm-hmm. Josiah (09:53.004) Mm-hmm. Jacob Tegtman (10:03.53) 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. Josiah (10:09.729) video. Josiah (10:13.142) Mm-hmm. Josiah (10:18.686) 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. Jacob Tegtman (10:39.48) Sure. Josiah (10:48.062) 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. Jacob Tegtman (10:48.416) I guess. Jacob Tegtman (11:04.014) 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. Josiah (11:17.27) Mm-hmm. Mm-hmm. It's great. Jacob Tegtman (11:21.428) 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... Josiah (11:38.599) the Jacob Tegtman (11:39.446) 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. Josiah (11:53.856) Mm-hmm. Josiah (12:01.6) Thank you. Josiah (12:05.836) Mm-hmm. 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. Jacob Tegtman (12:14.306) Yeah, for sure. Jacob Tegtman (12:23.394) That's right. That's right. Yeah. Josiah (12:33.664) 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... Jacob Tegtman (12:39.788) Yeah. Jacob Tegtman (12:50.542) Sure. Josiah (12:58.954) 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. Jacob Tegtman (12:59.374) Yeah. Jacob Tegtman (13:10.772) 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. Josiah (13:16.436) 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. Jacob Tegtman (13:31.822) Okay. Okay, cool. That's exciting, man. So what number of Kickstarter will this be for you? Josiah (13:38.092) Thank Josiah (13:42.294) That's Josiah (13:46.806) 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. Jacob Tegtman (13:48.43) Sort of. Yeah. Jacob Tegtman (13:54.094) Sure. Jacob Tegtman (14:16.43) 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. Josiah (14:30.208) You Well, I know a little bit more than I did last time and that's the goal. Yeah.
An anime-style character with long white hair
By Jacob Tegtman March 25, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=si26EW5kj4Q Transcription Summary Final Fantasy Legend Edition TTRPG discussion covered the game's high customization and free distribution via mythos inspiration and iterative research. Final Fantasy Legend Edition Origin 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. Design Philosophy and Research 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. Customization and Unique Features 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. Details Introduction to Final Fantasy Legend Edition Project : 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). Mildra The Monk's Background and TTRPG Contributions : 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\&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). Running a Final Fantasy Legend Edition One-Shot : 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). Virtual Tabletop Support for Legend Edition : 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). Summary of Final Fantasy Legend Edition : 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). Game Design Flexibility and High Customization : 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). Reasoning Behind Free Distribution of Legend Edition : 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). Research and Design Philosophy for Legend Edition : 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). The Inspiration to Focus on Final Fantasy : 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). Avoiding the Trap of Literal IP Adaptation : 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). Emulating the Mythos Over One Game : 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). Classes, Character Creation, and Flexibility : 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). Key Design Pillars of Final Fantasy Legend Edition : 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). The Research Process as a Favorite Part of the Project : 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). Inspirations and Creative Liberties in Design : 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). Development of the Yo-kai Class : 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). Impact of Extensive Research on Project Quality : 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). Historical Context of Final Fantasy Combat System : 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). Snapshot of Unique Legend Edition Features : 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). Future Vision and Upcoming Projects for Mildra The Monk : 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). Ongoing Efforts to Promote the TTRPG Community : 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). Availability and Support for Mildra The Monk : 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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