Lingering Shadows Part 3 - Campaign Stories

Read for fun, or for ideas in your own campaign!


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 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.

 

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.

 

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.

 

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.”

 

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.

 

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.

 

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.

 

“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.”

 

“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.”

 

“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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.”

 

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’!”

 

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-”

 

“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.

 

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.”

 

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.

 

 

Iceliat

 

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.

 

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.”

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

The captain interjected, “Don’t argue when you’re winning,” he said.

 

The girl took a step to turn, then turned back, “My tray, sir?”

 

“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.

 

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.

 

Vatra

 

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.

 

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.

 

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.

 

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.

 

“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.

 

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.

 

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.

 

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.

 

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.

 

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.”

 

Three days later, there was a tincture shop for sale.

 

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.

 

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.

 

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.

 

Silently, Vatra watched flames flicker like knives being juggled.


Author Credit

Sean Kuttner

Dice, Dungeons, Games & More - Eternity TTRPG



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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.

November 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-zk16nPM6A Transcription Assassin Strategy === [00:00:00] Welcome back to Eternity TT RPG YouTube channel, where I go over different happenings in the tabletop role-playing universe from D&D to the game that my husband and I are creating. So this go around, we wanted to take a moment to, um, focus a little bit more on the game that my husband and I have created. If you followed, followed along, if not, here's a quick rundown. So he's been creating a tabletop role-playing game for thirty-plus years, like, his entire life, and we found a way for it to be accessible as, like, a fifteen-minute card game just focusing on combat. So we went ahead, had that produced. We have the physical version of it. It is called Emanation. And then from there, we worked with a friend of ours, and he was able to put this entire card game online. So now there's online Emanation. So it plays the exact same. It's just a matter of if you want the physical copy or the online version. Um, so what we thought [00:01:00] would be cool is that there are six classes in this game, right? And every class, I feel like, um, has a different strategy or multiple strategies to it that you can use to play it and see how you succeed. Um, so I thought it would be fun to go over those strategies. However, what we're gonna do is my husband is gonna go ahead and take one of the classes, go over his strategy, I'll go over mine. We won't see each other's videos until, you know, I edit it and throw it on here. But I just wanna see if we line up, if we do different things, um, and if you guys can resonate with either one or if you wanna try it out and find a new strategy. So with all of that being said, the first class we're gonna do and the only class we're gonna focus on this, um, this go around is gonna be the assassin, okay? So with all of that being said, I'll pass it off to [00:02:00] him Hey guys, this is Jacob. It's been a while since I've been on the channel. I just wanted to give my perspective on the Assassin class. So when you come to this website which is play.sparksofeternity.com, we'll put the link in the video You get this page and it's free to play All you have to do is put in your email address and you can play against friends, you can play against computers. It's, uh, really, really awesome. But I'll just go through for those of you who aren't too familiar yet, maybe you've played one or two games, maybe you, be you haven't played at all, and I'll give my perspective on the assassin class. I think the plan is we'll be doing this for all the classes, so hopefully you get an idea of maybe some strategies that you can use. And if nothing else, I hope it tempts you to try the game for yourself So when you hover over each of these abilities here, you can see what it does. So Sparks of Eternity: Emanation is [00:03:00] a TTRPG combat card game. It basically takes the classes of fantasy RPGs and puts them into a card game feel. I'll probably play a couple rounds of this even, but every turn, basically you get more options that you can choose from as your character levels up, and it gives you just more cool things to do. Once you reach level one is when your character starts getting unique powers for the class. So at level one, you'd have Assassinate, and this is just a small chance to do a ton of damage to somebody. I usually like to play this just for fun because if you happen to hit it, you might knock like the summoner out of the game because they have very low number of life sparks or hit points. By level two, you end up getting Rupture. So this is actually slightly different from the physical version currently. We changed some of the order for what will be our future prints and for online to make it a little more streamlined. We [00:04:00] put this ability next. So this ability gives you lethality, which is a spending resource that you can use towards Assassinate. So for every one lethality that you use, instead of hitting, you can see on a 16 to 20 with Assassinate, you would drop that number by one. So Rupture gives you five. So on turn two, I would usually Rupture to start building up lethality so that later in the game I can use those resources to more e- easily hit with Assassinate. Uh, by late in the game, you could have, you know, 30, 40, 50 lethality and just do multiple turns in a row of Assassinating and, um, especially if you end up generating second actions and so forth, which is, you know, some classes can give you, uh, you could very quickly win a game from out of nowhere, which is kind of the idea of the Assassin. Uh, by turn three, you pick up Assassin's [00:05:00] Blades, and you can see here this is a passive effect. So in Emanation, every class has these passives that are, that are totally unique to them, but it's what makes the class feel like that class. Once passive effects are played, they stay in play and every single turn they give you some effect that can happen. So many of those effects are rolled dice effects. You, you roll a 20-sided dice and if you roll within the indicated range, an effect will occur. So with Assassin's Blades, it's just a chance every turn to deal damage. Um, usually by turn three once this comes up I play this immediately. Uh, same goes for Assassin's Poisons on four. It's another passive effect. Basically, whenever I get passive ef- effects I just play them because then the value of that ability just compounds over time. So Assassin's Poisons can daze somebody, which means they can't play any other actions. They can't play any actions for the turn unless they defend Turn [00:06:00] five is usually a little different. You get Unassuming, which makes you untargetable for three turns. It also gives you a large number of life sparks. Sometimes I play this right away if I, if I'm taking a lot of damage from especially like a, a summoner or a berserker, and then you can use those terms, y- turns that you can't be targeted to stack up ruptures to get more lethality going. Sometimes though, I'll save this for the last three turns of the game, and I'll just make it so that I, I heal six life sparks and then the last three turns of the game I just can't be targeted. Sprint on turn six is kind of a similar thing. You defend for two turns. So when you defend in Eternity, it just means that you can't be targeted So Sprint gives you a two-turn defend, uh, during which time on their second turn you can actually still attack someone. So it's very powerful. Sometimes, you know, at the end of the game I was mentioning how I play Unassuming. If you chain that together with Sprint, you could have, like, five [00:07:00] turns where you're completely untargetable. Um, combined with the healing from Unassuming, that's a very powerful effect. Alternatively, like I was mentioning you play it earlier in the game, you build up ruptures, you sprint, you can even assassinate your second turn of- while sprinting. Uh, Cold Blood is another one, though, that I play immediately as, as soon as it becomes available because you start building up stacks of lethality every turn. It's your final passive effect as assassin, and it gives you a fifty percent chance to give basically the rupture effect every turn where you gain five lethality. So as soon as I get this, I usually play this just to start, um, building up my late game assassinates. Premeditate's one of my favorite abilities because it sort of lets you see what your opponents are going to do. So right off the bat, you gain one lethality, and then you roll a D20, and if you roll within the five to 20 range, you get to take a second action. So the reason this is very [00:08:00] valuable is because if someone's using a really powerful attack against you, um, say another assassin is trying to assassinate you or a summoner is using Oblivion, uh, their big, powerful attack, or Judge is using Hammer of Elysium, their big, powerful attack, a second action actually takes place before those incoming effects would. So it lets you see what your opponent will do, and then if it's really dangerous, you can use a defend or you can use Sprint or Unassuming and avoid that attack. Um, similarly, if your opponent's not defending and you have a lot of lethality, you can check to see what they're gonna do with Premeditate, basically see their action and then follow up with as- an assassinate or a big attack of your own. First Strike, it kind of extends the power of your assassinate, and we'll be updating this a little bit soon. Uh, but basically at, at the moment, the, in, the, the heart of the effect is that you play it, next time you cause someone to take damage they take more damage, so it makes your [00:09:00] assassinate even bigger. And then Feint is actually a card that I see players use very infrequently but I think is one of the best cards in the game, uh, unless you're playing against a druid or someone who can attack through defends or punish you for defending. So Feint, there's, there's so many instances in Emanation where you take a damage and then there's about to be ten different, 20 different rolls for passive effects happening. Like Berserker has multiple effects per turn like Assassin's Blades where they roll to see if they do more damage to you Same with Summoner, same with Druid, and so forth. So if you can Feint after taking damage and you have the Presence of Mind to play it, you'll defend for the rest of the turn while still allowing you to do all of your cool effects, all of your own passive effects, finish out your own ability. But then it'll protect you for the rest of the turn against all [00:10:00] those other passive effects, second actions, and so forth. And then cost of this basically is that you're dazed on your next turn, and so you probably end up defending on the following turn as well, which is sometimes good, sometimes, sometimes bad, mostly good. But I've had turns where you Feint and then you take, you know, one damage, but you actually end up preventing like three or four, and all of that damage gets redirected to somebody else, and it ends up being a really powerful play. So the Assassin has a lot of options to stay in the game. So, uh, usually, I guess with the passive effects, I play them as they come in. Sprint, Unassuming, First Strike, Feint, these are all like utility kind of cards, and you play them when you need to, when it's gonna give you the most advantage. I tend to premeditate a lot of turns unless I'm very confident about what I want to do or what I want, what I think my opponents will do, and I don't think there's gonna be a punish for not checking what they're going to do. There's always the chance you miss [00:11:00] that effect and you only get one lethality for the turn, which is pretty bad. But, um By the end of the game, I'm usually just premeditating most turns, keeping up my first strike, and then you're just building up enough lethality and kind of gauging how much life sparks people have left. And then you're timing your unassuming and sprint and just pouring out assassinates at the end of the game. You might get two, three, four assassinates at the end of the game. And, uh, I would say especially against the computers currently, but against a lot of players too, they have a hard time tracking your lethality even though it, it's listed, right? When, when you're playing your character, it'll list your lethality next to you, so they could check it at any time. But the assassin does just tend to be a very surprising class. You don't really know what's gonna come for you until it hits you. And when you get hit by an assassinate, your opponents get hit by assassinate, it's, it's an absolute game changer Eternity TTRPG has released a card game battler which emulates combat from the [00:12:00] tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. So like I said, I have no clue at all what he was just talking about when it came to his strategy for playing the assassin. So I'm just gonna jump right in with my thoughts around the assassin, how I would play it, my strategy going into it. Um, the assassin among the first six classes, I feel like is pretty evenly matched. I'd put it like right in the middle of everything, um, especially in like your one-on-ones and your free-for-alls. I feel like it's [00:13:00] great. Um, I think it could play well in teams as well. I just don't really know what would work as a good pairing for it. Um, I don't feel like we play tested enough for me to really comment on that, at least in this case. Um, as always, with any class, you start with three things you can do as your like turn zero level zero, right? So that's your attack, defend, and no action. Um, with assassin, I definitely go to attack first because you wanna, um, get as much damage on someone as quick as possible, so that way when you go to have a final blow, it definitely hits and you can end the game quickly. Like I have seen people end games in three turns with an assassin, and it was super impressive. It came down to dice rolls, but still, that's pretty amazing. So moving on, you typically get assassinate as your first, um, ability when you turn level one, and with that it comes down to a [00:14:00] dice roll 16 through 20. Your opponent loses, uh, four life sparks, four hit points. And you know, this is really fun to play on your following turn right away just to see like, "Hey, if I get lucky, I get lucky and this person's out," right? So I will attack first turn, assassinate second turn, and keep going, right? So next thing that you get as an assassin is gonna be something called, um, rupture, which allows you to gain lethality. And lethality is something specific to assassins, and you collect lethality to lower your hit chance on assassinate. Um, so thing to remember with this is that you use your lethality before the dice roll. So that is a commonly asked question. That is something I'm trying to clarify right here. Say how much lethality you're gonna use before the dice roll, okay? [00:15:00] Excuse me. So Um, with the rupture ability, you gain lethality, you gain five lethality. You basically take your turn and just, like, spam that, right? Because you want to get your hit chance as low as possible and potentially auto hit on your assassinate. Um, however, this is gonna be, like, your... You're on turn three now, you have access to this ability. Um, I would read the field that you're on, right? So if you're playing against, say, the druid who has a lot of healing abilities, um, it may not be worth it to, like- Um, to assassinate them because you know they have a lot of healing, they're gonna come into a lot of healing, and no matter how much damage you do right now, they're still gonna go up. Um, so, like, if you're playing against them, I would probably rupture this turn and gain some lethality so that way I can, um, you know, try to hit them harder later. If I was [00:16:00] playing against, like, the Summoner, who I already know has low life sparks, and they don't come into, like, gaining any extra health really easily, I would definitely try to assassinate again, right? So following turn, you gain access to something called Assassin's Blades. You do gain a hit point off of this for yourself. Um, so that does move your health up, and this is something that you get a roll every single turn, and it's just a chance to do damage. So this is where you can start popping off with different things potentially. So I would go ahead and take the turn to play that and, um, have a chance to hit people, and then it stays out the rest of the game, right? Following turn, you do have another passive effect that comes available to you, and this is Assassin's Poisons. You have a chance of gaining... Or excuse me, you do gain hit points from this, but then you have a chance to daze your opponents. Um, and dazing means that the only thing they can do is defend, and if you [00:17:00] have cards that can get through defend, that's really important. Um, as an assassin, off the top of my head, I don't remember if they have anything that can get through defend. So it feels like just a quick way to, uh, you know, have them stop attacking you so you can get your lethality up using rupture. Um, next ability you get is called Unassuming. Um, you do gain a lot of hit points for this card, and then it basically makes you invisible to everyone around you, and you can't be hit unless you initiate first, and this happens for three turns in total. So the thing about this card is you can absolutely play it right away and, like, just take that time, build up your lethality while you're unassuming and not target anyone. Um, or what I prefer is that I hold onto it until close to the end of the [00:18:00] game. Um, so if I am not hurting for health, needing more sparks or any of that kind of stuff, I will hold onto this as long as possible. Because if I can finish up to round sixteen, play this card on round seventeen, and gain six hit points and then nobody can target me, it seems like a no-brainer, right? Because more than likely, you will end the game with more hit points than everyone else, and you win. So that's one of the biggest things with strategy for the assassin that I think comes into it is how to play this unassuming card. So I do wonder if, um, Jacob played it any different than I did. Um, moving on, you start to get abilities like sprint and feint. So sprint is like, uh, it's a You know, you just run away from everything for two turns and can't be targeted, and you're defending. So basically, what I view the Assassin as is, [00:19:00] like, okay, I'm gonna hit you really hard, and then I'm gonna run away until I can do it again, which is really fun and whatnot. And then there's an ability called Feint, where you have to take damage initially, but then you can instantly, like, say, "Hey, I'm not taking more damage this turn. Y'all can't get me." So yeah, I start to think about, like, tag as kids a little bit. Um, other abilities that you get is, um, like, Cold Blood, and this is another way to gain more lethality, along with Rupture. Um, Cold Blood is also a passive, so once you get access to that, you're rolling it every turn, and you should be able to gain so much lethality that you can auto hit probably multiple times in your entire game. Um, another card that comes up is Premeditate, which allows you to immediately gain lethality and then have a chance to use a second action. So you can do that to potentially gain six lethality in a turn. You can [00:20:00] do that to gain a lethality and then assassinate. Um, you can do a lot of things in this case. Um, finally, the last card that I am going to mention is called First Strike, which is the next time you cause a target to lose life sparks, um, they lose an additional one. So this card, I don't personally use it very often. Um, reason being is that I tend to play the Assassin with the, like, hey, let me, uh, get you, and then I'll run away. And I'm not taking the time to really plan out my attacks, I guess, with the Assassin. Um, this card, it feels like you really need to think it through, like, hey, how much can I potentially hit my target for? How many hit points can I do damage for? Um, and just see what happens. So with the Assassin, the most damage I've seen in one [00:21:00] turn was six in total, but it's really hard to get that to pop off. So I rather attempt to assassinate and get a guaranteed four, depending on my lethality, than potentially try and go for six. Um, so anyway, I don't know how much of that lines up with what Jacob said. Maybe we're saying the same things, but that is a rundown of how I would play the Assassin. Um In upcoming videos, we are gonna hit the other five classes that are available in the base game of Emanation, which is the Berserker, Druid, Judge, Oracle, and Summoner. Um, and we'll see how all of that lines up. Like I've said, Assassin is a really fun class to play. You're gonna have to let me know if that's a class you enjoy or if one of the other ones that I mentioned will be more interesting to you. And also, check out the game in play. See if you, like, agree with our strategies, if you find a new one. Just, uh, let us [00:22:00] know. Drop comments, ask questions. As always, like, comment, subscribe. Let us know how we're doing and we'll catch y'all next time
November 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=WLpxQkh_SVI Transcription DM Pet Peeves === [00:00:00] Welcome back to the Eternity TT RPG YouTube channel, where I go over different things in the tabletop role playing universe from the game my husband and I created to D&D to different tabletops in between. So this go around, I'm gonna talk about something that I think happens in almost every tabletop role playing game. Um, of course, D&D is the biggest in the tabletop role playing genre, so they're gonna be mentioned a bit, right? Um, with any tabletop role playing game, you always have a game master, dungeon master, GM, DM, whichever, you know, you wanna call it and use it, right? And the dungeon master takes so much time creating this beautiful story. This beautiful story with all these encounters, all these puzzles, the strategy, the bosses, and all these backstories, all these NPCs. It's just... It's like you're writing a book without writing a book, right? [00:01:00] So what can get kind of frustrating when you're a DM is that your party starts making decisions that you never expect, y- and you have to think on the fly. So here's some things that your parties do that you just, you kind of look at them and you go like, "Please don't make that decision," or, "Can we get through this?" Right? So one of the things that comes up immediately in my mind is that you spend 20 minutes, 30 minutes, a hour going over, is this an ordinary door or is this a trap? And you're, you're just sitting there like, "Just turn the doorknob. Please turn the doorknob." But you can't say that because, you know, you're trying to create this cool environment for [00:02:00] your players, right? So if you are a player, keep in mind your dungeon masters are not always doing something devious. They're just, you know, they just needed to put a door there 'cause it's going into a building. Please just grab the doorknob. Go in. Okay? Um, other thing that we end up seeing is that every NPC can get treated like a final boss, right? So one thing that's really fun with being a dungeon master is that you do a lot of foreshadowing, right? So this random person that you met in session one could end up coming back in, like, session 10, session 20, and end up being your final boss of the whole campaign. You don't know. So if you don't know as a player, of course, you're gonna be like, "Well, we'll see you again, I bet." Um, so there's a lot of suspicion around every person you encounter when they could just be a normal shopkeep, [00:03:00] right? So the thing about having a high suspicion is that your players, of course, could be really smart, and that's a really good survival strategy. But it's also just another, like, "Hey, guys, come on, it's literally just a shopkeeper that wants to give you this. Like, don't l- don't look too far into it. Please just let me keep going." Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. Um Other thing I'm gonna wrap back around for a [00:04:00] minute to, you know, is the door cursed or is it a normal door? When you encounter things like that, or even when you encounter an actual fight, the your players can spend, like, an hour planning how to attack this thing, planning how to attack this, like, goblin foe or whatever, and then it lasts barely two minutes because they spend all that time planning, and then they get to actually, like, encountering and you're just like, "Oh yeah, he's here to lead you here. He's helpful." Like, ugh, it shouldn't take you, as a player, hours to come up with a way to get through something, right? When it is just going to end up being two minutes of the game. Right? So one thing that I tend to talk about a lot, um, in my personal life is how we as a [00:05:00] society, like, we have gone to shorter entertainment. Like, movies are shorter, books are shorter, music is shorter. Like, I remember four or five minute songs, and now we're down to, like, two and a half minutes, right? So that's where I think, like, role playing games are headed a little bit, okay? 'Cause you can spend an hour planning it, your DM can create this masterful campaign, but sometimes we just wanna skip the boring parts. Is that so hard to ask? So moving on, now that I'm off my little soapbox. Um, another thing that we tend to do as players, and I am definitely guilty of this one, is we adopt creatures that the dungeon master isn't expecting, right? You just see this random thing in the woods and decide, "Oh, it's mine," and now the DM has to, like, weave it into the story because you decided to have it, right? So now you just, you just gotta deal with it and roll with [00:06:00] it, and dungeon masters, I'm actually supportive of, of this one, so think on your feet for it. Um, last thing that I wanna cover is that when you're dungeon master, you are thinking of, like, everything from A, B, to Z, right? Going over all the possible outcomes and you think you have them all. You think you have every idea that your players can come up with. And then you don't. Um, perfect example of this, my husband and I were doing a session of, uh, the game that he created, right? And he was DM'ing for me, and this, like, NPC went and kidnapped another NPC using her Nether Night magic, and I was trying to think, "Well, how can I track them down? What can I do?" Because we're in a paved city, obviously no tracks, like, what's gonna work? And one of the abilities that I had, [00:07:00] I inquired if it could detect any magical essence, because I knew that this NPC Nether Night was using magic to disguise themselves and get away faster. And my husband looked at me, and he was like, "That might be the smartest thing you've ever done." And I'm just like, "Okay, cool. I'm glad I figured something out." Um, but that's just a perfect example of how, um, people and your players can figure out something that, like, just works differently, right? Um, so with all of that being said, you know, DMs don't take it to heart, players don't take it to heart, but, you know, somehow we gotta keep meeting in the middle, and that's what makes a good, uh, gaming group. So let me know, as a DM, what's your pet peeve? What's the thing that has just bugged you to no end? Players, what do you think a DM should change, right? And then just [00:08:00] drop any, you know, stories, questions, anything in the comments. Like, comment, subscribe. Let us know how we're doing, and we'll catch y'all next time.
October 30, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=TicIZUlQV08 Transcription IMG_7957 === [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I go over different happenings in the tabletop role-playing universe, from D&D to the game my husband and I are creating. Um, as we all know, it is going on Halloween weekend, which is usually when we all get together with our tabletop role-playing groups and try to do a one-shot adventure. So for all of the last-minute DMs trying to throw something together for their friends, I've got a couple of ideas for you that I am just gonna rapid fire, okay? So first one, you have a haunted house that does not want you to leave. So your party is invited to investigate an abandoned mansion manor where a family mysteriously disappeared. Um, the twist in this is that the house itself changes its layout depending on the party's actions. So the rooms move, doors disappear, and the house seems to, [00:01:00] like, know the party's secrets somehow, right? Um, different encounter ideas in here is gonna be, like, animated f- um, furniture, possessed portraits, um, secret locations, and the, like, finale can be the house itself is a monster, so you have to, you know, figure out how the monster stays alive and how you can get out. Um, second one, we have the village that celebrates Halloween every night. So your, uh, tabletop role-playing party arrives at a village where everyone is celebrating a strange festival. However, nobody remembers the previous night, and the festival repeats it every single night. So you get Halloween every night. So you have different, like, strange villagers going on. You can start incorporating other, um, you know, Halloween things like scarecrows and werewolves and, [00:02:00] um, jack-o-lan-lanterns. Um, so then also finale with this one, your party discovers that the village is trapped in a curse, and you have to break the ritual before midnight of any given night that you're there. Cool. Um, third one, something is hunting in the woods. This is where we get our werewolves, our spiders, you know, all of our creepies. So travelers have gone missing near a forest, and the party's hired to investigate. So something can be following your party into there, but they never get a clear look at what is following them. So you start dealing with, like, false tracks and abandoned campsites, strange noises, and different things like that. You can even throw in environmental hazards in there, like a river, a bog, um, quicksand, that corn-- sort of stuff. Um, finale of this, a terrifying creature corners the party, and you have to choose how [00:03:00] to get past it. Um, moving on, the Last Night at the Graveyard. So local graveyard keeper hires the party to protect the cemetery during a night when the dead are supposed to rise. Um, twist with this, the undead aren't attacking randomly. They're all trying to, like, reach a certain spot, so you're trying to figure out how do you get to that spot, right? Um, you can have your skeletons, restless spirits, zombies, different kind of puzzles around the crypts and around the grave sites. Um, finale with this, the party uncovers the secret about the person buried there and why the dead are so desperate to get to them. Final one that I'm gonna try and finish this rapid fire off with is a Carnival of Curses. So a mysterious traveling carnival arrives outside of the town that you're at, and the visitors enter smiling, but nobody leaves quite the same. So the twist with this is, like, every [00:04:00] attraction is a magical challenge, and the carnival owner is collecting something from every visitor, so it could be, like, collecting their soul, their spirit, um, or you could go a bit more morbid with it and collecting, like, different parts maybe. Um, so encounter ideas with this is gonna be, like, cursed mirror maze, a rigged fortune teller, enchanted games, creepy performers like Cirque du Soleil style. Um, finale with this, the party has to defeat the carnival owner or escape the carnival itself. So that was super quick. There was five ideas for you to try and make a one-shot, hopefully before your, uh, one-shot this weekend. If not, you can always revisit this and do it anytime. I mean, why not have a fun one-shot to, like, break up what you're doing with your D&D group? So as always, like, comment, subscribe, drop different ideas down below, and we will catch y'all next time. See ya.
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