Story Ideas | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 07 Mar 2025 17:15:27 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Story Ideas | Nerdologists https://nerdologists.com 32 32 Dungeon Master Tools – The Campaign https://nerdologists.com/2025/03/dungeon-master-tools-the-campaign/ https://nerdologists.com/2025/03/dungeon-master-tools-the-campaign/#comments Fri, 07 Mar 2025 17:14:23 +0000 https://nerdologists.com/?p=9472 You want to become a Dungeon Master. But it is intimidating. Let's try and make it easier and simpler to get started.

The post Dungeon Master Tools – The Campaign first appeared on Nerdologists.]]>
It’s been a while since I’ve written about D&D. And I want to do a series on things that are useful when you’re the Dungeon Master of your group. I think that often times being a Dungeon Master is an intimidating process because it feels like a ton to do. You need to generate a story, on the fly, or you need to spend a lot of time planning out the perfect session. I want to let you know that it’s simpler than that and that you can be a Dungeon Master.

Dungeon Master Tools – The Campaign

Let’s start out with the big thing, the campaign. This is what you’re going to be playing for weeks, months, or even years of time. My current campaign started in 2020, I believe, and it’ll probably be wrapping up late spring/early summer. That is a long time so the question is how do you create a campaign that goes that long?

The Scary Part

That is the scary part. And the intimidating part that I want to help people get past when being a Dungeon Master. There is this idea that you need to know your campaign before going into it. You pick what you want to run, you spend time studying up, if it’s homebrew, you create the setting, you create towns, and you come up with NPC’s and once you do all of that, you are ready to start your campaign. But I think it’s way simpler than that. So let’s talk about how it is easier to implement.

How To Break It Down

There are two things that you need to start your campaign. One is going to be for you as the Dungeon Master, and one is going to be for your group or prospective players.

  • An Elevator Pitch
  • An Idea of the End

Let’s start with the Elevator Pitch. This is going to be that get the players interested in your idea pitch. It is going to give them a little bit of an idea of how the campaign is going to start. And some elements of the setting, mainly, is this high fantasy or low fantasy, a lot of magic, or a little magic. It’s not going to explain the whole setting to them or anything like that. It’s just going to be that one paragraph of three or four sentences and that’s it. It could even be as simple as a movie tagline to get them interested.

The other thing that you want to know is loosely how the story is going to end. Why, because you want to keep that in you mind as you plan out the sessions. And we will cover planning out your first game play session in an article soon. But I do want to emphasize to hold onto it loosely. Players might get creative and take the plot in a different way. Or you might come up with a better idea. So don’t hold onto it too tightly.

Dungeons and Dragons Rogue
Image Source: D&D Beyond

Examples

So, let’s look at what this can look like, and I’ll give you a couple of examples for it.

Example 1

Elevator Pitch

The party is facing off against the final boss, a terrible Lich who has caused destruction and been a scourge on the lands. You are unprepared for the bosses power and then you wake up. You find yourself back in your home town but you remember the Lich and all the destruction that he caused upon the land. Can you stop it this time around?

Ending

Defeat the Lich.

Example 2

Elevator Pitch

Mysterious towers appeared across the lands. They brought forth monsters into the world but also gave the average person powers to defeat those monsters. Now they are just a part of life, but something seems to be stirring. And there are rumors that if you make it to the top, you find out why these towers appeared. But is that true or is it just a legend?

Ending

Find out what is at the top of the tower.

Dungeon Master Tools Final Thoughts

So let’s wrap up this creating a campaign. Why not put more effort into it? You could, but always first get that buy-in from the players. And we’ll be talking about working with the players in a future article. When you come up with an idea, it’s as simple as starting out with those two things, and they will get built upon as you go.

So what are going to be the next Dungeon Master Tools?

  • Session 0
  • Session 1
  • Story Arcs
  • World Building
  • Combat
  • Exploration
  • NPCs/Social Interactions
  • Meta Game and Players at the Table

And let me know if there are other things to cover as well that you want to know more about, or help with. I think that there are a ton of different things that new Dungeon Masters are curious about or that feel intimidating. So I hope that I can help make them clearer and simpler for you. And this one is really that first step that you can take before you even start to think about the other elements.

Send an Email
Message me on X at @TheScando
Visit us on Facebook here
Support us on Patreon here

The post Dungeon Master Tools – The Campaign first appeared on Nerdologists.]]>
https://nerdologists.com/2025/03/dungeon-master-tools-the-campaign/feed/ 5
Friday Night D&D: The Crystalline Halls https://nerdologists.com/2020/04/friday-night-dd-the-crystalline-halls/ https://nerdologists.com/2020/04/friday-night-dd-the-crystalline-halls/#respond Fri, 10 Apr 2020 12:58:26 +0000 http://nerdologists.com/?p=4270 Pretty often when playing in a game of D&D or another RPG, there’s a world or universe ending event that has to be dealt with,

The post Friday Night D&D: The Crystalline Halls first appeared on Nerdologists.]]>
Pretty often when playing in a game of D&D or another RPG, there’s a world or universe ending event that has to be dealt with, and this can be fun because it really ups the stakes for the end of the game. You get to have this awesome face off with a deity or something that has this power and fight it for the fate of the world, and then the campaign ends.

But what would happen if you lost that final fight, the world is now in shambles and everything is going to hell, or the abyss, and sometimes that means literally. Today’s campaign idea takes a look at what happens after the fact, but not to the planet but to those heroes who fought bravely and in the end failed at being able to save the world, they’re all dead, and now they are level 1 characters in the next life, the afterlife. But because the apocalypse has come to their world, this Crystalline Halls of what’s basically Valhalla are starting to crumble and there is evil seeping into a place that shouldn’t have had any.

Image Source: D&D Beyond

The story that I’d run with for this game is that because the heroes were the last ones to die, they remember and no more about the actual world. So while there are massive wars between Aasimar and Demons/Devils around them, the players are going to be tasked to find some way to undo what has been done. This is going to be a game about fighting a few small skirmishes, but exploring and finding where in the Crystalline Halls the PC’s can find what they need to turn back time and win the fight against whatever being it was that destroyed the world.

I think that you have several different plot threads that you can have the players run through. The first part would be about finding where the Demons/Devils are coming through into the Crystalline Halls. This would be a stealth mission of sorts, but there can be skirmishes with lesser creatures. Then they would have to explore in the abyss to find out the weaknesses of the being that destroyed the world that they couldn’t defeat before. Finally, they’d need to find a way to turn back time, either from the abyss or in the Crystalline Halls.

That is a fairly standard, end the apocalypse, but you’re going to be running the story in a different setting. I think creating the setting is very important here, because you want the players to feel like what they are doing is because they have specific knowledge, not because they are going to be able to stop the battle that is happening in the Crystalline Halls, if they fail at their mission, they fail and everything is over, there’s no after-afterlife.

Image Source: Wizards

I’d even be tempted to play around with the rules of magic a little bit. Only radiant damage works in the Crystalline Halls, but healing is boosted, and as long as a spell doesn’t do necrotic or fire damage, it does radiant damage instead. Also in the Crystalline Halls, anything that brings someone back from the dead doesn’t work, same when travelling in the Abyss, because the characters are technically already dead. However, healing is doubled in the Crystalline Halls, so if you’d heal someone for 6 points of damage, you heal them for 12 instead. Just to keep the characters alive. Now, in the Abyss, healing goes back to normal and spells do their normal things.

Another thing I’d probably add in as well, is that the players at some point in time stumble across a subplot where an Aasimar has been corrupted somehow or has turned evil and they are turning other denizens of the Crystalline Halls into Devils or Demons. You could even, once the players know about this, kind of use it as a timer where if they don’t stop the Aasimar or go back in time by a certain point the Crystalline Halls will have been overrun and all will be lost. It gives a solid branching plot for the narrative, like if the players feel like they won’t be fast enough, they can branch off and solve this problem first. And I’d make it some sort of magical item that the Aasimar has on or something like that which has been corrupted, or it’s a denizen of the Abyss or Hell who is disguised and pretending to be a specific Aasimar and the players need to prove that. Give it a few options there as well and see what direction the players immediately go with. But don’t make this an easy encounter, make it something that the players are either going to have to really race against, taking more risks, or it’s a fight that they’re going to need to prepare for.

Eventually, when the players likely have taken care of it all, and are ready to head back in time to stop the apocalypse from happening, give them some knowledge of the weaknesses of the being and probably some sweet weapons. Make them powerful, really powerful, maybe even give them boons that they can call on. Then send in waves of smaller monsters plus the big being that ended the world before and have an epic fight. Let the players do epic things and let the waves of smaller monsters die and run out, so eventually it’s that big final battle.

Would you play or run a game like this? What sort of story do you have at your table now?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Friday Night D&D: The Crystalline Halls first appeared on Nerdologists.]]>
https://nerdologists.com/2020/04/friday-night-dd-the-crystalline-halls/feed/ 0
D&D Backgrounds: Hermit https://nerdologists.com/2018/06/dd-backgrounds-hermit/ https://nerdologists.com/2018/06/dd-backgrounds-hermit/#respond Mon, 18 Jun 2018 16:11:13 +0000 http://nerdologists.com/?p=2336 This is an interesting background to look at. Generally, as a player, I’d steer clear of it, unless you wrap your head around a strong

The post D&D Backgrounds: Hermit first appeared on Nerdologists.]]>
This is an interesting background to look at. Generally, as a player, I’d steer clear of it, unless you wrap your head around a strong concept of why your character isn’t a hermit anymore? The most common way that people use this background that I see is by having a druid or some other nature loving class, have their nature being threatened, then they can come in to a village to get help. That is a good trope in a lot of ways because it gives the dungeon master a nice hook to sink into it for that character and that story. It also is a good concept for a druid build that can naturally be a little bit more stand-off to the real world, and it gives the option of playing a fish out of water.

Image Source: Wizards

What else can you do with a Hermit? You have an herbalism kit and you get proficiency with both medicine and religion. That in a lot of ways opens up a bunch of different options that I’ll explore below. But having medicine and religion allows you to go away from as nature focused a character, though most often that will be the direction that people lean. Here are some interesting background ideas that I have for a hermit.

Image Source: D&D Beyong


I’ve lived a long time, I’ve seen many things. My life was violence, then tranquility, then learning, then fear, I have seen it all. Now I have taken my seat, a place of rest, high above the lands where I can look down. They call me the wise one, though I have just lived more and am not truly wise. Those who seek my advice and knowledge must journey to see me, and I see them long before they get to me. From my vantage point I have watched the world change, and not for the better, I’ve looked into the horizon and seen a coming storm. My time to move has come again, but my body is loath to take up it’s old forms again. I have rested long enough though, when the time comes, I will be ready, so I make my way down the mountain to seek those who can join me in stopping the oncoming storm.

Class: Monk
Alignment: Lawful or True Neutral


On the walls of my hovel hang trophies of a different time. A time where I was not a simple hunter away in the forest, a time where violence tried to consume me whole. I keep them on the walls to remind me of the rage that can consume me, but I do not want to pick them up again. I’ve lived a long while on my own, and life has been peaceful, but now my blood is boiling again. The rage that I have sought to keep in check is spilling out again. My peaceful little world is not something that I can sustain any more, and I do not want to taint it with blood. I pick up my axe from the wall, and I know it is time as it feels right in my hands. I will take my axe, but I will not use it as an all consuming violence, I will instead use it to do what I can to help others. I am the oncoming storm, I pray that I will not break.

Class: Barbarian
Alignment: Chaotic Neutral
Comments: I really find this concept interesting, playing a character who is fighting against their own nature violence and trying to keep that in balance. Having them go off the deepend and then backing down in a future fight because they are worried it will happen again, that would be an interesting character. There’s also an Incredible Hulk like aspect to it.

Image Source: D&D Beyond


I have listened for a long time. I’ve listened to nature, to the voices of the gods on the winds, in the rain, and through the animals. I sought to learn everything that I could from them and to hear the words that they may speak. It was not easy being patient, but that is what I was called to do. Before, when I was at the temple, I was too impetuous and too ready to act and act without thinking, so I was sent out to find patience. I did not find patience at first, I was ready to leave within a day and say that I had found patience. But as I sat and waited, I saw how the trees and grass grew with a focused deliberation, how animals, even though they frolic, did not waste any energy or movement. I finally found patience in year three, but I was not ready to leave, so I stayed, it has been four more years now, and I do not want to leave. But through the winds, the rains, the trees, the animals, the gods have spoken to me. They have told me of a hidden knowledge, more that I must learn that they cannot teach me. So I must return to the temple, and from there I can go seek this knowledge.

Class: Cleric
Alignment: Lawful Good/Neutral


I’ve heard voices in my head for a long time. They talk to me and eventually I was able to understand them. I was young, and what they were saying sounded tempting. They offered power, fame, money, but I didn’t consider the cost. I got those things, but only for a short period of time as what the voices had me do quickly got the attention of those who were stronger than me and able to stop me. I had no choice but to run, the voices weren’t pleased, and they stopped talking to me. I stayed hidden away in hopes that they wouldn’t talk to me again and for a long time they didn’t. My powers stopped as well, but recently they started talking to me again, and I learned that there was something scarier than them out in the world. I had to make a new deal with them, but my powers are back and I guess it’s my job to help save the world or at least warn the world.

Class: Warlock
Alignment: Lawful Evil/Chaotic Neutral


Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post D&D Backgrounds: Hermit first appeared on Nerdologists.]]>
https://nerdologists.com/2018/06/dd-backgrounds-hermit/feed/ 0