Lessons in memorable storytelling from 40+ years at the table
After four decades of rolling dice and telling stories, I’ve learned something: the encounters players remember aren’t always the ones you plan. They’re the ones that give players real choices, real consequences, and real personality.
Here are three stories from my campaigns that players still talk about years later – and what they teach us about creating unforgettable moments.
Story #1: Belmer and the Pink Bows
Why humiliation beats death
Belmer was a dwarf I played for about three years. Tough as nails, beard down to his boots, the works. Then came the orcs.
They captured him, but instead of the usual “throw him in a pit” routine, these orcs had a twisted sense of humor. They spent days putting pink bows in his beard and hair, treating him like a doll while planning his demise.
The real kicker? When they finally decided to cook him, they shaved off all his hair and beard, slathered him in lard, and prepared the spit. That’s when Belmer made his escape – bald, greased up, and madder than hell.
Why it worked: The orcs didn’t just threaten Belmer’s life – they attacked his dignity. Players remember emotional stakes more than physical ones.
Story #2: The Troll’s Ultimatum
Three words that changed everything
I’ve got this troll I use with newer players. She guards a bridge wearing a chainmail half-shirt and a cow hide miniskirt she made herself (after killing the cow). Mismatched boots, big hair, makeup applied with a trowel.
When players approach, she gives them three options: “You can pay me, you can lay me, or you can slay me. No one crosses my bridge for free.”
Every group handles it differently. Some pay. Some fight (she’s a worthy opponent – usually costs the party a death or two). And yes, some choose option two… and walk funny for a week with bruised hips.
Why it works: Real player agency. Three clear choices, each with real consequences. No “right” answer.
Story #3: Bawb and Thrug’s Final Argument
When stubbornness meets gravity
Back in 1983, I was playing Bawb (pronounced “Bob” in a very dragged-out manner) and his wonder-mule Thrug. They argued constantly – dwarf versus mule, an eternal battle of wills.
One night, they were so busy arguing about which path to take that neither noticed they’d walked to the edge of a cliff. Still arguing, they stepped right off together into the darkness.
The dice showed no mercy. In those days, 0 hit points meant rolling a new character. Bawb and Thrug became the campaign’s first casualties – not to monsters or traps, but to the age-old battle of dwarf versus mule.
Why it endures: It was perfectly in character. The death felt inevitable, even funny. Players died doing exactly what they’d been doing all campaign.
What Makes Stories Stick
These three encounters share common elements:
- Character-driven consequences – The outcomes flowed from who the characters were
- Player agency – Real choices with real stakes
- Emotional investment – Dignity, humor, and personality mattered more than hit points
- Authentic moments – They felt true to the world and characters
The troll has no miniature. Belmer’s pink bows exist only in memory. Bawb and Thrug’s argument happened in 1983. But players still talk about them because they were moments, not just encounters.
That’s what great storytelling does – it creates memories that outlast the campaign.
Rob has been crafting memorable D&D moments since 1981. His miniatures at Kingfisher 3D Printing are designed by someone who understands what makes campaigns legendary.