Baldur's Gate, Moonshae Isles, and Icewind Dale - Adventures in Faerun

Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=pKV7iRcC31c&ab_channel=EternityTTRPG


Transcription

Wizards just dropped a bombshell—and no, it’s not another owlbear plushie.


We’re finally heading back to the Forgotten Realms with a brand-new DM sourcebook—and it’s got survival horror, urban intrigue, and a ton of iconic locations.


Welcome back to Eternity TTRPG, your go-to for all things Dungeons & Dragons—rules, reveals, and Realm-shaking updates.


Let’s start with the basics. Adventures in Faerûn is the brand-new Dungeon Master expansion dropping this November, and it's built specifically for the new rules update. That means it plays nice with the shiny new Player’s Handbook and Dungeon Master’s Guide.


But unlike previous setting books, this one’s taking a genre-first approach.


Instead of just a map and a lore dump, each of the five featured regions is tailored to a unique style of play. Think ‘Baldur’s Gate’ as gritty urban fantasy. ‘Icewind Dale’? Full-on survival horror. Yes please.


Here’s the lineup of iconic locales we’re getting tools for:

  • Baldur’s Gate – which you probably know from all our favorite, Baldur’s Gate 3. There’s urban crime, political tension, and maybe a little devilry.
  • Calimshan – from older renditions of the Forgotten Realms Lore. You’ll fine scheming nobles and arcane secrets in an Arabian-Nights-esque setting.
  • The Dalelands – from both 2e and 3e Forgotten Realms lore. This is classic high fantasy with lots of room for heroic sagas.
  • Moonshae Isles – from The Moonshae Isles Regional Guide. It comes with Celtic vibes and druidic magic—great for mystery and folklore campaigns.
  • Icewind Dale – which you can read about in the Legend of Drizzt Novels, by R.A. Salvatore. Here, you can expect Frostbitten survival, isolation, and ancient horrors.


Each region comes with new adventure hooks, genre tone guides, and NPC inspiration tailored to the vibe.


Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see what exactly being “Petrified” does to your character.


You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below!


Now, back to the video. Here’s the cool part—some of this material with the Forgotten Realms hasn’t been touched in Fifth Edition. Like, ever.


They’re digging into the deeper lore of Faerûn and even pulling some artistic cues from Baldur’s Gate 3. You might recognize a few faces—or infernal contracts—from the game.


And while it’s not confirmed, early previews suggest the book might come with poster maps—yes, actual tearaway maps. Which awesome. My table is ready.


Adventures in Faerûn officially releases on November 11th, 2025. But—if you pre-order through D&D Beyond or an early-access local game store, you’ll get the digital version weeks in advance.


Price isn’t locked yet, but it’ll probably sit around the usual $50 USD mark—same ballpark as Phandelver & Below and Vecna: Eve of Ruin.

Now, you know how Wizards rolls: we’ll likely get tie-in minis from WizKids, and there’s a good chance Beadle & Grimm's will cook up one of their deluxe kits—metal coins, props, the works.


To wrap it all up, here’s why this book matters: 5e hasn’t had a full Realms guide since 2015’s Sword Coast Adventurer’s Guide. That’s nearly a decade without a dedicated Realms setting book.


With the new rules and player guide dropping alongside it, this feels like Wizards’ attempt to make the Forgotten Realms fresh again—for new players and you experience, veteran gamer-grognards, alike.


So, what do you think? Which of the five locations would you run a campaign in first? Is this genre-based format the future of setting books?

Drop your take in the comments, smash that like button like it’s a mimic, and subscribe for more D&D news, lore, and spicy takes.


Until next time—may your dice roll high and your plot hooks land.

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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.

A poster that says starset the great dimming
By Jacob Tegtman July 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=qJt6sfuolo8&ab_channel=EternityTTRPG Transcription Civilization cut off. The solar system dimming. You’re not a hero—you’re just a soul, caught in the aftermath. Hey everyone! Today we’re unpacking Starset: The Great Dimming—the new 2nd‑edition tabletop RPG by Josiah Mork. It's a gritty, hope‑tinged sci‑fi RPG where ordinary lives shape the story. If you haven’t ever tried out TTRPGs besides D&D, this video is for you. I personally love finding the gems out there, especially from people who have fresh ideas in the RPG space. So, let’s dive into what makes this game truly unique. 1. Life‑Path Character Creation – “Your Story Shapes Your Stats” In most tabletop RPGs, you start by picking numbers—your strength, intelligence, gear, etc. Starset flips that completely. Here, you start with a life path : five origin stories to choose from— Combat , Common , Exploration , Mercenary , or Slave . These aren’t classes. They’re your character’s past. Were they a soldier in a forgotten war? A wanderer searching for hope? A prisoner stripped of identity? Once you’ve chosen, you roll dice to simulate major events in that character’s life. Each result gives you a moral choice , like “Did you steal the food to survive… or go hungry and keep your honor?” Your decision directly affects what skills, alliances, and scars your character carries—and even how old they are by the time the game begins. And yes, it’s possible to die before session one. That's how real and brutal the world of Starset is. You also collect keywords —these are mechanical tags that represent things like trauma, friendships, or defining traits. Some make you stronger. Others are burdens that shape how you grow. Either way, they evolve with you, like emotional milestones that actually change your abilities over time. In short: You don’t make a character—you live them. As creator Josiah Mork put it, this is “ backstory on mega-steroids. ” 2. Simultaneous Action Resolution – “It’s Not Your Turn—It’s Everyone’s Turn” In most tabletop RPGs, combat goes in turns: “You go, then I go, then the monster goes.” Starset changes the entire flow. Here’s how it works: Whenever someone targets you—say, with an attack or a persuasion attempt—that action is delayed until the end of your next turn . That delay is called a Floating Action . It gives you and your allies time to do something about it. Maybe you dodge out of the way. Maybe you talk them down . Maybe your teammate steps in with an assist , giving you a boost. These responses turn every round into a mini strategy session. So instead of sitting there waiting for your next turn, the idea is that you’re constantly engaged. Helping allies. Blocking threats. Choosing whether to defend, or risk it all. Your dice pool —which you use for actions—is also your health . Take a hit, and you lose dice. That means fewer options and more vulnerability next turn. The result? Combat is less “hit and wait” and more like chess with story beats— tactical, interactive, and team-driven. Even the quiet players at the table get a reason to act and shine. 3. Rich, Thought‑Provoking Worldbuilding – “Loneliness Is the Real Enemy” Starset isn’t just dark because it looks cool—it’s dark because it wants to say something. The game is set after a cosmic event collapses the Oort Cloud... did I pronounce that right? The Oort Cloud collapses, cutting off Earth from the rest of humanity. Civilization falls into chaos. Survivors are left scattered, alone, and desperate for connection. Every faction in the game is built around a different solution to loneliness : One turns to faith . Another to techno-utopia . One seeks control through power. Others build tight-knit communities . Each choice has promise… and danger. No side is “right”—they just reflect real human struggles. To support this, the game includes the 8 Edicts of Man , a set of philosophical rules that shape society post-collapse. The setting spans 1,000 years of history , giving Game Masters tons of material—from colony ships in deep space to dying cities on Earth. At the end of every game session, players earn experience not for killing monsters, but by sharing how their character helped others or fought against isolation . It’s a system that rewards empathy, as much as power. So yes, Starset is bleak—but it’s also hopeful. It’s a game about surviving the dark… by reaching for the light. Who Should Play Starset… and Why? So who is this game really for? Starset is for story lovers : If you're the kind of player who enjoys deep, emotional character arcs—where your decisions carry weight and shape your story—Starset was made for you. Every character is a layered person with a past, not just a collection of stats. Starset is for strategic thinkers : Starset rewards thoughtful play. Combat and problem-solving aren't just about rolling high—they're about making smart, team-based decisions. And because you’re always involved—even during someone else’s turn—there’s no dead time at the table. Starset is for sci-fi fans with a philosophical streak : Starset tackles big questions: How do we find connection in a broken world? What do we believe in when everything falls apart? If you love sci-fi that makes you think, you’ll feel right at home. And finally, Starset is for game masters who crave worldbuilding fuel : The game’s setting is rich with lore—factions, history, philosophy, politics. It's all there to spark story hooks, conversations, and custom adventures. Whether you’re building a gritty survival tale or a cosmic morality play, Starset gives you tools to explore both. To summarize, here’s Why Starset Stands Out You don’t just create a character—you live their backstory through interactive choices before the game even begins. The simultaneous action system keeps players engaged and reactive, almost all the time. Which is a fresh change to many D&D battles, if we’re being honest. The world of Starset is dark, yes—but it’s also filled with glimmers of hope , and it challenges you to explore themes like empathy, survival, and belief. And finally, every rule and system is designed to reward meaningful interaction —with the world and each other. The Bottom line? Starset doesn’t ask, “How do you win?” Instead, it asks, “What kind of person will you be when everything falls apart?” Intrigued? You can back it now on Kickstarter or check out the rulebook when it’s available.  And lastly, let me know what you think of new game coverage like this, in the comments below. Eternity TTRPG is still feeling out who we are as a channel, so your insight helps me connect you with the content you want most. Until next time!
A poster for arcane archer 2025 - unearthed arcana
By Jacob Tegtman July 15, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=BvX8XJ7leKc&t=1s&ab_channel=EternityTTRPG Transcription Meet the 2025 Arcane Archer—no longer just elves with bows. Now they can wield any ammo‑based weapon, deal scaling magic damage, and manipulate the battlefield like dedicated spellcasters. But does this overhaul truly hit the mark? Let’s find out. Hey everyone, welcome back to Eternity TTRPG. Today we’re shooting straight at the new Arcane Archer from Unearthed Arcana. Since 2017’s Xanathar’s Guide, this Fighter subclass has been overshadowed by melee‑centric options—but Wizards just buffed it hard in their latest UA Arcane Subclasses playtest. Time to ask: is this the ranged spotlight the subclass always deserved? Arcane Archer Lore now grants proficiency in both Arcana and Nature , plus either Prestidigitation or Druidcraft—strengthening its elven‑archer ancestry, but broadening its identity. Previously , Arcane Shot was limited to bows, and could only be used twice per rest. Now , you can channel effects through any Ammunition‑property weapon (blowguns, slings!), with uses tied to your Intelligence modifier , and feature a scaling “Arcane Shot Die.” This isn’t just incremental—it's a quantum leap in design. The subclass now scales with you, not sealed off after two shots. Here’s some other new, critical features to the class: Ever‑Ready Shot is now at Level 7 (instead of 15), giving Arcane Archers a much earlier safety net to stay magically effective in more fights. With this ability, when you roll initiative and have no uses of Arcane Shot left, you regain one use automatically. Improved/ Powerful/ and Masterful Shots: these are tiered upgrades to Arcane Shot that progressively increase your Arcane Shot Die from a d6 (base) to a d8 at level 10, a d10 at level 15, and a d12 at level 18—boosting the damage and effectiveness of every magical shot. These features didn’t exist in the 2017 version at all—this is a brand-new scaling mechanic to make the subclass’s magical damage grow meaningfully with your level. These two updates together ensure that each arcane archer level feels meaningful. The earlier and more frequent upgrades basically round out the subclass.” Just as a quick interjection, it’s worth noting as well that “Arcane Shot” is far more advanced than it was, say back in 3.5edition. Now, you have a variety of arcane shots, including “banishing shot” (which ads psychic damage and forces a Charisma save. On a fail, the target is banished until the end of their next turn). There’s also “seeking shot” (where you choose a creature you've seen in the past minute; the ammo seeks them out , flying around corners and ignoring cover) and a host of others that make your “arcane shots” do a huge number of interesting things both in and out of combat. When it comes to the upgrades to ever ready shot and masterful shots, Dungeon Mister has praised these changes, saying they’re: "quality of life improvements...[that] take what was a poor subclass, up to being a more decent one on par with the Battle Master.” Reddit users are also generally optimistic. The overall vibe is that the “New Arcane Archer looks good. Been waiting for that.” Okay, so the new Arcane Archer is packed with magical power—but like any subclass, it comes with a few strings attached. Issue #1: Intelligence Matters - Most Fighter builds focus on Strength or Dexterity to hit hard and take hits—but the Arcane Archer needs Intelligence too, because all your magical shots rely on it for saving throw DCs. If you don’t invest in Intelligence, enemies will resist your effects more often. And in campaigns nowadays where min-maxing is “so important,” where you have to spread out your stats too thin, your stat investments might feel wasted. Ok, on to Issue #2: Weapon Weirdness - One of the coolest changes is that you can now use any weapon with the Ammunition property—not just bows. That means blowguns, crossbows… even firearms, if your DM allows them. But here’s the catch: guns and ammo rules aren’t standard in every campaign. Your DM has to give the green light, and not every table runs with optional gear or rules. So while the subclass is a powerhouse on paper, it takes a thoughtful build and a cooperative DM to really make it shine. Without those, your arrows might fall a little short. Final verdict? Overall, the 2025 Arcane Archer nails the bullseye. It’s versatile, scales smoothly, has earlier impact, and remains flavorful—definitely the best version yet. It definitely has more combative oomph, and less tabletop baggage. If you want to test it, grab the Unearthed Arcana PDF and share your build ideas below. Don’t forget to like, subscribe, and ring the bell for more tabletop RPG coverage.
Dragon Delves
By Jacob Tegtman July 9, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JR5wS-kJOzQ&ab_channel=EternityTTRPG Transcription Your paladin steps forward… and WHAM! A giant rolling pin smashes down from above. They stand up—dazed, frosting-covered—while a gold dragon named Briochebane cackles in the distance. Yep, that’s a real scene from the new Dragon Delves anthology… and we’re just getting started. Welcome back to Eternity TTRPG—your tavern table for all things D&D. Today, we’re diving into Dragon Delves, the first adventure book using the new D&D rules, and spoiler: it’s got more dragons per square foot than any book in 5e history. Dragon Delves is a new anthology featuring 10 short adventures for characters Level 1 to 12—each centered on a chromatic or metallic dragon. It just officially became available for print, but early birds who preordered got digital access back on June 24 via D&D Beyond. Heads up, these adventures don’t lean too hard into the new mechanics. No Bastions, no major spell reworks, just clean integration. Let’s talk dragons—and the 10 tales where they shine—with a quickfire adventure rundown: Death at Sunset (Lvl 1): Green dragon in a cursed forest. The party investigates vanishing villagers and a creeping forest blight tied to a green dragon’s lingering influence. Baker’s Doesn’t (Lvl 3): Gold dragon + evil male hag in a gingerbread house. It’s as wild as it sounds. A halfling bakery is set ablaze by a gold dragon, leading to a confectionery showdown. Will of Orcus (Lvl 4): Cultists, silver dragons, and a haunted temple. Cultists worshipping the demon prince Orcus draw the attention of a silver dragon—and your group is caught in the crossfire. For Whom the Void Calls (Lvl 5): A telepathic Bag of Holding stolen by a dragon begs for rescue from inside a surreal, brass-dragon-infused dungeon. The Dragon of Najkir (Lvl 7): The players sail to a remote monastery to find shipwreck survivors—and discover a deeper mystery involving a brass dragon. The Forbidden Vale (Lvl 9): summed up as the “red dragon arsonist.” A wildfire-wielding red dragon threatens the region, and the party must stop the blaze before a town burns to ash. Before the Storm (Lvl 10): Pirates, a magical talisman, and a deadly black dragon all collide as the party fights to save a coastal village. Shivering Death (Lvl 11): A mysterious heatwave in the frozen north hides the white dragon, “Shivering Death”—and a chilling magical conspiracy. A Copper for a Song (Lvl 12): Music-based soil revival. Seriously. To save a dying land, the party must recover lost verses of a magical song blessed by a whimsical copper dragon. Dragons of the Sandstone City (Lvl 12): Deep beneath the earth, the party must thwart a ritual powered by a blue dragon in a crumbling desert ruin. Here’s something cool: Three adventures—Baker’s Doesn’t, Najkir, and Copper for a Song—are fully playable with just one player and a DM . Not solo in the “no DM” sense, but designed for low-prep, high-impact duos. They use a new buff called “Blessing of the Lone Champion” that gives you temporary hit points and Heroic Inspiration during key moments—essentially letting one player survive boss fights without backup. This might be the most aesthetically daring D&D book ever. Each adventure features original art by different artists—ranging from '70s-style psychedelia to clean manga-like minimalism. The standout? That weirdly awesome cartoon gold dragon in a land made of candy. According to GamesRadar, it’s both hilarious and memorable. Bonus points, from my perspective: the layout is streamlined and easy to DM. Read-aloud text, maps, and stat blocks are all neatly embedded with minimal page-flipping. Can you run all 10 together as a single campaign? Kinda. The adventures are pretty disconnected—so if you’re going full arc with the book, expect to DIY your narrative glue. The book offers light suggestions, but it’s not a full storyline in the way Curse of Strahd or Out of the Abyss. Still, if you want dragon-centric episodes that drop into any campaign? This is perfect. So, is Dragon Delves worth it? Yes if: You want quick, dragon-themed one-shots. You like wild variety in tone and art. You DM for casual or solo players. But, maybe not if: You’re after one huge epic campaign, and don’t want to put in any of your own work to connect adventures. Or if, you want deep rules content, or fresh mechanics with the new D&D system. My verdict?  Dragon Delves doesn’t reinvent D&D or anything crazy like that—but it does remind us why dragons are in the name. It’s silly, scary, creative, and at times downright heartwarming. Plus, no one can *really* be angry about a bunch of adventues centered around dragons. So, let me know—what’s your favorite dragon color to face? And have you ever been flattened by a rolling pin in a dungeon? If you liked this video, roll a natural 20 on that Like button, Subscribe for more D&D news, and let me know what you want to see next. Catch you the next time we roll for initiative!
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