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.

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A woman in a witch's hat holds a torch and axe, with text: Crooked Moon Classes: Fighter, Monk, Paladin, & Rogue.
By Jacob Tegtman September 8, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=8PBi0mbbG04&ab_channel=EternityTTRPG Transcription In our last video, we met alchemical berserkers, ghost-whistling bards, and druids who turn into walking forests. But we’ve only scratched the surface of what Crooked Moon has to offer with its monstrous classes. Today, Crooked Moon takes us deeper into grave-bound fighters, plague monks, fire-and-brimstone paladins, and rogues who gamble with fate itself. Let’s dig in. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 2 of our look at Crooked Moon’s subclasses. If you missed Part 1, definitely check it out—we covered everything from the barbarian and bard, to the cleric and druid subclasses. Today, things get darker and even cooler. 1. Fighter: Barrow Guard Barrow Guards are warriors bound to the grave. They carry within them fragments of lingering souls, represented by something called Draugr Dice. Think of them like necrotic fuel cells you can spend to summon a ghostly steed, reduce incoming damage, or literally choke enemies with spectral hands from the beyond. As you level up, your deathly powers expand—your phantom charger can teleport through walls, enemies take psychic damage just for hurting you, and eventually, you become an eternal crypt lord – something like a lich – who doesn’t age, doesn’t need to eat or sleep, and commands the dead like it’s second nature. It’s a knightly subclass with a strong touch of gothic horror. 2. Monk: Warrior of the Pestilent Haze If you’ve ever wanted to play the personification of a plague (I think of the D&D 3.5e Blackguard Prestige Class), this is it. Pestilent Haze monks cultivate disease inside themselves, unleashing it through claws, cursed strikes, and clouds of choking miasma. You can infect enemies with your plague, communicate with vermin like rats and insects, and later your contagion grows so virulent it even bypasses resistances. At the peak, your plague ignores immunity and spreads like wildfire—turning you into a walking epidemic. It’s part folklore pestilence demon, part grim reaper’s shadow, and absolutely terrifying to imagine at the table. 3. Paladin: Oath of Castigation These paladins are divine inquisitors – like witch hunters – sworn to root out evil and burn it away. Their oath spells and Channel Divinity let them clap enemies in fiery chains, sniff out lies, and strike fear into the corrupt. As their power grows, they radiate an aura that lets their allies burn through fire and radiant resistances, and eventually, they literally embody cleansing flame. The paladin’s capstone, Fire and Brimstone, makes them immune to fire, extends their reach with lashes of divine flame, and punishes any enemy foolish enough to step into range. Think Judge Dredd by way of holy fire—relentless, terrifying, and impossible to escape. 4 . Ranger: Grim Harbinger This ranger comes with a chilling companion: the Grim, a spectral omen of death—often a ghostly black dog—that fights alongside you. You seal a creature’s fate with your Omen of Doom, causing it to take extra necrotic damage, and your grim manifests to harry them with bites and baleful howls. As you level, your doom powers get stronger: necrotic damage cuts through resistances, your grim becomes tougher, and you can even curse enemies with vulnerability to yours and your grim’s attacks. It’s part folkloric death omen, part monster-hunting ranger, and it oozes grimdark style. 5. Rogue: Sinner Sinners are rogues steeped in vice—gamblers, cheats, and scoundrels who cut deals with malefic powers. Their signature ability, Hex Slinger, lets them twist their Sneak Attack dice into curses, hexes, and bursts of bad luck for enemies. They carry a magical jinx weapon—maybe a pistol, maybe enchanted playing cards or dice—that channels their luck-bending power. As they grow stronger, they can steal inspiration, double down on curses, and even call on their infernal ‘friends in low places’ to reroll attacks or turn hits against them into misses. If you’ve ever wanted your rogue to feel like a cursed gambler or a devil’s dealmaker, the Sinner has that flavor. And that’s Part 2 of our dive into Crooked Moon. Grave-bound knights, plague monks, fire-fueled paladins, spectral rangers, and sinful rogues—you can really feel the book leaning into the Halloween, darkness vibe here.  Next time, we’ll wrap things up with the final five subclasses, so stick around for Part 3. But I want to hear from you—if you had to pick between these five, which would you bring to your table? Drop your thoughts in the comments, and don’t forget to like and subscribe so you don’t miss the finale. to this series.
A tree-like monster in a swamp holding a staff. The text says
By Jacob Tegtman September 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=h6i50hO1-bI&ab_channel=EternityTTRPG Transcription Today we’re diving into Crooked Moon, a D&D supplement that takes classic classes and twists them into something darker, stranger, and sometimes—downright horrifying. We’ve got barbarians pumped full of alchemical serums, bards who summon up ghosts, and clerics who wield the cycles of life and death like a farmer’s scythe. Let’s get into it.  Welcome back to Eternity TTRPG—your go-to source for all things D&D. This week, we’re kicking off a three-part look at the subclasses from Crooked Moon. There are 15 of them in total, so I’m splitting things up to give each one the spotlight it deserves. If this video gets a good response, I’ll keep rolling with parts two and three. So, let’s check out the first five subclasses. 1. Barbarian: Path of the Experiment Take your standard barbarian rage—and add mad science. The Path of the Experiment plugs copper tubes, glass syringes, and volatile chemicals into your veins. When you rage, you inject yourself with serums that can either make you monstrously huge, give you berserk cleaving attacks, or even force your wounds to stitch themselves back together mid-battle. Later on, you can ooze corrosive acid, shrug off conditions like blindness or poison, and eventually combine multiple serums at once for absolutely brutal effects. This subclass reminds me of the “alchemist” class in Warcraft 3, and fits perfectly for a barbarian. 2. Bard: College of Whistles You’ve heard the superstition about whistling at night calling spirits? These bards crank that concept up to eleven. The College of Whistles lets you summon spectral companions called haints whenever you use Bardic Inspiration—spirits that can intimidate enemies, shield allies, or boost movement speed. And it doesn’t stop there. You can whistle a ghost train that literally teleports you and your party across the battlefield—or even across the map with a phantom locomotive. At high levels, your whistle becomes a death knell that curses enemies with psychic fear. It’s part folk horror, part hobo folklore, and honestly one of the coolest spins on bard magic I’ve seen in quite a while. If you know me, you know that I’m not the biggest fan of bard classes, to be honest. But this one feels unique, and helps pull you into Crooked Moon’s grim mystique. 3. Cleric: Harvest Domain Harvest Domain clerics embody the endless cycle of sowing, growing, and reaping. You choose which phase of the harvest you’re channeling: planting brings protection, growth offers guidance and boosts, and reaping is straight-up necrotic damage. You can conjure magical cornucopias that heal allies during rests, spread divine inspiration like grain, and eventually grant full-on regeneration or resistances depending on your chosen aspect. Flavor-wise, it feels like a rural priest who can bless the crops one day and swing the scythe of death the next. It’s a brilliant mix of pastoral peace and grim inevitability. 4. Druid: Circle of the Old Ways This druid taps into the ancient, primeval spirits of the forest. These are the kind of druids who don’t hug trees – they actually become them. Casting shillelagh makes a living shield grow right out of your arm, and you can enter a state called the Wood Wose, where bark covers your body and sap makes enemies hesitate to attack anyone else. As you grow in power, you strike harder, shrug off blows, and eventually transform into a towering ancient protector—Large-sized, thorn-covered, and punishing anyone who dares cut into your sacred grove. It’s like playing a walking forest guardian ripped straight from folklore. Perhaps, this is even the precursor to what later became Ents, in the Lord of the Rings. 5. Druid: Circle of Wicker Crooked Moon offers two subclasses for certain classes, and the druid is one of them. So,we leave off on Druid for today. Where the Circle of the Old Ways druids draw power from nature itself, the Circle of Wicker druids work through effigies—that is, twig dolls, charms, and crude figures that carry powerful magic. You are like a witch in old fairy tales, or a mysterious wizard of the dark woods. You can plant an effigy that radiates an aura—healing allies, warding them, or punishing attackers with bursts of fire. Later, your wicker creations can shield allies from conditions, curse enemies with necrotic damage, and at the peak, become flexible enough to swap auras mid-battle. If you like the vibe of creepy folk rituals, protective charms, and just a dash of voodoo doll flavor, this subclass is dripping with atmosphere for you. And that’s the first batch of subclasses from Crooked Moon: the experimental barbarian, the ghost-whistling bard, the cycle-of-life cleric, and two very different but equally eerie druid circles. Next time, we’ll be covering the Barrow Guard Fighter and beyond, so make sure to subscribe if you don’t want to miss it. But before we wrap it up, now it’s your turn—tell me in the comments: which of these subclasses would you roll up first? Or, if you haven’t heard yet from the subclass you’re most interested, tell me which one you can’t wait to hear more about!
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