The Tenebrous Stone - New Free D&D Beyond Adventure

Cover art for a D&D adventure: a glowing spectral figure holds a sword with blue energy,

Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=G_0s9az8hmo


Transcription

Free adventures on D&D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.



Welcome back to Eternity TTRPG, your go-to source for everything happening across the planes of Dungeons & Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond.


Last week, Wizards quietly released The Tenebrous Stone — a free adventure available right now on D&D Beyond.


It’s set in classic Forgotten Realms territory: the chilly reaches of Damara, where a cult of Orcus has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland.


The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&D Beyond’s new Maps VTT, and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform.


But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a ‘Deity Adventure’ — language we haven’t seen before.


That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming Adventures in Faerûn, a book we still know surprisingly little about.”


Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools.


Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools.


Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work.


If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures.


So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn.

So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night?


Would you want to see more deity-themed adventures in D&D 2025? Drop your thoughts in the comments — and while you’re there, hit like, subscribe, and ring that bell so you don’t miss our next dive into the world of tabletop chaos.

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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.

By Jacob Tegtman November 11, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=vXPtTnjy5wU Transcription “Hey everyone, welcome back to Eternity TTRPG. Today we’re unpacking Critical Role Campaign 4, Episode 2: ‘Broken Wing’ — an episode that moves with quick flashbacks, a slow-burning mystery, and unveils one genuinely unsettling artifact. If you missed the premiere, don’t worry — I’ll give you the lay of the land so you can follow every twist.  My goal here with these recaps is to keep them at about 10minutes, so you can follow the main beats of Critical Role without the huge time investment. On that note, be sure to check out the summary for Episode 1 just earlier this week if you want to get caught up! The episode opens not in the present, but in the middle of a past war — the Falconer’s Rebellion — where we meet younger versions of characters who’ll matter later. There’s Teor, a hulking soldier who feels every weight he carries; Kattigan, the quick-witted fighter; and a 15-year-old Azune, whose future as an Arcane Marshal is only hinted at here. They’re pinned down, wyverns tear at the sky, and the scene is chaotic and desperate — a sobering hook that tells you: this world has history, and it’s messy. In the middle of that chaos we get a small but important moment: Thjazi Fang, a figure whose past actions ripple through the episode, is injured — and Casimir, a thornier face in the city’s underworld, scoops him to safety. That moment matters later. Now, cut to present-day Dol-Makjar: Hal and Thaisha — two careworn, sympathetic figures who run a refuge of sorts — find a shattered black ceramic mask in their home. The shards exhale a cold, silver mist, and Thaisha collapses, hearing a nightingale’s song in her head. The mask isn’t just creepy set dressing: Bolaire and Murray, two more scholarly voices in this corner of the city, quickly identify the object’s box as a coffin — etched with the name ‘Obsidia’ in Kessian, an ancient halfling script, and plated with celestial symbols. That combination — halfling religious iconography wrapped around something new and grotesque — immediately reads as blasphemy and trouble. The cast reconverges at Hal’s: Teor, Kattigan, Occtis, Azune, and Thimble are there around Thjazi’s body. Thimble — who’s small in stature but enormous in feeling — collapses onto Thjazi and blames Vaelus, demanding the Stone of Nightsong, a keepsake with emotional resonance for her. This is where the episode tightens: the friends learn Thjazi’s safehouse was ransacked, and Azune, ever the investigator, finds a magical forgery hidden in Thjazi’s coat. It looks like someone set a frame — betrayal stinks in the air. To complicate matters, Casimir and Cyd (Teor’s brother) are unaccounted for, and black feathers were found at the scene — a small clue that points to the Crow Keepers, a thieves’ guild Casimir is tied to. Thimble vows to go find answers. It’s a nice sequence of grief turning into action: the personal drives the plot. Meanwhile, the episode spends time in the halls of power. At Villa Aurora — home of House Halovar and the Candescent Creed — we meet new faces and old tensions. Wick, an eager acolyte, witnesses Teor rescue and heal a worker, and Teor’s act of mercy wins him attention. But not everyone is thrilled. Photarch Yanessa Halovar, a high-ranking cleric, quietly urges her house to distance itself from the Torn Banner and cozy up to House Tachonis — a rival power with suspicious influence. Yanessa even suggests Thjazi’s death was orchestrated by Tachonis. Translation for what we’re learning about this world? Every helpful act in Aramán has strings attached, and alliances are fragile. Quick context: The Halovars are powerful religious aristocrats; the Tachonis are another noble house with their own, shadowy agenda. Political intrigue is the bedrock here. Back in the quieter rooms, Bolaire and Murray dissect the coffin. The wood comes from the Wastes, the silver plates are ancient Kessian — the name Olbalad appears, which translates to a kind of halfling angel of death. A coffin referencing a celestial figure, newly crafted and oozing mist. It’s old magic — but it’s also a deliberate mockery or corruption of something sacred. When they drop a tool into the coffin, it falls forever — no sound, no impact. That silence is bone-chilling and tells us whatever this thing is, it doesn’t obey normal physics. The episode doesn’t stop on small horrors — it ends on something huge and awful. At the Villa Aurora’s Prismatic Retort — a massive machine that channels the ‘light’ powers of the Candescent Creed — Photarch Yanessa and Wick’s grandfather reveal what looks like an enormous iron maiden: inside, a chained, thirty-foot angel with siphoning taps in its body. It reads like religious science fiction and lands with a visceral, ‘did I just see that?’ finality. For an audience member, that visual hits differently from a dagger in the dark — it’s the campaign saying plainly: celestial things are broken here, and larger forces are being manipulated. At the end of each of these episodes I want to do a quick unpacking of what makes these Critical Role sessions so awesome, and what you can take away to your own next gaming session. Alright — so what can Broken Wing teach your table? 1. Try using flashbacks like living memories. Flashbacks like the Falconer’s Rebellion are emotional scaffolding. Instead of dumping lore about who fought who, we see Teor, Kattigan, and young Azune under fire. We feel their fear and loyalty, which gives context to their choices later. If you want to bring that to your table, drop players into short scenes from their characters’ pasts — five minutes tops. Let them play out the betrayal, the lost battle, the friendship they’ll mourn later. That way, when those memories resurface in the present, the emotion feels earned, and hit hard. 2. Make artifacts carry more than stats. The shattered mask and the Obsidia coffin are perfect examples of magic items that do something narratively. They carry history, faith, and fear. As a DM, whenever you hand your players a relic, ask yourself: Who made this, and why? What happens if it’s misused or broken? Maybe the item reacts to emotions, or maybe its power has cultural consequences — like this coffin blaspheming against celestial law. And finally, three: Keep your politics gray. One of the strengths of this episode is how every side believes it’s right. The Halovars see loyalty as survival; Tachonis treat manipulation as necessity. In your campaign, that’s gold. Let your factions and rulers have good reasons for bad choices. Make the players ask, “Are we helping the right people, or just the ones who smile at us?” When you blur those moral lines, every decision becomes roleplay fuel — and every revelation feels earned. So, remember — flashbacks plant emotion, artifacts anchor lore, and gray politics keep tension alive. Use those tools, and you’ll craft sessions that your players will talk about for months. So that’s Broken Wing — we got war-scarred flashbacks, an unnerving coffin that might be blasphemous, betrayal in the shadows, and an iron-maiden angel that raises more questions than it answers. Drop your wildest theory in the comments: who forged that coffin? What is the Stone of Nightsong actually holding? Subscribe for more recaps, DM tips, and quick takes. Next time we’ll dig into Episode 3 and follow the threads this one has left hanging.
Critical Role Campaign 4, Episode 1 summary. A blindfolded, green-skinned humanoid with a castle-topped head, and gold logo.
By Jacob Tegtman November 5, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6-EVzgJ_nSs Transcription It’s been a while, but welcome back to Eternity TTRPG. I’ve had a bit of a hiatus, but back to bringing you awesome news in the D&D space – this time, with quick summaries of the Critical Role 4 campaign thus far.  Whether you’re a fan of Critical Role, or you’ve heard about it and you’re curious on what it’s all about, these summaries will be in the range of 5-10min, so you can hear what’s happening without the full time commitment of watching an episode. Additionally, stick around to the end, because I’m also pulling out a few tips from the Critical Role campaign — storytelling tricks, DM inspiration, and roleplaying ideas you can borrow for your upcoming game night to get the most magic from your adventures. So with that, today we jump into Episode 1 — The Fall of Thjazi Fang. The campaign opens in Dol-Makjar ( doll mak-JAR), in the land of Kahad [ KAH-had] (in the world of Aramán [AH-rah-man]). Thjazi Fang , a war hero of the Falconer’s Rebellion and former mercenary with the Torn Banner, is scheduled for execution by the Chamber of the Lords-Advisory. Arcane Marshal Azune Nayar (Ah-ZOO-nay NAY-ar) — once a comrade — inspects him for magical glyphs. He uncovers one on Thjazi’s back and secretly passes a message of hope. As Thjazi is led to the gallows, he speaks telepathically with his brother Halandil ( ha-LAN-dil) Fang “Hal” Fang , who is in the crowd. Thjazi sees something ominous in the sky, urgently tells Hal to “help Murray at the Penteveral, paint is waiting for Bolaire, tell Thimble not to be afraid,” and defiantly proclaims the coming fall of false authority — then is hanged. The crowd reacts with grief, shock, and political tension. After the execution, Hal readies a farramh (FAH-rahm) — an orcish custom for viewing the body — at his home, with his daughter Shadia ( SHAH-dee-uh), members of his theater troupe, and guests. Thaisha Lloy ( THAY-sha Loy), an orc druid, and Occtis Tachonis ( OK-tis ta-KO-nis), a human necromancer student, arrive early. Both had ties to the rescue attempt of Thjazi. Thaisha is ex-partner to Hal; they share a daughter Shadia and a son Alogar. Occtis is investigating his role in the failed plan to save Thjazi. Azune brings Thjazi’s body to the wake. Teor Pridesire (TEE-or pry-de-SEER) and Commander Loza Blade (former Torn Banner) honor Thjazi’s memory. Loza reminisces about Thjazi’s rise from common birth to rebellion. Wicander ( wi-KAN-dur HAL-o-var ) “Wick” Halovar and Aspirant Tyranny (uh-SPY-rant TYR-uh-nee) arrive as emissaries of House Halovar. Wick, a cleric devoted to the Candescent Creed ( kan-DES-sent kreed), brings Thjazi’s scimitar and laments that he couldn’t prevent the execution. Wick reveals he pleaded with his grandmother, Photarch Yanessa Halovar , to spare Thjazi — but was rebuffed. Tyranny, a demon in service to House Halovar, drinks at the funeral, teasing Wick, testing boundaries. Thaisha drunkenly explains that she and Hal fell in love in their youth, but she felt a pull toward the wider world beyond their small circle. Azune and Occtis piece together how the rescue chain broke. They head out to find Thimble , a fairy rogue and Thjazi’s close friend. In Thjazi’s apartment, ransacked, they find Thimble near death. Her memories flash back to Faerie, and she recalls the glyph she was supposed to deliver was interrupted. Kattigan Vale , a drunken ranger who recognizes Teor and Azune, joins them. He uses Clues to determine that 7 masked assailants entered, 3 were killed, crow feathers left behind, and the Stone of Nightsong was stolen from Thjazi’s safehouse. Thimble confirms: thieves attacked her as she tried to deliver the glyph. The wrong glyph was detected by Azune. The Stone of Nightsong is missing — someone betrayed Thjazi. Back at the wake / gathering place (the Rookery): Bolaire Lathalia , a warlock / curator, arrives to support Hal. Aranessa Royce ( uh-RAH-nes-sa ROYS), Thjazi’s grieving widow, enters with Sir Julien Davinos ( sir joo-LYEN duh-VEE-nos), the man who brought Thjazi to justice and perhaps bore much resentment. Julien taunts Thjazi’s memory, spits on his corpse, and clashes with Thaisha. Murray Mag’Nesson (dwarven wizard of the Penteveral) arrives, triggering a moment of distraction. Thaisha senses a shadow following Julien — the superstition of protection is broken; something dark has latched onto him. Wick chastises Tyranny for her drunken antics, but also gives Hal Thjazi’s scimitar. As night falls, Vaelus , an elven paladin (800 years old) and devotee of the dead goddess Sylandri, arrives. She demands the return of her property — the Stone of Nightsong, stating that Thjazi stole it. It’s revealed that the Stone was made by Sylandri to guide elven spirits through the underworld. Without it, the journey may be blocked. In an eerie moment, the silver box containing broken ceramic tiles flies open, forming a mask bearing uncanny resemblance to Bolaire’s face. Vaelus demands Thimble’s whereabouts. The implication: Julien or someone close to him is connected. The first episode ends with tension in the air: multiple factions now want the Stone, the betrayal is active, and the cast is drawn together by grief, mystery, and political intrigue. We’re left with a firm reminder of the world’s lore: the Shapers (gods) were killed 70 years ago, magic is unstable, and the Sundered Houses (Royce, Halovar, Tachonis [ta-KO-nis], Einfasen [INE-fa-sen], Cormoray) wield enormous power. The stakes are clear: retrieve the Stone. Unravel the betrayal. Discover who killed Thjazi — and why. “So what can we learn from The Fall of Thjazi Fang? First — start big. That opening execution isn’t just drama; it’s a crisis that instantly ties every character together. You don’t need a warm-up quest — drop your players into the fallout and let them claw their way through. Second — make it personal. Every hero at the table had a history with Thjazi. That’s why it hits so hard. When your next campaign begins, link each PC to the same event — a death, a secret, a shared failure. And finally — let failure stand. The rescue didn’t work, and that makes the story matter. When you let plans fall apart, the next victory your players earn will feel legendary. D&D heroes don’t always have to succeed. In fact, in many cases, the best stories come from failure or setbacks that shape the events to come. If you adopt just one thing for your next session, I’d say: start with a crisis tied to your players, and let every character have skin in the game from the first moment. If you’re feeling up to it though, combine that with selective reveals, emotional stakes, and the room to fail, and you’re halfway to a compelling campaign. And there you have it — a full dive into Episode 1 of Campaign 4: the execution, the betrayal, the stolen artifact, and the gathering storm. If you like this kind of breakdown, drop a comment with your favorite moment from Episode 1, or your take on how the Crow Keepers or Julien might be involved. Next time, we’ll recap Episode 2 — Broken Wing — and pull more DM and roleplaying lessons from it. Until then — let your dice fly, and may your stories be legendary.
D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
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