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Eternity TTRPG is the website that features both the tabletop RPG I’ve created (Eternity TTRPG), as well as articles and resources for other tabletop roleplaying games (TTRPGs).

Explore Eternity TTRPG
Explore Eternity TTRPG

"Summoners derive their powers from 'World Gods,' beyond Altius and The Dream. Espers - such as Nyxx - are particularly potent at summoning, given their connection to celestial pathways (as seen on their body's runes). Esper summoners in particular are known to go through portals they create, sometimes never to be seen again."

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Read the web's best TTRPG-related blog articles. Topics range from starting your first D&D campaign, to D&D spells, and even to sample dungeon rooms you can use in your next adventure or campaign.

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!
By Jacob Tegtman July 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JR5wS-kJOzQ&ab_channel=EternityTTRPG Transcription In the sun-starved realm of Druskenvald, the moon crooks just enough to twist folk tales into nightmares... Hey adventurers! Today on Eternity TTRPG, we’re diving back into The Crooked Moon, a brand-new folk-horror campaign for D&D 5e that drenches your sessions in superstition, creepy rituals, and six terrifying new playable monsters. Today, I wanted to share with you some of the cool and exclusive playable monster races that you can expect to see in the campaign world, and even experience for your own character: Curseborn – Human‑wolf hybrids with thick fur, claws, and a lupine posture. They’re your werewolves, basically. Their unarmed attacks allow you to curse your targets, giving them disadvantage on rolls, and causing them to emit wisps of fog. Graveborn – Corpse‑like humanoids with snouts and bone‑devouring jaws. Your classic ghoul-like undead. With their “Infused Drakkonite” ability, they can ignore resistances when attacking, and deal necrotic damage. Relicborn – Skeleton‑like beings with glowing pattern‑filled bones and rocking hairstyles. These are more like your lich-undead, kind of. But really, more like rock-n-roll lich, or something. They actually get bonuses to performance skills, and can take “long rests” by enjoying revelry – so partying. Silkborn – Arachnid humanoids with carapace skin, extra limbs and 250–800-year lifespans. Of all the races, this one is probably my least favorite. Though I know a few people who will love these. They can basically do spider stuff like climb walls, and create webs. Nice. There’s also a couple other playable monster races I’ve already covered in my previous video (which you should check out), like the: Harvestborn – which are scarecrow-like constructs embodying agricultural cycles with healing and “culling” powers. Plagueborn – Rat-folk immune to poison, who spread disease magically. If you aren’t familiar yet, the Crooked Moon campaign book also includes: 15 horror‑themed subclasses (like Wicker Druids and Pestilent Haze Monks), 13 lineages for your character’s roleplaying background, new spells, 85 monsters (in total), 11 boss fights, 156 curses, and the Fateweaving system which I covered in a recent video. I like Crooked Moon because it brings a fresh, horror‑focused twist to 5e—bigger than Curse of Strahd even, or Drakkenheim. Any time of the year I can experience Halloween, I’m basically in. Even if you haven’t seen my previous videos on it, the Crooked Moon is a 632-page, two‑part campaign launched just a couple weeks ago, digitally on D&D Beyond. Print copies are coming this fall. As I’ve explored this topic more myself, I’ve also learned more about how it began. Crooken Moon was adapted from Edge of Midnight. Edge of Midnight is the actual-play series by Legends of Avantris that laid the foundation for The Crooked Moon. It’s a dark, folk‑horror D&D campaign that aired on Twitch and YouTube starting in September 2021, set in the same eerie realm of Druskenvald. The team behind Avantris used this homebrewed saga as the prototype for The Crooked Moon. Their player characters and NPC allies from Edge of Midnight—many of whom take on twisted, villainous forms—were woven into the book’s lore and boss encounters. By bridging the actual‑play world with a full 600‑page customizable campaign, The Crooked Moon lets players experience that same haunting atmosphere—while also giving DMs the tools to craft new tales or replay the story arc live audiences already love. If you’re craving eerie tension, unforgettable characters, and creeping dread in your next campaign—The Crooked Moon delivers. It’s available now on D&D Beyond, with physical books coming this Fall. That’s it for today! Hit like if folk-horror is your jam, drop a comment with which monster races you'd play, and subscribe for more D&D scoop!
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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!
By Jacob Tegtman July 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JR5wS-kJOzQ&ab_channel=EternityTTRPG Transcription In the sun-starved realm of Druskenvald, the moon crooks just enough to twist folk tales into nightmares... Hey adventurers! Today on Eternity TTRPG, we’re diving back into The Crooked Moon, a brand-new folk-horror campaign for D&D 5e that drenches your sessions in superstition, creepy rituals, and six terrifying new playable monsters. Today, I wanted to share with you some of the cool and exclusive playable monster races that you can expect to see in the campaign world, and even experience for your own character: Curseborn – Human‑wolf hybrids with thick fur, claws, and a lupine posture. They’re your werewolves, basically. Their unarmed attacks allow you to curse your targets, giving them disadvantage on rolls, and causing them to emit wisps of fog. Graveborn – Corpse‑like humanoids with snouts and bone‑devouring jaws. Your classic ghoul-like undead. With their “Infused Drakkonite” ability, they can ignore resistances when attacking, and deal necrotic damage. Relicborn – Skeleton‑like beings with glowing pattern‑filled bones and rocking hairstyles. These are more like your lich-undead, kind of. But really, more like rock-n-roll lich, or something. They actually get bonuses to performance skills, and can take “long rests” by enjoying revelry – so partying. Silkborn – Arachnid humanoids with carapace skin, extra limbs and 250–800-year lifespans. Of all the races, this one is probably my least favorite. Though I know a few people who will love these. They can basically do spider stuff like climb walls, and create webs. Nice. There’s also a couple other playable monster races I’ve already covered in my previous video (which you should check out), like the: Harvestborn – which are scarecrow-like constructs embodying agricultural cycles with healing and “culling” powers. Plagueborn – Rat-folk immune to poison, who spread disease magically. If you aren’t familiar yet, the Crooked Moon campaign book also includes: 15 horror‑themed subclasses (like Wicker Druids and Pestilent Haze Monks), 13 lineages for your character’s roleplaying background, new spells, 85 monsters (in total), 11 boss fights, 156 curses, and the Fateweaving system which I covered in a recent video. I like Crooked Moon because it brings a fresh, horror‑focused twist to 5e—bigger than Curse of Strahd even, or Drakkenheim. Any time of the year I can experience Halloween, I’m basically in. Even if you haven’t seen my previous videos on it, the Crooked Moon is a 632-page, two‑part campaign launched just a couple weeks ago, digitally on D&D Beyond. Print copies are coming this fall. As I’ve explored this topic more myself, I’ve also learned more about how it began. Crooken Moon was adapted from Edge of Midnight. Edge of Midnight is the actual-play series by Legends of Avantris that laid the foundation for The Crooked Moon. It’s a dark, folk‑horror D&D campaign that aired on Twitch and YouTube starting in September 2021, set in the same eerie realm of Druskenvald. The team behind Avantris used this homebrewed saga as the prototype for The Crooked Moon. Their player characters and NPC allies from Edge of Midnight—many of whom take on twisted, villainous forms—were woven into the book’s lore and boss encounters. By bridging the actual‑play world with a full 600‑page customizable campaign, The Crooked Moon lets players experience that same haunting atmosphere—while also giving DMs the tools to craft new tales or replay the story arc live audiences already love. If you’re craving eerie tension, unforgettable characters, and creeping dread in your next campaign—The Crooked Moon delivers. It’s available now on D&D Beyond, with physical books coming this Fall. That’s it for today! Hit like if folk-horror is your jam, drop a comment with which monster races you'd play, and subscribe for more D&D scoop!
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Eternity TTRPG Resources


If you're looking for a new tabletop game to play, Eternity TTRPG is more than just a website. You can actually play the game we've created. Whether you want to learn more about Eternity, or jump into one of our many online tools, we've got you covered.

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Initiative Tracker
Initiative Tracker

Initiative Tracker

This online initiative tracker allows you to quickly and easily determine whose turn it is, when playing Eternity TTRPG.

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This online character builder allows you to create your own character. Automatically calculate stats based on race, class, items, and more.

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Class Quiz

Interested in playing Eternity TTRPG but not sure where to start? This online class quiz tells you what class may best suit you.

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Visit our online store to see the Eternity TTRPG tabletop game, purchase downloadable maps for any online TTRPG client (such as Roll20), find artisan dice in numerous types and styles, and much more.

Artwork from Eternity TTRPG


See Katie Casetta's artwork from Eternity TTRPG. All of Katie's work is available for purchase from the Eternity TTRPG shop. Support real artists and non-AI art to keep unique and imaginative fantasy art alive. You can also see more of Katie's artwork throughout the Eternity site's main pages.

Dungeon A Day

Dungeon A Day


We are excited to share with you that the Eternity TTRPG site is now home to: Dungeon A Day.


Need some fresh ideas to use with your ongoing campaign?  Dungeon A Day works with any tabletop RPG system.


Check back each day for a brand new dungeon room. Over time, individual rooms add up, creating a massive, mega-dungeon.


(Please note that Dungeon a Day is currently on hold as we redesign the Eternity TTRPG website.)