Dungeon A Day - Furiaes Castle - Day 25

In a leaf-fallen forest, under a full moon, a dark shadow lies over a single cottage. Looking up, you can just make out the outline of a ghost-like castle, somehow floating in the autumn skies.


Beneath it, candle-like wisps flit about, summoning all souls who can hear their call, to the "doorway" through which all may pass to the floating keep.


This is the place to which children from the nearby village have been kidnapped, reports claim. But seeing Furiaes Castle in person is more unsettling than you'd hoped.


Day 25 - Gothic Cathedral


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A map of a room with a number 25 on it.

Room Description (Read the Following Text to Your Players)

Before you is presented a gothic masterpiece – a chapel dedicated to dark spirits and doom-ridden gods.


Dark green, stained glass casts gloomy light upon statues of 4-crimson horsemen of the apocalypse. Their look down upon you from their frightful mounts, all with faces filled with agony and fear. Ghosts flit in and out of sight, calling out to the chapel in religious fervor.


Among the many dark implements, books, and black-burning candles, you see a single jack-o’-lantern. Its bright flame burns  joyously, and calls out to you in a subtle manner.


Before you can think too much about it, however, a large figure wrapped in a blackened robe moves towards you, as if floating.


“I hear that you require the ‘Noble Keys,'” the creature says, though you can see no face under its dark hood. It pulls out an ornate, crimson colored chain, and dangles it before you. "I require blood... what say you to a trade, weary heroes?"


Room Treasures

  • Birane: this vampire is the head cultist of the chapel, and is willing to trade the "The Coven's Blood Key," for a drink of blood. He cares not for the children or the wishes of the Furiaes, and knows the heroes must be powerful, to have made it this far into the castle. He's willing to defend himself, but prefers diplomacy. If players accept, he'll drink blood from each of them (dealing 1damage to all characters) and then willingly hand over the key. Creating this trade with Birane will also give him a favorable disposition to the party, and he essentially becomes an ally that may be called upon later in the adventure, as well (such as by using the "castle's servants" from dungeon room 20).
  • Dullahan's Head: if players inspect the jack-o'-lantern, a successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, -2) reveals that this may, in fact, be the missing head for the suit of armor in dungeon room 18. If players take this lantern of a head to "Dullahan," the armor will place it upon his head and introduce himself as the first ever victim of the Furiaes. His curse, for breaking an oath, was to forever serve the Ladies. However, he detests that they've kidnapped children (a new low for them, he claims), and is willing to help the party by telling them how to acquire each key.


The Fairy Skeleton's Key is usually kept by servants of Megaera, who eats in the dining room (dungeon room 4) as a way to bypass the guardian gargoyles. He suspects that key is located either there, or in the kitchen (dungeon room 13).


The Key of Undeath is held by Lady Omega. She enjoys the ballroom (in dungeon room 6). The Lady will be delighted to hear that the porcelain doll has been permanently shattered - who the Lady feared - and Dullahan suggests that the party request the key from her, as a reward. He's certain she'll agree. If she fled the party, through the fireplace in dungeon room 7, Dullahan suggests that she can be found in dungeon room 28, probably waiting on the Furiaes, Tisiphone.


The Sorcerer's Key is held by Lady Alpha. She enjoys brewing in her cauldron (in dungeon room 13). Dullahan says that she is a coward, and suggests that if the party can capture her, she's likely to give up the key in return for her freedom. If she escaped the party, through the fireplace in dungeon room 14, Dullahan says that she can most likely be found in dungeon room 28, probably waiting on the Furiaes, Tisiphone.


The Key of Lanterns is held by Dullahan, who (if he hasn't already) now gladly hands over the key in return for his head.


The Coven's Blood Key has probably already been acquired by the party, but if not, Dullahan tells them that Birane holds the key (in dungeon room 25) - in the gothic cathedral. He says that Birane is usually willing to make trades for a drink of blood, as he too has no great love for the Ladies Furiaes.


Enemy Stats

Birane: "Hero" enemy Difficulty (match Avg. Party Level). Option to use the "Vampire Mage AI." See the Dungeon A Day - Enemy Stats and AI page for more details.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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D&D: Forgotten Realms book cover with heroes. Characters in action with blue energy, forest background, and pre-order text.
By Jacob Tegtman November 14, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=rpPgFjr-hhg Transcription Want to take your character from just another face in the crowd to a legend whose name echoes through the halls of the Forgotten Realms? Today we’re diving into the brand-new sourcebook that gives players power, story, and world in one package: Heroes of Faerûn. It’s just out as of a couple days ago, and we’re here to show you why this one could change the way you play characters in the Realms. First up: what exactly is Heroes of Faerûn? The book is a 192-page hardcover sourcebook by Wizards of the Coast set in the Forgotten Realms for 5.5 edition D&D rules. What’s included? Eight new subclasses, a new Circle Magic system (for group spellcasting!), dozens of feats and backgrounds, regional equipment, a breakdown of the Realms’ regions, factions, deities — everything a player needs to plug their character into Faerûn. In short: this is a player-centric book — not just for DMs. Many Realms books lean DM-heavy, but this one is about you the player stepping into the legend. Why is this book a big deal? Here are three reasons:  1. Expanded Player Options — Eight new subclasses means fresh ways to play: you’re not just rehashing what everyone else plays. And when you pair that with new backgrounds, feats, and special “regional” equipment — that gives some serious customization. 2. Setting Integration — The Forgotten Realms has been around for decades, but sometimes the player options feel generic. This book leans into lore: it gives eight factions, a primer on 42 gods, and overviews on ten Realms’ regions. That depth gives your character a place and a story. 3. Innovation: Circle Magic & Group Play — One of the standout mechanics is what’s called “Circle Magic.” This isn’t just another spell list: it’s a system where casters can combine efforts for enhanced effects. It opens up group tactics, teamwork for roleplaying magic casting, and can shake up how your table views magic on the whole. So, if you’re a player who wants more than “I show up and roll dice” — this book gives you tools for story, mechanics and flavor. Let’s dig into the contents (and I’ll highlight the ones I’m most excited about): The 8 new subclasses are: College of the Moon (Bard), Knowledge Domain (Cleric), Banneret (Fighter), Oath of the Noble Genies (Paladin), Winter Walker (Ranger), Scion of the Three (Rogue), Spellfire (Sorcerer), and Bladesinger (Wizard) There are also 18 backgrounds, over 30 new feats, 19 new spells, 3 magic items, 12 mundane items, 2 monsters, 13 maps, and overviews for 10 regions of Faerûn. There’s also Faction membership for eight classic and emerging factions (like the Harpers, Zhentarim, and Purple Dragon Knights) that offer character hooks, renown, and special rewards. Now for Highlights that I’m particularly keen on trying, myself: The oath of the noble genies (Paladin). These paladins draw power from the Elemental Planes through pacts with powerful genies, wielding elemental abilities like Elemental Smite which enhances a Divine Smite with effects such as grappling enemies, dealing fire damage, or knocking foes away. The region overviews: these let you pick lesser-used Realms locales as your homeland, giving characters unique flavor rather than defaulting to the Sword Coast. Circle magic: I am very excited to see exactly how this pans out with my gaming group, but I think the potential here for spell casters to enhance each others’ effects, and create group casts, is amazing. If you pick up Heroes of Faerûn, here are some tips for how to get the most from it: Talk to your DM early. Especially regarding Circle Magic and faction mechanics — decide how renown works, and how group casting will work specifically for your group. Pick a region + faction combo. Let your background tie you to a place (say, Tethyr or Calimshan) and a faction (Harpers, Zhentarim) so your character has immediate hooks. Use the new subclasses to complement the setting. If you’re from the north-wastes of Faerûn, maybe the Winter Walker Ranger is a better fit than a typical forest-walking ranger. Be proactive with story. Since the book emphasizes lore, lean into it: pick a god early, pick your renown path, choose an equipment piece from your region. These add role-play texture. Don’t let the feast of options overwhelm. With 18 backgrounds, 34 feats, and many spells — pick a few you like, then build from there. No need to try everything at once. So: if you’re a player who wants more (mechanics, flavor, story) and you’re set in the Forgotten Realms, Heroes of Faerûn might be your next go-to book. If you give it a try or if you liked this breakdown, hit like, subscribe and ring the bell for future D&D news and breakdowns. In the comments: tell me which subclass from the book you’re most excited about, or which faction you’d join in Faerûn. Thanks for watching — and may your name echo through the Realms.
A D&D Beyond adventure cover: a skeletal figure with a glowing sword stands in ruins.
By Jacob Tegtman November 12, 2025
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.
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.
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