Starset RPG Game Review - Score: 85 / 100

This review is part of my new TTRPGs page, where you can find awesome Games Like DnD that you may never have heard of before. If you're interested in finding a new game to play, check out that article!

 

Josiah Mork is definitely one of the up-and-coming TTRPG designers that you should be watching. Let me first say that Josiah did not pay me to create this review. Through our exchanges, he has become a friend of mine, though that does not affect my review of his game (as you'll see below, I do have some critiques).

 

We originally connected when I reviewed his first TTRPG: BaG (Basic and Generic) Role-Playing Game, which Kickstarted back in 2021. My take on BaG was that it was a solid game system, but not what I would consider to be amazing.

 

Now, fast forward a couple years, and Josiah asked me to review Starset: The Great Dimming. And let me tell you, what an improvement. If you’ve seen some of my other TTRPG Reviews, you’ll actually note that my score for Starset: The Great Dimming (at 85/100) makes it into my top-5 list of all time, just behind the Marvel Universe RPG, which I rank at 4th place.

 

In my opinion, Starset is actually a better overall game than longstanding TTRPG favorites such as Shadowrun, Savage Worlds, Zweihander (another grimdark TTRPG), and more. This may seem like a stretch, but read on to see why I think this top-5 placement for Starset is so well-deserved.


If you want, you can also check out the Starset Kickstarter page to get a feel for the game, while you read this review.

Starset RPG the Great Dimming

How Unique is Starset RPG: The Great Dimming: (9/10)

Every great modern TTRPG is both firmly rooted in the genre’s core concepts established by D&D, and yet also expands upon key components to improve player/ GM experience.

 

Starset: The Great Dimming hits these marks as it contains ideas that are somewhat standard to the TTRPG genre, while there are also parts that take common ideas in entirely new directions.

 

Character Creation

Probably the most brilliant part of Starset is character creation.

 

There are only 3-core stats (Toughness, Vitality, Movement) to player characters in Starset, and all three are actually originally determined by finding your character’s height and weight. I was honestly surprised by this, but it's also interesting to see an TTRPG tie stats to something like character appearance.

 

Once core stats are determined, the next major part of character creation are “plot choices.” When creating a character, you're given a series of 4-15 choices you select, from essentially a random list of backstory prompts. Based on the prompt, you make a choice, which then shapes your character’s Skills, maybe your core stats a bit, and your character’s “Keywords.”

 

Keywords are like “Perks” or even “Feats” in other games, in that they give your character bonuses to skills, etc. or sometimes negative effects.

 

Taking your character’s “plot choices” and “keywords” into the game lets any player – even and especially those new to the TTRPG genre – start an RPG campaign with a nearly fully-fleshed out backstory that actively affects your character’s stats and skills.

 

Character Leveling

As if character creation wasn’t enough, I also love the Starset leveling system - at least as far as gaining XP goes (I do have some critiques, later, about the overall progression/ lack of options with leveling up).

 

Most times that you’re making a skill check (which is all the time), you’ll be rolling more than 3-dice at a time. I mention this because if you happen to roll 3-dice that land on the same number – for any roll – you get +1XP.

 

I’ve always enjoyed the idea that the more your character “does” something, the better they get at that activity. So, it was really fun for me taking on missions or trying to complete tasks, and naturally "leveling up" while doing so.

 

Dice Pools

Much like the Cypher System, in Starset, your character has a dice pool that also functions as HP.

 

Every turn, your character replenishes their dice pool up to their maximum value, and those dice can be “spent” on performing actions to increase your likelihood of success. 

 

If your character takes injuries (or becomes fatigue through additional exertion), the number of dice replenished to your pool decreases each round. If you ever take enough damage that you can’t replenish your dice pool to at least 1, your character dies.

 

This is obviously a close idea to Monte Cook’s Cypher System rules, but with some unique spin on it. This kind of dice pool/ HP usage is also very rare among TTRPGs, so definitely counts towards being a unique strength of the system.

 

It also doesn’t hurt that the way Starset uses dice pools is very clear, easy-to-use, and does not obstruct the game’s flow in any way.

Dungeon A Day Article

How Easy is it to Learn to Play Starset RPG: (10/10)

Compared to Josiah's first game, BaG RPG, which only had a 55-page rulebook, I was at first a little concerned by Starset, which comes in at 271-pages. However, the core rules to play Starset RPG only requires reading about 4-chapters (roughly 53-pages) and a lot of those pages  are taken up by charts and artwork.


As you'll see, my impression with Starset RPG is that the game is very easy to learn and teach to new players.

 

Character Creation

Back to generating characters – I love games where I can create a new character in under 15-minutes.


Do you know how many TTRPGs let you create characters in under 15-minutes? Pretty much none.

 

In that list, and along with Starset, I’d include BaG, maybe Cypher System if you kind of know what you’re doing, Eternity TTRPG, and that’s pretty much it. I realize that if you've been playing D&D or Pathfinder for your entire life, maybe you too could make a character in 15-minutes. But I'm talking about picking up a game for the first time, and still hitting that 15-minute mark. So no, D&D doesn't make the cut, here.

 

Additionally, the amount of immersive character-building you actually dive into during your 15-minutes of character creation with Starset RPG is unmatched. It’s easy, fast, and compelling, which is why I give this section a solid 10/10.

 

Gameplay and Skill Checks

Pretty much all of Starset RPG game is played using skill checks. Whether you’re investigating a break-in, conversing with an NPC, or attacking someone, you’re rolling one of the game’s many Skills to see what happens.

 

I would say that Skills in Starset RPG take the place of “core stats” in most other games.  I think Starset's "Skills" are well-defined and clearly labelled, leading to clear gameplay.

 

When it comes to Skill Checks, you basically just roll a number of d6 to see if you get enough “checks” to succeed at whatever task your character’s attempting. Nothing really unique here, but it’s  easy to understand, and it keeps the game moving at a quick pace. 

Starset RPG Review

Starset Presentation: (8/10)

I really like Josiah’s graphic design and layout choices for Starset RPG, and I think this game is a bit of an improvement over BaG, which I also like.

 

The graphics on the front and back cover, as well as the page borders throughout the text work very well. There’s definitely a unique “style” to Starset that makes the book feel both complete, and at home in the Sci-Fi genre.

 

I have to mention though that there are font choices in the book that are very difficult to read. If you sometimes have trouble reading small or partially-blurred text, you may not love all of the font choices in Starset RPG, to be honest.

 

As a “grimdark RPG,” I think the somewhat messy font actually makes sense for the game, thematically. However, there are places such as Pg.9 where the bolded text is almost too runny, or Pg.10 (in the bottom left corner) where the white text actually runs into a white background of oblivion (I think this issue was fixed in the PDF).

 

These issues are relatively small and did not affect my overall love of the game; they were more like small occasional annoyances.

 

Starset: The Great Dimming Lore: (10/10)

The lore for Starset: The Great Dimming makes me think of Starcraft, but if there were only humans. It’s gritty, dark, futuristic, and provides a deep dive into space exploration, survival on the fringe of civilization, and all kinds of related topics.

 

I especially enjoyed the various Factions presented in the game’s lore, their leaders, and basically everything provided in the chapter on “The Solar System,” which thoroughly details organizations, faction motivation, rumors around the universe, and so much more.

 

As the game master (known as the “Overlord” in Starset), I felt that there was more than enough material provided to create epic game sessions without needing to spend too much time in the game's preparation.

 

The core rulebook's lore is well laid-out and explained, and genuinely interesting.

Starset RPG The Great Dimming Rulebook

Combat in Starset RPG: (6/10)

As with BaG, I think that Starset isn’t really created for the power gamer (like me) who loves combat. Or rather, combat isn’t emphasized in incredibly unique or exciting ways.

 

Really, this is only the major criticism I have about Starset. So, if you don’t care a whole lot about having a fully developed combat system in your game, then ignore this section.

 

However, if like me, you really enjoy nuance and strategy in combat, then you may feel the need to supplement your Starset experience in some way, such as with homebrew rules. Personally, I'm just hoping for some supplemental material to Starset RPG in the future that specifically expands combat.

 

How Combat Works

As mentioned earlier in this review, every action in Starset RPG comes down to a Skill Check resolution, which includes combat.

 

If my character attacks with a rifle, I’d make a “Weapon (Ranged)” Skill Check, adding in any bonus dice I’d like from my character’s dice pool (up to a total of 5). I'd then add in modifiers to the attack from my weapon, which say adds another +4.

 

If my total “checks” from my dice rolls equal or exceed my target value, then I hit. That action then becomes a “Floating Action,” which actually resolves at the end of the target character’s upcoming turn.

 

Then, the defending character has the option to use their turn to try and “Dodge” the attack, or something similar that would otherwise reduce its damage. Basically, same process, and the degree to which they succeed reduces my degrees of success, and damage dealt.

 

Combat Skill Outcomes

So, that’s pretty much it. In my group’s experience, the Starset combat system ended up mostly being one character attacking, and then the attacked character spending their turn defending themselves.

 

Afterwards, the same character would attack again, and the same defending character would spend their turn trying not to die... again. Or, if they had a large enough dice pool, they’d also make a counterattack of their own, using the same simple attack/ defend process.

 

My Wishlist

I love that combat in Starset is very streamlined and fast paced. In addition to those great traits, however, my wishlist for a future version of Starset RPG includes:

  • An expansion of weapons with unique traits.
  • Some kind of unique powers or combat maneuvers that provide additional layers of strategy, but still keep combat simple.
  • “Keywords” from your character’s backstory that provide or enhance your character’s unique power or combat maneuvers.

 

Combat is the one big piece of Starset RPG: The Great Dimming keeping it from being even higher up on the list of best TTRPGs of all time.

Starset Map

Starset RPG Game “Flow”: (9/10)

Starset RPG “flows” smoothly, from character creation through actual play during the game’s session. Overall, Starset is a “rules-light,” classless RPG system, that provides a framework for campaign setting, character backstories, and skill/ knowledge/ combat resolution.

 

I tend to favor game systems that are light on rules. Many TTRPGs come with dense game manuals that require players to double-check rules quite frequently during the game - which, in my opinion, is why many TTRPG players come up with their own in-house rules meant to simplify the games they play.

 

In any case, I do think that Starset RPG: The Great Dimming is probably a little bit too light on rules/ game systems – even for my tastes.

 

What’s Missing

Take this section with a grain of salt, as I am giving Starset RPG: The Great Dimming a 9/10 when it comes to overall game “flow.”

 

However, if you recall what I mentioned before, Starset RPG doesn’t offer much meat and potatoes when it comes to combat. When it comes to overall game sessions and character progression, I actually feel basically the same...

 

There isn’t anything “wrong” with Starset RPG. There just isn’t anything inherently engaging about the game once you get past character creation, lore, and the cool way that skill checks resolve.

 

What I mean is that most TTRPGs have a progression system that naturally leads campaigns to build in intensity over time:

  • In D&D, players gain levels, which provide unique and powerful abilities/ spells based on the character’s class.
  • In Cypher System, you increase your character’s stats and gain unique “Cyphers” that provide you with interesting game options and powers.
  • In Star Wars, you gain Force Powers, etc.

 

I would love to see Starset adds in more level-up options/ ways to use XP in the future, such as:

  • The ability to create/ improve NPC importance (and have NPC importance do more than just be a reminder for GMs to use those NPCs in game sessions).
  • The ability to add desired keywords (and have more keywords in the game – especially those that count as unique “powers” of some kind, for both in and out of combat).
  • The ability to increase (or even decrease) your reputation with desired factions, without needing to resort to keywords (and to have that reputation have more "in-game" meaning or value).
  • The ability to add more than 5-dice to a skill check, to make your character truly god-like at certain skills, etc.
  • The ability to increase your character's Toughness, Vitality, and Movement (your character's core stats).

 

What it boils down to is that I want something within Starset RPG's rules that I feel like I’m “endeavoring towards,” aside from just the campaign story that the GM is creating. I get that Starset is a grimdark RPG, and so it is weighted more towards realism and somewhat frail characters.


But even so, I want to have my character be able to "do" more in the game, both as a matter of abilities/ powers, and their capacity to affect the game's world.

Eternity TTRPG Article Shop

Artwork: (5/10)

I don’t mean this in a negative way, but Starset RPG: The Great Dimming clearly makes use of AI artwork. I know this is a hotly-debated topic right now, and I won't weight in too much about AI art overall. I'm just pointing out that Starset makes use of quite a bit of AI art.


Some pieces look kind of odd, as AI art (as of the date of this article) still struggle with making human-looking art. With most of Starset’s art though, I think it is kind of nice to have as it breaks up the text, and makes the book look quite presentable.

 

With up-and-coming TTRPGs, I also never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all.

 

Starset has done really quite well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of full-color, human-made artwork.

 

Ease of Purchase: (10/10)

Starset is extremely easy to purchase. You can find it on the Hoodwink games website, and find information on it at the and Kickstarter page.

 

Price & How Many Books Do You Need to Play: (10/10)

Starset: The Great Diming has a player manual PDF price of $15, or complete core print for $40. For a core rulebook that’s over 200-pages, those are great prices to have.

 

I also enjoy that to play Starset, you only need the one core rulebook. Everything from player information to GM (Overlord) information is contained within. 

Starset RPG Announcement

Ease of Starting a Group & Availability of Supplemental Material: (8/10)

At this time – to the best of my knowledge – there are not any supplemental materials for Starset RPG. Hoodwink Games does offer a “Player’s Manual” and “Universe Manual” that are separate from the core rulebook, but those are actually pieces of the core rulebook split out into separate guides, and not their own unique books.

 

If you’re thinking of trying out Starset: The Great Dimming, I can confidently say that you can bring this game to any group of people – even those new to TTRPGs – and have a great time. The game’s easy to pick up, fast-paced, and provides tons of interesting setting material.

 

I’m personally hoping for more supplemental material from the game in the future (particularly for combat and level-up progressions).

 

Starset RPG: The Great Dimming is Produced By:

Josiah Mork – Hoodwink Games

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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.

Woman in armor, mohawk, tattoos, and spiky gauntlets.
By Jacob Tegtman November 18, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6BYfKn3_nXc Transcription What if I told you that Dark Sun , the brutal, sun-scorched D&D campaign setting, might be making a serious comeback … not with a full book yet, but through new Unearthed Arcana subclasses? That’s exactly what’s happening — and today, we’re breaking down those four apocalyptic subclasses and what they might mean for the future of Athas.  First, some context. Dark Sun is one of D&D’s grimmest, most apocalyptic settings — magic is destructive, the world is a harsh desert wasteland, and mighty Sorcerer-Kings rule with an iron fist. That desolation comes from the fact that in Dark Sun, magic doesn’t just draw power — it devours life . That’s why many mages, called defilers, siphon life from the land or even from living beings to fuel their spells. Historically, Dark Sun has also leaned heavily into psionics , making it very distinct among D&D worlds. Now, Wizards of the Coast has dropped a new Unearthed Arcana (UA) called “Apocalyptic Subclasses” , and all four subclasses in it feel very Dark Sun-inspired. Fans are interpreting that as a possible signal that a full on 5.5E Dark Sun sourcebook could be coming. To understand these Apocalyptic Subclasses, picture yourself stepping onto the cracked earth of a dying world. The sun hangs low and cruel, magic scorches the life around you, and survival is never guaranteed. That’s the energy these four subclasses channel. So let’s break them down — not just what they do, but how each one captures a different piece of Dark Sun’s brutal legacy. 1.Circle of Preservation Druid These druids focus on restoring life. In an apocalyptic wasteland, they represent the fragile hope — trying to heal and revitalize what’s left. Their mechanics emphasize “purifying” conditions or restoring vitality, meaning that they actively reverse the environmental damage caused by defiling magic — turning dead ground fertile again, cleansing blighted areas, and preserving what little life remains. Roleplay-wise: these could be preservers in the classic Dark Sun sense, using magic to bring back life instead of destroying it. 2. Gladiator Fighter A charismatic, show-man-warrior. Gladiators are huge in Dark Sun lore — arenas, duels, brutal spectacles. Mechanically, this subclass leans into “performance + combat.” According to community feedback, it uses weapon mastery and charisma in interesting ways, intimidating foes, rousing allies, and performing daring maneuvers that blend martial prowess with theatrical flair. In a Dark Sun campaign, gladiators could be slaves, champions of sorcerer-kings, or rebels. 3. Defiled Sorcery (Sorcerer) Now this is very Dark Sun. These sorcerers draw life energy — either from the environment or even from other creatures (hit dice) — to fuel their magic. The risk/reward is huge: you get powerful magic, but at a terrible cost. Perfect for a wasteland where magic is taboo and destructive. 4. Sorcerer-King Patron (Warlock) Warlocks who’ve made a pact with a Sorcerer-King — those tyrannical, magically powerful rulers of Athas. The patron imbues them with fear, command, and the oppressive power of their masters. This is a really flavorful pick: warlocks aligned with Sorcerer-Kings could be enforcers, gladiator-lords, or even secret agents of tyranny. To be clear with all of this Dark Sun speculation though, nothing is confirmed by Wizards of the Coast, yet. Unearthed Arcana is playtest material. Just because these subclasses are Dark Sun–flavored doesn’t guarantee a full sourcebook. Still, for longtime Dark Sun fans, this could be the biggest hint yet that Athas is returning in 5.5E. Understanding these subclasses is one thing — but using them in your campaign is where they really come alive. These options have strong thematic identities tied to survival, corruption, and power. So, here’s how DMs and players can integrate them into their campaigns in meaningful, story-rich ways. As a DM: Consider running a campaign set in a Dark Sun–inspired wasteland , even if you don’t go full canonical Athas. These subclasses give you hooks: gladiator arenas, life-draining magic, tyrant warlocks, and more. Think about NPCs: Defilers (sorcerers) and Sorcerer-King warlocks make for excellent villains. The preservation druids can even be the rebels. As a Player: If you want flavor: pick one of these subclasses to lean into the “wasteland survivor” vibe. Think about backstory: why does your defiler steal life? which Sorcerer-King did you make a pact with? That will drive roleplay. Just remember with all of this though because it's not final : some features might change or be removed. Also, balance could be off, currently: some players in the community already think certain features are strong or need tweaking. So yeah — these four apocalyptic subclasses are awesome, and they are giving major Dark Sun vibes . While they don’t guarantee a full Dark Sun 5.5E book, they’re definitely a strong signal. Whether you’re a fan of Athas already or just love grim, high-stakes fantasy, these subclasses open up some very cool possibilities . Let me know in the comments: which subclass do you want to try first? And do you think Wizards of the Coast is actually building toward a Dark Sun comeback?
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.
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