It's been such an amazing year for our first-party content that we didn't think it would do it justice to combine it with our Year in Review article. Between our content offerings on Dungeons & Dragons 5e and Pathfinder Second Edition product lines, and our own work on Ember and Crucible we've just got so much great stuff to cover.
Over the course of the year, Ember moved through the remainder of its beta phases and launched into Early Access in April, capping a year of relentless development that saw every Chapter 3 main quest land, a bunch of new side quests, major changes to art, music, and so much more. Crucible shipped so many updates that someone should probably check on Atropos to see if he's okay. Crucible was one of the first Game Systems to be V14 compatible, and its latest updates brought whole new subsystems including the Affix system for magic items. On the in-house content development side, Demon Queen Awakens got an early update for V14 support with A House Divided close behind (but still in development, check out the preview live stream on Tuesday to see it in action.
Our Pathfinder Second Edition content library had a very quick turn around for V14 compatibility owed in no small part to the work of Shark and the PF2e Volunteer Devs for getting the system ready for V14 so early. Just in time for the Anniversary Celebration we released Secrets of Grayce, a new anthology-style Beginners Box starter adventure that introduces players and GMs to both Pathfinder and Foundry VTT altogether. Earlier in the year, we released Claws of the Tyrant that brought players a unique kind of anthology storytelling backed up by an immersive soundtrack. Read on later in the article to find out a big announcement of what we're working on next!
On the Dungeons & Dragons front, the D&D 5e game system received an enormous amount of new features in the past year and was also one of the first systems ready to go for V14 on release. Thanks in no small part to the diligence and cooperation of the team working on the D&D5E system, we were able to bring 5 whole modules worth of content to the D&D community. Tomb of Annihilation released shortly after our anniversary celebration last year, to the horror of players everywhere that met their demise in sequential TPKs. Heroes of Faerûn and Adventures in Faerûn brought some great starter adventure content for 5e to the platform, and Eberron: Forge of the Artificer breathed new life into the Artificer class. We also unearthed Abomination Vaults and labored to painstakingly convert it for D&D 5.5e, keeping all the great, high-quality features that made the Pathfinder version so popular. We released it in December, just in time for the holidays. We're super excited to share what's coming next for D&D, with a tiny sneak-peek later in the article.
One last note before I stop stealing the stage and let you all get to reading the showcase in detail, almost every piece of Premium Content we mention in this article is available at a discounted price on the Foundry VTT marketplace, for the duration of the Anniversary Celebration! Okay, that's it, dig in everyone.
Ember
Ember is a digital roleplaying game that seamlessly blends traditional tabletop elements with video game features, designed to support Gamemasters and their players as they experience an epic, imaginative, and immersive open-world campaign. Ember offers groundbreaking systems that are optimized for online play, and is available for both Dungeons & Dragons 5.5e and Foundry VTT's original game system, Crucible!
Ember is an unbelievably ambitious project, with so many moving pieces working together in harmony, and every team member putting in a seriously impressive amount of their time, creativity, and passion to bring it to life. Reflecting on what we have accomplished and what we still have to do is both exciting and daunting in equal measure! This past year has absolutely flown by as Ember has hit consecutive milestones, moving through each of our Beta phases to launch Early Access, with ever more testers joining and providing feedback along the way. We're extremely proud of the work we've done on Ember so far, and we hope that everyone is as excited about what we have made as much as we are!
Art Director and Lorekeeper, Ember
This time last year, Ember was deep in its Alpha phase, and looking back, it feels wild to think about how far it has come and how much the project has grown since then. In early April we launched Early Access, a milestone that feels like we have finally found our stride, defining what the game is and will be when we eventually release it and call it "done". Since the launch of Alpha in May of last year, we've worked tirelessly to keep pushing Ember content to be the best it can be, and Ember has grown in so many ways it's really difficult to try and list them all.
To give a snapshot of just some of the things we've added to Ember since our last year in review, we:
- Completed the entirety of the Chapter 3 Main Quest content, following Ankarist, Sin and Lyla alongside four new side quests and nine standalone events!
- Added half a dozen new Vistas and nearly a dozen new vista compositions, including Ordain Streets and its absolutely huge 629-asset spritesheet!
- Enhanced the Megaregion with new areas, a whole host of new features, and visual upgrades including a new visual weather framework, a shader-based migration for the terrain layer, fully functional travel-pace modifiers for the party that alter event probabilities and movement speed, an events overlay so that the GM can click events to learn more about them, and many more!
- Expanded the soundscape of Ember with a wide variety of new sound effects, ambiance, themes, and compositions, including themes for House Bastilla, The Pit Trap, Elemental combats, and all content for Chapter 3!
- Overhauled and improved the written content for numerous first, second, and third chapter quests to improve flow, consistency, and clarity based on player and tester feedback!
- Converted Chapter 1 and nearly all of Chapter 2 to the Crucible game system, including actors, items, and hazards.
- Significantly improved the Dynamic Token Engine, including a complete overhaul of how legs work, a new mega-spritesheet architecture, and long-awaited support for hand-held items!
- Transitioned all content to now use Dungeons & Dragons 5.5e.
- Added a ton of new breathtaking scenes, including Spellbreaker Tower, Ember's Bounty, the Flotsam Canal Market, and more!
- Enhanced our existing scenes by introducing a new algorithm for our parallax effect, that accounts for both zoom level and camera proximity to scene boundaries for an even more immersive experience.
- More than doubled the content in the setting compendium, including substantial new writing across the Cosmos, Deities, Cultures, and History articles.
- And so much more!
While the Vista system is always expanding and improving, in 2025 we tackled one of our biggest subjects - the city of Ordain. Designing the architectural elements and underlying framework for Ordain's streets and interiors posed many challenges that I had not yet faced with the natural environments of the existing biomes. It was quite the undertaking, but also quite satisfying to work on - especially knowing that it would give players a new window into the world of Ember!
Environment Artist, Ember
With the stable launch of Foundry VTT Version 14 in April, the scenes for Ember that had always been planned as multi-level scenes could finally be converted, and moving them over has been a fun challenge. 100% of our Vistas have been migrated to use V14 Levels instead of legacy compositions, while 14 of 56 total Area Maps (25%) have been converted so far, with more conversions coming every patch! In addition, revisiting these scenes to configure them for Levels gave us the opportunity to improve or iterate on their automated mechanics and trigger-based effects. The Region Map and Vistas are also in the process of being converted to use the new Levels feature, with Vistas in particular receiving the biggest changes as we migrate Levels in to take the place of Compositions.
We are now on the road to start rolling out Chapter 4 content. Which, to put it lightly, is probably where the game will really come alive for many people. During the Kickstarter we promised Open World content, and while every chapter allows the party to branch out and explore the world, Chapter 4 is going to turn the dial up to eleven! Once you leave Ordain in Chapter 4, a huge amount of the world opens up, and the party has the choice to explore and pursue incredibly distant leads and plotlines. We can't wait to bring some of these distant areas and narratives to life!
Now that Ember is released in Early Access, anyone is able to immediately start playing the Ember campaign with support for Chapters 1-3 (out of a total of 6) already implemented. You can purchase Ember now on our Official Marketplace!
Crucible
Crucible is our own first-party game system that we are making specifically for online play in Foundry Virtual Tabletop. Crucible is a creative side-project for Andrew (Atropos), the creator of Foundry Virtual Tabletop, with the objective to create a new type of game that blends classical tabletop tradition with features and paradigms from digital games. Crucible leans in to doing a things that wouldn't work well in a print book or in a physical experience, creating something very different from other games in this industry that are bound by those requirements.
Crucible is an innovative and modern tabletop role-playing game system built exclusively for Foundry Virtual Tabletop as a digital platform. From the ground up, Crucible is designed to leverage the unique capabilities of Foundry VTT to provide gamemasters with a powerful toolset and effortless layers of automation, allowing gamemasters and players to focus on what matters most: telling a compelling story.
The central focus of Crucible is meaningful and varied character advancement through a class-less system with multiple pillars of character progression. Crucible's system and dice mechanics allow for crunchy and tactically rich encounters featuring combat, exploration, problem-solving, or social challenges.
Creator, Crucible
Crucible is one of the two game systems that may be used to play Ember, our flagship multi-year campaign, but Crucible can be installed for free and includes a free playtest scenario designed to help you learn the rules of the game through a sequence of arena-style combat encounters.
Past Year Progress
Crucible has advanced tremendously over the past 12 months; we have worked to expand the system significantly in order to be playable in Ember: Early Access. There have been over 20 system updates since this time last year, some of the biggest highlights include:
- A new official Crucible logo!
- A beautiful redesign for the talent tree that makes the level-up experience thrilling and enjoyable.
- Technical redesign of the Action workflow system to use an event stream for powerful automation capabilities.
- Integration with the Version 14 region placement API to handle automation and UX for AoE abilities.
- Integration with the Version 14 movement planning API to handle automation and UX for actions that include movement.
- Powerful new automation for summons, movement-based damage, auras, active effects, damage-over-time conditions, and more.
- A robust magic item creation system that composes enchanted items using affixes (prefixes and suffixes) with support for randomized loot generation.
- The foundations of the Crucible crafting system with recipes and schematics that define crafting capabilities.
- A custom grid shader that provides contextual and tactical information about tokens on the game canvas.
- An expanded spellcraft system with iconic spells, spell scrolls, and a richly automated Counterspell workflow.
- A group skill challenge framework for exploration and social gameplay.
- The Hazard system for environmental obstacles or narrative consequences.
- A notable increase in community contributions to the game system with software and language translation submissions from community members.
- Hundreds of new features too numerous to mention.
Upcoming Objectives
Some of the biggest objectives for the Crucible system that I hope we will accomplish during the next 12 months include:
- The Crucible action animation system which provides beautiful built-in animations for actions, spells, and other gameplay effects.
- The "Crucible Beginner Box" which we unlocked as an Ember Kickstarter stretch goal.
- The complete Crucible crafting system for creating items using raw ingredients.
- A robust multi-player system for buying, selling, and trading goods with NPC merchants or between players.
- Expansion of the talent tree and available talents to accommodate gameplay up to level 8.
- The social challenge mini-game used for specific moments of multi-player debate, persuasion, interrogation, and more.
- Optional Rest and survival mechanics for exploration-based play.
These are just to name a few, there are an enormous number of exciting ideas that Andrew has for the Crucible system and things that he hopes it will be capable of in the years to come. It will be interesting to look back at this moment 12 months from now and see what has happened and how the system has grown during that time.
The Demon Queen Awakens
Whenever we release a new version of Foundry VTT, we always take the time to return to our previous content offerings and give them a little sprucing up to the latest version. The Demon Queen Awakens was already in a pretty good state for V14, so there wasn't a lot to do to make it compatible.
We took the time to add support for a few new V14 features, such as Adventure Quickstart support, and gave the journals a slight reorganization to use Categories for more convenient navigation. However, given that the halls of Nehebkelat's Prison are a huge sprawl rather than vertically stacked, there was no need to adopt Scene Levels to get DQA ready to go so it is already released and available for Foundry VTT Version 14, both for D&D 5e AND Pathfinder Second Edition! If you're looking for a short, challenging boss-rush adventure for your group, this is the one!
Over a thousand years ago the Demon Queen, Nehebkelat, ruled an empire that spanned a continent and subjugated nations. At her side were her four dreadful generals, each of whom led her vast armies of corrupted mortals marching toward their bloody cause of domination. Desperate for a solution that would return the lands to control of the mortals and break the empire of blood's stranglehold, the Eyes of Aten imprisoned Nehebkelat and her generals. Using powerful magic they shackled them deep within a sacred vault built in an uncharted desert from which no escape would be possible for a thousand years. And now, those thousand years have come to an end …
The Demon Queen Awakens is an adventure for a four-to-six player party of 9th-level adventurers for the DnD5E version and the Pathfinder 2nd Edition version is designed for four 15th level adventurers. The story will likely require between 2 and 4 game sessions to complete. It is on sale on the Foundry VTT Marketplace for 20% off as part of our Anniversary Celebration!
A House Divided
The Demon Queen Awakens didn't need Scene Levels - A House Divided is the adventure we would have invented them for. In older versions, every floor had to be its own Scene, so climbing a staircase meant a hard cut and a fresh load that broke the illusion of a single continuous building. For V14 we rebuilt the Raventree manors as single Scenes with their floors as stacked Levels - the party can now walk a token from the parlor all the way up to the lord's chambers without ever leaving the Scene.
Levels also let us do things the old multi-Scene manors simply couldn't. Balconies (and there are a lot of them) now genuinely overlook the floor below. One final flourish is the use of scene transitions: A House Divided is, at its heart, a story about a single estate fractured across three planes of existence, and crossing between the Ruined, Shadeward, and Feyward manors is now a smooth, atmospheric transition rather than an abrupt swap - a small touch that does a great deal to sell the feeling of stepping sideways out of one reality and into another.
What has happened to our family? I lament what we have become.
The halls of Raventree Estate once echoed with love and joy. Now, there is only suffering.
Some say that time heals all wounds, but betrayal leaves wounds that will never knit.
Is this the legacy I worked so hard to secure?
Raventree in ruin.
Trapped between life and death.
Lost amidst shadow and chaos.
A House Divided.
A House Divided is a sprawling, non-linear adventure for Dungeons & Dragons Fifth Edition, built for a party of four to six characters who begin at 5th level and advance to 9th across four planes of existence and a tangled web of family intrigue where violence is rarely the only answer. The adventure is available now on the Foundry VTT Marketplace at 20% off as part of our Anniversary Celebration, with the V14 update expected shortly.
Want to see the rework in motion before you dive in? Join us this coming Tuesday for our House Divided showcase stream, where we'll guide a party through one small questline in the Shadeward Manor live with developer commentary.
Pathfinder Content
We started last year’s anniversary celebration with a bang by surprise announcing and immediately releasing Pathfinder Tokens: Myth and Magic, and this year we launched Secrets of Grayce just in time for our Anniversary! It was a landmark year for our Pathfinder Second Edition on Foundry VTT. The release of our V14-compatible system update came hot on the heels of Version 14's stable release, and we followed that up with a sweeping set of improvements for all of our existing Pathfinder content, implementing both compatibility fixes and improvements along the way. As you all know from our Year in Review article, our Pathfinder content offerings are some of most-installed content modules on the entire platform, and a lot of it just happens to be on sale on the Official Marketplace RIGHT NOW!
We're still immensely proud of our work on the Beginners Box, it was our first conversion of a product for Paizo and we still feel it's one of the best ways to learn both Pathfinder and Foundry VTT at the same time. So when Paizo announced a new beginners box, how could we let it pass us by? There was only one problem. When we converted the Beginner's Box we had Abomination Vaults, one of Pathfinder's most beloved adventures to back it up as a follow-up product, and we felt strongly that Secret of the Unlit Star was going to need something to pair with it to really give our community that little something special. So when we heard about Bastion of Blasphemies, the road for us became clear.
Creator, Foundry Virtual Tabletop
Secrets of Grayce
Earlier this month we released Secrets of Grayce, a new series of adventures set in Golarion's haunted nation of Ustalav, starting with Secrets of Grayce, an adaptation of Secret of the Unlit Star and Troubles in Grayce. Secrets of Grayce is the perfect way to introduce your friends to Ustalav and Pathfinder Second Edition, let them get used to the rules of Pathfinder inside Foundry VTT, and build an attachment to the town of Grayce before finishing at the exact level they need to be to walk into Bastion of Blasphemies.
Secrets of Grayce serves as both an introduction to Pathfinder Second Edition and an anthology of short followup adventures. Four player characters come prebuilt and ready to go at level one. Macros are also provided to easily control the various doors, tenuous ceilings, and humanoid-shaped objects that may or may not suddenly animate. And, of course, all maps from the print publications were remade in a beautiful digital form using Forgotten Adventures assets.
Most exciting for the Foundry VTT adaptation is that this is the very first Adventure to feature the use of Scene Levels, in this case allowing for single scenes to represent multiple stories of buildings. Players apt to wander in different directions (don't do that!) can rush up or down stairs to their companions' aid the moment they hear shouting—without the GM needing to move and place tokens in a new scene of focus.
Bastion of Blasphemies
We're extremely excited to bring this adventure to the Foundry VTT Pathfinder Community, and looking forward to the unique challenges its conversion will offer. Set up to specifically springboard off of Secrets of Grayce, Bastion of Blasphemies brings parties east to the infamous ruined castle of Bastardhall.
To say that the maps for Bastardhall are large doesn't quite do justice to the sheer volume, scale, and scope of work that clearly went into making it a fully mapped reality for players to explore. Castle maps are often big, and Bastardhall is no exception, but given that it is a single standing structure it represents a unique challenge– players should be able to walk from one end of it to the other without having to change scenes…shouldn't they? Castles are also not a single-floor structure, typically, they're composed of numerous multi-floor buildings. Players should be able to move up or down between floors seamlessly as well … shouldn't they?
What we're planning to do for Bastion of Blasphemies is incredibly ambitious: we want to bring it to your tables as a truly immense immersive experience. Imagine every single five-foot-square of Bastardhall and its surrounding shores, lovingly remapped by community-favorite cartographers as a single Foundry-VTT scene, fully leveraging the Scene Levels feature and advanced graphics frameworks that came with V14 in order to accomplish it. Every token, every light, every wall, animated door, all carefully placed on a single Scene with staggering dimensions of 36000×48000 pixels.
To give an idea of what this means, we got permission from Paizo to show a silhouette of the entire island. Overlaid are some full scenes from Abomination Vaults at the same scale. The Gauntlight Ruins at the top is no small map, coming in at 220 feet wide and 270 feet high (44x54 grid squares), with enough area to traverse and keep an adventuring party occupied for quite a long time.
Setting aside the gargantuan task we're putting on Narchy and KoboldDM to reconstruct the maps for VTT use, implementing Bastardhall as a single scene is no small technical challenge: all of its levels need to be performant for users. There's no point in us providing an immersive experience for Bastardhall if no one except an elite few with extremely expensive gaming PCs can play it. So we're roping in the same minds from our core software Dev team that made the Ember megaregion map performant and playable. We're also cooking up some plans to handle the UX challenge of giving the GM the tools they need to orient themselves quickly on such an expansive map. We're currently deep in the design and prototype phase, doing early tests and seeing how a minimap might feel on the GM's mouse arm.
We hope you're all as excited to see this come to life as we are. Bastion of Blasphemies is coming to Foundry Virtual Tabletop in August, 2026!
Claws of the Tyrant
In July of last year we released the awesome Claws of the Tyrant module, bringing Kobold DM onboard to bring the Gravelands to life in all its grim misery. A unique adventure as far as our Pathfinder offerings are concerned, Claws of the Tyrant puts players in the driver's seat of three separate short-story style anthology adventures, playing out the story from different sides as a disgraced Graveknight tries to prepare a ritual to rewrite the history of the Gravelands itself. Claws of the Tyrant for Foundry VTT includes the music and ambience of the illustrious Michael Ghelfi studios to really immerse the audience in the fallen nation of Lastwall.
Abomination Vaults Upgraded
During our initial conversion of Pathfinder content offerings we had the opportunity to pursue a conversion of Pathfinder: Abomination Vaults for Dungeons & Dragons. The book shipped with a very useful conversion guide, and the permissions were there, but the idea of trying to convert an adventure as massive and detailed as AV for two systems at the exact same time was daunting. Especially if we wanted to do it to the degree of quality we like to launch our products with. However, last year we had a fortunate gap in our content schedule that needed filling at exactly the right time for conversion of AV to 5.5e. The advancements in Foundry VTT's features also gave us the opportunity to revisit the Scenes of the Gauntlight Ruins, updating each scene to improve the visuals, add animated doors, and to leverage Scene Regions for weather effects, difficult terrain, and transitions between each floor. We also gave the Journals a reorganization, making full use of the new Categories feature to keep the journals more organized than ever. These benefits weren't just deployed on the Dungeons & Dragons side, Pathfinder fans also benefited as we rolled the same upgrades out to the Pathfinder adventure as well!
We released Abomination Vaults (5E) just in time for the holidays. We hope that all the D&D fans who had seen its release for Pathfinder and hoped to experience it in D&D have enjoyed it, and that more who are just learning of it now decide to pick it up and give it a try! It's one of our most successful pieces of adventure content for Pathfinder, and has been lovingly reshaped so that the Dungeons & Dragons community on Foundry VTT can experience it as well.
D&D5e Content
At this time last year we had just released the final piece of the 2024 core rulebooks for Dungeons & Dragons. Since then these new books have been formalized as 5.5e, and they serve as a great foundation of content for us to continue developing the D&D5E game system around and that's precisely what we've done. We have made some huge strides improving the D&D5E game system for everyone this year:
- Every sheet has now been updated to use Application V2 which means they will all work seamlessly with V14's new Detached Window feature. You're now free to use every monitor in your arsenal.
- Activity Visibility is a huge improvement for making features and items much more intuitive to use. The system provides several new ways to constrain activity visibility, preventing them from being seen on the item sheet while in Play mode, or in the inventory view, as well as removing them from the list of available activities to choose from when using an item if the requisite criteria for the activity's availability are not met. For example, you can limit an activity's visibility based on the character's level (overall or a specific class), whether they're attuned, or if it's been identified.
- Every sheet also has a brand-new coat of paint with a beautiful and consistent design that puts more useful information and powerful features at your fingertips. In particular, the updated Vehicle sheet makes it a breeze to work with multiple sets of Vehicle rules with togglable options, assign crew to various action stations like weapons on the vehicle, connect draft animals, and track your movement speed and cargo.
- The system now integrates with the core Foundry VTT calendar API, providing a HUD to help you track time in your campaign, and comes with several calendar systems from popular D&D settings pre-configured. The HUD also includes several useful buttons, allowing you to access your character sheet directly, or the primary party sheet. It also includes some DM-only buttons that allow the DM to advance or reverse time, or jump to a specific date.
- We also made improvements to Group and Encounter Actors. When a Primary Party is configured now any Encounter actors you create will show you an estimate of their difficulty for your party. You can also link a primary vehicle to your group and have quick access to your Party's travel pace and various skills related to traveling. As a Dungeon Master you can now also limit whether your players can Rest from their character sheet or if they can only rest when you send a Rest Request to the chat from the Party's sheet.
- By leveraging the core software's APIs for Token Rulers and Scene Region we now handle movement automation with visual cues for how much of your movement you've used, added support for difficult terrain, different movement types, and Tokens can now block other Token's movement.
- Another huge improvement is in Advantage Automation. Roll mode configuration has been added to all ability checks and saving throws. These fields may now also be targeted by Active Effects, with multiple sources of advantage and disadvantage handled appropriately.
Every D&D5E product is V14 compatible. We're in the process of updating our back catalog to take advantage of V14's new features. To get started Phandelver and Below and Tomb of Annihilation now take advantage of V14's new quick start adventures and Tomb of Annihilation uses the new shared fog of war system to ensure that everyone has the same view of the Chult region map. We're also starting to update previous releases to take advantage of things like V14's brand new Token Active Effects system and more.
If you want to expand what you can do with the D&D5E game system be sure to check out the ongoing sale on our Official Marketplace where you can get a lot of our official content for 20% off!
During the past 12 months we launched five new official D&D products, with another arriving dreadfully soon. Our next release is the ultimate horror expansion, Ravenloft: The Horrors Within, available for pre-order now!
New and Upcoming Products
Ravenloft: The Horrors Within
Traverse the Mists to explore cursed Domains of Dread haunted by every type of horror imaginable from gothic to body and cosmic dread to classic slashers and ghost stories. In Ravenloft: The Horrors Within you will face notorious Darklords like Strahd von Zarovich and even Cthulhu itself.
If you want to face the horrors you can with 17 fully statted Darklords backed by more than 60 dreadful creatures of Ravenloft. If the horror has been within you the entire time you can choose from thematic species like the Dhampir, Hexblood, Lupin, or Reborn. Embed the nightmares in your backstory with haunted backgrounds like the Investigator, Mist Wander, Spirit Medium, or Haunted One and choose a horrifying subclass as your source of power like the Reanimator, Hollow Warden, Grave Domain Cleric, Undead Warlock, and more.
Tomb of Annihilation
Tomb of Annihilation is an epic campaign-length adventure that will take you from levels 1-10. If your party has been seeking a challenge then there aren't many better than Tomb of Annihilation. We built custom hexploration support for Chult, navigation automation features, time tracking and automation for the death curse, and built out the Temple of the Nine Gods to make the tomb's legendary traps easy to run.
Challenge your players to work together to navigate Chult, solve puzzles, and survive the myriad deadly encounters in the Tomb of the Nine Gods as they investigate the mysterious Death Curse that has overtaken the world in this ready-to-play adventure
Forgotten Realms: Heroes of Faerûn
In Forgotten Realms: Heroes of Faerûn, become the hero of your dreams with 8 new subclasses, brand-new spells, empowering feats, intriguing backgrounds, a host of powerful factions to base your story in, and an overview of the 10 regions of the Forgotten Realms and their Gods. Everything is built out for easy character making and reading.
Go from ordinary hero to world-shaking legend in the fantastical Forgotten Realms: Heroes of Faerûn.
Forgotten Realms: Adventures in Faerûn
Forgotten Realms: Adventures in Faerûn is the most expansive take on the Forgotten Realms in Dungeons & Dragons history. It is packed with new stories, lore, locations, and more than 50 adventures, 37 new monsters and villains, and a collection of powerful new magic items.
Take your party on a far-reaching Forgotten Realms campaign filled with breathtaking new landscapes, devastating adversaries, and limitless storytelling. Whatever you choose, the story you craft will be legendary.
Heroes of the Borderlands
Heroes of the Borderlands is a brand new Dungeons & Dragons starter set loaded up with everything you need to start playing including pre-gen characters, an expansive region map to explore, beautiful handouts, and exciting adventures across the Wilderness, Caves of Chaos, and at the Keep on the Borderlands.
Gather your party and prepare for an unforgettable journey! Heroes of the Borderlands is your magical portal into the world of Dungeons & Dragons. Perfect for seasoned adventurers and newcomers alike, this is D&D's largest starter set ever and combines the magic of tabletop storytelling with the fun of playing with your friends online using the power of Foundry Virtual Tabletop!
Eberron: Forge of the Artificer
In Eberron: Forge of the Artificer, the artificer has been updated for 5.5e, and it brought 5 exciting new subclasses with it so whether you want to make potions, powerful armor, artillery, battle companions, or even maps you can make the magical tinkerer you always wanted to be. There's also new species like the Warforged, backgrounds that tie you to Eberron, and powerful feats including dragonmarks that can inform your character's backstory and give them new abilities.
In the shadowed underlayers of Sharn — the City of Towers — secrets trade hands in steam-filled alleys, and invention sparks beneath the weight of power and ambition. Here, Artificers are visionaries who blend spellcraft and invention, using gears and magic in equal measure to turn the impossible into reality. They see the arcane not merely as mystery, but as mechanism — something to be decoded, refined, and brought to life.



