[Campaign] [2106] Adventures.pdf
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Adventures
TSR Inc.
TSR Ltd.
POB 756
120 Church End, Cherry Hinton
Lake Geneva
Cambridge CB1 3LB
WI 53147 USA
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, DUNGEONS & DRAGONS, D&D, DRAGONLANCE, GREYHAWK, SPELLJAMMER and the TSR logo are trademarks owned by TSR Inc.
Be it ever so humble,
There's no place like home.
J.H. Payne
Credits
Chapters 1, 2, 3, and 5: Jeff Grubb
Chapters 3, 4 and 6: Ed Greenwood and Jeff Grubb
Editing: Steve Winter
Cover Painting: Clyde Caldwell
Interior Illustration: Stephen Fabian
Interior Paintings: Ned Dameron, Larry Elmore, Clyde Caldwell, and Jeff Easley
Typesetting: Gaye OKeefe
Cartography: Dave Diesel LaForce
Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR Ltd.
©
1990 TSR Inc. All rights reserved.
0-88038-828-5
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented
herein is prohibited without the express written consent of TSR Inc.
Printed in the U.S.A.
Forewords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IV
Fourth Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Fifth Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Sixth Level Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Seventh Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Eighth Level Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Ninth Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Chapter 4: Cities of the Heartlands . . . . . . . . . . . . . . . . . . 69
Abbreviations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Chapter 1: The Forgotten Realms, Post-Avatar . . . . . . . . . . . 1
Changes in Character Classes . . . . . . . . . . . . . . . . . . . . . . . 2
Multi-Class Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Psionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Proficiencies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Advancing Beyond 20th Level . . . . . . . . . . . . . . . . . . . . . . . 7
Player Character Races and Limitations . . . . . . . . . . . . . . . 8
Physical Changes to the Realms . . . . . . . . . . . . . . . . . . . . . 8
Dead Magic Regions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Wild Magic Regions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Physical Chaos and Abominations . . . . . . . . . . . . . . . . . . 11
New Weapons (Firearms) . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Chapter 2: Gods and Their Specialty Priests . . . . . . . . . . 15
Auril (Frostmaiden) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Azuth (The High One) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Beshaba (Maid of Misfortune) . . . . . . . . . . . . . . . . . . . . . . 16
Chauntea (Great Mother) . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Cyric (The Dark Sun) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Deneir (Lord of Glyphs and Images) . . . . . . . . . . . . . . . . . 17
Eldath (Goddess of Singing Waters) . . . . . . . . . . . . . . . . . 18
Gond (Wonderbringer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Helm (He of the Unsleeping Eyes) . . . . . . . . . . . . . . . . . . . 20
Ilmater (The Crying God) . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Lathander (Morninglord) . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Leira (Lady of the Mists) . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Liira (Our Lady of Joy) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Loviatar (Maiden of Pain) . . . . . . . . . . . . . . . . . . . . . . . . . 24
Malar (The Beastlord) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Mask (Lord of Shadows) . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mielikki (Lady of the Forest) . . . . . . . . . . . . . . . . . . . . . . . 26
Milil (Lord of All Songs) . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Mystra (Midnight, the Lady of Mysteries) . . . . . . . . . . . . 27
Oghma (The Binder) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Selune (Our Lady of Silver) . . . . . . . . . . . . . . . . . . . . . . . . 30
Shar (Mistress of the Night) . . . . . . . . . . . . . . . . . . . . . . . . 30
Silvanus (Oak Father) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Sune (Firehair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Talona (Lady of Poison) . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Talos (The Destroyer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Tempus (Lord of Battles) . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torm (The True) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tymora (Lady Luck) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tyr (The Even Handed) . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Umberlee (The Bitch Queen) . . . . . . . . . . . . . . . . . . . . . . . 35
Waukeen (Merchants Friend) . . . . . . . . . . . . . . . . . . . . . . 36
Nonhuman Deities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Elemental Cults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Beast Cults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Cult of Ao . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Dead Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Chapter 3: Magic and Mages in the Realms . . . . . . . . . . . . . . 41
Schools of Magic and Their Members . . . . . . . . . . . . . . . 41
Mage Sigils in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Spells of the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
First Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Second Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Third Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Human Names in the Realms . . . . . . . . . . . . . . . . . . . . . . . 72
Arabel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Baldurs Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Berdusk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Calaunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Daerlun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Elturel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Eversult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Hillsfar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Iriaebor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Marsember . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Mulmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Ordelun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Procampur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Saerlun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Scornubel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Selgaunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Shadowdale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Suzail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Tantras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Tilverton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Urmlaspyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Westgate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Yhaunn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Zhentil Keep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Chapter 5: Secret Societies of the Heartlands . . . . . . . . . 123
The Harpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
The Zhentarim, or Black Network . . . . . . . . . . . . . . . . . 124
The Red Wizards of Thay . . . . . . . . . . . . . . . . . . . . . . . . 126
Chapter 6: Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Gems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Ornamental Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Semi-Precious Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Fancy Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Precious Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Gem Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Jewels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Hardstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Shells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Art Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Appendix 1: Treasure Tables . . . . . . . . . . . . . . . . . . . 147
Appendix 2: Spells by School . . . . . . . . . . . . . . . . . . . 148
Appendix 3: Spells by Level . . . . . . . . . . . . . . . . . . . 158
Appendix 4: Random Spell Lists . . . . . . . . . . . . . . . . . . . 152
A FORGOTTEN REALMS Product Bibliography . . . . . 154
Welcome back, my friends, to the show
that never ends.
OK, rock anthems aside, welcome back
to the FORGOTTEN REALMS cam-
paign setting. The 2nd Edition, post-
Avatar, new and improved Realms,
created for your fun and amusement by
the planetary engineering firm of Grubb
and Greenwood, Unlimited, aided and
abbetted by Messrs. Winter, LaForce,
Caldwell, Fabian, and Dameron.
Many of you reading this are old
friends of the Realms, coming from long
exposure in the pages of DRAGON
®
mag-
azine, from the adventures and novels
that have played out across this humble
stage over the years, and/or from the
growing amount of projects (from TSR
and from licensers) set in the Realms.
Some are newcomers looking to figure
out what all the excitement is about.
The excitement is about a campaign set-
ting greater in size than North America
and still growing. The excitement is about
interesting characters and amazing ad-
ventures. The excitement is about a magi-
cal world that was a home for the
AD&D
®
game, and now, with publica-
tion of this text, is the home for AD&D
2nd Edition.
The excitement is about the Forgotten
Realms.
Those familiar with the Realms, and in
particular those who have the original
campaign set, are familiar with the story
behind the Realms. It was created by Ed
Greenwood as a setting for his own fan-
tasy stories. With the introduction of the
DUNGEONS & DRAGONS
®
game, it be-
came the home of his own personal cam-
paign, and with the introduction of the
AD&D game, it took that next step fore-
ward. During this time, Ed wrote volumi-
nous entries to DRAGON magazine,
using the Realms as a setting for his de-
scriptions of magical items, monsters, and
spells.
Meanwhile, down in Lake Geneva,
Wisconsin, TSR was looking for a new
campaign setting for the AD&D game. I
remembered Eds articles in DRAGON
magazine and was assigned to see if there
was a world behind it, or if Ed was just
making things up as he went along.
Eight months and two file-cabinets
worth of material later, the
FORGOTTEN REALMS campaign set
was unleashed on an unsuspecting world.
And we havent slowed down since.
The book you hold in your hand has
several purposes. The first is to create a
common reference for the Realms as it
moves into its fourth year. The Realms
has changed in the course of its develop-
ment, with new lands, characters, and
tales added by a host of contributors over
its young life. In its original inception, we
never anticipated the Avatars or the up-
coming barbarian invasion. This book is
a chance for us to gather our breath, take
stock, and then plan for the future.
Its second task is to bring the Realms
fully into AD&D 2nd Edition. Enough has
been added in the 2nd Edition rules to
merit our reflecting those changes in the
campaign setting, and to show DMs what
we have done in our 2nd Edition cam-
paigns so that they can bring their own
Realms up to date. (As a dinosaur of gam-
ing, I remember the S-L-O-W process of
upgrading our campaigns from the D&D
game to the AD&D game with the release
of one hardback book a year.)
The third task of this book is to prepare
for the future, to create a common source-
book for DMs and everyone else to use
while adventuring in the Realms. Rather
than repeat a great deal of character and
country information from the original
boxed set (most of which is still on target),
we concentrated on the cities of the
Realms, from an adventurers point of
view, including the nation of Sembia.
While my original intent was to leave
Sembia completely untouched by the
whims of our design team, upcoming pro-
jects have made that impossible, and for
that reason I have included details on
many Sembian cities.
Finally, this book is intended to smooth
over a few of the problems that DMs
encounter, from switching fully over to the
2nd Edition rules on creating new specialty
priests to introducing firearms without
overturning play balance. In addition, Ive
redone the magic tables to reflect the new
spells of the Realms, and broken them
down into bite-sized chunks to create
scrolls and random spell lists (something
the 2nd Edition books, with their packed
tables, did not get a chance to do).
What this text is not going to do is re-
place the original FORGOTTEN
REALMS box or the huge volume of ma-
terial generated under the original AD&D
system for use in the Realms. It will point
DMs in the right direction for using that
material, but is intended to be both a sup-
plement to it, and to stand alone for any-
one interested in the Realms at large.
The Realms began in the mind of Ed
Greenwood, but has benefitted and
grown with the contributions of a large
number of brilliant individuals. Lands
and kingdoms have grown from areas on
the map to full-blooded nations under
their command, and characters have
sprung to life under their supervision. The
Realms began with one man, but bloomed
under the care of many.
Id like to thank here those who have
increased the richness and diversity of the
Realms: Doug Niles, Bob Salvatore, Kate
Novak, Scott Ciencin, Jim Lowder, Troy
Denning (these last three were the famous
Richard Awlinson (All-in-one) of the Av-
atar trilogy); Zeb Cook, Jim Ward, Scott
Haring, Scott Bennie, Paul Jaquays, Steve
Perrin, Mike Dobson, Jean Rabe, Skip
Williams, Jay Batista, Rick Swan, John
Nephew, Mike Pondsmith, Karen
Boomgarden, Deborah Christian, David
E. Martin, and Bruce Nesmith. These are
just the authors, designers, and editors
who have expanded the Realms in the past
four years.
Those who have literally put the
Realms on the map, turning the tightly-
crabbed notes of Mr. Greenwood into a fi-
nal form, are cartographers extraor-
dinaire Dave LaForce, Dave Sutherland,
Dennis Kauth, and John Knecht.
And those who have given the Realms
its appearance and look: artists Keith
Parkinson, Clyde Caldwell, Larry
Elmore, Jeff Easley, Gerald Brom, Steve
Fabian, Val Valusek, Ned Dameron, and
graphics wizards Stephanie Tabat, Roy
Parker, and Colleen OMalley.
And while were at it, those who have
taken the Realms outside the ranks of TSR
into new areas: George MacDonald and
the folk at SSI, Chuck Crane and the Ral
Partha team, and Barbara Kesel, Mike
Gold, Elliot S. Maggin, Dan Mishkin,
Rags Morales and a horde of other won-
derful people at DC Comics.
Is that all? No, lest we forget where all
this came from in the first place, thanks to
Dave and Gary for the D&D game, which
got the whole ball of wax moving.
And to Ed Greenwood and Elminster.
After all these years, I cant really call
Elminster Eds creation, or even his alter
ego. The best I can do is to say that the old
wizard time-shares in Eds brain, and the
two (?) of them produce wonderful things
together.
Enough thank yous. Enjoy the Realms
as we move forward into its 2nd Edition.
Jeff Grubb
January 1990
IV
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