Download E-books Forgotten Realms Campaign Guide (Dungeons & Dragons: Supplement, 4th Edition) PDF

By Bruce R. Cordell, Ed Greenwood, Chris Sims

Darkish perils and nice deeds await!

Welcome to Faerûn, a land of fantastic magic, terrifying monsters, historic ruins, and hidden wonders. the area has replaced because the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, robust heroes, and monster-infested dungeons. The Forgotten Realms crusade Guide offers a global of untold event; a land of 1000 tales formed through the deeds of adventurers the likes of which Faerûn hasn't ever obvious before.

This ebook comprises every thing a Dungeon grasp must run a D&D crusade within the Forgotten Realms environment, in addition to components that DMs can comprise into their very own D&D campaigns. The e-book presents historical past info at the lands of Faerûn, an absolutely special city within which to begin a crusade, experience seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.

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Extra info for Forgotten Realms Campaign Guide (Dungeons & Dragons: Supplement, 4th Edition)

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Two decades handed in silence, however the calm has lately been damaged. A lone elf slipped previous the Plots and experience websites paladins’ blockade and instructed her tale: The gnolls have conquered some other humanoid in the Dungeon of the Inquisitor: those that trespass attaining Woods, conserving the survivors captive as opposed to the legislation of Elturgard thrice are thrown meals. just a couple of prisoners are left, and as soon as they’re into the Dungeon of the Inquisitor. This titanic, subter- long past, the gnolls needs to set their points of interest on nutrients resources ranean maze lies deep underneath the streets of Elturel, past their eco-friendly sanctuary. and its inhabitants is continually being replenished via new lawbreakers. components of the dungeon include ordinary caverns stumbled on throughout the excavation, and their complete extents and ultimate locations haven't begun to be made up our minds. unusual sounds every now and then echo from unknown cavities—sometimes dashing water is heard, different occasions the enraged roars of vicious behe- moths ring out. at times, dungeon prisoners on mining element get away their captors and sprint into IRIAEBOR THE alternate method Iriaebor continues to be an self sufficient and robust city-state, Over the centuries, a variety of separate caravan paths regardless of the easiest efforts of Elturgard to carry it into the coalesced right into a well-traveled course alongside the western fold. town of Thousand Spires isn't freed from Elturgard’s fringe of Faerûn known as the exchange means. general site visitors as soon as impact, despite the fact that. the place competing states may possibly search to prolonged from Luskan to Calimport, yet has been trun- overrun a rival via strength of hands, Elturgard makes an attempt cated because the Spellplague. It now runs from Waterdeep to woo Iriaebor with presents, largesse, and delivers of defense, to the southern edges of Tethyr. Parallel to yet often all introduced through sun-blazoned paladins. a few retailers a long way from the coast, the path strikes farthest of the town freely settle for those presents, even going as far as to east simply north of Baldur’s Gate, the place Elturgard paladins permit small businesses of Elturgard knights to stick of their safeguard the crossing on the Winding Water River. Few, if visitor towers. various see this as a possibility, yet any, of the lands during which the exchange manner passes others say the resident paladins are gracious—and convenient are thoroughly secure, and caravan guards are in consistent to have round whilst precise evil is afoot. call for. C H A P T E R 6 | F a e r û n a n d B e y o n d a hundred twenty five FRCS_Chapt_06. indd a hundred twenty five 6/18/08 8:07:21 AM ERL ER ok L AZAR AZA towns from the sting of the Plaguewrought Land to the east, south into Calimshan, and west into Tethyr and Amn. The Baronies of Erlkazar are domestic to a small popula- tion of straightforward people scattered via tiny, pastoral Settlements and villages. Such peace is possibly maintained via gains the Baronies’ relative insignificance and proximity to the Vilhon Wilds, even though tales inform how this sleepy, now and then, adventurers path bandit raid- out-of-the-way position used to be harried through gangs of ers from surrounding lands to Erlkazar, the place bandits.

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