Forgotten Realms Campaign Guide (Dungeons & Dragons: Supplement, 4th Edition)
Bruce R. Cordell, Ed Greenwood, Chris Sims
Format: PDF / Kindle (mobi) / ePub
Dark perils and great deeds await!
Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before.
This book includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerûn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.
goblin hexer looses vexing cloud on the PCs as one day. soon as they enter, attempting to aid the hobgoblin soldiers’ attacks against them. The hobgoblin archer attacks any PC who attempts to approach it or the hexer. The hobgoblin soldiers attack any charac- ter who moves into the room, attempting to slow their progress. The goblin hexer has gained a rudimentary under- standing of the stepping disk, so on his turn, he also spends a minor action to use a command word and summon the
Alignment Any Languages Common, one regional Speed 6 languagePG m Force Staff (standard; at-will) ✦ Force, Weapon Skills Arcana +11, Heal +16, Stealth +13 +15 vs. AC; 1d8 force damage. Str 11 (+5) Dex 19 (+9) Wis 22 (+11) r Changing Ray (standard; at-will) ✦ Force, Polymorph Con 17 (+8) Int 12 (+6) Cha 12 (+6) Equipment hide armor C H A P T E R 7 | T h r e a t s 265 FRCS_Chapt_07.indd 265 6/18/08 8:01:31 AM Commander Accordant Tactics A sharn rolls initiative twice, gets
on HP 156; Bloodied 78; see also shardsoul release each of its next two turns. AC 31; Fortitude 31, Refl ex 27, Will 27 Alignment Chaotic evil Languages understands Common Immune disease, poison; Resist 10 radiant and Primordial Speed 8, jump 6 Str 21 (+9) Dex 18 (+8) Wis 3 (+0) m Claw (standard; at-will) Con 17 (+7) Int 6 (+2) Cha 15 (+6) Reach 2; +22 vs. AC; 2d6 + 8 damage, and the target is marked Equipment greatsword until the end of the shardsoul avatar’s next turn. r
sky. Despite their appearance, these islands in the sky are as stable Anyone who approaches within 30 feet of the edge and durable as if they rested on the ground. Earth- of an earth node’s power is entitled to a DC 20 pas- motes are common along the edges of regions where sive Arcana check. (The check can also be made by portions of Abeir replaced Toril’s landscape, as if a creature who is searching for the phenomenon.) marking an imperfect seam between the fused Success reveals the
THE TH DA E D L A E L L E AN A DS Featherdale in the Year of the Lords’ Coronation (1418 DR). Harrowdale: With aid from Myth Drannor, Har- The Dalelands comprises several forested coun- rowdale Town completed work on a defensive wall. In ties, called dales, scattered around the perimeter of the Year of the Elfqueen’s Joy (1428 DR), the Seven the Cormanthor Forest. Although the dales share Burghers announced a formal alliance with Myth common traditions, cultural practices,