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AD&D FORGOTTEN REALMS – DND Campaign Ideas, Books, Manuals and Supplements from the World of Toril

CONTENT BEYOND RULES

A campaign setting rich of kingdoms, plots, secret cults. A pillar for every D&D game. The content pusblished for AD&D is always actual and will provide fantastic and unique adventure ideas.

FORGOTTEN REALMS CAMPAIGN SETTING

It is a world where the gods have walked and fantastic armies clashed. It is the home of Elminster, Alias, Azoun, Khelben, and Drizzt the dark elf. It is the most popular fantasy campaign in history. Well met, traveler, and welcome to the Forgotten Realms! Designed for the AD&D 2nd Edition game, the new Forgotten Realms Campaign Setting is a major expansion and complete revision of the original, best-selling boxed set. This set contains everything that a player or Dungeon Master needs to launch into a world of adventure and imagination.

PG2 Player’s Guide to the Forgotten Realms Campaign (2e)

There are many parallel worlds, and in times past, travel was easy between them. But those ways are now lost. Those worlds are forgotten. Or are they?
Welcome to the Forgotten Realms. This volume, brimming with the newly rediscovered facts and original fiction, introduces you to the best-selling world of Faer?n, where elves are mysteriously disappearing, and magic is an art gifted by a goddess. No difficult game jargon obscures the wonders before you. Come and explore.

Join adventurers renowned as they trek across Toril in this detailed, beautifully illustrated atlas. Ride with the Ffolk in the magical Moonshae Isles. Brave the brutal elements of Icewind Dale. Follow the gods as they wreak destruction from the Dales to Waterdeep. Watch as empires of East and West collide.

MC11 Monstrous Compendium Forgotten Realms Appendix (2e)

In these pages you will meet the strikingly beautiful Inhiannan shee, the fingernail-sized monkey spider, and the nightmarish feyr. These and other brand-new, custom-made monsters (and a few updated favorites) lurk within this booklet, waiting for you to unleash them into your own campaign. As always, the pages are 5-hole punched for easy insertion into your own ring binder.

MC3 Monstrous Compendium Forgotten Realms Appendix (2e)

Creatures from the Time of Troubles are listed in Monstrous Compendium format and can be slotted into the AD&D Monstrous Compendium binder.

Book of Lairs [Forgotten Realms] (2e)

D&D’s most popular world just became even better! Here are over 30 exciting adventures that can be played in the Forgotten Realms setting in a single session. Danger, puzzle-solving, humor, and excitement: All lie in wait for intrepid adventurers of every level. All scenarios are ready to play, with little or no preparation by the DM!

Forgotten Realms Adventures (2e)

The coming of the Avatars and the Time of Troubles caused tremendous changes in the Forgotten Realms. Areas of dead magic and wild magic have appeared; character classes have been altered; new magical spells have been discovered; old gods have been slain and new ones arisen. All the changes and updates are incorporated into this one essential volume for Forgotten Realms players and dungeon masters alike.

FOR9 Wizards and Rogues of the Realms (2e)

From Waterdeep to Thay, from the Great Glacier to Calimshan, wizards and rogues dress, think, and behave in ways that tell the learned observer just where they hail from. Sometimes the differences are obvious—anyone can distinguish a seafaring mage from a turban-crowned spellcaster, or a thief of Lantan from a burglar of Amn. But often, appearance gives no clue: even wizards and rogues of the Dalelands vary from Dale to Dale, though one may look the same as another. Faerûnians are fiercely proud of their heritage, and they carry their native traits with them wherever they go.

FOR10 Warriors and Priests of the Realms (2e)

Fighters and clerics have long been mainstays in AD&D game campaigns. Now, discover the dozens of kits created to adapt these basic classes to the unique and popular lands of Faerûn. Learn what a difference your homeland makes when you choose a warrior’s kit, or discover benefits as will as disadvantages of worshipping certain gods of the Realms.

FOR12 Demihumans of the Realms (2e)

Within these pages are dozens of kits designed to help layers in a Forgotten Realms campaign enrich their characters and make them truly native to the Realms. Special benefits and disadvantages for each kit enhance the roleplaying experience while allowing characters to reflect their social roots and racial heritages.

FOR1 Draconomicon (2e)

The creatures of lore and legend-of myth and mystery – only the dragons know the answers to the secrets and ciphers that surround them. But brave adventuring souls who have gone before have left behind clues and epistles with valuable information for anyone in pursuit of dragons. This tome is a compilation of the lifetime efforts of numerous dragon-hunting adventurers, presented to those who crave hints and leads for dragon-questing.

Skullport (2e)

Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pit of thieves, buccaneers, slavers, and sellswords the Realms has to offer. Under a moldering tangle of catwalks threaded between the stalactites and stalagmites of the cavern city, illithids, drow, beholders, and other plot and trade with emissaries from the surface. Monsters prowl the dark recesses and alleyways, gangs of zombies shamble about performing menial labor; here, anything and everything can be bought and sold—lethal poisons, foul tomes of forbidden magic, and slaves.

FR9 The Bloodstone Lands (2e)

In this sourcebook, the author of the Icewind Dales trilogy explores this frozen region. Presented for players and DMs alike are people, places, and events that shaped the Bloodstone Lands-the political movers and shakers who carved their own brand of civilization from the rocks and ice. In addition to this insider information, there are 10 new adventure scenario suggestions for all levels of play, from beginner to advanced, allowing campaigning in the Bloodstone Lands to continue long after exploring the mines themselves and conquering Orcus.

FR10 Old Empires (2e)

This booklet presents the Old Empires for DMs and players alike. Descriptions of all the major cities and towns, maps of the most important ones, information of the people, places, economics, geography, and cultures of these countries, are within these pages. Prepare, then, to enter the realms of god-kings and pharaohs, of strange magic unknown even to the likes of the Red Wizards of Thay. These are the Old Empires.

FRA1 Storm Riders (2e)

The mountains rumble under the thundering hoofbeats of 40,000 barbaric horsemen. When the player characters find themselves in their path they have no choice except to flee. Their journey takes them into the forbidden Kingdom of Ra-Khati, a land of ancient mysteries and untold wealth nestled deep within the Katakoro Mountains. As honored guests they are invited to partake of its extravagance. Wealth, power, romance – anything can be theirs for the asking. That is, anything short of their freedom!

FOR2 The Drow of the Underdark (2e)

They are the favorite foes of many a party of adventurers. In these pages, the drow come to life, their culture and powers detailed fully for the first time. This guide presents new rules galore; new spells, new magical items, insight into the mysteries of Lolth, Monstrous Compendium entries for related monsters of the Underdark-and much, much more.

FA2 Nightmare Keep (2e)

At the climax of Nightmare Keep: “Oh no. Oh no.” A would-be conqueror is raising hordes of undead insects beneath Wolover’s Keep in the Veilstone Peaks. This evil being was once a lich, a powerful undead wizard — but that was not enough. Now something strange exists beneath the Keep, something repellent-and strong beyond measure. Nightmare Keep: for the AD&D game adventurer with courage, a strong stomach, and superior firepower. This adventure is set near northwestern Cormyr in the Forgotten Realms, but it fits easily into any ongoing high-level campaign.

FRQ2 Hordes of Dragonspear (2e)

Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and it terrorizing the surrounding countryside.

FRQ3 Doom of Daggerdale (2e)

Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord’s crypt was discovered and opened, and things just haven’t been the same since.

FRS1 The Dalelands (2e)

Between Cormyr and the Moonsea lie the beautiful forests and fields of the Dalelands, home to some of the most powerful characters and exciting adventures in the Heartlands. Proud and free, these scattered realms stand against the dark evil of Zhentil Keep and the savage raiders of the mountains and forests. Ancient magic lies buried in dangerous ruins within the vast Elven Woods, waiting for the hand bold enough to seize it.

FOR5 Elves of Evermeet (2e)

Elves of Evermeet attempts to investigate and explain the inner workings of the elven island, and develop the realm as a setting for Forgotten Realms adventures. Until now, Evermeet has been reserved exclusively for the elves and officially closed to humans, dwarves, and other races. But this product will help you work Evermeet into your campaign and allow other PC races to visit, or at least interact, with the mysterious island.

FOR8 Pages from the Mages (2e)

Thus, the wizard Elminster introduces the latest collection of wizardly lore from the Forgotten Realms campaign setting, includingthe following:

  • New spells from mages such as Daltim, Darsson, and Myrl
  • Fell creatures: the Tome Guardian, the Disenchanter, and the Scalamagdrion
  • Details of more than 40 spellbooks—appearance, history, the magic they contain, and what is known of the fates of their makers
  • And just for fun, Elminster’s very own traveling spellbook!

Heroes’ Lorebook (2e)

Inside you’ll find updated game statistics ad descriptions for Elminster, Drizzt Do’Urden, Alias, and many other characters who appeared in the Hall of Heroes collection published in 1989, as well as a host of brand-new biographies for heroes such as Brianna and Tavis Burdun, Alicia Kendrick, Cadderly, and Danica, who have never been featured in a game product until now.

MC6 Monstrous Compendium Kara-Tur Appendix (2e)

Not just more monsters – mysterious, sinister creatures of the Orient! Inside you’ll find 64 pages of the most fascinating monsters in the Kara-Tur campaign setting. From the jungle bajang to the arctic yuki-on-na, from savage sprits to beauteous new beasts – this volume captures them all. A must for Oriental Adventures fans and players with a taste for the exotic.

The Dungeon of Death (2e)

Cryptic rumors spread across the far North, sparking new interest in a shadow-haunted ruin. Although it was once a seat of ancient dwarven power, centuries of unspeakable evil have transformed this former gem mine into the demon-infested, trap-filled Dungeon of Death. Its name is well deserved – unwary visitors fall victim either to the ravenous fiends that reside within the dungeon or to the insidious Shadow Curse that pervades the place. Inside lies a grueling challenge of skill and courage that only the bravest and most experienced heroes will survive.

FOR13 Secrets of the Magister (2e)

The Magister of Mystra is one of the most mysterious—and misunderstood—beings in the Forgotten Realms. Some say the Magister is simply the most powerful mortal mage in all of Toril. Perhaps, but there is something more, something unique, about being so touched by the Mother of All Magic. Regardless, the mages of Faerûn foll up their sleeves and craft spells and items that they hope will empower them to win the office of Magister. A few will succeed. More will wish they’d never taken up magic in the first place.

The Sword of the Dales (2e)

A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword’s resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid.

FOR8 Pages from the Mages (2e)

Thus, the wizard Elminster introduces the latest collection of wizardly lore from the Forgotten Realms campaign setting, includingthe following:

  • New spells from mages such as Daltim, Darsson, and Myrl
  • Fell creatures: the Tome Guardian, the Disenchanter, and the Scalamagdrion
  • Details of more than 40 spellbooks—appearance, history, the magic they contain, and what is known of the fates of their makers
  • And just for fun, Elminster’s very own traveling spellbook!