Wednesday, September 25, 2024

Review: Forgotten Realms Adventures

Forgotten Realms Adventures
While I have been flirting with AD&D 2nd Ed and Realms for the last few months, it is time to dive in head first with the combination that defined Dungeons & Dragons for many in the early 90s. While I was away playing in the gothic-horror land of Ravenloft, most of the AD&D 2nd Edition fanbase was playing on Faerûn and in the Forgotten Realms, and this book was their entry point.

Forgotten Realms Adventures

1990. By Jeff Grubb and E Greenwood, cover art by Clyde Caldwell. Interior art by Stephen Fabian. Interior paintings by Clyde Caldwell, Ned Dameron, Jeff Easley, and Larry Elmore. Cartography by Dave "Diesel" LaForce. 148 pages.

This is a guide book not just to the Forgotten Realms but very specifically to the Forgotten Realms post "Time of Troubles" and to the AD&D 2nd Edition game. I want to delve into the Time of Troubles and discuss it not just in the Universe but how it was a very clever way to bridge the editions and rule changes.  However, I am not really qualified to do it any justice. I have not read the novels involved nor have I played the games, either tabletop or video games. But I can talk about what this book says, post Time of Troubles.

Before I get to the book proper, I want to discuss its position in terms of the "Adventures" hardcovers.

TSR's three main campaign worlds at the end of the 1980s were Dragonlance, Greyhawk, and Forgotten Realms. All got a special hardcover treatment that very much spanned the gap between 1st and 2nd Editions of AD&D.

Dragonlance, Greyhawk, and Forgotten Realms Adventures

Dragonlance featured ideas unique Krynn that would become part of the AD&D 2nd edition rules. The Greyhawk book was a hybrid of 1st and 2nd Ed rules, and finally the Forgotten Realms was solidly AD&D 2nd Edition with plenty of conversion notes for the very recently published Forgotten Realms boxed set.  A lot of what is in this book is both updates to the new rules and updates to the world post Time of Troubles. Elegant no? 

Reading this book now and knowing the directions both the Realms and AD&D/D&D were going to take, it seems that many of the rules for AD&D 2nd Ed were made to suit the Realms and vice versa. 

So what is in this book?

Chapter 1: The Forgotten Realms Post Avatar

This section is not large, but it packs a punch. In its dozen+ pages, we get the changes to the Realms Post-Avatar and adapting your game to the new AD&D 2nd Edition rules. Changes in character classes are covered, like what to do about those Cavaliers, Barbarians, and Assassins that no longer exist in the new rules. Psionics no longer exists (for now) and anyone who tells you they did are obviously mistaken. While AD&D 2nd Ed strongly adheres to a 20-level character maximum, there are plenty of NPCs that do not. So there are spell advancements for wizards and priests to 30th level. 

One of the newest additions are Magic-dead and Wild-magic zones. The Forgotten Realms always had more magic than either Dragonlance or Greyhawk, so these are a fun addition. 

Firearms are covered by the AD&D 2nd Ed rules, too, since they exist in the Forgotten Realms. 

Chapter 2: Gods and their Specialty Priests

Reading this, I can't tell you if specialty priests were created for AD&D 2nd and adapted well to the Realms or if they were created with the Realms in mind. In any case, we get all the (then) current Gods in their then-current forms and their specialty priests.  This is about two dozen pages and you can get a good feel on what the Time of Troubles was all about; at least this part of it.

Also as someone played a lot of clerics over the years this is a great set of examples of how to do the AD&D specialty priests. This also features the first instance I know of depicting the garb of the various priests together. 

Specialty Priests

Chapter 3: Magic and Mages of the Realms

Not to be under-represented, the various changes to magic are covered here along with what the Realms, or at least Ed Greenwood, is well known for; lots and lots of new spells. Honestly even if you never play in the Realms these two chapters are worth the price of the book alone. 

Chapter 4: Cities of the Heartlands

This covers the major cities of the heartland of the Realms, covering the West to East expanse of the continent. The cities are presented in alphabetical order. The material is similar to what we have seen before, updated for the post Time of Troubles and new rules.  Still I never get tires about reading about these cities and looking at the maps. Yes, I spent a lot of time looking over the map of Baldur's Gate after spending so much time there. 

Chapter 5: Secret Societies of the Heartlands

Covers the "Big Three," The Harpers, The Zhentarim, and The Red Wizards of Thay. I found the section on the Zhentarim to be better than what I have read so far. 

Chapter 6: Treasure

This covers special and unique treasures of the Realms. While it does feel like padding, it is still useful information.

We end with some Appendices; Treasure Tables, Wizard Spells by School and by Level, and Random Spell Lists. 

The most useful section, even if woefully out of date, is the published Forgotten Realms bibliography. At least to March 1990. If I was serious about reading about the Time of Troubles, then I would have my reading list right here. I am a little surprised about how much of this list I have read. I may know more than I am giving myself credit for. 

The book has the feel of all the books from this time. With the Clyde Caldwell cover and Stephen Fabian art, one could be excused into thinking this was a Ravenloft book (next month...) but the Elmore and Easley art quickly dismisses this notion. 

There is not enough in this book to really run or play in the Realms. You should have the boxed campaign set, but there is enough to provide adventure seeds. The book, though, holds more promise than crunch, and that is a good thing for me at this point in my exploration of the Realms. With these books, I could imagine taking a trip along the roads, moving east from the west to visit all these great cities and all the adventures in between. Finding strange sigils from other adventurers, Harpers, or even the Black Network. Sounds like a great adventure trek for Sinéad, Arnell, Rhiannon, and Nida. Especially since I last left them while talking about cities. I'll update their characters to AD&D 2nd Edition rules later on. This also reminds me that I want to have Nida end up in Ravenloft. Why? I have my reasons.

This book isn't why so many people associate the Realms so strongly with 2nd Edition AD&D, but it is the place to start.

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