Product Details
Forgotten Realms Campaign Guide, 4th Edition

Forgotten Realms Campaign Guide, 4th Edition
By Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans

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Product Description

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.


Product Details

  • Amazon Sales Rank: #1153 in Books
  • Published on: 2008-08-19
  • Released on: 2008-08-19
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 288 pages

Editorial Reviews

About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a New York Times best-selling author of the Forgotten Realms novel Condemnation.

BRUCE R. CORDELL is an Origins award-winning game designer for Wizards of the Coast, Inc. He has also written several Forgotten Realms novels.

ED GREENWOOD is the creator of the Forgotten Realms setting, as well as the author of numerous Forgotten Realms novels and roleplaying game products.

CHRIS SIMS is a game designer for Wizards of the Coast, Inc. and has worked on numerous 3rd-Edition game supplements and adventures.


Customer Reviews

Good 4e Setting5
The new campaign is strong on campaign and adventure seeds for the DM. Unlike the 3e campaign book, this is for the DM only and therefore is not a good purchase for players. However, for a DM, when you read the write up for each region, you will be inspired to run a game. That game is yours.

Much better than a boring Rehash!!!4
while not a perfect book by any means.....the 4th edition realms setting is full of goodness...

pros:
1. something that was somewhat stale is now fresh again!
2. very easy to use layout to make things less a headache for the already stressed dm.
3. setting is now more "focused." doesnt contain useless redundant information, or redundant overlapping deities. Not over ran by overshadowing NPC's...

this book does what it aims to do...which is provide a great format for a game master to learn the feel, and the information of the realms for running a game there. and it does this very well...

my only complaing is that older realms fans will notice that some of the changes were very "forced" because of the edition changes. the writing wasnt done in a graceful way so as not to make this seem so obvious.

a few aspects (8-10%) of the changes feel like they tried to pound a square peg through a circle hole with a large hammer.

but dont let that distract you from picking up what is a really good book. Some of the bad ratings on here are left by a vocal minority that despise change of any form.

The best realms for your D&D game.5
I'm not going to comment on how this is different from the previous settings, or how I feel about deities being moved around, that DOESN'T matter.

What matters is this:

The format of this books makes it easy to find information you need to run the adventures you want. There is no digging required to run the adventure you want, it all right there in a page format.

The content is -interesting- remember old entries that were just 'meh', they are pretty much gone, every location has something to offer.

Just the DM content. I hate having my book open to the page I want, then a player needing the book to look up his PrC ... We finally have a seperate source that allows us literary solitude.