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Forgotten Realms Campaign Set

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Within this box is everything needed to visit the fabulous Forgotten Realms. The 96-page player's book contains entries on all known areas, cities, people, and things, presented in alphabetical order. Numerous maps outline the more well-known cities and lands. The 96-page DM's book contains all the information pertinent to running a campaign set in this fantasy world, from how to bring existing characters into the Forgotten Realms to two complete introductory mini-adventures to a listing of known magical texts and the magics contained therein. Four full-color maps show the entire lands and details of the more well-known areas. Adventuring rules specific to the Forgotten Realms have been included.

Everything you need is here - save for your imagination

http://rapidshare.com/files/60400062/Forgotten_Realms_Campaign_Set.pdf

Forgotten Realms Campaign Setting (Second Edition)

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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.

The new campaign setting contains:

A Grand Tour of the Realms - a 128-page book, concentrating on the Heartlands, the land of the Dales, Cormyr, and Waterdeep, and chock full of useful information about other significant Realms locations on the continent of Faerun.

Running the Realms - a 64-page guide to the Forgotten Realms for the DUNGEON MASTER, showing how to create a Realms campaign, and giving details about secrets, NPCs, and deities of the Realms.

Shadowdale - a 96-page book, presenting the most important town in the Realms as the basis of an ongoing campaign, including a new introductory adventure, "Beneath the Twisted Tower."

8 MONSTROUS COMPENDIUM pages covering the deadliest creatures of the Realms!

6 card sheets showing nearly 100 signs, trail glyphs, symbols, magical sigils, and religious symbols of the Realms in full color.

4 all-new four-color maps, 2 of eastern and western Faerun, and two smaller-scale, detailed maps of the heartlands of the Realms.

The revised FORGOTTEN REALMS Campaign Setting is both a perfect introduction and a concise restructuring of the earlier boxed set, not to be missed by either long-time fans or newcomers to the grandest campaign setting of all!

http://rapidshare.com/files/60400064/Forgotten_Realms_Campaign_Setting.pdf

Kara-Tur: The Eastern Realms

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This box contains everything AD&D game players and DMs need to establish an exciting Oriental Adventures campaign! Kara-Tur, world of Eastern mystery, is on the far side of the planet from the FORGOTTEN REALMS Campaign Setting, but the two cultures interact only if you want them to! This is the "official" campaign setting for the Oriental Adventures rulebook. Kara-Tur has everything you need:
Two 96-page books describe the places, culture, politics, monsters, magic, people, relgions, and more, plus advice on running a long-term Oriental Adventures campaign, bringing characters from other worlds into Kara-Tur, and dimensional travel from Kara-Tur to other worlds. And there are four full-color, two-sided maps of this land of mighty warriors and powerful enchantments.

http://rapidshare.com/files/60407010/Kara-Tur_-_The_Eastern_Realms.pdf

City System

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It is called the City of Splendors: Waterdeep, most populous and powerful of the cities of the North. It is a city of wealth, adventure, and danger. More men have died in its taprooms and bars than in all the seiges of Dragonspear Castle. Success and death lurk in its shadowed entranceways and dimly-lit streets.
Come explore the greatest city of the Realms in this incredible new boxes set dealing with urban fantasy adventures. Waterdeep is detailed in no less than 10 expanded maps, embellished with typical building interiors suitable for use in any campaign setting. In addition, a full-size poster of Waterdeep is provided, along with a grand-scale three-dimensional map of Castle Waterdeep, hub of the city's government.
In addition to all these maps, a 32-page City System booklet provides encounters and street scenes, special features and details of Waterdeep, and methods for creating types of buildings in moments and filling the pockets of those unfortunate enough to get in a player character's way. Designed for use with Waterdeep, these new features are suitable for use anywhere in the Forgotten Realms!
It's all here - all you add is your imagination.

http://rapidshare.com/files/60487220/Waterdeep_-_City_System.pdf

The Horde

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THE ENDLESS WASTE

Between East and West, between Earth and Sky, lies the Endless Waste. Barren and desolate, this windswept land forms the barrier between the feuding kingdoms of Faerun and the ancient empires of Kara-Tur. The eternal steppe is home only to the hardy, nomadic horsemen who travel its secret paths.

This region, long ignored by its neighbors, is about to erupt in the bloodiest conflict ever to sweep across the Forgotten Realms. Yamun Khahan, Emperor of the Tuigan, has united the barbarian tribes into an unstoppable horde. Already he rules the steppes, from the Cave of a Thousand Gods to the Valley of the Dog-Men. Driven to conquer, Yamun Khahan looks both east and west, and sees a world ripe for the harvest.

THE HORDE Campaign Set includes:

Two 64-page encylopedias describing the Endless Wastes and the barbarians who live there;

Four full-color maps, showing the Endless Waste from Rashemen and Thay in the west to Shou Lung in the east, plus the Caliphate of Semphar and many other locales;

Eight pages of monster descriptions ready to be added to your Mostrous Compendium;

Twenty-four individual hand-outs with adventure information, background on the region, and illustrations of the nomadic barbarians;

A clear plastic measuring overlay.

http://rapidshare.com/files/60474022/The_Horde.pdf

Maztica Campaign Set

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Enter the True World. Marvel at the jungle's lush greenery, the desert's shimmering sands, the birds' jewel-toned plumage, the people's gentle demeanor. Beware, though, the dark side of this beauty: the gods of this place are very much alive, and their troubles are the people's troubles.
Set in the countries first described in the Maztica trilogy of novels, this campaign set provides players and DMs with all the information necessary to recreate the storyline of Ironhelm, Viperhand, and Feathered Dragon, or to build a campaign of their own. Four new character classes, Eagle Knights, Jaguar Knights, plumaweavers, and hishnashapers, add to the mystique of Maztica. New magical spells and items, new deities, new proficiencies all add to the flavor of this setting loosely based on the Aztecs and Mayans of Central America.
This boxed campaign set includes:

A Journey to the True World, a 96-page player's book;
Maztica Alive!, a 64-page DM's book;
Gods and Battles, a 32-page book containing BATTLESYSTEM rules statistics for the Golden Legion and various Maztican armies, and profiles of the Maztican pantheon;
Four poster-size maps showing the True World and Cordell's voyage from the Sword Coast to Maztica's shores, as chronicled in Ironhelm.

http://rapidshare.com/files/60428627/Maztica_Campaign_Set.pdf

Cities of Mystery

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Dungeon delving can be delightful. Wandering in the wilderness is a wonderful way to pass the time. But for the ultimate in oppurtunity, intrigue, and unexpected danger, try visiting the nearest village, town, or city.
A city is much more than a rest stop, a watering hole, or a place to buy equipment. Any community, from the smallest hamlet to the most crowded medieval metropolis, offers adventuring possibilities that can't be found in any other environment. Cities of Mystery describes for the Dungeon Master how to create realistic, exciting, and vibrant communities - and gives him the tools to make his creations come alive.
Inside this folder are 12 different street layout patterns that can be combined in a multitude of ways, plus 33 buildings of various shapes and sizes that can be cut out and assembled. The components, scaled for use with 25mm miniature figures, allow you to create three-dimensional city scenes for characters to explore. Also included is a 64-page book that takes you step by step through the process of defining and designing the villages, towns, and cities of your campaign world. The book contains five adventure scenarios that make use of the street layouts and fold-up buildings - ideas designed to get you started on the way to making your cities come alive.

http://rapidshare.com/files/60299909/Cities_of_Mystery.pdf



Empires of the Shining Sea

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Calimshan and the Lake of Steam Revealed!

The dusty trails from the North have brought you to the warm and welcoming coasts of the Shining Sea and the Lake of Steam. Here is history spanning millennia, not just centuries; passion, profit and danger; dreams of power and conquest; and wonders mysteries centuries older than any hedge realm north of Dalagar's Road and the Snowflake Mountains.

Empires of the Shining Sea goes farther and deeper into the southern reaches of the FORGOTTEN REALMS campaign setting, providing a breadth of scope and a level of detail never before published. This boxed set includes a 192-page book filled with information on these topics:

History The Empires of the Shining Sea hold tales and legends passed down by word of mouth across the years. The myriad mysteries and dramas of more than 300 rulers across four empires - including the infamous Shoon Imperium - reveal themselves in the history and timeline spanning more than 8,000 years.

Calimshan The long-fallen empire of Calimshan rises yet again, as a new ruler and new power groups take control of the former land of the genies. Updated and expanded by more than 100 pages since its first appearance in FR3, Empires of the Sands, Calimshan shows itself to be a land bent on returning to its former greatness - at any and all costs!

The Land of the Lions This rugges land sandwiched between the Deepwash and the Lake of Steam seems empty, but many surprises lurk among its plains and woods - nomands and raiders astride giant lynxes, elder orbs, ruined cities, lost cultures, and more!

The Lake of Steam This steaming bay of the Shining Sea unveils its secrets, proving that it holds more than easy trade routes to the Inner Sea. Scarlet pearls the size of a human fist or the smoking majesty of the volcanic Arnrock tempt those who dare test its deceptively calm waters.

Also inside are two full-color poster maps showing Calimshan and the Lake of Steam region at 30-mile-per-inch scale.

Everything you need to adventure in the conspiracy-laden Empires of the Shining Sea is here!

http://rapidshare.com/files/60383072/Empires_of_the_Shining_Sea.pdf

Lands of Intrigue

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Greetings, kind travelers! The roads south to the Lands of Intrigue are long and dusty indeed, but they are roads to greatness and glory for merchants, adventurers, and scholars all. Folk with mettle enough to brave these lands will be challenged and astounded by forms of power, magic, and culture that are found nowhere else in Faerūn.

Developed from out-of-print material originally found in FR3 Empires of the Sands, this expansion provides more than 150 pages of new information. What's inside:

Book One: Tethyr (96 pages) presents the many facets of Tethyr, from its origin as an elven homeland through its rise and fall as a human nation and up to its recent restoration from anarchy. While this growing realm is now the safest of the Lands of Intrigue, it was once a seat of the malevolent Empire of Shoon - whose influence still haunts the golden plains in the form of roving monsters, wandering ghosts, and the terrors of times past.

Book Two: Amn (64 pages) collates all that is Amn - or, as some call it, the Coinland. Money is this countries lifeblood, whether gleaned from the trade along the Sword Coast or the far-off colonies of New Amn. However, a dark dawn has risen on those whose eyes see no further than their ledgers and coin stacks....

Book Three: Erlkazar & Folk of Intrigue (32 pages) reveals the formerly undocumented domain of Erlkazar, east of Tethyr - an area ready to be fleshed out by DMs to suit their individual campaigns. Book Three also holds the secrets of the hidden powers of the South, such as the Cowled Wizards, the Knights of the Shield, the Shadow Thieves, and the undead sorcerors of the Twisted Rune.

Two poster maps detail the Lands of Intrigue, the Pirate Isles of the Nelanther, and the center of the long-dead Shoon Empire, the monster-riddled ruins of Shoonach.

More than a dozen additional maps depict all the cities of Amn and Tethyr, as well as the distant Maztican colonies.

http://rapidshare.com/files/60407013/Lands_of_Intrigue.pdf

The North

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The Savage Frontier, the Barbaric North, the Cold Wastes, the Uneducated Backyard. These, among many others, are nicknames for the North. This is a land of rabid monsters and ruthless barbarians, where nature is the strongest force foe leagues in any direction. The North campaign expansion for the FORGOTTEN REALMS setting is the authority on the lands from Daggerford in the south to Ten-Towns in the north, from Anauroch in the east to the Ice Peak in the west.

This new campaign expansion contains everything a player or Dungeon Master needs to adventure in this savage and perilous territory, including:

The Wilderness - A 96-page timeline and geographical overview of the north, featuring a description of the land's natives and monsters and including out-of-print information found in TSR's accessory FR5 The Savage Frontier.

Cities and Civilization - 64 pages of facts on all the cities, towns, and hamlets in the North.

Daggerford - a 32-page book describing a complete city designed to be a hometown for your campaign's bravest heroes, with detailed building descritions based on information from the old TSR adventure N5 Under Illefarn.

Two Poster Maps - Full-color sheets showing the entire environs of the North. On the reverse side is a map of the town of Daggerford, plus an extensive set of random encounter tables.

Thanks to Denis Conruyt for this information and the scan.

Spellbound

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The Unapproachable East. Legendary region of unrivaled magic and profound mystery, the lands on the border of the Endless Waste have tantalized and captivated adventurers in the Forgotten Realms since word of their existence reached the west. Few have returned from travels in those lands, and those who did reveal tales too peculiar for truth - or so it was though until now.
Here at last are the secrets of three of the most mysterious - and dangerous - nations in all of Faerūn: Thay, land of the treacherous Red Wizards; Aglarond, home to the unimaginably powerful Simbul; and Rashemen, realm of enigmatic Witches and wild berserkers. Adventurers beware: The treasures and excitement of the Unapproachable East invite the courageous, yet strangers are never welcomed!

The Spellbound Campaign Expansion boxed set contains:

A 128-page Campaign Guide to the three countries, including city maps and unique sites, new character kits, spells, magical items, and major NPCs.

Two 32-page adventures that immerse the PCs in the often-deadly power politics of the region. In Throne of Deceit the characters must defend Rashemen from a deadly invasion by Thayan wiardry. The Runes of Chaos sends adventurers into the heart of Thay itself to foil the mad schemes of the would-be Thayan conqueror Szass Tam.

A 16-page MONSTROUS COMPENDIUM booklet featuring twisted Thayan creations, the unpredictable nature spirits of Rashemen, and fearie creatures from the depths of Aglarond's magical Yuirwood.

Eight full-sized card sheets providing adventure hooks and encounter charts for the three realms, useful DM information, and player aids for the adventures.

Three full-color maps - two of the region, displaying greater detail than ever seen before, and one of Eltabbar, the capital city of Thay.

http://rapidshare.com/files/60468571/Spellbound.pdf

City of Splendors

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Waterdeep As You've Never Seen It Before!

Think you know everything there is to know about the City of Splendors? Think again! Based on material originally presented in FR1 Waterdeep and the North and City System, this box expands all that information and adds over 200 pages of new characters, magic, and excitement! Here's what's inside:

a 128-page Campaign Guide with expanded city map keys and new information on every part of the city

a 96-page Who's Who, giving you details on the nobles and other NPCs of Waterdeep (over 100 new characters in this book alone!)

a 64-page Adventurer's Guide for players, with the Adventurers' Quarter, a new area of Waterdeep complete with over 50 new NPCs

a 16-page Secrets book, hiding the secrets of the NPCs and adventures of the Adventurers' Quarter

6 poster maps, including new maps of the city and two photo maps of the Adventurers' Quarter

16 MONSTROUS COMPENDIUM Appendix pages, with 13 never-before-seen monsters to haunt the shadows of the city

Come explore the greatest city of the Realms in this compilation of everything about the City of Splendors. From the spires of Piergeiron's Palace to the depths of Undermountain, this city's sure to thrill players and Dungeon Masters alike for years.

http://rapidshare.com/files/60468573/The_City_of_Splendors.pdf

Ruins of Zhentil Keep

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Visit the Heart of the Black Network

Known throughout the Realms as the headquarters of the Zhentarim, Zhentil Keep has long been a trade hub, a seat of power, and a nest of corruption at the edge of the Moonsea. This boxed set details Zhentil Keep in the days of the Bane of the Black Lord, before the Time of Troubles. It also presents the new Zhentil Keep, a city nearly destroyed by the insane Cyric, Prince of Lies.

This campaign expansion contains:

A 128-page sourcebook detailing the old and new Zhentil Keep, the history of the city, the sinister Black Network, and important villains.

A 64-page adventure book with three new perilous adventures that take heroes into Zhentil Keep, under it, and to nearby communities.

A MONSTROUS COMPENDIUM Appendix booklet containing 16 new creatures.

Three poster maps depicting the old Zhentil Keep, the new Zhentil Keep, and the activities of the malevolent Zhentarim.

Eight cards describing areas containing some of the most nefarious NPCs and monsters ever to be associated with Zhentil Keep.

Enter and beware!

http://rapidshare.com/files/60455215/Ruins_of_Zhentil_Keep.pdf

The Ruins of Myth Drannor

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MYTH DRANNOR, city of glory. We shall not see its like again.

PERHAPS YOU'VE HEARD ITS SHINING STORY...of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown of civilization.

THERE CAME A DAY when it was overwhelmed by evil, thrown down, despoiled, and left a ruin in the heart of its encircling wood, as all things of beauty are.
Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread. Centuries passed, but the tales let few forget the powerful magic, the great treasure - and the deadly horrors that lay waiting within its walls.
Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth Drannor, to seize what they can of the long-lost glory. If the bards and sages are right, power lies there for the claiming that could change the face of the Realms, rule kingdoms of lay waste to them.
If you would be a part of this exciting quest, this boxed set is for you. Inside await four poster maps, eight cardsheets, eight MONSTROUS COMPENDIUM sheets, and two booklets - a 128-page Campaign Guide, and a 32-page Adventure Booklet - filled with details about Myth Drannor, a fully-detailed campaign setting for high-level characters in the world of the Forgotten Realms. New monsters and magical items await to sparkle and challenge in any AD&D campaign - and this set lays bare the secret at the heart of Myth Drannor: the fabled mythal!

Don't be left by the fireside, listening, wistful and poor. Join the rush for gems and gold, magic and power! Open this box, and enter into fabled Myth Drannor!

http://rapidshare.com/files/60455211/Ruins_of_Myth_Drannor.pdf

Netheril: Empire of Magic

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Journey back 5,000 years into Faerūn's past and visit the archwizards of Netheril. View their fantastic floating cities, enclaves of magic that shook the ground far below. Travel to a time when magic was raw and powerful, when spellcasters stood supreme in the eyes of their nation. Meet Karsus, an archwizard so powerful he wielded magic that made him a god....

This new campaign expansion details everything a Dungeon Master needs to establish an exciting campaign in the magic-rich kingdom of Netheril. Inside you'll find:

The Winds of Netheril: This 128-page reference book contains the long-awaited his most mysterious kingdoms. It provides new rules for spellcasters during the reign of Netheril and the rules for time-traveling within the Realms. An encompassing almanac details the floating cities and groundling cities of lost Netheril during the different ages of the nation.

In addition, this book explores the floating city of Karsus, noting key landmarks in the most important enclave of Netheril. Many of Netheril's most prominent personages are likewise detailed. The book concludes with MONSTROUS COMPENDIUM entries for the phaerimm, sharn, and tomb tapper.

Encyclopedia Arcanum: This 32-page book describes many of the magical items and spells of Netheril. Also included are spell lists specialized for use within a Netheril campaign.

Two Poster Maps: Full-color poster maps show the lands of Netheril during the height of its power and at the time of its fall. The back of one of the mapsheets contains a detailed look at the enclave of Karsus.

http://rapidshare.com/files/60440012/Netheril_-_Empire_of_Magic.pdf

Mezoberranzan

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Home of Drizzt Do'Urden and famed city of the drow of the Underdark...

Ruled by the feared and respected Houses and their Matron Mothers, Menzoberranzan is a place of great nobility and great treachery. The priestesses of Lloth, the Spider Queen, demand (and receive) complete respect from the citizens of this mighty city. But what of the common folk - the drow of non-noble birth, the humans, and others? What is their lot in life, in this magnificent den of intrigue?

Three books in this boxed set explain the ways of Menzoberranzan in detail. Book One: The City gives the reader a tour of the streets and districts, a wealth of information on various practices and customs, and an overview of daily life for each class of citizen (and non-citizen). Book Two: The Houses presents all eighteen major and minor Houses of the city, including the Matron Mothers and their immediate families, as well as any important advisers and associates. Book Three: The Adventure gives players a chance to take their characters into the web of deceit and intrigue woven by the denizens of this famed city.

Additionally, this boxed set includes:

four connecting poster-sized maps of the city proper;
one poster map of the House Baenre compound;
a poster showing the rivalries and alliances among all eighteen major and minor houses;
a 16-page House Do'Urden retrospective and the collected essays of Drizzt;
twelve cardsheets containing in-depth statistics on main characters from Houses Nurbonnis and Millithor, and small maps for use in the adventure; and
a full-color poster of the stunning box cover art by Jeff Easley.

This boxed set is suitbale for all levels of play.

http://rapidshare.com/files/60428628/Menzoberranzan.pdf

Elminster's Ecologies

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The world is vast and varied, comprising towering mountains, dense jungles, and sprawling seas. There are regions so cold that their snow never melts, others so hot that their rain turns to steam as it touches the ground.
It is this variety of environments that accounts for the variety of life. In my travels I have noted 73 distinct types of pine trees.... I estimate the number of fishes at well over five thousand. The number of insect species likely exceeds the number of grains of sand on the shores of Dragon Reach.
Every environment, no matter how hostile to humankind, is compatible with some form of life. The diversity and adaptability of organisms are staggering....

Within this box are nine booklets. Eight of them, each written by an expert in the area, describe various ecological niches on the continent of Faerūn. Begin by reading the Explorer's Manual, which:

introduces the reader to the organization of the eight area-specific booklets.

contains the whole of the above excerpt from Elminster's work-in-progress about Realmsian biodiversity, and

provides color-coded encounter tables for the eight other booklets along with instructions for their use.

Would-be travelers are advised to read well the information presented by the Sage of Shadowdale and his eight compatriots, and to memorized the Rules of the Rabbit. There are only three: A rabbit isn't always a rabbit. A rabbit doesn't want to be rich. A rabbit doesn't always stay put. An explantion? You'll find it in the Explorer's Manual. Read on, thou hearty adventurer.

http://rapidshare.com/files/60317925/Elminster_s_Ecologies.pdf

Elminster's Ecologies Appendix I: The Battle of Bones / Hill of Lost Souls

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Ask the average dull peasant when and where the Battle of Bones took place and likely he will scratch his head and stammer that it was in the year 1090 Dale Reckoning, at a battlefield bordering on the southwest edge of Anauroch, the Great Desert. And that afterwards, the humans and their allies camped on the slopes of the Hill of Lost Souls, which has since been abandoned to all but the spirits of the fallen.

As if great wars erupted full-blown and ceased again in an instant's time! As if the places so named had no meaning before or after their enrollment in the savage carnage and waste we call war!

So begin Rolanda Invenweigh's and Tharnn Greenwinter's treatises on the regions surrounding these two famous sites. These individuals were hand-picked by Elminster himself to share everything they know about these two places, revealing tidbits of information about the land itself and its inhabitants today - information that just might save the life of an adventurer or two.

Between these covers are expansion booklets for the Elminster's Ecologies series, containing:

ecological features of The Battle of Lost Bones region,
the Hill of Lost Souls region, and
a complete set of encounter charts

These materials follow the same format as the original Elminster's Ecologies boxed set and mesh with it perfectly. Elminster himself has even thrown in a few personal notes. So read on, traveler, and learn all the secrets of these mysterious locales!

http://rapidshare.com/files/60316414/Elminster_s_Ecolgies_Appendix1.pdf

Elminster's Ecologies Appendix II: The High Moors / The Serpent Hills

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An excerpt from A Treatise on the Life of the High Moor by the druid Bara:

The environment includes such things as terrain, flora, fauna, weather, and natural and arcane forces. All these elements - each aspect of the environment and each organism - form a tapestry known as the ecology. And like a tapestry of cloth, this one can suffer severe damage if a single thread is removed, no matter how ugly the thread.

This appendix includes two booklets penned by friends of Elminster of Shadowdale. Collected here are:

a 32-page booklet containing the words of the inimitable Bara, feisty druid of the High Moor, describing the ecology of that region;

a 32-page booklet by the Lark of Suzail that gives her descriptions of the slithering inhabitants of the Serpent Hills; and

a brief booklet of tables to aid the Dungeon Master in determining random encounters for adventurers whose travels take them through these areas.

Those planning to explore these regions would be well advised to read the works herein to prepare themselves for the reptilian dangers of the Serpent Hills and the hazards of the High Moor - from its beasts to its protective druid itself!

http://rapidshare.com/files/60317926/Elminster_s_Ecologies_Appendix2_.pdf

The Ruins of Undermountain

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BRAVE THE RUINS

UNDERMOUNTAIN awaits you: the fabled and feared battleground of the Realms - "The Deepest Dungeon Of Them All."

DARE YOU FACE...miles upon miles of deadly traps, glittering treasures, strange and cryptic rooms, and slithering, skulking, lurking monsters? They await you underneath Waterdeep!

UNDERMOUNTAIN is a dungeon setting for AD&D 2nd Edition campaign play: the oldest, largest, and deadliest dungeon-crawl in the FORGOTTEN REALMS Campaign Setting. It is the place where intrepid adventurers endeavor to become veterans, to win a place among the rich and famous - if they survive its depths. Enter an endless maze where waiting death bears a thousand faces and treasures lie hidden in a thousand places.

It's just the setting for long-running, memorable, great AD&D game play, the perfect locale you'll never forget. So please, come in. Mind your step among the skulls. Oh, yes - good luck - you'll be needing it.

The RUINS OF UNDERMOUNTAIN Campaign Set includes:

* A 128-page book describing Undermountain, its history, its horrors, and details of the first three levels of the dungeon;
* A 32-page adventure book for use exclusively with Undermountain and Waterdeep;
* Four full-color maps of the vast and dangerous dungeon;
* Eight Monstrous Compendium pages of new monsters; and
* Eight durable cards loaded with traps, treasures, and trinkets to fill your dungeons.

http://rapidshare.com/files/60455213/Ruins_of_Undermountain_Boxed_Set.pdf

The Ruins of Undermountain II: The Deep Levels

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"Looking for adventure are ye?
Looking for a place brimming with silver and gold,
a place dripping with things magical?

I know a place far and not far from here where all of that - and more - can be had. But mind me lads and lassies, there are other things there as well - danger and risk and uncertainty, and creatures never before seen by the likes of sell-swords and wizards who tread upon the sun-lit lands of the Realms.

"This place is called Undermountain. And it is far beneath the crust of this world, yet right under fair Waterdeep. It is a dangerous labyrinth nestled deep in the bowels of the earth. It is a dungeon. I, Elminster of Shadowdale, know well. I shall tell you of these twisting corridors, and of the man who made them his. Listen ye carefully - especially if ye are intent on delving into its depths. Perhaps what I tell you could save your life.
"Perhaps."

This sequel to The RUINS OF UNDERMOUNTAIN contains the 128-page Campaign Guide to Undermountain: The Deep Levels, a 32-page adventure booklet, a 16-page MONSTROUS COMPENDIUM booklet, four full-color, poster-size maps of the levels described in this boxed set, and a set of eight DM Assistance Cards to aid in trapping the corridors and rooms of this, the greatest and most dangerous dungeon in all the Realms.

The original campaign expansion set wasn't enough? Well, then, pack your gear and delve into Ruins of Undermountain II: The Deep Levels. The deep-dwellers await!

http://rapidshare.com/files/60455212/Ruins_Of_Undermountain_-_The_Deep_Levels.pdf

Forgotten Realms Adventures

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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. Get new information on specialty priests, currency, new weapons, and treasure. Take a detailed tour of the major cities of the heartland, from the Sword Coast to the Dragon Reach, including the Moonsea, the Dalelands, Cormyr, and Sembia. The most popular and intriguing fantasy world ever published gets even better with this fantastic supplement.

http://rapidshare.com/files/60388248/Forgotten_Realms_Adventures.pdf

Draconomicon

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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.

http://rapidshare.com/files/60310215/Draconomicon.pdf

The Drow of the Underdark

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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.

Learn all about the drow herein, from the words of the ancient elven sage Erlathan Greycloak:

"Proud, graceful evil. Cruelty personified; talent wasted, beauty lost in darkness."

to the lore of the great sage Elminster:

"Did I ever tell thee how close I came to having a drow wife? No? Well, then..."

http://rapidshare.com/files/60310218/Drow_of_the_Underdark.pdf

Pirates of the Fallen Stars

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"Aye, fightin' ship to ship is a grand thing. Makes ya feel like a real pirate, aimin' ballistas and catapults and such at the enemy, blastin' great holes in her hull, watchin' 'em flee like rats..." Jomo Shanbaeren's eyes glaze over with memories, and for a moment he looks like a young man again as he relives his glory days. "And boardin'! That's the thrill - leapin' from yer own gunwales onto the enemy's deck, cutlass flashin', givin' 'em the ol' hook-and-eye - " the retired pirate slashes at an invisible opponent with the iron hook that takes the place of his right hand - "drivin' 'em back to the rails! Let me tell yer about the time we took on Teldar and the Kissing Maiden..."

Pirates of the Fallen Stars reveals for the first time the details about the Pirate Isles, in the center of the Inner Sea. Here are facts about their societies, their interactions with the Inner Sea nations, their pirate kings, their ships, their style of combat; in fact, here is everything any DM or player needs to know to enjoy a campaign in the Sea of Fallen Stars and its environs.

http://rapidshare.com/files/60440016/Pirates_of_the_Fallen_Stars_.pdf

The Code of the Harpers

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From the storm-lashed rocks west of fabled Evermeet to the Plains of Purple Dust, all the folk of Faerun have heard of the Harpers.
Noble fools, some call them. Crazy, misguided meddlers, others say. Still others disagree. "The one true hope of the Realms," said one princess. "A shining light in the darkness of out lives," agreed a sage, "pray that it never goes out."
Just who are these mysterious, wandering folk who wear silver harp pins and walk softly in the most dangerous shadows of the Realms?
This book reveals the secrets, rules, and magic of the Harpers, including:
Harpers Runes
Harper Magic
The long, colorful History of the Harpers
Their evil Foes
Their special Allies
The fabled High Heralds
What Harpers Do
Harper Haunts: their strongholds, and the Harpers who (literally) haunt them!
Joining the Harpers, and how to become a True Harper and a Master Harper...

...And more, from favorite Harper ballads to detailed Harper NPCs. This is a sourcebook you'll turn to again and again. It lays bare the warring power groups who work behind the scenes in Faerun; no FORGOTTEN REALMS campaign is complete without it!.

http://rapidshare.com/files/60468575/The_Code_of_the_Harpers_.pdf

Elves of Evermeet

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For many years, Evermeet has remained a mystery, known only as the elves' place of refuge. So far, details about the island itself, its geography, rulers, and society have been sketchy. It is known that Evermeet is protected by illusory magic, that ships lose their way or vanish mysteriously if they approach the isle, and that the elven navy is the finest in the realms. Past publications have also revealed that Evermeet is ruled by Queen Amlaruil, and that her husband Zaor was murdered decades ago. Beyond this, little is known.
The 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.
Included are:
new elven magic (for High Mages),
elven NPCs,
tips on playing Evermeet elves,
gods and goddesses of the island, and
adventure ideas for your own campaign!

Bring the wonder that is Evermeet into your game, with this sourcebook. It's a mystery no more!

http://rapidshare.com/files/60383068/Elves_of_Evermeet.pdf



The Seven Sisters

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Beautiful, powerful, mysterious, and deadly - the silver-haired Seven Sisters are legendary throughout the Forgotten Realms.
One rules the city of bards, Silverymoon. Another is Elminster's beloved and the infamous Witch-Queen of Aglarond. The third is the Lady Mage of Waterdeep, peer and consort of Khelben "Blackstaff" Arunsun, and the fourth is a Harper and one of the famous Knights of Myth Drannor. The fifth is a leader of the Harpers and a legendary bard in her own right, and the sixth is a dead - perhaps undead - witch. And the seventh? She's the one who wild tales are whispered about all across Faerūn around many a fireside late at night.
But who are they, really? Their very names conjure up romance, allure, and power - Storm Silverhand, the Simbul, High Lady Alustriel. Sages say they are among the Chosen of Mystara, archmages who wield magic few can dare to stand against. Yet these seven do not seek to rule the world, and they often stay quiet and hidden for generations.
That hints at another thing. These seven seem immortal, never aging as the long years pass. Just who are these Seven Sisters, and what are their secrets?
Read this tome, and learn what the Zhentarim, the Red Wizards of Thay, and the Cult of the Dragon could not, despite performing many fell deeds in the attempt. Learn the stories of these great ladies, and their aims and strivings - and browse among over a hundred new and spectacular spells! Dungeon Masters and players alike will find this volume an essential sourcebook of Realmslore, and a handy guide to archsorceresses peerless in power.

http://rapidshare.com/files/60474027/The_Seven_Sisters.pdf

Giantcraft

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As Kiruna reached the mouth of the cavern, she realized the heat was emanating from two towering braziers, one on either side of the entrance. Deep gouges - now she could see they were runes, of ancient origin - ringed their bases and rims, their lines and curves carved by instruments far larger than any she could wield.
Her eyes adjusted slowly to the darkness within the stone giants' home. On the walls she could make out stunning friezes and portraits, all carved in bas-relief with artistry like none she had seen back home in Shadowdale. Kiruna stood for a moment, gazing on these immense figures and faces, her reverie broken only by the realization that she was shivering; no, not shivering, but being shaken. The floor was quivering, and, echoing in the depths of the darkness, footsteps approached....

Enter the world of Faerūn's giants as first revealed in Troy Denning's "Twilight Giants" trilogy of novels. Giantcraft presents game material based on those characters and events, including statistics for Princess Brianna, Tavis Burdun, and others; a section on player-character giants and giant-kin; a chapter on giant religion; a new magic-using class, the runecaster; details on giant rune magic; and detailed lairs for the main giant types found in the Ice Spires and their environs. Read about levendhule, the forbidden "living cave"; uncover the secrets of the Ordning; learn the history of the sons and daughters of Annam. Dungeon Masters and players alike are certain to find invaluable information in this latest Realms sourcebook. (Familiarity with the novels is not necessary to use this accessory.)

http://rapidshare.com/files/60400066/Giantcraft_.pdf

Pages from the Mages

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"Any rogue can craft a spell - but it takes a really reckless fool to write one down."

Thus, the wizard Elminster introduces the latest collection of wizardly lore from the FORGOTTEN REALMS campaign setting, including:

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!

"All this could have been avoided, of course...If the handful of heedful folk in the worlds'd listen to me but a few moments more, much trouble could be averted - and, I suppose, much high adventure. Hmmm...perhaps 'tis the doom of humans to always rush in heedles of the costs - and to open and read every old, crumbling book they find."
-Elminster

http://rapidshare.com/files/60440015/Pages_from_the_Mages.pdf

Wizards and Rogues of the Realms

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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. Faerūnians are fiercely proud of their heritage, and they carry their native traits with them wherever they go.
Within these pages are dozens of kits designed to help players in a FORGOTTEN REALMS campaign discover their characters' roots and reflect them in role-playing. Special benefits and disadvantages related to each particular home town or territory allow players to create unique kits that can be applied to mages, specialist wizards, and rogues, and they can even be layered over other kits. As a bonus, two new player character subclasses have been included: the intriguing spellsinger and the stealthy shadow walker.

http://rapidshare.com/files/60487221/Wizards_and_Rogues_of_the_Realms.pdf

Warriors and Priests of the Realms

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Fighters and clerics have long been mainstays in many AD&D game campaigns. Now, take a look inside this book and discover the dozens of kits created to adapt these basic classes to the unique and popular lands of Faerūn. Learn what a difference your homeland makes when you choose a warrior's kit, or discover the benefits as well as disadvantages of worshiping certain gods of the Realms. Some differences among people are subtle, while others can be quite glaring. This tome reveals ways to identify whether a mercenary hails from Chondath or Waterdeep. It tells you that not all black-clad priests are evil followers of Cyric, and even priests of the demipowers have skills to respect.
In addition to priest and warrior kits, unique PC subclasses are revealed herein: the Harper, roving guardian of nature and justice, and the Crusader, a militant priest able to defend the faith with steel if necessary. As sure as Elminster's pipe glows green, the true warriors and priests of the Realms stand revealed at last!

http://rapidshare.com/files/60482193/Warriors_and_Priests_of_the_Realms.pdf

Cult of the Dragon

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No longer can the members of the most infamous clandestine organizations in all the Realms lurk in their comfortable shadows. No more can these men, women, dragons, dracoliches, and...others...scheme to subjugate all that is good and true while the rest of Faerūn waits unaware. For centuries has the evil secreet society founded by the mad mage and Chosen of Mystara, Sammaster, labored secretly - well, no more!

This 128-page book lays bare the secrets of Sammaster and the secret society he created over 400 years ago. Herein is written the story of the Cult of the Dragon, beginning with its foundation based on an obscure line in a tome of ancient prophecy. Learn of the Cult's most powerful current cells, their leaders, the dragons and dracoliches that work with them (or for them), and their goals. Discover the many foes the Cult has earned in over four centuries of treachery and industrious malevolent dealings. Also included are the details of some of the spells and magical items of the Cult and its dragons and dracoliches, including the one item that no Cult member will ever admit the existence of, much less claim to possess.

Read about the many magical variant and hybrid creatures that the Cult uses to excercise its will across the face of Faerūn. And finally, decide the best way to incorporate the Cult into a FORGOTTEN REALMS campaign by browsing the numerous adventure hooks for just the right scenario to tempt and terrify players of any gaming style.

http://rapidshare.com/files/60307765/Cult_of_the_Dragon.pdf

Demihumans of the Realms

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s your FORGOTTEN REALMS character an elf? A dwarf? Maybe a gnome? Perhaps, yet that doesn't really say much, does it? One might just as easily say there's no difference between a Calishite and a Thayan because they're both humans! No one is just a demihuman in the Realms - there are acrobats, barbarians, giant killers, manhunters, pestkillers, prospectors, and even tunnelrats, but they're all demihumans and they all walk the face of Faerūn.
Within these pages are dozens of kits designed to help players in a FORGOTTEN REALMS campaign enrich their characters and make them truly native to the Realms. Special benefits and disadvantages for each kit enhance roots and racial heritages. This companion to Wizards and Rogues of the Realms and Warriors and Priests of the Realms completes the series of kit-based sourcebooks for the FORGOTTEN REALMS campaign.

http://rapidshare.com/files/60310213/Demihumans_of_the_Realms_.pdf

Secrets of the Magister

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Mages kill each other to become the Magister.

The Magister of Mystara is one of the most mysterious - and misunderstood - beings in the FORGOTTEN REALMS setting. 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.

The mages of Faerūn roll up their sleeves and craft spells and items that they hope will empower them to win the office of the Magister. A few will succeed. More will wish they'd never taken up magic in the first place.

Here at last, one can learn all the secrets, abilities, and sacred duties of the Magister. Plus, discover the fate of Lady Nouméa and the identity of her successor as Magister. Also, read guidelines on how a PC mage might become the Magister.

This book holds the history of the office, new powers, spells, magic items, a roster of select Magisters from the past, and guidelines on how to incorporate the Magister into your campaign.

One Magister became a god; others have hoped to.

http://rapidshare.com/files/60461558/Secrets_of_the_Magister.pdf

Waterdeep and the North

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The North...rugged mountains and dense forests, which hide many beings hostile to man (who has settled here but lightly). Many dungeons and ruins also lie hidden in the Northern wastes, relics of the former splendor of the dwarven kingdoms, now lost and abandoned, and of earlier, fallen kingdoms of men.
Waterdeep...crossroads of the world, City of Splendors. Here and wealth and goods from every corner of the Realms, intrigue and feuds and important personages of rank and influence. From the many-spired towers of Piergeiron's Palace to the living, ever-changing city of Waterdeep, and suggests many adventures therein.
Partake of the sights, the bustle, and the intrigue - rub shoulders with the powerful and famous - feast your eyes on fabled treasures. Hear tales in the taverns such as can be heard nowhere else in all the world - but keep your weapons ready and your wits sharp. Oh, and above all...enjoy your stay.

http://rapidshare.com/files/60487219/Waterdeeep_and_the_North.pdf

Moonshae

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Amid the storm-tossed vastness of the Trackless Sea west of the mainland, a group of rocky islands lies exposed to the full brunt of winter gales. These isles - the Moonshaes - are home to some of the hardiest folk of the Forgotten Realms.
Now the Moonshaes - the setting of the first Forgotten Realms novel, Darkwalker on Moonshae - are detailed for your role-playing campaign. The cultures, deities, and locales of the isles are described in AD&D game terms. This source book includes full-color maps displaying the Moonshaes and surrounding islands, many close-up maps depicting particular regions of the Moonshaes, and all the information you need to establish a campaign on these misty lands with Celtic roots.

http://rapidshare.com/files/60440010/Moonshae.pdf

Empires of the Sands

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In the southwest corner of Faerun, a thousand miles south of Waterdeep on the great Trade Way road, lie the three lands known collectively as the Empires of the Sands. They are harsh lands that have produced tough people - proud, fierce, and hard-working.
The Empires of the Sands are now fully detailed for your role-playing campaign. The cultures, personalities, economics, cities, towns, and wilderness are described for an AD&D campaign of any size or level. Amn, land of merchants, where everything has a price; Tethyr, where petty tyrants vie for a vacant throne and evil grows; and Calimshan, a dry land where great magic is commonplace - all are waiting for you. This sourcebook includes two full-color maps showing the Empires of the Sands that link up with the maps provided in the original Forgotten Realms boxed set, and all the information you need to establish an exciting campaign.

http://rapidshare.com/files/60383069/Empire_of_the_Sands.pdf

The Magister

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From Waterdeep and the Sword Coast to the jungles of Chult and the faraway lands of Thay, strange and powerful magics fill the Forgotten Realms. Ancient tomes, powerful spells, fearsome weapons - all these and more await adventurers who can overcome terrible dangers to wield great power.
Ed Greenwood, originator of the Forgotten Realms game world, and famous game designer Steve Perrin have spent many long days with Elminster of Shadowdale, perhaps the finest sage in the long history of Abeir-Toril. The result of all this work is in you hands; The Magister is a compilation of new spells and items for your Forgotten Realms campaign.
Some of the new magics described in The Magister were first published in numerous "Elminster" articles in Dragon magazine. The best of these, along with many new fabulous spells and items, appear in this volume.

http://rapidshare.com/files/60474023/The_Magister.pdf

The Savage Frontier

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North of Waterdeep, the land is cold, vast, and forbidding. The Trackless Sea stretches northward for what seems like forever, interrupted only by the occasional island and, eventually, the ice. On land, towns and villages flourish right up to the Spine Of The World Mountains. It takes a special kind of person to live up here, a determined person used to hardship, a survivor. A person with a great love for life and a great respect for the forces - both natural and unnatural - that can end it.
The Savage Frontier is now fully detailed for your roleplaying campaign. The cultures, personalities, economics, cities, towns, and wilderness are described for an AD&D campaign of any size or level. From the barbarian tribes of the far north to the exciting land where adventures can be found anywhere. And, of course, it's all part of the best-selling Forgotten Realms Campaign Set, home to many other AD&D modules, source-books, and even novels!

http://rapidshare.com/files/60457494/Savage_Frontier.pdf

Dreams of the Red Wizards

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The Red Wizards of Thay. As cruel and horrible as they are powerful, they have ruled their eastern realm for as long as any sage can remember. They can be powerful allies, or deadly enemies. The Red Wizards know the darkest secrets of the strongest magic, and will sell their skills to the highest bidder. Thay is a land of slavers and tyrants, of intrigue and murder, of danger and oppurtunity. In this book, the government, personalities, economy, cities, people, and wilderness of Thay are described for an AD&D campaign of any size or level. Dreams of the Red Wizards also includes new spells and magical items unique to the Red Wizards, plus a four-color map of Thay that can be added to the previously published maps of the Forgotten Realms!

http://rapidshare.com/files/60310216/Dreams_of_the_Red_Wizards.pdf

Hall of Heroes'

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The Forgotten Realms fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a tale of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R.A.Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the Forgotten Realms fantasy world).
Until now, the characters from these Forgotten Realms novels habe been unavailable to AD&D game players. But no longer.
Hall of Heroes provides complete histories and AD&D game statistics for such beloved characters as Elminster, the greatest sage and magic user of the Realms, Tristan Kendrick and Robyn of the Moonshae isles, Wulfgar the Barbarian, Drizzt the dark elf, and Bruenor the dwarf, all from the northern reaches, plus Alias and Dragonbait, Shandril and Narm Tamaraith, and many more.
But the Hall of Heroes is more than a listing of game statistics: It's also a sourcebook describing (among other things) artificial and magical lifeforms of the Realms, as well as the lives of the world's elves, dwarves, lizardmen, and exotic creatures.
Whatever your interest in the Forgotten Realms campaign setting, you'll find much to entertain and intrigue you in this volume.

http://rapidshare.com/files/60400068/Hall_of_Heroes.pdf

The Bloodstone Lands

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Setting for the Icewind Dales trilogy of novels (The Crystal Shard, Streams of Silver, and the upcoming Halfling's Gem), and the H-series of adventure modules which culminated in a battle with Orcus himself, the Bloodstone Lands are one of the wildest areas of the Forgotten Realms.
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 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 and conquering Orcus.
Prepare then to enter the barbaric kingdoms of Vaasa and Damara - the Bloodstone Lands.

http://rapidshare.com/files/60299906/Bloodstone_Lands.pdf

Old Empires

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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 on the people, places, economies, 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.

http://rapidshare.com/files/60440013/Old_Empires.pdf

Dwarves Deep

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This sourcebook is one of a series that belongs on the bookshelf of any dungeon master exploring the rich land (and dark under-realms) of the Forgotten Realms. It presents an introduction to the Deep Folk of Faerun, three unique races of dwarves. Virtually all of the famous "dungeons" of the Realms, explored by adventurers seeking treasure, magic, and lore, were built - and in most cases, once occupied - by the dwarves. Learn their ways and unlock their secrets.
In the pages of Dwarves Deep, readers will find:

* Dwarven spells of earth and fire,
* Dwarven magical items of rare quality and power,
* Details of the dwarven language, their names and runes,
* Details of dwarven clans, priesthoods, and adventuring brotherhoods,
* Details of dwarven lands and settlements, including the fabled riches, ways, and armies of the Great Rift, the Deeps, and the Lost Kingdoms,
* New monsters and notes on dwarven halfbreeds and the special powers wielded by dwarven High Olds Ones,
* Special metals and alloys used by the dwarves to hone the blades that slay their enemies,
* Dwarven beards...and much, much more!

http://rapidshare.com/files/60310219/Dwarves_Deep.pdf

Anauroch

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The Great Desert. Where The Winds Wail. Grave of The Lost Princes. The Great Sand Sea. Not a place many sane folk in the Forgotten Realms want to visit. But there are plenty of the other sort, who come hence to find wonders both beautiful and dangerous.
The deadly, shifting sands of Anauroch hide - and occasionally, tantalizingly reveal - the riches and strange treasures of The Lost Kingdoms, swallowed long ago. The legendary wealth of The Cities of Gold lies somewhere in its sandy depths.
So, too, do worse things: fell monsters, famous in adventurers' tales (and listeners' nightmares) across the Realms. Evil, crawling magic whose counterspells have been long forgotten, whose death slumbers lightly, ever-ready to awaken and strike down the unwary intruder.
In the pages of this sourcebook, Anauroch comes to life. Its dark, innermost secrets are revealed, and the colorful cultures of the Bedine - and beings far worse - are explored. This guide to the most important "forgotten" land of the Forgotten Realms presents new rules galore: new spells, new adventures, new monsters - and much, much more.

http://rapidshare.com/files/60299904/Anauroch_.pdf

The Great Glacier

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"A village is only as livable as its surroundings. We are caretakers not only of our homes, but of our world."
-Inum
Strange sentiments, perhaps, from one who lives in what many perceive as a frozen wasteland, but the philosopher Inum speak for the Ulutiun people of the Great Glacier. Their tribes share that icy landscape with arctic dwarves who enjoy sun-bathing, sled-animals that are hardier than dogs, and fierce monsters that live nowhere else - and thrive in the freezing air.
The Great Glacier is the first supplement for the Forgotten Realms campaign setting to detail an Inuit-based culture. In this booklet is fact-based information on building a snow-house, suviving in sub-zero temperatures for extended periods of time, and more ideas for fantasy campaigning in an arctic setting. For those who are tired of the normal, temperate, "you-meet-in-the-tavern-and-proceed-to-go-adventuring" games, here's something completely different.
Make sure your characters dress warmly - it gets nippy at night on the Great Glacier.

http://rapidshare.com/files/60468577/The_Great_Glacier_.pdf

Gold & Glory

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The jingle of gold and the chance to earn glory in the battlefield motivate many people to answer the call to arms. These men and women are mercenaries, willing to fight someone else's battle for the chance to earn a few coins or lasting fame. Gold & Glory describes the mercenary companies of the Forgotten Realms Campaign Setting. The famous and the infamous are detailed within: the Flaming Fist, possibly the most powerful private army on Toril; The Mindulgulph Mercenary Company, certainly the most bizarre; the honorable Bushido, the sly Masquerade, the snobbish Order of the Blue Boar, the hard-fighting She-Wolves, and many more. Many of the companies are brought to life in the 16 full-page full color portraits in this sourcebook. Gaming information, including statistics for Battlesystem Game scenarios, is offered as well. Player characters can adventure with these mercenary corps, earning gold and glory for themselves.

http://rapidshare.com/files/60400067/Gold_and_Glory.pdf

The Shining South

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Far off in the south exist countries of legend. Here live the powerful, reclusive mages of Halruaa, the cheerful halflings of Luiren, and the traders of Durpar and Var the Golden. Come along on a risky visit to Dambrath, a country ruled by an alliance of drow and the priestesses of Loviatar, or to Ulgarth, where the only true coffee in the Realms in grown.
Prepare to shop the fabulous markets of Durpar, break bread at the bakeries of Luiren, or see the horse fairs of Dambrath. The lucky among you might even catch a glimpse of a Halruan skyship, floating through the skies above the Great Sea, or witness the breathtaking, seemingly choreographed Dance of the Dolphins.
This sourcebook contains the necessary gaming information for a FORGOTTEN REALMS campaign to expand into the countries collectively known as the Shining South.

This accessory in suitable for use by all levels of play.

http://rapidshare.com/files/60474029/The_Shining_South_.pdf

Player's Guide to the Forgotten Realms Campaign

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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 newly rediscovered facts and original fiction, introduces you to the best-selling world of Faerūn, 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.
Open this book, and discover a forgotten world!

http://rapidshare.com/files/60451504/Player_s_Guide_to_the_Forgotten_Realms.pdf

Gateway to Ravens Bluff, The Living City

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Enter the gates of Ravens Bluff, The Living City. Nestled in the Forgotten Realms, the city calls to adventurers.
Inside the gates are many businesses with colorful proprietors, officials and noblemen working to shape the city's future, and exciting adventures just waiting to be joined.
This product, created by RPGA Network members, features several businesses and officials, a complete city adventure, a Ravens Bluff encounter chart, and more. A large, full color map of Ravens Bluff is included.
Enter the gates of Ravens Bluff, a city that is ever-changing and growing, a city you can be a part of in the Forgotten Realms.

http://rapidshare.com/files/60400065/Gateway_to_Ravens_Bluff.pdf

Inside Ravens Bluff, The Living City

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Continue your tour of the Ravens Bluff campaign setting, the brightest spot on the Dragon Reach. Meet Jack Mooney, proprietor, manager, and ringmaster of the Realms' largest traveling circus. Lucky visitors receive invitations to out Party on Embassy Row, where intrigue and high society collide. Visit Lord Mayor Charles Oliver O'Kanes's study for a quick peek at Elminster's notes on Ravens Bluff and environs. Discover more new businesses, personalities, and officials - including the Vulture, the city's infamous tax collector. All stops on you tour will add adventure to your travels in the FORGOTTEN REALMS campaign setting.

http://rapidshare.com/files/60407008/Inside_Ravens_Bluff.pdf

Port of Ravens Bluff

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Ahoy maties! Cast off for adventure with the members of the RPGA Network. Get to know one of the busiest ports of the Sea of Fallen Stars, where adventure awaits on land, at sea, and below the waves. Pirates, honest sailors, smugglers, fishermen, and water creatures rub shoulders with stalwart adventurers bent on exploring the ships in the harbor, businesses on the waterfront, and a few mysteries less audacious locals prefer to ignore. This product contains new buildings and personalities for the FORGOTTEN REALMS Living City campaign setting, and your own 3-D fold-up ship.

http://rapidshare.com/files/60451505/Port_Of_Raven_s_Bluff.pdf

Lords of Darkness

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The Undead. Denied the eternal rest of Death, cursed to wander the many planes and worlds forever, their very existence a mockery of the life they constantly crave yet cannot have. Created by the foulest magics, they have only one thought, one burning goal: revenge against the living. Or do they?
Lords of Darkness is an anthology of short adventures set in various locations in the Forgotten Realms, though you don't need the FORGOTTEN REALMS campaign supplement to use them. Some of gaming's best designers have contributed adventures to this collection, which feature undead of all types and descriptions in all sorts of situations - from skeletons to vampires and worse, from graveyards to haunted houses, and even a few places you may never have expected to find the undead.

These adventures can be used one at a time, inserted into an existing campaign as a change of pace, or they can be a basis for an entirely new campaign. Either way, Lords of Darkness will be sure to give AD&D game players plenty of chills and excitement.

http://rapidshare.com/files/60428623/Lords_of_Darkness.pdf

Kara-Tur Trail Map

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The mysterious and exotic lands of Kara-Tur cover nearly a quarter of the globe, stretching from the steaming jungle lands of the south to the hidden valleys of the Issacortae in the north, from the plains of the horse barbarians in the west to the war-torn isles of the shogun in the east. And at the center of it all lies Shou Lung, the empire of the dragon.

The Kara-Tur Trail Map compiles information from all past products into one comprehensive and authoritative map of the Eastern realms.
All geographical and political features of note are included on a 36" by 57" sheet suitable for use in gaming or as a wall poster.

http://rapidshare.com/files/60407011/Kara-Tur_Trail_Map.pdf

Cormanthyr: Empire of the Elves

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Step into the past of 650 DR and experience the sights, sounds, and innumerable wonders of fabled Myth Drannor at its height. Walk the wooded glades of Cormanthyr, the last major elven empire on Faerūn, and discover marvelous secrets lost to the Realms of the present day.

This ARCANE AGE campaign expansion for the FORGOTTEN REALMS setting contains all the information necessary to begin either a full-fledged Cormanthyran campaign or a journey back in time some 700 years to see the City of Song at its most glorious.

This 160-page book contains exhaustive details on the history, culture, military, society, and citizens of the forest nation of Cormanthyr. Features include a timeline of elven history on Toril, a rundown of Cormanthyr's ruler and important individuals, plus more information on the city of Myth Drannor at its height as well as on the communities of Semberholme and the Tangled Vale. In addition, a new speciality wizard, the elven dualist, is introduced and detailed.

Also included is a large section that gives the reader knowledge of the elves' magical rites, rituals, and unique magical weapons and items. Features include new and expanded rules on the elves' potent High Magic, moonblades, and the multitude of magics that helped make Myth Drannor the glittering gem of Faerūn that it was. Finally, a two-sided, full-color map of the nation of Cormanthyr and an aerial view of Myth Drannor complete this exciting package - the largest collection of elven lore ever.

http://rapidshare.com/files/60306308/Cormanthyr_-_Empire_of_the_Elves.pdf

The Fall of Myth Drannor

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"Know ye that time is ever so short, even for those who believed their mythal afforded them all the time on Toril; I pray that ye learn better from their mistakes than they did themselves - for the dead know many things, but grasp truth and grow in knowledge they are rarely able to do."
-Elminster of Shadowdale, Year of the Gauntlet.

The Fall of Myth Drannor is an accessory detailing those horrible years encompassing the Weeping War, for use with the Cormanthyr: Empire of Elves book. Herein you will find the causes of the Fall of that most lyrical of elf cities; highlights of the twelve campaigns and their most significant battles; copious adventure hooks for involving player characters in behind-the-scenes activites; and new (or should we say ancient?) magical items and spells, most of which have been lost in time.

From the passing of Coronal Eltargrim to the shattering of the Khov Anilessa's invisible prison to the stand at Honorsgate, the painful history of the Fall lies within these pages. Now comes the opportunity for heroes to be made - or become part of the history in their attempts.

http://rapidshare.com/files/60468576/The_Fall_of_Myth_Drannor.pdf

The Forgotten Realms Atlas

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TORIL...Visit the exciting and fantastic world of the Forgotten Realms. Join adventures renowned as they trek across Toril in the 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. Karen Wynn Fonstad, author of "The Atlas of the Dragonlance World", "The Atlas of Middle Earth", "The Atlas of Pern, and "The Atlas of the Land", now brings you the spectacular and dynamic settings of the Forgotten Realms.

http://rapidshare.com/files/60388249/Forgotten_Realms_Atlas.pdf

Cormyr

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One of the oldest and most interesting kingdoms on the continent of Faerūn, Cormyr is a land of classic fantasy wherein a strong king rules his subjects fairly and evenly, nobles struggle against each other for the little power the king doesn't keep for himself, and adventuring companies clear forests of ferocious monsters for a small share of the crown's treasury. And - there's magic. Lots of magic.

This booklet will allow DM and player alike to wander the King's Forest and the alleys of Suzail in the mind's eye. It presents indispensable information for any campaign played in the FORGOTTEN REALMS setting, including military and magical forces, rules for obtaining adventuring charters (required by the Crown), and facts about the War Wizards and Council of Mages.

A full-color map of the area details many sites not mentioned in the Campaign Setting, providing the creative DM ideas with which to entertain players for many nights of adventuring.

The FORGOTTEN REALMS Campaign Setting is required for full use of this product.

http://rapidshare.com/files/60306310/Cormyr.pdf

Book of Lairs

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"So, thee say there be beasts out there thee've ne'er heard of nor encountered? 'Tis easily enough repaired - provided thee've the stomach for it!"
-Elminster, the Sage of Shadowdale

TSR'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!

Enjoy making the acquaintance of beasties from all parts of the Realms, from alguduirs to dimensional warpers, inquisitors to revenants, ring-worms to wemics. The good, the bad, and the ugly (and the not-so-ugly) - they're all here, ready to encounter your party!

The FORGOTTEN REALMS Campaign Setting and the FORGOTTEN REALMS MONSTROUS COMPENDIUM Appendices are necessary to fully enjoy this product.

Oh, and one more thing: DMs and players should be aware of this famous corollary to Elminster's Rules of the Rabbit:
Sometimes a rabbit is just a rabbit.
And sometimes, it's much, much more....

http://rapidshare.com/files/60299907/Book_of_Lairs.pdf

The Vilhon Reach

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The Reach has always been considered the breadbasket of the Realms, the birthplace of countless warriors who have shed their lifeblood on the fields of battle. It's also home to noble families that have ruled kingdoms for countless generations, lizardman cities that have existed for hundreds of years, and an ancient plague that still haunts the land.

Take a trip to Hlondeth, the yuan-ti city that stands like an emerald beacon over the waters of Vilhon. Visit the gladiatorial arena of Hlath or plunge into the depths of the Deepwash. Feel the political tension that hovers over Shining Arrabar like a poised dagger. But always remember that in the Reach, as in all lands that adventurers tread, not all is as it appears.

This FORGOTTEN REALMS campaign accessory contains a full-color poster map fo the Vilhon Reach as well as new artwork that brings the reach to life. A 64-page accessory for the Dungeon Master details the lengthy history of the Vilhon, as well as providing current information on the various countries and city-states. A 32-page travelogue provides background for players whose characters would try their hand at adventuring in the Vilhon Reach.

http://rapidshare.com/files/60478938/Vilhon_Reach.pdf

Prayers From the Faithful

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Ever wonder why priesthoods in the Realms continue to flourish, despite the secular power of rich merchants and the land-shattering spells of the archmages?

The answer lies in the mighty spells heretofore kept concealed by the robed clery of the cloisters. These sacred spells are now revealed in these pages, drawn from legendary holy books presently "lost" on Faerūn. To read Prayers From the Faithful is to know holy awe and blessed fear at last!

Learn the long-suppressed secrets of:

Which gems to place into the eye sockets of the carved faces on Gorothir's Girdle to call forth deadly magics.

The hallowed album that was used to slay six dragons - and now bears the unblinking, preserved eye of one of them.

The divine tome that is a gem that served to lure and slay thieves for over 30 years.

Why it's dangerous to hold the Chanting Chain carelessly - and what wakens to its chants.

And much more! Prayers From the Faithful is an essential guide to the magic of priests in the FORGOTTEN REALMS campaign world, and a useful aid to those portraying priests in any ADVANCED DUNGEONS & DRAGONS campaign.

Suitable for all levels of play.

http://rapidshare.com/files/60451510/Prayers_from_the_Faithful.pdf

The City of Ravens Bluff

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A dozen years in the making, this sourcebook contains everything you need to know about Ravens Bluff, home of the LIVING CITY campaign:

The movers and shakers of the city are described in detail, from the deans of the Wizards Guild to the prelates of the Clerical Circle, from Lady Mayor to the heads of the noble houses.

The laws of the city are revealed, along with the officials responsible for enforcing them and the punishments for breaking them.

Read the history of the city and discover the secrets of Lost Sabreen, the dwarven city buried beneath its foundations.

New monsters and new magics, hidden cults and secret societies, and a description of the entire Vast surrounding the city are all included within these pages.

As if this were not enough, this sourcebook also includes the most detailed map of the city ever published and an extenstive Walking Tour visiting hundreds of locations throughout Ravens Bluff.

Come join one of the largest and oldest RPG campaigns in the world! Find out why it has attracted some of the best players in the game today. Accept the challenge. The Living City awaits...

Suitable for use with caharacters of all levels

http://rapidshare.com/files/60299910/City_of_Raven_s_Bluff.pdf

Calimport

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"Calimport? I'd sooner dive headfirst into Undermountain than risk my ship going to that gods-forsaken city!"

"Ah - the fabled City of Glory. Its wonders remain unmatched by any other city across Faerūn, e'en Waterdeep, for Calimport foes not impede anyone's business due to some overbearing morality."

"Walking through Calimport, either among the alleys or atop the sabban walls with the nobility, immerses you in danger and corruption, as if you swam through eels and asps rather than walked its dusty, ill-kept roads."

What can one truly know about a place until he or she has experienced it firsthand? Calimport is a place of many truths, each more disturbing than the last. It is also the most influential trade city in souther Faerūn, wheter its detractors admit it or not. Building on materials from Empires of the Shining Sea, this supplement expands tremendously on what we know about the city that has been the seat of Calishite power since the arrival of the djinni lord Calim eight millennia ago. What can be found inside?

The history of Calimport on a broad scale, showing the ebb and flow of power surrounding the city across time.

A sweeping look at the city itself, including all of its landmarks, wards, and sabbans (districts), providing for the first time the key to finding ways through a city of more than two million people.

A close-up view of the Eraré Sabban and its Taorahl Drudach, a waterfront district and neighborhood designed to be a central base in your own Calimport campaigns.

Numerous magical items and artifacts, many of which hide among Calimport's shadows, from the Battlecloak of Vycaena and the Codex Thealnakkar to the Staff of Shoon and the Tome of Secrets.

Everything you need to know about the peril-riddled alleys, palaces, and underworld of the most dangerous city on Faerūn is contained within this 96-page book. Walk the dark paths among the sabbans or fly among the gilded minarets, but know that a thousand eyes and a thousand intrigues swirl about you at any moment! Come explore one of the oldest cities of Faerūn. The trip may change your life....

http://rapidshare.com/files/60299908/Calimport.pdf

Skullport

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Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast North. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pits 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 others plot and trade with emissaries from the surface. Monsters prowl the dark recesses and alleyways, gangs of zombies shamble about performing menial labor, and anything and everything can be bought and sold: lethal poisons, foul tomes of forbidden magic, and slaves.

The only law is meted out by the enigmatic Skulls of Skullport, mysterious floating humanoid skulls whose capricious judgments and madness-induced destructiveness are the stuff of grisly travelers' tales. Gold rules the ever-present twilight, and only those with keen eyes and blades may keep it long.

This 96-page book contains:

Maps and general information about the three layers and four wards of Skullport.
Descriptions of over 100 notable sites in the wards.
A partial map of the dungeons of Skullport - where the Skulls throw the folk they let live!
Descriptions of notable NPCs and power groups of Skullport.

Although no other FORGOTTEN REALMS setting products are required to use Skullport, this accessory can be used to provide supplemental information for the Ruins of Undermountain campaign expansion. Dungeon Masters can also use SKullport as a basis for an UNDERDARK city in their own campaigns.

http://rapidshare.com/files/60464716/Skullport.pdf

Sea of Fallen Stars

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For years beyond measure, folk of Faerūn have sailed and swum the Inner Sea from the Lake of Dragons to the Alamber Sea, but few believed there was more here than a vast expanse of blue water filled with fish, a few sea monsters, and ever-present pirates. Come, take another look and discover new worlds above and beneath the sea. Once you enter the Sea of Fallen Stars, you may never want to go home again.

Atop the Waves: Examine life on the Inner Sea from the major ports and common superstitions to the goings-on in the Pirate Isles.

Beneath the Seas: Discover the worlds within the Sea! Visit Serōs, an ancient land. Meet the enigmatic shalarin, a magical sea people from unknown oceans. Join the mysterious Dukars, magical defenders of the depths.

Myth Nantar, City of Destinies: Wrapped in a magical mythal, the elven city of Myth Nantar is the perfect place to make the transition to the world under the waves or to begin a complete aquatic campaign.

Sea of Fallen Stars is the first fully developed underwater setting for AD&D campaign play. It provides a focus for the use of the rules supplements Of Ships and the Sea and Sea Devils, but neither of these products is needed to use this book. Contained in these pages is everything you need to adventure in this exciting world. Bring your game beneath the waves with rules and magic that make is easy and fun to do, or create sea elf, merman, triton, locathah, or shalarin PCs using the character-creation rules herein. Either way, get ready to explore Netherese ruins, sunken ships, and abyssal trenches in the Sea of Fallen Stars!

http://rapidshare.com/files/60461556/Sea_of_Fallen_Stars_.pdf

Drizzt Do'Urden's Guide to the Underdark

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The place has many names: the Underdark, Deepearth, the Realms Below, the Night Below, the Lightless Lands. This vast world beneath the surface is home to fabled races such as beholders, cloakers, drow, illithids, and ixzan. Menzoberranzan, the dreaded City of Spiders, is only one of the hidden cities of the Underdark.

This 128-page book, compiled by the Underdark's most famous son, Drizzt Do'Urden, lays bare the bizarre societies that lurk in the Realms Below. It includes an overview of the major races of the Underdark, an Underdark survival guide, and details and maps of more than a dozen cities. Discover a drow city constructed entirely of calcified spider silk, a nigh-immortal dwarven king trapped in stone form, and a storehouse of knowledge that rivals Candlekeep. Learn the particulars of the alliance between Manshoon and the beholders of the Anaurian Hive, the ambitions of the true master of Firedrake Bay, and an explanation of the enduring strengths of the beholder cults along the Lake of Steam,

With Drizzt Do'Urden as your guide, a whole new world opens beneath your feet.

Suitable for all levels of play.

http://rapidshare.com/files/60310217/Drizzt_Do_Urden_s_Guide_to_the_Underdark.pdf

Cloak & Dagger

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More than just powerful wizards, divine temples, and wise kings comprise the Realms. For every beacon of light there exists a shadow, and shadows conceal much. Those who work in secret wield much power in Faerūn: Groups as diverse as the Harpers and the Zhentarim all live and work in the shadows of the Realms.

Here, for the first time, is detailed information on these groups' areas of influence, leaders, chains of command, methods, agents, and their recent activities and plots. Read about:

The schism that tears apart the Harpers

The bizarre details of the "Manshoon Wars"

The rise of Fzoul Chembryl, grand tyrant of Xvim the Baneson

This book also gives information on the Night Masks, the Knights of the Shield, the Iron Throne, the Shadow Thieves, and many more secret societies. Finally, Westgate - the nexus of many power groups' interests on the Sea of Fallen Stars - is detailed as never before.

Learn what goes on in the shadows of the Realms; learn the secrets they don't want you to know!

http://rapidshare.com/files/60306307/Cloak___Dagger.pdf

Heroes' Lorebook

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They are the stuff legends are made of. In fact, they are the legends.

The major characters who have fought - and in some cases died - for the sake of goodness and justice in all parts of the FORGOTTEN REALMS campaign world are chronicled for posterity in Heroes' Lorebook, a 160-page compendium of the heroes whose exploits have filled dozens of novels over the past decade.

Inside you'll find updated game statistics and 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.

No collection of FORGOTTEN REALMS gaming literature is complete without this "Who's Who" of the people - and creatures - who have prevented the forces of evil from having their way.

http://rapidshare.com/files/60400069/Heroes__Lorebook.pdf

Villains' Lorebook

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Evil takes many forms in the land of Faerūn. This book brings all of them out of the darkness and into the light.

These are the characters who have tested the mettle of the foremost heroes of the FORGOTTEN REALMS campaign world. They spread chaos and death wherever they venture, ruining whatever they touch. And they're coming to your campaign!

Inside this companion volume to Heroes' Lorebook, you'll find complete game statistics and descriptions for a host of dastardly rogues, most of whom have never been described in a game accessory before, including:

Artemis Entreri, the nemesis of Drizzt Do'Urden.
Fzoul Chembryl, high priest of Iyacthu Xvim.
Szass Tam, Zulkir of Necromancy in the Red Wizards of Thay.
The Xanathar, the beholder crimelord of Waterdeep.
Halaster Blackcloak, the mad master of Undermountain.

This "Who's Who" of the evildoers of the Realms is a valuable addition to any campaign.

http://rapidshare.com/files/60478939/Villain_s_Lorebook.pdf

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