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Draconomicon (FOR1)


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The Drow of the Underdark (FOR2)


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Pirates of the Fallen Stars (FOR3)
""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."

1992 ... 128 pages ... TSR 9346 ... ISBN 1560763205

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The Code of the Harpers (FOR4)
"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!"

1993 ... 128 pages ... TSR 9390 ... ISBN 1560766441

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Elves of Evermeet


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The Seven Sisters
"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."

1995 ... 128 pages ... TSR 9475 ... ISBN 0786901187

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Giantcraft


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Pages from the Mages


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Wizards and Rogues of the Realms


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Warriors and Priests of the Realms


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Cult of the Dragon
"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."

1998 ... 128 pages ... TSR 9547 ... ISBN 0786907096

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Demihumans of the Realms


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Secrets of 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."

2000 ... 128 pages ... TSR 11430 ... ISBN 0786914300

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The Dalelands (FRS1)


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Player's Guide to the Forgotten Realms Campaign (PG2)

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Lords of Darkness (REF5)
NOTE: THIS REVIEW FOR REFEREE'S EYES ONLY. THERE ARE SPOILERS HERE FOR PLAYERS.
"Lords of Darkness" breathes new life (unlife?) into common villains of AD&D games: Undead. In addition to numerous essays front and back detailing suggestions for reffing the unliving, numerous short scenarios fill the center. Each scenario spotlights a particular undead type, for all levels of play.

(8/24/03) I just finished running my players through the "Vampires" scenario, and it was hair-raising for them. They were under the mistaken assumption that they were in pursuit of one vampire. In fact, they were drawn into an ambush, assaulted by two vampires and lesser minions. Two in the party died quickly, but the PC's regrouped and triumphed.

And this was only one of the scenarios. Others, like "Zombies," "Ghouls," "Mummies," etc. appear equally challenging and innovative. The essays are full of fresh ideas (including how to ref your way around the level drain of some of the undead).

(1/1/04) As a New Year's Eve event, I dusted off REF5 once again. This time the characters were farther along in the campaign, and significantly stronger.

An earlier adventure left a treasure map in the hands of the PCs; this map led to the Lair of Alokkair the lich. The players (My daughter & brother) were a little edgy, for liches are quite powerful. But their party ('The Menagerie Company') numbered nine and was well-balanced, even including a flesh golem.

The beginning of the adventure was deceptively easy (stirges, ghouls), with a few traps. But Alokkair's Lair really doesn't begin until halfway through: A deep chasm filled with animated stones and boulders colliding with the walls, ceiling, and one another. The party must cross 40 feet from one ledge to another, and it is a lethal 40 feet.

The party decided to pass a pair of Winged Boots back and forth, by pulling them back with a rope. Simply tossing them back bore a heavy risk of them of hitting a flying rock and plummeting to the depths below. One-by-one they crossed, pummeled by rocks of varying sizes. Gargoyles tried stealing the boots every time.

Battered, the party entered the first chamber and attempted to rest. Alokkair harassed them relentlessly, depriving them of much needed rest and spell memorization. I'll have to hand it to the players... they were persistent. It took a stone golem, and two illusions of stone golems to get them moving.

Their big break came when they destroyed a one-way secret door with a Stone Shape spell and gained access to the network of passageways used by the lich to spy on intruders. They bypassed several dangerous rooms, and made their way to the heart of the Lair. The characters easily dispatched Alokkair's weak minions along the way.

The lich, alarmed by a still-vital party on the way -- and out of servitors -- left the gift of a Delayed Blast Fireball and fled. His two daughters -- ju-ju zombies -- attempted to flee as well with Alokkair's spell book. The party ran them down just in time.

The Menagerie Company made a deadly enemy, who they never even glimpsed. The lich is quite intelligent, and will learn from his encounter:

1. His spells, while powerful, have overlong casting times. He'd probably get a few off before the party's fighters closed and destroyed him. He'll locate new spells to adapt to this threat.

2. He over-relied on unintelligent, programmed undead who couldn't respond to unanticipated events. This, too, will not happen again.

The party has not seen the last of Alokkair.


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