Forgotten Realms Adventures

Forgotten Realms Adventures is a sourcebook for the Forgotten Realms setting in the 2-edition Dungeons & Dragons rules. It provides an overview of the setting around 1358 DR following the Time of Troubles. It covers the deities, secret societies, treasures, specific spells and magic rules of the campaign setting, as well as brief descriptions of the land and cities of the heartlands, with maps.

"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."

Contents

 * Forewords
 * Chapter 1: The Forgotten Realms, Post-Avatar
 * This chapter details the changes that have occurred to the Forgotten Realms setting since the publishing of the original Forgotten Realms Campaign Set, after the Time of Troubles. This chapter describes the changes in character class between first edition and second edition, and how to transition older characters to the newer edition. This chapter also describes physical changes to the Realms, including dead-magic zones and wild-magic zones.


 * Chapter 2: Gods and Their Specialty Priests
 * This chapter details thirty two of the various deities of the Realms, with rules for their priests, and introduces the concept of specialty priests: variants of the cleric with a slightly different set of abilities. The deities portfolios are described, along with notes and an illustration for each god's specialty priests.


 * Chapter 3: Magic and Mages in the Realms
 * This chapter details magic and the changes to magic and mages in the Realms. This chapter presents eighty-one magic spells which are in general use.


 * Chapter 4: Cities of the Heartlands
 * This chapter details twenty four cities of the Realms, including descriptions of who rules (and who really rules), population figures and major products, armed forces, notable mages, notable churches, notable rogues' and thieves' guilds, equipment shops, adventurers' quarters, important characters, and other important features in town. Also included is a page featuring heraldry symbols of various nations, towns, dales, mercenary units, and other organizations.


 * Chapter 5: Secret Societies of the Heartlands
 * This chapter details several secret societies, including the Harpers, the Zhentarim, and the Red Wizards of Thay.


 * Chapter 6: Treasure
 * This chapter details a wide variety of different types of treasure that adventuring player characters may discover. Various types of gems, ornamental stones, semi-precious stones, fancy stones, precious stones, gem stones, jewels, hardstones, shells, and art objects are described in detail.


 * Appendix 1: Treasure Tables
 * Appendix 2: Spells by School
 * Appendix 3: Spells by Level
 * Appendix 4: Random Spell Lists
 * A Forgotten Realms Product Bibliography

Locations

 * Settlements: •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •

Magic

 * Spells: • Beltyn's burning blood • blacklight • blade of doom •  • Bowgentle's fleeting journey • Caligarde's claw •  •  •  •  • death link •  • dire charm • disguise undead • dismind • dispel silence • Elminster's effulgent epuration • Elminster's evasion • encrypt • fire gate •  • gateway • gemjump • ghost armor •  • great shout • Grimwald's greymantle • hold vapor • icelance • Ilyykur's mantle • imbue undead with spell ability • improved skull watch • ironguard • Khelben's warding whip •  • Laeral's dancing dweomer • lich touch • master undead • missile mastery • mummy touch • Nchaser's glowing globe • nightscar • Nulathoe's ninemen • paralyze • phase trap • plague • power word, silence • Presper's moonbow • proof from teleportation •  • reconstruction • revenance • ruby ray of reversal •  • secure • shroud of flame • Simbul's synostodweomer • skull watch • Snilloc's major missile •  •  • spectral guard • spectral wings • spell engine • spell invulnerability • spellstrike • spelltrap • Spendelard's chaser • sunburst • teleport dead • thunderlance • turnshadow •  • virus charm •  • wall of sand • ward against undead • watchware • waves of weariness • worldwalk

Credits

 * Design: Ed Greenwood (Chapters 3, 4, 6), Jeff Grubb (Chapters 1, 2, 3, 5)
 * Editing: Steve Winter
 * Cover Painting: Clyde Caldwell
 * Interior Illustration: Stephen Fabian
 * Interior Paintings: Ned Dameron, Larry Elmore, Clyde Caldwell, Jeff Easley
 * Typesetting: Gaye O'Keefe
 * Cartography: Dave "Diesel" LaForc

Awards

 * Origins Award for Best Roleplaying Supplement of 1990