
Welcome to Thay: A Traveler's Guide to the Red Wizards' Dangerous Homeland
Oh man I am excited to see Deadfall!

Oh man I am excited to see Deadfall!
One of my Paladin players went oathbreaker and tyrannical (he is a good player, this was all pre-agreed for the story). We are talking about lvl 10 + gameplay here
This Oathbreaker paladin stepped into Cyric's service for his own benefit.
After many levels of rituals and servitude he is becoming something like a "chosen" of Cyric, almost.
I want an avatar or aspect of Tyr to appear, like a beggar with a missing eye and arm, that tells him an omen to foreshadow the fact that the upholders of law and some cosminc powers are noticing the paladin's actions. What would this line be? or what would a randomly "possessed" man tell to this paladin on the streets? or similar?
TLDR; I want a punchy one liner a random oracle would say to scare the shit out of an oathbreaker paladin, something to foreshadow a fight coming his way in the future.
I guess the chosen of Mystra can just portal to earth at will? Also time travel because I don't think the time in the Realms line up correctly with that of Earth. Plus Ed is still damn horny as hell lol.
I can't find much info on this dungeon (located in the Serpent Hills) beyond what the wiki article presents, which is scant.
Anybody got any insights to this dungeon, or oerhaps a map? Any help is welcome.
This is a question that came up when I was thinking about what true polymorph form would be the most useful to turn an object into for help and it came with a lot of creatures that were essentially favoured by the gods. Such as every single dragon in 5E, warlocks, Drow Priestess of Lolth, and maybe all celestials and fiends.
If you were to use true polymorph for them either object into creature or Creatures into creature. Would the many deities take offence of you doing such a thing? For example would tiamat or Bahamut take offense that you are making young dragons be basically steeds for wagons? And this send their people you murder you? What about Living Portents which are stated to be embodiments of prophecy sent by deities. Would that get you in trouble? Or is anything fine as long as you don't make a army to like. End the world or something?
Are you fine with such acts?
Edit: I meant if you TURNED a normal object or being into a gods favored being. Not the other way around.
I’ll be changing things up and stitching on everything I can find that’s in the region of Phandalin/Neverwinter into a long form campaign. As well as make it a Kingmaker style campaign as well. What would be some things I’d want to add to the game, as well as some things my players would have to keep an eye out for?
Here is the second regional map in the Spellbound box set.
Like Map 1, these panels didn't line up squarely and needed a lot of tinkering to get stitched together. The water had a lot of color drift and compression artificing in the original source images (also pictured above) so I added color mask over that, as well as a mask for the the clear land. I wasn't able to do much about the color drift across the forest areas... but ultimately I think this one came out pretty nicely.
This is goes with Map 1 which I had previously cleaned up and posted. While there is some overlap on this map and map 1, given the significant areas in which the overlap, its clear these were always meant to be two different maps (even though only 1 of them has a key) and not necessary stitched together, though of course you are welcome to try. :)
A question that came to me after looking up Cormyr are the laws that the wiki has on them:
Laws of the Kingdom
Main article: Laws of Cormyr
By 1368 DR, the following laws had been posted at all major entry points to Cormyr.[37]
"All persons entering Cormyr must register with the officials of a border garrison."[37]
"Foreign currency can only be used in certain locations. Please exchange your coins for Cormyrean golden lions at your first opportunity."[37]
"Adventurers must acquire a charter before undertaking any operation as a group."[37]
"All weapons must be peace-bonded. The only persons exempt from this law are members of chartered adventuring groups and members of mercenary groups that can offer proof of employment."[37]
"Harming cats is forbidden."[37]
"Bow your head to royalty and the local nobility."[37]
"Purple Dragons have the right to search you upon request."[37]
"Hunting on private land is forbidden."[37]
It's probably because Waterdeep is merely a city state and not an actual kingdom like Cormyr. But the fact that just merely Entering their borders requires you to register with a border garrison, foreign currency is restrictive so your encouraged to use the local currency, and you have to require a charter if you want to adventurer at the group and all weapons are peace bounded unless you are a chartered group and that the purple dragon has the right to searching upon request.
This is probably not even the full law but it's way different than Waterdeep.
Where I think you don't have to register when you enter their borders, and you aren't encouraged to use their local currency or need a charter just to do adventurering or be peace bonded. So Waterdeep is a lot of lenient when it comes to those things. And I wondered about this. Does that mean Cormyr is more restrictive? And due to this is generally safer? Because from what I currently know from the wiki. Adventuring in Cormyr seems like a massive pain in the butt. Are there any other laws that I'm missing here? Any other answers would be great.
Hi all. We know that some surnames change over time (if, for example, a clerk misheard a surname when writing it), but it’s a pattern seen in European history (in history of any region/country really).
Does this apply to Faerunian practice? For example there is a surname “Whitethorne” (which is a real English surname btw), would it be somehow changed to something like “Wythorne” over time/because of a mistake? Are clerks/officials literate enough?
Sorry for my clumsy English
I love Waterdeep but the Sea maidens Faire is criminally underpopulated as a concept. Every time my players go to investigate the mysteries in Waterdeep im finding myself umming and ahhing about what the fair **actually** has on the pier. so i made a d100 table about it! it works in any forgotten realms carnival with only minor name changes. hope you guys enjoy!
| d100 | Attraction |
|---|---|
| 01 | Candy Floss Cauldron. A copper drum spins brightly colored sugar into clouds of “candy floss” wrapped around paper wands. |
| 02 | Hippogriff Rides. Children and small adults ride saddled hippogriffs around a fenced paddock under the guidance of handlers. |
| 03 | The Ringing Bell. Contestants swing a maul onto a weighted lever, trying to ring a brass bell mounted atop a tall pole. |
| 04 | Tymora’s Toss. Players throw painted rings over bottles bearing symbols of good and ill fortune. |
| 05 | The Dancing Bear. A trained brown bear performs clumsy dances, bows, and balancing tricks alongside its handler. |
| 06 | Luskan Fish Fry. Battered fish, fried potatoes, and onions are served in folded paper cones. |
| 07 | Nimblewright Pavilion. Lantanese nimblewrights demonstrate dancing, fencing, serving drinks, and performing household chores while representatives take orders from wealthy buyers. |
| 08 | The Bearded Mermaid. A heavily bearded performer in a glittering fish-tail costume tells increasingly improbable stories about life beneath the Trackless Sea. |
| 09 | Goblin Knockdown. Patrons throw leather balls at hinged wooden goblins that collapse when struck. |
| 10 | The Bottomless Tankard. Contestants race to drain oversized tankards of watered ale without spilling. |
| 11 | Moonshae Toffee Apples. Apples are coated in hard caramel, crushed nuts, or cinnamon sugar. |
| 12 | Madame Starcloak. A veiled fortune-teller reads cards, palms, and polished dragon bones inside a darkened tent. |
| 13 | The Clockwork Dragon. A brightly painted mechanical dragon stamps, roars, flaps its wings, and exhales harmless sparks. |
| 14 | Owlbear Ring Toss. Wooden rings are thrown over the ears and beak of a painted owlbear cutout. |
| 15 | The Sword Swallower. A flamboyantly dressed performer swallows blades and invites spectators to inspect them beforehand. |
| 16 | Waterdeep in Miniature. An elaborate model of the city features turning windmills, moving ships, and a tiny walking replica of the Walking Statues. |
| 17 | The Kraken’s Grasp. Contestants wrestle free from padded mechanical tentacles before a bell sounds. |
| 18 | Chultan Fruit Ice. Shaved ice is drenched in brightly colored citrus and pineapple syrups. For adults, the vendor offers a tej syrup (a chultan honey wine) with a mild alcoholic kick. |
| 19 | Darts of Destiny. Patrons throw darts at a painted wheel divided among humorous predictions of their future. |
| 20 | The Invisible Man. An apparently empty suit argues with its barker, juggles objects, and occasionally steals spectators’ hats. |
| 21 | Lantanese Curiosities. A merchant sells self-lighting pipes, wind-up birds, folding tools, mechanical toys, and other small inventions. |
| 22 | The Mermaid’s Kiss. Patrons attempt to land copper coins in clam shells arranged beneath the water of a glass tank. |
| 23 | Fire Beetle Lanterns. Caged giant fire beetles illuminate a tent where handlers explain their care and sell safely collected glowing glands. |
| 24 | The Amazing Rope. An acrobat climbs a rope that appears to hang unsupported in the air. |
| 25 | Sausages of the Sword Coast. Grilled sausages from Waterdeep, Neverwinter, Baldur’s Gate, and Luskan are sold with competing regional mustards. |
| 26 | Race the Alchemist. Two contestants pump bellows beneath glass vessels, racing to make colored liquid rise through a twisting series of tubes and ring a small |
| 27 | The Laughing Mimic. A trained mimic assumes the shapes of ordinary objects while spectators try to identify it before it moves. |
| 28 | Harpoon the Sea Serpent. Patrons throw blunt wooden harpoons through moving hoops mounted along the body of a painted sea serpent. |
| 29 | The Cabinet of Changing Faces. An enchanted mirror successively transforms a visitor’s reflection into an elf, dwarf, orc, goblin, tiefling, and several increasingly ridiculous monsters. |
| 30 | Neverwinter Hot Nuts. Paper sacks of roasted nuts are coated in salt, honey, pepper, or powdered flame-cinnamon. |
| 31 | The Great Zardoz Portrait. Visitors pose before a painted seascape while an artist produces quick charcoal portraits in exaggerated heroic style. |
| 32 | The Spider’s Web. Contestants climb through a tangled rope obstacle without touching the dangling brass bells. |
| 33 | Pixie Cakes. Tiny iced cakes sparkle with edible sugar and briefly stain the eater’s tongue a random bright color. |
| 34 | The Two-Headed Calf. A preserved anatomical curiosity is displayed inside a glass case surrounded by lurid painted banners. |
| 35 | The Rolling Beholder. Players roll a heavy wooden ball painted to look like a beholder down a sloped, uneven track, attempting to guide it into a numbered goal without letting it tumble into painted dungeon pits. |
| 36 | Clockwork Axe-Beak Derby. Patrons wind miniature mechanical axe beaks and release them onto a tabletop track filled with gates, ramps, and swinging obstacles. |
| 37 | The Wandering Tattooist. A tattooist offers nautical designs, carnival emblems, and expensive pigments that faintly shimmer in moonlight. |
| 38 | The Mechanical Orchestra. A cabinet of drums, horns, bells, and pipes plays songs from punched metal sheets. |
| 39 | Catch the Stirge. Players use small nets to catch leather-winged stirge puppets launched erratically through the air. |
| 40 | Calishite Sweetmeats. Honeyed pastries, sugared dates, sesame cakes, and rosewater confections fill tiered brass trays. |
| 41 | The Strongest Sailor. Contestants lift increasingly heavy anchors, cannonballs, and iron-bound ship timbers. |
| 42 | The Talking Skull. A skull inside a curtained booth insults visitors, answers questions, and claims to have advised several dead kings. |
| 43 | Catch the Moon. Players use short fishing rods to hook silver crescent moons drifting around a basin of black water without disturbing the floating stars. |
| 44 | Dragon Breath Peppers. Patrons compete to eat increasingly hot peppers while milk and bread are sold at inflated prices nearby. |
| 45 | The Cabinet of Tiny Monsters. Harmless miniature creatures and convincing models are displayed in glass-fronted boxes. |
| 46 | Find the Doppelganger. Three performers identically dressed in red and white stripes mingle through a crowd while players on a tall platform attempt to spot them before an hourglass runs out. |
| 47 | Deepwater Pearl Divers. Patrons retrieve marked shells from the bottom of a cold-water barrel using only a set of oversized wooden teeth in their mouth. |
| 48 | The Puppet Siege of Waterdeep. An elaborate puppet show depicts an absurdly inaccurate attack on the city by dragons, giants, and ogres, with an unlikely romance between the hero's donkey and an amethyst dragon. |
| 49 | The Alchemist’s Fizz. Colorful sweet drinks smoke, foam, change color, or make the drinker belch harmless bubbles. |
| 50 | The Goblin Catapult. A padded goblin doll is launched from a small siege engine toward baskets worth different prizes. |
| 51 | The Monster Rockers. Children ride individually mounted rocking griffons, owlbears, dragons, and displacer beasts fitted with growlers, bells, and moving wings. |
| 52 | The Sword Coast Menagerie. A rotating selection of exotic creatures is displayed under the supervision of animal handlers. |
| 53 | Sune’s Silhouettes. An artist cuts surprisingly accurate profile portraits from black paper. |
| 54 | The Drunken Deck. Visitors attempt to cross a tilting platform made to resemble the deck of a ship in rough seas. |
| 55 | Mystery Meat Pies. Patrons buy savory pies without knowing whether they contain beef, pork, mutton, fish, or vegetables until the first bite. particularly lucky patrons can find a coin in the center of the meat, but particularly unlucky ones will bite into their pie to find it filled with horseradish. |
| 56 | The Amazing Flea Circus. Tiny carts, swings, and balancing wires move beneath magnifying lenses as the barker narrates the feats of supposedly trained fleas. |
| 57 | Gond’s Puzzle Boxes. Customers race to open mechanical boxes fitted with sliding panels, hidden catches, and false keyholes. |
| 58 | The Giant’s Teeth. Players throw wooden clubs at rows of hinged teeth inside the mouth of a painted frost giant. |
| 59 | Waterdhavian Waxworks. Wax figures depict famous Open Lords, masked criminals, adventurers, monsters, and scandalous nobles. the one of Dagult Neverember has been defaced multiple times and has a glass case surrounding it. |
| 60 | Smokepowder Sharpshooting. Under strict supervision, wealthy patrons fire a Lantanese pistol at painted targets backed by thick timbers. patrons who enjoy the experiance can buy the pistols at outragous |
| 61 | The Rainbow Eel. A trained eel swims through colored hoops in a tall glass tank and rings a submerged bell for food. |
| 62 | The Chultan Mystery Boxes. Blindfolded patrons reach into covered boxes and identify harmless objects presented as dinosaur eggs, shed reptile skin, jungle insects, and monster organs. |
| 63 | The One-Eyed Jax Wine Garden. Bottles of Luskan wine are served at tables beneath purple awnings while musicians perform sea songs. |
| 64 | The Flying Carpet. patrons can rent flying carpets for their children that rise only a few feet off the ground and travel at a speed of only 10ft with which to traverse the fairgrounds. |
| 65 | Catch the Greased Goblin. Contestants attempt to seize a nimble halfling performer wearing green loincloth and green body paint inside a fenced ring. |
| 66 | The Pearl of the Trackless Sea. A dancer performs inside an enormous opening clamshell accompanied by drums and colored lanterns. |
| 67 | Aurora’s Oddities. A reseller offers inexpensive imported trinkets, costume jewelry, carved shells, feathers, and alleged monster parts. |
| 68 | The Chimera Toss. Beanbags painted like goats, lions, and dragons are thrown into the corresponding mouths of a three-headed target. |
| 69 | The Great Escape Artist. A performer is chained, locked inside a sea chest, and dropped into a transparent tank of water. |
| 70 | Fried Dough Dragons. Twisted strips of dough are fried, dusted with sugar, and shaped to resemble curled dragons. |
| 71 | The Ghost-Lantern Theatre. A lanternist projects shadows of spectral ships, drowned sailors, and sea monsters onto a curtain while a storyteller narrates their doom. |
| 72 | The Sailor’s Knot. Contestants race experienced sailors to reproduce increasingly complicated knots. |
| 73 | The Painted Panther. A patient panther dyed in harmless carnival colors performs leaps between platforms with its trainer. |
| 74 | The Wishing Well. Visitors cast coins into a decorated basin while a hidden performer provides cryptic blessings through a speaking tube. |
| 75 | The Mermaid’s Wardrobe. Customers purchase shell jewelry, pearl combs, scaled cloaks, sailors’ scarves, and elaborate aquatic costumes. |
| 76 | The Barrel of Kobolds. Wooden kobold heads pop unpredictably from holes while contestants strike them with padded mallets. |
| 77 | The Liar of Luskan. A storyteller delivers three outrageous nautical tales, and the audience wagers on which one supposedly happened. |
| 78 | The Dragon Egg Hatchery. Patrons select a painted clay “dragon egg” from a straw-filled nest, then crack it open with a small mallet to reveal a trinket or prize hidden inside. |
| 79 | The Healer’s Tent. A licensed attendant treats scrapes, nausea, minor burns, and other carnival mishaps for a modest fee. |
| 80 | The Enchanted Menagerie Portraits. Visitors pose behind painted boards that depict them as dragons, merfolk, drow pirates, or famous adventurers. |
| 81 | The Shipbreaker. Contestants throw heavy iron balls at stacked wooden ships, attempting to knock down every mast. |
| 82 | The Glassblower of Neverwinter. A craftsperson shapes glowing glass into tiny ships, dragons, flowers, and personalized ornaments. |
| 83 | The Bottomless Basket. Spectators watch as a performer continually produces birds, ribbons, fruit, and increasingly large objects from a small basket. During the finale the performer pulls out a flabbergasted audience member who is actually another performer that walks around talking to people early on in the performance . |
| 84 | Pegasus Feather Catch. A concealed bellows sends white feathers whirling through a netted booth while contestants try to catch marked feathers before time expires. |
| 85 | The Dock Ward Dunking Chair. Patrons throw balls at a target to drop a jeering performer into a tank of harbor water. |
| 86 | The Map of Marvels. A huge illustrated map displays famous monsters, ruins, and wonders encountered along the Sword Coast. |
| 87 | The Gnome Cannon. A gnome acrobat wearing a life preserver is fired from a spring-powered imitation cannon into the bay. |
| 88 | The Drowned Sailor’s Riddle. A waterlogged “corpse” awakens to pose riddles and squirts unsuccessful contestants with seawater. |
| 89 | Feywild Face Painting. Artists paint children and adults as dryads, satyrs, pixies, displacer beasts, or eladrin. |
| 90 | The Dancing Blades. Blunted swords hover and perform a choreographed duel while a musician plays beneath them. |
| 91 | The Great Cheese Roll. Contestants roll wax cylinders pained to look cheese down a sloped track toward numbered gates. |
| 92 | The Fortune Fish. Patrons select folded paper fish from a net; each contains a brief fortune, joke, or romantic prediction. |
| 93 | The Illusory Fireworks. A darkened tent surrounds visitors with silent bursts of colored light shaped like sea monsters and ships. |
| 94 | The Siren’s Challenge. A singer holds a clear note while contestants attempt to match it closely enough to make a set of sympathetic crystal glasses hum. |
| 95 | The Wandering Haberdasher. Hats, masks, feathered cloaks, eye patches, parasols, gloves, and carnival costumes crowd a brightly striped stall. |
| 96 | The Mage Hand Maze. Patrons use a control wand to guide a spectral hand through a glass-sided tabletop maze, retrieving a brass key without touching the hanging bells |
| 97 | The Captain’s Auction. Imported curios, recovered cargo, exotic bottles, art objects, and minor mechanical devices are sold to the highest bidder. |
| 98 | The Faire in a Bottle. An glass bottle contains a magically animated miniature of the entire pier. Tiny, accurate replicas of its ships, booths, performers, workers, and visitors reproduce everything happening across the fairegrounds in real time. |
| 99 | Zardoz Zord’s Grand Exhibition. A lavish central pavilion advertises the Faire’s attractions, accepts commercial inquiries, arranges private demonstrations, and displays portraits of its flamboyant master. |
| 100 | The Mint of Marvels. Visitors operate a hand-cranked press that stamps brass souvenir tokens with their choice of a mermaid, ship, dragon, nimblewright, or Captain Zord’s profile. |
Inspired by the latest D&D books (Adventures in Faerûn and Heroes of Faerûn), my next campaign (D&D 5.5e) will take place in The Dalelands + Cormanthor, set in the year 1501 DR.
It will begin in/or be based in Shadowdale Town, and from there it will expand throughout The Dalelands, allowing players to explore some of the valleys.
I had thought of having a nonlinear main adventure (that is, one that unfolds in the background, with consequences that build from small to large across The Dalelands) centered on Moander, God of Rot (from Adventures in Faerun, covering levels 1 through 20. The downside is that the adventure isn’t fully designed, just outlined), with its conclusion in Myth Drannor.
As for side quests, I’ve been compiling a few from previous editions, though I’m not sure if they fit perfectly (setting aside the fact that they can be adapted to the current timeline, or, failing that, used as nods to the past).
Also, I’m aware of the four books that RealmsBound (Mythmakers and Ed Greenwood) plans to release, but given that the release date for the latest book (adventures) has been pushed back to Q3 2027, I’d rather not count on it when preparing my campaign.
I’m attaching both the adventures I’ve compiled and the books with information about the setting, in case you can help me complete the list or guide me in “putting together” the adventure. Converting to 5e/5.5e might be a bit of a hassle, but I don't mind.
AD&D
D&D 3e
D&D 5e
D&D 5.5e
If you’ve made it this far, thank you very much for reading all of this!
I'm going to be running a 2e AD&D realms game soon and my wife so desperately wants to play a pixie (it's not going to be as strong as it is in the Humanoid Handbook). I saw that Elves can't be raised by a priest spell, both in the intro book I'm using and the question that was brought up earlier on this subreddit, but I'm having trouble finding any info about other Fae creatures.
Most of what I found was people talking more along the lines of 5e where a lot of mechanics where simplified and so most of the conversations turn into philosophical debates or do what you want (which I might do in the long run if I can't find anything). If anyone has information on where to search will be helpful, but if there really isn't any info about it in books I'll just wing it when she gets an axe in her little Pixie head
I compiled the loose images from the completed-but-unreleased Planescape comic Unity of Rings into a PDF and hosted it in the link in this post. It's 28 color pages. The images were slow to access on the archive page of the 20 year old WotC site that hosted them, so this way they're easier to read and save. You'll just have to rotate 90 degrees after opening the PDF.
EDIT: Here's a different hosting service that should work, I hope: https://files.catbox.moe/mp7gg6.pdf
I was really surprised tò see Moander (and Alias & Dragonbait) in the latest FR sourcebooks. There's even the outline for a lvl 1-20 campaign about him/It.
What do you think?
I picked up a copy, and I'm having fun.
Of course, It's a little slow by modern standards. But then, the Realms deserve our undivided attention, do they not?
If my understanding is correct, the Gray Box is 1356 DR to 1357 DR & the 2nd edition 1993 boxed set covers 1367 DR to 1369 DR? Did I get that right?
I run/use AD&D 1st edition rules so either will work fine for me. I've been researching the DR dates of old classic Forgotten Realms modules and I've been trying to decide what point in the timeline I want to settle down and run games in within the Forgotten Realms setting.
It's actually harder than I thought it would be because each time period has some great novels as well as adventures so I thought I'd come here and get opinions from the community. The following question is NOT based off the editions, it's based off the novels and adventure modules.
Which time period do you personally think is better and why do you prefer that specific boxed set time period?
Gray Box Era: 1356 DR to 1357 DR
2nd edition Boxed Set Era: 1369 DR to 1369 DR
"Assuming I have my DR dates correct. If not please correct me".
Hello advanced D&Ders! I was going through my dead dads stuff and found a 1987 TSR #1031 Forgotten Realms Campaign Set, still in the original shrink wrap, with an Ed Greenwood signature on the actual box underneath a small opening in the wrap.
I also have the original 1987 receipt, which has “signed by Ed Greenwood” written on it, and I know someone who witnessed it being signed at a gaming con. Does anyone know roughly what this would be worth?
Let me know if you have any questions about it I’d be happy to answer!
Thanks!