Forgotten Realms: Adventures in Faerun - First Impressions

An early look at the new campaign setting book.
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Adventures in Faerun provides a new template for D&D campaign setting books - short, impactful adventures that can be plugged into almost any adventure, deep dives into a handful of locales, and plenty of room for further exploration in campaign books or future content. This book is much bigger and deeper than past campaign setting books - it's probably the "biggest" campaign setting book since Van Richten's Guide to Ravenloft and is much better organized. When coupled with Heroes of Faerun, Adventures in Faerun marks a complete turnaround for the campaign setting product released by Wizards of the Coast, although I'm most interested in whether the Forgotten Realms books succeed because of the overall depth of the setting or if it's due to a concerted effort to provide more for their readers.

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Mini-Adventures in Overdrive

The first chapter of Adventures in Faerun is a collection of mini-adventures written in the style of sample adventures found in the Dungeon Master's Guide. Each adventure contains a hook, a series of small encounters, and a conclusion, as well as (in many cases) a map. For the most part, these maps aren't populated with descriptions or even secondary items of interest such as hidden treasure. All of that is up to the DM to fill out either on their own beforehand or on the fly.

It seems like D&D is sticking with these stripped down and simple adventures, and honestly that's probably a good thing. While many of the adventures in Adventures in Faerun fall into some kind of specific Forgotten Realms theme, either based on the region it takes place in or due to some tie to a god, faction, or high magic associated with the Realms, these adventures can be inserted into any campaign rather easily. I could easily turn any of these mini-adventures into something that could fill a session of play, with only the scantest bit of modification needed to fit the adventure into some greater storyline.

Honestly, these adventures are some of the more useful tools to be presented to DMs in a while. Some of the adventures feel a bit formulaic, but I do feel that collections of adventures coupled with other content (such as the gazetteers we see later in the book) are infinitely useful as they cut down on prep-time considerably.

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A Different Approach To Gazetteers

The bulk of Adventures in Faerun is dedicated to five deep dives into various regions of the Forgotten Realms. Each region is meant to represent a different kind of playstyle within D&D - the Dalelands represents exploration of tranquil regions filled with lost ruins and secrets while Icewind Dale represents survival horror. While each of these chapters has one or more gazetteers digging into sites of interests and key NPCs, the contrasting campaign styles that take place in these regions are also delved into via a DM-facing section giving guidance but not guides on how to incorporate the chilly isolation of winter into an Icewind Dale campaign or how to deal with the competing intrigues of genies.

While relatively brief, I think this guidance builds off what we saw with Van Richten's Guide to Ravenloft, in which various Domains represented different kinds of horror, but in a way that's less divisive to purists. Instead of molding a world to fit a specific kind of story, the book instead shows how to fit a kind of story into a specific region. This doesn't mean that you can't build a horror campaign in the Moonshae Isles or an intrigue campaign in Icewind Dale, but it provides some more helpful examples as to how the varied world of the Forgotten Realms can be used to a DM's advantage.

I also liked that each section provides a general outline on how to pace several kinds of campaigns within each section. This gives DMs more of a hook on how to craft a campaign than what we saw in the Spelljammer or Planescape boxed sets, but still provides a general level of freedom to build the campaign the way they'd like. When coupled with the short adventures we find in this book, I wonder if this will be the new way forward for campaign guidance from Wizards. Given that the full-length campaigns of recent years have fallen flat, it might be easier to stick with broad brushes and individual mini-adventures that can be plugged in at a DM's leisure.

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A Step Up For Campaign Setting Books
Wizards of the Coast has struggled with campaign setting books over the past few years. The Spelljammer boxed set was really lacking and the Planescape book felt like it barely scratched the surface of what made that setting feel so unique. The Dragonlance campaign setting material was widely panned by fans of that setting as well (although that may have been mired by the rocky relationship between Margaret Weis and Tracy Hickman and Wizards at that time as well). Wizards hasn't put out a truly good campaign setting book since Van Richten's Guide to Ravenloft, and even that book was controversial due to how much it changed various Domains of Dread.

In contrast with more recent setting books, this is truly a return to form. Although not exhaustive by any means, Adventures in Faerun (and its sister book Heroes of Faerun) feels like a fantastic showcase of the Forgotten Realms. While we've seen some of these regions before in Fifth Edition books, providing a dedicated space for this kind of content makes it feel important rather than just filler for a campaign.

While my D&D campaigns always take place in bespoke settings, I've always turned to campaign setting books for inspiration on what I'm running next. There are several kernels and plot hooks that have gotten the gears turning on future campaigns in this book. Plus, the mini-adventures are useful tools for any DM to have in their back pocket as well. While one could argue about the overall price point of these two books, this is some of the best campaign setting material we've gotten from Wizards of the Coast in quite some time.
 

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Christian Hoffer

Christian Hoffer


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Relevant part from the Questing Beast video, though I think it's a worthwhile and relatively quick watch/listen:
After reading through adventure after adventure here, I eventually started coming to the conclusion, as weird as it sounds, that the largest RPG publisher out there that's owned Dungeons and Dragons, the biggest RPG for what, 25 years, doesn't seem to know how to write D&D adventures, or at the very least conceives of a D&D adventure as just a series of scripted fights. This is very weird as someone coming from the OSR or just from the indie RPG space in general where the emphasis is put so much on player agency and on exploration and on making adventures more of a situation where both the players and the game masters don't really know how it's going to go.

Instead, the designers at Wizards of the Coast seem to conceive of adventures in the same way that a day one game master might. They see the monster manual. until they see that it's full of things to fight and they think, well, DnD is just about fighting a bunch of monsters over and over again. And if there's a dungeon, the dungeon is just a sequence of rooms in which you fight those monsters.

The vast range of possibilities in Dn D in terms of how you can create these scenarios that allow for real player interaction and choices and a true sense of danger and adventure seems to have not sunk in at all. It seems to be a totally foreign concept. Now, perhaps there are other D and D adventures or campaign books that are much better at that than this book. I don't know. I haven't read that many of them. I'm just going by what I am reading here.

That being said, there are parts of this book that offer a little bit more hope. Um, there's these sections that are essentially gazetteers that are describing the different regions of the Forgotten Realms. And then within that, they have these more narrow locations and these quick write-ups of what's going on there.

These things are much more close to what I would consider an old school style situation where rather than giving you a sequence of things that are going to happen there, it tells you who's living there, what's going on, what are some possible threats there, and then of course you would have to build a scenario around that. But by keeping it looser and making it more of a situation, it allows for lot more creativity and a lot more variety of approaches. Unfortunately, some of them are still kind of vague.
Later on he has both good and bad things to say about the long-form adventure in the book. Overall he seemed happier with it than he was with the one-pagers, though it still had a lot of low-value filler combats.
 

As a more experienced DM, I think that the mini adventures are fine because I know how to fill in the gaps due to skill at improvisation, a plethora of resources and general know how. For beginners it’s arguable that they’re lacklustre.

Ben probably knows better as a writer and publisher.

Yes there are OSR and one page dungeons that are superior but not intrinsically so by their very nature of being “indie” darlings. I’ve got tons of indie-OSR mini dungeons that are rather straightforward and dull. Lots of “empty rooms” or “gotcha, the statues are golems”.
 


They do look very easy to use, but they also look pretty one-note. Very simple, linear strings of encounters, with very little room for players to make meaningful decisions. They’d work perfectly fine for a beer-and-pretzels game where the players expect to just show up and go along for whatever ride the DM has planned. But, as one-page dungeons go, these are pretty weak.
I mean, yes, these are pretty much h designed for beer-and-pretzel games, or as options to pick up and run with zero prep. But the DMG goes into detail on how to expand on these sorts of seeds and build off of them. These are rigid setpowces, by design, meant to be either run straightforward or developed to taste. Cookbook approach.
 


Are there outlines or suggestions for combining the mini adventures into a larger campaign?

Edit: I found Questing Beast's review to be a bit more insightful and critical:
Re: Questing Beast's review

When you think of the mini-adventures less as an "adventure" and more "fleshed out random encounter", they're a lot more likable. They seem designed for 1-2 hours of play, not 3-6 like a 1 page dungeon will often be.
 

A few things I've noticed:

In the 2024 Monster Manual, the Death Knight stat blocks can cast Phantom Steed instead of Find Steed as before. I figured that was to minimize the amount of summoning other monsters, but that design philosophy must have changed, as the Drow Mage of Lolth can cast Summon Fiend now.

Also, the Rusted monster section has a sidebar on making certain other stat blocks into Rusted, victims of a curse. Seems to me that templates are (kinda?) back on the menu!!

Some of these adventure hooks mention gods other than the ones in Heroes of Faerûn. To be fair, that book did say that the list of gods was not exhaustive! I just think it's interesting seeing references to Siamorphe, the Great Mother, Velsharoon, and Valkur in this book, and I'm glad to see it!!
 

Re: Questing Beast's review

When you think of the mini-adventures less as an "adventure" and more "fleshed out random encounter", they're a lot more likable. They seem designed for 1-2 hours of play, not 3-6 like a 1 page dungeon will often be.
I have ran two of the level 4 adventures at my locals the past two weeks (including one the day the books released) and we had 3-4 hour sessions that were a blast to play with very little prep and some improv on my part.

There is absolutely enough meat on these things to be a full session, and it doesn’t take that much effort. The Harper Faction adventure is the one I ran this week and I read the adventure an hour before the game.
 

I have ran two of the level 4 adventures at my locals the past two weeks (including one the day the books released) and we had 3-4 hour sessions that were a blast to play with very little prep and some improv on my part.

There is absolutely enough meat on these things to be a full session, and it doesn’t take that much effort. The Harper Faction adventure is the one I ran this week and I read the adventure an hour before the game.
Yeah, it offers a different tool than the meaty developed Campaign books full of detail. And I have zero doubt WotC will continue to publish the latter in other books.
 

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