Forgotten Realms: Adventures in Faerun - First Impressions

An early look at the new campaign setting book.
1762288800049.png


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.

1762288838583.png

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.

1762288855692.png

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.

1762288876794.png

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.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

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.
I think this really depends on the table (ie, the DM and the players). While Ben was tearing apart the siege scenario for being dull and unimaginative, all I could see were tons of opportunities in those rooms to build barricades and set up traps and chokepoints.

Sure, the scenario doesn't spell it out for anyone, but the map and room descriptions sure did, to me anyway.

Sometimes I think that the OSR community makes reviews in slightly bad faith: underestimating gamers. Or they feel that gamers need to be spoonfed hooks to do imaginative things in scenarios.

Which is ironic to me, as these critics also tend to accuse WotC of being too railroady (or accuse the designers of being too vague and open ended). I get confused by the opinions of certain indie critics who are also promoting their own books mid-review by the way.

edit: I'm not a mindless WotC fanboy, I just dislike bad faith criticisms. I have several indie darling one page scenarios that are no more "gripping" than the ones WotC have put out in this book, they just have more quirky indie cred and PG-13 Black Metal trappings.
 

log in or register to remove this ad

I think this really depends on the table (ie, the DM and the players). While Ben was tearing apart the siege scenario for being dull and unimaginative, all I could see were tons of opportunities in those rooms to build barricades and set up traps and chokepoints.

Sure, the scenario doesn't spell it out for anyone, but the map and room descriptions sure did, to me anyway.

Sometimes I think that the OSR community makes reviews in slightly bad faith: underestimating gamers. Or they feel that gamers need to be spoonfed hooks to do imaginative things in scenarios.

Which is ironic to me, as these critics also tend to accuse WotC of being too railroady (or accuse the designers of being too vague and open ended). I get confused by the opinions of certain indie critics who are also promoting their own books mid-review by the way.

edit: I'm not a mindless WotC fanboy, I just dislike bad faith criticisms. I have several indie darling one page scenarios that are no more "gripping" than the ones WotC have put out in this book, they just have more quirky indie cred and PG-13 Black Metal trappings.

I dont think that it at all. The OSR community (whatever broad definition that entails) goes the opposite way: "here's a situation, lets leave it entirely up to player creativity and curiosity to figure out how to solve it."

Regarding the siege, an OSR take might do something like not have nice little balanced encounters but instead lay the groundwork that each wave is going to be really significant and then provide stuff around the place for the players to interact with or give creative scaffolding via NPCs or environmental design. Pews (sufficient to create barricades), Dangling chandeliers (heavy wrought iron, would crush a goblin), supplies to make traps, whatever & etc.

You make a scenario that nudges at curiosity and possibility.
 

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.
Or that got missed in the development process. In my workplace, I do see us sometimes "roll back" stuff by accident, despite best intentions.
 

Sometimes I think that the OSR community makes reviews in slightly bad faith: underestimating gamers. Or they feel that gamers need to be spoonfed hooks to do imaginative things in scenarios.
Where are you seeing these reviews? I don't recall any of the big reviewers asking for more spoonfeeding. Both Between Two Cairsn and Ten Foot Pole -- probably the biggest two OSR reviewers -- certainly don't.
 


I don't really mind it, as I've always worked in "epic destinies" with my players in D&D. Never getting into the specifics, so that the players have some surprises. But I've always had some players choose their feats and such based on the emergent story or character development.

I'm assuming that people aren't flipping out because this "advice" is easy to flat out ignore anyway.

edit: also because I have my own systems to draw from for this sort of thing. I've never been wholly satisfied with the way it's been handled, even with Odyssey of the Dragonlords.
We've used the concept of "epic destinies" for years now.

Sadly, the percentage of characters that live to that stage is about 33%. (hehe)
 

Sometimes I think that the OSR community makes reviews in slightly bad faith: underestimating gamers. Or they feel that gamers need to be spoonfed hooks to do imaginative things in scenarios.
I don't think its just the OSR community. I see it a lot in the 5e spaces too. There's this idea of it not working for "new GMs" whoever that is.

Maybe it works for you or it doesn't but I don't think we can rightfully say whether something does or does not work for new GMs unless we actually see it succeed or fail and few of us have that kind of access outside of anecdotes.

Many people are quick to dismiss or apply criticism on behalf of some unnamed unspoken "new GM" entity instead of just saying "this works for me" or "this doesn't work for me".

I haven't read them all but from those I have read, I think I can make something out of the adventure outlines included in the book and I'm glad they're there. I think the issue is calling them "Adventures" when previous "adventures" could be 256 page hardcover books. As an adventure summary? I think they work and that's all I really want. I'm really glad there isn't a huge campaign adventure I'm not going to run stuck inside these books like there was for Planescape, Dragonlance, and Spelljammer (I actually did run the Spelljammer adventure and enjoyed it).
 

I'm really glad there isn't a huge campaign adventure I'm not going to run stuck inside these books like there was for Planescape, Dragonlance, and Spelljammer
it’s a setting book, it should not contain a large adventure. The others are more adventure book with a bit of setting information (DL certainly was).

As to the one-page encounters, I find them underwhelming, as Ben said, if they do not offer something beyond what an average DM can come up with on the fly, why bother with them… I guess that leaves the map, the rest could have been a sentence to a paragraph describing the intended scenario
 
Last edited:

I'm really glad there isn't a huge campaign adventure I'm not going to run stuck inside these books like there was for Planescape, Dragonlance, and Spelljammer
Same. When I buy a Setting book I want setting info, NPCs, hooks, things like that. Maybe an intro adventure, at most.

I don't want the bulk of the book taken up by an adventure I'll never run (Strixhaven was the worst offender for this in 5e IMO).

The new FR book is much better in that regard.
 

it’s a setting book, it should not contain a large adventure. The others are more adventure nook with a bit of setting information (DL certainly was).

As to the one-page encounters, I find them underwhelming, as Ben said, if they do not offer something beyond what an average DM can come up with on the fly, why bother with them… I guess that leaves the map, the rest could have been a sentence to a paragraph describing the intended scenario
I think that's a solid way to critique any sort of adventure like this. Is it something you could come up with easier than they could.

But we also can't expect miracles for 400 words. Sometimes pushing me in a direction gives me help. Sometimes I just don't want to have to think about what sort of quest might come up and I just read one of these and run with it.

I don't think all of them are wonderful, of course. I'd have to like thoroughly read each one and rate it. But I've liked some of them.
 

Remove ads

Remove ads

Top