FR Intro Campaign Advice

Gargauth

First Post
I want to run a FR campaign for three players who don't know much at all about FR (but are experienced gamers). What I really want is a storyline that encompasses the -essence- of a classic, back in the day FR experience. I want to set it in Shadowdale because I feel that is the most iconic setting for a new FR campaign and I want to set it at some point in the past, because I can't imagine how complicated it would be to explain to my players all that has happened since the game's release. I think I would even consider going back before the ToT. I think the enemies they face will be relegated to four groups: Zhents, Red Wizards, Cult of the Dragon, and Drow. I know it sounds like I have it all planned out, but I am still well within the brainstorming stage. I am new to the boards here and would LOVE some advice, as much as possible, about possible storylines, other places to visit (Cormyr, Waterdeep, etc.) that are essential to a Survey of the Realms type thing, NPCs, etc. Really anything you can think of, the more the better. Also, if you think this is a waste of time and I would do just as well to explain the backstory... let me know that too. Cheers and thanks in advance!
 

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Gargauth said:
I want to run a FR campaign for three players who don't know much at all about FR (but are experienced gamers). What I really want is a storyline that encompasses the -essence- of a classic, back in the day FR experience. I want to set it in Shadowdale because I feel that is the most iconic setting for a new FR campaign and I want to set it at some point in the past, because I can't imagine how complicated it would be to explain to my players all that has happened since the game's release. I think I would even consider going back before the ToT. I think the enemies they face will be relegated to four groups: Zhents, Red Wizards, Cult of the Dragon, and Drow. I know it sounds like I have it all planned out, but I am still well within the brainstorming stage. I am new to the boards here and would LOVE some advice, as much as possible, about possible storylines, other places to visit (Cormyr, Waterdeep, etc.) that are essential to a Survey of the Realms type thing, NPCs, etc. Really anything you can think of, the more the better. Also, if you think this is a waste of time and I would do just as well to explain the backstory... let me know that too. Cheers and thanks in advance!

You have pointed the places & organisations that from what we know were important parts of Ed's home campaign.

If you want to go deeper on those topics, I suggest you to try Candlekeep boards.
 

No survey of the Realms would be complete without a trip to Waterdeep and at least a brief foray into Undermountain.

One FR game that I played in (and stole to run myself) that worked real well for getting a broad scope of the Realms involved the PCs tracking down a stolen library. Unfortunately, the library's constituent books had been sold across the world, creating a need to visit Maztica, Kara-tur, and the setting for Al-Qadim, and do some plane-hopping, all on top of making more traditional Realms stops. The enemies you have listed for your party to face off against could easily be in possession of some of these dangerous books.

Chad
 

A trip starting in the Dales, trough Cormyr than Western Heartlands (Scornubel) up to Waterdeep and finally Silverymoon would cover the most classic/known parts of the realms.
 

If you can track down the Dungeon magazine back issues containing the adventures "Irongard" and "Elminster's Back Door", then they'd be an excellent starting point for a "quintessential FR experience". The module "Haunted Halls of Eveningstar" and "Lashan's Fall" from the grey box might give you ideas as to the Greenwood style of dungeon as well. The Shadowdale book from the revised 2E boxed set is likely to be invaluable to you in depicting the village.

(Note that "Irongard" is officially somewhere near Eveningstar, but easily transposed to somewhere near Shadowdale. In fact, I'd suggest not ruling out Eveningstar as an alternative setting to Shadowdale, because it has more adventuring sites nearby such as the Haunted Halls, Rivior's Keep, Caverns of the Claw etc. and is just as classic a starting point.)

It's a repost, but here's my take on the "Greenwoodesque FR essence":
For an authentic Ed Greenwood Realms vibe (the realms has since been redefined in flavour by many others, and unfortunately it seems that these days most realms fans are more interested in a sort of soap opera of the gods than anything else)...I'd suggest you try and incorporate some of the following:

Weird magic. Number one with a bullet...the Realms are hopping with weird magic...if not in quantity, then in quality. Don't be afraid to put in things like a grove where the trees float on little magical islands, or a cavern complex which has boulders continually rolling through it of their own accord. Likewise, nifty little semi-magical critters like flying daggers, along with crawling claws, lock lurkers and darkenbeasts are all very Realmsian in flavour. Likewise, spellbooks made out of customised materials and containing unique spells, with their own history, are just about as Forgotten Realmsy as you can get (the setting was first published in an article full of these called Pages From The Mages).

Nazi-like mages called Zhentarim. Authors and designers don't really use them as much as perhaps Greenwood intended. They should be up to no good somewhere nearby, at least, so let the PCs hear rumours of a Zhentarim skymage scouting the landscape on wyvernback, or Zhentarim mages hiring locals to clear out an old tomb, and then everyone involved except the Black Network members mysteriously die in an accident...that sort of thing. They're both secretive and active, and have resources to call upon, so PCs should be a bit paranoid about them ideally, and itching to confront them.

Spying bards and rangers called Harpers. At least one person that the PCs would never suspect of being a harper should be one, as well as perhaps some obvious candidates (such as the local bard or ranger). Like the Zhentarim, they're secretive (but with less resources) and will attempt to pull puppet strings on the PCs until they prove themselves trustworthy enough to know more, maybe even seeming to be the enemy. Make sure that most of the time they're continually absent, or have bigger fish to fry, or don't trust the PCs, if they're called on for aid. You can dangle membership with the Harpers as a bit of a carrot in front of players, as most good characters tend to like the idea of joining...then, for added entertainment, make circumstances force the players into conflict with them - even the Harpers get it wrong sometimes, or the PCs themselves might be tricked.

Uberpowerful, crazy, benign archmage denizens of forgotten dungeons. A senile archmage lich that think the PCs are students from the dungeon that was once his school of magic....the "back door" entry dungeon to the tower of a powerful archmage...an archlich who presides over an underground army of liches...a megadungeon with a crazy housekeeper archmage who might appear, cackle insanely and gate the PCs randomly. Ed Greenwood really likes the concept of the forgotten, crazy archmage, be he or she undead or alive, good or evil. If you make your own (they're very FR), it's good to make them mostly harmless, and probably bonkers, but obviously extremely powerful. Decorate their lairs with forgotten lore with the odd secret, arcane glowglobes, flying daggers, and other weird arcane paraphernalia that might date back to Netheril.

NPC adventurers in the Realms are romantic, and so are the sunsets. They tend towards jovialness and cameraderie in the face of danger, but many will quite happily face certain death three times before breakfast so long as they're with their friends. They're big on things like harping and storytelling around the campfire, which is a great way to introduce them, and seem to be very fond of Tymora as a patron deity, given their fatalism. Don't be afraid to cameo famous NPCs (Volo is a goodie; he turns up everywhere and doesn't have a stigma attached to him like certain others); that's what they're there for!

Don't forget the commoners. Greenwood's focus on sleepy little communities like Eveningstar and Shadowdale goes a long way to show that besides all the high magic and drama, the concerns of the local farmers, tradespeople and merchants aren't lost, and the PCs may find themselves searching for a missing pig for a local just as easy as trying to pry open a long forgotten dungeon. If you can keep mundane characters and their concerns in the game in at least a minor way, it provides contrast to the heroics and out-there stuff.

Anyway, that's the vibe that the Realms means to me from looking through Ed Greenwood's work in Dungeon and Dragon magazine, as well as the odd module. The classic places to set an Ed-style Realms campaign are Eveningstar, Waterdeep and Shadowdale....I'd suggest the former and the latter, simply because they're much easier to run.
To that, I'd add maybe doing something with a caravan train Red Wizard enclave. They're a useful way of injecting a strings-attached "magic shoppe" into the setting (which the PCs need some access to in 3E) and in general far too much fun to ignore, especially because they send the PCs into moral dilemmas about cooperating with the bad guys.

The Cult of the Dragon and the drow are also good choices. Maybe concentrate on just one or two villainous organisations at a time, though, and have an benchwarmer pop up when the schemes of another are foiled.
 

rounser, thank you for reposting that. I think that's great advice and will try to follow up on it in my Realms campaigns! And it's nice to see a succinct summary of FR flavor comparable to the Greyhawk ones that are floating around.
 

That's some great Forgotten Realms advice here.

A tour of the realms should certainly include zhentil keep, a wizard's tower in Thay, a game hunt through the woods in Cormyr, exploring the ancient ruins of Myth Drannor, crossing the invisible bridge into Silverymoon, attending a dinner at the Lord Piergeron's castle in Waterdeep, exploring the catacombs beneath Candlekeep for forgotten lore, dropping down the well beneath The Yawning Portal, visiting the Academe Sorcere in Menzoberranzan, discovering the lair of an ancient undead dragon, entreating upon mad wizards conspiring with beholders, etc.

Good gaming!
 

Thanks freyar, no worries. :)
A tour of the realms should certainly include zhentil keep, a wizard's tower in Thay, a game hunt through the woods in Cormyr, exploring the ancient ruins of Myth Drannor, crossing the invisible bridge into Silverymoon, attending a dinner at the Lord Piergeron's castle in Waterdeep, exploring the catacombs beneath Candlekeep for forgotten lore, dropping down the well beneath The Yawning Portal, visiting the Academe Sorcere in Menzoberranzan, discovering the lair of an ancient undead dragon, entreating upon mad wizards conspiring with beholders, etc.
Yup, good highlights...and maybe Kryptgarden for the honkmoss, and Durlag's Tower for the trapfest. Oh, and Skullport of course. Gates might help in getting all this stuff on the itinerary.
 
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Yeah I think I had planned on using gates all along (portals I suppose, in 3E parlance) and just hadn't expressley stated it. This is all so much better than anything I hoped to get in response (no offense, its my own pessimism...heh) but I think at this point I could use some suggestions as to ways in which to tie all of this together to create a somewhat more holistic feel... to some degree at least. I'm aware that things are likely to feel somewhat strung together, but I would like as seamless a whole as possible. Suggestions?

Oh, and any thoughts on a time period? Opinions on not using "present day" Realms in general?
 

Gargauth, you've already got some great advice. Let me add a few things.
Gargauth said:
What I really want is a storyline that encompasses the -essence- of a classic, back in the day FR experience. I want to set it in Shadowdale because I feel that is the most iconic setting for a new FR campaign . . .
Rather than Shadowdale, I'd start in another dale that would provide a comparable but different experience: Mistledale, Battledale or Deepingdale.

Adventuring in the Dales combines four cornerstones:

-- exploring ancient ruins
-- the goblinkin, brigands, beasts, and other monsters of the elvenwood (see Ruins of Myth Drannor)
-- the 'current clack' of the world around, including adventure hooks (as in the 1356 and 1357 rumours in the Old Grey Box)
-- complex interwoven intrigues of competing interests: the Dales, expansionist Archendale, Hillsfar, Sembia, Cormyr, Mulmaster, the Zhentarim, the Dragon Cult, Red Wizards, Harpers, priesthoods, trade costers and local merchant cabals, rival adventurers, and so on.

Go here and search for Ed's reply of "August 10, 2005", for an example of what this can look like. This density of goings-on is what "ties all this together", as you say, and makes the Realms feel a real place. At some point your group is likely to focus in on some theme -- such the rising merchant class, use and misuse of Art, the overhang of past empires in the modern Realms, or some set of personal and group objectives. Encourage your players to choose a good name for their adventuring band.

But I would include the possibility of visiting Shadowdale. There are many plot threads there you could use:
-- exploring Castle Grimstead, Castle Krag, or Alokkair's lair
-- forestalling a drow incursion from the Realms Below (Shadowdale: The Scouring of the Land will help with these two)
-- tracking down Lashan of Scardale and finding Aumry's staff
-- working with Storm and the Harpers of Shadowdale (see "Storm Silverhand's Quieter Days")
. . . and I want to set it at some point in the past, because I can't imagine how complicated it would be to explain to my players all that has happened since the game's release. I think I would even consider going back before the ToT
I would set campaigns in the 1340s and 1350s DR over the WotC 'present' every time: I think they're more plausible, atmospheric and adventure-pregnant in almost every way.
I think the enemies they face will be relegated to four groups: Zhents, Red Wizards, Cult of the Dragon, and Drow. I know it sounds like I have it all planned out, but I am still well within the brainstorming stage. I am new to the boards here and would LOVE some advice, as much as possible, about possible storylines, other places to visit (Cormyr, Waterdeep, etc.) that are essential to a Survey of the Realms type thing, NPCs, etc.
When the players have got a hang of it -- uncovered a local spying ring, braved monster-infested ruins, 'won their spurs' as adventurers -- let them go wherever personal interests and ongoing subplots take them. I would stress local concerns, maximize the pre-modern sense of distance, not at first show them a map of Faerûn, and avoid overusing gates -- make them special! Visit Cormyr and Waterdeep, but don't rush to show too much.

Ed's new novels of the Knights of Myth Drannor, starting with Swords of Eveningstar which recently came out in paperback, will give you first-rate inspiration.

rounser has posted what may be the best summary of the Realms ever written -- reminds me to get on with writing the one I've had in my head for years. I mean, it's not perfect or nearly complete, but the Realms would so benefit from a widely distributed outline of those sort of fundamental points (like the Eberron Campaign Setting has) -- which are obvious to us, but are sometimes obscured in the latest sourcebooks, though always there, underneath. There is so much more to say about Faerûn's adventuring culture, the way the Realms makes humble folk matter quite as much as mages of power, . . .

I'll check back later.
 
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