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Tag Archive: Forgotten Realms


Review by C.J. Bunce

Steeped in the Dungeons & Dragons foundations of R.A. Salvatore′s new novel, the adventure becomes so much a journey of a thousand skirmishes inside the stories of Waterdeep and the Forgotten Realms that the biggest surprise is no D&D branding graces the cover.  Although it’s accessible for anyone without reference to Timeless (last year’s first book in the series), Boundless is the next chapter in Salvatore’s trilogy of novels following his well-known hero of the genre Drizzt Do’Urden.  Boundless has everything you’d expect from the character and his world, from demogorgons to psionics, armored dwarves to unicorns–and humans.  It’s now available for pre-order here at Amazon and arriving in bookstores September 10.

Boundless′s breakneck pace is why fans of Salvatore will find themselves jumping in and holding on tight for the entire novel.  The only time it comes up for air is in a series of diary-like entries by Drizzt that begin the novel’s four sections.  As it turns out, the leads of the story aren’t really Drizzt himself but his father, the resurrected weapon master Zaknafein, and the wise mercenary Jarlaxle, both swashbuckling schemers with skills and political connections–characters that make you want to skip over the subplots to see what they do next.  Despite a few subordinate heroes, like Arathis Hune, the giant Wulfgar, the psionist Kimmuriel, and the dwarf Thibbledorf Pwent, shifting the stakes from the shadows are the story’s female characters, with the priestess Dab-nay and the elf Dahlia as key players.

All the good fantasy tropes are here, a very Tolkien journey that may have readers plugging actors from Peter Jackson’s The Lord of the Rings movies into key roles, with the kind of twisty but grounded machinations you’d find in The Godfather, Part II and Amadeus, and dramatic evil queen-types as in The Huntsman.  Readers will find as much of the more comical-aside conversations of The Princess Bride school here as dead-serious high fantasy despite plenty of darkness.  The novel provides a favorable dice role for its heroes more often than not, but despite seemingly endless triumphs and last-second getaways by a half a dozen heroes, Salvatore leaves room for some real jeopardy for its characters, including serious carnage before book’s end.

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Review by Art Schmidt

Premiering today, the next adventure sourcebook for Dungeons & Dragons is entitled Ghosts of Saltmarsh, a title that evokes both the haunted nature of many of the adventures contained within it, including the titular Saltmarsh trilogy from D&D’s 1st Edition.  Saltmarsh is the first D&D adventure book to be officially set in the world of Greyhawk, the original D&D Fantasy world setting used in 1st and 2nd Edition Dungeons & Dragons before Ed Greenwood’s Forgotten Realms captured the roleplaying community’s imagination, a fact sure to delight many long-time fans of the setting.  It includes a brief introduction of Greyhawk and provides some background information about the Kingdom of Keoland, where the coastal town of Saltmarsh is set.

The book also provides three alternate “factions”, in place of the standard five factions of the Forgotten Realms: The Traditionalists, the Loyalists, and the Scarlet Brotherhood.  Included are NPCs, motivations, and background information enough to provide players with the ability to use them in place of the standard factions.  Of course, the Realms factions can easily still be used with a little work on the DM’s part.

Similar to Tales from the Yawning Portal, Ghosts of Saltmarsh is primarily a collection of seven adventures set in a maritime area, rather than a full campaign in and of itself as with other hardcover books (such as Tomb of Annihilation and Dungeon of the Mad Mage).  The Saltmarsh adventures are designed to be inserted into an ongoing campaign and ran as independent adventures.  However, unlike with Yawning Portal, there is an outline provided in Saltmarsh which allows them to be stitched together into a campaign, with room for other published adventures or excursions of the DM’s design to be inserted in between.

Three of the adventures are based on the Saltmarsh Trilogy of D&D modules, first published in the early 1980s by TSR’s United Kingdom office (hence “U” in the original module designations “U1” through “U3”).  The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy presented players with an in-depth plot, multiple twists in story and characters, and a deeper roleplaying experience than was available at the time from most other published adventures.  In fact, one entire adventure is designed to be roleplayed almost entriely through, with very few combat opportunities (unless the party started fighting with their potential allies), something rarely seen at the time.

Today the roleplaying populace at large demands a heavy, story-driven narrative for their gaming dollars, and the popularity of Twitch, YouTube and other streaming platforms have brought awareness to how enjoyable and accessible the roleplaying experience can be.  But 1st Edition Dungeons & Dragons was dominated by the likes of The Keep on the Borderlands, the Slavers and Giants series, and the penultimate Tomb of Horrors, most of which were based around the same general idea: “Hey, there’s a hole in the ground and it’s full of monsters and treasure; see how far you can get without dying.”

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