Tuesday, February 3, 2026

The Articles of Dragon: "Into the Forgotten Realms"

I may be mistaken in this, but I don't believe I've ever featured an adventure in any of my previous entries in The Articles of Dragon series. If I am correct, then that's unfortunate in a certain respect, as Ed Greenwood's "Into the Forgotten Realms," which first appeared in issue #95 of Dragon (March 1985), isn't a very good adventure – or, more charitably, it isn't a particularly notable adventure, except in one way: it's the very first published scenario set in the Realms. That alone is why I’ve chosen to write about it today and why I still remember it more than forty years later.

Now, I know that for many fans of old school Dungeons & Dragons, the Realms are every bit as anathema as Krynn and I can't completely fault them for that opinion, though I don't share it. I'm an unrepentant booster of the Realms or at least the Realms as they were in the pages of Dragon and in the days before the Time of Troubles did irreparable damage to Greenwood's original vision. (Yes, yes, I know TSR made lots of changes to the setting from the very beginning, but there's still a clear dividing line between the Realms before 1989 and after.)

I'd been reading about the Forgotten Realms through Greenwood's many articles since "Pages from the Mages" appeared in the very first issue of Dragon I ever owned. I enjoyed them for a number of reasons, but one of the biggest was their feigned depth. Greenwood sprinkled all his articles with the names of rulers and battles, references to gods and monsters, and allusions to historical events without ever explaining them in depth. He gave the impression that his setting was both broad and deep, filled with detail on which he could draw for his engaging articles. Greenwood's occasional references to his home campaign were similarly intriguing and I often found myself wanting to know more about it.

This is why "Into the Forgotten Realms," for all its flaws as an adventure, was so compelling to me. Here, at last. Greenwood was showing us something a bit more practical, if that's the word, something that showed off how he used all this lore he'd accumulated over the years. We got to see a little bit of the ruined School of Wizardry within haunted Myth Drannor, not to mention a glimpse of the politics of the Dalelands. It wasn't a lot, to be sure, but it was enough of a taste that I felt like I'd been given some additional insight into the Realms as an AD&D setting rather than as fodder for magazine articles. This was the Forgotten Realms as she was played, so to speak, and that was no small thing to my fifteen year-old self.

As I said, the adventure itself is nothing amazing. It's basically just a dungeon crawl through a magical ruin filled with monsters and traps – pretty basic stuff, all things considered. Furthermore, the adventure was originally written for an AD&D tournament held at GenCon XVII (August 1984) and so suffers from some of the same sins as many tournament modules, such as limited scope and a contrived starting situation. None of these bothered me at the time, since a great many of TSR's official modules had the same problems and I'd learned how to adapt them easily enough. 

In truth, the appeal of "Into the Forgotten Realms" wasn't its potential use as a scenario anyway; it was what more it told me about Ed Greenwood's setting. In that, it did not disappoint. Though the focus was on room descriptions, there were enough tidbits scattered throughout that I was satisfied. In addition to historical information about Myth Drannor, there are other fascinating details, such as the suggestion, for example, that spells named for characters associated with the Greyhawk setting (e.g. Bigby, Tenser, etc.) don't exist in the Realms. In the grand scheme of things, that's not a huge difference, to be sure, but it's enough of one that I took note of it.

That's why "Into the Forgotten Realms" made an impression on me: it gave some concrete examples of how Ed Greenwood used the setting he created and how he tried to make it feel just a little bit unique. Whether anyone else enjoyed it as much as I did, I can't say for certain. However, TSR did reprint it in the 1987 boxed set under the title "Lashan's Fall," so I can only assume I'm not alone in liking it. Regardless, by the criteria established when I relaunched this series a year and a half ago, it definitely qualifies as worthy of discussion.

5 comments:

  1. Coincidentally, a copy of the tournament surfaced recently: see https://www.acaeum.com/forum/viewtopic.php?p=390994#p390994 and following for some additional details.

    Allan.

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  2. Did anyone ever do tournament scoring? We did it twice, and I remember having a lot of fun, but it wasn't until much later that I realized the difference between playing an adventure "tournament-style" and playing in an actual tournament. Both times we scored a tournament module, the "winner" was not the "best" player, even by the winner's standards.

    In a "real" tournament, the field was winnowed to the point that the only time the points really reflected competitive play was in the semi-finals and finals. I mean, you had to be a good player to make it that far, but that doesn't mean if you got knocked out in the early rounds that you were necessarily not a strong player.

    So while I'd say playing tournament modules at home with scoring was fun (and memorable), it was completely different than actually playing in a tournament. The first one we did was Tomb of Horrors, and that basically played better in my opinion: we were glad to use the generic pre-gens to spare our "real" PCs. But the 2nd one was Assault on the Aerie, and we didn't even play that one's tournament-style as designed: we just kept racking up points across all the modules and eventually the scoring became an annoying distraction, because by the time we were halfway through A1, we all were playing the pre-gens like they were our own. Kyraway and Blodgett in fact, ended up having a long run with their respective players.

    The other thing that showed up in Aerie was some weird tourney conventions that didn't suit our general approach to things: we liked to reason/negotiate first, run away second, fight last - or at least pick when to fight. But everything in Aerie was fight first, middle and last. Also there was some unusual level advancement stuff that made sense for a weekend tournament, but not a month's long home tournament/campaign.

    I vaguely recall attempting tournament play for something else, too, but after A1-4 it felt like we'd tried it enough.

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  3. Ed's Pages from the Mages missives were some of the coolest things I ever saw in Dragon; it was as if they emerged from a deep pool, showing only the surface elements of what was exposed, but hinting at who-knows-what below. I'm only a few years younger than you, James, still too old for the commercial Realms to have throttled the wonder of Ed's creation from perspective (I barely even noticed when TSR made the Realms the house setting, so long had I been gone from the precincts of my first love - the second half of the 80s was a tough time, if you lived in the hinterlands and had no inkling of what, or why, TSR was doing. Meanwhile, this card game looks pretty cool.)

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  4. I think a new book that resets the Realms back to its 1e timeline would be wonderful. It had that same Greyhawk asthetic of being light on the details plus a load of interesting people, places, and things that set it apart from Gary's world
    I asked Mr Greenwood at Origins a couple years ago if we'd ever get to see his version of the Realms and his answer was no, that with NDAs and such, WotC wouldn't allow such a book even if published thru the DMs Guild.

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  5. I’ve always wanted to run this adventure as a single session quest for a high level mage or thief with some Knock scrolls. The map is simple but evocative with a vast chasm splitting the subterranean ruins. The Lich reminds me of CAS’s Malygris. Add a viper and the ghost of Nylissa and this adventure could feel a bit like Poseidonis.

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