By Ed Greenwood
How do you tempt an archmage who has everything?
From a dismal and dusty tomb, Elminster emerges, looking the assistance of Mystra, and reveals simply silence. he's drawn into the clutches of the mysterious and sinister woman of Shadows. the trail he's taking will result in a Realms-shaking war of words the place Elminster has to take advantage of very important collection of his lengthy life.
Whatever he makes a decision, the geographical regions might be ceaselessly replaced . . .
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Additional resources for The Temptation of Elminster (Forgotten Realms: The Elminster Series, Book 3)
Is the game full of varied D&D elements, or does it center on a theme such as horror? • Is the game for all ages, or does it involve mature themes? Are you comfortable with moral ambiguity, such as allowing the characters to explore whether the end justifies the means? Or are you happier with straightforward heroic principles, such as justice, sacrifice, and helping the downtrodden? CHARACTER NAMES Part of your campaign style has to do with naming characters. It's a good idea to establish some ground rules with your players at the start of a new campaign.
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. A druid might become one with the land , transforming into a nature spirit of a particular place or an aspect of the wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold for thousands of years, or establish guilds or orders that keep the adventurers' principles and dreams alive.
Other portals are tions-ci rcles of standing stones, soari ng towers, ing ships, or even whole towns-that exist in tiple planes at once or flicker from one plane to - ther. Some are vortices, joining an Elemental Plane - a ve ry similar location on the Material Plane, such e heart of a volcano (leading to the· Plane of Fire) or depths of the ocean (to the Plane of Water). ing through a planar portal can be the simplest _-w travel from the Material Plane to a desired arion on another plane. Most of the time, though, a :tal presents an adventure in itself.