Book:Forgotten Realms Campaign Guide

The Dungeons & Dragons Forgotten Realms Campaign Guide: Roleplaying Game Supplement, 4th Edition, commonly known as the 4E Forgotten Realms Campaign Guide (often abbreviated as "FRCG"), is a dungeon master-oriented book which introduces the Forgotten Realms campaign setting for 4th Edition D&D. Although it provides important information and advice for running games set in the Forgotten Realms, the Forgotten Realms Campaign Guide is not generally considered to be an essential rulebook.

The Forgotten Realms Campaign Guide expands upon information presented in the Player's Handbook, and especially the Dungeon Master's Guide, by detailing the specifics of life and adventuring in the Forgotten Realms, especially in the in-world year 1479 DR. Among other things, the FRCS details the town of Loudwater, describes the cosmology and pantheon of the Forgotten Realms, and presents new monsters, villains, and antagonistic organizations to face player characters.

The Forgotten Realms Campaign Guide was released in North America on 19 August 2008. It was the first of three scheduled official game products for the 4th Edition Forgotten Realms setting, followed in September 2008 by a player-oriented companion rulebook called the Forgotten Realms Player's Guide and an adventure set in the Forgotten Realms called The Scepter Tower of Spellguard.

Optimization-Relevant Material Presented in the Forgotten Realms Campaign Guide
Because it is primarily a dungeon master-oriented product, the Forgotten Realms Campaign Guide contains only a smattering of various rules elements potentially useful or interesting to players and optimizers.

Storied Magic Items and Minor Artifacts
The Forgotten Realms Campaign Guide introduces three new magic items, as well as five "minor artifacts", each with a unique history. Minor artifacts differ from the artifacts presented in the Dungeon Master's Guide in that despite their power and unique abilities, they are not sentient and therefore do not have goals or agendas of their own, although each has a "quirk" or potential drawback to its use.

Magic Items

 * Crown of Whispers -- Level 10; head-slot item. Property boosts Diplomacy and Insight, daily power boosts a Charisma attack.
 * Greatsword of Impiltur -- Level 15; +3 greatsword of impiltur. Daily power dazes enemy.
 * Goblin Totem -- Level 2+; any weapon. Property deals extra damage against larger foes.

Minor Artifacts

 * Crown Jewel of Chessenta -- Level 15; wonderous item. Provides defensive abilities, but must be controlled as a minor action.
 * Manshoon's Bloodmask -- Level 30; head- and neck-slot (+6) item. Defensive and perceptual properties, but you take penalties if you are not undead.
 * Marlspire of Najara -- Level 28; head-slot item. Bonuses from properties, daily domination power, but you take penalties if you are not a reptile.
 * Scepter of the Chosen Tyrant -- Level 28; +6 morningstar. Can make ranged basic attacks, but you take penalties if you do not worship Bane.
 * Thakorsil's Seat -- Level 30; wonderous item. Creature seated in the chair is trapped and becomes very difficult to locate.