CORMYR THE TEARING OF THE WEAVE PDF

Cordell , James Wyatt , and Matthew Sernett , and designed for four 4th-level PCs who are expected to reach 7th or 8th level by the conclusion. Based in Wheloon in Cormyr , the Vast Swamp , and the Plane of Shadow in DR , it sees players investigate a false temple of Mystra , battle through lizardfolk , and uncover a plot by followers of Shar and Cyric to tear a hole in the Weave to create a vast dead-magic zone. Designed to take characters from 4th to 8th level, the adventure pits the heroes against the evil agents of Shar and Cyric as they plot to corrupt the worship of Mystra , goddess of magic. Profane acts within the temple hearken to a mounting threat in the Vast Swamp. Adventurers must cross into the Plane of Shadow to unlock the truth about this growing darkness in time to thwart an attack against Cormyr and the goddess of magic herself. It can be played as a stand-alone adventure or as the first adventure in a three-part series.

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All of the maps are full color. Paper quality and binding are quite good, especially compared to other recent WotC adventure releases. The adventure is set in the town of Wheloon in Cormyr in the Forgotten Realms, with continuing adventures to several sites in a swamp, and then to another plane.

The adventure could be adapted to another campaign setting with some work see Cons, below. The adventure is planned for use as a trilogy with three following adventures though it clearly stands alone on its own The basic plot outline has the party investigate strange events at a new temple in town, which then has them pursue cultists and intermediaries until they learn the real power behind a plot which threatens much of Cormyr.

Pros: - Good variation in adventure sites and encounter locales. There are a number of evocative and interesting locations. Frontal attacks, stealth, trickery, and diplomacy all work as means to attack different challenges in the adventure. There are a healthy number of encounters that are clearly not intended solely as combat encounters, which allow the party to gain information and allies along the way.

If WOTC retains the encounter format -- and despite my personal misgivings they should, as it is quite usable -- this is the way to organize it. Note: I did not check stat blocks for mechanical consistency or proofreading errors. It even contains some novel options - -for example, the players can be captured for a significant part of the adventure, but the adventure plans for and even makes that a way for the players to get even more out of their time.

What book are shadar-kai from, for example? I want to see a picture without having to cross-reference online. The bad guys are the One fewer front organization would have been OK. If you hand-wave away the magic mechanic -- easy to do -- you still have to have an organization with the right motivation to pull off the link to the planar adventure. No problem for an experienced DM, but perhaps a bit of a challenge for a newer DM to pull off with consistency.

The city setting detailed in the appendix provides lots of fodder for plot hooks. About all that separates this from an A grade in my opinion is making the adventure slightly more portable with just a tad less hackneyed plot. After the last couple of WotC adventures which were mediocre at best, its good to see them return to form.

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Tearing of the Weave + Scouring of Shadowdale

Anauroch or Pathfinder. Having written some or all of the conclusion to each, I too am torn. My best suggestion would be to go with both. That having been said, I really liked Cormyr, but like many FR fans was wanting a little more not sure of what to expect. However, I really liked Shadowdale even more though it calls Lashan Aumersair the former lord of Shadowdale rather than Scardale..

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Cormyr: The Tearing of the Weave

All of the maps are full color. Paper quality and binding are quite good, especially compared to other recent WotC adventure releases. The adventure is set in the town of Wheloon in Cormyr in the Forgotten Realms, with continuing adventures to several sites in a swamp, and then to another plane. The adventure could be adapted to another campaign setting with some work see Cons, below. The adventure is planned for use as a trilogy with three following adventures though it clearly stands alone on its own The basic plot outline has the party investigate strange events at a new temple in town, which then has them pursue cultists and intermediaries until they learn the real power behind a plot which threatens much of Cormyr. Pros: - Good variation in adventure sites and encounter locales.

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