Biography Cormyr The Tearing Of The Weave Pdf


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Cormyr: The Tearing of the Weave is an adventure designed for four 4th-level DUNGEONS & DRAGONS® characters. Player characters will advance through. Cormyr. the Tearing of the Weave - Free ebook download as PDF File .pdf) or read book online for free. adventure - forgotten realms - cormyr - the tearing of the weave (lvl ).pdf - Ebook download as PDF File .pdf) or read book online.

Cormyr The Tearing Of The Weave Pdf

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Cormyr: The Tearing of the Weave is the first-ever Forgotten Realms to run an encounter, I definitely prefer it when the adventure is in PDF. adventure - forgotten realms - cormyr - the tearing of the weave (lvl ).pdf. DownloadReport. Published on Aug View Download From publisher blurb: Cormyr: The Tearing of the Weave is the first-ever Forgotten Realms hardcover super-adventure! Designed to take characters from 4th to.

Encounters are streamlined and placed on a single page or two at the back of the book. While in hard cover this necessitates some page flipping to run an encounter, I definitely prefer it when the adventure is in PDF.

I scribble on the page when I run monsters and track damage, so just printing out the relevant encounter page and then running the rest of the adventure from my tablet works superbly. Overall, this is a long, splendid FR adventure that pays off. If you're playing in the Realms or want an example of varied and creative adventuring locales, this is a great adventure to pick up.

About the Creators. In those two decades he worked on material for lines such as Spelljammer, Forgotten Realms, Ravenloft, and Planescape. ENnie Award-winning designer Bruce R. Cordell's most recent novel in the Spinner of Lies series is Sword of the Gods.

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David Noonan is now writing team manager for Enmasse Entertainment. Tunaster entered the temple, jubilant and eager to see his fellow clergy in their new chapel. The characters who undertake this adventure discover all is not what it seems in the new temple to Mystra in Wheloon. To get to the bottom of the mystery, the PCs must travel to an abandoned keep in the Vast Swamp, journey from there to the Plane of Shadow, and fight their way through swamps, towers, and canyons to battle a black dragon devoted to Shar.

Chapter 1: Temple of Mystra: The PCs must force or trick their way into the well-guarded temple to discover what is amiss. They find out that the clerics offer "Mystra's Sacred Trust" to travelers through town and other folk who aren't likely to be missed.

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These folk are dominated after a long ritual; those with no magical talent are tortured to death or fed to monsters. The others are taken from the city to a location in the Vast Swamp for an unknown purpose -- one the PCs will have to discover for themselves.

The temple's "clerics of Mystra" are indeed clerics -- but they worship a far more malevolent goddess. Chapter 2: Into the Vast Swamp: The PCs follow the trail of the dominated victims to the Vast Swamp, encountering both friends and foes on the way. At the edge of the swamp, an encounter with some local lizardfolk reveals the existence of hordes of undead -- once the brethren of these same lizardfolk -- and a castle in the swamp where the dominated victims enter, but never leave.

Chapter 3: Cormyr's Lost Refuge: The PCs must fight their way inside the castle to reveal the fate of the dominated residents of Wheloon.

Once inside the keep they battle various foes, including the chieftain of the undead lizardfolk. Further investigation leads the PCs to a few of the dispossessed Wheloonians -- and a strange-looking portal to the Plane of Shadow where the others must have gone. Chapter 4: The Path of Shadows: Emerging from the portal into a dark mirror of the Material Plane, the PCs have a choice: A water journey is unnerving but ultimately uneventful, while choosing to walk across the swamp brings the PCs to the lair of the undead lizardfolk.

Eventually the PCs arrive at an ancient monastery where they meet agents of Cyric and learn that the combined clergies of Shar and Cyric are attempting to tear a hole in the Weave, creating a vast area of dead magic.

Chapter 5: The Black Rift: From the monastery, the PCs must journey to the Black Rift, a huge canyon inexplicably set in the middle of the swamp. Here the strange, warped nature of the Plane of Shadow becomes very apparent as the PCs fight their way through strange locations linked by long bridges across the rift.

At the end of the chain of fortifications, the PCs meet Despayr, the dragon behind it all. If they succeed in defeating him, the rip in the Weave that Despayr has started will heal itself.

If the PCs fail, great woe will befall Cormyr. Beyond the Dusk Lord's Passage a dark and perilous journey awaits the characters. The true lair of Shar's servants lies deep in the Plane of Shadow, and it is here that Despayr intends to consummate the ritual that will rip a hole in Mystra's Weave.

Characters following the trail of those dominated by the Starry Gnosis find that it leads into the Vast Swamp's counterpart on the Plane of Shadow. Many locales and structures from the Material Plane are echoed in the Plane of Shadow. When the characters pass through the Dusk Lord's Passage in the Great Hall of the Lost Refuge, they emerge in a strange, twisted duplicate of the fortress they just left.

Like the Lost Refuge itself, this "shadow citadel" is garrisoned by Shar's servants. Not far from the Shadow Citadel lies the Shadowscale Warren, where most of the remaining Shadowscale lizardfolk dwell. The next step in the journey is the Whispermere -- a sluggish watercourse winding through the swamps beyond the shadow tower's islet.

A battered old ferryboat driven by skeletal oarsmen bears the dominated victims to a landing at the eastern edge of the swamp. Posted By: admin. By Jeff Crook.

Everything a participant must understand to play evil or morally ambiguous characters within the Forgotten geographical regions setting. James Wyatt and Rob Heinsoo Y. Page 2. Page 3. Page 4. Page 5. Page 6.

Page 7. Page 8. Page 9. Page Reid, 3. Neste livro. You see, Chris likes the coup de grace. Decipher Script. Disable Device. Handle Animal. A sequel using version 3.

Player's Handbook 2 4e - Heroes of Primal Might and. Long ago, dragons ruled the world, and although their power has dragons of faerun,dragons of faerun 3. Collected by Chet Erez cerez crystalkeep. October 1, Table of Contents. This page contains Forgotten Realms resources such as netbooks and adventure.

Dungeon magazine Retrieved on Keep on the Shadowfell Forgotten Realms. Cienie Podmroku to oparta o zasady edycji 3.

February 28, Una serie di link per leggere o scaricare i manuali delle edizioni 3. Se riscontrate problemi. I couldn't resist a few suggestions of my own on how to integrate the Adventure Path into the Greyhawk campaign setting. But enough preamble. The Age of Worms awaits!

And so do. Seller d20 3. I am currently adding maps, area info, etc Using a good PDF reader that can export images you can use this to build your own database of maps and lore. This product uses updated material from the v.

No portion of this work The Heroes' Stone — Adventures in the Forgotten. A Persistent World Module. You're welcome to use Long Jump 3. This version covers the The book also. The following table provides complete details of Water-. Each ent ry gives the house's cur- re nt leadership, pre. To survive in the wilds of the Underdark, one must not delay when.Even so, new temples are sometimes commissioned.

adventure - forgotten realms - cormyr - the tearing of the weave (lvl 4-7).pdf

At the end of the chain of fortifications, the PCs meet Despayr, the dragon behind it all. Along with the good design, the production values are superb.

Review the information presented on pages of the Forgotten Realms Campaign Setting and the information about southeastern Cormyr in the appendix of this product. The undead guard the castle and the party has to fight their way through them to reach a portal to the Plane of Shadow.

One of the last books to be published with the 3. A good deal of bribe money also exchanged hands, but in the end, construction was sited and started. But something rings false among the heavenly spheres -- or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors. 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.