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.

That changed six months ago when a Mystran priestess named Lady of Mystery Naedaenya Arthas convinced Lord Sarp Redbeard, leader of Wheloon and lord of much of the surrounding lands, that hosting a temple of Mystra was exactly the thing to bolster the city's economy and create a trade destination for magical items, components, and lore.

A good deal of bribe money also exchanged hands, but in the end, construction was sited and started. The temple was located on the site of a ruined citadel at the edge of Wheloon. With a foundation -- albeit crumbling -- already in place, along with the magic-aided construction techniques available to those pledged to Mystra, the temple was finished in mere months.

Documents Similar To Cormyr. the Tearing of the Weave

The open central courtyard hosted nightly services to the Lady of Mysteries beneath her symbol of the seven stars. When Tunaster Dranik, an itinerant cleric of Mystra, happened through Wheloon, he was astonished to discover a full-sized temple where for years had been a ruined citadel. But it was glorious news nonetheless that Cormyr finally hosted a temple to Mystra. Tunaster entered the temple, jubilant and eager to see his fellow clergy in their new chapel.

He barely escaped with his life -- and his sanity.

Adventure Synopsis 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. 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. 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.

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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: set off in a magic boat across the dark waterway, or trek overland across the wide shadow swamp. 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.

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. With a foundation -- albeit crumbling -- already in place, along with the magic-aided construction techniques available to those pledged to Mystra, the temple was finished in mere months.

The open central courtyard hosted nightly services to the Lady of Mysteries beneath her symbol of the seven stars.

When Tunaster Dranik, an itinerant cleric of Mystra, happened through Wheloon, he was astonished to discover a full-sized temple where for years had been a ruined citadel.

But it was glorious news nonetheless that Cormyr finally hosted a temple to Mystra. 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. 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.

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Cormyr: The Tearing of the Weave

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Cormyr. the Tearing of the Weave

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