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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.

Average Rating 6 ratings. Dark perils and great deeds await. Forgotten Realms Wiki Navigation. On the Wiki. Wiki Activity; Random page; Videos;. For the 3. This collection of Fae. Dungeons And Dragons 5e Player's Handbook. I was wondering if there was a Forgotten Realms map with a decent resolution out there. The book our group uses is not mine, and would like one for my own reference, as I am DMing. Drow, also known as dark elves, were a dark-skinned sub-race forgotten realms player's handbook 3.

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Shadowdale: The Scouring of the Land—you don't need to play through those adventures before running this one. Anauroch: The. Empire of Shade works just fine as a stand-alone adventure. We recommend that you review the information presented on. 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.

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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. For with even the slightest hesi-. This was a fact not lost on Vorn.

He spent an entire. 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. 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.

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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.

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

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.

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.

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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. 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.

Cormyr: The Tearing of the Weave

A battered old ferryboat driven by skeletal oarsmen bears the dominated victims to a landing at the eastern edge of the swamp. The ruined Monastery of the Ebon Dome overlooks the landing and a short trail leading to the Black Rift -- the stronghold of Despayr.

In this chapter, the characters must choose whether to take the ferryboat directly to the rift, or first root out the last of the Shadowscales. Either way, they encounter the plane's deadly denizens as they make their way through the dark and sinister shadow-reflection of Cormyr's Vast Swamp. Where mountains exist in the "real" world, mountains exist on the Plane of Shadow.

Where towns and cities exist in the real world, settlements lie in the world of shadow. However, the shadow-analogues of Material Plane places and things are usually twisted and distorted.

Since this adventure takes place in the shadow-analogue of the Vast Swamp, most of the Plane of Shadow in this vicinity is a great black swamp.About the Creators. Customers Who Bought this Title also downloadd. Player's Handbook 2 4e - Heroes of Primal Might and.

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A good deal of bribe money also exchanged hands, but in the end, construction was sited and started. Handbook Pdf. These folk are dominated after a long ritual; those with no magical talent are tortured to death or fed to monsters. Page 4.