cormyr: the tearing of the weave pdf


Overview of the Adventure

Cormyr: The Tearing of the Weave is the first-ever Forgotten Realms hardcover super-adventure‚ designed for characters from 4th to 8th level. It pits heroes against Shar and Cyric’s agents‚ who seek to corrupt Mystra’s worship‚ with the adventure spanning Cormyr and the Plane of Shadow.

1.1 The First Forgotten Realms Hardcover Super-Adventure

Cormyr: The Tearing of the Weave is the inaugural Forgotten Realms hardcover super-adventure‚ marking a milestone in the series. Designed for characters from 4th to 7th level‚ it introduces a sprawling narrative that combines investigation and combat. As the first in a three-part series‚ it sets the stage for an epic journey‚ blending the intrigue of Cormyr with the mysterious Plane of Shadow.

1.2 Designed for Characters from 4th to 8th Level

Cormyr: The Tearing of the Weave is tailored for characters ranging from 4th to 7th level‚ though it can extend to 8th level. This range ensures a balanced progression‚ allowing players to grow their characters while facing escalating threats. The adventure is structured to accommodate varying party strengths‚ blending exploration‚ investigation‚ and combat to create a dynamic experience suitable for both new and experienced players.

Setting and Plot

The adventure unfolds in Cormyr‚ where a sinister conspiracy threatens the Temple of Mystra‚ involving dark forces in the Vast Swamp and the Plane of Shadow.

2.1 The Forgotten Realms and Cormyr

Cormyr: The Tearing of the Weave is set in the Forgotten Realms‚ specifically in Cormyr‚ a land known for its rich history and political intrigue. The adventure begins in the town of Wheloon‚ where a newly constructed Temple of Mystra hides a dark conspiracy. Cormyr’s significance lies in its role as a central hub of political and magical power‚ making it a prime target for the forces of darkness. Players must navigate the intricate web of Cormyr’s society while unraveling the mystery threatening the region.

2.2 The Sinister Conspiracy in the Temple of Mystra

The adventure centers around a newly built Temple of Mystra in Wheloon‚ Cormyr‚ where a sinister plot unfolds. Behind its pristine facade‚ corrupt priests and dark forces manipulate the temple’s influence to undermine Mystra’s worship. This conspiracy ties into a larger threat emerging from the Vast Swamp‚ where evil forces seek to disrupt the balance of magic. The heroes must uncover the truth and prevent the desecration of Mystra’s sacred site‚ preserving the integrity of magic in the Realms.

2.3 The Role of Shar and Cyric in the Adventure

Shar and Cyric form a powerful alliance‚ seeking to corrupt Mystra’s worship and plunge the Realms into chaos. Their agents infiltrate the Temple of Mystra‚ sowing discord and darkness. The heroes must unravel this sinister plot‚ facing twisted creatures and cunning foes. The adventure’s climax reveals the true extent of Shar and Cyric’s plan‚ threatening the fabric of magic itself.

Key Locations

Cormyr serves as the adventure’s primary setting‚ featuring key locations like Wheloon and the Vast Swamp. The Plane of Shadow introduces mysterious realms and dark encounters.

3.1 Cormyr and Its Significance

Cormyr is the primary setting for the adventure‚ offering a rich backdrop of political intrigue and magical tensions. The kingdom’s capital‚ with its vibrant culture and bustling cities like Wheloon‚ plays a central role. The adventure begins in Cormyr‚ highlighting its significance as a hub of Mystra’s influence and a focal point for the growing darkness threatening the realm. The kingdom’s internal conflicts and external threats set the stage for the heroes’ quest.

3.2 The Plane of Shadow and Its Role in the Adventure

The Plane of Shadow serves as a crucial location‚ intertwining darkness and illusion. Heroes must traverse this eerie realm to uncover the conspiracy’s roots. The plane’s unique environment challenges players with shadowy creatures and treacherous landscapes‚ adding layers of complexity to the adventure. Its role is pivotal in revealing the villains’ plans‚ making it an essential destination in the quest to save Cormyr and Mystra’s worship from corruption.

Authors and Publication

Written by Richard Baker‚ Bruce R. Cordell‚ David Noonan‚ Matthew Sernett‚ and James Wyatt‚ Cormyr: The Tearing of the Weave was published by Wizards of the Coast in March 2007 as a 160-page hardcover.

4.1 The Team of Writers Behind the Adventure

Cormyr: The Tearing of the Weave was crafted by a team of renowned writers: Richard Baker‚ Bruce R. Cordell‚ David Noonan‚ Matthew Sernett‚ and James Wyatt. Each brought their expertise to create a compelling narrative and intricate gameplay. Their collaboration ensured a balanced mix of investigation and combat‚ making the adventure engaging for both players and DMs. Their work set a high standard for Forgotten Realms campaigns.

4.2 Publication Details and Edition

Cormyr: The Tearing of the Weave was published in March 2007 by Wizards of the Coast as a 160-page hardcover. It is part of the 3.5 edition of Dungeons & Dragons and originally retailed for $29.95. This book marked the first-ever Forgotten Realms hardcover super-adventure‚ setting a new standard for epic campaigns. Its full-color design and detailed narrative made it a standout release in the Forgotten Realms series.

Adventure Structure

Cormyr: The Tearing of the Weave is a 160-page mega-adventure designed for characters from 4th to 7th level. It combines investigation and combat‚ offering a dynamic gameplay experience.

5;1 A 160-Page Mega-Adventure

Cormyr: The Tearing of the Weave is a comprehensive 160-page hardcover adventure‚ offering a rich narrative and detailed gameplay. Designed for characters from 4th to 7th level‚ it provides a balanced mix of investigation‚ exploration‚ and combat. The adventure is structured to guide players through a compelling story‚ with diverse challenges and immersive settings‚ making it a standout addition to any Forgotten Realms campaign;

5.2 Investigation and Combat-Driven Gameplay

Cormyr: The Tearing of the Weave blends investigative gameplay with intense combat‚ challenging players to uncover a sinister conspiracy. The adventure emphasizes exploration and interaction‚ as heroes must gather clues and interview NPCs to progress. Combat encounters are frequent and varied‚ from skirmishes with lizardfolk in the Vast Swamp to battles against powerful agents of Shar and Cyric. This mix ensures dynamic and engaging gameplay‚ catering to both strategic thinkers and battle enthusiasts.

The Role of Mystra

Mystra‚ the goddess of magic‚ plays a central role as her worship is corrupted by Shar and Cyric’s agents‚ threatening the balance of magic in Cormyr.

6.1 Mystra as the Goddess of Magic

Mystra‚ the goddess of magic‚ embodies the power and mystery of the arcane arts. She is revered as the protector of magic‚ ensuring its balance and flow across the Realms. Her influence is vital‚ maintaining the integrity of spells and magical forces. In Cormyr: The Tearing of the Weave‚ Mystra’s role is central‚ as her worship is threatened by dark forces seeking to corrupt her divine essence and destabilize magic itself. Her power is both revered and feared‚ making her a pivotal figure in the adventure’s unfolding events.

6.2 The Corruption of Her Worship

The corruption of Mystra’s worship forms the core conflict in Cormyr: The Tearing of the Weave. Sinister forces‚ led by Shar and Cyric‚ infiltrate her temples‚ spreading darkness and deceit. This corruption threatens to unravel the fabric of magic‚ plunging the Realms into chaos. The heroes must decipher the conspiracy and purge the corruption to restore Mystra’s divine influence‚ ensuring the balance of magic and the survival of Cormyr and its people.

The Vast Swamp and Its Threat

The Vast Swamp harbors a growing darkness‚ its sinister forces threatening Cormyr and the balance of magic‚ drawing heroes into a perilous quest to uncover and defeat the evil lurking within.

7.1 The Growing Darkness in the Vast Swamp

The Vast Swamp’s encroaching darkness is a ominous sign of corruption spreading rapidly‚ threatening to engulf Cormyr. This malevolent force disrupts the natural balance‚ causing the environment to decay and fostering dangerous creatures. The heroes must navigate this treacherous terrain‚ uncovering the source of the corruption and stopping it before it escalates into a catastrophe that endangers the entire realm.

7.2 The Heroes’ Quest to Thwart the Attack

The heroes must embark on a perilous journey to halt the impending assault on Cormyr and the goddess of magic. Their quest begins with investigating strange occurrences in the Temple of Mystra‚ unraveling a sinister plot by Shar and Cyric. As they delve deeper‚ they must navigate the treacherous Plane of Shadow‚ confronting formidable enemies and overcoming challenges. Success hinges on their ability to balance investigation and combat‚ ensuring the darkness is vanquished before it consumes the realm.

Connections to Other Modules

Cormyr: The Tearing of the Weave is the first part of a three-part series‚ setting the stage for Shadowdale: The Scouring of the Land.

8.1 The First Part of a Three-Part Series

Cormyr: The Tearing of the Weave is the inaugural adventure in a three-part series‚ introducing a compelling narrative arc. It sets the stage for subsequent modules‚ with each installment building on the previous‚ creating a cohesive and epic story. This structure allows players to experience a continuous journey‚ evolving their characters and unraveling the overarching plot.

8.2 Shadowdale: The Scouring of the Land

Shadowdale: The Scouring of the Land follows Cormyr: The Tearing of the Weave as the second installment in the trilogy. It continues the epic narrative‚ focusing on the escalating threats in the Dalelands. Players delve into the heart of Shadowdale‚ confronting dark forces and unraveling the mysteries tied to the Plane of Shadow. This module intensifies the conflict‚ preparing adventurers for the climactic final chapter in the series.

Reception and Reviews

Players praised the engaging narrative and balanced gameplay‚ while some critics noted the lack of deep setting details for Cormyr enthusiasts seeking extensive lore.

9.1 Player and DM Feedback

Players and DMs praised the adventure’s engaging narrative and balanced mix of investigation and combat. The Plane of Shadow added a unique dimension‚ enhancing the story’s depth. Many appreciated the mega-adventure’s structure‚ allowing characters to grow from 4th to 8th level. However‚ some fans expressed disappointment over the lack of detailed setting information about Cormyr‚ desiring more lore to immerse themselves in the realm.

9.2 The Adventure’s Impact on the Forgotten Realms

Cormyr: The Tearing of the Weave left a lasting mark on the Forgotten Realms‚ introducing the Plane of Shadow as a key setting element and deepening Mystra’s role in the lore. Its intricate plot and high-stakes narrative influenced later adventures‚ shaping the tone of the Realms’ dark conspiracies. The adventure’s success solidified the Forgotten Realms’ legacy as a rich‚ dynamic setting for epic storytelling and immersive gameplay.

Tips for Running the Adventure

When running Cormyr: The Tearing of the Weave‚ balance investigation and combat to maintain player engagement. Use the Plane of Shadow to create eerie atmospheres and enhance storytelling‚ ensuring players feel the weight of the conspiracy unfolding around them.

10.1 Balancing Investigation and Combat

Strike a balance between investigation and combat to keep players engaged. Allow time for mystery-solving and role-playing‚ while interspersing combat encounters to maintain pacing. Ensure clues are clear but not overwhelming‚ guiding the party through the conspiracy without spoon-feeding. This blend keeps the adventure dynamic and immerses players in both the story and action‚ enhancing the overall experience.

10.2 Using the Plane of Shadow Effectively

Utilize the Plane of Shadow to create unique encounters and atmosphere. Its eerie landscape and twisted creatures add depth to the story. Use shadowy illusions and stealth mechanics to challenge players. Ensure transitions between the Material Plane and Shadow are smooth‚ maintaining tension without disrupting flow. This enhances the adventure’s mysterious tone and provides memorable experiences for the party.

Cormyr: The Tearing of the Weave is a landmark adventure‚ blending intrigue and combat‚ setting the stage for its trilogy. Its legacy enriches the Forgotten Realms.

11.1 Final Thoughts on the Adventure

Cormyr: The Tearing of the Weave stands out as a masterful blend of mystery and action. Its intricate plot‚ tied to Mystra’s corruption‚ offers deep role-playing opportunities. The adventure’s transition from Cormyr to the Plane of Shadow adds unique layers‚ making it memorable. Players and DMs alike will appreciate its balanced mix of investigation and combat‚ solidifying its place as a classic in the Forgotten Realms series.

11.2 Its Place in the Forgotten Realms Legacy

Cormyr: The Tearing of the Weave holds a significant place in Forgotten Realms lore as the first hardcover super-adventure‚ setting a new standard for epic storytelling. Its intricate plot and rich settings have influenced subsequent modules‚ making it a cornerstone of the Forgotten Realms legacy. Players and DMs alike continue to celebrate its impact‚ ensuring its enduring relevance in the vast and storied world of Faerûn.