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Cormyr: The Tearing of the Weave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Rich Baker, Bruce R. Co

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Cormyr: The Tearing of the Weave is the first-ever Forgotten Realms hardcover super-adventure! 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. The adventure begins in Cormyr, but the characters must also travel to the Plane of Shadow to thwart the villains' machinations.
- Sales Rank: #1281295 in Books
- Published on: 2007-03-20
- Released on: 2007-03-20
- Original language: English
- Number of items: 1
- Dimensions: 11.12" h x .57" w x 8.52" l, 1.54 pounds
- Binding: Hardcover
- 160 pages
Most helpful customer reviews
31 of 35 people found the following review helpful.
Not a disappointment, but nothing to sing about.
By Aaron Frankland
WARNING: CONTAINS SPOILERS!!!
The new Forgotten Realms adventure, Cormyr: The Tearing of the Weave, has a neat underlying premise. The heroes are called in to investigate a newly-dedicated Temple of Mystra. Their investigations lead them from the Temple, into the Vast Swamp, and from there into the Plane of Shadow, where they confront minion of Shar and Cyric who are allied in an effort to tear a whole in Mystra's Weave over the Vast Swamp. The heroes must not only stop the evil doers from succeeding, but also perhaps help a down-on-its luck tribe of lizardfolk, and rescue intended sacrifice victims along the way. In this respect, it is not a disappointment. If you are familiar with the history of Faerun, and more specifically between Shar and Mystra, and between Cyric and Mystra, you have a good foundation to run (or play in) this adventure. If you don't? That's where the critique begins.
What's the motive? Why be a hero here other than to walk through an adventure and risk life and limb? The problem here, as it is with A LOT of Wizards adventures is that they are all modified dungeon crawls with little roleplaying, and through that, little character development. Yes, character advancement - you climb levels, but not character development.
Heck, you really don't even get into the heart of "why rip a hole in the weave" beyond to give Shar her own little swamp on the face of Faerun, nor "how the hole is being made," aside from "bellows" and "sacrifices."
I particularly don't like the new model of separating out encounters into another section of the book. It seems wasted space and a means to build in more pages and jack up the price. (I paid full price for this at my FLGS. If you are interested in buying it, I recommend Amazon.com or some other means to get it at a serious discount.) Moreover, you find yourself constantly flipping between the descriptive text and the matching encounter to simply keep track of where the characters are at and what's going on. Frustrating.
Also, no table of contents? I know this is a pretty straight forward adventure. It is a dungeon crawl afterall. But a table of contents is one page, or even half a page, and helps the reader see the organization. So, why not?
The new templates are "nice," but nothing to sing about. Dragon magazine has printed better. (See Issue 322 for the Shade Racial Class Level Progression.) Still, the Dark is a nice go-between from "normal" to "shade". The magic items are minimal. And there are no new monsters to fawn over.
In the end, there are interesting sights and interesting foes to encounter. Wizards did not break from its mold in building this adventure. There is no cutting edge new dynamics, nor underlying twist that makes you revel in the mastery of design. All in all, it's not a disappointment. But it's also nothing to write home about.
13 of 16 people found the following review helpful.
Good for an experienced DM
By Jeffrey Prall
I mostly enjoyed this product. On the down side, the book does get a bit confusing due to the new encounter format. For those unfamiliar, all the tactical details of an encounter are listed seperately on another page than the general description and details of the area concerned. Meaning, you have to flip back and forth some to get the true measure of what is going on. The encounter format is not all bad though, it is fairly streamlined, containing all the pertainent info you need to run the particular combat. Also, due to the somewhat chaotic layout of the rift (the climax area of the adventure), it feels less organized than the other sites.
On the plus side, the encounters themselves are imaginative, with interesting opponents, obstacles, complications, and possible developments. While your characters aren't likely to leave a lot of recurring villians, they do pick up pieces of a puzzle along the way and visit interesting places.
I would recomment this product for those you can overlook the problems mentioned in the first paragraph.
6 of 7 people found the following review helpful.
Mediocre at best
By B. Tong
I was very disappointed with this book. It has little to do with Cormyr. Even if you're focused on setting a game in Cormyr you can skip purchasing this book. You'll get nothing in the way of useful source material. The adventure has one or two interesting parts, but you can definitely do better by writing your own. This book also seems to focus on a new style that comes off as focusing more on the fights than the story. I found important information scattered about the book and it was often difficult to make it fit together.
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