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!! Ebook Free Legacy of the Crystal Shard: Sundering Adventure 2 (D&D Adventure), by R.A. Salvatore, James Wyatt, Jeffrey Ludwig

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Legacy of the Crystal Shard: Sundering Adventure 2 (D&D Adventure), by R.A. Salvatore, James Wyatt, Jeffrey Ludwig

Legacy of the Crystal Shard: Sundering Adventure 2 (D&D Adventure), by R.A. Salvatore, James Wyatt, Jeffrey Ludwig



Legacy of the Crystal Shard: Sundering Adventure 2 (D&D Adventure), by R.A. Salvatore, James Wyatt, Jeffrey Ludwig

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Legacy of the Crystal Shard: Sundering Adventure 2 (D&D Adventure), by R.A. Salvatore, James Wyatt, Jeffrey Ludwig

Return to Icewind Dale!

Legacy of the Crystal Shard presents Icewind Dale in the time of the Sundering, a period that will define the future of the Forgotten Realms. In addition to providing 64 pages of in-depth information on the settlements of Ten Towns and their inhabitants, this product includes a harrowing 32-page adventure in which the player characters defend Icewind Dale against a rising threat with ties to the past.

Legacy of the Crystal Shard allows characters to participate in important events connected to the Sundering and glimpse the future of the Forgotten Realms.

Components:
  64-page setting book describing Icewind Dale and its inhabitants
  32-page adventure book
  Four-panel, foldout DM screen keyed to the adventure
  Illustrated folder

  • Sales Rank: #414815 in Books
  • Published on: 2013-11-19
  • Released on: 2013-11-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.77" h x .28" w x 8.44" l, .98 pounds
  • Binding: Paperback
  • 96 pages
Features
  • Players must face an evil that was once defeated but has risen again to threaten the Ten Towns.

About the Author
R.A. Salvatore is the author of forty novels and more than a dozen The New York Times best sellers, including Neverwinter which debuted at #3 on The New York Times bestseller list.

Most helpful customer reviews

12 of 12 people found the following review helpful.
Good product, not great packaging.
By S. Martin
Lets get the bad out of the way: I wasn't impressed with the wraparound cover. Once the plastic is taken off, all the pieces of Legacy are loose. It can be remedied easily enough with one of the many pocketed folders I have for my tabletop games already, but frankly I really think it should have been part of the packaging already. Since Murder in Balder's Gate was the same way, I figure future Sundering adventures will follow suit. Oh well...

That done, lets move on to the important bits. The adventure is well written, and I heartily approve of the "edition neutral" style of both Legacy of the Crystal Shard and its predecessor. Since stats for all major NPCs, monsters, and several random encounters are available at WotC's site, for free, for 3.x, 4E and D&D Next, even if you just want something to drop on the table and go, Legacy lets you do that with no fuss.

I also was very happy with the way the game allows the "illusion of choice." The overwhelming majority of times this adventure is run, I can guess who the final villain will be. Its possible to go against the flow, however, and the writers accounted for that. It would require a bit more preparation on the part of the DM if that happens, but as I said, it means the players (probably deliberately) swam against the stream. Real effects come about from the choices the players make, and Legacy's writers give you the tools to account for as many as they could think of; any one of the three villains presented in this adventure could be major or minor adversaries, depending largely on how fast their schemes are uncovered and focused on by the adventurers.

The only gripe I had about the adventure was that it either ignored, retconed, or was unaware of some recent events regarding Auril and her moving away from her ancient corruption, due to the events of the Stormstar Requiem. That might be intentional, as there isn't much information ABOUT the Stormstar Reqiuem, other than it happened. Moving on.

Final words is that this product has great background material on the Ten-Towns of Icewind Dale, with populations, relationships among the towns, and places of interest both in the Ten-Towns and in the surrounding geography. Its a great product to have, and I hope WotC produces more in similar vein.

10 of 10 people found the following review helpful.
Rewriting the Realms, part 2
By Dgarcia72
Like its predecessor, Murder in Baldur's Gate, Legacy of the Crystal Shard is an edition-neutral game supplement for Dungeons & Dragons which in and of itself is an interesting hook. If you, like me, came to The Forgotten Realms via R. A. Salvatore's Icewind Dale trilogy, aka the Drizzt Do'urden series; this adventure will be of particular interest to you. Set in the Icewind Dale more than one hundred years after the events in the Icewind Dale trilogy, The Legacy of the Crystal Shard revisits and updates the setting for a new generation of heroes -- your heroes, since Wizards of the Coast is soliciting your progress and the outcome of your group's participation in the adventure to determine the overarching outcome of their event: The Sundering.
The materials included in the packet are top-notch: beautiful maps; loads of information about Ten-Towns, Kelvin's Cairn, and more; all wrapped in a slick DM screen with head's up display laid out information for running the adventure on the inside, and setting maps on the outside. WOC pretty much has all D&D editions in print right now, so play through this adventure with your preferred set, or use the D&D Next rules if you participated in the public play test. Cheers!

7 of 7 people found the following review helpful.
An excellent story and adventure slightly marred by a poor choice of physical form factor
By Jesse Heinig
SUMMARY: A hefty chunk of adventuring with callbacks to the history of Icewind Dale and a well-designed branching plot.

Wizards of the Coast and their parent company, Hasbro, know that video games sell at least an order of magnitude beyond roleplaying book supplements. It's no surprise, then, that the initial offerings for the latest edition of D&D are a set of stories strongly tied to successful video game properties -- Legacy of the Crystal Shard is, as the name implies, tied heavily into the events of the Icewind Dale novels by R. A. Salvatore and their related happenings as described in the Icewind Dale video games. This adventure is written on the assumption that it happens in the Forgotten Realms setting post-Sundering (about a little over a hundred years after the events told in the Crystal Shard novel), but with a small amount of reworking it could be placed at different points in Realms history, so long as the events of the Crystal Shard have already happened.

The physical form factor of this adventure is nicely laid out but poorly implemented physically. The booklets are standard bookshelf size, matching the other D&D core books. The paper stock is glossy and thick with full-color illustrations, including maps and character portraits. Unfortunately the adventure comes in the form of a thin paper wrap around a heavy slick DM screen with two booklets inside: the adventure and a gazetteer of the Icewind Dale region and the Ten Towns. The thin wrap (pictured in the Amazon entry) is prone to tearing and does a poor job of holding the contents together. The assumption seems to be that the wrap would be thrown away by most buyers, which seems counterintuitive since it's good protection for the booklets and also has pleasing cover art. Various potential solutions include putting the booklets in a folder and putting the wrap into a cover insert, carefully cutting the wrap and gluing it to backing and then binding the booklets inside, or keeping everything in a single folio, but this is a lot of work that could've been avoided simply by using a more traditional folder-like cover. (The module couldn't easily have been done as a single stable-bound book because the DM screen wouldn't work in that format.)

This adventure is built for use with 3rd, 4th, or 5th edition; important character and monster statistics are included in a separate document for download from Wizards' website. This means that the adventure calls out encounters in bold type, the DM then finds that encounter template in the encounters document, and the encounter template then lists which monsters are included in the encounter, listed later in the document. This in turn means a lot of page-turning, but if you've printed your own copy of the encounter document you can mark it up with pencil or pen as players progress through the adventure without worrying about marking up your glossy printed module booklets.

The adventure itself provides a loose set of starting hooks for novice characters entering the Icewind Dale region at the town of Bryn Shander. From there, events start offering the notion that danger is afoot in the Dale, and the characters have to choose what they consider important and what crises they choose to address. The events in the module proceed on a timetable, and multiple antagonists have plans that intersect. Depending on the characters' actions, some antagonists may be defeated while others advance their plans and become more dangerous later in the adventure. The party won't have enough time to deal with every crisis, so this provides excellent role-playing opportunities for the party members to discuss their priorities and figure out which enemies they choose to face. As the adventure moves toward its climax, the characters can explore different parts of Icewind Dale and pursue different pieces of the adventure, so they'll gain treasures and experience, which they'll need when all of the varied plots collide in the final climax.

Thanks to the structure of the adventure, different groups can play the adventure in different ways. If the party deals with crisis A and doesn't handle crisis B, then crisis B and its related antagonist become more powerful and dangerous later, so the party will need the advancements they've earned earlier to handle the more dangerous enemies. This structure means that the players have a lot of freedom to go where they want and do what they will, and they'll confront the major problems in the Dale one at a time, with each problem becoming successively more difficult in tandem with the players' victories and successes. Defeat one major villain, gain a level, move on to the next -- but the next villain's been busy and has become more powerful in the meantime. In the end all of the threads tie back up to a final resolution that will leave the players feeling like they're part of the epic history of Icewind Dale.

Because the adventure has a branching format and potentially meanders throughout the Dale, it is highly recommended that DMs READ THE ENTIRE ADVENTURE FIRST. I personally also recommend then re-reading the adventure and following each individual plot thread so that you have a strong idea of what each villain is doing and how each separate crisis unfolds.

The form factor of the books -- separate gazetteer and adventure booklet -- mean that sometimes cross-referencing is necessary. A description of a particular character in the gazetteer, for instance, may offer a simple profile of the character's personality and social position; the adventure may reveal that the character also happens to be a villain. Presumably this is so that DMs who choose to use the gazetteer simply for their own campaign reference may do so without any assumptions from the adventure intruding upon their character profiles.

Overall:
Form Factor: Moderate. The cover is extremely fragile and does not help in actually holding the booklets together. The DM screen, by contrast, is sized well and has on its inside tables that are very useful specifically for this adventure, such as travel times between various settlements.
Story: Excellent. Players have many opportunities to explore Icewind Dale and the Ten Towns, to meet the tribes of Reghed barbarians, and to venture to the Dwarven Valley and meet the dwarves of the Silverstream clan. The events in the story will continue to pull players to various sites, where they will see the remnants of history from the Crystal Shard novels and make a little history of their own.
Systems: Good. The module is flexible enough to run in multiple versions of D&D, or your own preferred game system. Having a separate systems document for encounters has advantages and disadvantages -- it's nice to be able to mark up the booklet, but it means yet another book to reference while running the adventure.
Value: Good. Thought the cover price may seem a bit steep for a short adventure module, this also includes the very nice DM screen and the gazetteer. Essentially, the adventure serves as a starter jumping-off point for DMs to run campaigns in the Icewind Dale region. If you are just looking for a starter adventure and don't care to spend the rest of the campaign in the frozen north of the Realms, this may not be your best value.

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