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Cormyr: The Tearing of the Weave

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Cormyr: The Tearing of the Weave is an adventure module set in the Forgotten Realms using the Dungeons & Dragons 3.5 edition ruleset. It was designed by Richard Baker, David Noonan, Bruce R. Cordell, James Wyatt, and Matthew Sernett, and designed for four 4th-level PCs who are expected to reach 7th or 8th level by the conclusion. Based in Wheloon in Cormyr, the Vast Swamp, and the Plane of Shadow in 1374 DR, it sees players investigate a false temple of Mystra, battle through lizardfolk, and uncover a plot by followers of Shar and Cyric to tear a hole in the Weave to create a vast dead-magic zone.

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.


BlurbEdit

Delve into Darkness, Bring the Truth to Light

Beyond the pristine façade of the Temple of Mystra, a sinister conspiracy threatens the future of Cormyr. Profane acts within the temple hearken to a mounting threat in the Vast Swamp. Adventurers must cross into the Plane of Shadow to unlock the truth about this growing darkness in time to thwart an attack against Cormyr and the goddess of magic herself.

This FORGOTTEN REALMS® campaign adventure is designed for characters of levels 4–7. It can be played as a stand-alone adventure or as the first adventure in a three-part series. Each encounter contains special tactical information for the Dungeon Master and expanded map features for ease of play.

SummaryEdit

A new temple to Mystra has been built in the town of Wheloon. A traveling cleric of the Lady of Mysteries is overjoyed that his faith finally has a temple in Cormyr but when he goes to visit it he barely escapes with his life. He hires the players to investigate. Once inside, they discover that the priesthood is dominating magically adept supplicants and sending them into the Vast Swamp. Following the trail, they meet some lizardfolk who reveal that some of their brethren are being turned into undead and the dominated people go into a castle but never come out again. The undead guard the castle and the party has to fight their way through them to reach a portal to the Plane of Shadow. On the Shadow Plane, they find a monastery and discover a plot by Sharran and Cyricist priests to create a huge area of dead magic. From there they descend into a canyon and battle their way through the native creatures of the plane to find Despayr, the black dragon behind the entire plot. If the party succeeds, the Weave will heal itself, if they fail, Cormyr is in serious trouble.

IndexEdit

Click here for page index

CharactersEdit

Naedaenya ArthasAsantaAshalaBaerillAmnic BasultMela BasultBestra MornscrollDavaDespayrKatriana DonoharCoobert DraftworthTunaster DranikBineera EtharDeinyn FembrysDespayrLondal FenGathanDurgen GlintstoneAlbhaera HaerldounHalishHannoKareem HasithKessessekKevrinMalkarionMendiosBuldegas MhaerkoonMhairNym "Slowtooth" NindarZendaros RallogarSarp RedbeardIllumor SendeverSmileSmoteKetsarra ShadowscaleShan TharThendricOrlenstar ThirthornMaximanus ThollTholwickVeera WavecrestNorry WaywocketZephan
Referenced only
ChonisHarrandave DonoharDuncanGalaghard IIIKlaire GatewoodKenniwickSkurge (unnamed) • SambarTyra

CreaturesEdit

Animals
bat (swarm)
Generic
shadow guardtemple guard
Creatures
black dragondark one (dark creeperdark stalker) • displacer serpentearth elementalgrelllizardfolk (BlackscalePoison Dusk) • otyugh (amphibious) • statue of Mystra
Templates
darkshadowslain
Referenced only
orcpegasus

LocationsEdit

Buildings & Sites
23 Impil StreetBasult's BooksThe GreenGod's GroveGolden RuinsHaerldoun's Helms and ShieldsHanno's Herbs and MedicinesHarvest HallHermit's WoodLantern Inn and BoathouseLost RefugeRallogar's HardwareOldstone HallSendever's StablesSharptooth EncampmentSkull StaffSlowtooth WeaponryTemple of MystraTomb of ChonisWheloon JailWheloon MoothouseWheloon Watch HouseWyvern Ferry RouteWyvern Watch InnUnknown Shrine
Roads
Hullack TrailImpil StreetWay of the Manticore
Settlements
Wheloon
Geography
Black RiftEastern PlainsRathool's PoolShadow SwampVast SwampWyvernflow
Realms
Cormyr
Planes
Plane of Shadow
Referenced only
ArabelBogbrookChonis' TempleDarkflow RiverImmerseaMonksbladeNine HellsSaerloonSea of Fallen StarsSembiaTower of Mystery

MagicEdit

Magic
Weavedead-magic zone
Magical items
disc of secretsStarry Gnosis
Magical sites
failed Shadow Gate
Referenced only
arcane markdiscern lieslens of detectionsilent imageslaying arrowslippers of spider climbingundetectable alignment

OrganizationsEdit

Businesses
Cormyrean Coins Coster
Military
Purple DragonsWheloon Watch
Magical
War WizardsWitch Lords
Tribes
BlackscalePoison DuskShadowscaleSharptooth

ReligionsEdit

Deities
CyricEssyllissMystraShar
Referenced only
ChaunteaSemuanyaSilvanus

MiscellaneousEdit

chakramGoblin WarPreparing for the Sacred Trustsacred lizardfolk poisonsnail-and-eel souputterdark
Referenced only
shadow essencemedium spider venom

AppendixEdit

External linksEdit

ConnectionsEdit


Sourcebooks
3rd and 3.5 edition
Champions of Ruin · Champions of Valor · City of Splendors: Waterdeep · Cormyr: The Tearing of the Weave · Dragons of Faerûn · Faiths and Pantheons · Forgotten Realms Campaign Setting · Ghostwalk · Lords of Darkness · Lost Empires of Faerûn · Magic of Faerûn · Monsters of Faerûn · Mysteries of the Moonsea · Player's Guide to Faerûn · Power of Faerûn · Races of Faerûn · Serpent Kingdoms · Shining South · Silver Marches · Unapproachable East · Underdark
The Grand History of the Realms
3rd and 3.5 edition adventures
Anauroch: The Empire of Shade · City of the Spider Queen · Cormyr: The Tearing of the Weave · Into the Dragon's Lair · Pool of Radiance: Attack on Myth Drannor · Shadowdale: The Scouring of the Land · Sons of Gruumsh · The Twilight Tomb

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