Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.
|Published (Last):||1 June 2004|
|PDF File Size:||17.58 Mb|
|ePub File Size:||6.97 Mb|
|Price:||Free* [*Free Regsitration Required]|
I like my purchase of this book and think that discussion might help, but portions of it, from a design point, truly baffle me. I will discuss some of the dungeons and story here and so there will be spoilers. Did the design memo actually go out to all four of the writers? Were the developers too intimidated to take a more active hand in the final text?
It introduces the Moonsea region and sets the tone. Four authors were given the four main compass points to tackle in their assignment. It introduces a city in each region which characters can visit and explore.
Each region also has a number of very well developed, fully stated NPCs and their roles in the region. Each section then hosts about a half-dozen adventures, half in the city described and half in the immediate wilderness.
This book is best used by DMs who are good and comfortable at improvisation; react creatively to simple seeds and big blank spots, and who enjoy the toolbox effect. It is not a good book for someone looking for a complete adventure path or who wants loads of nuances and detail on the region and its background with new rules. I really like how they covered the areas and the cities. Sure, they could have flooded me with info, but this gives me most of what I need to run the area and leaves me plenty of room to throw in my own stuff too.
The NPCs in each section are great and useful. With that in mind, however, I came across some truly peculiar trends. The adventures are a really mixed bag, however. I grade the adventures thus: Melvaunt and the North, A-. Good adventures, combat and role-playing intensive, good ties to overarching thread. Hillsfar and the South, D. Adventure sites with monsters.
Kill everything. No ties to the overarching thread. Are you planning on nixing any or writing others? Which ones and how? What are they even doing up here? There are hints that Thay is trying to take over Zhentil Keep, and strong hints that the tattoos are robot-controlling magic turning slaves into Regdar the Mighty. How are you using them?
How are you threading them through Hillsfar and the South, which makes no mention of them? More as I get feedback. Anyone have any thoughts or impressions of the content of this book?
Mysteries of the Moonsea
Edit The area of the Moonsea was a veritable treasure-trove of resources, its southern and western coast lands were rich in raw resources and game,  its mountains full of ore and minerals,  and seas teemed with fish and crustaceans. While not as cold as the Silver Marches , the weather was significantly foul, enough to cause the seas to freeze over during the winter. People of the Moonsea were used to wearing cold-weather and other bulky clothes year-round. Considering the sea itself was once referred to as the "Sea of Dragons", the remnants of dragon lairs littering the wilderness, a byproduct of the land being their former mating grounds, came as little surprise.
Using "Mysteries of the Moonsea"