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Mysteries of the Moonsea
 
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Mysteries of the Moonsea [Hardcover]

Thomas Reid , Sean Reynolds , Darrin Drader , Wil Upchurch
3.0 out of 5 stars  See all reviews (2 customer reviews)

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Product Description

Mysteries of the Moonsea™

Thomas M. Reid Sean K Reynolds
Darrin Drader Wil Upchurch


A Campaign Arc for Characters of Levels 1—18

The Moonsea–a perilous frontier ruled by tyrants and threatened by monsters. Here cities consumed by decadence and war rise and fall like the sun, and conspiracies abound. Great adventure awaits those who oppose evil, for the Moonsea is rife with it.
The Mysteries of the Moonsea accessory contains 37 loosely connected adventures that can be run individually or linked to form the basis of an entire Forgotten Realms® campaign. In addition to the adventures, this book presents maps and descriptions of the major Moonsea cities of Melvaunt, Hillsfar, Mulmaster, and Zhentil Keep, as well as statistics and descriptions for 15 important campaign villains.


For use with these Dungeons & Dragons® products
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Forgotten Realms
® Campaign Setting

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3.0 out of 5 stars (2 customer reviews)
 
 
 
 
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1.0 out of 5 stars Not a core book, Oct 29 2006
This review is from: Mysteries of the Moonsea (Hardcover)
This is not a core book but an adventure book. If you are looking for a book with info and descriptions do not get this one because all you will get is a lot of short adventures. The adventures are not bad though.

I rated this book very poor because it is seriously mislabled, therefore the information they are trying to sell is false. It may be a mistake but I felt cheated.
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5.0 out of 5 stars Amazing, better than I'd expected, Sep 14 2006
This review is from: Mysteries of the Moonsea (Hardcover)
I admit I didn't think I'd want this book, but I'm glad I got it. I was hesitant because it's different from what I'd expected: it's not yet another gazeteer (although I like those). It's much more material.

It is an a series of overviews and "quests" (adventure sites) in and around areas like Zhentil Keep, Mulmaster, and other city-states. There are loads of maps, NPCs, encounters, that sort of thing. They start at around 1st level and go all the way to 18th.

As you go along they provide relevant information to that setting. For example, remember the nobles that worship a Sphere of Annihilation? They're fleshed out, and given a PrC to boot. It's taken City-state by City-state.

It's set in the area north of Myth Drannor, South of the Bloodstone lands, West of Thay and East of Anauroch. Oh, and Zhentil Keep is right in the middle. Yeah, so imagine what kinds of corrupt city-states would grow there. Then make the temperature really cold. This is your setting, so you can use just about all the FR stuff you've been buying.

What it is not is:

1) another gazeteer with Prcs and spells and magical items. In fact, a recent trend is to use what you've obviously alreday bought for FR in context (so the FRCS, Core books, etc.). It's for the DM, obviously as it has locations info in it. Players get to play in it.

2) A Campaign book: while you could use them in one, it's not a cohesive story. The PCs could stumble across the various abandoned sewer tunnels, ruined temples, slaver caves, and wizard towers from Cormanthor, but they don't need a timeline. It's good for parties that like to create their own problems, or for sites when they go north from the Dales or wherever.

Don't think adventures: the new words are "quests" and "campaigns", to tell the difference (both are adventures).

The Art: is fantastic. Check out the High Blade of Mulmaster, btw.

What Could Have Been Better:

This was a little hard. I think the one part I would have liked to see more of was Zhentil Keep and the Citadel of the Raven. They have the temple where Fzoul Chembryl lives, but it's all one level. Also, they have his one-bedroom apartment (which means I have better gear than the Chosen of the deities of Tyrants) and that room isn't particularly... devious or developed. Where are the multiple levels of the keep? Where are the sneaky rows of statues that transform into golems? He's got paintings, but do they summon the forms of anti-paladins? no. Just one secret door and a bunk bed off to the side of

Same thing with the citadel of the Raven: it's a three-page affair with broad strokes: 1) barracks for the guards, 2)manshoons tower (manshoon lives here). Manshoon and Fzoul are major FR figures, on par with Elminster and the Symbul.

I would love a book that is a mapped-out famous location like that. Not a dungeon, but a lair or fortress that characters would actually build with the resources of the black network and high-level spells. Why? My PCs need to rescue kidnapped NPCs from the tower, and to get there they have to sneak through the building.

There IS a cool wizard's tower elsewhere in the book (several in fact), so if I need to I can whip up a much better tower of Manshoon. Also I know of other books to get them from if I need them.

HOWEVER: those are four pages of an otherwise awesome book; they are still servicable. Also, the other parts of the book are the focus as it is. It's an excellent sourcebook for adventures, and has lots of CRUNCHY BITS YOU CAN USE in it.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 3.9 out of 5 stars (10 customer reviews)

46 of 46 people found the following review helpful
4.0 out of 5 stars Less facts, more to play, July 4 2006
By Peter Craig "Pete" - Published on Amazon.com
This review is from: Mysteries of the Moonsea (Hardcover)
Mysteries of the Moonsea is WoTC's newest addition to the Forgotten Realms Campaign Setting. It is mostly for DMs, and to use it, DMs will need the 3 core books and at least the Forgotten Realms Campaign Setting. Access to the other supplementary books published for Forgotten Realms may also prove to be handy, if not necessary.

Unlike other previous books that described a portion of Faerun and presented the reader with a huge load of data on the region, as well as prestige classes, spells and magic item connected to that region, Mysteries of the Moonsea takes a different approach when it describes only mayor locations, NPCs and the most important adventuring info on the region and uses the remaining space to present a huge amount of small adventures, each connected to one of the four mayor cities of the region (or to their surroundings). Some adventures are not really more than side-treks or encounters, but most are perfectly suited for one session games. The adventures are loosely connected, and if the DM takes the - considerable - time and effort, they can be chained together to form a campaign from 1st to 18th level, during which the party travels around the Moonsea and makes allies and enemies in mostly all parts of the region.

Unlike other books in the series, there are no new spells, no new prestige classes, monsters or magic items, which may not necessarily be a problem, as there are already a huge munber of these in other books to find the one you really want.

To sum it up, I found the book to be great, it contains enough info on the region to help the DM and the player to get a feel of the people of the region, and most of the short adventures are interesting and have neatly presented maps. Maybe instead of a whole horde of small adventures, a bit smaller horde and one larger adventure connected to each of the 4 cities would have been better, but that may only be my oppinion.

As usual with Forgotten Realms books, the book is beautifully illustrated and edited, but there are certain disturbing errors (like there is no scale on the map).

10 of 10 people found the following review helpful
5.0 out of 5 stars An excellent resource for DMs, Jan 21 2007
By C. Jiang "Tom" - Published on Amazon.com
Amazon Verified Purchase(What's this?)
This review is from: Mysteries of the Moonsea (Hardcover)
This book is different from most of the other supplements that Wizards of the Coast has released, and I have to say that it was a very refreshing change of pace. The best way to categorize this book would be to say that it's halfway between a regional sourcebook and a campaign module.

Unlike the other regional books, it doesn't contain a random hodgepodge of information about NPCs, locations, Prestige Classes, new spells, and so on. Instead, you don't have new Prestige Classes, feats, and spells at all, which is just as well, since I think there's more than enough of all three. The book also has much narrower scope, focusing on only the four main cities in the Moonsea region and their surrounding areas. Again, this is just as well, since at least half of the material in my other regional books sit unused.

And unlike the other published modules, the adventures presented in Mysteries of the Moonsea are very loosely connected. Most are nicely self-contained, and have just enough encounters for a party to face in a single day. Each adventure presents a few possible hooks to draw the players in, and I found that it was very easy to tailor them to fit the flavor and motivations of the players closely.

Overall, I think that this book strikes the perfect balance between being a generic regional book that puts most of the work on the DM, and a published module that railroads players.

3 of 3 people found the following review helpful
5.0 out of 5 stars Excellent book for those little 'in betweener" quests, April 16 2008
By M. Heisler - Published on Amazon.com
This review is from: Mysteries of the Moonsea (Hardcover)
As a DM I'm getting a TON of mileage out of this book. It contains 37 mini adventures based around 4 cities on the Moonsea region of Faerun. The adventures can be linked together into a super adventure or played separately. Perfect for when your group just wants a side quest or little tomb or something to raid outside the larger campaign. Just pop one of these settings in the middle of the woods as they're traveling and you'll have a more diverse, fleshed out world. The cool thing is each of the mini adventures can be wiped out in just a couple short hours and of course you can alter them however you want to contain things they need or NPC's you want them to meet. Since it's set in Moonsea I highly recommend the Sons of Gruumsh adventure for level 5 characters to run alongside this as a larger adventure since tyour PC's will be in the town of Melvaunt and adventuring in the wilds of Thar anyway. One of the most USEABLE adventure books/regional books I have seen. It takes a great load off the DMs back. I just wish they made more like this...
 Go to Amazon.com to see all 10 reviews  3.9 out of 5 stars 
 
 
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