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Download Tales From The Yawning Portal Epub and PDF from below and start reading the book today. Tales From The Yawning Portal PDF, Epub – Details And Review: Tales from the Yawning Portal Epub was #6 in the “Hardcover Nonfiction” category on Publishers Weekly’s “Best-selling Books Week Ending April 17, ” list, and it sold 10, copies Web4/04/ · Book Name: Tales from the yawning portal Rules Required: Dungeon & Dragons Edition: 5th Edition Publisher: Wizards of the Coast Publication Date: April 4, WebD&D 5E - Tales From The Yawning Portal - Maps | PDF D&D 5E - Tales From the Yawning Portal - Maps - Free download as PDF File .pdf) or read online for free. WebThe Sunless Citadel () The Forge of Fury () The Hidden Shrine of Tamoachan () White Plume Mountain () Dead in The () Against the Giants () WebTales From the Yawning Portal - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Scribd is the world's largest social reading and publishing ... read more
Tales From The Yawning Portal is a very fantastic game, their role characters, magical weapons are outstanding. They give lots of entertainernment to dnd players. Some are classics that have hosted an untold number of adventure, while others are some of the most popular adventure ever printed. The seeds of these stories now rest in your hands. When the shadows grow long in waterdeep and fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventure from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. The module is designed to use the rules of the fifth edition, and is adjusted to match different levels of characters, so that adventure can be played in the other they are presented in this book, or a domestic campaign.
Is dropped into presentation, including order of presentation and year of original publication, include:. There are a total of seven full-sized adventures and I must admit a couple of them are favorites of mine. Imagine having a first level character and being able to run a campaign that sees them traverse a variety of iconic story line. The place is crowded and smoke-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits a free city that stands at the nexus between a devil-haunted empire, a vast domain locked in the irontight grip of a demigod of evil, and a splintered, bickering host of kingdoms nominally committed to justice and weal.
In the battered, weary world ofGreyhawk, profit and power take precedence over heroics. All of that changed with the arrival of two men, a warrior named Durnan and a ne'er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, laden with riches and magic treasures. While Mirt used his wealth to buy a mansion, Durnan had different plans. Durnan retired from adventuring and purchased the land on which sat the deep, broad well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to adventurers and those who seek their services, and he called it the Yawning Portal. Some of the magic Durnan looted on his successful foray into Undermountain granted him a life span that exceeds even that of an elf.
And for decades Durnan left delving into Undermountain to younger folk. Yet one day, something drew him back. Days of waiting for his triumphant return from the dungeon turned to months and then years. For nearly a century, citizens ofWaterdeep thought him dead. But one night, a voice called up from the well. Few at first believed it could be Durnan, but folk as long-lived as he vouched it so. The Yawning Portal had passed into the hands of his ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as if he'd never left. Adventurers from across Faerun, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons.
Most visitors are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don't survive to make the return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck. FEATURES OF THE YAWNING PORTAL The Yawning Portal's taproom fills the first floor of the building. The foot-diameter well that provides access to Undermountain dominates the space. The "well" is all that remains of Halaster's tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for feet.
Stirges, spiders, and worse have been known to invade the Yawning Portal from below. Balconies on the tavern's second and third floors overlook the well, with those floors accessed by way of wooden stairs that rise up from the taproom. Guests sitting at the tables on the balconies have an excellent view of the well and the action below. Entering the Well. Those who wish to enter Undermountain for adventure or the daring tourists who just want to "ride the rope" must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to the top of the waisthigh lip of the well. The rope that hangs in the center of the well is levered over to the lip by a beam in the rafters, and when those who have paid are ready, they mount the rope and take the long ride down.
A staggering variety of curios and oddities adorn the taproom. Traditionally, adventurers who recover a strange relic from Undermountain present it to Durnan as a trophy of their success. Other adventurers leave such curio to mark their visits to the tavern, or relinquish them after losing a bet with Durnan, who likes to wager on the fate of adventuring bands that enter the dungeon. Occasionally, something that strikes Durnan's fancy can be used to pay a bar tab. On busier nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates. Invariably, the combination of a few drinks and the crowd's encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few ambitious souls might launch impromptu expeditions into the dungeon. Few such ill-prepared parties ever return.
Groups seeking to enter Undermountain for a specific reason generally come to the tavern during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim. dark cults, criminal gangs, and other interested parties. est while they are at the Yawning Portal or some ·her tavern. This approach is a cliche, but it is an effec·e one. Use the following two tables to generate a coue of details, then tailor the particulars of the quest and e quest giver to suit the adventure you plan to run. Blessed with a seemingly limitless life span by rreasures he brought back from his expedition nearly vo centuries ago, he is as much a fixture in the taproom as the well. Durnan is a man of few words. He expects to be paid for his time, and will offer insight and rumors only in return for hard cash.
Despite his stony heart, he is an excellent source of information about Undermountain and other dungeons, provided one can pay his price. Personality Trait: Isolation. It's a cruel world. All people have to fend for themselves. Self-sufficiency is the only path to success. Ideal: Independence. Someone who can stand alone can stand against anything. Bond: The Yawning Portal. This place is my only home. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I'll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you'll be gone in a blink of an eye. The Yawning Portal is host to a variety of regular visitors, most of whom offer services to adventurers. Chapter 4 of the Dungeon Master's Guide provides plenty of resources for generating nonplayer characters.
The following table provides some possibilities for why an individual is visiting the Yawning Portal. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness. The tree, called the Gulthias Tree, is shepherded by a twisted druid, Belak the Outcast. He was drawn to the buried citadel twelve years ago, following stories of oddly enchanted fruit to their source. The druid found an old fortress that had been swallowed up by the earth in some sort of magically invoked devastation.
With the previous inhabitants long dispersed, vile and opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove's heart the Gulthias Tree, which sprouted from a wooden stake that was used to slay an ancient vampire. A perfect, ruby-red apple ripens on the Gulthias Tree at the summer solstice, and the tree produces a single albino apple at the winter solstice. The midsummer fruit grants vigor, health, and life, while the midwinter fruit steals the same.
In the years since Belak's arrival, the enchanted fruit has been widely dispersed through the surrounding lands, promoting good and ill. The seeds of either fruit, if allowed to sprout, grow into small plant monsters known as twig blights. ADVENTURE SYNOPSIS During their trip through the Sunless Citadel, characters deal with monstrous threats and ancient traps, as well as warring tribes of kobolds and goblins. The adventure is designed for four 1st-level player characters. They should advance through 2nd level to 3rd level before the finale. The adventure has four basic parts: 1. Although it isn't part of the adventure per se, the village of Oakhurst can provide the characters with valuable information about the citadel.
They can also use Oakhurst as a place to recuperate and replenish supplies. Kobold Den. The characters' foray into the citadel begins with an incursion into the most accessible areas of the fortress, where a tribe of kobolds has taken up residence. The characters can avoid strife with the kobolds by agreeing to retrieve a lost pet for the kobold leader, and they might be able to persuade the kobolds to join their side. Goblin Lair. The goblins that live deeper inside the citadel consider themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them. Hidden Grove. Eventually, the characters discover the lower level of the citadel and the Twilight Grove that lies within. There, they learn the truth about the enchanted fruit, and they must confront Belak the Outcast and the Gulthias Tree. RUNNING THE ADVENTURE To enhance the experience of the players and help you do your best job as Dungeon Master, take the following pieces of advice and information into consideration.
MAPPING It can be difficult to keep track of all the corridors, turns, areas, and other features of a dungeon setting, and the player characters could soon get turned around without a map. Ask for a volunteer to be the party mapper. It's the mapper's job to listen carefully to your description of each area, noting its size and exits, and to record that information by sketching on a sheet of paper. PLACING THE ADVENTURE The Sunless Citadel is designed to be easily located in whatever setting the DM prefers. Here are some examples. On Krynn, the citadel was once part ofXak Tsaroth, and it harbored worshipers ofTakhisis.
When that city was destroyed during the cataclysm, it fell into a rift that opened in the earth. In this setting, consider replacing the kobolds in the adventure with gully dwarves. Located near the western edge of the Mournland, the citadel was an ancient ruin even during the time of the Last War. Agents of Cyre used it as a way point for conducting espionage against neighboring realms. On the Day of Mourning, the earth opened up and swallowed the place. The Mournland is within sight of the rift. Forgotten Realms. On Faerun, the Sunless Citadel was once a secret stronghold of the Cult of the Dragon, located in the foothills northwest ofThundertree. It plunged into the earth when Mount Hotenow erupted and threw Neverwinter into chaos.
The Sunless Citadel is a ruined Baklunish stronghold that was cast into the bowels of the earth when the Suel lmperium unleashed the Invoked Devastation. It is located in northwestern Bissel, in the foothills west of Thornward. CHAPTER 1 I THE SUNLESS CITADEL 9 SOLVING A MYSTERY TIME OF YEAR If you would like the characters to have the opportunity to find a fruit, begin the adventure a few weeks before either the summer or winter solstice. Apart from making a piece of fruit available on the Gulthias Tree, choosing a season provides you with additional details to set the scene, which enhances the adventure.
If you choose summer, the hills are lush with growth, though the heat sometimes grows oppressive. If the characters embark in the winter, temperatures hover just above freezing during the day and plunge below it at night. ADVENTURE HOOKS Adventurers can find the Sunless Citadel within a remote and lonely ravine. The characters can be drawn to the dungeon for any of the following reasons. Relate the information below to the players as necessary to get them interested in journeying to the dungeon site. GOING FOR GLORY You are eager to make a name for yourself. The legend of the Sunless Citadel is well known locally, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! RESCUE MISSION Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated party were brother and sister, Talgen Hucrele a fighter and Sharwyn Hucrele a wizard.
They were part of an important merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members of her family- or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of gp per signet ring, per character. If the characters bring back the Hucreles in good shape of good mind and body , she offers to double the reward. The goblin tribe infesting the nearby ruins, called the Sunless Citadel, though no one knows why sells a single piece of magical fruit to the highest bidder in Oakhurst once every midsummer. They've been doing this for the last twelve years. Usually, the fruit sells for around 50 gp, which is all the townsfolk can bring themselves to pay a goblin. The fruit, apparently an apple of perfect hue, heals those who suffer from any disease or other ailment. They sometimes plant the seeds at the center of each fruit, hoping to engender an enchanted apple tree.
When the seeds germinate in their proper season, they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen- every time. The townsfolk assume the goblins send out thieves to ensure their monopoly of enchanted fruit. You are interested in piercing the mystery associated with how wretched goblins could ever possess such a wonder, and how they steal every sprouting sapling grown from the enchanted fruit's seed. Moreover, you wish to find this rumored tree of healing, hoping to heal an ailing friend or relative. Most of its residents including outlying farms are human, with a sizable minority of halflings and a scattering of other races. Significant locations in Oakhurst, and the people to be found within them, include the following: Village Hall.
The center of government in Oakhurst includes the office of Mayor Vurnor Leng, a male human noble. General Store. The village's main source for supplies and merchandise is the general store, owned and operated by Kerowyn Hucrele, a female human noble. Advice, information, and healing are among the services dispensed at the village's shrine. It is maintained by Dem "Corkie" Nackle, a female gnome priest of Pelor. Next to the village hall is a stout building where miscreants serve their sentences. It's also a great starting experience for a new DM. She commands a force of sixteen guards and four scouts who keep the village safe. Repairing and forging arms and armor is the job of the village smithy, Rurik Lutgehr, a male dwarf commoner.
Garon, a male human commoner, is the owner and barkeep of the 01' Boar Inn. He serves food and drink, and the place has a few rooms that visitors can rent. Garon, the barkeep of the 01' Boar Inn, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Sunless Citadel. About thirteen years ago, a grim human named Belak stopped by, and he had a very large pet frog. The blights attack stealthily from out of nearby foliage. RUMORS HEARD IN OAKHURST Player characters can discover the following additional information while spending time in the local tavern, or through asking the right questions of the locals.
The Old Road skirts the Ashen Plain, a lifeless area. A character who succeeds on a DC 15 Intelligence History check knows that the desolation is attributed to the long-ago rampage of a dragon named Ashardalon. A few locals also know this fact. They're frightened by stories of new monsters that maraud by night. From time to time, cattle and people who have gone out alone at night have been found dead the next day, bearing dozens of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do they leave a discernible trail.
Sir Braford was not a local, and he had a magic sword called Shatterspike. This apple is corpse-white and poisonous, even to the touch. No samples of either apple are to be had. THE CITADEL See the old Dragon from his throne Sink with enormous ruin down! The overgrown Old Road winds through rocky downs, near stands of old-growth oak, and past abandoned farms. It is 7 miles from Oakhurst to the Sunless Citadel. RAVINE The Old Road passes to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jut from the earth where the ravine widens.
Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine. A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine. SUNLESS CITADEL OVERVIEW A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago. All record of the cult's name has vanished, though various sources believe that it was associated with the dragon Ashardalon. The cataclysm that killed the cult members sank the fortress at the same time. Because of residual enchantments, much of the structure survived its descent into the earth. With the cultists dead, goblins and other creatures moved in, and they have survived here for hundreds of years.
The goblins, which belong to the Durbuluk tribe "Dominator" in Goblin. once patrolled the area around the ravine to rob passersby. But now, with the Old Road having fallen out of use, the goblins rarely pay much attention to this entrance anymore. Also, a tribe of kobolds has recently moved in to challenge the goblins' ownership of the fortress. Both groups are skirmishing as they vie for control, and they're not overly concerned about the possibility of intruders. Thus, the cleft offers the characters a good opportunity to gain entry to the dungeon without attracting attention. The missing party that came here before did much the same; the rope left tied to the pillar near the ravine is theirs. Though the kobolds areas and the goblins areas claim the Sunless Citadel as their property, they've never visited all its chambers.
They avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belak the Outcast twelve years ago, that belief is vindicated. He orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear. Monsters on Alert. The kobolds and the goblins respond similarly if attacked. Intruders who fall back to take a long rest before dealing with the leaders of an attacked community allow the creatures time to make preparations. Alerted monsters reinforce cleared rooms with forces previously stationed in other rooms.
For example, three kobolds from one area 16 could be stationed in area 15 with orders to set an ambush for returning invaders. Or, four goblins from one area 36 could be redeployed to area 32 to guard against another intrusion. Keep track of such changes, so that the characters don't encounter the same kobolds or goblins twice. Random Treasure. Each regular kobold and goblin is likely to have 2dl0 sp, perhaps in the form of various coins and crude jewelry. CHAPTER 1 I THE SUNLESS CITADEL II GENERAL FEATURES The following facts about the environment are true unless otherwise noted in a specific area description. The doors are wooden or stone. Beyond area 2, many rooms in the underground dungeon are lightless. Descriptions assume that the characters have a suitable light source and are able to see their surroundings.
All keyed areas contain an adequate air supply. The air is renewed from countless cracks leading to the upper open cavern and the surface. These cracks are too small for any but creatures such as giant rats to navigate. The ravine runs for several miles in either direction, with an average depth and width of 30 feet. At the point where it most closely intersects the Old Road, it widens to 40 feet. The pillars are worn and broken, and graffiti in the Dwarvish alphabet covers most of them. Characters who know Goblin after translating the letters from Dwarvish recognize the inscriptions as warnings and threats against potential trespassers. A successful DC 10 Intelligence Investigation or Wisdom Survival check reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago.
Someone went to some effort to hide the evidence of the camps from casual scrutiny. The rope tied to one of the leaning pillars hangs down into the darkness of the ravine. Judging by its good condition, the rope couldn't have been tied there any longer than two or three weeks ago. From the edge of the ravine, older and weathered handholds and footholds can be seen carved into the cliff face. These are goblin-carved. Adventurers can easily climb down the knotted rope, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder.
The descent is 50 feet to the ledge area 1. LOCATIONS ON THE FORTRESS LEVEL The following locations are identified on map 1. LEDGE A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A roughhewn stairwell zigs and zags down the side of the ledge, descending into darkness. The far wall of the chasm is feet to the west, and the bottom of the subterranean vault is 80 feet below where the characters stand. Drawn by the occasional animal that accidentally falls into the ravine, three giant rats lurk in the rubble. They try to hide if they become aware of the characters, and they ambush the first character who arrives on the ledge without being quiet about it. A successful DC 10 Wisdom Survival check reveals humanoid footprints, as well as rat I2 CHAPTER I I THE SUNLESS CITADEL tracks of unusually large size.
The footprints lead down the stairs. Among the rubble is an old ring of stones that contains and is covered by the accumulated ash of hundreds of fires, though no fire has been lit here for a few years. Inside the ash pile are a few rough-hewn spear tips of goblin manufacture and small animal bones. They aren't dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet. The characters might be able to see area 3 as they descend. A fortress emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows,cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot. CRUMBLED COURTYARD The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement.
The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard. The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. Masonry Debris. An expanse of crumbled masonry surrounds the entire citadel.
Those attempting to cross it immediately note its unsteadiness. The rubble is difficult terrain. Anyone who moves across the debris must make a DC 10 Dexterity Acrobatics check for each 10 feet traversed. On a failed check, the character is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10 Strength Athletics check; on a failed check, the victim drops back into the cavity. Each time a creature falls into a cavity, the noise is 10 percent likely to draw ld4 giant rats from the dozens that infest the rubble field.
Attracted rats move carefully and stealthily through the rubble to attack. The map shows the location of a concealed trapdoor that covers a IO-foot-square. A 2-foot-wide catwalk on the we t edge allows access to the door that leads to area 4. It takes a successful DC 15 Wisdom Perception check to note the trapdoor's unmortared edge. Then, a successful DC 10 Intelligence Investigation check lets a character deduce the location of the catwalk and how the pit operates. If a creature steps on the trapdoor, the lid flips open, dumping the creature into the pit. With a successful DC 15 Dexterity check, a creature can use thieves' tools to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves' tools. If this check succeeds by 5 or more, the mechanism can be permanently disabled if desired.
The pit contains two goblin skeletons, one goblin that has been dead for about a day, and one live giant rat. The rat, which slipped into the pit to feed on the fresh goblin but was caught when the trap reset, attacks creatures inside the pit or climbs out to attack those nearby. The goblin corpse has a scimitar and a shield, as well as 23 sp and 4 gp in a belt pouch. r FORTRESS LEVEL 1 square ; 5 feet TOWER SHELL This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area.
A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges. Investigation reveals that the four goblins have been dead for quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it. Those who know the Draconic language can read the runes as "Ashardalon. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom Perception check. The door opens by way of a masonry block that also serves as a lever, which can be pushed in on the left side or pulled out from the right. Needle Trap. If the lever is pulled out, that movement sets off a needle trap.
The needle extends 3 inches out of the opening, dealing 1 piercing damage to whoever pulled the lever. Someone who carefully and slowly pulls the lever open can easily see the needle before it strikes. Disabling the needle requires thieves' tools and a successful DC 15 Dexterity check. If the check fails by 5 or more, the trap goes off, stabbing the character unless the character succeeds on a DC 15 Dexterity saving throw. MAP 1. SECRET POCKET This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall. The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath. If anyone enters this chamber, the three s keleCHAPTER I I THE SUNLESS CITADEL 13 tons animate, pinpoints of red fire sparkling in their eye sockets as they rise. Because the skeletons are mindless, they don't use the magical arrows.
OLD APPROACH The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon's open mouth. the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute after the creature can no longer hear the music.
A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area including adjacent rooms where the music is audible. The globe has AC 10 and 10 hit points. If it is attacked or handled, the music becomes louder, audible in areas 4 and 10 if the doors to those areas are open. The DC of the Wisdom saving throw then increases to If the globe is reduced to O hit points or taken from the room, it cracks and goes dark and silent. It no longer functions. PRESSURE PLATE I The air is stale in this twenty-foot-long corridor, which leads to another closed stone door. Dragon Door. The door that is carved to look like a dragon has a mechanical lock as well as an arcane Jock spell cast on it. The Strength Athletics check to defeat the arcane lock is DC 30, and the Dexterity check to bypass the magical lock using thieves' tools is DC Casting a knock spell on the door suppresses the magical lock for 10 minutes, lowering the DCs by 10 during that time.
The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which bypasses the magical lock as well as the mechanical one, is in area One giant rat hides in the rubble. The rat attacks anyone who moves to within 5 feet of the edge of the rubble or anyone left alone in this area. GALLERY OF FORLORN NOTES As the door opens, a hissing noise and a puff of dust I Arrow Trap. Each time any weight is placed on any part of the center foot-square section of the corridor, a mechanical pressure plate is activated, triggering a trap. With a successful DC 15 Intelligence Investigation check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor.
Wedging an iron spike or some other similarly sized and sturdy object under the pressure plate prevents it from activating. DRAGON RIDDLE Dust fills this hall like a layer of gray snow. In the around the door indicate that the chamber beyond has rounded northern end of the chamber stands a ten-foot- been sealed for ages. Dust, long undisturbed, covers ev- tall sculpture of a coiled dragon carved from red-veined ery surface in this large gallery. The air here is stale. white marble. Three alcoves are on the north wall, and one is on the south wall. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it. If a character moves within 5 feet of the lit globe, brooding music begins to play throughout the area, and the sound carries into areas 6, 8, and 9 if the doors to those areas are open.
Any creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes charmed and, while charmed in this way, can take only the Dash action and move toward area 3. The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected creature is prevented from moving to area 3, I4 CHAPTER l I THE SUNLESS CITADEL Dragon Sculpture. So it is nice to have these pre-made adventures to play my player through right now. I just need to modify the adventure a little bit to make them fit into my campaign and work with my players.
I was fortunate enough to get a copy a tad earlier from I was fortunate enough to get a copy a tad earlier from my local game store, so I've had a handful of sessions between two groups for this book and its material. First off, the binding is the same quality as the last few releases from Wizards. I have a page that is half out of the binding already, after a mere week and a half of light use. This is simply unacceptable after the same issues have happened with every other book release. Almost all of my purchases from Wizards have had some sort of defect in their binding. The content, however, mostly makes up for this. I and my crews are having a great time running or rather, attempting to run through these adventures. These are faithful renditions of classic adventures. I am especially pleased with tomb of horrors. I really, REALLY wish that they would finally release some full sized maps to go with some of this stuff.
Post a Comment. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed. The seeds of these stories now rest in your hands.
In this post we have shorltly discuss their overview, review or some important information about this game. Tales From The Yawning Portal is a very fantastic game, their role characters, magical weapons are outstanding. They give lots of entertainernment to dnd players. Some are classics that have hosted an untold number of adventure, while others are some of the most popular adventure ever printed. The seeds of these stories now rest in your hands. When the shadows grow long in waterdeep and fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventure from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. The module is designed to use the rules of the fifth edition, and is adjusted to match different levels of characters, so that adventure can be played in the other they are presented in this book, or a domestic campaign.
Is dropped into presentation, including order of presentation and year of original publication, include:. There are a total of seven full-sized adventures and I must admit a couple of them are favorites of mine. Imagine having a first level character and being able to run a campaign that sees them traverse a variety of iconic story line. Part one first adeventure, The Sunless Citadel, fledgling adventurers make their way through a decrepit fortress in order to root out the evil that now resides there. The skills and wariness they develop here will serve them well in the future. Once known as a. Centered in a ruin, it gives off a heavy Raiders of the Lost Ark Vibe. Not for the week of wit, this plot is full of twists and drama. Many are the adventurers who succumbed to the traps and trials of this particular module, myself included. Creatires from beyond the Prime Material Plane will compromise a good portion of theirs opponents. Like all of the 5e book I have read, I loved this one and will continue to read as many of them as I can, and hopefully invest in previous edition to see how they worm too.
CLICL ME TO DOWNLOAD PDF. Kim Mohan is an author of Tales from the yawning portal book. But most of the time its so confusing. This is very simple, Tales from the yawning portal , as it incorporates classic adventure that have been updated for use with the fifth edition rules and guidebooks. Kim Mohan is an author of Tales from the yawning portal games. So, in this post we have covered the Tales from the yawning portal. I hope you have liked this post. Thanks for visiting.. Classes Backgrounds Races Spells Magic Items File Guide Rules Compendium Language Subrace Monsters Weapons Subclass Feats Conditions.
Close Classes Backgrounds Races Spells Magic Items File Guide Rules Compendium Language Subrace Monsters Weapons Subclass Feats Conditions.
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Web11/05/ · Tales From the Yawning Portal (Dungeons & Dragons) Download ISBN: Title: Tales From the Yawning Portal (Dungeons & Dragons) Pdf Author: WebD&D 5E - Tales From The Yawning Portal - Maps | PDF D&D 5E - Tales From the Yawning Portal - Maps - Free download as PDF File .pdf) or read online for free. Download Tales From The Yawning Portal Epub and PDF from below and start reading the book today. Tales From The Yawning Portal PDF, Epub – Details And Review: Tales from the Yawning Portal Epub was #6 in the “Hardcover Nonfiction” category on Publishers Weekly’s “Best-selling Books Week Ending April 17, ” list, and it sold 10, copies Web3/08/ · D&D 5e Tales From the Yawning Portal Like this book? You can publish your book online for free in a few minutes! evancuz blogger.com WebThe Sunless Citadel () The Forge of Fury () The Hidden Shrine of Tamoachan () White Plume Mountain () Dead in The () Against the Giants () WebTales From the Yawning Portal - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Scribd is the world's largest social reading and publishing ... read more
On busier nights, the place is loud and crowded. Subscribe to: Post Comments Atom. The creatures within join the battle here at your discretion. No samples of either apple are to be had. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area In this setting, consider replacing the kobolds in the adventure with gully dwarves.
Two goblin commoners currently repair dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring. Thirty-four goblins are at home when the characters arrive, but only four of the goblins are warriors. These goblins also check the trap and manually reset it. The room once held items of importance to the old dragon cult. He won't give up if the opposition includes kobolds. The dread tomb of Acererak shifts its location from a dismal swamp, to a searing desert, to some other forbidding clime in each telling.
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