Tales from the yawning portal PDF Free Download

Tales from the yawning portal PDF
Author Wizards RPG Team
Published 2017
Format PDF
Language English


Inside this tome are seven of the most convincing prisons from the 40+ year history of Dungeons and Dragons. Some are works of art that have facilitated an untold number of globe-trotters, while others are probably the most mainstream undertakings at any point printed. The seeds of these accounts currently rest in your grasp. D&D's most storied cells are currently part of your cutting edge collection of undertakings. Appreciate, and make sure to keep a couple of extra character sheets convenient.

Also read: Storm King's Thunder PDF

At the point when the shadows become long in Waterdeep and the chimney in the pub of the Yawning Portal darken to a profound blood red shine, explorers from over the Forgotten Realms, and even from different universes, turn stories and spread bits of gossip about dull prisons and lost fortunes. A portion of the yarns caught by Durnan, the bartender of the Yawning Portal, are enlivened by spots and occasions in remote from over the D&D multiverse, and these stories have been gathered into a solitary volume.

For use with the fifth release Player's Handbook®, Monster Manual®, and Dungeon Master's Guide®, this book furnishes fans with undertakings, enchantment things and destructive beasts, all of which have been refreshed to the fifth version rules. Investigate seven destructive prisons in this experience supplement for the world's most prominent pretending game.

Stories from the Yawning Portal Includes the Following Adventures:

  • Against the Giants
  • Dead in Thay
  • Fashion of Fury
  • Shrouded Shrine of Tamoachan
  • Sunless Citadel
  • Tomb of Horrors
  • White Plume Mountain

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  1. I was brand new to D&D in 4e when my friend ran his own campaign. When 5e came out, a different group of friends wanted to play D&D, but I was the only one with any prior experience, so I became the DM. We've been going through the 5e starter set, and as they are finishing that up, I'm looking for the next step for their characters. The standard published campaigns are somewhat problematic in that they all start at level 1. If your players want to keep playing the same characters (up to level 20, or whenever they die), its going to take a bit of work on your part.

    Enter Tales From the Yawning Portal. I have not personally run my players through any of the adventures yet, but I have read through each one pretty extensively. The way they are set up is brilliant, and even as a new DM it seems that they will be very easy to run. Tyranny of Dragons has a good story from what I've read through, but it doesn't seem to be set up in a way that is easy to DM, with a lot of fill work required on your part.

    Tales is a little different however from the other full campaigns in that they are meant to be sprinkled in bigger campaigns/adventures, not necessarily stand on their own as one over-arching campaign. That being said, you can do that, as the levels of the adventures compliment each other; the first one is 1-3, the second 3-5, then 5-8, etc. There won't be any over-arching story, but that doesn't matter too much. My personal plan is to run Horde of the Dragon Queen next (I will have to modify it as my characters are level 4) and when they are done with that, I will run them through one of the Tales adventures before moving onto part two of Tyranny, Rise of Tiamat. I had already bought those books, and their characters tie in nicely with the story. For the most part though, I can't wait to get to the Tales adventures. After the full campaign is done, I might run them through Tomb of Horrors, the last adventure in Tales. I am doing that last, because of the looks of it, it will kill them.

    The last thing I wanted to mention about Tales from the Yawning Portal is that the adventures feel very much like they were taken from past editions, but that's not a bad thing. I have several AD&D books that I've skimmed through, and the adventures seem very similar in terms of traps, puzzles and choices the characters can make. Also, most of the adventures seem, at least to me, that they are deadlier than the current 5e lineup. Many sections require smart thinking on the part of the players, not something that is easy to hack and slash their way through with min-maxed characters. The last adventure, Tomb of Horrors, looks especially devious. It was originally created by Gary Gygax himself, as a way to humble even his strongest players. These adventures are tough, but look to be extremely rewarding for those who survive.

    All in all, this is a solid, easy to use product that adds much needed content beyond first starting level. I highly recommend it.

  2. I am very satisfied with the updates for past version experiences for D&D 5e. they make it simple for me and others to run exemplary D&D undertakings.

    That being stated, the title, "Stories From The Yawning Portal" depicts the outstanding access to one of the more well known cells in Forgotten Realms that is regularly alluded to as the Undermountain Adventure.

    "A specific notorious hotel close to the docks in Waterdeep, The Yawning Portal's owner, one Durnan the Wanderer, is the main broadly known access to Undermountain effectively available to the overall population. Or maybe, it is the main known passage available to those components of the overall population edgy or disturbed enough to endeavor section into the underways."

    Along these lines, Tails of the Yawning Portal begins by giving you a depiction of the Yawning Portal Inn, and it sounds exceptionally cool. Presently I surmise the purpose of including the Yawning Portal is to give you an area that the included undertakings can start from, yet the issue is that I know my players and the principal thing they are going to need to do is to go down that well. They give you this one of a kind area that truly has direct access to the Undermountain that is clearly loaded with greatness riches and enchantment yet then there is no real way to play the Undermountain cell (shy of imagining everything yourself or changing over some old adaptation).