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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. If a creature moves within 5 feet of the dragon statue, a magic mouth spell causes the dragon to utter a riddle in Common to viewers, it seems as though the stone jaws are actually moving. The dragon's riddle is as follows: We come at night without being fetched; we disappear by day without being stolen.

What are we? Answer: stars Secret Door. A secret door in the western wall leads to area Under the scrutiny of detect magic, the door radiates a faint aura of abjuration magic. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle. Once the door is opened, it closes on its own 1 minute later, although any obstruction placed in the doorway walls of the pit are rough, and they offer handholds to climbers. Area 12 begins on its far side. A quasit named Jot was bound in the southwestern alcove an age ago to guard the contents of the sarcophagus in area 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 Jot is alerted by any light source the characters have, so it can prepare for them.

If the characters have no light source and are stealthy,Jot might not become aware of them. The quasit darts out of its hiding place and attacks the first creature that climbs out of the pit on the western side. Jot doesn't fight to the death. If it takes any damage, or if more than one character attacks it, Jot laughs and says, "You broke the binding. My watch over the dragonpriest is over! It then turns into a bat and flies along the foot-high ceiling across the pit. If Jot escapes, the characters might see it again. It knows that death on the Material Plane means a return to the Abyss, so it prefers to harass the characters while they are otherwise engaged, laughing and mocking as it does so. Secret Door. Finding the door on the southern wall requires a successful DC 20 Wisdom Perception check. The door opens with a simple push inward. prevents it from doing so. The door can be opened from the western side with a simple push. SECRET ROOM I Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall.

HONOR GUARD Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure carved of red-veined white marble. The figures resemble tall elves in plate armor. A stone archway at the west end of the hall opens into a wide room from which greenish light glows. A dark pit is situated before the archway. If the southern wall is cleared of dust, the runes are revealed to be a message in Draconic. Someone who can read the language understands it as "A dragonpriest entombed alive for transgressions of the Law still retains the honor of his position. A secret trapdoor in the floor requires a successful DC 20 Wisdom Perception check to find. The door opens by pulling it upward. It leads to a 3-footbyfoot crawl space that connects to a similar trapdoor in area Southwest Alcove.

A successful DC 10 Wisdom Perception check reveals that the dust in the room is disturbed by tracks that start in the southwest alcove, though the tracks are filled in enough that the disturbance must have occurred dozens of years ago. A successful DC 10 Wisdom Survival check enables a character to determine that the tracks were made by tiny humanoid feet with claw-like nails. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another successful DC 10 Wisdom Survival check to pick up the trail again. Spiked Pit. The pit is 10 feet deep, and its bottom is filled with spikes that deal 11 2d10 piercing damage to a creature that falls in, as well as falling damage. Sconces are attached to the walls at each corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room's center. The coffin is carved with dragon imagery, and the head of the sarcophagus resembles a dragon's head.

Rusting iron clasps firmly lock down the lid. The greenish fire is a continual flame spell. Six rusted iron latches hold down the sarcophagus lid. Opening a single latch requires a CHAPTER I I THE SUNLESS CITADEL r5 successful DC 15 Strength check. If the six latches are opened, the lid can be removed with a successful DC 15 Strength check or by the effort of any combination of characters whose combined Strength is 30 or higher. Inside, a dragonpriest lies imprisoned, kept alive by virtue of a sequester spell that is dispelled with a flash of green light when the sarcophagus is opened. For every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time.

d20 2 3 4 In the coffin is a troll! It's dressed in rotted finery, but its jewelry and rings adorned with tiny silver dragons still 5 sparkle. The creature's body is shrunken and elongated, 6 and its flesh is a rubbery, putrid green. Its black hair is long, thick, and ropy. Its beady black eyes flash open, and it snarls. If the door is opened, read: This dragonpriest delved into magic that the dragon cult deemed profane-he permanently transformed himself from an elf into a troll. For this crime, the cult entombed him alive, though the honor of his station remained. The dragonpriest attacks his rescuers, his mind all but transformed to that of a troll over the ages of his burial. He had a name, but he has forgotten it, although he has not forgotten how to speak Elvish and Draconic.

In his current state, the dragonpriest is slower and weaker than a normal troll. Use troll statistics, but the dragonpriest starts with 30 hit points, regenerates only 5 hit points per round up to normal for a troll , and can't use Multiattack. If he is defeated in this state, the dragonpriest is worth XP. The dragonpriest won't pursue fleeing characters. Instead, he continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. The dragonpriest has an ornate ceremonial dagger worth gp , two silver rings 15 gp each , and a silver amulet 15 gp. Scattered across the bottom of the sarcophagus are sp, 50 gp, and four spell scrolls: command, cure wounds 2nd level , inflict wounds 2nd level , and guiding bolt 2nd level.

The door is locked but can be opened with thieves' tools and a successful DC 20 Dexterity check. Rusted pipes lead from the keg into the floor. If anyone shakes or strikes the keg, the sound of sloshing liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg's top with a successful DC 15 Strength check, or someone can easily stave in the side of the keg. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who has disturbed the keg. Within the keg are five tiny sapphires worth 10 gp each used to bring about the magic that bound the mephits. DRAGON CELL Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire.

A metallic cage in the middle of the A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A bedroll lies near the wooden bench, and the sound of whimper- This ruined chamber stands empty of all but a litter of rocky debris. This ten-foot-square chamber is hewn from stone. It southern wall contains a gaping hole and stands empty. EMPTY ROOM Several empty rooms in the fortress have the same characteristics. Nothing of note can be found in any of them. l l Encounter ld6 kobolds 1d6 giant rats ld4 goblins ld2 hobgoblins 1d4 skeletons ld6 twig blights No encounter CHAPTER 1 I THE SUNLESS CITADEL ] ing comes from inside it.

Until recently, the kobolds confined a white dragon wyrmling in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie by goblins that stole the wyrmling a week ago. Meepo, the kobold who was his tribe's Keeper of Dragons, is now the sole occupant of the chamber. He is heartsick at the loss of the wyrmling and spends much of his time nowadays in nightmare-ridden sleep in his bedroll. With the loss of his charge, Meepo's status is in the gutter. He doesn't react to anything short of loud noise or direct prodding.

If he is disturbed, Meepo is frightened but willing to talk. He is weepy. His numerous obvious scars are souvenirs of his job as Keeper of Dragons. If he is asked about the cage or queried in any way that mentions a dragon, he says, "The clan's dragon we lost it. The wretched goblins stole Calcryx, our dragon! Meepo take you to meet Yusdrayl, our leader, if you make nice. You get safe passage, if you promise to make nice. Maybe if you promise to rescue dragon, Yusdrayl make nice to you, answer questions. True to his word, he guides the characters to area Along the way, he shouts out "Ticklecorn! If the characters leave Meepo behind, or if they are antagonistic toward him, the characters don't learn the password, and all other kobolds are hostile toward the party.

If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush out to meet enemies. The symbols on the walls are crudely formed in Draconic and read, "Here There Be Dragons. A search of the cage reveals white scales that someone who has proficiency in Nature or Survival can determine to be from no natural animal. A successful DC 15 check using either skill identifies the scales as those of a white dragon wyrmling. The firepit, if its ashes are sifted, is found to hold charred bits of kobold bones and armor. The bench serves as a sort of tiny altar. Resting on it are containers of green dye.

a paintbrush made of goblin-hair bristles, and four tiny jade figurines of dragons worth 15 gp each. A thorough search of the firepit and a successful DC 15 Wisdom Perception check reveals another jade figurine. KOBOLD GUARDROOM Three rooms in the fortress serve as kobold guard stations. All have the same characteristics. Door Trap. The door leading to the room is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the trap to trigger. A character who succeeds on a DC 10 Wisdom Perception check spots the wire. If a character then succeeds on a DC 10 Dexterity check using thieves' tools, the tripwire is cut without triggering the trap. A character can attempt this check using any edged weapon or edged tool in place of thieves' tools, but does so with disadvantage.

On a failed Dexterity check, the trap triggers, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release the tension on the tripwire when they exit, meaning that any guardroom that has been vacated can be entered safely. A small pit of embers, built of broken masonry and portions of shattered stone sculptures, smolders in the center of this chamber. Arrayed around the pit are several small rugs woven of matted hair and dead fungi.

The room serves as a barracks and guard post for the kobold tribe's warriors. Three kobolds stand guard inside, unless they have already come forth to reinforce other kobolds. If the characters try to talk and the interaction is successful, the kobolds direct the characters to head toward "Yusdrayl on her dragon throne," giving them simple directions to area 21 and warning them to avoid rousing the ire ofYusdrayl's elite guards. DRAGON CHOW A character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from easily escaping when the door is open.

The rats are used as food for the dragon wyrmling that was once stabled in area Since the abduction of the dragon, the kobolds have neglected the rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats for 1 round, after which they disperse into the dungeon. CHAPTER 1 I THE SUNLESS CITADEL 17 PRISON Each door that lead to the prison chamber is locked, requiring a DC 15 Dexterity check using thieves' tools to unlock, and also barred on the outside with an iron rod. If a character attempts to open either door while any kobolds are present, the kobolds warn against doing so. Opening a door in spite of this warning turns the kobolds hostile. KOBOLD COLONY The strong wooden door that leads to the kobolds' living quarters is barred from the inside. Characters who give the proper password "Ticklecorn!

Otherwise, the kobolds open the door only when guards return to the room for a shift change. Four small humanoids are shackled by thick, rusted Several small but smoky fires light this wide and high chains attached to a large iron spike set in the floor. Spits, tanning racks, and other implements of Several broken weapons and sundered shields lie in a primitive culture are visible through the haze. Several one corner. small figures busily work and play within the chamber. Four goblins are chained here, taken prisoner during the course of several skirmishes.

Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins for a price of 2d10 sp. Those who can't be ransomed are bound for the kobold cook pot. The goblins whine and cower pathetically if any characters enter the room. A character who succeeds on a DC 15 Dexterity check using thieves' tools can open the lock on the chains, or the chains can be broken Strength DC 20 or sundered AC 15, 60 hit points. The goblins promise anything and everything in exchange for their release, including safe passage for the characters to their chief.

The creatures have no power to guarantee their promises, however. In addition, if the goblins are released, any understanding the characters have with the kobolds is voided. Freed goblins flee at the first hint of trouble, and they double-cross their rescuers if threatened by other goblins. HALL OF DRAGONS Twenty-four kobolds occupy the room, but only three kobolds are capable warriors that challenge unescorted intruders. Seven other kobolds are commoners, but with 3 hit points each, and a -1 reduction to hit and damage compared to the Monster Manual statistics. The other tribe members here are too young, too old, or too cowardly to defend themselves; they flee if combat breaks out and are worth no XP. Even the kobolds capable of fighting run away if they are outmatched.

The kobolds here answer all questions with a quick "Yusdrayl knows. DRAGON THRONE A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a variety of small items. The portion of the altar that serves as the throne's back features A double row of relief-carved marble columns march the a carving of a rearing dragon. A metallic key is held firmly length of this long, large hall. The worn carvings depict in the dragon's open jaws. entwining dragons. An elite squad of three kobolds each with 7 hit points patrols the hall, considering the duty an honor. The guards pay particular attention to the door that leads to area 24, which is along the route traditionally used by goblin raiders. These kobolds react to the character's presence in the same way as the ordinary ones described in area If the characters head for area 21 without causing hostilities, these guards follow the characters into Yusdrayl's presence.

If combat erupts here, the result is likely to be deadly for the party. Any kobolds remaining in the areas nearby enter the room as reinforcements. Yusdrayl and her two guards arrive from area 21 at the start of the second round of combat. At the start of the fifth round, the kobolds in the area 16 to the southwest of this room come on the scene. At the start of the eighth round, the kobolds from area 23 enter the fray. Kobolds that leave their original area and are slain here should be noted for possible future reference. Normally sitting on the throne is the kobolds' leader, Yusdrayl see appendix B. Two elite kobolds 7 hit points each guard her. Those who come to Yusdrayl's chamber can talk to her; she is hostile only if she knows that the characters have slain other kobolds.

Characters who antagonize her while talking earn the leader's ire and a savage attack. Yusdrayl can speak to the following questions: Why are kobolds in this place? As the mightiest among my people, I have led a brave few to this ancient holy site, where dragons were worshiped long ago. He grows the fruit, which he gives to the goblins. The dragon-thieving goblins are his servants! They are more numerous below, in the Twilight Grove. If you return Calcryx to us. I shall grant you a reward. Meepo can accompany you if you desire. Yusdrayl and her followers know nothing useful about the goblin lair. If the characters take Meepo with them, he can serve as their guide to that location. If Meepo goes along and is slain, the kobolds count it as a small loss as long as the dragon is rescued. Possible rewards include the key in the carved dragon's mouth, or any two of the items on the altar. Yusdrayl is also willing to sell the key for 50 gp.

If hostilities break out, reinforcements arrive in the manner described in area If the characters return Calcryx, Yusdrayl can be convinced to aid them in an assault on the remaining goblins. You determine the nature of the aid. The key clenched in the mouth of the carved dragon opens the door to area 7. Yusdrayl has keys to area 18 and the chains there, a key to the doors in area 24, and a key that once fit the cage in area She also has 35 gp. The items assembled on the altar include a Quaal's feather token tree , three spell scrolls mage armor, spider climb, and knock , and a small flask that contains three doses of elixir of health. LARDER The odor of rotting meat permeates this chamber. Most The kobolds used the natural passage to first enter the Sunless Citadel, and they continue to travel through it for hunting and gathering forays into the Underdark.

The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed. If they have not come forth as reinforcements, three kobolds camp here, serving as hunters and guardians of the tunnel. They react as described in area of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid TRAPPED ACCESS stalks, and several massive insect carapaces. On a small, The doors on both ends of the corridor are locked and can be opened by a character who succeeds on a DC 20 Dexterity check using thieves' tools. battered bench along the south wall are pieces of nearly useless cutlery and rusting skinning knives.

The kobolds bring food for their tribe up from the Underdark and store it in a nearby chamber. The rotting flesh is that of rats, bats, overlarge cave crickets, beetles, goblin parts, and spiders. The room also has a selection of fungi and mushrooms. UNDERDARK ACCESS The floor is partially collapsed on the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the wall, and several pallets lie nearby. I At the other end of a twenty-foot-long corridor is another closed door. I Hidden Pit. The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit's center allows safe passage over the pit. With a successful DC 15 Wisdom Perception check, a character notices the door's unmortared rim. After that, a character who makes a successful DC 10 Intelligence Investigation check deduces the location of the catwalk, as well as how the pit operates.

If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful DC 15 Dexterity check, a creature can use CHAPTER 1 I THE SUNLESS CITADEL thieves' tools and an object, such as an iron spike. to wedge the lid shut. Kobolds regularly check the trap and manually reset it when necessary. 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. Enjoy, and remember to keep a few spare character sheets handy. DREAD TALES TOLD IN THE DEAD OF NIGHT When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures.

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.

Tales From The Yawning Portal Pdf PDF Download [PDF link given below]. Some are classics that have hosted an untold number of adventures, 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 order they are presented in the 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. Some small adjustments have been made to allow the seven module to be run consecutively. Imagine having a first- level character and being able to run a campaign that sees them traverse a variety of iconic story lines. Part one first adventure, The Sunless Citadel, fledgling adventurers make their way through a decrepit fortress in order to root out the evil that now resides there. This quest will expose characters to a multitude of denizens that dwell under the earth. 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 work too. To Download This PDF Follow this Setps : Copy the Text given below in Yellow Background : and paste in your browser :. Disclaimer : We dont own this book. PDF is just provided for educational purposes. We will edit or remove it. Tales From The Yawning Portal Pdf pdf free , Tales From The Yawning Portal Pdf PDf Tales From The Yawning Portal Pdf PDF download , Tales From The Yawning Portal Pdf PDF free download.

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He expects to be paid for his time, and will offer insight and rumors only in return for hard cash. This is simply unacceptable after the same issues have happened with every other book release. Its beady black eyes flash open, and it snarls. It is 7 miles from Oakhurst to the Sunless Citadel. KOBOLD GUARDROOM Three rooms in the fortress serve as kobold guard stations.

They should advance through 2nd level to 3rd level before the finale. Stirges, spiders, and worse have been known to invade the Yawning Portal from below. Meepo can accompany you if you desire. PRESSURE PLATE I The air is stale in this twenty-foot-long corridor, which leads to another closed stone door. The locked door opens only when someone targets it with a knock spell or an effect that turns undead.

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