TALES FROM YAWfflff PORTAL G THE CREDITS Compilers: Kim Mohan, Mike Mearls Graphic Designer: Emi Tanji Producer: Stan! Lead Rules Developer: Jeremy Crawford Cover Illustrator: Tyler Jacobson Project Manager: Heather Fleming Fifth Edition Conversion: Chris Sims, Sean K Interior Illustrators: Mark Behm, Eric Belisle, Product Engineer: Cynda Callaway Reynolds, Jennifer Clarke Wilkes Zoltan Boros, Noah Bradley, Sam Carr, Imaging Technicians: Sven Bolen, Carmen Jedd Chevrier, Bud Cook, Olga Drebas, Cheung, Kevin Yee Managing Editor: Jere1,1y Crawford Wayne England, Lake Hurwitz, Izzy, Tyler Art Administration: David Gershman Editors: Kim Mohan, Michele Carter Jacobson, Titus Lunter, Brynn Metheney, Prepress Specialist: Jefferson Dunlap Editorial Assistance: Chris Dupuis, Ben Scott Murphy, Claudio Pozas, Ned Rogers, Petrisor, Matt Sernett Chris Seaman, Cory Trego-Erdner, Franz Other D&D Team Members: Bart Carroll, Vohwinkel, Mark Winters, Sam Wood, John Feil, Trevor Kidd, Adam Lee, Art Director: Kate Irwin Ben Wootten Christopher Lindsay, Shelly Mazzanoble, Additional Art Direction: Shauna Narciso, Cartographers: Jason A. Engle, Rob Christopher Perkins, Hilary Ross, Richard Whitters Lazzaretti, Mike Schley, Ben Wootten Liz Schuh, Nathan Stewart, Greg Tito, Shawn Wood CREDITS FROM THE ORIGINAL ADVENTURES Tomb of Horrors (1978) Editing and Production: Dave Cook, Jeff R. Cartography: Todd Gamble Design: Gary Gygax Leason, Lawrence Schick Illustrations: Dennis Cramer, Todd Lockwood Illustrations: Etol Otus, jeffDee, Gregory White Plume Mountain (1979) K. Fleming, David S. LaForce, David C. The Forge of Fury (2000) Design: Lawrence Schick Sutherland 111 Design: Richard Baker Editing and Suggestions: Mike Carr, Allen Editing: Miranda Horner Hammack, Harold Johnson, Tim Jones, Against the Giants (1981) Cartography: Todd Gamble Jeff Leason, Dave Sutherland, Jean Wells Design: Gary Gygax Illustrations: Dennis Cramer, Todd Lockwood Art: Dave Sutherland, Erol Otus, Darlene Editing: Mike Carr, Timothy Jones, Jon Pekul, Jeff Dee, David S. La Force, Jim Pickens, Lawrence Schick Dead in Thay (2014) Roslof, Bill Willingham Art: David C. Sutherland Ill, David A. Design: Scott Fitzgerald Gray Tram pier, Jeff Dee, David S. La Force, Editing: Ray Vallese The Hidden Shrine ofTamoachan (1980) Erol Otis, Bill Willingham Cartography: Mike Schley Design: Harold Johnson, Jeff R. Leason Illustrations: Eric Belisle, Sam Carr, Tyler Able Assistance: Dave Cook, Lawrence Schick The Sunless Citadel (2000) Jacobson, Miles Johnstone, Mark Winters Editing: Harold Johnson Design: Bruce R. Cordell Editing: Miranda Horner ON THE COVER As proprietor of the Yawning Portal, Durnan has heard amazing tales from adventurers of all sorts from across the multiverse, as seen in this array of characters by Tyler Jacobson. See if you can identify the face and 7 the adventure found in Tales from the Yawning Portal. 6 8 (foljl u, prno) n1ow11 Jo uasOtjJ 'uan!)I 'i? :(u!OIUnovv awn1d a)ftjlx\) a,o,f1uovv 'L :(UOljWOUIOlfO WfJLjS uappfH) fUO 3ljl 'ad1x ·9 :(.vn.:1 Jo a'iJ,0.:1) ~ap,01 ·!; :(u!oiunow Disclaimer: Do we really need a disclaimer to tell you that it's not our fault that your awn1d a1f1jlx\) nfd suos 01n1a JJS ·i, :(1apo11) ssa1un5) nJO!V\J ·r character died because you decided to climb down into a monster-and trap-filled hole in :(foy1 Uf poao) 101, 1n101 ·z :(s,o,,oHfo qwo1) a1Ao'iJ,09 ·1 the ground? CE 620C2207000001 EN ISBN: 978-0-7869-6609-7 First Printing: April 2017 987654321 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Gu dt, a otrier Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their dist net e enesses are property of Wizards of the Coast. This material is protected under the copyright laws of the Un ted Sta~es of Amer ca Any reproduction or unauthorized use of the ma:er a or ar:iNork contained herein is prohibited without the express written permission of Wizards of the Coas:. -.-s ..c S:- :;; .. e E"!l e-Boechat 31, 2800 Dee on C- CONTENTS Introduction ........................................... 4 App. A: Magic Items ....................... 228 Thayan Warrior ................................. 246 Using This Book .................................... 4 Amulet of Protection from Thorn Slinger .................................... 246 The Yawning Portal .............................. 5 Turning ............................................ 228 Transmuter ......................................... 247 Balance of Harmony ........................ 228 Vampiric Mist .................................... 247 Ch. 1: The Sunless Citadel ................ 9 Bracelet of Rock Magic ................... 228 White Maw ......................................... 248 Adventure Synopsis .............................. 9 Eagle Whistle .................................... 228 Yusdrayl .............................................. 248 Running the Adventure ........................ 9 Oakhurst... ............................................. 10 Hell Hound Cloak ............................. 228 Maps The Citadel ............................................ 11 LoadStone ........................................... 228 Map 1.1: Fortress Level... ................... 13 th st 228 Aftermath .............................................. 31 Mirror of e Pa ····························· Map 1.2: Grove Level .......................... 26 Ch 2 Th F fF 33 Night Caller ........................................ 228 Map 2.1: The Stone Tooth ................. 35 · : e orge O ury ·················· Potion of Mind Control .................... 229 Map 2.2: The Mountain Door ........... 37 Adventure Synopsis ............................ 33 R b f S 229 o e o ummer .............................. . Map 2.3: The Glitterhame ................ .44 Character Hooks .................................. 33 Shatterspike ....................................... 229 Map 2.4: The Sinkhole ...................... .49 Approaching Khundrukar ................. 34 Spear of Backbiting. ......................... 229 Map 2.5: The Foundry ........................ 52 The Forge of Fury ................................ 36 Stone of Ill Luck ................................ 229 M 2 6 Th Bl k L k 58 Aftermath .............................................. 59 ap · : e ac a e ··················· Wand of Entangle ............................. 229 Map 3.1: The Hidden Shrine Ch. 3: The Hidden Shrine Waythe ................................................. 229 of Tamoachan .................................... 63 ofTamoachan ................................... 61 A B C 230 M 4 1 C v· 97 pp. : reatures............................ ap . : utaway 1ew ..................... . Running the Adventure ...................... 61 A . d T bl M Wh Pl M · 98 mmate a e................................. 230 ap 4 . 2 : ite ume ountam .... . th 61 The Ruins of e Shrine ..................... Barghest... ........................................... 230 Map 4.3: Geysers and Chains ........... 99 Ch. 4: White Plume Mountain ........ 95 Centaur Mummy ............................... 231 Map 4.4: Boiling Lake. ..................... 102 Running the Adventure ...................... 95 Champion ........................................... 231 Map 4.5: Aquarium and Prison ..... 105 Locations in the Dungeon ................. 97 Choker. ................................................ 232 Map 5.1: The Doomvault... ............... 111 Escaping the Dungeon .................... 107 Conjurer .............................................. 232 Map 5.2: Player Map ......................... 117 Ch. 5: Dead in Thay ........................ 109 Deathlock Wight ............................... 233 Map 5.3: Abyssal Prisons ................ 118 Synopsis .............................................. 109 Dread Warrior ................................... 233 Map 5.4: Blood Pens ........................ 125 The Doomvault .................................. 109 Duergar Spy ....................................... 234 Map 5.5: Masters' Domain ............. 129 Into the Doomvault ............................ 116 Enchanter ........................................... 234 Map 5.6: Far Realm Cysts .............. 135 Abyssal Prisons. ................................. 118 Evoker ................................................. 235 Map 5.7: Forests of Slaughter ........ 139 Blood Pens ......................................... 124 Giant Crayfish .................................... 235 Map 5.8: Ooze Grottos ...................... 142 Masters' Domain. .............................. 129 Giant Ice Toad ................................... 235 Map 5.9: Predator Pools .................. 146 Far Realm Cysts ............................... 134 Giant Lightning Eel... ....................... 236 Map 5.10: Golem Laboratories ....... 151 Forests of Slaughter ......................... 138 Giant Skeleton ................................... 236 Map 5.11: Temples of Ooze Grottos ....................................... 141 Giant Subterranean Lizard ............ 236 Extraction ........................................ 156 Predator Pools .................................... 145 Greater Zombie ................................. 237 Map 5.12: The Phylactery Vault... ... 161 Golem Laboratories ......................... 150 Illusionist... ......................................... 237 Map 5.13: The Phylactery Vault... ... 162 Temples of Extraction ...................... 155 Kalka-Kylla ......................................... 238 Map 6.1: Hill Giant Stronghold, The Phylactery Vault... ..................... 160 Kelpie ................................................... 238 Upper Level... .................................. 168 Aftermath ........................................... 163 Leucrotta ............................................ 239 Map 6.2: Hill Giant Stronghold, · h G. Malformed Kraken ........................... 239 Dungeon Level ................................ 174 Ch . 6 : A ga1nst t e 1ants ............. . 165 · h Ad Martial Arts Adept... ......................... 240 Map 6.3: Frost Giant Stronghold, R unnmg t e ventures ................ . 165 Nereid .................................................. 240 Upper Level... .................................. 180 Steading of the Hill Giant Chief... ................................... Necromancer ..................................... 241 Map 6.4: Frost Giant Stronghold, 166 The Glacial Rift of the Frost Ooze Master ....................................... 241 Lower Level .................................... 184 . J Sea Lion .............................................. 242 Map 6.5: Hall of the Fire Giant ar1 ......................................... . 179 . G. K. Sharwyn Hucrele .............................. 242 Giant King, Entrance Level... ...... 190 H a 11 o f t h e Fire 1ant mg ............. . 191 Sir Braford ......................................... 243 Map 6.6: Hall of the Fire Ch. 7: Tomb ofHorrors ................... 211 s· 243 G. t K. g s d L I 200 tren .................................................... 1an m , econ eve ........... . Legend of the Tomb ........................... 21l Tarul Var ............................................. 244 Map 6.7: Hall of the Fire Running the Adventure .................... 211 Te cuz1·z t eca ti ...................................... 245 c·1 an t K.1 n g , Th.t r d L eve 1. ............. . 204 Locations in the Tomb ..................... 212 Th ayan Ap pren t't ee........................... 245 M ap 7.1 : 'T1'0 m b o f H orrors .............. . 213 INTRODUCTION ELCOME TO TALES FROM THE YAWNING PORTAL. ABOUT THE ADVENTURES Within this book you will find seven of the deadliest dungeons from the history of D&D, THE SUNLESS CITADEL updated for the current edition of the game. The Sunless Citadel, written by Bruce R. Cordell, was Some are classics that have hosted an untold the first published adventure for the third edition of the number of adventurers, while others are D&D game. It is designed for a party of four or five 1st newer creations boldly staking their place in level player characters. the pantheon of notable D&D adventures. Ever since its publication in 2000, The Sunless Cit Just as these dungeons have made an impression on adel has been widely regarded as an excellent way to D&D players, so too have tales of their dangers spread introduce new players to the game. It's also a great start across the D&D multiverse. When the night grows long ing experience for someone looking to be a Dungeon in Waterdeep, City of Splendors, and the fireplace in the Master for the first time. taproom of the Yawning Portal dims to a deep crimson, adventurers from across the Sword Coast- and even THE FORGE OF FURY some visiting from other D&D worlds- spin tales and The Forge of Fury, written by Richard Baker, was pub rumors of lost treasures. lished in 2000 shortly after The Sunless Citadel. Char A wanderer from the distant Shou Empire speaks of acters who succeeded in that mission and advanced to strange, leering devil faces carved in dungeon walls 3rd level were now ready to take on the challenges of a that can devour an explorer in an instant, leaving be ruined dwarven fortress. hind not a single trace of the poor soul's passing. Like its predecessor, The Forge ofF ury is tailored to A bald, stern wizard clad in blue robes and speaking provide increasingly tougher threats as the characters with a strange accent tells of a wizard who claimed make their way through the fortress. Those who survive three powerful weapons from a city on the shores of the experience can expect to advance to 5th level a lake of unknown depths, who spirited them away to seasoned adventurers ready to strive for greater glory a slumbering volcano and dared adventurers to enter and renown. his lair and recover them. • A one-eyed dwarf spins tales of a castle that fell into THE HIDDEN SHRINE OF TAMOACHAN the earth, and whose ruins stand above a subterra The Hidden Shrine ofTamoachan, written by Harold nean grove dominated by a tree that spawns evil. Johnson and Jeff R. Leason, made its debut under the title Lost Tamoachan at the Origins game convention in These are only a few of the tales that have spread across 1979, where it was used in the official D&D competition. the Sword Coast from the furthest reaches of Faerun The first published version of the adventure was pro and beyond. The minor details change with the telling. duced in 1980. The dread tomb of Acererak shifts its location from a The updated version of the adventure presented dismal swamp, to a searing desert, to some other for herein is designed for a group of four or five 5th-level bidding clime in each telling. The key elements remain player characters. the same in each version of the tales, lending a thread of truth to the tale. WHITE PLUME MOUNTAIN The seeds of those stories now rest in your hand. Lawrence Schick, the author of White Plume Mountain, D&D's deadliest dungeons are now part of your arsenal related in the 2013 compilation Dungeons of Dread that of adventures. Enjoy, and remember to keep a few spare he wrote the adventure as a way of persuading Gary character sheets handy. Gygax to hire him as a game designer. Not only did he get the job, but White Plume became an instant favorite USING THIS BOOK when it was first published in 1979. The version of the adventure in this book is tailored to Tales from the Yawning Portal contains seven adven a group of characters of 8th level. tures taken from across D&D's history. The introduction of each adventure provides ideas DEAD IN THAY on adapting it to a variety of D&D settings. Use that in Dead in Thay, written by Scott Fitzgerald Gray, was cre formation to place it in your campaign or to give you an ated when the fifth edition D&D game was in the testing idea of how to adapt it. stages. In its original form, it was used as the story of These adventures provide the perfect side quest away the D&D Encounters season in the spring of 2014. Fea from your current campaign. If you run published D&D turing an immense and lethal dungeon known as the campaigns, such as Storm King's Thunder, the higher Doomvault, the adventure serves as a tribute to Tomb of level adventures presented here are an ideal way to ex Horrors, Ruins of Undermountain, and other "killer dun tend the campaign beyond. geons" throughout the history of the game. The version of Dead in Thay presented here is modi fied for use in home campaigns. It is designed for char acters of 9th to 11th level. INTRODUCTION AGAINST THE GIANTS CREATING A CAMPAIGN The three linked adventures that make up Against the While these adventures were never meant to be com Giants were created and originally released in 197 . bined into a full campaign- over 30 years separates during the time when Gary Gygax was still writing the the newest from the oldest- they have been selected Player's Handbook for the original AD&D game. Despite to provide play across a broad range of levels. With a being (in a sense) older than the game itself, these ad little work, you can run a complete campaign using only ventures continue to hold a special place in the hearts this book. and memories of D&D players of all ages. Starting with The Sunless Citadel, guide your players The compilation of Steading of the Hill Giant Chief, through the adventures in the order that they are pre Glacial Rift of the Frost Giant]arl, and Hall of the Fire sented in this book. Each one provides enough XP that, Giant King was published in 1981 as Against the Giants. upon completing the adventure, the characters should The version presented here is designed to be under be high enough level to advance to the next one. taken by characters of 11th level. The Yawning Portal, or some other tavern of your own invention or drawn from another D&D setting, provides TOMB OF HORRORS the perfect framing device for the campaign. The char Before there was much of anything else in the world of acters hear rumors of each dungeon, with just enough the D&D game, there was the Tomb of Horrors. information available to lead them to the next adventure. The first version of the adventure was crafted for Gary Perhaps a friendly NPC drawn from the upcoming Gygax's personal campaign in the early 1970s and went adventure visits the tavern in search of help, or some on to be featured as the official DUNGEONS & DRAGONS element of a character's background pushes the group event at the original Origins gaming convention in 1975. down the proper road. In any case, these dungeons are The first publication of Tomb of Horrors, as a part of the designed to be easily portable to any campaign setting. Advanced D&D game, came in 1978. As a proving ground for characters and players alike, THE YAWNING PORTAL fabricated by the devious mind of the game's cocreator, Tomb ofH orrors has no equal in the annals of D&D's Amid the bustle ofWaterdeep, within the Castle Ward greatest adventures. Only high-level characters stand where barristers, nobles, and emissaries battle with a chance of coming back alive, but every player who word and contract, stands an inn not quite like any braves the Tomb will have the experience of a lifetime. other. Before there was a Castle Ward or even what could be recognized as an ancestor of the City of Splen RUNNING THE ADVENTURES dors, there was a dungeon, and in that dungeon begins To run each of these adventures, you need the fifth edi the tale of the Yawning Portal. tion Player's Handbook, Dungeon Master's Guide, and In ages past, the mighty wizard Halaster built his Monster Manual. Before you sit down with your players, tower at the foot of Mount Waterdeep and delved deep read the text of the adventure all the way through and into tunnels first built by dwarves and drow in search familiarize yourself with the maps as well, perhaps of ever greater magical power. Halaster and his appren making notes about complex areas or places where the tices expanded the tunnels they found, worming out new characters are certain to go, so you're well prepared be lairs under the surface for reasons of their own. In time, fore the action starts. their excavations grew into the vast labyrinth known today as Undermountain, the largest dungeon in all of l the Forgotten Realms. Halaster eventually disappeared, Text that appears in a box like this is meant to be read as have all his apprentices, but the massive complex he aloud or paraphrased for the players when their charac built remains to this day. ters first arrive at a location or under a specific circum For untold years, the secrets of Undermountain re mained hidden from the surface world. Everyone who stance, as described in the text. entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep The Monster Manual contains stat blocks for most of the monsters and NPCs found in this book. When a THE GREEN DRAGON INN monster's name appears in bold type, that's a visual cue The Yawning Portal is not the only renowned tavern in pointing you to the creature's stat block in the Monster D&D lore. In the Free City of Greyhawk stands the Green Manual. Descriptions and stat blocks for new monsters Dragon Inn, which has been the starting point for some of appear in appendix B. If a stat block is in that appendix, the most successful expeditions to Castle Greyhawk and an adventure's text tells you so. beyond. The place is crowded and smoke-filled. Patrons Spells and nonmagical objects or equipment men talk in low voices, and anyone attempting to strike up a tioned in the book are described in the Player's Hand conversation without making a clear intent to pay can ex book. Magic items are described in the Dungeon Mas pect a cold reception. Paranoia and suspicion run rampant here, as befits a free city that stands at the nexus between ter's Guide, unless the adventure's text directs you to an a devil-haunted empire, a vast domain locked in the iron item's description in appendix A. tight 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. INTRODUCTION 5 who were sentenced to die were forcibly escorted into Oddities on Display. A staggering variety of curios the dungeon and left to fend for themselves. and oddities adorn the taproom. Traditionally, adven All of that changed with the arrival of two men, a turers who recover a strange relic from Undermountain warrior named Durnan and a ne'er-do-well named Mirt. present it to Durnan as a trophy of their success. Other The duo were the first adventurers to return from Un adventurers leave such curio to mark their visits to dermountain, laden with riches and magic treasures. the tavern, or relinquish them after losing a bet with While Mirt used his wealth to buy a mansion, Durnan Durnan, who likes to wager on the fate of adventuring had different plans. Durnan retired from adventuring bands that enter the dungeon. Occasionally, something and purchased the land on which sat the deep, broad that strikes Durnan's fancy can be used to pay a bar tab. well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to YAWNING PORTAL TAPROOM CURIOS adventurers and those who seek their services, and he d20 Item called it the Yawning Portal. A key carved from bone Some of the magic Durnan looted on his successful 2 A small box with no apparent way to open it foray into Undermountain granted him a life span that 3 A mummified troglodyte's hand exceeds even that of an elf. And for decades Durnan left delving into Undermountain to younger folk. Yet one 4 Half of an iron symbol of Bane day, something drew him back. Days of waiting for his 5 A small burlap pouch filled with various teeth triumphant return from the dungeon turned to months 6 Burnt fragments of a scroll and then years. For nearly a century, citizens ofWater 7 A lute missing its strings deep thought him dead. But one night, a voice called up 8 A bloodstained map from the well. Few at first believed it could be Durnan, 9 An iron gauntlet that is hot to the touch but folk as long-lived as he vouched it so. The Yawning 10 A gold coin stamped with a worn, hawk-wing helm Portal had passed into the hands of his ancestors, but crest Durnan returned with enough riches for them to quietly 11 A troll finger, still wriggling retire. Durnan took his customary place behind the bar, 12 A silver coin that makes no noise when dropped raised a toast to his own safe return, and then began 13 An empty jar; when opened, a wolf howl sounds from it serving customers as if he'd never left. and continues until it is closed Adventurers from across Faerun, and even from else where in the great span of the multiverse, visit the Yawn 14 A clockwork owl; when wound, its head turns and it ing Portal to exchange knowledge about Undermountain hoots softly for a minute and other dungeons. Most visitors are content to swap 15 A blue, glowing crystal shard stories by the hearth, but sometimes a group driven by 16 A statuette of a panther, wooden and painted black greed, ambition, or desperation pays the toll for entry 17 A piece of parchment, listing fourteen magical pools and descends the well. Most don't survive to make the and their effects when touched return trip, but enough come back with riches and tales 18 A vial filled with a dark, fizzy liquid that is sealed and of adventure to tempt other groups into trying their luck. cannot be opened 19 A feeler taken from a slain rust monster FEATURES OF THE YAWNING PORTAL 20 A wooden pipe marked with El minster's sigil The Yawning Portal's taproom fills the first floor of the building. The 40-foot-diameter well that provides access A TYPICAL EVENING to Undermountain dominates the space. The "well" is all that remains of Halaster's tower, and now, devoid of the On quiet nights, guests in the Yawning Portal gather stairways and floors that formed subterranean levels, it around a large fireplace in the taproom and swap tales drops as an open shaft for 140 feet. Stirges, spiders, and of distant places, strange monsters, and valuable trea worse have been known to invade the Yawning Portal sures. On busier nights, the place is loud and crowded. from below. The balconies overflow with merchants and nobles, Balconies on the tavern's second and third floors while the tables on the ground floor are filled with overlook the well, with those floors accessed by way of adventurers and their associates. Invariably, the combi wooden stairs that rise up from the taproom. Guests sit nation of a few drinks and the crowd's encouragement ting at the tables on the balconies have an excellent view induces some folk to pay for a brief trip down into Un of the well and the action below. dermountain. Most folk pay in advance for a ride down Entering the Well. Those who wish to enter Under and immediately back up, though a few ambitious souls mountain for adventure (or the daring tourists who might launch impromptu expeditions into the dungeon. just want to "ride the rope") must pay a gold piece to be Few such ill-prepared parties ever return. lowered down. The return trip also costs a piece of gold, Groups seeking to enter Undermountain for a specific sent up in a bucket in advance. Once the initial payment reason generally come to the tavern during its quiet is made, a few stairs takes one to the top of the waist hours. Even at such times, there are still a few prying high lip of the well. The rope that hangs in the center eyes in the taproom, lurkers who carry news of the com of the well is levered over to the lip by a beam in the ings and goings from Undermountain to the Zhentarim. rafters, and when those who have paid are ready, they dark cults, criminal gangs, and other interested parties. mount the rope and take the long ride down. INTRODUCTION 6 ,:TARTING THE STORY • eking off a dungeon adventure can be as simple as ~axing a mysterious stranger offer the characters a ..,. 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 cou e of details, then tailor the particulars of the quest and e quest giver to suit the adventure you plan to run. MYSTERIOUS STRANGER OFFERS A QUEST 8 Objective Recover a particular item Find and return with an N PC or monster 3 Slay a terrible monster or NPC Guard a person while they perform a ritual 5 Create an accurate map of part of the dungeon 5 Discover secret lore hidden in the dungeon Destroy an object 3 Sanctify part of the dungeon to a god of good OTHER DENIZENS HE MYSTERIOUS STRANGER'S SECRET The Yawning Portal is host to a variety of regular visi tors, most of whom offer services to adventurers. Chap d8 Secret ter 4 of the Dungeon Master's Guide provides plenty Intends to betray the party of resources for generating nonplayer characters. The 2 Unwittingly provides false information following table provides some possibilities for why an 3 Has a secret agenda (roll another quest) individual is visiting the Yawning Portal. 4 Is a devil in disguise 5 Has led other parties to their doom DENIZENS OF THE YAWNING PORTAL 6 Is the charmed thrall of a mind flayer dlO Denizen 7 Is possessed by a ghost Devotee ofTymora, encourages adventures to seek out 8 Is a solar in disguise quests, can cast bless 2 Bored, retired adventurer, claims to have explored DURNAN dungeon of note and can describe first few areas (20 The proprietor of the Yawning Portal is something of an percent chance of an accurate description) enigma. Blessed with a seemingly limitless life span by 3 Heckler, mocks cowards and makes bets that adventur rreasures he brought back from his expedition nearly ers won't return from an expedition vo centuries ago, he is as much a fixture in the tap 4 Con artist, selling fake treasure maps (but a 10 percent room as the well. chance that a map is genuine) Durnan is a man of few words. He expects to be paid 5 Wizard's apprentice, carefully making exact sketches of for his time, and will offer insight and rumors only in various curios at her master's command return for hard cash. "We know the odds and take our chances," he says, whether he is breaking up a card 6 Spouse of a slain adventurer, who pays the toll for any game that has turned violent or refusing the pleas of ad one wanting to exit Undermountain and plots against venturers trapped at the bottom of the well who are un Durnan able to pay for a ride up. Despite his stony heart, he is an 7 Zhentarim agent, seeks rumors of treasure, tails any excellent source of information about Undermountain folk who return from Undermountain and notes their and other dungeons, provided one can pay his price. home base for future robbery Personality Trait: Isolation. It's a cruel world. All 8 Agent of the Xanathar, ordered to "steal the hat worn people have to fend for themselves. Self-sufficiency is by the eighth person to enter the taproom this night" the only path to success. 9 Magically preserved corpse in a coffin leaning against Ideal: Independence. Someone who can stand alone the bar; if asked about it, Durnan says, "He's waiting can stand against anything. for someone," and nothing more Bond: The Yawning Portal. This place is my only home. My friends and family are long gone. I love this 10 El minster, incognito; 10 percent chance he is on an place, but I try not to get attached to the people here. I'll errand of cosmic importance; otherwise, he's pressing outlive them all. Lucky me. Durnan for gossip 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. INTRODUCTION 7 THE SUNLESS CITADEL All things roll here: horrors of midnights, 2. Kobold Den. The characters' foray into the citadel be Campaigns of a lost year, gins with an incursion into the most accessible areas of the fortress, where a tribe of kobolds has taken up Dungeons disturbed, and groves of lights; residence. The characters can avoid strife with the ko Echoing on these shores, still clear, bolds by agreeing to retrieve a lost pet for the kobold Dead ecstasies of questing knights- leader, and they might be able to persuade the kobolds to join their side. Yet how the wind revives us here! 3. Goblin Lair. The goblins that live deeper inside the -Arthur Rimbaud citadel consider themselves the owners of the place. They defend themselves aggressively against intru HIS ADVENTURE CONCERNS A ONCE-PROUD sion, making it difficult to avoid combat with them. fortress that fell into the earth in an age 4. Hidden Grove. Eventually, the characters discover long past. Now known as the Sunless Cita the lower level of the citadel and the Twilight Grove del, its echoing, broken halls house malign that lies within. There, they learn the truth about the creatures. Evil has taken root at the cita enchanted fruit, and they must confront Belak the Out del's core, which is deep within a subter cast and the Gulthias Tree. ranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness. RUNNING THE ADVENTURE The tree, called the Gulthias Tree, is shepherded by To enhance the experience of the players and help you a twisted druid, Belak the Outcast. He was drawn to do your best job as Dungeon Master, take the following the buried citadel twelve years ago, following stories of pieces of advice and information into consideration. oddly enchanted fruit to their source. The druid found an old fortress that had been swallowed up by the MAPPING earth in some sort of magically invoked devastation. With the previous inhabitants long dispersed, vile and It can be difficult to keep track of all the corridors, turns, opportunistic creatures common to lightless dungeons areas, and other features of a dungeon setting, and the infested the subterranean ruins. At the core of the old player characters could soon get turned around without fortress, Belak stumbled upon the Twilight Grove. He a map. Ask for a volunteer to be the party mapper. It's discovered at the grove's heart the Gulthias Tree, which the mapper's job to listen carefully to your description sprouted from a wooden stake that was used to slay an of each area, noting its size and exits, and to record that ancient vampire. information by sketching on a sheet of paper. A perfect, ruby-red apple ripens on the Gulthias Tree at the summer solstice, and the tree produces a single PLACING THE ADVENTURE albino apple at the winter solstice. The midsummer fruit The Sunless Citadel is designed to be easily located in what grants vigor, health, and life, while the midwinter fruit ever setting the DM prefers. Here are some examples. steals the same. In the years since Belak's arrival, the Dragonlance. On Krynn, the citadel was once part ofXak enchanted fruit has been widely dispersed through the Tsaroth, and it harbored worshipers ofTakhisis. When that surrounding lands, promoting good and ill. The seeds city was destroyed during the cataclysm, it fell into a rift of either fruit, if allowed to sprout, grow into small plant that opened in the earth. In this setting, consider replacing monsters known as twig blights. the kobolds in the adventure with gully dwarves. Eberron. Located near the western edge of the Mourn land, the citadel was an ancient ruin even during the time ADVENTURE SYNOPSIS of the Last War. Agents of Cyre used it as a way point for During their trip through the Sunless Citadel, charac conducting espionage against neighboring realms. On the ters deal with monstrous threats and ancient traps, as Day of Mourning, the earth opened up and swallowed the place. The Mournland is within sight of the rift. well as warring tribes of kobolds and goblins. The ad Forgotten Realms. On Faerun, the Sunless Citadel was venture is designed for four 1st-level player characters. once a secret stronghold of the Cult of the Dragon, located They should advance through 2nd level to 3rd level be in the foothills northwest ofThundertree. It plunged into fore the finale. The adventure has four basic parts: the earth when Mount Hotenow erupted and threw Never 1. Oakhurst. Although it isn't part of the adventure per winter into chaos. Creyhawk. The Sunless Citadel is a ruined Baklunish se, the village of Oakhurst can provide the characters stronghold that was cast into the bowels of the earth when with valuable information about the citadel. They can the Suel lmperium unleashed the Invoked Devastation. also use Oakhurst as a place to recuperate and replen It is located in northwestern Bissel, in the foothills west of ish supplies. Thornward. CHAPTER 1 I THE SUNLESS CITADEL 9
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