A Guide to Tales from the Yawning Portal
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Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
HAlls Of HEroes
HALLS OF HEROES AN ORGANIZED PLAY CAMPAIGN FOR D&D 5E DUNGEON MASTER GUIDE v1.2 Effective Date: 2020-November-17 Website: hallsofheroes.com Facebook: https://www.facebook.com/groups/HallsofHeroes/ Twitter: @Halls_of_Heroes. Reddit at /r/HallsOfHeroes Discord: https://discord.gg/Kf8sEen 1 HE ASICS T B PREPARING THE ADVENTURE Before you sit down at the table, you want to have Halls of Heroes is an organized play system for read through the adventure to get an idea of what’s th Dungeons & Dragons, 5 Edition, continuing the going on behind the scenes. Not all adventures spirit of the first seven seasons of Adventurers explain everything up front, and so it’s a good idea League. As with all organized play, the players and to have read the entire adventure to get the big DM follow a shared set of principles so that picture. You can also use this time to run what-if characters may move from adventure to adventure scenarios for how to make an adventure more or and from DM to DM freely. less challenging on the fly. Settings SITTING DOWN AT THE TABLE Halls of Heroes currently has two settings: Whether the tabletop is real or virtual, eventually Forgotten Realms (FR) and Eberron (EB). See the the players gather around. Halls of Heroes Players Guide for the relevant Ask players for relevant information about each of setting for character creation and advancement their characters that will help you balance and run rules for each setting. the adventure. What’s relevant may vary from Available Adventures adventure to adventure, but often includes things See Appendix C; Content Catalog for the full list of like character name, classes, levels, armor class, adventures for each setting. -
Tomb of Horrors
Tomb of Horrors LEGEND OF THE TOMB tional information which player characters would have no way of know- The legend of the tomb is an old story with many parts, some of ing, and avoid facial expressions or voice tones which might give which may be lost or obscured. Characters attempting to glean spe- helpful hints or mislead players. The real enjoyment of this module is cial information by consulting sages or through legend lore spells managing to cope, and those players who manage to do so even may still have difficulty obtaining as much background as they de- semi-successfully will appreciate your refereeing property and allow- sire, for the scraps of information are often minimal and mystical. ing them to “live or die” on their own. These bits of information are available as clues, and characters can The starting information for the module depends upon whether you make of them what they wish: Ancient Burial Places; Ancient Tombs; are using the Tomb as an insertion into your own campaign, as a Sorcerous Kings; Challenges; Surpassing (Certain Death); Soul Eat- section of THE WORLD OF GREYHAWK, or simply as a one-shot ers; Treasure; Great . The other parts of the legend can be fur- exercise for your players. Because of the variableness, the informa- nished by the Dungeon Master from the description which follows: tion for starting is stated so as to assume the expedition has arrived at the site of the TOMB OF HORRORS. As Dungeon Master, you The Tomb of Honors: Somewhere under a lost and lonely hill of may fill in whatever background Is needed, and if this is a section of grim and foreboding aspect lies a labyrinthine crypt. -
Tomb of Horrors | Dungeons & Dragons
TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen RadneyMacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 GrootBijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH -
D&D Next Bestiary for Module S1: Tomb of Horrors
Confidential information of Wizards of the Coast LLC. Do not distribute. D&D Next Bestiary for Module S1: Tomb of Horrors This file contains D&D Next statistical conversions for the monsters encountered in module S1, Tomb of Horrors, recently re-released in Dungeons of Dread™ (a hardcover compilation of the classic S series adventure modules first published by TSR, Inc.). The monster format is identical to that used in the D&D Next monster bestiary. Apparition (Ghost) the apparition leaves voluntarily or by force, it reappears in a space within 5 feet of its former host. Medium Undead Armor Class 11 ENCOUNTER BUILDING Hit Points 54 (12d8); see Traits below Speed 40 ft., fly 40 ft. Level 7 XP 1,760 Senses darkvision 60 ft. Str 3 (–4) Dex 13 (+1) Con 10 (+0) Int 6 (–2) Wis 12 (+1) Cha 14 (+2) Alignment neutral Languages — TRAITS Ethereal: The apparition is ethereal. Immunities: The apparition cannot be paralyzed, petrified, put to sleep, stunned, turned, rebuked, or knocked prone. It is immune to disease and poison. ACTIONS Melee Attack—Corrupting Touch: +9 to hit (reach 5 ft.; one creature). Hit: 20 (4d8 + 2) necrotic damage. HorriFying Visage: Each creature within 50 feet of the apparition that can see it must make a DC 10 Wisdom saving throw. Failed Save: The creature ages 4d10 years and is frightened for 1 minute. As an action, the frightened creature can make a DC 10 Wisdom check to no longer be frightened, but only a greater restoration spell can undo the unnatural aging. Successful Save: The creature is immune to the apparition’s horrifying visage for the next 24 hours. -
Baldur's Gate
Content Catalogue Version 9.01 Baldur’s Gate Descent into Avernus Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Administrators: Lysa Penrose, Amy Lynn Dzura, Claire Hoffman Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall Effective Date 17 September 2019 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 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 distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. D&D Adventurers League Catalogue IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I can’t really say that I met him, I suppose, as he was drunk and fast asleep in Cousin Roffler’s back lawn – or perhaps I should say ON Cousin Roffler’s back lawn. He was a giant of an avatar, sprawled out and snoring. I wonder how you get a god drunk? —Jan, a thief, to Minsc, a barbarian What is This? The Dungeons and Dragons Adventurers League has been around for a few years now, and a lot of content has been created during that time. -
Tomb of Horrors | Dungeons & Dragons | D20 System
INTRODUCTION In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors.Terrible traps, strange and ferocious monsters, rich and magical treas- ures, and an evil demilich fill this labyrinthine crypt. The original version of this module was first used for TOMB OF HORRORS the official ADVANCED DUNGEONS & DRAGONS® tourna- ment at Origins I in 1974. Next it was published as An Adventure for Four to Six Dungeon Module S1 in 1981 using the 1st edition rules. The module was later expanded in Return to the Tomb of 9th-Level Characters Horrors in 1998 using the 2nd edition rules. However, the original tomb was never actually updated—it was reprinted as it originally saw print. Now, twenty-one CREDITS years after its first appearance, the original module is Original Design: Gary Gygax finally being updated to the latest incarnation of the v.3.5 Update: Bruce R. Cordell DUNGEONS & DRAGONS® rules (3.5). v.3.5 Editing: Miranda Horner Cover Art: David C. Su t herland III (orig- PREPARATION inal) and Jeff Dee (re p r i nt ) Interior Art: David C. Su t herland III and This update requires the use of the Player’s Handbook, the David A. Trampier Dungeon Master’s Guide, and the Monster Manual. This Typesetting: Nancy Walker update also utilizes information found in Libris Mortis: Cartography: Mike Schley Book of Undead. If the Dungeon Master does not have a Design Manager: Christopher Perkins copy of Libris Mortis, the adventure may still be run by Web Production: Bart Carroll omitting items and creatures drawn from that resource. -
TOMB of HORRORS S1 by Gary Gygax an Adventure for Character Levels 10-14
TOMB OF HORRORS S1 By Gary Gygax An Adventure for Character Levels 10-14 Product Number: TSR9022 Year Published: 1978 Converted from 1st edition to 3rd edition By Scott Greene [email protected] http://www.RPGPlanet.com/dnd3e/creaturecatalog/ SUMMARY In order to play the updated/converted version of this TSR classic, the DM is required to have a copy of the original module. Wizards of the Coast has not released this module for download yet, so I cannot post the maps or even the text from the module, without stepping on some serious legal stuff. This is a thinking module, first and foremost. While there are monstrous encounters inside the Tomb, the majority of encounters are traps and puzzles. CHANGES TO MODULE All creatures and NPCs have been converted to 3rd edition rules. The amount of treasure has been modified to conform with the CR given by the encounter, as per the suggestions and rules in the Dungeon Master’s Guide. A few of the “instant death” areas have been modified to allow the characters a chance to avoid damage, though the chance is slim. That way it keeps the danger level high (and the original spirit of the Tomb intact), but removes the instant kill results that 3E seems to be against as well. The treasure in area 33 may seem excessive, but if the party fights the demi-lich and wins, they deserve a reward. GENERAL NOTES Chests: All chests (including wooden boxes, coffers, trunks and vats), unless otherwise stated in the text have the following stats: 5 hardness, 15 hp, break DC 23, Open Lock (DC 25) Doors: All doors in the dungeon, unless otherwise indicated, are made of oak: 1 1/2 inches thick, hardness 5, 15 hp, stuck DC (16), locked DC (18) Traps: All pit traps (unless otherwise stated) are hidden by a counterweighted trap door that swings open as soon as at least 5 lb. -
Baldur's Gate
Content Catalogue Version 9.02 Baldur’s Gate Descent into Avernus Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Administrators: LaTia Bryant, Ma’at Crook, Will Doyle, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Shawn Merwin, Alan Patrick, Travis Woodall Effective Date 17 September 2019 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 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 distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. D&D Adventurers League Catalogue IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I can’t really say that I met him, I suppose, as he was drunk and fast asleep in Cousin Roffler’s back lawn – or perhaps I should say ON Cousin Roffler’s back lawn. He was a giant of an avatar, sprawled out and snoring. I wonder how you get a god drunk? —Jan, a thief, to Minsc, a barbarian What is This? The Dungeons and Dragons Adventurers League has been around for a few years now, and a lot of content has been created during that time. -
Adventurers League Content Catalog
Adventurers League Content Catalog D&D AL Admins … and you! Version: 7.01, September 2017 Next update: February 2018 Maintenance: [email protected] Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick, Sam Simpson Art: all art used with permission of Wizards of the Coast DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 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 distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. D&D Adventurers League Content Catalog 1 D&D Adventurers League Catalogue IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I can’t really say that I met him, I suppose, as he was drunk and fast asleep in Cousin Roffler’s back lawn – or perhaps I should say ON Cousin Roffler’s back lawn. -
Dragon Magazine #249
HISTORICAL FANTASY Issue # 249 Volume XXIII, NO. 2 July 1998 Seeds of Evil James Wyatt Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror. 26 66 Wyrms of the North Ed Greenwood The guile and subtlety of a drow lurks behind the Below the Tomb of Horrors smile of The Dark Lady. Bruce R. Cordell 76 Giants in the Earth New terrors to add to the classic AD&D module J. Gregory Keyes New legends from or any cryptic dungeon in your campaign. the World of the Waterborn. 38 82 Bazaar of the Bizarre Jeffrey Mendoza Before your next Sixguns and Sesheyans trek, shop at A Travelers Emporium. 90 Arcane Lore Rich Baker Ed Bonny Discover the dire powers of ® Back to the future with ALTERNITY game rules The Lost Spellbook of Rary the Traitor. for Old West firearms, plus guidelines for creating your own Weird West campaign. 98 Dungeon Mastery Holly Ingraham Learn the vocabulary 48 of the Underdark in Deep Meanings. Fiction Wakes the Narrow Forest The Wyrms Turn . 4 J. Gregory Keyes D-MAIL .................... 6 The ghost of his father compels Fool Wolf FORUM ...................... 10 to visit giant country. SAGE ADVICE ................. 18 58 OUT OF CHARACTER ........... 24 BOOKWYRMS ................. 72 CONVENTION CALENDAR ........ 102 DRAGONMIRTH .............. 104 KNIGHTS OF THE DINNER TABLE . 106 ROLEPLAYING REVIEWS ......... 108 GAME PREVIEWS ............... 114 PROFILES .................... 120 Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ® Michael Roele falls before the might of the dread Gorgon in this months cover by BIRTHRIGHT campaign artist Tony Szczudlo. -
Sample File Dudgeons~Dragons Adventure
Sample file DUDgeOns~Dragons Adventure Credits Designer: Bruce R. Cordell Editor: Penny Williams Creative Director: Ed Stark Cover lllustration: Arnie Swekel Interior illustrations: Wayne Reynolds Cartography: Todd Gamble Typography: Eric Haddock Graphic Design: Matt Adelsperger Art Director: Dawn Murin Based on the original DUNGEONS & DRAGONs® rules created by Gary Gygax and Dave Arneson. Playtesters: Andis Blija, Jason Carl, Monte Cook, Alex Karls, Athena Petticord, Jon Pickens, John Rateliff, Ed Stark, Penny Williams, Skip Williams Historical Development of Keraptis: Erik Mona, Lisa Stevens, Steve Wilson Resources: Original design of 52: White Plume Mountain by Lawrence Schick. Additional resources include the following: DuNGEON MASTER"' Guide and Player's Handbook by Zeb Cook, MONSTROUS MANuAL'" Tome by numerous authors, MONSTROUS COMPENDIUM* Annual II, MONSTROUS COMPENDIUM* Annual IV, The Inner Planes by Monte Cook and William W. Connors, Requiem by William W. Connors & Lisa Smedman, DM Option: High-Level Campaigns by Skip Williams. U.S., CANADA, ASIA, EUROPEAN HEADQUARTERS PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 707 2600 Berchem Renton, WA 98057-0707 Belgium + 1-800-324-6496 +32-70-23-32-77 ADVANCED DuNcEOI'.'S & DRAGONS, AD&D, DRAGON, DuNGEON MAmR, DuNGEONS & DRAGONS, GREYHAWK, MOI'.'STROUS COMPENDIUM, and the TSR logo are registered trademarks owned by TSR. Inc. MoNSTROUS MANuAL and all TSR cha.racters, character names, and the distinctive likenesses thereof are trademarks owned by TSR. Inc. Distributed to the toy, hobby, and comic trade in the United States and Canada by regional distributors. Distributed worldwide by Wizards of the Coast, Inc.