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This book enhances the original Forge of Fury (3rd edition available at DMsGuild. Virtual Tabletop Journey presents the first board from the Forge of Fury of the iconic Tales From the Yawning Portal campaign: The Mountain Door, recreated for use in TaleSpire! With only a few quick copy/pastes, your adventurers can begin their descent into the ancient dwarven home of clan Durgeddin! If you are running the Frostmaiden Campaign, I suggest checking out. They are especially useful for the Rime of the Frostmaiden Campaign.Ĭity Gate. This bundle contains 5 maps, each are available in low and high resolution as well as with and without grid. Most of the ground floor is taken up by the tavern’s common room, which contains. The place is a stone building with a slate roof and several chimneys. Adventurers can meet all sorts of colorful characters here. The Yawning Portal is a famous inn and tavern located in the Castle Ward of Waterdeep. The Yawning Portal - 3 maps - Jpgs & Fantasy Grounds. We venture onward to rescue our comrade, with less power and more dire straights, facing more powerful foes.A professionally drawn map staying as close to canon as possible for use in adventures, and as large as possible to allow for large print outs (16232 x 11476 px)Ī smaller map of a single block of Mirabar with 20 locations for PCs to rest at and exploreīrief outline of the city, looking at the main source of Volo's Guide to the North and discussing what the party might expect in. The situation will be desperate many times I am certain, but the risk and the reward are what make it as great as it is! We venture onward to rescue our comrade, with less power and more dire straights, facing more powerful foes. Even then, our "success" has cost us-one comrade captured and taken ahead, others captured, tortured, managing to escape, but with the loss of our most powerful magical items and best equipment. We used a lot of stealth, scouting, planning, separating foes, controlling the encounter, using traps, gaining allies, and all sorts of things to succeed. In facing the hill giants, this isn't a straight up storm the complex scenario, and we've faced cascading failures and had to flee. If someone ran it the "wrong" way, it would be a slugfest and monotonous after a while (unless that is what your table likes of course.). But, that being said SO MUCH of that depends a lot on the DM and table's style.
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One of the players is running CoS to give our normal DM a break. Well, we have defeated the Hill Giants and are going on to the Frost Giants next. Saltmarsh was designed for at home gameplay, and I'm sure the additional Dungeon mag scenarios in "Ghosts" were too, which helps translate much better to modern home games.
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If nobody had a new module/adventure/whatever, someone was running a homebrew adventure and none were long drawn out epic plots covering 8-10 levels or whatever. There wasn't a lot of continuity- we just played. There was so much new coming out all the time, we rarely attempted them twice. We rolled up new characters, or used the pre-gens specifically to play the module, and that was that. I think the Doomvault was also designed for convention/tournament play where teams of adventurers try to tackle it.Īnecdotal-I can't speak for every group, but back when these new things called dungeon modules really started hitting the shelves, none of my group, or anyone we knew (that I recall) weaved these into our normal campaign play (and I use that term loosely). Nearly all the Tournament scenarios were "raids" designed to test player skill in a convention timed play slot of a couple hours- all of which is at odds with typical "modern gaming".Īll designed for tournament play- the "fun houses" like S2 and C2 adapt the best to a home game/long term campaign. Many of the early adventures don't translate all that well to modern version of the games, or campaign style gameplay.