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Tales From The Yawning Portal - 7 Classic Dungeons Updated To 5E!
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<blockquote data-quote="Jester David" data-source="post: 7706570" data-attributes="member: 37579"><p>The thing is, five giant lairs (hill, frost, fire, cloud, and stone) <em>can</em> be used self-contained. They don't require any connection to the larger story. And really, the connections between the larger story of the AP (the Storm King) and the giant lairs is pretty darn tenuous. Even the connection between the lairs and the overall metaplot (the breaking of the ordning) is pretty weak. </p><p></p><p>Running those together or as one-offs would be <strong><em>effortless</em></strong>. </p><p></p><p></p><p>There's a lot of non-ecology going on in the adventure. How do the various animals and humanoids eat? How does the wizard get about in his lair? Why did they build the crazy dungeon? How does he pay the guardsmen, where do they live, and how do they get to work? </p><p>The dungeon is really a giant carnival funhouse. Just one strange surprise after another. Until it <em>literally</em> becomes a carnival funhouse with the spinning room. </p><p></p><p>The plot of the dungeon is the wizard, Keraptis, steals three powerful artifacts and hides them. But then taunts the owners. Why? There's no motive. He achieves nothing. It's like this evil wizard is basically trolling the kingdom, tricking adventurers to their doom for the LoLs. And you don't even really get to fight him at the end. He's a non-entity. But based on how the dungeon is design, he should really sport green hair, white skin, and be voiced by Mark Hamill.</p><p></p><p>The thing about the module was it was written as a writing sample. The author penned it to show TSR he <em>could</em> write. It was an example of his imagination and skill rather than an actual dungeon designed for play. It was a giant buffet of as much crazy and wild brainstorming as he could cram into one module. It was <em>literally</em> a combination every every single crazy dungeon chamber idea he had one after another. And it <em>shows</em>. It's ten rooms of crazy in a five room dungeon. </p><p></p><p>Now, what makes it <strong>good </strong>is that, unlike <em>Tomb of Horrors</em>, this adventure is less... spiteful. There's a sense of whimsy that makes the whole experience - for a lack of a better descriptor - jolly. It has an "all-in-good-fun" tone that makes the experience less painful despite the madcap logic.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7706570, member: 37579"] The thing is, five giant lairs (hill, frost, fire, cloud, and stone) [I]can[/I] be used self-contained. They don't require any connection to the larger story. And really, the connections between the larger story of the AP (the Storm King) and the giant lairs is pretty darn tenuous. Even the connection between the lairs and the overall metaplot (the breaking of the ordning) is pretty weak. Running those together or as one-offs would be [B][I]effortless[/I][/B]. There's a lot of non-ecology going on in the adventure. How do the various animals and humanoids eat? How does the wizard get about in his lair? Why did they build the crazy dungeon? How does he pay the guardsmen, where do they live, and how do they get to work? The dungeon is really a giant carnival funhouse. Just one strange surprise after another. Until it [I]literally[/I] becomes a carnival funhouse with the spinning room. The plot of the dungeon is the wizard, Keraptis, steals three powerful artifacts and hides them. But then taunts the owners. Why? There's no motive. He achieves nothing. It's like this evil wizard is basically trolling the kingdom, tricking adventurers to their doom for the LoLs. And you don't even really get to fight him at the end. He's a non-entity. But based on how the dungeon is design, he should really sport green hair, white skin, and be voiced by Mark Hamill. The thing about the module was it was written as a writing sample. The author penned it to show TSR he [I]could[/I] write. It was an example of his imagination and skill rather than an actual dungeon designed for play. It was a giant buffet of as much crazy and wild brainstorming as he could cram into one module. It was [I]literally[/I] a combination every every single crazy dungeon chamber idea he had one after another. And it [I]shows[/I]. It's ten rooms of crazy in a five room dungeon. Now, what makes it [B]good [/B]is that, unlike [I]Tomb of Horrors[/I], this adventure is less... spiteful. There's a sense of whimsy that makes the whole experience - for a lack of a better descriptor - jolly. It has an "all-in-good-fun" tone that makes the experience less painful despite the madcap logic. [/QUOTE]
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