Rags had been stuffed between the vertical rods, apparently in order to block the gaps between them. The orcs followed the sounds of this unusually loud squirrel as it raced past a fouled well (location 8), clambered over a rockfall, and came to a set of metal bars blocking the passage. Alerted, two of the guards started poking around, and the squirrel scampered off further into the dungeon with a panicked squeak! Waeslin was startled by the sight, and accidentally sent a rock skittering across the floor as he dove behind a pile of rags. The kitchen (location 7) was still empty of people, but the next cave (location 5) now had 4 orcs guarding the place. The druid quickly located and scurried down the chimney to escape becoming the raptor’s next meal. And in a stroke of luck, or incompetence on the bandits’ part, there were no guards posted! Waeslin did have to contend with a hawk circling overheard, however. When the explorers thought they were in the right area, the druid used his Wild Shape ability for the first (legitimate) time, turning into a squirrel in order to scout for orcs. The spot (location B) was much harder to locate on the return trip, as the plume of smoke was no longer there to serve as a guide. The location could have been under guard by that point, but they reasoned that the front door would be on high alert and even harder to bypass. After a short rest, during which the wizard and druid recovered some of their spell slots, the newly embiggened party hiked back towards the chimney that they had previously entered through. The PCs who had escaped – Jheronimus the gnome cleric, Ozahl the wizard, and Waeslin the elf druid – trekked back to where they had left Theodoric the fighter (whose player had not been present for the previous session) and their hired porter Alfon. The campaign starts here.Īfter an ill-timed run in with the bandits’ boss, an ogre with two pet dire wolves, the adventurers managed to escape the dungeon, but had left one of their own behind. Explore seven deadly dungeons in this adventure supplement for the world’s greatest roleplaying game.The previous post is here. Enjoy, and remember to keep a few spare character sheets handy.įor use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. D&D’s most storied dungeons are now part of your modern repertoire of adventures. The seeds of these stories now rest in your hands. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed.
Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume. 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.