

- TALES FROM THE YAWNING PORTAL TORRENT HOW TO
- TALES FROM THE YAWNING PORTAL TORRENT SERIES
- TALES FROM THE YAWNING PORTAL TORRENT FREE
Most of the Dungeon content is now available through for about $5 an issue. I'm putting together my next article on that very subject. To be honest 4 or 5 "Slaying Stone" like adventures in print format for 10 bucks each would be freakin awesome. I was a WotC e-format Dungeon subscriber for a while, do you know what happened to that content?

That hardback 4E dungeon book was game night gold. Financially it makes perfect sense, but sometimes it's hard to find those nice, short, tightly edited delves like those that came from Dungeon during the 4e era. I also find it interesting that the focus on published content is longer adventure paths and short form content is left to DM's Guild contributors. Everyone was used to have lots of delves, dungeon modules, and all kinds of adventure content. +Kirwyn I think that's why people were so surprised at the initially slow release schedule for 5e.
TALES FROM THE YAWNING PORTAL TORRENT FREE
They can be repurposed and opened up to accommodate a more free form ruleset pretty easily. Really there was a shit ton of decent adventures in 4E. The Duchy of Harkenwold is a rich setting upon which the foundations of a campaign are easily laid. There was so much space to work in, that I just kept adding elements until I had a complete low level campaign built up out of what originally was a fairly short adventure. The adventure was written for levels 2 to 4… but in my own game, I stretched this content out for months on end. Are the Iron Circle really the “bad guys”? Or just the most recent victors in an ongoing political struggle between kingdoms? Perhaps the Duke wasn’t the nicest guy around, so for the peasants, nothing much has changed. You could play this adventure as more political than strictly “good vs. They conquered and pillaged, but they also brought technology and civilization along with their conquest. As written, the Iron Circle are clearly “black hats”, but could just as easily be run as more “gray”. Not only is it non-linear, but there is room to drop in side-quests or whatever other ideas on might have to fill it out for your group.
TALES FROM THE YAWNING PORTAL TORRENT HOW TO
There’s a variety of challenges presented and wide latitude given to the DM on how to run the adventure.įlexibility is the key strength of this module.
TALES FROM THE YAWNING PORTAL TORRENT SERIES
The adventure is really a series of non-linear small encounters - contact the rebellion, upset the supply lines, recruit more rebels, negotiate with the Elves, fight off goblins… etc. What makes RoH so good is how it was written as a mini-sandbox. A rebel resistance has sprung up and it's up to the PCs to help liberate the Duchy. The Iron Circle are the super-evil-bad guys who have cast down the rightful Duke. Harkenwold is a duchy that has been invaded by an outside army filled with mercenaries (including a few summoned fiends). The PCs fight off mercenaries plundering farmsteads. Reavers of Harkenwold was written by well-known designer Rich Baker with additional design contributions from Chris Perkins. Included in the 4th Edition Dungeon Master’s Kit (part of the D&D Essentials line), it is one of my favorite adventures of all time alongside the classic T1 - The Village of Hommlet and Troll Lord Game’s A1 - Assault on Blacktooth Ridge. Reavers of Harkenwold (Dungeon Master’s Kit)įor any long-time follower of the blog or my Twitter feed, this probably isn’t the first time you’ve heard me talk about Reavers of Harkenwold. In this multi-part article, I will detail some of the best adventure content to come out of the core product and Dungeon Magazine teams that can be adapted to your D&D 5th edition (or any edition, really) game. The longs and short of it is that some of the adventures written for D&D 4th Edition are some of the best I’ve ever run over the course of many editions (for whatever reasons). This format had its pros and cons, but despite its eventual abandonment, the format appears to have wrestled the creative juices out of the designers at the time (or perhaps in spite of it). Wizards of the Coast was testing out a different adventure designs with a publishing layout format requiring individual encounters within an adventure to fit on two pages only (mini-map included). If you skipped D&D 4th Edition for whatever reason, you missed out on some amazing adventure content.
