Review copy courtesy of
Wizards of the Coast.
A bit late to the party, as usual,
but without much further ado, here is my Tales of the Yawning
Portal review. At the time of writing this, I've read through the
book and have run The Sunless Citadel.
Pros:
- Lots of maps for dungeon delving
- Production values we've come to expect for this edition (including art)
- 7 adventures/dungeons with a nice spread of levels
Could Go Either Way:
- It's all reprints and no new material (bonus if you like the originals, like the new version of D&D and don't want to convert them yourself)
- Very dungeon delve heavy (if you like that it's great, if you like more narrative based stuff you won't be happy)
- No new player creation stuff. It's all about the dungeons and adventure (anyone who read my previous reviews knows that's how I like it)!
- Bundle of older D&D adventures updated to newer version (for new players who are interested in some of the older stuff this could be great but it makes it a far harder sell to the veterans)
- Adventures are kind of release date clustered (if you just want good dungeons, you won't care)
- Maps can shift styles from adventure to adventure due to the massive year gaps between them (if you like consistency, it's a con but if you like seeing different styles, it's a pro)
Cons:
- The adventures included are quite disconnected. Connecting them together requires some serious work and creativity and still will probably end up feeling episodic. Not sure I'd end a campaign with Tomb of Horrors either.
- No PDF*
* Denotes nitpicking.
Introduction
It's
obvious D&D has a history. It's been around a while and from
modern role-playing games to some of the strange criticisms modern
games sometimes receive, D&D has left its mark. Part of that
history is the large pile of D&D modules created over the years.
It's not so surprising then, at least to me, that sooner or later
we'd get re-releases of some old adventures for the new version of
D&D. Tales
from the Yawning Portal
is a collection of 7 previously released adventures, converted to the
5th
edition rules, that explores some of that history.
The Adventure
New Old Monsters
Well,
I guess they aren't really new monsters since they are from
adventures previously released. Still, there are a few new ones for
this edition. My favourite is probably the vampiric mist.
However, the list isn't as big as it would first appear. Some of
them, such as the spell casters, are copied exactly from Volo's
Guide to Monsters. They also
only take up about 18 pages so it's clearly not the main draw. On one
hand it's convenient and nice not to need to buy Volo's
Guide as well but it does bring
down the useful page count down a little bit.
What You Need to Play
You'll
need the core books. They are still making no effort to reference the
SRD or the basic rules. Still, it looks like you can mostly get away
with them if you really need to and if you know what you are doing
when creating your own monsters. Still a bit disappointing though.
Would've been a nice feature to keep in this edition.
The Adventures Themselves
Well, it's not just one adventure this time. We've got 7 of them. Naturally, since the adventures included aren't
originally from the same edition or time period it makes things a bit
difficult to talk about. Still, let's give it a shot.
There
is a lot of dungeon delving here. Dead in Thay,
in particular, is a massive monster dungeon. The structure of the
adventures is to give some background and then define the dungeon for
the adventure. If you love dungeon delving, and a lot of adventures
seemed to be dungeon delves back in the day, you'll probably like
this. There are also a lot of maps and encounters that naturally come
with a lot of dungeon delving. Such things make for good inspiration.
However, if you wanted some variety you might be disappointed. If you
are a veteran player and you like the idea of running these
adventures for D&D 5th
edition without having to do a conversion yourself, this might be
exactly what the doctor ordered. Likewise, if you are new Dungeon
Master and wanted to see/run some adventures from D&D history,
it'll be right up your alley. If the idea of re-released adventures
is one you outright hate, there isn't much I can say or can be done
to change your mind.
The
adventures cover a wide range of levels and can flow from one to
another if needed. That is in theory, at least. I would be hesitant
in running such dungeon delving heavy adventures back to back unless
your players really like that kind of thing. I'd also be hesitant in
ending a campaign with Tomb of Horrors.
Whenever I saw it played, it was usually reworked to allow some kind
of respawn mechanic (players were avatars of gods, there was some
kind of cloning machine, the players weren't interested in
role-playing their characters and just wanted to have the badge of
finishing the tomb, etc.).
All
of that said, it would be pretty easy to take a hand full of
adventures from here and use them to create a campaign. 2-3
adventures could be combined into a sort of mini-campaign and padded
out with more story elements and origin work. I like quite a few
things from the dungeons presented here. Some of them are plot hooks,
some of them are traps, some of them are encounters, but in general
there is quite a lot here that can be used, retooled, or just plain
lifted if you don't plan to run it. The number of maps makes it quite
easy to retool for your own person use. Some are easier than others,
though. Dead in Thay
has such a large dungeon that parts can be recycled quite easily, but
others would need to be sectioned off. This kind of sectioning off often makes it difficult to show your players a map, if you like doing it that way. If you make your players sketch their own maps, it isn't a problem.
The
selection of adventures is interesting. It's quite dungeon delve
heavy, as I mentioned earlier, but there are 2 other potential
problems. Dead in Thay
came out quite recently so a newer player might have already tried to
run it using the now outdated D&D Next playtest rules. Around
that time there was also a D&D Next conversion in an issue of
Dungeon Magazine for Tomb of Horrors
(I want to say #213). If you've already got those recently, it's even
harder to give a good argument for a newer version. This is
compounded by the closeness of D&D Next compared to D&D 5e,
especially in the case of later versions of D&D Next, making
conversions pretty easy. The balance might be slightly different, but
it does affect the value of the book when 2 of the adventures are
less appealing.
What
I've said so far may have come out more negative than I intended. I
like classic adventures and I enjoyed getting the chance to read
some old adventures updated to the rules system I'm more familiar
with. However, the heavy dungeon delving and disconnect makes it
one of those things that you'll either love or hate. If you like
shorter games that can be finished in a few sessions, these kinds of
smaller adventures may be exactly what you needed as well. All of
this makes it hard to point at something and say “this is great”.
I almost need to do 7 reviews. Instead it's a bunch of things that
can go either way.
The Art and Book Build Quality
The
build quality is more of the same we have come to expect. Some wavy
pages may still be found but the binding seemed good and the page
layout and design is inline with the rest. I like the cover art,
though it still doesn't dethrone Rise of Tiamat as my
favourite cover art. Luckily you can see some examples of the art and
make a call yourself on the Wizards of the Coast website.
Price
It's the same list price
we've gotten used to at 49.95 USD. If you are Canadian it's still
63.95 CAD. As always, you can find it for cheaper if you look online at the right places. Obviously this won't support your local games store. Make
the choice that works for you.
What I felt was Missing
Besides what I already
mentioned, there is the PDF thing I keep mentioning every time and
have to continue to do so. These adventures are provided as PDFs
already by Wizards of the Coast
so a compilation of them would've been nice. It would have been
really nice for completion's sake and for historical curiosity to
include the original versions of the adventures too. Sure, they'd be
unplayable using 5th
edition rules but there were some conversion notes given earlier in
the edition. It would also help the value for some people. Not too
surprised they didn't do it though since it would probably appeal to
only a small part of the community, and be unusable without getting
the old rules for most.
The
publishing date spread is interesting. We have 4 adventures between
1978 and 1981 and then 2 from 2000 and an odd man out published in
2014. That's a pretty interesting 20 year gap. I would have been curious to see how they would have done with
a 4th
edition adventure. The rules and economy of actions for players were so different it might
have been more like a rewrite than a conversion. For those you liked
that edition, it could also serve as an example of how to convert
them over, assuming it turned out well.
With
the page count being 248, I think they could have stuffed another
short adventure or two from D&D history in here. Just a little
more value would have helped make the book more appealing I think and
closer to a must-buy.
Free Stuff
Some
material is provided for free on the Wizards of the Coast
website and can be found here.
Compared to previous releases, it's not much. I don't think that's so
unexpected since the book is conversions of modules they still sell
on D&D Classics.
Summary
This is a hard one to talk
about for me. The disconnected nature of the adventures makes it, for
me, a book I'd far more likely use for parts and to pick and choose a
small subset. Running all of them in a row would be tough unless your
group really likes dungeon delving. Tomb of Horrors
also has a risk of not going over well as a campaign finisher. On the
other hand, if you are a newer player to D&D and want to see some
of the older adventures from before your time, it could look tempting.
It's a similar situation if you fondly remember these adventures and
don't want to have to convert them yourself. However, it's hard for
me to recommend it ahead of some of the other stuff we've already had in this edition. It's
not a bad book, especially if a bunch of smaller adventures from D&D
history appeal to you, but I don't think the value is as good as some
other adventures we've had. It's also very dependent on the kind of
game you like. Still, I liked the chance to get an updated look at
these adventures since I had no prior experience with 4 out of 7 of
them. If anyone reading this has questions, feel free to ask.
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