Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Other Sellers on Amazon
+ $3.99 shipping
+ Free Shipping
+ $3.99 shipping
Tales From the Yawning Portal (Dungeons & Dragons) Hardcover – April 4, 2017
The Amazon Book Review
Author interviews, book reviews, editors picks, and more. Read it now
Frequently bought together
Customers who bought this item also bought
Browse award-winning titles. See more
If you are a seller for this product, would you like to suggest updates through seller support?
Top customer reviews
The conversion is done fairly well. I was familiar with a majority of these scenarios in their original forms, and the conversions definitely retain the flavour of the originals. White Plume Mountain is still weird, Tamoachan is still very atmospheric, Tomb of Horrors is still deadly, et al. I don't think a lot of attention was given to calculating Chalenge Ratings of the encounters, which is actually a good approach. Instead, the scenarios were pretty converted over straight away and it is up to the PCs to handle the encounters. For example, The Steading of the Hill Giants has, I think, the same number of hill giants in it as the original module. The converters did not recalculate the CR of the encounter and then adjust it up or down to the expected party level. Instead, the giants were just converted straight over.
Magic and treasure was reduced, thankfully, as the treasure in the original modules (especially the Giant series) was over the top.
Some things, however, could have been adjusted. For example, in 1st edition, hill giants were size Large, and this is true all the way through 3rd edition. But in 5e they have grown to Huge. This means all of those 10 foot wide corridors in the Steading now require the occupants to squeeze. This is not necessarily unrealistic...try to wield a sword and fight in the hallways of your own home and see what I mean...but it does put the giants and a rather significant disadvantage that was probably unintended. They should have altered the map and widened the halls or just changed the scale to 1 square = 15 ft instead of 10 ft.
The problems I had with this product are really twofold:
1) The book started falling apart from a single read through. This was a familiar problem with early 5e book bindings and I thought WOTC had taken care of the problem...apparently not!
2) The maps in this book are very problematic. For the most part, they are too small to read clearly to count squares (Dead in Thay, for example), and at least one map is a two-pager where you cannot make out any map details at the center crease because the map sinks down into the central binding of the book! Larger maps or a poster-sized handout for the larger ones would have been appreciated.
First off, the binding is the same quality as the last few releases from Wizards. I have a page that is half out of the binding already, after a mere week and a half of light use. This is simply unacceptable after the same issues have happened with every other book release. Almost all of my purchases from Wizards have had some sort of defect in their binding.
The content, however, mostly makes up for this. I and my crews are having a great time running (or rather, attempting to run through) these adventures. These are faithful renditions of classic adventures. I am especially pleased with tomb of horrors.
I really, REALLY wish that they would finally release some full sized maps to go with some of this stuff. It really sucks to have to trawl the internet for the artist's personal websites in order to buy digital copies of the maps for $30.
Adventures are short and easy to read, detailed and yet open to interpretation. This would be great to use to introduce new players to D&D or to use to challenge veteran players. Buy this book and consider it the best D&D investment you can get once you already have the PHB, DMG, and MM.
For most of the maps, you will need a strong magnifying glass. Many of the maps use faint, dark text on a dark textured background. On many of the maps, the grid lines are difficult to make out, even if the image is enlarged. Even in theater of the mind, maps are important.
I hope they release a map supplement.
Also nice to introduce a beginning group to Dungeons and Dragons and to a typical dungeon environment. It already has its place amongst my other D&D treasures.