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The Twilight Tomb (3.5)
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The Twilight Tomb (3.5)

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Stand Against the Coming Night!
Shadows in the forest deepen as an oracle among the Yuirwood's half-elf inhabitants foretells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. Perhaps, like its counterparts elsewhere in the Yuirwood, this stone henge allows for travel to another place - but to where? And what growing darkness awaits those bold enough to find out?
This standalone Dungeons & Dragons adventure takes four 3rd-level characters from the idyllic paths of the Yuirwood into a realm created by a bygone betrayal. Although the adventure is set in the Aglarond region of Faerun, it can easily be placed in any D&D campaign.
For use with these Dungeons & Dragons core books: Player's Handbook, Dungeon Master's Guide, Monster Manual, Forgotten Realms Campaign Setting.

Product History

The Twilight Tomb (2006) is a low-level Forgotten Realms adventure designed to bring four 3rd-level heroes up to 4th or 5th level by the adventure's conclusion. It is a site-based, escape-style adventure, in which the heroes find themselves trapped somewhere they really don't want to be. Their adventures then focus on freeing themselves and returning to the world they know, vanquishing evil in the process. "I want to go home" is arguably a less compelling motivation than "I want to beat up evil and take its stuff," but luckily The Twilight Tomb does a good job of integrating the two reasons to explore.

Glass Citadels and Raging Seas. As you'd want in a site-based adventure, the adventure locations are moody and memorable. Stone circles in the dark forest; signs of the ancient star elves; storm-tossed seas in the demi-plane of Night; glass castles filled with warring factions that the heroes can kill or exploit... the heroes stumble into a truly wondrous setting, and it's only the fact that they don't have an easy way to leave it that makes the location less enticing than it would be otherwise.

Avoid the Railroad. For DMs whose groups equate being trapped with being railroaded, it shouldn't be difficult to customize the adventure to create a more permeable barrier. Doing so means only that the heroes will need a different reason to explore the glass citadel and adventure within, but that's fairly easy to engineer as well. Adjust and customize as needed to make sure that your own group will have fun with it.
Other than the aforementioned problem with the initial hook, the adventuring and encounters are great fun. The villains are interesting and tactically sound, although the heroes may have to exercise caution; if they use bad tactics, one foe in particular may wipe the floor with them.

History and Context. One aspect of this adventure that continues to resonate after reading it is the setting's link to Forgotten Realms history. The Realms are wonderful because they're full of obscure secrets and documented history; this isn't a random demi-plane with some monsters in it, it's a dimensionally exiled glass tomb of an ostracized and rejected star elf. There's a solid layer of game history behind the location, allowing DMs in a continuing campaign to fold this seamlessly into their campaign's own history.

Overall, The Twilight Tomb is a solid adventure with a cinematic location and tense plot. Whether your game is set in the Realms or your own campaign world, this location makes a superb and memorable base from which your villains can conquer the countryside. Let's hope your heroes can stop them in time.

About the Creators. Greg A. Vaughan is steeped in dungeon-crawling experience, from Rappan Athuk to Pathfinder supplements and multiple Forgotten Realms products for Wizards of the Coast.

About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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Nicholas P March 29, 2021 4:01 am UTC
POD would be great; looking forward to running this adventure ...
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File Last Updated:
February 15, 2019
This title was added to our catalog on September 17, 2013.