IN THE NOVELS
From 1994-2004, the Yawning Portal also appeared in a number of tie-in novels and short stories (with one additional appearance in 2009). Here’s a brief round-up of unique facts about the inn established in these novels. As stories, of course, these include a number of small descriptive details.
WATERDEEP (Troy Denning, aka Richard Awlinson, 1989)
- “Yawning Portal” not only refers to the well; it’s also a “tongue-in-cheek reference to the tendency of those who indulged in the tavern’s fare to tell tall tales.”
- Durnan’s office has a couch.
Note: This is a novelization of the events from FRE3 Waterdeep. Or vice versa, with both being released more or less simultaneously and shared passages of text.
ELFSONG (Elaine Cunningham, 1994)
- There is a secret tunnel between Blackstaff Tower and a “secret backroom” at the Yawning Portal which is hidden behind the storeroom. (It’s one of what are apparently a network of such tunnels, including another that runs to Piergeiron’s Palace. The secret room is used for meetings between certain Lords of Waterdeep (including Khelben, Laeral, Mirt, Kitten (Nymara Scheiron), and Brian the Swordmaster).
- There are live musical performances in the taproom, including by the Masked Minstrel.
REALMS OF THE UNDERDARK (“A Slow Day in Skullport,” Ed Greenwood, 1996)
- There are multiple wine cellars in the Yawning Portal, of which one is the “deepest” and home to bottles covered with “gray, furry dust.” It also contains various trophies from Durnan’s swordswinging days, including a lich’s periapt, a pair of tusks from a giant orc, and the “swords of fallen foes” (many of which gleam with enchantments). Some of the stone pillars within this cellar have secret vaults concealed within them, including Durnan’s old adventuring sword and a magic ring.
- These lower chambers (and possibly the entire inn?) are warded against teleportation (and possibly other magic).
- Belaerd, a black licorice whisky from Sheirtalar, is among the Portal’s offerings.
- Durnan is often known to sing ancient battle ballads in the taproom.
- There are enchanted, floating baskets that are used to move drinks and other supplies around the Yawning Portal.
REALMS OF THE ARCANE (“The Grotto of Dreams,” Mark Anthony, 1997)
- The taproom well is called the “Well of Entry.”
THORNHOLD (Elaine Cunningham, 1998)
- The tunnel connected to the Wet Well (which is here a hole in the floor covered by a board) leads more directly to Skullport.
Note: It’s possible that the “secret door” in Skullport (1999) was attempting to reference this passage from the 1998 novel. But the details are sufficiently different, that I don’t think so.
ELMINSTER IN HELL (Ed Greenwood, 2001)
- Durnan keeps a crossbow behind the bar.
WINDWALKER (Elaine Cunningham, 2003)
- There is a secret back door which is magically concealed using a powder gifted to Durnan by Khelben Arunsun and probably leads directly into the inn’s stables. (After closing the door, you rub the powder into the gap around the door and it vanishes.)
REALMS OF THE DRAGONS (“The Keeper of Secrets,” Ed Greenwood, 2004)
- The Yawning Portal has a well-oiled back door which “swings wildly” in Mirt’s wake and leads into the kitchen.
- There’s a trapdoor in the taproom with a spell on it that only lets Durnan open it. The chute inside leads down into “unseen depths” and Durnan dumps corpses down it. “Something that slobbered” waits their arrival.
- Orders are not “bawled.” (You get one warning and then you get ejected.)
- The taproom is lit by candle wheels hung overhead.
- You might see a lance-and-lion game board set up on the smooth-polished bar. (Mirt often plays with Durnan.)
- Black Sail is an ale on tap.
- Durnan keeps a “baldric heavy with warblades” on a peg on the wall behind the bar.
DOWNSHADOW (Erik Scott Deble, 2009)
This novel takes place in 1479 DR.
- The climb from the bottom to the top of the well is described as “a bow shot—a long hard climb.”
- There’s a harness at the end of the rope in the well.
ENDLESS QUEST: TO CATCH A THIEF (Matt Forbeck, 2018)
The Yawning Portal briefly appears in this choose-your-own-adventure book, but contains no detailed description of the tavern. (Although the character is told that there’s a secret route to Skullport there.)
LATER EXPEDITIONS TO UNDERMOUNTAIN
The Yawning Portal next appears in the 3rd Edition City of Splendors (2004), still listed as building C48 (inn, Class C, 3 floors). The entry describing the inn is quite brief, but does state:
Yawning Portal: Built atop the ruins of Halaster’s Hold, the Yawning portal inn (C48) contains the primary entrance to Undermountain, a large well that drops down into Undermountain’s first dungeon level (UM L1). Secondary entrances are found in the inn as well, including a link to the inn’s less well known “wet” well and a passage leading out of the Yawning Portal’s cellars.
There is also an NPC named Adama Miiralin, who’s a regular at the Yawning Portal. I am not attempting a survey of all the various patrons of the Portal over the years, but Adama is notable because he keeps a record of everyone entering Undermountain.
Expedition to Undermountain (2007) includes additional details on the Yawning Portal, including what I believe is the first reference to the city “exiling the worst of its criminals to the depths of Undermountain” through the Well of Entry.
- The Yawning Portal is “built of stone, with a slate roof and an upper floor of guest rooms.” The inn seems to have lost a floor in this description, but later adds one instead by saying “there are three floors of guest rooms.”
- The tavern’s sign reads “The Yawning Portal,” with the words deeply carved into a silvery piece of weathered wood suspended from two short loops of black chain suspended from a black-painted iron pole above the front door.
The front door leads directly into the common room where:
- The floor is “well worn boards.”
- Word paneling adorns the walls, with an elbow rail and rich blue tapestries hung at intervals.
- The furniture is made from heavy, stout wood.
- Some of the tables have been built around the wooden pillars that hold up the ceiling and can’t be moved.
- The Well of Entry is now referred to as the “Entry Well.”
- Those who would journey into Undermountain are referred to as “The Called” and there are often hopefuls looking to join or form adventuring groups in the Yawning Portal.
- The crossbow below the bar is now a double crossbow, loaded with sleep arrows, and has been joined by a rod of flame extinguishing and a +2 seeking and returning handaxe (although Durnan often just “hurls a metal tankard when most brawls break out”).
- Durnan will dose drinks with sleeping powder to take care of rowdy drunks.
The Entry Well:
- “[T]apers as it descends, from 40 feet across at the top to 30 feet across at the bottom.”
- 200 feet deep. (Although this is possibly only the length of the rope, in which case its depth does not appear to be given. In any case, the depth returns to 140 feet in all future references.)
- The rope has a bucket attached to the end of it.
- A pulley system allows Durnan to raise or lower the bucket; there’s also a release lever that will drop the rope to the bottom of the well.
The upper floors are reached by “steep wooden stairs opening off the common room.” In winter, these rooms are heated by barrels filled with fireplace-heated stones that are placed at the end of every floor’s central hall.
Expedition to Undermountain also includes a good deal of detailed information about particular patrons and the fourteen live-in staff members. Some of these staff members sleep in the stables, while others take unoccupied guest rooms on the third floor (or relocate to cots in the cellar if the inn is full). Durnan’s family also live in rooms on the top floor.
Our next major expedition to Undermountain is Halls of Undermountain (2012), a 4th Edition adventure which takes place in 1479 DR. The new or altered details for the Yawning Portal here are:
- “[T]hree upper floors of guest rooms…” (This is almost certainly just a slip-up, but it’s been a hundred years so you could certainly imagine that at some point Durnan added an extra floor.)
- The inn is now run by Durnan the Sixth, descendant of the original Durnan.
- The entrance/exit cost for the Entry Well is now 10 gp. (Inflation will kill you. Literally.)
- No healing or help is provided to returning adventurers, but Durnan will send a runner to fetch a cleric for no extra charge.
- The Wet Well is now referred to as the Wet Way. It’s located in the cellar instead of a backroom, where a curtained archway hides the well. The well descends uninterrupted to a cistern, but a separate passage leads up from the cistern into Undermountain. (Durnan VI has no idea the Wet Way connects to Undermountain.)
- At least some of the Yawning Portal’s rooms are suites.
There is another goodly selection of Yawning Portal regulars detailed here.
Also in the 4th Edition era, the 2010 D&D Encounters organized play adventure Halaster’s Lost Apprentice also took the players to the Yawning Portal:
- The taproom has glass windows.
- The backdoor is (a) visible from the taproom and (b) leads into the alley behind the Yawning Portal.
- This alley, inexplicably, has a canal running down the middle of it. (Waterdeep doesn’t have canals. Although maybe it does now: The 4th Edition-era map of Waterdeep infamously forgot to turn on some layers before exporting, resulting in all the streets and Castle Waterdeep disappearing.)
5TH EDITION ERA
The Yawning Portal does not appear in the Sword Coast Adventurer’s Guide, making its debut in 5th Edition as the framing device in Tales from the Yawning Portal (2017).
- It turns out the original Durnan went into Undermountain in the late 14th century. When he returned a hundred years later, he paid off Durnan VI (and apparently kicked him and his family out of the inn).
- There are balconies on the second and third floors of the tavern that overlook the Entry Well.
- The entrance/exit fee has been reduced back to 1 gp.
- There is a sizable list of curios displayed in the taproom (p. 6), which I won’t reproduce here.
The inn next shows up in the opening scene of Waterdeep: Dragon Heist (2018):
- “The place is a stone building with a slate roof and several chimneys.”
- “Most of the ground floor is taken up by the tavern’s common room.” (This doesn’t explicitly eliminate the numerous backrooms, private rooms, secret rooms, and guest rooms that have previously been found on the first floor, but it seems to have had that effect on subsequent depictions of the Yawning Portal.)
- The candle wheels have been replaced with iron lanterns hanging from the ceiling and candles on the tables.
- There’s an incredibly cool fireplace next to the bar which looks like the ceiling-high head of a demon with flames burning in its mouth.
Dungeon of the Mad Mage (2018) expands on this description, with a particular focus on the entrance to Undermountain itself:
- It takes 10 rounds to descend the Well if you’re being winched down.
- The walls of the Well are “crumbly, but have abundant handholds and footholds.”
The other entrances to Undermountain from the Yawning Portal are conspicuously absent, particularly given that this book is the first to ostensibly present the dungeon in its entirety (albeit at a fraction of its former size).
Our very last stop here is DDAL08-00 Once In Waterdeep, a D&D Adventurers League adventure from 2018. It notably includes a map of the inn (more on that below), but also:
- Asserts that the Well is not the foundation of Halaster’s old tower, but rather “the tip of a sunken stone tower.”
- A stage has been constructed by a travelling theater company at one end of the common room, draped with curtains. (This is presumably temporary, but might be something that happens on a not infrequent basis.)
- Durnan has a Welcomer’s Brew that gives 5 temporary hit points.
- One of Waterdeep’s “signature double-decker dray carriages” smashes through the front wall.
“Here’s a brief round-up” – seriously? Justin, did you actually read all these books & modules yourself, or was this the result of some careful crowd-sourcing? What kind of loony obsessive puts together data collections like this?
Oh. That would be “people who follow blogs like The Alexandrian”.
Outstanding.
The weirdness of Durnan suddenly emerging alive after a century in Undermountain and seemingly throwing his own flesh and blood out of what was presumably their family home for generations with no elaborations given is yet another example of what I consider one of 5e’s weirdest flexes: The seemingly obsessive need to bring back a whole bunch of the army of big name NPCs that were such a bloat on the Realms in earlier editions and which I felt 4e was right to trim down.
Like, did FR really need Durnan, Mirt, Volo, AND Bruenor Battlehammer to return after 100 years?
wow. I really didn’t realise that this location was so different in its history. Thank you for this summary.
btw: the links to the maps at the end of the article is broken.