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-====== Preface ======+====== The Forge of Fury ======
  
-Welcome to //Tales from the Yawning Portal//. Within this book you will find seven of the deadliest dungeons from the history of D&Dupdated for the current edition of the gameSome are classics that have hosted an untold number of adventurerswhile others are newer creations boldly staking their place in the pantheon of notable D&D adventures.+Note : Au lieu de Dérogarder les Duergar, mais transformer les Duergar en serviteur Illithides, avec la peau bleuté translucide, les yeux luisant, et absolument brainwasherIls servent [[npc:dyrrn_le_corrupteur]] : Le Maître Mentalcommunément appelé, **le Maître**Peuvent s'enlarger en cas de combat à mort, deviennent des bêtes mutantes bloated enragés, style chaos spawn
  
-Just as these dungeons have made an impression on D&D playersso too have tales of their dangers spread across the D&D multiverse. When the night grows long in Waterdeep, City of Splendors, and the fireplace in the taproom of the Yawning Portal dims to a deep crimson, adventurers from across the Sword Coast-and even some visiting from other D&D worlds-spin tales and rumors of lost treasures.+Mission : à cause de l'activité de la forgeles Nains n'osant pas s'aventurer dans la zone contaminé
  
-  * A wanderer from the distant Shou Empire speaks of strange, leering devil faces carved in dungeon walls that can devour an explorer in an instant, leaving behind not a single trace of the poor soul’s passing. +Jhorash'tar Orc : Habitant des premiers niveaux et bases d'opérations de raid
-  * A bald, stern wizard clad in blue robes and speaking with a strange accent tells of a wizard who claimed three powerful weapons from a city on the shores of a lake of unknown depths, who spirited them away to a slumbering volcano and dared adventurers to enter his lair and recover them. +
-  * A one-eyed dwarf spins tales of a castle that fell into the earth, and whose ruins stand above a subterranean grove dominated by a tree that spawns evil.+
  
-These are only a few of the tales that have spread across the Sword Coast from the furthest reaches of Faerûn and beyondThe minor details change with the telling. The dread tomb of Acererak shifts its location from a dismal swampto a searing desertto some other forbidding clime in each telling. The key elements remain the same in each version of the tales, lending a thread of truth to the tale.+Toutes les expéditions qui s'aventurèrent dans [[:Noldrunhold]] se soldèrent par un désastre, et la région fut déclarée maudite et bannieÀ l'époqueles nains pensaient que les orcs de Jhorash'tar en étaient responsablesmais il semble désormais plus probable que les Noldrun aient ouvert un passage vers le [[:Royaume d'en bas]] (Et les Nains trop orgueilleux aimaient mieux faire comme si de rien était)
  
-The seeds of those stories now rest in your hand. D&D’s deadliest dungeons are now part of your arsenal of adventures. Enjoyand remember to keep few spare character sheets handy.+Contact de la mission : Un doppleganger au service de l'illithid qui nécessite des cerveaux humains (nain de Sharn, politique, a remplacer l'original), avec la doppleganger succubus qui force les gens a se séparer et à descendre vers le brime pool// Ou plutot un Nain de Sharn descendant des Noldrun, voulant savoir ce qui c'est réellement passé / une game politique des Kaarns voulant les symboles du pouvoir / artefact
  
-==== Using This Book ====+Il y a envion 100 ans les Jhorash'tar ont découverts cette forge secrète abandonnées des [[:Noldruns]] et s'y ont installés, 
  
-Tales from the Yawning Portal contains seven adventures taken from across D&D’s history. 
- 
-The introduction of each adventure provides ideas on adapting it to a variety of D&D settings. Use that information to place it in your campaign or to give you an idea of how to adapt it. 
- 
-These adventures provide the perfect side quest away from your current campaign. If you run published D&D campaigns, such as //Storm King’s Thunder//, the higher level adventures presented here are an ideal way to extend the campaign beyond. 
- 
-==== About the Adventures ==== 
- 
-=== The Sunless Citadel === 
- 
-//The Sunless Citadel,// written by Bruce R. Cordell, was the first published adventure for the third edition of the D&D game. It is designed for a party of four or five 1st level player characters. 
- 
-Ever since its publication in 2000, The Sunless Citadel has been widely regarded as an excellent way to introduce new players to the game. It’s also a great starting experience for someone looking to be a Dungeon Master for the first time. 
- 
-=== The Forge of Fury === 
- 
-//The Forge of Fury,// written by Richard Baker, was published in 2000 shortly after The Sunless Citadel. Characters who succeeded in that mission and advanced to 3rd level were now ready to take on the challenges of a ruined dwarven fortress. 
- 
-Like its predecessor, //The Forge of Fury// is tailored to provide increasingly tougher threats as the characters make their way through the fortress. Those who survive the experience can expect to advance to 5th level-seasoned adventurers ready to strive for greater glory and renown. 
- 
-=== The Hidden Shrine of Tamoachan === 
- 
-//The Hidden Shrine of Tamoachan,// written by Harold Johnson and Jeff R. Leason, made its debut under the title //Lost Tamoachan// at the Origins game convention in 1979, where it was used in the official D&D competition. The first published version of the adventure was produced in 1980. 
- 
-The updated version of the adventure presented herein is designed for a group of four or five 5th-level player characters. 
- 
-=== White Plume Mountain === 
- 
-Lawrence Schick, the author of //White Plume Mountain//, related in the 2013 compilation Dungeons of Dread that he wrote the adventure as a way of persuading Gary Gygax to hire him as a game designer. Not only did he get the job, but //White Plume// became an instant favorite when it was first published in 1979. 
- 
-The version of the adventure in this book is tailored to a group of characters of 8th level. 
- 
-=== Dead in Thay === 
- 
-//Dead in Thay,// written by Scott Fitzgerald Gray, was created when the fifth edition D&D game was in the testing stages. In its original form, it was used as the story of the D&D Encounters season in the spring of 2014. Featuring an immense and lethal dungeon known as the Doomvault, the adventure serves as a tribute to //Tomb of Horrors, Ruins of Undermountain//, and other “killer dungeons” throughout the history of the game. 
- 
-The version of //Dead in Thay// presented here is modified for use in home campaigns. It is designed for characters of 9th to 11th level. 
- 
-=== Against the Giants === 
- 
-The three linked adventures that make up //Against the Giants// were created and originally released in 1978, during the time when Gary Gygax was still writing the //Player’s Handbook// for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D&D players of all ages. 
- 
-The compilation of //Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl//, and //Hall of the Fire Giant King// was published in 1981 as //Against the Giants//. The version presented here is designed to be undertaken by characters of 11th level. 
- 
-=== Tomb of Horrors === 
- 
-Before there was much of anything else in the world of the D&D game, there was the //Tomb of Horrors//. 
- 
-The first version of the adventure was crafted for Gary Gygax’s personal campaign in the early 1970s and went on to be featured as the official Dungeons & Dragons event at the original Origins gaming convention in 1975. The first publication of //Tomb of Horrors//, as a part of the Advanced D&D game, came in 1978. 
- 
-As a proving ground for characters and players alike, fabricated by the devious mind of the game’s co-creator, Tomb of Horrors has no equal in the annals of D&D’s greatest adventures. Only high-level characters stand a chance of coming back alive, but every player who braves the Tomb will have the experience of a lifetime. 
- 
-==== Running the Adventures ==== 
- 
-To run each of these adventures, you need the fifth edition //Player’s Handbook, Dungeon Master’s Guide//, and //Monster Manual//. Before you sit down with your players, read the text of the adventure all the way through and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared before the action starts. 
- 
-> Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text. 
- 
-The //Monster Manual// contains stat blocks for most of the monsters and NPCs found in this book. When a monster’s name appears in **bold** type, that’s a visual cue pointing you to the creature’s stat block in the Monster Manual. Descriptions and stat blocks for new monsters appear in appendix B. If a stat block is in that appendix, an adventure’s text tells you so. 
- 
-Spells and nonmagical objects or equipment mentioned in the book are described in the //Player’s Handbook//. Magic items are described in the //Dungeon Master’s Guide//, unless the adventure’s text directs you to an item’s description in appendix A. 
- 
-==== Creating a Campaign ==== 
- 
-While these adventures were never meant to be combined into a full campaign-over 30 years separates the newest from the oldest-they have been selected to provide play across a broad range of levels. With a little work, you can run a complete campaign using only this book. 
- 
-Starting with The Sunless Citadel, guide your players through the adventures in the order that they are presented in this book. Each one provides enough XP that, upon completing the adventure, the characters should be high enough level to advance to the next one. 
- 
-The Yawning Portal, or some other tavern of your own invention or drawn from another D&D setting, provides the perfect framing device for the campaign. The characters hear rumors of each dungeon, with just enough information available to lead them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting. 
- 
-==== The Yawning Portal ==== 
- 
-Amid the bustle of Waterdeep, within the Castle Ward where barristers, nobles, and emissaries battle with word and contract, stands an inn not quite like any other. Before there was a Castle Ward or even what could be recognized as an ancestor of the City of Splendors, there was a dungeon, and in that dungeon begins the tale of the Yawning Portal. 
- 
-In ages past, the mighty wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded the tunnels they found, worming out new lairs under the surface for reasons of their own. In time, their excavations grew into the vast labyrinth known today as Undermountain, the largest dungeon in all of the Forgotten Realms. Halaster eventually disappeared, as have all his apprentices, but the massive complex he built remains to this day. 
- 
-For untold years, the secrets of Undermountain remained hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly escorted into the dungeon and left to fend for themselves. 
- 
-All of that changed with the arrival of two men, a warrior named Durnan and a ne’er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, laden with riches and magic treasures. While Mirt used his wealth to buy a mansion, Durnan had different plans. Durnan retired from adventuring and purchased the land on which sat the deep, broad well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to adventurers and those who seek their services, and he called it the Yawning Portal. 
- 
-Some of the magic Durnan looted on his successful foray into Undermountain granted him a life span that exceeds even that of an elf. And for decades Durnan left delving into Undermountain to younger folk. Yet one day, something drew him back. Days of waiting for his triumphant return from the dungeon turned to months and then years. For nearly a century, citizens of Waterdeep thought him dead. But one night, a voice called up from the well. Few at first believed it could be Durnan, but folk as long-lived as he vouched it so. The Yawning Portal had passed into the hands of his ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as if he’d never left. 
- 
-Adventurers from across Faerûn, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don’t survive to make the return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck. 
- 
-<HTML><blockquote> 
-== The Green Dragon Inn == 
- 
-The Yawning Portal is not the only renowned tavern in D&D lore. In the Free City of Greyhawk stands the Green Dragon Inn, which has been the starting point for some of the most successful expeditions to Castle Greyhawk and beyond. The place is crowded and smoke-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits a free city that stands at the nexus between a devil-haunted empire, a vast domain locked in the iron-tight grip of a demigod of evil, and a splintered, bickering host of kingdoms nominally committed to justice and weal. In the battered, weary world of Greyhawk, profit and power take precedence over heroics. 
-</blockquote></HTML> 
-==== Features of the Yawning Portal ==== 
- 
-The Yawning Portal’s taproom fills the first floor of the building. The 40-foot-diameter well that provides access to Undermountain dominates the space. The “well” is all that remains of Halaster’s tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for 140 feet. Stirges, spiders, and worse have been known to invade the Yawning Portal from below. 
- 
-Balconies on the tavern’s second and third floors overlook the well, with those floors accessed by way of wooden stairs that rise up from the taproom. Guests sitting at the tables on the balconies have an excellent view of the well and the action below. 
- 
-=== Entering the Well === 
- 
-Those who wish to enter Undermountain for adventure (or the daring tourists who just want to “ride the rope”) must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to the top of the waist-high lip of the well. The rope that hangs in the center of the well is levered over to the lip by a beam in the rafters, and when those who have paid are ready, they mount the rope and take the long ride down. 
- 
-=== Oddities on Display === 
- 
-A staggering variety of curios and oddities adorn the taproom. Traditionally, adventurers who recover a strange relic from Undermountain present it to Durnan as a trophy of their success. Other adventurers leave such curios to mark their visits to the tavern, or relinquish them after losing a bet with Durnan, who likes to wager on the fate of adventuring bands that enter the dungeon. Occasionally, something that strikes Durnan’s fancy can be used to pay a bar tab. 
- 
-== Yawning Portal Taproom Curios == 
- 
-^  d20  ^Item                                                                               ^ 
-|     |A key carved from bone                                                             | 
-|     |A small box with no apparent way to open it                                        | 
-|     |A mummified troglodyte’s hand                                                      | 
-|     |Half of an iron symbol of Bane                                                     | 
-|     |A small burlap pouch filled with various teeth                                     | 
-|     |Burnt fragments of a scroll                                                        | 
-|     |A lute missing its strings                                                         | 
-|     |A bloodstained map                                                                 | 
-|     |An iron gauntlet that is hot to the touch                                          | 
-|  10   |A gold coin stamped with a worn, hawk-wing helm crest                              | 
-|  11   |A troll finger, still wriggling                                                    | 
-|  12   |A silver coin that makes no noise when dropped                                     | 
-|  13   |An empty jar                                                                       | 
-|  14   |A clockwork owl                                                                    | 
-|  15   |A blue, glowing crystal shard                                                      | 
-|  16   |A statuette of a panther, wooden and painted black                                 | 
-|  17   |A piece of parchment, listing fourteen magical pools and their effects when touched| 
-|  18   |A vial filled with a dark, fizzy liquid that is sealed and cannot be opened        | 
-|  19   |A feeler taken from a slain rust monster                                           | 
-|  20   |A wooden pipe marked with Elminster’s sigil                                        | 
- 
-(See also Template in the next Story) 
- 
-=== A Typical Evening === 
- 
-On quiet nights, guests in the Yawning Portal gather around a large fireplace in the taproom and swap tales of distant places, strange monsters, and valuable treasures. On busier nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates. Invariably, the combination of a few drinks and the crowd’s encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few ambitious souls might launch impromptu expeditions into the dungeon. Few such ill-prepared parties ever return. 
- 
-Groups seeking to enter Undermountain for a specific reason generally come to the tavern during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim, dark cults, criminal gangs, and other interested parties. 
- 
-==== Starting the Story ==== 
- 
-Kicking off a dungeon adventure can be as simple as having a mysterious stranger offer the characters a quest while they are at the Yawning Portal (or some other tavern). This approach is a cliché, but it is an effective one. Use the following two tables to generate a couple of details, then tailor the particulars of the quest and the quest giver to suit the adventure you plan to run. 
- 
-== Mysterious Stranger Quest == 
- 
-^  d8  ^Objective                                    ^ 
-|  1   |Recover a particular item                    | 
-|  2   |Find and return with an NPC or monster       | 
-|  3   |Slay a terrible monster or NPC               | 
-|  4   |Guard a person while they perform a ritual   | 
-|  5   |Create an accurate map of part of the dungeon| 
-|  6   |Discover secret lore hidden in the dungeon   | 
-|  7   |Destroy an object                            | 
-|  8   |Sanctify part of the dungeon to a god of good| 
- 
-== Mysterious Stranger Secret == 
- 
-^  d8  ^Secret                                  ^ 
-|  1   |Intends to betray the party             | 
-|  2   |Unwittingly provides false information  | 
-|  3   |Has a secret agenda (roll another quest)| 
-|  4   |Is a devil in disguise                  | 
-|  5   |Has led other parties to their doom     | 
-|  6   |Is the charmed thrall of a mind flayer  | 
-|  7   |Is possessed by a ghost                 | 
-|  8   |Is a solar in disguise                  | 
- 
-(See also the Template below) 
- 
-=== Durnan === 
- 
-The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as much a fixture in the tap room as the well. 
- 
-Durnan is a man of few words. He expects to be paid for his time, and will offer insight and rumors only in return for hard cash. “We know the odds and take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up. Despite his stony heart, he is an excellent source of information about Undermountain and other dungeons, provided one can pay his price. 
- 
-{{img/adventure/TftYP/Durnan.webp| Durnan}} 
- 
-**//Personality Trait: Isolation.//** It’s a cruel world. All people have to fend for themselves. Self-sufficiency is the only path to success. 
- 
-**//Ideal: Independence.//** Someone who can stand alone can stand against anything. 
- 
-**//Bond: The Yawning Portal.//** This place is my only home. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. 
- 
-**//Flaw: Heartless.//** If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye. 
- 
-=== Other Denizens === 
- 
-The Yawning Portal is host to a variety of regular visitors, most of whom offer services to adventurers. Chapter 4 of the //Dungeon Master’s Guide// provides plenty of resources for generating nonplayer characters. The following table provides some possibilities for why an individual is visiting the Yawning Portal. 
- 
-== Denizens == 
- 
-^  d10  ^Denizen                                                                                                                                           ^ 
-|     |Devotee of Tymora, encourages adventures to seek out quests, can cast bless                                                                       | 
-|     |Bored, retired adventurer, claims to have explored dungeon of note and can describe first few areas (20 percent chance of an accurate description)| 
-|     |Heckler, mocks cowards and makes bets that adventurers won’t return from an expedition                                                            | 
-|     |Con artist, selling fake treasure maps (but a 10 percent chance that a map is genuine)                                                            | 
-|     |Wizard’s apprentice, carefully making exact sketches of various curios at her master’s command                                                    | 
-|     |Spouse of a slain adventurer, who pays the toll for anyone wanting to exit Undermountain and plots against Durnan                                 | 
-|     |Zhentarim agent, seeks rumors of treasure, tails any folk who return from Undermountain and notes their home base for future robbery              | 
-|     |Agent of the Xanathar, ordered to “steal the hat worn by the eighth person to enter the taproom this night”                                       | 
-|     |Magically preserved corpse in a coffin leaning against the bar; if asked about it, Durnan says, “He’s waiting for someone,” and nothing more      | 
-|  10   |Elminster, incognito; 10 percent chance he is on an errand of cosmic importance; otherwise, he’s pressing Durnan for gossip                       | 
- 
- 
----- 
- 
-====== The Forge of Fury ====== 
- 
-Two centuries ago, the great dwarf smith Durgeddin the Black and his clan were driven from their home by a horde of fierce orcs and trolls. They plundered the dwarves’ ancestral halls and slew all they could catch. Fleeing his enemies, Durgeddin led the destitute remnants of his clan in search of a new home. After years of wandering, the dwarves discovered a great cavern system beneath the Stone Tooth: a rugged, forested hill crowned by a bare rocky crag. There Durgeddin and his followers founded the stronghold of Khundrukar. 
- 
-About a century ago, a member of Durgeddin’s clan was captured by a powerful orc tribe during a raid, and the orcs learned of their enemy’s hidden stronghold. The orc chieftains raised a great army and marched on Khundrukar. In a hard-fought siege lasting months, the orcs tunneled around the dwarven defenses. When they finally stormed the place, they put all within to the sword, then carried off wagonloads of booty. 
- 
-In the years since the great battle, various creatures have occupied the stronghold and used the place as a base for their raids. At other times, the caverns have lain empty except for the mindless and bloodthirsty monsters that haunt such places. Today legends of Durgeddin’s Vengeance (or the Smith’s War) and the extraordinary blades the dwarves forged in anger still surface from time to time in the lands near the Stone Tooth. 
  
 ===== Adventure Synopsis ===== ===== Adventure Synopsis =====
  
-//The Forge of Fury// is set in the ruined stronghold of Khundrukar. It is designed for four 3rd-level player characters. They can advance to 5th level with good play.+//The Forge of Fury// is set in the ruined stronghold of Noldrunkar. It is designed for four 3rd-level player characters. They can advance to 5th level with good play.
  
-The characters come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: +  * **The Mountain Door.** The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as **El Gros Liath**. 
- +  * **The Glitterhame.** The largest level of Noldrunkar, the Glitterhame is an expanse of beautiful natural caverns now infested by troglodytes and other cave-dwelling monsters.
-  * **The Mountain Door.** The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as **Great Ulfe**. +
-  * **The Glitterhame.** The largest level of Khundrukar, the Glitterhame is an expanse of beautiful natural caverns now infested by troglodytes and other cave-dwelling monsters.+
   * **The Sinkhole.** Streams in the Glitterhame descend to an underground river, which runs through a corner of the caverns forgotten by the denizens above.   * **The Sinkhole.** Streams in the Glitterhame descend to an underground river, which runs through a corner of the caverns forgotten by the denizens above.
-  * **The Foundry.** Beyond the Glitterhame lies a complex of chambers and passageways carved by Durgeddin’s folk. A small band of duergar (gray dwarves) currently hold Durgeddin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Black Lake+  * **The Foundry.** Beyond the Glitterhame lies a complex of chambers and passageways carved by Duredin’s folk. A small band of duergar (gray dwarves) currently hold Duredin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Brine Pool
-  * **The Black Lake.** The most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Black LakeNightscale, a young black dragon, discovered a passage into the lake through an underwater siphon connecting to a mere on the far side of the hill. The dragon has claimed the ancient wealth of Khundrukar as her hoard. +  * **The Brine Pool.** The most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Brine PoolXetzirbor, a illithid, discovered a passage into the lake through an underwater siphon connecting to a mere on the far side of the hill. The dragon has claimed the ancient wealth of Noldrunkar as her hoard.
- +
-> **ABOUT THE ORIGINAL** +
->  +
-> //The Forge of Fury//, by Richard Baker, was originally published in 2000 as an adventure for the third edition of the D&D game. +
->  +
-> The adventure was published shortly after //The Sunless Citadel// and was designed as a follow-up to it. Characters who succeeded in that mission and advanced to 3rd level were now ready to take on the challenges of a ruined dwarven fortress. +
->  +
-> {{img/adventure/TftYP-TFoF/000-totyp-02-book.webp}}+
  
 ===== Character Hooks ===== ===== Character Hooks =====
  
-You can place the Stone Tooth and its caverns anywhere you like in your campaign world. //The Forge of Fury// works well if you pick a remote range of rugged hills or highlands several days from the nearest community. +Trouver pkoi ils sont envoyé investiguer la disparition des [[:Noldrun]]s 
- +Duredin Noldrun dit "Le noir"
-The town of Blasingdell is briefly described in this adventure, if you need a location where the characters can make their final preparations. +
- +
-Your next task is to decide how the party learned about Khundrukar. Pick one of the following options that suits your campaign, or make up an explanation. +
- +
-==== Follow the Map ==== +
- +
-The party has acquired a map showing the location of a secret dwarven stronghold named Khundrukar. Perhaps the characters discovered the map and other lore about the place during a previous adventure, or it turned up in a forgotten corner of a library. Tales attributed to a previous, failed expedition make reference to a hoard of wondrous arms and armor. +
- +
-<HTML><blockquote> +
-== Placing the Adventure ==+
  
-Any setting that includes a mountainous region has a ready-to-use location for the dwarven stronghold in //The Forge of Fury//.+===== Approaching Noldrunkar =====
  
-**//Dragonlance.//** On Krynn, Khundrukar can be placed anywhere in the Kharolis Mountains. An independent stronghold that has no direct tunnels connecting it to Thorbardin, it was overrun by attackers during the Age of Might. During the Age of Despairit was seized by Highlord Verminaard’s forces. Consider replacing the orcs in the adventure with hobgoblins and the duergar with Theiwar dwarves. +At the start of play, the characters are trekking through the wilderness :
-</blockquote></HTML> +
-> **//Eberron.//** Once an outpost in the western Mror Holds, Khundrukar was besieged and cleared of its inhabitants when the Kingdom of Galifar invaded that land. The aggressors left the place unoccupied after their victory. Since then, it has fallen into the hands of various groups of monsters.+
  
-> **//Forgotten Realms.//** Located northwest of Mirabar in the Spine of the World, Khundrukar was a shield dwarf stronghold that became overrun by renegade orcs from the Many-Arrows tribe, unhappy with what they saw as their kingdom’s betrayal of the old ways. +<blockquote> 
- +Votre carte indique que l'ancien fort nain se situe à environ trois jours de marche au nord de votre positionDes collines sombres et densément boisées s'élèvent au-delà des abords du chemin
-> **//Greyhawk.//** Khundrukar stands in the Pomarj, in the western Drachensgrab Hills. The fortress fell shortly after the Hateful Wars, when a wave of orcs and other evil humanoid invaders swept over the region. +</blockquote>
- +
-==== Track the Broken Blade ==== +
- +
-Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the smith’s mark, and tells them that it was discovered near a rocky hill called the Stone Tooth. Baron Althon provides directions and promises to reward the characters richly for each of Durgeddin’s blades they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps. +
- +
-==== Vanquish the Orc Raiders ==== +
- +
-In the mining town of Blasingdell, the characters learn that orc raiders have been pillaging isolated farmsteads and camps in the hills north of the town. The local militia captured an orc warrior left for dead by its comrades and brought it back for questioning. Under the influence of a //charm person// spell, the orc divulged the location of the monsters’ lair, a lonely hill called the Stone Tooth. The mayor offers a bounty of 25 gp per orc, dead or alive, and the gratitude of the townsfolk to any who can permanently end the threat. +
- +
-<HTML><blockquote> +
-== The Mining Town of Blasingdell == +
- +
-Blasingdell lies about 30 miles south of the Stone Tooth, a journey of three days on foot or two days on horseback due to the surrounding rugged terrain and dense forestsAlthough it isn’t close enough for the characters to use as an overnight rest stop while they explore Khundrukar, Blasingdell is still useful as a place to purchase equipment, stock up on supplies, and train between excursions into the caverns. +
- +
-The town’population of around 2,000 is quite diverse; although humans are the largest group, almost any player character race can be found here. +
- +
-The town’s mayor is **Sir Miles Berrick** (male human **noble**). +
- +
-**Sergeant Grendar Kuln** (male half-orc **veteran**) is in charge of the town watch; **Constable Dara Whitewood** (female human **veteran**) is the senior officer. The town watch consists of two full-time guards in addition to its officers. A militia force of around 100 commoners can be mustered in emergencies. +
- +
-**Kheldegan Tolm** (male dwarf **commoner**) owns Tolm’s Superior Outfitting and Dry Goods. +
- +
-**Sarel Bankdown** (female half-elf **commoner**) is the proprietor of the Griffon’s Nest inn and tavern. +
- +
-**Sister Alonsa** (female human **priest**) heads up the town’s small temple (its primary deity is left to you). Sister Alonsa is assisted in her duties by two **acolytes**+
-</blockquote></HTML> +
-===== Approaching Khundrukar ===== +
- +
-At the start of play, the characters are trekking through the wilderness and have just reached the outskirts of Blasingdell (or some other community), When you’re ready to begin, read: +
- +
-<HTML><blockquote> +
-> Durgeddin was a master smith who forged blades of surpassing quality and power. Centuries ago, his home was sacked by orcs. Durgeddin led the remnants of his clan to the mountains north of the town of Blasingdell and established a small, secret stronghold somewhere in the trackless wilderness. +
->  +
-> From his hidden redoubt, he waged a decades-long vendetta against all orc-kind, until his enemies discovered his fortress and attacked it after a long siege. Durgeddin and his followers perished, and much wealth was carried away by the conquering hordes. But it’s said that the deepest and best-hidden vaults and armories escaped the looting, and that some of Durgeddin’s extraordinary blades still wait in the darkness for a hand bold enough to claim one. +
->  +
-> You’ve come to Blasingdell, a small mining town on the northern frontier, to see if there’s anything to these stories. Your map shows that the old dwarf-hold lies about three days’ march to the north of the town. Dark, deeply forested hills rise beyond the town’s outskirts +
-</blockquote></HTML> +
-The characters can spend time interacting with the townsfolk, gathering equipment and provisions, and otherwise preparing before they set out.+
  
 ==== The Stone Tooth ==== ==== The Stone Tooth ====
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 When the characters set forth on their journey, read: When the characters set forth on their journey, read:
  
-<HTML><blockquote> +<blockquote> 
-> As you travel north from the mining town of Blasingdellyou pass through brooding pine forests and deep valesFrom where you stand nowyou catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone ToothA thin spire of smoke rises from some unseen point high on the hill’s slopesand you can make out a steep, narrow road or track that runs back and forth across the face of the mountainside+En remontant vers le nordvous traversez d'épaisses forêts de pins et de profondes valléesDe là où vous vous trouvezvous apercevez une haute colline escarpée qui se dresse jusqu'à un promontoire rocheux dénudé et proéminent : la Dent de PierreUne fine colonne de fumée s'élève d'un point invisible sur les pentes de la collineet vous distinguez une route ou un sentier étroit et escarpé qui serpente à flanc de montagne
-</blockquote></HTML>+</blockquote>
 Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and watch. Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and watch.
  
 === Follow the Path === === Follow the Path ===
 +**MAP 2.1**
  
-At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but years of wind and rain have eroded away its cover, leaving the path exposed and visible from the valley floor below.+At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. 
  
-The path climbs to the Mountain Door, at the location marked A on the map. This is the route used by the orcs in **Great Ulfe**’s tribe to come and go from their lair.+The path climbs to the Mountain Door, at the location marked A on the map. This is the route used by the orcs in **El Gros Liath**’s tribe to come and go from their lair.
  
-If someone checks the path for tracks, a successful DC 10 Wisdom (Survival) check reveals that four booted humanoids came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties; see “//Wait and Watch//” below for more information.+If someone checks the path for tracks, a successful **DC 10 Wisdom (Survival) check** reveals that four booted humanoids came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties; see “//Wait and Watch//” below for more information.
  
-{{img/adventure/TftYP-TFoF/001-totyp-02-02.webp|Map 2.1: The Stone Tooth}}{{img/adventure/TftYP-TFoF/002-map-2-1-the-stone-tooth.webp|Player Version}} #### Scout the Area+ 
 +=== Scout the Area ===
  
 Ambitious characters might choose to ignore the path and scale the Stone Tooth’s slopes. The going is very hard, with steep slopes and heavy undergrowth, reducing the characters’ travel pace to roughly 100 feet per minute. Thoroughly exploring the hillside could easily take hours. Ambitious characters might choose to ignore the path and scale the Stone Tooth’s slopes. The going is very hard, with steep slopes and heavy undergrowth, reducing the characters’ travel pace to roughly 100 feet per minute. Thoroughly exploring the hillside could easily take hours.
  
-Heavy woods block the view upslope, making it difficult to ascertain the origin of the smoke (a natural chimney). Have the party’s guide make a DC 10 Wisdom (Survival) check when the group first enters the hillside. On a successful check, the characters travel in the general direction of the chimney. Otherwise, they lose their way (see “//Becoming Lost//” in chapter 5 of the //Dungeon Master’s Guide//).+Heavy woods block the view upslope, making it difficult to ascertain the origin of the smoke (a natural chimney). Have the party’s guide make a **DC 10 Wisdom (Survival) check** when the group first enters the hillside. On a successful check, the characters travel in the general direction of the chimney. Otherwise, they lose their way (see “//Becoming Lost//” in chapter 5 of the //Dungeon Master’s Guide//).
  
 **//(A) The Mountain Door.//** This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this way, the expedition begins in //area 1// of //map 2.2//, the Mountain Door. **//(A) The Mountain Door.//** This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this way, the expedition begins in //area 1// of //map 2.2//, the Mountain Door.
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 **//(D) Hilltop.//** An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in height, towering over the neighboring hills by 500 feet or more. The last 100 feet or so are a sheer point of rock, requiring DC 15 Strength (Athletics) checks to climb successfully. The view is spectacular, but the hilltop is otherwise unremarkable. (No entrance to the fortress is to be found here.) **//(D) Hilltop.//** An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in height, towering over the neighboring hills by 500 feet or more. The last 100 feet or so are a sheer point of rock, requiring DC 15 Strength (Athletics) checks to climb successfully. The view is spectacular, but the hilltop is otherwise unremarkable. (No entrance to the fortress is to be found here.)
  
-**//(E) The Dark Mere.//** The eastern slopes of the Stone Tooth descend into a damp valley where water is trapped by the terrain. A dark tarn pools under the hill’s slopes, surrounded by numerous smaller lakes. A hidden drainage channel deep underwater connects to the subterranean Black Lake, providing access to Nightscale’s underground lair.+**//(E) The Dark Mere.//** The eastern slopes of the Stone Tooth descend into a damp valley where water is trapped by the terrain. A dark tarn pools under the hill’s slopes, surrounded by numerous smaller lakes. A hidden drainage channel deep underwater connects to the subterranean Brine Pool, providing access to Xetzirbor’s underground lair
 + 
 +The opening is about 40 feet down, and it lies about 100 feet from the western lakeshore. Player characters exploring around the lake can’t find this outlet unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in //area 54// of //map 2.6//, the Brine Pool.
  
-The opening is about 40 feet down, and it lies about 100 feet from the western lakeshore. Player characters exploring around the lake can’t find this outlet unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in //area 54// of //map 2.6//, the Black Lake. 
  
-<HTML><blockquote> 
 == Wilderness Encounters and Camping == == Wilderness Encounters and Camping ==
  
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 The characters might be forced to retreat outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth. The characters might be forced to retreat outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth.
-</blockquote></HTML>+
 === Wait and Watch === === Wait and Watch ===
  
-The characters might choose to observe the path for some time before braving the Stone Tooth. When they arrive, two foraging parties from **Great Ulfe**’s tribe are searching the nearby hills for loot. The first party of four **orcs** returns two days after the characters arrive, and the second group three days after that. These orcs sleep by day and travel by night, so they arrive in the party’s vicinity just before dawn.+The characters might choose to observe the path for some time before braving the Stone Tooth. When they arrive, two foraging parties from **El Gros Liath**’s tribe are searching the nearby hills for loot. The first party of four **orcs** returns two days after the characters arrive, and the second group three days after that. These orcs sleep by day and travel by night, so they arrive in the party’s vicinity just before dawn.
  
 If the party sets up camp at least 90 feet from the path and doesn’t take any action that might draw attention, the returning orcs pass by without spotting the campsite. Otherwise, the orcs notice the camp when they come within 90 feet (or within twice as far if a campfire is burning or the party isn’t attempting to be quiet). If the party sets up camp at least 90 feet from the path and doesn’t take any action that might draw attention, the returning orcs pass by without spotting the campsite. Otherwise, the orcs notice the camp when they come within 90 feet (or within twice as far if a campfire is burning or the party isn’t attempting to be quiet).
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 A lookout whose post overlooks the trail and who has a passive Perception score of 10 or higher detects the orcs as they approach. The orcs aren’t likely to notice a hidden lookout; compare their passive Perception scores to the character’s Dexterity (Stealth) check. A lookout whose post overlooks the trail and who has a passive Perception score of 10 or higher detects the orcs as they approach. The orcs aren’t likely to notice a hidden lookout; compare their passive Perception scores to the character’s Dexterity (Stealth) check.
  
-<HTML><blockquote> +<blockquote> 
-> Four hunched humanoids in dirty hide armor approach along the trailsnarling and muttering to each other in a guttural tongueYellow tusks jut from their bestial faces+Quatre humanoïdes voûtésvêtus d'une armure de peau et d'os sale, s'approchent du sentier, grognant et marmonnant entre eux d'une voix gutturaleDes défenses jaunes jaillissent de leurs visages bestiaux
-</blockquote></HTML>+</blockquote> 
 If the orcs come across the camp and aren’t spotted, they attempt to take out anyone on watch or creep into the camp to attack sleeping characters. If the orcs come across the camp and aren’t spotted, they attempt to take out anyone on watch or creep into the camp to attack sleeping characters.
  
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 **//Development.//** No more dungeon denizens emerge from the dungeon during this time, and no more orcs leave for a week after the second patrol returns. **//Development.//** No more dungeon denizens emerge from the dungeon during this time, and no more orcs leave for a week after the second patrol returns.
  
-<HTML><blockquote> +== Noldrunkar: General Features ==
-== Khundrukar: General Features ==+
  
-The following aspects of Khundrukar are true unless otherwise noted in a particular area description.+The following aspects of Noldrunkar are true unless otherwise noted in a particular area description.
  
-**//Doors.//** Most doors are made of wood or stone. Characters can attempt various tasks before trying to open a door, including listening for sounds from the other side and checking for traps. If characters elect to listen at a door, check the description of the room beyond to determine if any creatures inhabit that area. If no instructions are otherwise provided, a character who listens at a door and succeeds on a DC 10 Wisdom (Perception) check can hear sounds of activity through the door; increase the DC to 15 for quieter sounds+**//Doors.//** Most doors are made of wood or stone. Characters can attempt various tasks before trying to open a door, including listening for sounds from the other side and checking for traps. If characters elect to listen at a door, check the description of the room beyond to determine if any creatures inhabit that area. If no instructions are otherwise provided, a character who listens at a door and succeeds on a **DC 10 Wisdom (Perception) check** can hear sounds of activity through the door; increase the **DC to 15 for quieter sounds**.
-</blockquote></HTML> +
-**//Light.//** Within the confines of Khundrukar, all areas are dark unless a room’s description says otherwise.+
  
-**//Ventilation.//** All keyed areas contain an adequate air supply. The air is renewed through vents that lead to the surface. These vents are individually too small for any but Tiny creatures to navigate.+**//Light.//** Within the confines of Noldrunkar, all areas are dark unless a room’s description says otherwise. 
 + 
 +**//Ventilation.//** All keyed areas contain an adequate air supply. The air is renewed through vents that lead to the surface. These vents are individually too small for any but Tiny creatures to navigate. 
 + 
 +**Defeat par les orcs** : Pris prisonniers dans les cages Area 6 comme tribut pour Xetzirbor
  
 ===== The Forge of Fury ===== ===== The Forge of Fury =====
  
-Once the party enters Khundrukar, start at the appropriate area on //map 2.2//, the Mountain Door, or //map 2.3//, the Glitterhame.+Once the party enters Noldrunkar, start at the appropriate area on //map 2.2//, the Mountain Door, or //map 2.3//, the Glitterhame.
  
 ===== The Mountain Door ===== ===== The Mountain Door =====
  
-The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddin’s folk, who created a series of halls and guard chambers that protect the entrance to their realm. The place is still well fortified, even to this day.+The uppermost level of Noldrunkar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Duredin’s folk, who created a series of halls and guard chambers that protect the entrance to their realm. The place is still well fortified, even to this day.
  
-This former dwarven strongpoint is now occupied by a band of orc raiders, led by a fierce ogre who calls himself **Great Ulfe**. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of Khundrukar, and they rarely encounter the other denizens of the cave system.+This former dwarven strongpoint is now occupied by a band of orc raiders des [[:jhorash_tar]], led by a fierce ogre who calls himself **El Gros Liath**. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of Noldrunkar, and they rarely encounter the other denizens of the cave system.
  
-{{img/adventure/TftYP-TFoF/002-totyp-02-03.webp|Map 2.2: The Mountain Door}}{{img/adventure/TftYP-TFoF/004-the-mountaind-door-map-pc.webp|Player Version}}The following locations are identified on map 2.2.+{{:img_adventure_tftyp-tfof_002-totyp-02-03.webp|Map 2.2: The Mountain Door}}{{:img_adventure_tftyp-tfof_004-the-mountaind-door-map-pc.webp|Player Version}}The following locations are identified on map 2.2.
  
 ==== 1. End of the Trail ==== ==== 1. End of the Trail ====
  
-The old dwarven path ascends to a cleft in the hillside and ends at the front door of Khundrukar.+The old dwarven path ascends to a cleft in the hillside and ends at the front door of Noldrunkar.
  
-<HTML><blockquote> +<blockquote> 
-> The path climbs up one last steep switchback toward a bare shoulder of rock. The hillside rises steeply on your right and drops away precipitously on your left. Debris and rubbish lie scattered over the last hundred yards or so—discarded water skinsbits of charred bone, and splintered casks or kegsUp aheadthe path opens onto a wide ledge and then doubles back sharply into the mountainside. +Le sentier grimpe un dernier virage raide et devient un bord de route à flanc de la collinequi s'élève abruptement sur votre droite et descend abruptement sur votre gaucheDes débris et des déchets gisent sur les cent derniers mètres : gourdes abandonnéesfragments d'os calcinés et tonneaux fracassésPlus loinle sentier débouche sur une large cornichepuis retourne à flanc de montagne.
->  +
-> Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored. +
-</blockquote></HTML> +
-**//Creatures.//** Two **orcs** stand guard along the northern edge of the ledgethough they aren’t paying as much attention to their duties as they should. The characters (or their advance scout) can spot them from as far as 60 feet away. The sentriesWark and Thark, are grumbling in the Orc language about someone named Ulfe. Apply a −2 penalty to the orcs’ passive Perception scores.+
  
-**//Arrow Slits.//** When the characters move around the corner into the eastern part of the ledge, they might discover a row of hidden arrow slits in the rocky wall to the east about 15 feet above the floor. By examining the wall and making a successful DC 15 Wisdom (Perception) check, a character notices the slits.+Deux humanoïdes bestiaux en armure d'os montent la garde sur la corniche. Ils semblent distraits et ennuyés. 
 +</blockquote> 
 + 
 +**//Creatures.//** Two **orcs** stand guard along the northern edge of the ledge, though they aren’t paying as much attention to their duties as they should. The characters (or their advance scout) can spot them from as far as 60 feet away. The sentries, Wark and Thark, are grumbling in the Orc language about someone named Liath. Apply a −2 penalty to the orcs’ passive Perception scores. 
 + 
 +**//Arrow Slits.//** When the characters move around the corner into the eastern part of the ledge, they might discover a row of hidden arrow slits in the rocky wall to the east about 15 feet above the floor. By examining the wall and making a successful **DC 15 Wisdom (Perception) check**, a character notices the slits.
  
 **//Developments.//** If they are attacked or confronted by more than one character, Wark and Thark call out a warning that’s heard by the orc in //area 4// and then attempt to flee to //area 3//. See the “Mountain Door Defenses” sidebar. **//Developments.//** If they are attacked or confronted by more than one character, Wark and Thark call out a warning that’s heard by the orc in //area 4// and then attempt to flee to //area 3//. See the “Mountain Door Defenses” sidebar.
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 If the archers are alerted to the party’s presence, they open fire on intruders on the ledge and in area 2. See area 4 for more information. If the archers are alerted to the party’s presence, they open fire on intruders on the ledge and in area 2. See area 4 for more information.
  
-<HTML><blockquote> 
 == Mountain Door Defenses == == Mountain Door Defenses ==
  
 The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the best of their ability unless prevented or interrupted by the player characters. The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the best of their ability unless prevented or interrupted by the player characters.
  
-**//Round 1.//** After sounding the alarm, the sentries in area 1 (Wark and Thark) flee south to area 2. +  - **//Round 1//** After sounding the alarm, the sentries in area 1 (Wark and Thark) flee south to area 2. 
-</blockquote></HTML> +  **//Round 2//** The orcs in area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3. 
-**//Round 2.//** The orcs in area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3. +  **//Round 3//** Wark and Thark cross the rope bridge in area 3. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2. 
- +  **//Round 4//** Wark and Thark slip through to //area 5// to spread the alarm, alerting the orcs in //areas 11// and //14//. 
-**//Round 3.//** Wark and Thark cross the rope bridge in area 3. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2. +  **//Round 5//** The orc that shut the double doors in area 3 moves to area 4 or 4a while the other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5. 
- +  **//Round 8//** The orcs in area 14 arrive in area 5. 
-**//Round 4.//** Wark and Thark slip through to //area 5// to spread the alarm, alerting the orcs in //areas 11// and //14//. +  **//Round 12//** **El Gros Liath** and the orcs from area 11 move to area 5 to ready a counterattack.
- +
-**//Round 5.//** The orc that shut the double doors in area 3 moves to area 4 or 4a while the other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5. +
- +
-**//Round 8.//** The orcs in area 14 arrive in area 5. +
- +
-**//Round 12.//** **Great Ulfe** and the orcs from area 11 move to area 5 to ready a counterattack.+
  
 ==== 2. The Dwarf-Door ==== ==== 2. The Dwarf-Door ====
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 Moving eastward from the ledge, the trail turns south and rises steeply through a cleft in the rock toward a grand entrance. Moving eastward from the ledge, the trail turns south and rises steeply through a cleft in the rock toward a grand entrance.
  
-<HTML><blockquote> +<blockquote> 
-> Shallow steps lead up through a steep fissure to the south and turn east into the mountainsideHere, a broad entranceway has been carved out of the stoneMarble steps cracked with age and veined with green moss lead up to a strong double door of carved stoneeight feet wide and almost ten feet tallArrow slits high on the north and south walls command this area+Des marches peu profondes montent par une fissure abrupte au sud et tournent vers l'est pour s'enfoncer dans la montagneIciune large entrée été creusée dans la pierreDes marches de marbre, fissurées par le temps et veinées de mousse verte, mènent à une solide double porte en pierre sculptéelarge de deux mètres et haute de près de trois mètresDes meurtrières percées en hauteur sur les murs nord et sud dominent cet espace
-</blockquote></HTML> +</blockquote> 
-If the characters quietly dealt with the orcs in area 1 using stealth or disguise, the door is open. Otherwise, the orcs have been alerted to intruders, and the door is shut and barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check.+ 
 +If the characters quietly dealt with the orcs in area 1 using stealth or disguise, the door is open. Otherwise, the orcs have been alerted to intruders, and the door is shut and barred from the inside. Forcing open the barred door is very difficult, requiring a successful **DC 20 Strength check**.
  
 **//Creatures.//** If the orcs have been alerted, the orcs in //areas 4 and 4a// fire arrows until the characters either retreat or succeed in bypassing the door. **//Creatures.//** If the orcs have been alerted, the orcs in //areas 4 and 4a// fire arrows until the characters either retreat or succeed in bypassing the door.
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 **//Development.//** If the characters are repelled, they must deal with additional reinforcements if they try this approach again. Two orcs from //area 11// stand watch at the doors on the west side of area 3, while the **orc Eye of Gruumsh** from //area 9// backs up the orcs in area 4 or 4a. **//Development.//** If the characters are repelled, they must deal with additional reinforcements if they try this approach again. Two orcs from //area 11// stand watch at the doors on the west side of area 3, while the **orc Eye of Gruumsh** from //area 9// backs up the orcs in area 4 or 4a.
  
-{{img/adventure/TftYP-TFoF/003-totyp-02-04.webp}}+{{:img_adventure_tftyp-tfof_003-totyp-02-04.webp}}
  
 ==== 3. The Rift Hall ==== ==== 3. The Rift Hall ====
  
-<HTML><blockquote> +<blockquote> 
-> The great door opens into a large hall. A narrow ledge overlooks a deep, dark crevasse that cuts the room in twoA dangerous-looking rope bridgefrayed and thinspans the gapWater gurgles and rushes somewhere far belowTwo copper braziers burn brightly on either side of the doorilluminating the western half of the roomAnother ledge is barely visible on the other side of the chasm+La grande porte s'ouvre sur un vaste hall. Une étroite corniche surplombe une profonde et sombre crevasse qui coupe la pièce en deuxUn pont de cordeeffiloché et d'apparence dangereuseenjambe l'espaceL'eau gargouille et s'écoule quelque part en contrebasDeux brasiers en cuivre brûlent intensément de chaque côté de la porteilluminant la moitié ouest de la pièceUne autre corniche est à peine visible de l'autre côté du gouffre
-</blockquote></HTML> +</blockquote> 
-The hall beyond the doors, and the great crevasse that runs through it, once served as the last line of defense for Khundrukar’s dwarves.+ 
 +The hall beyond the doors, and the great crevasse that runs through it, once served as the last line of defense for Noldrunkar’s dwarves.
  
 **//Creatures.//** Two **orcs** guard the eastern side of the room. They do everything in their power to prevent the characters from getting across the bridge. If any of the party members have darkvision or a means of illuminating the far side, read: **//Creatures.//** Two **orcs** guard the eastern side of the room. They do everything in their power to prevent the characters from getting across the bridge. If any of the party members have darkvision or a means of illuminating the far side, read:
  
-<HTML><blockquote> +<blockquote> 
-> Two brutish humanoids stand watch on the other side of the crevasse. They snarl a challengerevealing yellowed tusksand prepare to hurl javelins at you+Deux humanoïdes brutaux veillent de l'autre côté de la crevasse. Ils grondent pour vous défierdévoilant leurs défenses jaunieset se préparent à vous lancer des javelots 
-</blockquote></HTML+</blockquote> 
-**//Rope Bridge.//** The bridge is safe structurally, despite its appearance. Crossing under fire is difficult enough to require DC 10 Dexterity (Acrobatics) checks. On a successful check, a character can move at half speed. On a failed check, a character makes no progress. If the check fails by 5 or more, the character must make a DC 10 Strength or Dexterity saving throw. On a failed save, the character plummets almost 200 feet to the underground river below and is swept away. The characters can prevent falls by roping themselves to a stable attachment point before crossing.+ 
 +**//Rope Bridge.//** The bridge is safe structurally, despite its appearance. Crossing under fire is difficult enough to require **DC 10 Dexterity (Acrobatics) checks**. On a successful check, a character can move at half speed. On a failed check, a character makes no progress. If the check fails by 5 or more, the character must make a **DC 10 Strength or Dexterity saving throw**. On a failed save, the character plummets almost 200 feet to the underground river below and is swept away. The characters can prevent falls by roping themselves to a stable attachment point before crossing.
  
-**//Secret Doors.//** Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful DC 15 Wisdom (Perception) check to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful DC 15 Wisdom (Perception) check.+**//Secret Doors.//** Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful **DC 15 Wisdom (Perception) check** to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful **DC 15 Wisdom (Perception) check**.
  
 **//Developments.//** The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the bridge, or at those who hang back to cast spells or make ranged attacks. A character on the bridge who is hit by an attack must make a saving throw to avoid a fall, just as if the character’s Dexterity (Acrobatics) check to move along the bridge had failed by 5 or more. **//Developments.//** The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the bridge, or at those who hang back to cast spells or make ranged attacks. A character on the bridge who is hit by an attack must make a saving throw to avoid a fall, just as if the character’s Dexterity (Acrobatics) check to move along the bridge had failed by 5 or more.
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 If an intruder gets at least two-thirds of the way across the bridge, one orc breaks cover to move through the double doors into //area 5// and get help. The other tries to hinder the characters by chopping at the bridge’s support ropes with its greataxe. Each rope has 8 hit points and AC 11. If one support rope is cut, the DC of the Dexterity (Acrobatics) check to cross the bridge increases to 12, and characters on the bridge must immediately make a saving throw to avoid falling as described above. If both ropes are cut, the east end of the bridge drops into the crevasse and slams into the cliff wall on the west side. Any characters on the bridge take 7 (2d6) bludgeoning damage from the impact with the wall and must make successful DC 12 Strength or Dexterity saving throws to avoid losing their grip and falling if they aren’t otherwise secured. If an intruder gets at least two-thirds of the way across the bridge, one orc breaks cover to move through the double doors into //area 5// and get help. The other tries to hinder the characters by chopping at the bridge’s support ropes with its greataxe. Each rope has 8 hit points and AC 11. If one support rope is cut, the DC of the Dexterity (Acrobatics) check to cross the bridge increases to 12, and characters on the bridge must immediately make a saving throw to avoid falling as described above. If both ropes are cut, the east end of the bridge drops into the crevasse and slams into the cliff wall on the west side. Any characters on the bridge take 7 (2d6) bludgeoning damage from the impact with the wall and must make successful DC 12 Strength or Dexterity saving throws to avoid losing their grip and falling if they aren’t otherwise secured.
  
-**//Development.//** If the orcs destroy the bridge but repel the invaders in doing so, **Great Ulfe**’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from //area 11//.+**//Development.//** If the orcs destroy the bridge but repel the invaders in doing so, **El Gros Liath**’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from //area 11//.
  
 ==== 4 and 4a. Archers’ Stations ==== ==== 4 and 4a. Archers’ Stations ====
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 The secret doors in area 3 provide access to these locations. The secret doors in area 3 provide access to these locations.
  
-<HTML><blockquote> +<blockquote> 
-> The door slides aside to reveal a narrow passage that descends a flight of stairs into a small chamberLight from outside slants into the room through a series of narrow embrasures. +La porte coulisse sur le côté, révélant un passage étroit avec un escalier descendant vers une petite pièceLa lumière extérieure pénètre obliquement dans la pièce par une série d'étroites embrasures. 
- + 
-> The area is littered with well-gnawed bones, cobwebsand rat droppingsPoorly cured hide blankets are carelessly scattered over the floor+La zone est jonchée d'os rongésde toiles d'araignées et d'excréments de ratsDes couvertures en peau jonchent le sol
-</blockquote></HTML>+</blockquote> 
 **//Secret Door.//** In the north end of area 4, a secret door connects to //area 14//. A character can find the door by succeeding on a DC 18 Wisdom (Perception) check. The orcs are unaware of this passage and don’t use it. **//Secret Door.//** In the north end of area 4, a secret door connects to //area 14//. A character can find the door by succeeding on a DC 18 Wisdom (Perception) check. The orcs are unaware of this passage and don’t use it.
  
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 ==== 5. Orc Cave ==== ==== 5. Orc Cave ====
  
-<HTML><blockquote> +<blockquote> 
-> The walls and floor of this natural cave have been carefully smoothedYou can discern at least four routes leading off into darknessRed coals glow from within the southeastern passagewayand a crude wooden cage door closes off the southern exitThe floor is covered with sleeping furscratessacks, and rubbish+Les parois et le sol de cette grotte naturelle ont été soigneusement lissésOn distingue au moins quatre chemins menant vers l'obscuritéDes charbons rouges brillent dans le passage sud-estet une porte en bois brut ferme la sortie sudLe sol est jonché de fourruresde caissesde sacs et de déchets
-</blockquote></HTML>+</blockquote> 
 The second orc raiding party normally lairs in the open area east of the doors. These orcs are currently out of the dungeon unless the party spent several days observing the hillside (see “//Wait and Watch//” above) before entering. The second orc raiding party normally lairs in the open area east of the doors. These orcs are currently out of the dungeon unless the party spent several days observing the hillside (see “//Wait and Watch//” above) before entering.
  
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 The orcs occasionally capture miners, settlers, and merchants traveling through the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. The orcs occasionally capture miners, settlers, and merchants traveling through the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them.
  
-<HTML><blockquote> +<blockquote> 
-> A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the mouth of this small caveA door locked with an iron padlock secures the roomInsideyou see two filthy prisoners dressed in tattered ragscrowding close to the door“Thank Yondalla!” one cries out“We’re rescued! +Une rangée de troncs d'arbres grossièrement taillés forme une barrière rudimentaire mais fonctionnelle à l'entrée de cette petite grotteUne porte verrouillée par un cadenas en fer sécurise la pièceÀ l'intérieurvous voyez deux prisonniers crasseuxvêtus de haillons, se presser près de la porte« Merci Onatar » s'écrie l'un d'eux« Nous sommes sauvés » 
-</blockquote></HTML> +</blockquote>
-**//Creatures.//** The prisoners are a pair of human **commoners** named Geradil and Courana. They hail from a small settlement a few miles from Blasingdell, and the orcs have held them captive for almost a month now. Neither one’s family could raise the ransom demanded by their captors, so both await a terrible death at the orcs’ hands.+
  
-Opening the cage door requires a successful DC 12 Dexterity check using thieves’ tools, the key from Old Yarrack’s pocket (see //area 14//), or sharp axe and a little time. (The padlock has AC 19 and 5 hit points.) Geradil and Courana are extremely grateful for their rescuebut they will not join the characters in their quest—neither is skilled at fighting, and they just want to go home.+**//Creatures.//** The prisoners are pair of dwarf **commoners** named Gérard and Linda. They hail from small settlement et était en train de prospecter, and the orcs have held them captive for almost a month nowNeither one’s family could raise the ransom demanded by their captorsso both await a terrible death at the orcs’ hands.
  
-**//Treasure.//** The characters can free the prisoners and escort them back to their homes (about a day’s travel away). The grateful families reward them with two //potions of healing//. Taking the time to see Geradil and Courana to safety, however, gives the orcs a chance to prepare for the next assault.+Opening the cage door requires a successful **DC 12 Dexterity check using thieves’ tools**, the key from El Vieux Yarrack’s pocket (see //area 14//), or a sharp axe and a little time. (The padlock has AC 19 and 5 hit points.) Gérard and Linda are extremely grateful for their rescue, but they will not join the characters in their quest—neither is skilled at fighting, and they just want to go home. 
 + 
 +**//Treasure.//** The characters can free the prisoners and escort them back to their homes (about a day’s travel away). The grateful families reward them with two //potions of healing//. Taking the time to see Gérard and Linda to safety, however, gives the orcs a chance to prepare for the next assault.
  
 **//Development.//** Any characters captured by the orcs eventually wind up in the cage, unless they demonstrate that they’re too much trouble to be left alive. Their gear is stored among the other supplies in //area 5//. New characters joining the party might also be introduced as prisoners here. **//Development.//** Any characters captured by the orcs eventually wind up in the cage, unless they demonstrate that they’re too much trouble to be left alive. Their gear is stored among the other supplies in //area 5//. New characters joining the party might also be introduced as prisoners here.
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 The irregular chamber southeast of the main cave holds the main cooking fire of the tribe. A crevice in its ceiling winds up through the rock to the natural chimney on the hilltop above (see “//The Stone Tooth//” above). The irregular chamber southeast of the main cave holds the main cooking fire of the tribe. A crevice in its ceiling winds up through the rock to the natural chimney on the hilltop above (see “//The Stone Tooth//” above).
  
-<HTML><blockquote> +<blockquote> 
-> A large, smoky fire crackles in the center of this roomBattered pots and kettles are stacked all overclearly, this space serves as a crude kitchenYou feel a distinct draft drawing the smoke up through a rough hole in the ceiling+Un grand feu crépite au centre de cette pièceDes casseroles et des bouilloires abîmées sont empilées un peu partout il s'agit manifestement d'une cuisine rudimentaireOn sent un courant d'air distinct qui aspire la fumée par un trou grossier dans le plafond
-</blockquote></HTML> +</blockquote> 
-The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful DC 15 Strength (Athletics) checks to climb. Anchoring a rope at the top of the shaft reduces the check DC to 5. A careful climber can easily avoid the fire on the way down.+ 
 +The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful **DC 15 Strength (Athletics) checks to climb**. Anchoring a rope at the top of the shaft reduces the check DC to 5. A careful climber can easily avoid the fire on the way down.
  
 If a character’s check fails by 5 or more, the character must succeed on a DC 10 Strength saving throw or fall the rest of the way down the chimney. In addition to falling damage, the character takes an extra 3 (1d6) fire damage from the hot coals and makes enough noise to alert any orcs in area 5. If a character’s check fails by 5 or more, the character must succeed on a DC 10 Strength saving throw or fall the rest of the way down the chimney. In addition to falling damage, the character takes an extra 3 (1d6) fire damage from the hot coals and makes enough noise to alert any orcs in area 5.
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 ==== 8. Orc Commons ==== ==== 8. Orc Commons ====
  
-<HTML><blockquote> +<blockquote> 
-> Haphazard stacks of cratesbarrelssacks, and bundles crowd this long cavernTo the northtwo finished stone passageways open to the east and westa narrower opening leads southIn the southeast corner is an old well full of murky water+Des piles désordonnées de caissesde tonneauxde sacs et de ballots encombrent cette longue caverneAu norddeux passages de pierre finis s'ouvrent à l'est et à l'ouest une ouverture plus étroite mène au sudDans l'angle sud-est se trouve un vieux puits rempli d'eau trouble
-</blockquote></HTML>+</blockquote> 
 The cavern is full of plunder from the orcs’ raids through the surrounding area: foodstuffs, ale, blankets, tools, timber, pitch, nails, wool, and similar goods. The cavern is full of plunder from the orcs’ raids through the surrounding area: foodstuffs, ale, blankets, tools, timber, pitch, nails, wool, and similar goods.
  
 **//Iron Gate.//** The passage leading east is blocked about 10 feet in by tightly packed crates and sacks of flour. Removing this material allows travel for another 20 feet to the east, where the tunnel ends at an iron gate stuffed with blankets and straw pallets. The orcs created these barricades to prevent the stirges in //area 10// from getting out. **//Iron Gate.//** The passage leading east is blocked about 10 feet in by tightly packed crates and sacks of flour. Removing this material allows travel for another 20 feet to the east, where the tunnel ends at an iron gate stuffed with blankets and straw pallets. The orcs created these barricades to prevent the stirges in //area 10// from getting out.
  
-The iron gate’s lock is rusted shut; it can be picked with a successful DC 12 Dexterity check by a character using thieves’ tools or forced open with a successful DC 15 Strength check.+The iron gate’s lock is rusted shut; it can be picked with a successful **DC 12 Dexterity check** by a character using thieves’ tools or forced open with a successful **DC 15 Strength check**.
  
-**//Secret Doors.//** The passage to the south branches in a Y shape. The southwest branch connects to //area 5//, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock of the cave. A character who makes a successful DC 15 Wisdom (Perception) check discovers the door.+**//Secret Doors.//** The passage to the south branches in a Y shape. The southwest branch connects to //area 5//, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock of the cave. A character who makes a successful **DC 15 Wisdom (Perception) check** discovers the door.
  
-On the other side, a worked passage continues up to what appears to be a blank wall, marked with hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find.+On the other side, a worked passage continues up to what appears to be a blank wall, marked with hexes and curses in Orc. The markings conceal another secret door, which requires a successful **DC 12 Wisdom (Perception) check** to find.
  
 **//Treasure.//** The mundane supplies have a total value of about 20 gp for about 500 pounds of material. **//Treasure.//** The mundane supplies have a total value of about 20 gp for about 500 pounds of material.
  
-With a successful DC 10 Wisdom (Perception) check, a character finds a loose stone. Behind it is hidden a small locked strongbox containing 180 gp and a //flask of holy water//. This is the personal treasure of Old Yarrack (see //area 11//).+With a successful **DC 10 Wisdom (Perception) check**, a character finds a loose stone. Behind it is hidden a small locked strongbox containing 180 gp and a //flask of holy water//. This is the personal treasure of El Vieux Yarrack (see //area 11//).
  
 ==== 9. Shaman’s Lair ==== ==== 9. Shaman’s Lair ====
  
-<HTML><blockquote> +<blockquote> 
-> The secret door pivots open to reveal a chamber of finished stoneworkThe room is cluttered with crude furnishingsand the air is hazy with the smoke of a small cooking fireDozens of yellowed skulls are suspended from the ceiling by fraying ropes strung through holes punched in the boneAn orc in a ragged black robe looks up from her workher face twisted in an expression of rage. +La porte secrète pivote pour révéler une salle en pierre tailléLa pièce est encombrée de meubles grossierset l'air est embrumé par la fumée d'un petit feu de cuisineDes dizaines de crânes jaunis sont suspendus au plafond par des cordes effilochées passées dans des trous percés dans l'osUne orque vêtue d'une robe noire en lambeaux lève les yeux de son travaille visage déformé par la rage, un masque d'os couvrant la partie supérieur de son visage
-</blockquote></HTML>+</blockquote> 
 **//Creatures.//** Burdug the shaman, an **orc Eye of Gruumsh**, has commandeered a chamber as her private domain. She lives here with her two followers, female **orcs**, separate from the rest of the tribe. **//Creatures.//** Burdug the shaman, an **orc Eye of Gruumsh**, has commandeered a chamber as her private domain. She lives here with her two followers, female **orcs**, separate from the rest of the tribe.
  
-The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants to confine the stirges on the other side. (She calls the stirges her “little stingies” and occasionally captures one to use in her potions and brews.)+The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants to confine the stirges on the other side. (She calls the stirges her “petite chouette” and occasionally captures one to use in her potions and brews.)
  
 Burdug orders her two followers to engage intruders while she attempts to neutralize a dangerous-looking combatant with a //command// spell. Then she casts //bless// on herself and the others, and finally casts //spiritual weapon// before joining battle. Burdug orders her two followers to engage intruders while she attempts to neutralize a dangerous-looking combatant with a //command// spell. Then she casts //bless// on herself and the others, and finally casts //spiritual weapon// before joining battle.
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 If the fight goes poorly, Burdug throws //alchemist’s fire// (she has three flasks) and opens the door to area 10, releasing the **stirges**. She takes advantage of the confusion, using more alchemist’s fire if necessary, to escape and seek help. If the fight goes poorly, Burdug throws //alchemist’s fire// (she has three flasks) and opens the door to area 10, releasing the **stirges**. She takes advantage of the confusion, using more alchemist’s fire if necessary, to escape and seek help.
  
-**//Treasure.//** A character who makes a successful DC 10 Wisdom (Perception) check finds two leather sacks among the clutter, each containing 160 sp. If Burdug is defeated, the characters can recover any of her three flasks of //alchemist’s fire// that weren’t used.+**//Treasure.//** A character who makes a successful **DC 10 Wisdom (Perception) check** finds two leather sacks among the clutter, each containing 160 sp. If Burdug is defeated, the characters can recover any of her three flasks of //alchemist’s fire// that weren’t used.
  
-**//Secret Exit.//** A successful DC 12 Wisdom (Perception) check is required to find the secret door on the west wall. It connects to the passage leading toward area 8; the secret door farther along the passage to the west isn’t concealed from this side.+**//Secret Exit.//** A successful **DC 12 Wisdom (Perception) check** is required to find the secret door on the west wall. It connects to the passage leading toward area 8; the secret door farther along the passage to the west isn’t concealed from this side.
  
 ==== 10. The Grand Stair ==== ==== 10. The Grand Stair ====
  
-<HTML><blockquote> +<blockquote> 
-> The ceiling soars thirty feet high in the center of this impressive chamberand the walls are carved with images of dwarves at their forges. Two large stone doors exit to the north and southSeveral old skeletons lie scattered near the northern doorA gate of wrought iron stands in the western wall+Le plafond culmine à 30 pieds de haut au centre de cette impressionnante salleet les murs sont sculptés avec des fresques de nains travaillant dans leurs forges. Deux grandes portes de pierre s'ouvrent au nord et au sudPlusieurs vieux squelettes gisent éparpillés près de la porte nordUne porte en fer forgé se dresse dans le mur ouest
- + 
-> In the center of the floora natural rift descends sharplyDozens of stone steps lead down into darknessYou can hear the distant sound of running water and a curious buzzing coming from far below+Au centre du solune faille naturelle descend abruptementDes dizaines de marches de pierre descendent dans l'obscuritéOn entend au loin le bruit de l'eau qui coule et un curieux bourdonnement provenant des profondeurs
-</blockquote></HTML>+</blockquote> 
 The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great natural caverns deeper in the hillside. The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great natural caverns deeper in the hillside.
  
 **//Creatures.//** If the characters aren’t trying to be quiet, four hungry **stirges** attack. **//Creatures.//** If the characters aren’t trying to be quiet, four hungry **stirges** attack.
  
-<HTML><blockquote> +<blockquote> 
-> The buzzing grows louderand then four things resembling insectoid bats emerge from the stairwell and fly toward you+Le bourdonnement devient plus fortpuis quatre choses ressemblant à des chauves-souris insectoïdes émergent de la cage d'escalier et volent vers vous 
-</blockquote></HTML>+</blockquote> 
 Large quantities of smoke discourage the stirges, and they don’t move closer than 5 feet from a source of fire (including characters set alight by the trap described below). Sated stirges flap off to digest their meal down in //area 15a// of the Glitterhame. Large quantities of smoke discourage the stirges, and they don’t move closer than 5 feet from a source of fire (including characters set alight by the trap described below). Sated stirges flap off to digest their meal down in //area 15a// of the Glitterhame.
  
 The iron gate blocks entry from //area 8// (see it for more information). The stairs in the rift lead down to the northwest end of //area 15// in the Glitterhame. The iron gate blocks entry from //area 8// (see it for more information). The stairs in the rift lead down to the northwest end of //area 15// in the Glitterhame.
  
-The door to the south connects to area 9 and is locked from the other side. The lock can be picked from this side by someone who makes a successful DC 10 Dexterity check using thieves’ tools, but doing so pushes the key out on the other side and warns Burdug the shaman that someone’s coming.+The door to the south connects to area 9 and is locked from the other side. The lock can be picked from this side by someone who makes a successful **DC 10 Dexterity check using thieves’ tools**, but doing so pushes the key out on the other side and warns Burdug the shaman that someone’s coming.
  
 **//Fire Trap.//** The door to the north is carved in the image of a glowering dwarf’s face. Hinges are visible. On either side of the door, eight small spouts are carefully worked into the stonework about 10 feet above the floor. **//Fire Trap.//** The door to the north is carved in the image of a glowering dwarf’s face. Hinges are visible. On either side of the door, eight small spouts are carefully worked into the stonework about 10 feet above the floor.
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 The skeletons near the door are those of orcs killed by the trap long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts. The skeletons near the door are those of orcs killed by the trap long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts.
  
-If the door is pulled open before the trap is disabled, a counterweight drops and pumps a flammable substance resembling alchemist’s fire from the spouts. Each creature within 15 feet of the door takes 10 (4d4) fire damage, or half damage with a successful DC 10 Dexterity saving throw. At the start of each of its turns thereafter, an affected creature takes 5 (2d4) fire damage. A creature can fight the flames around itself by making a successful DC 10 Dexterity check as an action; a successful check reduces the fire damage it takes at the start of each of its turns to 2 (1d4). Making another successful Dexterity check as an action quenches the flames around the creature entirely.+If the door is pulled open before the trap is disabled, a counterweight drops and pumps a flammable substance resembling alchemist’s fire from the spouts. Each creature within 15 feet of the door takes 10 (4d4) fire damage, or half damage with a successful DC 10 Dexterity saving throw. At the start of each of its turns thereafter, an affected creature takes 5 (2d4) fire damage. A creature can fight the flames around itself by making a successful **DC 10 Dexterity check** as an action; a successful check reduces the fire damage it takes at the start of each of its turns to 2 (1d4). Making another successful Dexterity check as an action quenches the flames around the creature entirely.
  
 After the door is opened, the counterweight pulls it shut again in 2 rounds, resetting the trap. The characters can prevent this from happening by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted. After the door is opened, the counterweight pulls it shut again in 2 rounds, resetting the trap. The characters can prevent this from happening by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted.
  
-The spouts on the wall can be detected by someone who succeeds on a DC 15 Wisdom (Perception) check. With a successful DC 10 Intelligence (Investigation) check afterward, a character deduces that they form part of a trap mechanism. A character who makes a successful DC 12 Dexterity check using thieves’ tools, or someone who tightly plugs the holes with durable material, renders the trap inactive. Someone who succeeds on a DC 10 Intelligence (Investigation) check while examining the door identifies the counterweight mechanism that activates the trap; it can be deactivated afterward by someone who makes a successful DC 10 Dexterity check using thieves’ tools.+The spouts on the wall can be detected by someone who succeeds on a **DC 15 Wisdom (Perception) check**. With a successful **DC 10 Intelligence (Investigation)** check afterward, a character deduces that they form part of a trap mechanism. A character who makes a successful **DC 12 Dexterity check using thieves’ tools**, or someone who tightly plugs the holes with durable material, renders the trap inactive. Someone who succeeds on a **DC 10 Intelligence (Investigation) check** while examining the door identifies the counterweight mechanism that activates the trap; it can be deactivated afterward by someone who makes a successful DC 10 Dexterity check using thieves’ tools.
  
 **//Development.//** Inspecting the small room behind the door reveals the full extent of the trap’s counterweight mechanism, as well as a system of pipes that connect the spouts to two 20-gallon copper drums (containing the substance for the fire trap). **//Development.//** Inspecting the small room behind the door reveals the full extent of the trap’s counterweight mechanism, as well as a system of pipes that connect the spouts to two 20-gallon copper drums (containing the substance for the fire trap).
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 ==== 11. Orc Quarters ==== ==== 11. Orc Quarters ====
  
-<HTML><blockquote> +<blockquote> 
-> Barrelscrates, and sacks line the walls of this chamberAmong the lootfour oversized straw pallets and other simple furnishings show that it now serves as a bunk roomFour bestial humanoids with feral eyes are cleaning their weapons and mending their gearthey spring to their feet and roar in challenge+Des tonneauxdes caisses et des sacs tapissent les murs de cette pièceParmi le bordelquatre immenses palettes de paille et d'autres meubles simples témoignent de son rôle de dortoirQuatre humanoïdes bestiaux aux yeux féroces nettoient leurs armes et réparent leur équipement ils se lèvent d'un bond et rugissent de défi
-</blockquote></HTML>+</blockquote> 
 **//Creatures.//** Four **orcs** live in an old guardroom. These orcs fight dirty. They team up into pairs, each focusing on one character. One orc in the pair attempts to shove the character, then the other attacks, hoping for a prone target. **//Creatures.//** Four **orcs** live in an old guardroom. These orcs fight dirty. They team up into pairs, each focusing on one character. One orc in the pair attempts to shove the character, then the other attacks, hoping for a prone target.
  
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 The orcs have 210 gp stashed in an old iron cauldron under vermin-infested bedding. A small pouch in another orc’s bedding contains a topaz worth 200 gp and two onyx stones worth 50 gp each. This loot isn’t well hidden; anyone searching the room can uncover it. The orcs have 210 gp stashed in an old iron cauldron under vermin-infested bedding. A small pouch in another orc’s bedding contains a topaz worth 200 gp and two onyx stones worth 50 gp each. This loot isn’t well hidden; anyone searching the room can uncover it.
  
-**//Development.//** If the characters leave the complex before they have defeated **Great Ulfe**, two of these orcs move to reinforce //area 2// (reducing the number in this room to two) before the characters return.+**//Development.//** If the characters leave the complex before they have defeated **El Gros Liath**, two of these orcs move to reinforce //area 2// (reducing the number in this room to two) before the characters return.
  
-{{img/adventure/TftYP-TFoF/004-totyp-02-05.webp}}+{{:img_adventure_tftyp-tfof_004-totyp-02-05.webp}}
  
-==== 12. Great Ulfe ====+==== 12. El Gros Liath ====
  
-<HTML><blockquote> +<blockquote> 
-> A short flight of stairs leads up to a large, iron-bound doorA bloodstained human skull is fixed to the center of the door by an iron spike+Un petit escalier mène à une grande porte en ferUn crâne humain taché de sang est fixé au centre de la porte par une pointe de fer
-</blockquote></HTML> +</blockquote>
-The door isn’t locked, but it is heavy and hard to move; a successful DC 17 Strength check is needed to force it open.+
  
-<HTML><blockquote> +The door isn’t locked, but it is heavy and hard to move; successful **DC 17 Strength check** is needed to force it open.
-> Beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable. A monstrous creature about ten feet in height steps forward, a massive axe in one hand. Two huge wolves strain at chains held closely in its other hand. “You think to challenge the **Great Ulfe**?” the creature booms. “Vak! Thrag! At them!” +
->  +
-> It drops the chains and, as the wolves spring forward, it charges at you with roar of rage. +
-</blockquote></HTML> +
-**//Creatures.//** **Great Ulfe** is a fierce **ogre** who leads the orcs of the Mountain Door. The chamber he claims as his own once belonged to the dwarf watch-captain.+
  
-If the characters fail to open the door on the first attempt, **Great Ulfe** is alerted to their presenceHe releases his two **dire wolves**, Vak and Thrag, and takes the Ready action to attack the first enemy who enters the room. He is armed with a greataxe instead of a greatclub: +6 to hit; 17 (2d12 + 4) slashing damage on a hit.+<blockquote> 
 +Derrière la porte se trouve une petite pièce recouverte de peaux d'animaux et éclairée par des torches fumantes dans des supports en bronze. L'odeur est indescriptible. Une créature monstrueuse d'environ 10 pieds de haut s'avanceune hache massive dans une main. Deux loups gigantesques s'agrippent aux chaînes qu'il tient fermement dans l'autre main. « Vous pensez défier **El Gros Liath** ? » tonne la créature« Vak Thrag ! Attaque ! »
  
-**Great Ulfe** neither asks nor gives quarterbut if the ogre fallsthe wolves attempt to flee.+Il lâche ses chaînes ettandis que les loups bondissentil charge sur vous avec un rugissement de rage. 
 +</blockquote>
  
-**//Development.//** If the characters defeat **Great Ulfe** but leave any orcs alive, one of the surviving orcs claims leadership of the tribeIf at least half the orcs in the tribe are slain in addition to Ulfe, any survivors abandon the dungeon after the party leaves. They become roving bands of raiders that the adventurers might have to deal with later.+**//Creatures.//** **El Gros Liath** is a fierce **ogre** who leads the orcs of the Mountain DoorThe chamber he claims as his own once belonged to the dwarf watch-captain.
  
-**//Treasure.//** **Great Ulfe** keeps his hoard in two large wooden chests against the south wall: 440 gp, 1,600 sp, a //potion of climbing//, and a //+1 rapier//. (The ogre would never stoop to wielding the delicate blade like some prancing bard.)+If the characters fail to open the door on the first attempt, **El Gros Liath** is alerted to their presence. He releases his two **dire wolves**, Vak and Thrag, and takes the Ready action to attack the first enemy who enters the room. He is armed with a greataxe instead of a greatclub: +6 to hit; 17 (2d12 + 4) slashing damage on a hit. 
 + 
 +**El Gros Liath** neither asks nor gives quarter, but if the ogre falls, the wolves attempt to flee. 
 + 
 +**//Development.//** If the characters defeat **El Gros Liath** but leave any orcs alive, one of the surviving orcs claims leadership of the tribe. If at least half the orcs in the tribe are slain in addition to Liath, any survivors abandon the dungeon after the party leaves. They become roving bands of raiders that the adventurers might have to deal with later. 
 + 
 +**//Treasure.//** **El Gros Liath** keeps his hoard in two large wooden chests against the south wall: 440 gp, 1,600 sp, a //potion of climbing//, and a //+1 rapier//. (The ogre would never stoop to wielding the delicate blade like some prancing bard.)
  
 ==== 13. Dwarven Statue ==== ==== 13. Dwarven Statue ====
  
-<HTML><blockquote> +<blockquote> 
-> At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armorThe stone warrior holds a sword in one hand and a smith’s hammer in the otherThe statue is about seven feet tall and stands on a large stone pedestal+Au bout du passage se dresse la statue d'un nain à l'air féroce, vêtu d'une lourde cotte de maillesLe guerrier de pierre tient une épée dans une main et un marteau de forgeron dans l'autreLa statue mesure environ 7 pieds de haut et repose sur un grand piédestal de pierre
-</blockquote></HTML>+</blockquote> 
 The statue is part of another trap designed to thwart invaders of the citadel. All the denizens of the Mountain Door know about the trap and avoid triggering it. The statue is part of another trap designed to thwart invaders of the citadel. All the denizens of the Mountain Door know about the trap and avoid triggering it.
  
 If any character approaches within 5 feet of the statue without disarming the trap, read: If any character approaches within 5 feet of the statue without disarming the trap, read:
  
-<HTML><blockquote> +<blockquote> 
-> Suddenlyyou feel a small click from the floor beneath your feetThe statuebearded face slides openlike an oversized nutcrackerand greenish gas billows forth+Soudainementvous sentez un léger clic sous vos piedsLe visage barbu de la statue s'ouvretel un casse-noisette géantet un gaz verdâtre s'en échappe
-</blockquote></HTML> +</blockquote> 
-**//Poison Gas Trap.//** A pressure plate is set into the floor about 5 feet in front of the statue. When at least 20 pounds of weight is placed on the pressure plate, it depresses into the floor, opening the statue’s face to reveal a nozzle from which poison gas sprays out in a 15-foot cone. Each affected creature must succeed on a DC 12 Constitution saving throw or become poisoned until the creature finishes a short rest.+ 
 +**//Poison Gas Trap.//** A pressure plate is set into the floor about 5 feet in front of the statue. When at least 20 pounds of weight is placed on the pressure plate, it depresses into the floor, opening the statue’s face to reveal a nozzle from which poison gas sprays out in a 15-foot cone. Each affected creature must succeed on a **DC 12 Constitution saving throw** or become poisoned until the creature finishes a short rest.
  
-Someone who examines the proper location and succeeds on a DC 15 Wisdom (Perception) check notices the pressure plate. A successful DC 12 Dexterity check by a character using thieves’ tools disarms the trap; the pressure plate can also be deactivated by physically jamming it so that it can’t move.+Someone who examines the proper location and succeeds on a **DC 15 Wisdom (Perception) check** notices the pressure plate. A successful **DC 12 Dexterity check** by a character using thieves’ tools disarms the trap; the pressure plate can also be deactivated by physically jamming it so that it can’t move.
  
 If the trap isn’t deactivated, it resets automatically after 1 minute. If the trap isn’t deactivated, it resets automatically after 1 minute.
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 ==== 14. Bunk Room ==== ==== 14. Bunk Room ====
  
-A large chamber, once the principal bunk room for dwarf guards posted in this part of the dungeon, has been appropriated by **Great Ulfe**’s orcs. Up to eleven of the creatures live here, but at the moment a group of them are out raiding the countryside nearby, and three others are on duty in //area 4//.+A large chamber, once the principal bunk room for dwarf guards posted in this part of the dungeon, has been appropriated by **El Gros Liath**’s orcs. Up to eleven of the creatures live here, but at the moment a group of them are out raiding the countryside nearby, and three others are on duty in //area 4//.
  
-<HTML><blockquote> +<blockquote> 
-> This chamber is filled with rough-hewn bunks, tables, and chairsand the floor is strewn with filthy pelts. At first glance it appears that a dozen or so humanoids might use this area as a sleeping quarters+Cette pièce est remplie de couchettesde tables et de chaises grossièrement tailléeset le sol est jonché de fourrures crasseuses. À première vueil semble qu'une douzaine d'humanoïdes utilisent cet espace comme dortoir
-</blockquote></HTML> +</blockquote>
-**//Creatures.//** Only Old Yarrack the **orog** and four **orcs** are at home when the characters enter the chamber. They enter combat as soon as they’re aware of intruders.+
  
-If the battle goes poorly for the orcs, Old Yarrack orders an orc to break off and summon help from //area 9//. If things get desperate, he sends for help from the orcs in //area 11//. If the orcs here fall, Yarrack attempts to join **Great Ulfe**’s forces in //area 12//. The orog carries a //potion of healing// and drinks it if his current hit points drop to one-fourth his hit point maximum or lower.+**//Creatures.//** Only El Vieux Yarrack the **orog** and four **orcs** are at home when the characters enter the chamber. They enter combat as soon as theyre aware of intruders.
  
-**//Secret Door.//** The orcs don’t know about the secret door in the western wall, but a character who searches the spot can discover it with a successful DC 15 Wisdom (Perception) check.+If the battle goes poorly for the orcs, El Vieux Yarrack orders an orc to break off and summon help from //area 9//. If things get desperate, he sends for help from the orcs in //area 11//. If the orcs here fall, Yarrack attempts to join **El Gros Liath**’s forces in //area 12//. The orog carries a //potion of healing// and drinks it if his current hit points drop to one-fourth his hit point maximum or lower. 
 + 
 +**//Secret Door.//** The orcs don’t know about the secret door in the western wall, but a character who searches the spot can discover it with a successful **DC 15 Wisdom (Perception) check**.
  
 **//Development.//** Two days after the characters arrive, the first raiding party returns and reinforces this room with four more orcs. Thus, the party might encounter as many as nine creatures in this room. **//Development.//** Two days after the characters arrive, the first raiding party returns and reinforces this room with four more orcs. Thus, the party might encounter as many as nine creatures in this room.
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 Any orcs slain in //area 4// are replaced by orcs from this room, if any survive. Any orcs slain in //area 4// are replaced by orcs from this room, if any survive.
  
-**//Treasure.//** A successful DC 10 Wisdom check reveals a loose stone on the south wall, concealing a sack that holds 250 sp and 40 gp. Aside from his //potion of healing//, Old Yarrack keeps his personal treasure in //area 8//.+**//Treasure.//** A successful **DC 10 Wisdom check** reveals a loose stone on the south wall, concealing a sack that holds 250 sp and 40 gp. Aside from his //potion of healing//, El Vieux Yarrack keeps his personal treasure in //area 8//.
  
-Old Yarrack carries the key to the cage door in //area 6//.+El Vieux Yarrack carries the key to the cage door in //area 6//.
  
 +**Level-Up Niveau 4!**
 ===== The Glitterhame ===== ===== The Glitterhame =====
  
 Below the Mountain Door lies the Glitterhame, a large series of natural caverns in the heart of the Stone Tooth. The caverns are beautiful: the walls sparkle and glisten with flecks of semiprecious stone, and millennia of sculpting and erosion by water have created sheets of fluted flowstone, delicate stalactites, and majestic stalagmites. Water streams down through the caverns toward an underground river far below. Below the Mountain Door lies the Glitterhame, a large series of natural caverns in the heart of the Stone Tooth. The caverns are beautiful: the walls sparkle and glisten with flecks of semiprecious stone, and millennia of sculpting and erosion by water have created sheets of fluted flowstone, delicate stalactites, and majestic stalagmites. Water streams down through the caverns toward an underground river far below.
  
-{{img/adventure/TftYP-TFoF/005-totyp-02-06.webp}}+{{:img_adventure_tftyp-tfof_005-totyp-02-06.webp}}
  
-The Glitterhame is now home to a band of **troglodytes**, dangerous reptilian savages that haunt underground places. The troglodytes and **Great Ulfe**’s tribe maintain an uneasy peace, although skirmishes occur. The troglodytes usually use the old orc tunnel (see //area 21//) to hunt on the surface and leave the orcs alone. In return, **Great Ulfe**’s followers rarely invade the troglodytes’ domain.+The Glitterhame is now home to a band of **troglodytes**, dangerous reptilian savages that haunt underground places. The troglodytes and **El Gros Liath**’s tribe maintain an uneasy peace, although skirmishes occur. The troglodytes usually use the old orc tunnel (see //area 21//) to hunt on the surface and leave the orcs alone. In return, **El Gros Liath**’s followers rarely invade the troglodytes’ domain
 + 
 +{{:img_adventure_tftyp-tfof_006-totyp-02-07.webp|Map 2.3: The Glitterhame}}{{:img_adventure_tftyp-tfof_009-tfof02.webp|Player Version}}The following locations are identified on map 2.3.
  
-{{img/adventure/TftYP-TFoF/006-totyp-02-07.webp|Map 2.3: The Glitterhame}}{{img/adventure/TftYP-TFoF/009-tfof02.webp|Player Version}}The following locations are identified on map 2.3. 
  
-<HTML><blockquote> 
 == Vision in the Glitterhame == == Vision in the Glitterhame ==
  
 Range of vision is important in the characters’ exploration of this level. Most light sources don’t illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many perils. Range of vision is important in the characters’ exploration of this level. Most light sources don’t illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many perils.
-</blockquote></HTML>+
 ==== 15. The Cold Stream ==== ==== 15. The Cold Stream ====
  
 If the characters take the steps down from //area 10//, they emerge into a narrow tunnel with a subterranean stream flowing across it. If the characters take the steps down from //area 10//, they emerge into a narrow tunnel with a subterranean stream flowing across it.
  
-<HTML><blockquote> +<blockquote> 
-> The stairway twists and turns long way downward. The floor has been cut into hundreds of shallow stepsbut the walls and ceiling are still natural rockAbout sixty feet downa rushing stream spills from a narrow crack to the south and crosses the stairwaydisappearing into a narrow, winding tunnel to the northThe rill is only two or three feet wide+L'escalier serpente sur une longue descente. Le sol été creusé en centaines de marches peu profondesmais les murs et le plafond sont encore en roche naturelleÀ une soixantaine de pieds de profondeurun ruisseau impétueux jaillit d'une étroite fissure au sud et traverse l'escalierdisparaissant dans un tunnel étroit et sinueux au nordLe ruisseau n'est que 2 ou 3 pieds de large
-</blockquote></HTML> +</blockquote> 
-If the characters explore the route taken by the stream, they have to go single file as they wade through the water. The bed of the fast-moving stream slants sharply; each character must make a successful DC 8 Strength (Athletics) or Dexterity (Acrobatics) check to descend safely. If the check fails by 5 or more, the character falls, tumbling 20 feet downhill and taking 3 (1d6) bludgeoning damage.+  
 +If the characters explore the route taken by the stream, they have to go single file as they wade through the water. The bed of the fast-moving stream slants sharply; each character must make a successful **DC 8 Strength (Athletics) or Dexterity (Acrobatics) check** to descend safely. If the check fails by 5 or more, the character falls, tumbling 20 feet downhill and taking 3 (1d6) bludgeoning damage.
  
 ==== 15a. Stirge Colony ==== ==== 15a. Stirge Colony ====
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 The first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it. The first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it.
  
-<HTML><blockquote> +<blockquote> 
-> The descending fissure opens up abruptly into a very high cavernits ceiling easily forty feet or more overheadThe stairway continues to wind down along a ledge that follows the north wall of the chamberA fast-moving stream about five feet wide runs across the floor of the chamber from the north and disappears under a low stone overhang to the south, and larger passageways exit to the southeast and the northeast+La fissure descendante s'ouvre brusquement sur une caverne très hautedont le plafond culmine 40 pieds ou plusL'escalier continue de descendre le long d'une corniche qui longe le mur nord de la chambreUn ruisseau rapide d'environ un 5 pieds de large traverse le sol de la chambre depuis le nord et disparaît sous un surplomb de pierre au sud. De plus larges passages débouchent au sud-est et au nord-est
-</blockquote></HTML> +</blockquote>
-**//Creatures.//** Four **stirges** are clinging to the chamber walls high overhead. They can see any light source that is brought into this chamber, but they are very hard to spot in turn, owing to the height of the ceiling. The stirges have advantage on Dexterity (Stealth) checks made to hide unless a character specifically looks for danger overhead, so they might surprise the party.+
  
-The stream exits the south wall of the cavern through a passage only 3 feet high, half filled by water, which serves as an entrance to the troglodytes’ lair (area 17). Anyone who searches the stream’s banks finds the footprints of Medium reptilian creatures and tracks left by tails with a successful DC 10 Wisdom (Survival) check.+**//Creatures.//** Four **stirges** are clinging to the chamber walls high overhead. They can see any light source that is brought into this chamber, but they are very hard to spot in turn, owing to the height of the ceiling. The stirges have advantage on **Dexterity (Stealth) checks** made to hide unless a character specifically looks for danger overhead, so they might surprise the party. 
 + 
 +The stream exits the south wall of the cavern through a passage only 3 feet high, half filled by water, which serves as an entrance to the troglodytes’ lair (area 17). Anyone who searches the stream’s banks finds the footprints of Medium reptilian creatures and tracks left by tails with a successful **DC 10 Wisdom (Survival) check**.
  
 To reach area 17 from this cave, a Medium or larger character must crouch down and then wade or crawl through the stream. Torches and lanterns are difficult to keep lit, since the lowest point of the ceiling in this passage is only about 6 inches above the water’s surface. To reach area 17 from this cave, a Medium or larger character must crouch down and then wade or crawl through the stream. Torches and lanterns are difficult to keep lit, since the lowest point of the ceiling in this passage is only about 6 inches above the water’s surface.
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 The troglodytes that infest the Glitterhame have claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. The troglodytes that infest the Glitterhame have claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first.
  
-<HTML><blockquote> +Cultiste de Xetzirbor, la voix qui chuchotte dans leur rêve. L'appel le Chuchoteur, le Maître. Le Maître  
-> Floundering through the cold, swift streamyou emerge in a huge cavernThe ceiling must be thirty feet overheadand the far end of the cave is lost in darknessA foul stench assaults your nostrils immediatelyThe remnants of butchered game animals hang from crude wooden stakes along the cavern wallsand you spot a pair of orc corpses treated in the same fashion+ 
-</blockquote></HTML>+Agisse de façon défensive, ne vont pas attaquer en premier et vont tenter de survivre, mais vont défendre leur famille. Demande au PC de partir 
 + 
 +<blockquote> 
 +En pataugeant dans le courant froid et rapidevous débouchez dans une immense caverneLe plafond doit être de 30 pieds de hautet le fond de la grotte est plongé dans l'obscuritéUne odeur nauséabonde vous assaille aussitôt les narinesDes restes de gibier dépecé pendent à des pieux de bois grossiers le long des parois de la caverneet vous apercevez deux cadavres d'orcs traités de la même manière
 +</blockquote> 
 The grisly trophies that decorate the room represent about two or three weeks’ worth of meals for the troglodyte tribe. The troglodytes like to let their meat age a bit before eating it, so most of the carcasses here are appallingly decayed. The grisly trophies that decorate the room represent about two or three weeks’ worth of meals for the troglodyte tribe. The troglodytes like to let their meat age a bit before eating it, so most of the carcasses here are appallingly decayed.
  
 **//Creatures.//** Two **troglodytes** are hiding in the northern end of this area, one on each side of the stream. Their Chameleon Skin trait gives them advantage on Dexterity (Stealth) checks made to hide. They attack as soon as two characters have entered the area, likely achieving surprise. **//Creatures.//** Two **troglodytes** are hiding in the northern end of this area, one on each side of the stream. Their Chameleon Skin trait gives them advantage on Dexterity (Stealth) checks made to hide. They attack as soon as two characters have entered the area, likely achieving surprise.
  
-**//Mud-and-Wattle Door.//** The troglodytes have blocked the southwest passage leading to the main warren (area 18) with a crude plug made of mud and wattle. A successful DC 10 Strength check is required to pull it open. If alerted by the sounds of battle, the troglodytes on the far side secure the door, increasing the DC of the check to 15.+**//Mud-and-Wattle Door.//** The troglodytes have blocked the southwest passage leading to the main warren (area 18) with a crude plug made of mud and wattle. A successful **DC 10 Strength check** is required to pull it open. If alerted by the sounds of battle, the troglodytes on the far side secure the door, increasing the DC of the check to 15.
  
 **//Pool.//** The stream flows through the center of the cavern, growing somewhat wider and deeper until it reaches the southeast corner. The pool in that location is about 20 feet across and about 10 feet deep in the middle. **//Pool.//** The stream flows through the center of the cavern, growing somewhat wider and deeper until it reaches the southeast corner. The pool in that location is about 20 feet across and about 10 feet deep in the middle.
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 Most of the troglodytes dwell in a group of dismal caverns, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. Most of the troglodytes dwell in a group of dismal caverns, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast.
  
-<HTML><blockquote> +<blockquote> 
-> The passage opens into a long, low cavern that has three narrowtwisting passages leading off into darknessNumerous rock columns rise to meet the stone overheadThe air is thick with troglodyte stenchand the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious origin+Le passage s'ouvre sur une longue caverne bassepercée de trois passages étroits et tortueux qui s'enfoncent dans l'obscuritéDe nombreuses colonnes rocheuses s'élèvent jusqu'à la pierre qui les surplombeL'air est chargé d'une puanteur troglodytiqueet le sol est jonché de détritus provenant des repas des monstres et d'ossements rongés d'origine douteuse
- + 
-> Something scrapes and hisses in the darkand you hear the soft padding of scaly feet on rock+Quelque chose gratte et siffle dans l'obscuritéet vous entendez le léger bruit de pas écailleux sur la roche
-</blockquote></HTML>+</blockquote> 
 Characters who are being stealthy might catch the troglodytes unawares. If the characters are carrying any light sources or making a lot of noise when they enter, the troglodytes in the west and southeast chambers are alerted. As soon as any fighting begins, one troglodyte attempts to escape to the north, toward area 19, and summon **Kaarghaz**, the chieftain. Characters who are being stealthy might catch the troglodytes unawares. If the characters are carrying any light sources or making a lot of noise when they enter, the troglodytes in the west and southeast chambers are alerted. As soon as any fighting begins, one troglodyte attempts to escape to the north, toward area 19, and summon **Kaarghaz**, the chieftain.
  
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 The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful DC 10 Strength check is required to pull it aside. The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful DC 10 Strength check is required to pull it aside.
  
-<HTML><blockquote> +<blockquote> 
-> Glowing coals in a crude hearth illuminate this large caveThe ceiling here rises about fifteen feet above the floorand rubbish and skins cover the floorA lizard the size of a small horse rises and slowly slithers toward you+Des braises incandescentes dans un foyer rudimentaire illuminent cette vaste grotteLe plafond s'élève à environ 15 pieds du solet le sol est jonché de détritus et de peauxUn lézard de la taille d'un petit cheval s'élève et rampe lentement vers vous
-</blockquote></HTML>+</blockquote> 
 **//Creatures.//** The chief of the troglodytes, **Kaarghaz**, occupies the chamber along with his pet **giant lizard**. **Kaarghaz** is a **troglodyte** with the following changes, which increase his challenge rating to 2 (450 XP): **//Creatures.//** The chief of the troglodytes, **Kaarghaz**, occupies the chamber along with his pet **giant lizard**. **Kaarghaz** is a **troglodyte** with the following changes, which increase his challenge rating to 2 (450 XP):
  
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 If the characters make a lot of noise or tip off their presence in some other way, **Kaarghaz** begins this encounter invisible (see below). Otherwise, read: If the characters make a lot of noise or tip off their presence in some other way, **Kaarghaz** begins this encounter invisible (see below). Otherwise, read:
  
-<HTML><blockquote> +<blockquote> 
-> Behind the lizarda hulkingscaly-skinned creature easily a foot taller than any of the others you’ve seen glares at you and snarls+Derrière le lézardune créature imposante à la peau écailleusefacilement plus grande de 1 pied que toutes celles que vous avez vues, vous regarde fixement et grogne
-</blockquote></HTML>+</blockquote> 
 If **Kaarghaz** is alerted to the party’s approach, he casts //invisibility// on himself before they enter. If he loses at least half his hit points, he tries to escape (using //invisibility// if possible). If his escape succeeds, he soon afterward rounds up a war party of surviving troglodytes from other areas to track down and ambush the party. If **Kaarghaz** is alerted to the party’s approach, he casts //invisibility// on himself before they enter. If he loses at least half his hit points, he tries to escape (using //invisibility// if possible). If his escape succeeds, he soon afterward rounds up a war party of surviving troglodytes from other areas to track down and ambush the party.
  
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 ==== 20. Scaly Lair ==== ==== 20. Scaly Lair ====
  
-<HTML><blockquote> +<blockquote> 
-> The swift stream passes over a steep slab of bedrock in front of a short passage. The cave beyond is long and lowwith an uneven ceiling about ten feet highIn the southern end of the rooman enormous white-scaled lizard lunges and snapsbut you can see that a sturdy chain around its neck tethers it in place. The agitated creature twists in frustration, its tail lashing+Le courant rapide traverse une dalle rocheuse abrupte devant un court passage. La grotte au-delà est longue et basseavec un plafond irrégulier d'environ 10 pieds de hautÀ l'extrémité sud de la pièceun énorme lézard à écailles blanches se précipite menaçantmais on peut voir qu'une solide chaîne autour de son cou le retient en place. La créature agitée se tord de frustration, sa queue battant
- + 
-> Behind the lizard lie a couple of iron chests+Derrière le lézard se trouvent deux coffres en fer
-</blockquote></HTML> +</blockquote> 
-**//Creature.//** The cavern holds the troglodytes’ secret weapon—a freshly captured **giant subterranean lizard** (see //appendix B//). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a target prone, then snaps at it with its powerful jaws to gulp it down.+ 
 +**//Creatures.//** The cavern holds the troglodytes’ secret weapon—a freshly captured **giant subterranean lizard** (see //appendix B//). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a target prone, then snaps at it with its powerful jaws to gulp it down.
  
 **//Treasure.//** The two chests contain a total of 2,200 sp. One holds a //potion of climbing//, and the other a //potion of water breathing//. **//Treasure.//** The two chests contain a total of 2,200 sp. One holds a //potion of climbing//, and the other a //potion of water breathing//.
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 ==== 21. Orc Tunnel ==== ==== 21. Orc Tunnel ====
  
-<HTML><blockquote> +<blockquote> 
-> Several passages branch away from this large, high-ceilinged cavernTo the northa carved, square-mouthed tunnel shows that someone has been at work in these cavesA gate of rough-hewn timber blocks a small passage to the northeastThree other passageways wind off toward the southA heavy animal smell lingers in the air. +Plusieurs passages partent de cette vaste caverne au plafond élevéAu nordun tunnel creusé à l'ouverture carrée témoigne que des gens travaillent dans ces grottesUne porte en bois brut bloque un petit passage au nord-estTrois autres passages serpentent vers le sudUne forte odeur animale flotte dans l'air. 
-</blockquote></HTML> +</blockquote> 
-A hundred years ago, the orcs besieging Khundrukar tunneled into the dwarven stronghold. The cavern they emerged in now serves as a guard post and a mustering point for troglodyte raiders.+ 
 +A hundred years ago, the orcs besieging Noldrunkar tunneled into the dwarven stronghold. The cavern they emerged in now serves as a guard post and a mustering point for troglodyte raiders.
  
 The tunnel in the northern end of the area runs about 500 feet and opens on the hillside (see the “Orc Tunnel” subsection of “//Scout the Area//”). The troglodytes use the opening to raid and hunt on the surface. The tunnel in the northern end of the area runs about 500 feet and opens on the hillside (see the “Orc Tunnel” subsection of “//Scout the Area//”). The troglodytes use the opening to raid and hunt on the surface.
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 **//Bear Pen.//** A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape through the tunnel. **//Bear Pen.//** A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape through the tunnel.
  
-The animal isn’t trained but has come to expect food from the troglodytes. It is hostile toward strangers, but someone proficient in Animal Handling might be able to calm it down with a DC 15 Wisdom check. If the check succeeds and no troglodytes remain nearby, the characters can release it safely and let it depart.+The animal isn’t trained but has come to expect food from the troglodytes. It is hostile toward strangers, but someone proficient in **Animal Handling** might be able to calm it down with a **DC 15 Wisdom check**. If the check succeeds and no troglodytes remain nearby, the characters can release it safely and let it depart.
  
 ==== 22. Fungus Cavern ==== ==== 22. Fungus Cavern ====
  
-<HTML><blockquote> +<blockquote> 
-> A trickle of water seeping down from the hillside above reaches this irregular cavernnourishing a profusion of fungus—weird puffballstall capsand patches of fuzzy mold in a variety of colors. A golden-brown carpet of mold covers an old skeleton in rusted mail in the southern part of the room, and a narrow passageway leads to another small room beyond this oneA surprisingly bright sword gleams in the skeleton’s bony grasp+Un filet d'eau s'infiltrent au plafond de cette caverne irrégulièrenourrissant une profusion de champignons : d'étranges vesses-de-loupde hauts chapeaux et des plaques de moisissures duveteuses aux couleurs variées. Un tapis de moisissure brun doré recouvre un vieux squelette en cotte de mailles rouillée dans la partie sud de la pièceet un étroit passage mène à une autre petite pièce au-delà de celle-ciUne épée étonnamment brillante brille dans la poigne osseuse du squelette
-</blockquote></HTML> +</blockquote> 
-{{img/adventure/TftYP-TFoF/007-fof01.webp}}+ 
 +{{:img_adventure_tftyp-tfof_007-fof01.webp}}
  
 **//Hazard.//** The skeleton that the characters first see is that of a dwarf. From its location, it’s possible for someone to see a second skeleton (human) in the south end of the chamber. Both skeletons are covered with a particularly virulent form of mold. A character can identify the threat with a successful DC 10 Intelligence (Nature) or Wisdom (Survival) check. **//Hazard.//** The skeleton that the characters first see is that of a dwarf. From its location, it’s possible for someone to see a second skeleton (human) in the south end of the chamber. Both skeletons are covered with a particularly virulent form of mold. A character can identify the threat with a successful DC 10 Intelligence (Nature) or Wisdom (Survival) check.
  
-If either skeleton is touched, the mold ejects a cloud of spores that fill a 10-foot cube originating from the skeleton. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 minute. At the end of this time, unless the poisoned condition is removed, the creature must repeat the saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it.+If either skeleton is touched, the mold ejects a cloud of spores that fill a 10-foot cube originating from the skeleton. Any creature in the area must succeed on a **DC 15 Constitution saving throw** or take 10 (3d6) poison damage and become poisoned for 1 minute. At the end of this time, unless the poisoned condition is removed, the creature must repeat the **saving throw**, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it.
  
-**//Treasure.//** The dwarf skeleton clutches a //+1 longsword// that bears Durgeddin’s smith-mark. The human skeleton wears a steel helmet chased with silver, worth 110 gp.+**//Treasure.//** The dwarf skeleton clutches a //+1 longsword// that bears Duredin’s smith-mark. The human skeleton wears a steel helmet chased with silver, worth 110 gp.
  
 ==== 23. Dwarven Sepulchers ==== ==== 23. Dwarven Sepulchers ====
  
-<HTML><blockquote> +<blockquote> 
-> You gaze into an extremely large cave faintly lit by natural phosphorescence. Its ceiling rises fifty feet high in placesCrystals glimmer softly in the eerie lightWeird, beautiful flows and structures of delicate stone grace the chamberThe western portion of the great cave is separated from the rest by a steep bluffthe ceiling here is half the height of the rest of the chamber+Vous contemplez une immense grotte faiblement éclairée par une phosphorescence naturelleSon plafond s'élève par endroits à 50 pieds de hauteurDes cristaux scintillent doucement dans cette lumière étrangeD'étranges et magnifiques coulées et structures de pierre délicate ornent la chambreLa partie ouest de la grande grotte est séparée du reste par une falaise abrupte le plafond y est deux fois plus bas que le reste de la chambre
- + 
-> A couple dozen large stone sepulchers line the cavern wallseach carved with intricate reliefs and designs and marked with Dwarvish runes. +Une vingtaine de grands sépulcres de pierre bordent les murs de la cavernechacun sculpté de reliefs et de motifs complexes et marqué de runes naines
-</blockquote></HTML> +</blockquote> 
-The upper portion of the great cavern was intended to be the final resting place of Durgeddin’s clan.+ 
 +The upper portion of the great cavern was intended to be the final resting place of Duredin’s clan.
  
-Durgeddin and his followers feared that their war against the orcs would ultimately claim them all, so they built their own tombs during the first phase of carving out the stronghold. Ironically, only a handful of the dwarves were ever interred here; the rest lie where they fell when the orcs stormed Khundrukar.+Duredin and his followers feared that their war against the orcs would ultimately claim them all, so they built their own tombs during the first phase of carving out the stronghold. Ironically, only a handful of the dwarves were ever interred here; the rest lie where they fell when the orcs stormed Noldrunkar.
  
 The troglodytes have a superstitious fear of the tombs and refuse to set foot in this part of the Glitterhame. They don’t pursue characters who enter this area. The troglodytes have a superstitious fear of the tombs and refuse to set foot in this part of the Glitterhame. They don’t pursue characters who enter this area.
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 If the characters investigate the tombs at greater length, read: If the characters investigate the tombs at greater length, read:
  
-<HTML><blockquote> +<blockquote> 
-> Twenty-three sepulchers stand hereThe lids are carved in the likenesses of grim dwarves in armorDwarvish runes on the front of each tomb appear to represent the names of the occupants or the intended occupants. Three of the stone coffins have additional runes carved into them+Vingt-trois sépulcres se dressent iciLeurs couvercles sont sculptés à l'effigie de nains sinistres en armureDes runes naines, gravées sur le devant de chaque tombe, semblent représenter les noms des occupants ou des futurs occupants. Trois des cercueils de pierre sont ornés de runes supplémentaires
-</blockquote></HTML>+</blockquote> 
 If someone in the party can read Dwarvish, the following details become apparent: If someone in the party can read Dwarvish, the following details become apparent:
  
-<HTML><blockquote> +<blockquote> 
-> The additional runes record the occupant’s date of death and the great deeds the dwarf performed in lifeAlso carved into these three coffins is a warning that doom awaits any who dare to defile the honorable dead+Les runes supplémentaires indiquent la date de décès de l'occupant et les hauts faits accomplis par le nain de son vivantUn avertissement est également gravé sur ces trois cercueils : le destin menace quiconque oserait souiller les morts honorables
- + 
-> The names on these three sepulchers are those of Borgol the Old, Gharin Orc-Doom, and Numik the Unlucky+Les noms inscrits sur ces trois sépulcres sont ceux de Borgol le Vieux, Gharin Orc-Doom et Numik le Malchanceux
-</blockquote></HTML>+</blockquote> 
 **//Treasure.//** Each tomb is a marble vault 6 feet long, 4 feet high, and 3 feet wide, with a heavy stone lid. Despite the warnings carved on the tombs, there is no danger here. Even if the characters disturb Borgol, Gharin, or Numik, all they find are old bones and no undead. **//Treasure.//** Each tomb is a marble vault 6 feet long, 4 feet high, and 3 feet wide, with a heavy stone lid. Despite the warnings carved on the tombs, there is no danger here. Even if the characters disturb Borgol, Gharin, or Numik, all they find are old bones and no undead.
  
-The three dwarves were buried with little funerary wealth; Durgeddin’s folk believed in honoring their dead with stone, not riches. Borgol’s remains include a ring of gold in the shape of a dragon holding its tail in its mouth, worth 120 gp. Gharin was buried with a finely crafted //warhammer// inset with a garnet, worth 110 gp.+The three dwarves were buried with little funerary wealth; Duredin’s folk believed in honoring their dead with stone, not riches. Borgol’s remains include a ring of gold in the shape of a dragon holding its tail in its mouth, worth 120 gp. Gharin was buried with a finely crafted //warhammer// inset with a garnet, worth 110 gp.
  
 ==== 24. The Glitterhame ==== ==== 24. The Glitterhame ====
  
-<HTML><blockquote> +<blockquote> 
-> This great cavern glimmers with a faint phosphorescence. The ceiling is almost fifty feet overheadand bright flecks and gleaming stone formations are visible in the distancePatches of strange fungi dot the floorincluding capped stalks standing as tall as a human and glowing puffballs almost a yard wide. +Cette immense caverne scintille d'une faible phosphorescence. Le plafond culmine à près de 50 pieds de hauteuret des taches brillantes et des formations rocheuses luisantes sont visibles au loinD'étranges champignons parsèment le solnotamment des espèces aussi hautes qu'un humain et des vesses-de-loup luisantes de près d'un mètre de large.
->  +
-> High ledges rise fifteen to twenty feet above the floor on the north, south, and west walls. Narrow passageways lead off to the north and the south, and a flight of carved stone stairs descends from the western ledge to a path that meanders through the center of the chamber toward a small iron door in the eastern wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above. +
-</blockquote></HTML> +
-The fungal growths are harmless. In fact, the stalks and the puffballs are edible, if not especially tasty. The danger lies in the grick nest that overlooks the path.+
  
-**//Creatures.//** Two **gricks** lurk in the 20-foot-high rockfall that spills down from //area 26//at the place where the path leading east comes closest to the slopeThey are wedged into spaces between boulders6 to 8 feet above the cavern floorTheir Stone Camouflage trait gives them advantage on Dexterity (Stealth) checks made to hideso they might surprise the party.+De hautes corniches s'élèvent de 15 à 20 pieds au-dessus du sol sur les murs nordsud et ouestD'étroits passages mènent au nord et au sudet un escalier en pierre sculptée descend de la corniche ouest jusqu'à un sentier qui serpente au centre de la chambre jusqu'à une petite porte en fer percée dans le mur estOn entend dans toute la chambre le souffle d'une douce brise fraîche qui monte vers la surfaceloin au-dessus. 
 +</blockquote>
  
-The gricks attack anyone who travels on the path next to the rockfall or climbs anywhere along the slope that leads to area 26Any character trying to scale the rockfall while under attack must succeed on a DC 8 Strength (Athletics) check to make progress. If the characters reach area 26 by some other meansthe gricks move to attack them there.+The fungal growths are harmlessIn fact, the stalks and the puffballs are edibleif not especially tasty. Danger : 2 intellect devorer caché à travers les champignons 
 + 
 +**//Creatures.//** 2 Intellect Devorer se cache à travers les champignons 
 + 
 +Cherche à remplacer les 2 pc les plus intelligent 
  
 ==== 25. Long Cavern ==== ==== 25. Long Cavern ====
  
-<HTML><blockquote> +<blockquote> 
-> The thunderous roar of falling water fills this longlow chamber, and spray makes everything slick and wetA fast stream rushes through the center of the cavernemerging from beneath a crude dam of rock and mud in the western wallThe stream disappears into a dark shaft at the cavern’s eastern endA rough, winding path follows the stream toward the east+Le grondement assourdissant d'une chute d'eau emplit cette longue salle basseet les embruns rendent tout glissant et humideUn torrent rapide traverse le centre de la caverneémergeant d'un barrage rudimentaire de roche et de boue dans la paroi ouestLe ruisseau disparaît dans un puits sombre à l'extrémité est de la caverneUn sentier accidenté et sinueux suit le ruisseau vers l'est
-</blockquote></HTML>+</blockquote> 
 The chamber runs from the troglodyte warrens to a natural shaft on the east end that leads down into the Sinkhole (see //area 28//). The stream spills over the edge of the shaft in a subterranean waterfall, and near the waterfall a narrow, winding stairwell leads down. The chamber runs from the troglodyte warrens to a natural shaft on the east end that leads down into the Sinkhole (see //area 28//). The stream spills over the edge of the shaft in a subterranean waterfall, and near the waterfall a narrow, winding stairwell leads down.
  
-**//Slippery Slope.//** The smooth cavern floor slopes down toward the stream, and much of the area immediately north of the stream is covered with a thin layer of slime. The slime makes the floor very slippery. Its presence can be discerned with a successful DC 15 Wisdom (Perception) or Wisdom (Survival) check.+**//Slippery Slope.//** The smooth cavern floor slopes down toward the stream, and much of the area immediately north of the stream is covered with a thin layer of slime. The slime makes the floor very slippery. Its presence can be discerned with a successful **DC 15 Wisdom (Perception) or Wisdom (Survival) check**.
  
-Any creature that enters the slippery slope or starts its move there must make a DC 12 Dexterity (Acrobatics) check. A creature that fails the check falls prone and slides southward toward the stream at half its walking speed. The stream is flowing fast enough that anyone who falls in must succeed on a DC 10 Strength saving throw to avoid being swept over the waterfall.+Any creature that enters the slippery slope or starts its move there must make a **DC 12 Dexterity (Acrobatics) check**. A creature that fails the check falls prone and slides southward toward the stream at half its walking speed. The stream is flowing fast enough that anyone who falls in must succeed on a **DC 10 Strength saving throw** to avoid being swept over the waterfall.
  
 A creature that goes over the waterfall lands in a pool 60 feet below (see area 28), taking 10 (3d6) bludgeoning damage and suffering one level of exhaustion. A creature that goes over the waterfall lands in a pool 60 feet below (see area 28), taking 10 (3d6) bludgeoning damage and suffering one level of exhaustion.
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 ==== 26. Grick Lair ==== ==== 26. Grick Lair ====
  
-<HTML><blockquote> +<blockquote> 
-> A rocky ledge sits at the top of a steep, irregular rockfall about twenty feet highThe mouth of a side cavern leads into darkness beyond+Une corniche rocheuse se dresse au sommet d'un éboulement abrupt et irrégulier d'environ 20 pieds de hautL'entrée d'une caverne latérale mène à l'obscurité
-</blockquote></HTML> +</blockquote> 
-**//Creatures.//** The two **gricks** hidden in the rockfall (see //area 24//) make their lair at the end of a passage that winds north from the ledge. They are encountered here if they retreated to attack characters who got past them.+ 
 +**//Creatures.//** The two **gricks** hidden in the rockfall (see //area 24//) make their lair at the end of a passage that winds north from the ledge. They are encountered here if they retreated to attack characters who got past them. CR 2*2=4
  
 **//Treasure.//** The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains uncovers a suit of //scale mail// and scattered coins totaling 200 cp, 180 sp, and 60 gp. **//Treasure.//** The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains uncovers a suit of //scale mail// and scattered coins totaling 200 cp, 180 sp, and 60 gp.
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 ==== 27. Iron Door ==== ==== 27. Iron Door ====
  
-The entrance to Durgeddin’s halls and forges lies behind a sturdy locked door.+The entrance to Duredin’s halls and forges lies behind a sturdy locked door. 
 + 
 +<blockquote> 
 +Une petite porte, d'apparence solide, est taillée dans la paroi de la caverne. Elle mesure environ 5 pieds de haut et 4 pieds de large. De lourds rivets en ornent la surface, et une rune d'argent ternie – la marque du forgeron de Duredin – brille sur sa face rouillée. 
 +</blockquote>
  
-<HTML><blockquote> 
-> Cut into the cavern wall is a small but strong-looking door of iron plates, about five feet tall and four feet wide. Heavy rivets stud its surface, and a tarnished silver rune—Durgeddin’s smith-mark—gleams on the door’s rusted face. 
-</blockquote></HTML> 
 The door consists of two pieces of sheet iron bolted to a strong frame. A pintle is fitted through the door’s middle, so it has no hinges. It can be opened with the key on the dwarf skeleton in the prison (see //area 34//). A character can pick the lock with thieves’ tools and a successful DC 18 Dexterity check. Breaking the door down is very difficult, requiring a successful DC 25 Strength check. The door consists of two pieces of sheet iron bolted to a strong frame. A pintle is fitted through the door’s middle, so it has no hinges. It can be opened with the key on the dwarf skeleton in the prison (see //area 34//). A character can pick the lock with thieves’ tools and a successful DC 18 Dexterity check. Breaking the door down is very difficult, requiring a successful DC 25 Strength check.
  
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 ===== The Sinkhole ===== ===== The Sinkhole =====
  
-The stream that flows through the Glitterhame descends through the chasm in //area 25// to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark caverns and forgotten storerooms before connecting with the Black Lake.+The stream that flows through the Glitterhame descends through the chasm in //area 25// to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark caverns and forgotten storerooms before connecting with the Brine Pool.
  
-None of the monsters that inhabit the complex regularly visit this place. The black dragon Nightscale sometimes swims through its submerged areas, using the river as a back door to its lair.+None of the monsters that inhabit the complex regularly visit this place. The illithid Xetzirbor sometimes swims through its submerged areas, using the river as a back door to its lair.
  
 A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28.
  
-{{img/adventure/TftYP-TFoF/008-totyp-02-08.webp|Map 2.4: The Sinkhole}}{{img/adventure/TftYP-TFoF/012-tfof03.webp|Player Version}}The following locations are identified on map 2.4.+{{:img_adventure_tftyp-tfof_008-totyp-02-08.webp|Map 2.4: The Sinkhole}}{{:img_adventure_tftyp-tfof_012-tfof03.webp|Player Version}}The following locations are identified on map 2.4.
  
 ==== 28. Waterfall Cavern ==== ==== 28. Waterfall Cavern ====
  
-<HTML><blockquote> +<blockquote> 
-> A loud waterfall spills down the northwest wall of this cavern into a deep poolThe rocky walls glisten with sprayand a weird array of colorful minerals and strange lichens lend an unearthly beauty to this spotA fast-moving stream runs south from the pool at the base of the fallsand a nearby natural passage heads in the same direction. A set of narrow stairs cut into the rock wind up to the northand two old wooden doors stand in a wall of dressed stone to the east+Une puissante cascade dévale la paroi nord-ouest de cette caverne jusqu'à un bassin profondLes parois rocheuses scintillent d'embrunset un étrange mélange de minéraux colorés et de lichens étranges confère à ce lieu une beauté surnaturelleUn ruisseau rapide coule vers le sud depuis le bassin au pied des chuteset un passage naturel voisin suit la même direction. Un escalier étroit taillé dans la roche monte vers le nordet deux vieilles portes en bois se dressent dans un mur de pierre de taille à l'est
-</blockquote></HTML>+</blockquote> 
 The stream flowing from //area 25// in the Glitterhame pours down into the chamber. The stream flowing from //area 25// in the Glitterhame pours down into the chamber.
  
 The pool is populated by harmless blind fish and white crustaceans but contains nothing dangerous. The outflowing stream drains into the river in area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see “//Fast-Flowing Water//” below. The pool is populated by harmless blind fish and white crustaceans but contains nothing dangerous. The outflowing stream drains into the river in area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see “//Fast-Flowing Water//” below.
  
 +Ici ou au 29 : ajouter 3 ou 4 Piercer (bébé Roper)
 ==== 29. River Cavern ==== ==== 29. River Cavern ====
  
-<HTML><blockquote> +<blockquote> 
-> This longnarrow cavern is half-filled with an underground riverflowing along at a rapid paceA narrow ledge on the north side overlooks the river. A bridge of stone spans the riverleading to a larger ledge on the south side that follows the course of the river to the east+Cette caverne longue et étroite est à moitié remplie par une rivière souterraine qui coule à vive allure. Une étroite cornichecôté nordsurplombe la rivièreUn pont de pierre enjambe la rivière et mène à une corniche plus largecôté sud, qui suit son cours vers l'est
-</blockquote></HTML>+</blockquote> 
 The underground river flows swiftly from east to west. The bridge is sturdy and sound; there’s no danger in crossing it. The underground river flows swiftly from east to west. The bridge is sturdy and sound; there’s no danger in crossing it.
  
-**//Watery Peril.//** At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long, airless underground channel and is likely to drown (see “//Suffocating//” in chapter 8 of the //Player’s Handbook//). In addition, the creature must make a successful DC 12 Strength saving throw each round or take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water aren’t likely to survive for long.+**//Watery Peril.//** At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long, airless underground channel and is likely to drown (see “//Suffocating//” in chapter 8 of the //Player’s Handbook//). In addition, the creature must make a successful **DC 12 Strength saving** throw each round or take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water aren’t likely to survive for long.
  
 The stream runs underground for about 5 miles before emerging on a hillside to the west of the Stone Tooth. The stream runs underground for about 5 miles before emerging on a hillside to the west of the Stone Tooth.
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 ==== 30. Old Storeroom ==== ==== 30. Old Storeroom ====
  
-The northern door in //area 28// has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Durgeddin’s folk formerly used the large chamber beyond as a storeroom.+The northern door in //area 28// has swollen shut from dampness. A successful **DC 10 Strength check** is required to force it open. Duredin’s folk formerly used the large chamber beyond as a storeroom.
  
-<HTML><blockquote> +<blockquote> 
-> The door gives way grudginglyrevealing a low chamber of dressed stoneThis chamber is filled with what appears to be rotten food—barrels of salted meat gone badsacks of flour or grain covered in russet-colored moldtuns of cider turned to vinegar+La porte s'ouvre à contrecœurrévélant une pièce basse en pierre tailléCette pièce est remplie de ce qui semble être de la nourriture avariée : des tonneaux de viande salée avariéedes sacs de farine ou de céréales couverts de moisissures roussesdes tonneaux de cidre transformés en vinaigre
- + 
-> Two open archways in the east wall lead to a similar roomand two more openings are dimly visible beyondThe floor just past the first archway gleams wetly+Deux arcades ouvertes dans le mur est mènent à une pièce similaireet deux autres ouvertures sont vaguement visibles au-delàLe sol, juste après la première arcade, luit d'une lueur humide
-</blockquote></HTML> +</blockquote> 
-**//Creature.//** None of the supplies are salvageable. While searching, the characters might blunder into a **gray ooze** that occupies the middle chamber of the three.+ 
 +**//Creatures.//** None of the supplies are salvageable. While searching, the characters might blunder into a **gray ooze** that occupies the middle chamber of the three. CR 1/2
  
 While motionless, the ooze is indistinguishable from a patch of wet stone. It is alerted when characters force open the door, and it strikes at the first character who enters the middle chamber, attacking with surprise. While motionless, the ooze is indistinguishable from a patch of wet stone. It is alerted when characters force open the door, and it strikes at the first character who enters the middle chamber, attacking with surprise.
  
-<HTML><blockquote> +<blockquote> 
-> What appeared to be a wet patch on the floor suddenly twists like a snake and lunges toward you+Ce qui semblait être une tache humide sur le sol se tord soudainement comme un serpent et se précipite vers vous 
-</blockquote></HTML>+</blockquote> 
 ==== 31. Empty Storeroom ==== ==== 31. Empty Storeroom ====
  
-The southern door in //area 28// is swollen shut and requires a successful DC 10 Strength check to open. The chamber on the other side of the door resembles area 30, but it is empty. The orcs broke in and carried off most of its contents during the fall of Khundrukar.+The southern door in //area 28// is swollen shut and requires a successful **DC 10 Strength check** to open. The chamber on the other side of the door resembles area 30, but it is empty. The orcs broke in and carried off most of its contents during the fall of NoldrunkarFacile à défendre
  
 ==== 32. Flooded Storeroom ==== ==== 32. Flooded Storeroom ====
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 A year or so ago, a season of heavy rains on the surface raised the level of the subterranean river to create a minor flood. Water still stands at the bottom of the stairs. A year or so ago, a season of heavy rains on the surface raised the level of the subterranean river to create a minor flood. Water still stands at the bottom of the stairs.
  
-<HTML><blockquote> +<blockquote> 
-> A short flight of stone steps leads down to a wooden door that stands half-openDarkstagnant water pools in the small landing at the base of the steps and in the doorway, presumably filling the room beyond as wellThe area smells of rot+Un petit escalier en pierre mène à une porte en bois entrouverteUne eau sombre et stagnante s'accumule sur le petit palier au pied des marches et dans l'embrasure de la porteemplissant sans doute aussi la pièce au-delàL'endroit sent la pourriture
-</blockquote></HTML> +</blockquote>
-**//Diseased Pool.//** The water is about 5 feet deep and is tainted by disease. Anyone who drinks the water or wades into it is exposed and must succeed on a DC 10 Constitution saving throw to avoid infection. Symptoms manifest one day after exposure and include high fever, muscle spasms, and eventual paralysis.+
  
-An infected creature suffers one level of exhaustion when it finishes the first long rest it takes after being exposed. Whenever it finishes a long rest thereafter, it must make a DC 10 Constitution saving throw. On a failed save, the creature suffers another level of exhaustion. On a successful save, its exhaustion level is reduced by one. If its exhaustion level reaches 5, the infected creature becomes paralyzed until the disease is cured or the effect is removed with a //lesser restoration// spell or similar magic. If a successful saving throw reduces the infected creature’s exhaustion level to 0, the creature recovers from the disease.+**//Diseased Pool.//** The water is about 5 feet deep and is tainted by disease. Anyone who drinks the water or wades into it is exposed and must succeed on a **DC 10 Constitution saving throw** to avoid infection. Symptoms manifest one day after exposure and include high fever, muscle spasms, and eventual paralysis. 
 + 
 +An infected creature suffers one level of exhaustion when it finishes the first long rest it takes after being exposed. Whenever it finishes a long rest thereafter, it must make a **DC 10 Constitution saving throw**. On a failed save, the creature suffers another level of exhaustion. On a successful save, its exhaustion level is reduced by one. If its exhaustion level reaches 5, the infected creature becomes paralyzed until the disease is cured or the effect is removed with a //lesser restoration// spell or similar magic. If a successful saving throw reduces the infected creature’s exhaustion level to 0, the creature recovers from the disease.
  
 **//Treasure.//** Submerged in the corner of the eastern vault is the skeleton of an orc killed a century ago. The skeleton rests atop a rotted leather pouch that contains a //potion of water breathing// and a //potion of invisibility//. **//Treasure.//** Submerged in the corner of the eastern vault is the skeleton of an orc killed a century ago. The skeleton rests atop a rotted leather pouch that contains a //potion of water breathing// and a //potion of invisibility//.
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 ==== 33. Roper’s Cavern ==== ==== 33. Roper’s Cavern ====
  
-<HTML><blockquote> +<blockquote> 
-> The rock stairs climb steeplyturn northand then descend toward the east into a cavern very much like the one you just leftbut smallerA ledge along the river continues east to a door on the north walland the rushing river separates you from a ledge on the southern side. +L'escalier rocheux grimpe abruptementtourne vers le nordpuis descend vers l'est dans une caverne très semblable à celle que vous venez de quittermais plus petiteUne corniche longeant la rivière continue vers l'est jusqu'à une porte sur la paroi nordet la rivière tumultueuse vous sépare d'une corniche sur le côté sud.
->  +
-> A large, strange-looking stalagmite stands in the middle of the southern ledge. A cave fish flops helplessly on the bank nearby. +
-</blockquote></HTML> +
-{{img/adventure/TftYP-TFoF/009-totyp-02-09.webp}}+
  
-**//Creature.//** The southern ledge is the home of a ravenous **roper** that has been feeding on fish from the stream. Unsatisfied with this diet, the roper is eager for larger prey.+Une grande stalagmite à l'aspect étrange se dresse au milieu de la corniche sud. Un poisson de grotte se débat, impuissant, sur la berge à proximité. 
 +</blockquote> 
 + 
 +{{:img_adventure_tftyp-tfof_009-totyp-02-09.webp}} 
 + 
 +**//Creatures.//** The southern ledge is the home of a ravenous **roper** that has been feeding on fish from the stream. Unsatisfied with this diet, the roper is eager for larger prey. CR=5
  
 Even characters who look closely at the roper can’t tell that it’s anything other than a stalagmite unless it moves. The roper is difficult to sneak up on. If a character manages to approach without alerting it, continue: Even characters who look closely at the roper can’t tell that it’s anything other than a stalagmite unless it moves. The roper is difficult to sneak up on. If a character manages to approach without alerting it, continue:
  
-<HTML><blockquote> +<blockquote> 
-> A strand extends from the stalagmite, with the thrashing cave fish in its graspIt pulls the fish toward the rock formation—and thensuddenlya fang-filled maw gapes open in the stalagmite and devours the fish in one bite+Un fil s'étend du stalagmite, tenant un poisson cavernicoleIl tire le poisson vers la formation rocheusepuissoudain, une gueule pleine de crocs s'ouvre dans la stalagmite et dévore le poisson d'une seule bouchée
-</blockquote></HTML>+</blockquote> 
 The roper attacks when any character gets at least 20 feet into the cave, gaining surprise if its presence hasn’t been revealed. It can target up to four characters with its tendrils, possibly pulling those it has grappled into the rushing river. Characters in the water have advantage on checks to escape the grapple due to the force of the current. The river poses a severe hazard in itself, though; see “//Fast-Flowing Water//” below. The roper attacks when any character gets at least 20 feet into the cave, gaining surprise if its presence hasn’t been revealed. It can target up to four characters with its tendrils, possibly pulling those it has grappled into the rushing river. Characters in the water have advantage on checks to escape the grapple due to the force of the current. The river poses a severe hazard in itself, though; see “//Fast-Flowing Water//” below.
  
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 ==== 34. Prison ==== ==== 34. Prison ====
  
-If the characters get past the roper in area 33, they can explore an area that was used as a prison in Durgeddin’s day.+If the characters get past the roper in area 33, they can explore an area that was used as a prison in Duredin’s day.
  
-<HTML><blockquote> +<blockquote> 
-> A sturdy door of iron plate stands open in the north wall of the cavernInside you see a short passageway with three small iron doors set into the west wallThe first two are openbut the door at the end of the hall is closed+Une solide porte de plaque de fer est ouverte sur le mur nord de la caverneÀ l'intérieur, vous découvrirez un court passage percé de trois petites portes en fer percées dans le mur ouestLes deux premières sont ouvertesmais celle du fond est fermée
-</blockquote></HTML> +</blockquote>
-The door to the northern cell is locked. With a search of the grimy floor and a successful DC 10 Wisdom (Perception) check, a character discovers an old jailer’s key that fits the lock. Otherwise, the lock can be picked by someone who succeeds on a DC 15 Dexterity check using thieves’ tools.+
  
-The first two cells are empty. The locked cell holds the skeletal remains of a dwarf in rusted plate armor. This individual was one of Durgeddin’s chief lieutenants; the orcs captured her during the final battle and threw her in this cell for interrogation later. Afterward, the unfortunate warrior was forgotten and left to starve.+The door to the northern cell is locked. With a search of the grimy floor and a successful **DC 10 Wisdom (Perception) check**, a character discovers an old jailer’s key that fits the lock. Otherwise, the lock can be picked by someone who succeeds on a **DC 15 Dexterity check using thieves’ tools**. 
 + 
 +The first two cells are empty. The locked cell holds the skeletal remains of a dwarf in rusted plate armor. This individual was one of Duredin’s chief lieutenants; the orcs captured her during the final battle and threw her in this cell for interrogation later. Afterward, the unfortunate warrior was forgotten and left to starve.
  
 **//Treasure.//** The suit of plate is too corroded to be of any use, but a search of the corpse produces a small silk purse containing 8 pp and a key that opens the iron door in //area 27//. **//Treasure.//** The suit of plate is too corroded to be of any use, but a search of the corpse produces a small silk purse containing 8 pp and a key that opens the iron door in //area 27//.
  
 ===== The Foundry ===== ===== The Foundry =====
 +Upgrade Level 5?!? apres long rest
  
-Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the GlitterhameMost of this part of the complex was thoroughly ransacked when the dwarven citadel fell.+Switch Map 2.5: The Foundry 
 +Les Nains Noldruns vivait dans la FondryPeu de survivants sont toujours restants, et totallement sous le charme du MindFlayer qui les utilise comme mineur / forgeron
  
-Unlike the Mountain Door or the Glitterhame, which offer exits to the surface world, the Foundry isnt readily accessible. The area isn’t abandoned, though. Undead horrors wait in its darkest recesses, and dwarf-crafted traps still work perfectly well despite their age. In addition, small number of duergar have come here to breathe life into Durgeddin’s old forges and decipher the secrets of the master smith’s work.+Duredins followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel fell.
  
-If the characters come to this part of the complex from the Black Lake (see the “Dark Mere” subsection of “//Scout the Area//”), they begin in //area 38//.+Unlike the Mountain Door or the Glitterhame, which offer exits to the surface world, the Foundry isn’t readily accessible.  
 + 
 +If the characters come to this part of the complex from the Brine Pool (see the “Dark Mere” subsection of “//Scout the Area//”), they begin in //area 38//.
  
-{{img/adventure/TftYP-TFoF/010-totyp-02-11.webp|Map 2.5: The Foundry}}{{img/adventure/TftYP-TFoF/015-tfof04.webp|Player Version}}The following locations are identified on map 2.5. 
  
-<HTML><blockquote> 
 == Fast-Flowing Water == == Fast-Flowing Water ==
  
 The underground river that cuts through this level of the dungeon presents a serious hazard. Those who fall in risk being swept away by the current. The underground river that cuts through this level of the dungeon presents a serious hazard. Those who fall in risk being swept away by the current.
  
-A creature that falls in the river and is within 5 feet of the water’s edge must succeed on a DC 10 Strength saving throw to catch itself on the rocky bank. On a failed save, or if the creature is too far away from the bank, it is drawn into the main current.+A creature that falls in the river and is within 5 feet of the water’s edge must succeed on a **DC 10 Strength saving throw** to catch itself on the rocky bank. On a failed save, or if the creature is too far away from the bank, it is drawn into the main current
 + 
 +A creature in the main current that takes no other action is swept 60 feet downstream (to the south or to the west, depending on location) each round. If it spends its action to make a **DC 10 Strength (Athletics) check** and the check is a success, it can reduce the distance traveled by the amount of its walking speed and move toward a bank.
  
-A creature in the main current that takes no other action is swept 60 feet downstream (to the south or to the westdepending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is success, it can reduce the distance traveled by the amount of its walking speed and move toward a bank.+On a failed checkthe creature must succeed on a **DC 10 Constitution saving throw** or suffer one level of exhaustion. Creatures that have a swim speed can take the Dash action and use their full swim speed without making a Strength check. A creature within 5 feet of bank can pull itself out of the current as part of its move.
  
-On a failed check, the creature must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. Creatures that have a swim speed can take the Dash action and use their full swim speed without making a Strength check. A creature within 5 feet of a bank can pull itself out of the current as part of its move. +==== 35. Chambre des Statues ====
-</blockquote></HTML> +
-==== 35. Chamber of Statues ====+
  
 In the corridor behind the iron door in //area 27//, a flight of steep stone stairs climbs 30 feet northward. In the corridor behind the iron door in //area 27//, a flight of steep stone stairs climbs 30 feet northward.
  
-<HTML><blockquote> +<blockquote> 
-> The stairs end at the entrance to an octagonal chamberThe floor is inlaid with crackeddusty blue tiles, and the walls are dressed with polished marbleLarge doors of iron-bound oak exit to the northwest and northeast. +L'escalier mène à une salle octogonaleLe sol est incrusté de carreaux bleus craquelés et poussiéreuxet les murs sont en marbre poliDe grandes portes en chêne cerclé de fer s'ouvrent au nord-ouest et au nord-est.
->  +
-> Three cast bronze statues, almost ten feet tall, stand by the west, north, and east walls. Each depicts an armed dwarf. The eastern and western ones carry axes and shields. The center statue is armed with two axes. The ceiling rises in a dome almost thirty feet above the floor. +
->  +
-> From somewhere in the distance, you can hear the faint ringing of hammer on anvil. +
-</blockquote></HTML> +
-The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC 13 Wisdom (Perception) check. Anyone who examines the floor notices that the dust is somewhat disturbed. A successful DC 13 Wisdom (Survival) check reveals an infrequently used trail that leads from the entrance stairs to the stone wall behind the east statue.+
  
-{{img/adventure/TftYP-TFoF/011-totyp-02-10.webp}}+Trois statues en bronze, hautes de près de 10 pieds, se dressent contre les murs ouest, nord et est. Chacune représente un nain armé. Celles de l'est et de l'ouest portent des haches et des boucliers. La statue centrale est armée de deux haches. Le plafond s'élève en forme de dôme à près de 30 pieds du sol. 
 + 
 +Au loin, on entend le léger tintement d'un marteau sur une enclume. 
 +</blockquote> 
 + 
 +The sound of the hammering comes from beyond the east wall, as can be determined with a successful **DC 13 Wisdom (Perception) check**. Anyone who examines the floor notices that the dust is somewhat disturbed. A successful **DC 13 Wisdom (Survival) check** reveals an infrequently used trail that leads from the entrance stairs to the stone wall behind the east statue. 
 + 
 +{{:img_adventure_tftyp-tfof_011-totyp-02-10.webp}}
  
 **//Statue Trap.//** The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases a catch that causes the axe-wielding hands of the two closest statues to drop. Any creature within 5 feet of a door when it is opened is subjected to two melee attacks: +5 to hit; 9 (2d8) slashing damage on a hit. **//Statue Trap.//** The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases a catch that causes the axe-wielding hands of the two closest statues to drop. Any creature within 5 feet of a door when it is opened is subjected to two melee attacks: +5 to hit; 9 (2d8) slashing damage on a hit.
  
-With a successful DC 15 Wisdom (Perception) check, a character can discern small scorings on the floor in front of a door, left by earlier axe strokes. A successful DC 15 Intelligence (Investigation) check enables a character to deduce that the doors aren’t what they seem, through small clues showing that they are unused. The same check focused on a statue can reveal a small line on the arm that holds an axe, indicating the arm’s ability to move.+With a successful **DC 15 Wisdom (Perception) check**, a character can discern small scorings on the floor in front of a door, left by earlier axe strokes. A successful **DC 15 Intelligence (Investigation) check** enables a character to deduce that the doors aren’t what they seem, through small clues showing that they are unused. The same check focused on a statue can reveal a small line on the arm that holds an axe, indicating the arm’s ability to move.
  
-A character who makes a successful DC 10 Dexterity check using thieves’ tools can jam a statue’s arm so that the axe can’t swing. Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack.+A character who makes a successful **DC 10 Dexterity check using thieves’ tools** can jam a statue’s arm so that the axe can’t swing. Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack.
  
 Once a statue has attacked, the trap must be reset manually. If any duergar survive and remain here, they reset the trap within a day after it has been triggered. Once a statue has attacked, the trap must be reset manually. If any duergar survive and remain here, they reset the trap within a day after it has been triggered.
  
-**//Secret Stairwell.//** The secret door behind the east statue is well hidden, requiring a successful DC 18 Wisdom (Perception) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward.+**//Secret Stairwell.//** The secret door behind the east statue is well hidden, requiring a successful **DC 18 Wisdom (Perception)** check to spot. If the characters detected the faint trail that leads there, a successful **DC 10 Wisdom (Perception) check** locates the door. Beyond is a flight of stone stairs that leads upward.
  
-The stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a //magic mouth// spell calls out in Dwarvish, “AlertAlert! Intruders approach!” This sound warns the duergar guards in area 36.+The stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a //magic mouth// spell calls out in Dwarvish, “AlerteAlerte Intrus!” This sound warns the duergar guards in area 36.
  
 ==== 36. The Great Hall ==== ==== 36. The Great Hall ====
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 At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily. At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily.
  
-<HTML><blockquote> +<blockquote> 
-> This enormous hall is lined with ten great pillarscarved into the forms of giants and dragons, that support the vaulted ceiling high aboveGuttering orange torches set in sconces along the walls illuminate the roomand a mighty throne sits on a dais at the opposite endThe walls were once covered with tile mosaicsbut they have been smashed and defiled by graffitiTiny fragments of tile litter the floorYou can see five other exitsA small fire smolders on the floor before the daiswhere six sleeping pallets lie emptysurrounded by packs and suppliesThe sound of hammers ringing on iron comes from beyond the doors to the south+Cette immense salle est bordée de dix grands pilierssculptés en forme de géants et de dragons, qui soutiennent le plafond voûtéDes torches orange le long des murs illuminent la pièceet un trône majestueux est installé sur une estrade à l'autre extrémitéLes murs étaient autrefois recouverts de mosaïquesmais elles ont été brisées et souillées de graffitisDe minuscules fragments de carrelage jonchent le solOn aperçoit cinq autres sortiesUn petit feu couve au sol devant l'estradeoù six paillasses vides sont poséesentourées de sacs et de provisionsLe bruit des marteaux résonnant sur le fer provient de l'autre côté des portes, au sud
- + 
-> Suddenly a harsh voice calls from the shadows of the pillars“Go back the way you came! This is the only warning youll get! +Soudainune voix rauque s'élève de l'ombre des piliers : « Retournez doù vous venez! C'est votre seul et dernier avertissement» 
-</blockquote></HTML+</blockquote> 
-The cavern was formerly Durgeddin’s throne room, banquet hall, and center of authorityIts ceiling is 30 feet highand the sconces are 10 feet above the floorThe throne is unremarkablea short bench of stone that might have been decorated at some point in the past. The graffiti consists of crude epithets in the Orc language insulting dwarves and their ancestry.+ 
 +Ancienne salle du throne, centre de banquet et audience. 30 pieds de plafondtorche à 10 pied du sol  
 +Le trône est sans particularité il s'agit d'un petit banc en pierre.
  
 **//Creatures.//** Two **duergar** guards and Ghared, a **duergar spy** (see //appendix B//), stand watch here. Unless the party climbed the stairs from area 35 without triggering the //magic mouth//, the duergar are invisible. **//Creatures.//** Two **duergar** guards and Ghared, a **duergar spy** (see //appendix B//), stand watch here. Unless the party climbed the stairs from area 35 without triggering the //magic mouth//, the duergar are invisible.
  
-**//Negotiation.//** The duergar start hostile but wait to see if the characters attack. Ghared shouts the initial warning and speaks for the group; she’s suspicious, greedy, and arrogant, but not stupid. She is willing to give information to the party if a character succeeds on a DC 20 Charisma (Persuasion) check. The characters can change her attitude to indifferent, reducing the check DC to 10, with a suitable bribe (at least 100 gp).+**//Negotiation.//** The duergar start hostile but wait to see if the characters attack. Ghared shouts the initial warning and speaks for the group; she’s suspicious, greedy, and arrogant, but not stupid. She is willing to give information to the party if a character succeeds on a **DC 20 Charisma (Persuasion) check**. The characters can change her attitude to indifferent, reducing the check **DC to 10, with a suitable bribe (at least 100 gp)**.
  
 Ghared can share any of the following information if the party succeeds in getting her to converse: Ghared can share any of the following information if the party succeeds in getting her to converse:
  
-  * The doors to the north lead to halls infested with undead and cursed magic.+  * The doors to the north lead to halls infested with undead (Dolgaunt / Dolgrims??and cursed magic.
   * The door to the southwest leads into the old kitchens, guarded by more cursed magic.   * The door to the southwest leads into the old kitchens, guarded by more cursed magic.
-  * A dragon lives in a large lake cavern deep below.+  * Un Mindflayer lives in a large lake cavern deep below.
   * The subterranean river flows from the lake through other parts of the complex below the Glitterhame. It’s fed from a lake on the surface.   * The subterranean river flows from the lake through other parts of the complex below the Glitterhame. It’s fed from a lake on the surface.
  
-If negotiations are successful, the duergar are willing to let the party enter the rooms to the north. With a sufficiently high Charisma (Persuasion) check and an indifferent attitude from Ghared, the characters can get the duergar to escort them to the entrance to the dragon’s territory (the chasm in //area 38//). The duergar will not allow the party into the bladeworks (area 37) without an escort, and they prohibit entry into //area 39//.+If negotiations are successful, the duergar are willing to let the party enter the rooms to the north. With a sufficiently high Charisma (Persuasion) check and an indifferent attitude from Ghared, the characters can get the duergar to escort them to the entrance to the Illithid’s territory (the chasm in //area 38//). The duergar will not allow the party into the bladeworks (area 37) without an escort, and they prohibit entry into //area 39//.
  
 If the characters don’t negotiate, or if talks go badly, combat ensues. If the characters don’t negotiate, or if talks go badly, combat ensues.
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 ==== 37. The Bladeworks ==== ==== 37. The Bladeworks ====
  
-In what was Durgeddin’s smithy and workplace, the duergar are currently engaged in a secret project, hoping to capture a spark of the master smith’s vengeful magic.+In what was Duredin’s smithy and workplace, the duergar are currently engaged in a secret project, hoping to capture a spark of the master smith’s vengeful magic.
  
-<HTML><blockquote> +<blockquote> 
-> Double stone doors lead into a barrel-vaulted area containing several furnacesThe eastern end of the chamber continues into a largedark cave, from which a cold wind moansA stream of water rushes from west to east through the center of the roomcrossed by two stone bridgesOn the other side of the streamthree bald, gray dwarves work at a roaring forge, beating a white-hot blade into shape on an old anvil+Une double porte en pierre mène à une voûte contenant plusieurs fourneauxL'extrémité est de la pièce se prolonge par une vaste grotte sombred'où souffle un vent froidUn ruisseau coule d'ouest en est au centre de la piècetraversé par deux ponts de pierreDe l'autre côté du ruisseautrois **nains gris et chauves** travaillent dans une forge vrombissantefaçonnant une lame chauffée à blanc sur une vieille enclume
-</blockquote></HTML> +</blockquote> 
-**//Creatures.//** Two **duergar** smiths are forging a blade at the forge in the center of the south wall. The work is overseen by **Snurrevin**, a **duergar** with the following changes, which increase his challenge rating to 2 (450 XP):+ 
 +**//Creatures.//** Two **duergar** smiths are forging a blade at the forge in the center of the south wall. The work is overseen by **Snurrevin**, a **duergar** with the following changes, which increase his challenge rating to 2 (450 XP): CR 1*2 + 2 = 4
  
   * He has 45 (7d8 + 14) hit points.   * He has 45 (7d8 + 14) hit points.
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   * He has an additional trait:   * He has an additional trait:
  
-**//Spellcasting.//** **Snurrevin** is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:+**//Spellcasting.//** **Snurrevin** is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
  
-Cantrips (at will): //fire bolt//, //mage hand//, //minor illusion//, //shocking grasp//+Cantrips (at will): //fire bolt//, //mage hand//, //minor illusion//, //shocking grasp//
  
-1st level (4 slots): //color spray//, //shield//, //silent image//+1st level (4 slots): //color spray//, //shield//, //silent image//
  
-2nd level (2 slots): //hold person//, //shatter//+2nd level (2 slots): //hold person//, //shatter//
  
 **Snurrevin** has a familiar, a **rat** named Browngnaw, that hides in the shadows near the unlit forge to the east. The duergar are preoccupied with their task and don’t notice the party’s entrance unless the characters make themselves known. They object violently to intruders who aren’t escorted by duergar. **Snurrevin** has a familiar, a **rat** named Browngnaw, that hides in the shadows near the unlit forge to the east. The duergar are preoccupied with their task and don’t notice the party’s entrance unless the characters make themselves known. They object violently to intruders who aren’t escorted by duergar.
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 ==== 38. The Chasm ==== ==== 38. The Chasm ====
  
-<HTML><blockquote> +<blockquote> 
-> The stream running through the old dwarven bladeworks meanders through a natural cavern before tumbling into a great chasmYou can see nothing but darkness belowalthough the splashing of waters deep below is barely audible over the roar of the waterfall+Le ruisseau qui traverse l'ancienne forge naines serpente à travers une caverne naturelle avant de se jeter dans un immense gouffreOn ne voit que l'obscurité en contrebasbien que le clapotis des eaux profondes soit à peine audible par-dessus le grondement de la chute
- + 
-> To the north of the chasma small ledge is partially hidden by a spur of rock+Au nord du gouffreune petite corniche est partiellement cachée par un éperon rocheux
-</blockquote></HTML> +</blockquote> 
-The chasm is 120 feet deep. Anyone who falls in takes 42 (12d6) bludgeoning damage and ends up in //area 50// of the Black Lake level. Climbing down the slippery stone next to the waterfall requires several successful DC 15 Strength (Athletics) checks, or DC 5 checks for a character who uses a rope.+ 
 +The chasm is 120 feet deep. Anyone who falls in takes 42 (12d6) bludgeoning damage and ends up in //area 50// of the Brine Pool level. Climbing down the slippery stone next to the waterfall requires several successful **DC 15 Strength (Athletics) checks**, or **DC 5 checks** for a character who uses a rope.
  
 ==== 38a. Chain Ladder ==== ==== 38a. Chain Ladder ====
  
-The rock spur on the northern ledge partially conceals an old chain ladder that leads down to //area 51// of the Black Lake. The ladder isn’t immediately obvious from the southern ledge, but a character who makes a successful DC 10 Wisdom (Perception) check can spot it.+The rock spur on the northern ledge partially conceals an old chain ladder that leads down to //area 51// of the Brine Pool. The ladder isn’t immediately obvious from the southern ledge, but a character who makes a successful **DC 10 Wisdom (Perception) check** can spot it.
  
 ==== 39. Council Chamber ==== ==== 39. Council Chamber ====
  
-The duergar have set up a guard post in what was once the council room of Khundrukar.+The duergar have set up a guard post in what was once the council room of Noldrunkar. 
 + 
 +<blockquote> 
 +La porte derrière le trône mène à une petite salle d'audience. Une grande table, faite d'une seule dalle de pierre, domine le centre de la pièce, et de vieilles tapisseries ornent les murs. Une porte en pierre, percée dans le mur du fond, est sculptée du visage du nain que vous avez déjà vu ailleurs. 
 + 
 +Un nain à la peau grise, vêtu d'une cotte de mailles et d'un bouclier, monte la garde près de la porte du fond. Il crie et brandit un javelot. 
 +</blockquote>
  
-<HTML><blockquote> +**//Creatures.//** Unless the party is under Ghared’s protection (see //area 36//), the lone **duergar** on duty fights to the death to protect his leader, who is in area 40. CR 1
-> The door behind the throne leads into a small audience chamber. A large table made of a single stone slab dominates the room’s center, and old tapestries cling to the walls. A stone door in the far wall is carved with the dwarf’s visage that you’ve seen elsewhere. +
->  +
-> One gray-skinned dwarf in scale mail and shield stands watch by the far door. He shouts and raises a javelin. +
-</blockquote></HTML> +
-**//Creatures.//** Unless the party is under Ghared’s protection (see //area 36//), the lone **duergar** on duty fights to the death to protect his leader, who is in area 40.+
  
 If the characters engage the duergar guard, the sounds of battle alert the leader, **Nimira**. She is a **duergar** with the following changes, which increase her challenge rating to 3 (700 XP): If the characters engage the duergar guard, the sounds of battle alert the leader, **Nimira**. She is a **duergar** with the following changes, which increase her challenge rating to 3 (700 XP):
Line 1149: Line 931:
   * She has additional traits:   * She has additional traits:
  
-**//Multiattack.//** **Nimira** makes two greatsword attacks.+**//Multiattack.//** **Nimira** makes two greatsword attacks.
  
-**//Greatsword. Melee Weapon Attack.//** +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged.+**//Greatsword. Melee Weapon Attack.//** +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged.
  
 **Nimira** uses Enlarge and comes out to join the fight in the next round. If her guard falls or she faces at least three enemies, and negotiation isn’t an option, she turns invisible and tries to escape into area 36 or through the secret door that leads east out of area 40. **Nimira** uses Enlarge and comes out to join the fight in the next round. If her guard falls or she faces at least three enemies, and negotiation isn’t an option, she turns invisible and tries to escape into area 36 or through the secret door that leads east out of area 40.
  
-**//Negotiation.//** **Nimira** is an excellent fighter, but she is pragmatic and willing to negotiate in the right circumstances. She knows the same information as the duergar in area 36 and might be convinced to guide the party to the chasm that leads to the dragon’s lair (//area 38//).+**//Negotiation.//** **Nimira** is an excellent fighter, but she is pragmatic and willing to negotiate in the right circumstances. She knows the same information as the duergar in area 36 and might be convinced to guide the party to the chasm that leads to the mindflayer lair (//area 38//).
  
-<HTML><blockquote> 
 == Arundil’s Animated Objects == == Arundil’s Animated Objects ==
  
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 These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area. These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area.
-</blockquote></HTML> 
-==== 40. Durgeddin’s Quarters ==== 
  
-Durgeddin led a spartan lifestyle, eschewing rich decorations and treasures in his personal quarters. **Nimira** has appropriated the room for her own use.+==== 40. Duredin’s Quarters ==== 
 + 
 +Duredin led a spartan lifestyle, eschewing rich decorations and treasures in his personal quarters. **Nimira** has appropriated the room for her own use. 
 + 
 +<blockquote> 
 +Cette pièce semble être une chambre à coucher. Dans un coin sud se dresse une grande plateforme de couchage en bois, gravement creusée par des coups de hache et partiellement brûlée. Une table, un banc et un bureau ont été traités de la même manière. Au milieu du mur sud, un espace a été aménagé pour une simple paillasse et deux grandes sacoches. Deux portes donnent sur la pièce au nord. 
 +</blockquote>
  
-<HTML><blockquote> 
-> This room appears to be a bedchamber. In one corner to the south stands a large wooden sleeping platform, badly gouged by axe blows and partially burned. A table, a bench, and a writing desk have been similarly treated. In the middle of the southern wall, a space has been cleared for a simple sleeping pallet and a pair of large satchels. Two doors exit the room to the north. 
-</blockquote></HTML> 
 If the party enters the room through the secret door in the closet (see below), or if the characters avoided or quietly dealt with the guard in area 39, **Nimira** is here, resting on the pallet. Otherwise, the room is empty. The satchels contain mundane supplies: extra clothes, food, lamp oil, and similar stuff. If the party enters the room through the secret door in the closet (see below), or if the characters avoided or quietly dealt with the guard in area 39, **Nimira** is here, resting on the pallet. Otherwise, the room is empty. The satchels contain mundane supplies: extra clothes, food, lamp oil, and similar stuff.
  
 The door in the northwest corner leads to a bathing area, fitted with two small clay tanks to hold wash water. The northeast door opens into a closet containing the mildewed remnants of several cloaks. The door in the northwest corner leads to a bathing area, fitted with two small clay tanks to hold wash water. The northeast door opens into a closet containing the mildewed remnants of several cloaks.
  
-**//Secret Door.//** The east wall of the closet conceals a secret door. The door isn’t well hidden, requiring a successful DC 10 Wisdom (Perception) check to find. **Nimira** knows about the secret passage and escapes through it if pressed.+**//Secret Door.//** The east wall of the closet conceals a secret door. The door isn’t well hidden, requiring a successful **DC 10 Wisdom (Perception) check** to find. **Nimira** knows about the secret passage and escapes through it if pressed.
  
 ==== 41. Kitchens ==== ==== 41. Kitchens ====
  
-<HTML><blockquote> +<blockquote> 
-> The stairs leading south from the pillared hall end at a wooden doorBeyond is a corridor that opens up into a large room lined with hearthsThis room must once have served as the kitchenpotspanscauldrons, and kettles lie scattered on the floor and strewn across several tables. An archway to the west leads into a pantry filled with rotted foodstuffsSuddenlyyou hear a scraping soundand a big wooden table shudders and begins to moveheading right for you+L'escalier menant au sud depuis le hall sur une porte en boisAu-delà, un couloir mène à une grande pièce bordée de cheminéesCette pièce devait autrefois servir de cuisine casserolespoêleschaudrons et bouilloires jonchent le sol et sont éparpillés sur plusieurs tables. Une arche à l'ouest mène à un garde-manger rempli de denrées avariéesSoudainvous entendez un grincementet une grande table en bois tremble et se met à bougerfonçant droit sur vous ! 
-</blockquote></HTML> +A changer - table 
-**//Creature.//** An **animated table** (see //appendix B//) activates when someone enters the main part of the room. It fights until destroyed but won’t attack a dwarf. See the “//Arundil’s Animated Objects//” sidebar.+</blockquote> 
 + 
 +**//Creatures.//** An **animated table** (see //appendix B//) activates when someone enters the main part of the room. It fights until destroyed but won’t attack a dwarf. See the “//Arundil’s Animated Objects//” sidebar.
  
 The room is full of old, rusty iron pots, pans, cutlery, and cooking utensils, none of which are worth much. The room is full of old, rusty iron pots, pans, cutlery, and cooking utensils, none of which are worth much.
  
-{{img/adventure/TftYP-TFoF/012-totyp-02-12.webp}}+Duergar Xarrorn ou Keg Robot ou Intellect devorer?!? ou ogre "butcher" ou intellect devorer + puppet 
 + 
 +{{:img_adventure_tftyp-tfof_012-totyp-02-12.webp}}
  
 ==== 42. Desecrated Shrine ==== ==== 42. Desecrated Shrine ====
  
-Durgeddin made his last stand in Khundrukar’s shrine, laying enemies low until the orcs finally overwhelmed him. Orc shamans pronounced dire curses over his remains to ensure that their terrible foe would never return. Then they entombed a fierce orc warrior to defend it forever in undeath.+Duredin made his last stand in Noldrunkar’s shrine, laying enemies low until the orcs finally overwhelmed him. Orc shamans pronounced dire curses over his remains to ensure that their terrible foe would never return. Then they entombed a fierce orc warrior to defend it forever in undeath.
  
-The door leading from //area 36// bears an inscription in Orc: “Beyond this door the Maker of Death is chained. May he gnaw on his own hate until the sun dies and all things end.”+The door leading from //area 36// bears an inscription in Orc: “Beyond this door the Maker of Death is chained. May he gnaw on his own hate until the sun dies and all things end.Au-delà de cette porte, le Créateur de la Mort est enchaîné. Puisse-t-il ronger sa haine jusqu'à ce que le soleil s'éteigne et que toute chose prenne fin.” 
 + 
 +<blockquote> 
 +This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone altar stands at the western end of the room. Stone benches have been smashed and thrown askew, and the icons of the gods have been defaced. 
 + 
 +Cette pièce était autrefois un sanctuaire dédié aux dieux des nains. Les murs sont sculptés de leurs images austères, et un autel bas en pierre se dresse à l'extrémité ouest de la pièce. Des bancs de pierre ont été brisés et jetés de travers, et les icônes des dieux ont été profanées. 
 + 
 +Au sommet de l'autel, les bras croisés sur la poitrine, repose le corps antique d'un guerrier nain en armure de plates. Des ossements s'entassent autour de la base de l'autel, et à ses pieds repose le corps desséché d'un orque vêtu de cuir clouté. 
 + 
 +Atop the altar, arms folded over his chest, lies the ancient corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather. 
 +</blockquote>
  
-<HTML><blockquote> 
-> This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone altar stands at the western end of the room. Stone benches have been smashed and thrown askew, and the icons of the gods have been defaced. 
- 
-> Atop the altar, arms folded over his chest, lies the ancient corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather. 
-</blockquote></HTML> 
 **//Creatures.//** The orc champion is now a **wight**, an undead monster that thirsts for life essence. Two of the piles of bones are **ogre skeletons** (use the **ogre** stat block; give it the undead creature type, vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions; and remove its ability to speak). The ogres were slain during the final battle and later animated to join the orc warrior in his watch. **//Creatures.//** The orc champion is now a **wight**, an undead monster that thirsts for life essence. Two of the piles of bones are **ogre skeletons** (use the **ogre** stat block; give it the undead creature type, vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions; and remove its ability to speak). The ogres were slain during the final battle and later animated to join the orc warrior in his watch.
  
 The wight and skeletons lie immobile until someone enters. They can’t pursue characters outside room. The wight and skeletons lie immobile until someone enters. They can’t pursue characters outside room.
  
-<HTML><blockquote> +<blockquote> 
-Some of the bones at the foot of the altar stir and form into a pair of towering skeletons clutching greatclubs. The dead orc warrior looks up at you and grins evilly, green fire burning in its hate-filled eyes as it stands. +Some of the bones at the foot of the altar stir and form into a pair of towering skeletons clutching greatclubs. The dead orc warrior looks up at you and grins evilly, green fire burning in its hate-filled eyes as it stands
-</blockquote></HTML> +Certains des os au pied de l'autel s'agitent et forment deux squelettes imposants, serrant de grandes massues. Le guerrier orc mort lève les yeux vers vous et vous sourit d'un air mauvais, un feu vert brûlant dans ses yeux emplis de haine
-**//Treasure.//** The orcs looted the shrine after the fall of Khundrukar, but two members of the previous expedition fell to the undead defenders with valuables in their possession. Under a scattering of bones near the altar can be found a sack that holds 280 gp and a bone case that contains a //spell scroll// of //web// and a //spell scroll// of //spider climb//.+</blockquote> 
 + 
 +**//Treasure.//** The orcs looted the shrine after the fall of Noldrunkar, but two members of the previous expedition fell to the undead defenders with valuables in their possession. Under a scattering of bones near the altar can be found a sack that holds 280 gp and a bone case that contains a //spell scroll// of //web// and a //spell scroll// of //spider climb//.
  
 ==== 43. Entrance to the Dwarf-Halls ==== ==== 43. Entrance to the Dwarf-Halls ====
  
-The dwarves of Khundrukar once resided in private rooms to the north of the great hall. When the orcs came through, they cut down all the dwarves they found and stripped the treasure out of the place.+The dwarves of Noldrunkar once resided in private rooms to the north of the great hall. When the orcs came through, they cut down all the dwarves they found and stripped the treasure out of the place.
  
-<HTML><blockquote> +<blockquote> 
-> The door opens into a large chamber with a dark pool in the centerBits of smashed furniture and other debris are scattered about the floorHallways lead off to the east and the west+La porte s'ouvre sur une grande pièce avec un bassin sombre au centreDes morceaux de meubles brisés et autres débris jonchent le sol2 couloirs mènent à l'est et à l'ouest
- + 
-> A weird moaning fills the areaslowly becoming recognizable as Dwarvish cursesThe sound rises to angry shouting and grows closerThen the translucent form of an armored dwarf appears through a wall and attacks+Un gémissement étrange emplit la piècedevenant peu à peu reconnaissable à des jurons nainsLe son s'élève jusqu'à devenir des cris de colère et se rapprochePuis la forme translucide d'un nain en armure apparaît à travers un mur et attaque 
-</blockquote></HTML> +</blockquote> 
-**//Creature.//** Area 43, //area 46//, and all the rooms marked 44 are now the demesne of the dwarf mage Arundil, who lingers as an insane **ghost**.+ 
 +**//Creatures.//** Area 43, //area 46//, and all the rooms marked 44 are now the demesne of the dwarf mage Arundil, who lingers as an insane **ghost**.
  
 The ghost relentlessly attacks anyone who enters its territory (most likely in either area 43 or area 46) but can’t pursue characters who retreat beyond its domain. If the ghost is turned, it flees to one of the empty rooms labeled as area 44. The ghost relentlessly attacks anyone who enters its territory (most likely in either area 43 or area 46) but can’t pursue characters who retreat beyond its domain. If the ghost is turned, it flees to one of the empty rooms labeled as area 44.
  
-**//Development.//** Arundil’s ghost is tormented by grief and shame over abandoning his kin to die (see //area 47//). The spirit might be laid to rest if the characters can convince it that they have cleansed Khundrukar.+**//Development.//** Arundil’s ghost is tormented by grief and shame over abandoning his kin to die (see //area 47//). The spirit might be laid to rest if the characters can convince it that they have cleansed Noldrunkar 
 + 
 +Ghost d'un Noldrun leader?!?
  
 ==== 44. Looted Rooms ==== ==== 44. Looted Rooms ====
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 ==== 45. Skeleton Room ==== ==== 45. Skeleton Room ====
  
-One of the smaller chambers once served as a small barracks. Half a dozen dwarves perished here and were later animated by Arundil (see //area 47//). He ordered them to defend their post against all intruders.+One of the smaller chambers once served as a small barracks.
  
-<HTML><blockquote> +<blockquote> 
-> This chamber might once have been a barracksThe remains of six wooden bunks lean against the wallsburned and hacked by pillagersand half a dozen skeletal dwarves lie here and there on the floor. With clicking and scraping soundsthe skeletons rise and advance on you+Cette pièce devait servir de garnison autrefoisLes vestiges de six couchettes en boisbrûlées et déchiquetées par des pillardssont appuyés contre les murset une demi-douzaine de nains squelettiques gisent çà et là sur le solDans 3 couchettes des créatures trapues et difformes ressemblant à 2 gobelins smasher ensemble se reposent 
-</blockquote></HTML> +</blockquote> 
-**//Creatures.//** The six **skeletons** attack any non-undead creature that enters. They don’t pursue anyone beyond this chamber.+ 
 +**//Creatures.//** 3 Dolgrims habitte cette caserne et sont surpris par les PC
  
 **//Treasure.//** The rogue from the failed expedition lies in this room, her desiccated corpse half-buried under wrecked furniture. A pouch on her belt contains 670 sp. **//Treasure.//** The rogue from the failed expedition lies in this room, her desiccated corpse half-buried under wrecked furniture. A pouch on her belt contains 670 sp.
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 The open courtyard in the east end of the residential area was the site of a pitched battle between dwarves and orcs. The open courtyard in the east end of the residential area was the site of a pitched battle between dwarves and orcs.
  
-<HTML><blockquote> +<blockquote> 
-The hallway leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie where they fell a hundred years ago, surrounded by the remains of at least a dozen orc warriors. The dead have been stripped of their arms and armor; only a handful of broken weapons and shattered shields remain. +The hallway leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie where they fell a hundred years ago, surrounded by the remains of at least a dozen orc warriors. The dead have been stripped of their arms and armor; only a handful of broken weapons and shattered shields remain
-</blockquote></HTML> +Le couloir mène à une grande salle ouverte. Trois portes s'y ouvrent, et un bassin sombre remplit un bassin de pierre bas en son centre. La salle est jonchée des restes de vieux guerriers. Sept corps nains gisent là où ils sont tombés il y a un siècle, entourés des restes d'au moins une douzaine de guerriers orques. Les morts ont été dépouillés de leurs armes et de leurs armures ; seuls subsistent quelques armes brisées et des boucliers brisés
-**//Creature.//** If the characters approach this area from the secret door to the south before entering //area 43//, Arundil the **ghost** confronts them here; refer to the encounter in area 43. Otherwise, there is nothing dangerous or valuable in the area.+</blockquote> 
 + 
 +**//Creatures.//** If the characters approach this area from the secret door to the south before entering //area 43//, Arundil the **ghost** confronts them here; refer to the encounter in area 43. Otherwise, there is nothing dangerous or valuable in the area.
  
 ==== 47. Arundil’s Chambers ==== ==== 47. Arundil’s Chambers ====
  
-Arundil, the leading mage of Khundrukar and Durgeddin’s trusted advisor, lived in a spacious room close to the great hall. During the final assault of the orcs, Arundil used his magic to escape the slaughter. He returned to find all his kinfolk dead. Driven insane with grief, he tried to repair some of the complex’s defenses, animating dead warriors and various objects to kill any intruders that returned. In his madness, he even summoned a fiend (see //area 49//), and he perished at its hands not long after.+Arundil, the leading mage of Noldrunkar and Duredin’s trusted advisor, lived in a spacious room close to the great hall. During the final assault of the orcs, Arundil used his magic to escape the slaughter. He returned to find all his kinfolk dead. Driven insane with grief, he tried to repair some of the complex’s defenses, animating dead warriors and various objects to kill any intruders that returned. In his madness, he even summoned a fiend (see //area 49//), and he perished at its hands not long after. 
 + 
 +<blockquote> 
 +This chamber must once have been the personal quarters of an important dwarf. It is decorated with tapestries and furnished comfortably, although age has taken its toll on the contents. Apparently, the room has not been looted. A beautiful rug covers the center of the floor, and a simple bed and writing desk stand in the southwest corner. 
 +Cette chambre a dû être autrefois le logement personnel d'un nain important. Décorée de tapisseries et confortablement meublée, elle a subi les effets du temps. Apparemment, elle n'a pas été pillée. Un magnifique tapis recouvre le centre du sol, et un lit simple et un bureau trônent dans l'angle sud-ouest. 
 +</blockquote>
  
-<HTML><blockquote> +**//Creatures.//** The rug, 20 feet square, is actually a Gargantuan **rug of smothering** CR2 that activates when any non-dwarf sets foot on it. It fights until destroyed but doesn’t attack a dwarf under any circumstances. See “//Arundil’s Animated Objects//” above.
-> This chamber must once have been the personal quarters of an important dwarf. It is decorated with tapestries and furnished comfortably, although age has taken its toll on the contents. Apparently, the room has not been looted. A beautiful rug covers the center of the floor, and a simple bed and writing desk stand in the southwest corner. +
-</blockquote></HTML> +
-**//Creature.//** The rug, 20 feet square, is actually a Gargantuan **rug of smothering** that activates when any non-dwarf sets foot on it. It fights until destroyed but doesn’t attack a dwarf under any circumstances. See “//Arundil’s Animated Objects//” above.+
  
 **//Treasure.//** Beneath the bed is a small wooden chest containing 1,200 sp, 3,000 cp, and a square of silk in which are wrapped a star sapphire worth 500 gp and a pair of matched blue topazes worth 90 gp each. **//Treasure.//** Beneath the bed is a small wooden chest containing 1,200 sp, 3,000 cp, and a square of silk in which are wrapped a star sapphire worth 500 gp and a pair of matched blue topazes worth 90 gp each.
Line 1262: Line 1063:
 ==== 48. Looted Armory ==== ==== 48. Looted Armory ====
  
-Khundrukar’s armory was looted long ago. Its door is made of iron plates, but the lock was broken during the pillaging—it can be forced open with a successful DC 15 Strength check.+Noldrunkar’s armory was looted long ago. Its door is made of iron plates, but the lock was broken during the pillaging—it can be forced open with a successful DC 15 Strength check.
  
-<HTML><blockquote> +<blockquote> 
-Rows of empty weapon racks and a dozen or more armor stands indicate that this room was once an armory. Some debris litters the floor, but nothing of value is readily apparent. +Rows of empty weapon racks and a dozen or more armor stands indicate that this room was once an armory. Some debris litters the floor, but nothing of value is readily apparent
-</blockquote></HTML> +Des rangées de râteliers d'armes vides et une douzaine de supports d'armures indiquent que cette pièce était autrefois une armurerie. Quelques débris jonchent le sol, mais rien de précieux n'est visible
-**//Creature.//** One of the armor stands is actually an animated object (use the **animated armor** stat block), which activates when a non-dwarf enters the room. It fights until destroyed. See “//Arundil’s Animated Objects//” above.+</blockquote> 
 + 
 +**//Creatures.//** One of the armor stands is actually an animated object (use the **animated armor** stat block CR1), which activates when a non-dwarf enters the room. It fights until destroyed. See “//Arundil’s Animated Objects//” above.
  
 ==== 49. Idalla’s Den ==== ==== 49. Idalla’s Den ====
  
-The mad dwarf Arundil used every magical tool at his disposal to protect the complexHe not only animated objects and the bones of the dead but called upon more dangerous magic in his futile attempt to make the place safeIn the former chambers of a dwarf scholartucked away in the eastern end of Khundrukarhe found a scroll that he tried to use to bind a fiend to his service.+<blockquote> 
 +Cette pièce était autrefois une bibliothèque ou un bureauDes étagères sont disposées contre les mursDes piles de livres reposent sur une table de lecture au milieu de la pièce. L'air empeste le papier moisi. Des portes donnent au nord, à l'est et au sud. 
 + 
 +Une belle femme mince aux longs cheveux noirs est assise devant la table, l'air extrêmement triste. Ses vêtementsbien que usésne nuisent guère à son apparence. 
 +</blockquote>
  
-<HTML><blockquote> +**//Creatures.//** Idalla sert séparer les groupes et envoyer des cerveaux humains à Xetzirbor
-> This room was once a library or a study. Bookshelves stand against the walls. Piles of books rest on a reading table in the middle of the room. The air reeks of moldy paper. Doors exit to the north, east, and south. +
->  +
-> A beautiful, slender woman with long black hair sits in a chair at the table, looking extremely sad. Her clothing, though well worn, does little to detract from her appearance. +
-</blockquote></HTML> +
-**//Creature.//** Arundil summoned **succubus** and commanded it to guard the area that is now the domain of Arundil’s ghost (see //area 43//). But the fiend easily overpowered Arundil’s will, then toyed with him cruelly until it finally drained his life force.+
  
-The succubus, which calls itself Idalla, claimed the scholar’s library for its own and spends much time here reading through the collected lore. It learned of Khundrukar’s history from the scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. It consumed the wizard from the previous expedition, who took refuge in this library after his companions were killed. Since that time, it has spread rumors to draw more adventurers to its lair.+The doppelganger, which calls itself Idalla, claimed the scholar’s library for its own and spends much time here reading through the collected lore. It learned of Noldrunkar’s history from the scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. Elle et Doppelganger numéro 1 ont un système pour attirer des aventuriers humains
  
-Idalla takes the form of a human woman. When the characters enter, the fiend jumps up and begs to be released from imprisonment. Idalla tells the characters that she is a captive of a wizard who resides below this level. The succubus plays the role to the hilt, trembling and crying as it spins a tale of woe. It tries to split up the group, persuading one character to remain (using its Charm attack if necessary) while the others deal with the wizard. If they leave anyone alone with Idalla, the fiend attempts to kiss and drain the hapless dupe. The succubus is an adept liar and mixes in just enough of the truth to be convincing; see the “Idalla’s Story” sidebar.+Idalla takes the form of a human woman. When the characters enter, elle jumps up and begs to be released from imprisonment. Idalla tells the characters that she is a captive of a wizard who resides below this level. The doppelganger plays the role to the hilt, trembling and crying as it spins a tale of woe. It tries to split up the group, persuading one character to remain while the others deal with the wizard. If they leave anyone alone with Idalla, elle tente de le neutraliser et de prendre sa place. The doppelganger is an adept liar and mixes in just enough of the truth to be convincing; see the “Idalla’s Story” sidebar.
  
-If the characters attack, Idalla attempts to charm the most dangerous-looking character and turn him or her against the party while the fiend fades into the Ethereal.+Elle va tenter de séduire quelqu’un pour le neutraliser en couchant avec
  
-<HTML><blockquote> 
 == Idalla’s Story == == Idalla’s Story ==
  
-Idalla takes delight in misleading the characters. The fiend can impart the following bits of information:+Idalla takes delight in misleading the characters.
  
   * The wizard lives below this area. He wants to use Idalla for a study on prolonging life. (False.)   * The wizard lives below this area. He wants to use Idalla for a study on prolonging life. (False.)
-  * The wizard told Idalla a bit of the history of Khundrukar and the fate of Durgeddin, which she can pass on. (The information is true, but the succubus learned history from reading the books here, not from the wizard.) +  * The wizard told Idalla a bit of the history of Noldrunkar and the fate of Duredin, which she can pass on. (The information is true, but the doppelganger learned history from reading the books here, not from the wizard.)
-  * A doppelganger lurks in the Glitterhame. (False.)+
   * A dead dwarf haunts the halls, reduced to a mad, gibbering spirit. (True; this is the ghost of Arundil.)   * A dead dwarf haunts the halls, reduced to a mad, gibbering spirit. (True; this is the ghost of Arundil.)
-  * An ancient dragon lairs below the Foundry. (Partly true; Nightscale is a young dragon.) +  * Un jeune dragon lairs below the Foundry avec un énorme trésor. (False sauf pour le trésor)
-</blockquote></HTML> +
-**//49a (Bedchamber).//** The adjoining room was the sleeping quarters of the dwarf scholar. It is moldy and very stuffy. Anyone who looks around the room finds a secret compartment in one of the walls with a successful DC 15 Wisdom (Perception) check.+
  
-**//Treasure.//** The dwarf scholar amassed a small amount of treasure, which he kept in the secret compartment: 110 gp and a cat’s-eye gem worth 70 gp. In the library, in addition to an extensive collection of dwarven lore, the characters can find four //spell scrolls// (of //alarm//, //disguise self//, //enlarge/reduce//, and //shield//). The shelves might also include more scrolls, useful information tying in to future adventures, items of value to a collector, or other interesting lore, as you see fit. 
  
-===== The Black Lake =====+**//49a (Bedchamber).//** The adjoining room was the sleeping quarters of the dwarf scholar. It is moldy and very stuffy. Anyone who looks around the room finds a secret compartment in one of the walls with a successful **DC 15 Wisdom (Perception) check**. 
 +  
 +**//Treasure.//** The dwarf scholar amassed a small amount of treasure, which he kept in the secret compartment: 110 gp and a cat’s-eye gem worth 70 gp. In the library, in addition to an extensive collection of dwarven lore, the characters can find four //spell scrolls// (of //alarm//, //disguise self//, //enlarge/reduce//, and //shield//). The shelves might also include more scrolls, useful information tying in to future adventures, items of value to a collector, or other interesting lore, as you see fit.
  
-The darkest and most remote corner of the Glitterhame’s cavern system, the Black Lake is a large, winding cavern filled with water that drains from the Dark Mere through a submerged siphon. From the lake, the subterranean river flows west through the Sinkhole, across the bottom of the chasm in //area 3// of the Mountain Door, and onward for about 5 miles until it emerges at the surface.+===== The Brine Pool ===== 
 +Trouver un map ou modifier la map pour plus Illithide et plus profond dans le Khyber 
 +The darkest and most remote corner of the Glitterhame’s cavern system, the Brine Pool is a large, winding cavern filled with water that drains from the Dark Mere through a submerged siphon. From the lake, the subterranean river flows west through the Sinkhole, across the bottom of the chasm in //area 3// of the Mountain Door, and onward for about 5 miles until it emerges at the surface.
  
-The dwarves of Khundrukar never settled these caverns, although Durgeddin had his followers begin work on an escape route through the depths.+The dwarves of Noldrunkar never settled these caverns, although Duredin had his followers begin work on an escape route through the depths.
  
-The Black Lake is now the domain of Nightscale**young black dragon**. Here she has built her hoard, having slowly collected most of the remaining loot from Khundrukar. From the lake, Nightscale can swim to the Sinkhole, climb up to the Glitterhame, or fly up to the Foundry through the chasm there. The troglodytes fear and worship the dragon. The duergar have negotiated an uneasy truce with Nightscale, paying her a modest tribute to leave them alone.+The Brine Pool is now the domain of Xetzirboran **illithid**. Here she has built her hoard, having slowly collected most of the remaining loot from Noldrunkar. From the lake, Xetzirbor can swim to the Sinkhole, climb up to the Glitterhame, or fly up to the Foundry through the chasm there. The troglodytes fear and worship the dragon. The duergar have negotiated an uneasy truce with Xetzirbor, paying her a modest tribute to leave them alone.
  
 The following locations are identified on map 2.6. The following locations are identified on map 2.6.
  
-{{img/adventure/TftYP-TFoF/013-totyp-02-13.webp|Map 2.6: The Black Lake}}{{img/adventure/TftYP-TFoF/019-tfof05.webp|Player Version}} ### 50. The Cascade+{{:img_adventure_tftyp-tfof_013-totyp-02-13.webp|Map 2.6: The Brine Pool}}{{:img_adventure_tftyp-tfof_019-tfof05.webp|Player Version}} ### 50. The Cascade
  
 The stream in //area 38// flows over the edge of the chasm and pours down into a turbulent pool. The stream in //area 38// flows over the edge of the chasm and pours down into a turbulent pool.
  
-<HTML><blockquote> +<blockquote> 
-A thundering spray of water fills this chamber, pooling and flowing out to join a larger river to the north. The air is damp, and the roar of the waterfall is deafening. A broad ledge heads north toward the river and then turns out of sight to the east. The muddy bank of the pool looks disturbed by tracks of some kind. +A thundering spray of water fills this chamber, pooling and flowing out to join a larger river to the north. The air is damp, and the roar of the waterfall is deafening. A broad ledge heads north toward the river and then turns out of sight to the east. The muddy bank of the pool looks disturbed by tracks of some kind. 
-</blockquote></HTML>+</blockquote> 
 A character who makes a successful DC 10 Wisdom (Survival) check identifies the tracks as those of a Large reptilian creature with four feet and a long tail. The tracks lead away from the hard stone of the ledge to the north (where they can’t be seen) and into the water. A character who makes a successful DC 10 Wisdom (Survival) check identifies the tracks as those of a Large reptilian creature with four feet and a long tail. The tracks lead away from the hard stone of the ledge to the north (where they can’t be seen) and into the water.
  
 ==== 51. Dwarven Bridges ==== ==== 51. Dwarven Bridges ====
  
-Durgeddin’s followers built two stone bridges when they started work on the escape route through this level. The chain ladder that drops from the north ledge of area 38 ends just above the ground in the area south of the western bridge.+Duredin’s followers built two stone bridges when they started work on the escape route through this level. The chain ladder that drops from the north ledge of area 38 ends just above the ground in the area south of the western bridge.
  
 If the characters reached this area by using the chain ladder or otherwise descending through the chasm, read or paraphrase the following text. Adjust the information as needed if they arrive here by a different route. If the characters reached this area by using the chain ladder or otherwise descending through the chasm, read or paraphrase the following text. Adjust the information as needed if they arrive here by a different route.
  
-<HTML><blockquote> +<blockquote> 
-A fast-moving underground river roars from east to west under a stone bridge. The bottom of the chain ladder is near the south bank of the river. On the north side of the bridge, a ledge continues to the east. +A fast-moving underground river roars from east to west under a stone bridge. The bottom of the chain ladder is near the south bank of the river. On the north side of the bridge, a ledge continues to the east. 
-</blockquote></HTML>+</blockquote> 
 If the characters go north and cross the bridge, read: If the characters go north and cross the bridge, read:
  
-<HTML><blockquote> +<blockquote> 
-After a short distance, the ledge leading east bends to the south, and a second bridge surmounts the river. +After a short distance, the ledge leading east bends to the south, and a second bridge surmounts the river. 
-</blockquote></HTML> +</blockquote> 
-The western bridge is safe, but the bridge to the east is not. It has settled considerably, some of its stone blocks leaning precariously. Also, the stone has a curiously pitted appearance (which was caused by Nightscale’s acid breath). A character who succeeds on a DC 10 Intelligence (Investigation) check can determine that the stone was affected by acid, although the source of the acid isn’t apparent.+ 
 +The western bridge is safe, but the bridge to the east is not. It has settled considerably, some of its stone blocks leaning precariously. Also, the stone has a curiously pitted appearance (which was caused by Xetzirbor’s acid breath). A character who succeeds on a DC 10 Intelligence (Investigation) check can determine that the stone was affected by acid, although the source of the acid isn’t apparent.
  
 **//Hazard.//** The weakened bridge can’t take much weight before it collapses. If more than one Small or larger creature is on the bridge at one time, or if a character in heavy armor steps onto it, the arch fails. Any creature on the span must succeed on a DC 10 Dexterity saving throw to catch itself on the ledge. On a failed save, a creature falls, takes 7 (2d6) bludgeoning damage from falling timbers and stones, and is caught in the river’s current (see “//Fast-Flowing Water//” above). **//Hazard.//** The weakened bridge can’t take much weight before it collapses. If more than one Small or larger creature is on the bridge at one time, or if a character in heavy armor steps onto it, the arch fails. Any creature on the span must succeed on a DC 10 Dexterity saving throw to catch itself on the ledge. On a failed save, a creature falls, takes 7 (2d6) bludgeoning damage from falling timbers and stones, and is caught in the river’s current (see “//Fast-Flowing Water//” above).
  
-==== 52. Nightscale’s Lair ====+==== 52. Xetzirbor’s Lair ====
  
-When the characters first approach the southeastern shore of the lake, Nightscale is dozing on her hoard on the island (area 53). The dragon is immediately alerted to their presence if the characters make noise, carry light sources, or trigger the collapse of the bridge. Otherwise, the characters don’t draw the dragon’s attention unless they move all the way to the ledge directly south of area 53.+When the characters first approach the southeastern shore of the lake, Xetzirbor is dozing on her hoard on the island (area 53). The dragon is immediately alerted to their presence if the characters make noise, carry light sources, or trigger the collapse of the bridge. Otherwise, the characters don’t draw the dragon’s attention unless they move all the way to the ledge directly south of area 53.
  
-<HTML><blockquote> +<blockquote> 
-The dilapidated bridge leads to another ledge that winds southeast alongside a very large lake, apparently the source of the underground river. The cavern is quite large; the lake’s far shore is lost in shadow, and the echoes of water seem to indicate a very sizable cave. +The dilapidated bridge leads to another ledge that winds southeast alongside a very large lake, apparently the source of the underground river. The cavern is quite large; the lake’s far shore is lost in shadow, and the echoes of water seem to indicate a very sizable cave
-</blockquote></HTML+Le pont délabré mène à une autre corniche qui serpente vers le sud-est le long d'un très grand lac, apparemment la source de la rivière souterraine. La caverne est assez vaste ; la rive opposée du lac est plongée dans l'ombre, et les échos de l'eau semblent indiquer une grotte de très grande taille
-**//Creature.//** When Nightscale becomes aware of intruders, the **young black dragon** slips into the water, quietly swimming to a point near the three stepping stones shown on the map. Any character watching the lake can make a Wisdom (Perception) check contested by the dragon’s Dexterity (Stealth) check. On a successful check, the character catches a glimpse of a serpentine form moving in the darkness.+</blockquote> 
 +**//Creatures.//** When Xetzirbor becomes aware of intruders, the **illithid** slips into the water, quietly swimming to a point near the three stepping stones shown on the map. Any character watching the lake can make a Wisdom (Perception) check contested by the dragon’s Dexterity (Stealth) check. On a successful check, the character catches a glimpse of a serpentine form moving in the darkness.
  
-The dragon takes full advantage of her aquatic environment and never offers an easy target to enemies. She begins combat at a range of 20 to 30 feet, raising only her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Nightscale doesn’t resort to melee combat unless she is confronted underwater. If the dragon is reduced to 40 hit points or fewer, she tries to escape through the passage in //area 54//.+The dragon takes full advantage of her aquatic environment and never offers an easy target to enemies. She begins combat at a range of 20 to 30 feet, raising only her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Xetzirbor doesn’t resort to melee combat unless she is confronted underwater. If the dragon is reduced to 40 hit points or fewer, she tries to escape through the passage in //area 54//.
  
-**//Negotiation.//** Nightscale isn’t inclined to parley with the characters unless they surrender, give her all of their treasure, and throw their arms and armor in the lake. If the characters seriously injure her, Nightscale might bargain to buy time so she can later move her hoard. Only when she is near death does she abandon her treasure.+**//Negotiation.//** Xetzirbor isn’t inclined to parley with the characters unless they surrender, give her all of their treasure, and throw their arms and armor in the lake. If the characters seriously injure her, Xetzirbor might bargain to buy time so she can later move her hoard. Only when she is near death does she abandon her treasure.
  
-{{img/adventure/TftYP-TFoF/014-totyp-02-14.webp}}+{{:img_adventure_tftyp-tfof_014-totyp-02-14.webp}}
  
-==== 53. Nightscale’s Hoard ====+==== 53. Xetzirbor’s Hoard ====
  
 When the characters come into view of the island for the first time, read: When the characters come into view of the island for the first time, read:
  
-<HTML><blockquote> +<blockquote> 
-A short distance offshore sits a small isle thirty or forty feet across. Stalagmites thrust up at the ceiling above, and the dark waters lap quietly at its shores. Several spots on its surface glimmer even in the gloom, suggesting the promise of treasure to be had. +A short distance offshore sits a small isle thirty or forty feet across. Stalagmites thrust up at the ceiling above, and the dark waters lap quietly at its shores. Several spots on its surface glimmer even in the gloom, suggesting the promise of treasure to be had
-</blockquote></HTML> +À quelques encablures du rivage se trouve un îlot d'une dizaine de mètres de diamètre. Des stalagmites se dressent au plafond, et les eaux sombres caressent doucement ses rives. Quelques points à sa surface scintillent même dans la pénombre, laissant présager la présence d'un trésor
-Nightscale keeps her treasure on the small island in the lake, and she spends most of her time resting here. If the characters have avoided attracting her attention so far and want to approach the island, they can do so quietly if every character’s Dexterity (Stealth) check meets or exceeds the dragon’s passive Perception score.+</blockquote>
  
-**//Treasure.//** Nightscale has accumulated considerable wealth from her plunder of Khundrukar. Her hoard contains 6,200 sp, 1,430 gp, two garnets worth 20 gp each, a black pearl worth 50 gp, a //wand of magic missiles//, a //+2 greataxe// bearing Durgeddin’s smith-mark, a //+1 shield//, a //potion of healing//, and a //potion of flying//.+Xetzirbor keeps her treasure on the small island in the lake, and she spends most of her time resting here. If the characters have avoided attracting her attention so far and want to approach the island, they can do so quietly if every character’s Dexterity (Stealth) check meets or exceeds the dragon’s passive Perception score. 
 + 
 +**//Treasure.//** Xetzirbor has accumulated considerable wealth from her plunder of Noldrunkar. Her hoard contains 6,200 sp, 1,430 gp, two garnets worth 20 gp each, a black pearl worth 50 gp, a //wand of magic missiles//, a //+2 greataxe// bearing Duredin’s smith-mark, a //+1 shield//, a //potion of healing//, and a //potion of flying//.
  
 ==== 54. The Dragon’s Passage ==== ==== 54. The Dragon’s Passage ====
  
-Beneath the surface of a small pool is an underwater passage that links the Black Lake to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long.+Beneath the surface of a small pool is an underwater passage that links the Brine Pool to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long.
  
 ===== Aftermath ===== ===== Aftermath =====
  
-The characters have overcome Khundrukar’s dangerous inhabitants and looted the dragon’s lair. What next? +The characters have overcome Noldrunkar’s dangerous inhabitants and looted the dragon’s lair. What next?
- +
-==== Resolving the Character Hooks ==== +
- +
-If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. +
- +
-=== Follow the Map === +
- +
-While the characters are exploring the stronghold, they might find another map, perhaps on the body of an adventurer from the previous expedition, or in the library in //area 49//. It could lead to a different dungeon, a city in some land far away, or an as-yet-unknown location rumored to hide a fabulous treasure.+
  
 === Track the Broken Blade === === Track the Broken Blade ===
  
-If the characters were sent to retrieve weapons for Baron Althon, they can bring him the //+1 longsword// from //area 22//, the //+2 greataxe// in //area 53//, the //handaxe// from //area 14//, and the //warhammer// from //area 23//. All bear Durgeddin’s smith-mark; Baron Althon pays 500 gp above the market price for each mundane weapon, 1,000 gp for the //+1 longsword//, and 6,000 gp for the //+2 greataxe//, if the characters are willing to sell.+If the characters were sent to retrieve weapons for Baron Althon, they can bring him the //+1 longsword// from //area 22//, the //+2 greataxe// in //area 53//, the //handaxe// from //area 14//, and the //warhammer// from //area 23//. All bear Duredin’s smith-mark; Baron Althon pays 500 gp above the market price for each mundane weapon, 1,000 gp for the //+1 longsword//, and 6,000 gp for the //+2 greataxe//, if the characters are willing to sell.
  
 === Vanquish the Orc Raiders === === Vanquish the Orc Raiders ===
Line 1390: Line 1189:
 ==== Further Adventures ==== ==== Further Adventures ====
  
-You can build an entire campaign around the duergar that occupy the Foundry. Perhaps they came here from a hidden city in even deeper caverns beneath the Sinkhole and the Black Lake. Your answers to the following questions form the basis for further adventures:+You can build an entire campaign around the duergar that occupy the Foundry. Perhaps they came here from a hidden city in even deeper caverns beneath the Sinkhole and the Brine Pool. Your answers to the following questions form the basis for further adventures:
  
   * How did the duergar get into the complex?   * How did the duergar get into the complex?
   * What is the mysterious project they are working on?   * What is the mysterious project they are working on?
-  * Did Durgeddin know of the duergar’s existence? +  * Did Duredin know of the duergar’s existence? 
-  * Do the duergar have some of Durgeddin’s items? If so, are they guarding them or using them?+  * Do the duergar have some of Duredin’s items? If so, are they guarding them or using them?
  
-You can also use this adventure to sow the seeds of the characters’ next activity. Perhaps the party encounters a legend of a magical treasure from Khundrukar’s fall, buried in the tomb of an evil knight. Maybe **Great Ulfe**’s ogre clan is terrorizing a nearby area, or an orc war chief wields a legendary weapon that was crafted by Durgeddin.+You can also use this adventure to sow the seeds of the characters’ next activity. Perhaps the party encounters a legend of a magical treasure from Noldrunkar’s fall, buried in the tomb of an evil knight. Maybe **El Gros Liath**’s ogre clan is terrorizing a nearby area, or an orc war chief wields a legendary weapon that was crafted by Duredin.
  
-Whatever form they take, the repercussions of the characters’ descent into Khundrukar have the potential to affect their lives for years to come.+Whatever form they take, the repercussions of the characters’ descent into Noldrunkar have the potential to affect their lives for years to come.
  
  
Line 1435: Line 1234:
 The creatures are presented in alphabetical order. The creatures are presented in alphabetical order.
  
-  * **Animated Table**+  * **Animated Table** CR2
   * **Barghest**   * **Barghest**
   * **Centaur Mummy**   * **Centaur Mummy**
Line 1474: Line 1273:
   * **White Maw**   * **White Maw**
   * **Yusdrayl**   * **Yusdrayl**
 +  
 +  
 +  
 +  
 +  
 +  
 +  
 +  16. High Cavern
 +
 +I am going to introduce the Duergar here. There is 1x Duergar (MM P. 122) acting as a scout. His 2 friends are trying to break into the Dwarven Tombs in Area 23 to get the treasure contained within. If he sees anyone, he starts to run to Area 23.
 +
 +17. Troglodyte Cavern
 +
 +Another straight combat encounter as per the book. Instead the Troglodytes will tell the players it's their home and to leave. If the players argue, they will attack. If the players offer help, they tell them to speak to their Chief, Kaargha, in Area 19.
 +
 +18. Troglodyte Warren
 +
 +The players may pass through freely if they mention Chief Kaargha. Otherwise, the Troglodyte act defensively/attack if threatened. They will point to the cave to the North to guide the players.
 +
 +19. Chieftain's Cave
 +
 +As written, Kaargha won't negotiate with anyone for any reason. I'm pretty sure my players will be fed up of smashing things by now. None of the other Troglodytes will talk and this guy is the tribe leader, so he should be willing to at least hear them out. He can provide the following details:
 +
 +The Troglodyte tribe are defending their caverns from the Greenskins (Orcs) upstairs, and the Greyskins (Duergar) to the East. Any they capture are sacrificed to The Stone God in The Sinkhole. I felt the lack of foreshadowing or warning on the Roper was not cool - it's potentially a party killer, so I wanted to hint at its existence
 +
 +They are struggling to find enough food - the Greyskins are taking a lot of fish and plants
 +
 +Additionally, there is a dangerous stone creature in the caves make crossing it difficult. It's killed many Duergar, but leaves his tribe alone. This is a Xorn, but because the Troglodytes do not carry any metal it leaves them alone (see Area 24 for this change)
 +
 +If the players tell him they dealt with the Orcs, they have his thanks and he will let the players rest here
 +
 +If the players tell him they took care of the Duergar and/or the creature in Area 24, he offers the Ruby from his treasure hoard as a reward. He keeps the chest hidden
 +
 +Next up - Roper territory!
 +
 +The Sinkhole
 +
 +The Roper aside, this is a pretty good place for players to rest. They can catch some fish/food in the waterfall pool, and the empty store room at Area 31 allows a Long Rest uninterrupted. There are no monsters patrolling down here, so they are fairly safe.
 +
 +30. Old Storeroom
 +
 +I have two issues with this room - first, a single Grey Ooze being down here doesn't make a lot of sense. Second, it's a waste of time and totally empty! Let's fix both of these.
 +
 +Instead of 1x Grey Ooze, 5x Giant Bats (MM P.323) nest here. They are sleeping and players can sneak past vs their passive perception of 11. I also modified the crates - the supplies are rotted, but all the crates are branded with Duredin's Clan mark - it's clear this was their supply room at one point. A few items have survived the ages:
 +
 +1x Potion of Healing
 +
 +An ancient Dwarven text that details the forging of the Warhammer Whelm. Duredin forged Whelm, then it was imbued with magic by Moradin at the Forge. The hammer was passed down through the clan, then ultimately lost to the ages. It's currently in White Plume Mountain
 +
 +33. Roper's Cavern
 +
 +Here we go, the biggest issue I had with this place. It comes out of nowhere and could wipe the party, but hopefully by now they've been warned enough to notice it. If attacked, I'm going to use Fiddlesticks suggestion and have it try to grapple as many people as it can into the water until they get 1 level of exhaustion. It's then going to let them go, plus the speed of the water evens out the Disadvantage on the escape check from the Roper's grapple. Even though it could hold them there until they drown, that's a bit of a dick move.
 +
 +With that out of the way, only two more to go!
 +
 +
 +
 +Between the nasty curses and nasty orcses, we've got several reasons for average folks to avoid anything to do with Clan Noldrun. To the best of my knowledge, this mingled reverence and aversion extends even to the point of a ceremonially vacant seat on the Iron Council, in honor of Noldrun, which none of the other Clans disturb. The political backdrop is, however, a bit wider than strictly the Iron Council. because the Mror Holds were once part of Karrnath. Many Karrns are stung by the remembrance of losing the Holds. In my conception, none is more stung than King Kaius himself, and he greatly desires their return to Karrnath. He sees the vacant seat on the Iron Council as an opportunity to accomplish that, and (through lesser magistrates) has tasked the party with recovering artifacts and heirlooms from Lord Duredin Noldrun, aka Duredin the Black. Using these as political leverage, Kaius plans to fill Noldrun's vacant seat on the Council with a Karrnathi Dwarf, whose first loyalty is to the Crown.
 +
 +The Brine Pool area instead becomes a **Brine Pool**, perhaps lapsed into dormancy before the Dwarves arrived. However, just as in the movie Alien, their arrival triggered a wakeup mechanism. Duredin himself, stooping down for a drink, was subjected to ceremorphosis! This gives us ties to both the Duergar and the Troglodytes. In the case of the former, it is well known in D&D lore that they were slaves to the Mind Flayers in ages past. It's no great leap to suggest that a) not all Duergar escaped their enslavement, or b) Illithids have subjected Dwarves to slavery many times over, and sometimes independently. These particular Duergar, then, are no strangers to the Forge (as written), but rather its true inhabitants. Besides the pyschic domination, they feel a lingering sense of duty towards this creature which was once their Lord. This injects that moral "touch of gray" Eberron is so known for.
 +
 +The Troglodytes, too, mesh well with this shift. Monster Manual p. 221 specifically lists Trogs among the Mind Flayers' common minions. I see them as having a more cultic devotion to it. A faceless voice that comes to them in dreams, occasionally beckoning one of their tribe to descend and "commune with the Whisperer." Ogres are also mentioned, so there's even room to claim that Great Liath is also being manipulated. This I would reveal through small bits of dialogue, odd phrases repeated by different creatures. The change to a Mind Flayer gives the dungeon a clearer through-line for the adventurers than what is originally presented. In this way, the players begin receiving background information well before encountering the doppelganger and the Ghost, and it can be broken up piecemeal, instead of one big lore dump. Finally, it holds the potential for surface politics to get very sticky. Perhaps Kaius succeeds, and the Iron Council is forced to recognize a seat held by an unabashedly pro-Karrnathi Dwarf. On the extreme other end, the party fails, the Mind Flayer learns of the situation, and ascends to the surface, claiming (or reclaiming?) Noldrun's seat for itself.
  
  
----- 
  
-====== Credits ======+Intellect Devorer CR 2
  
-  * **Compilers.** Kim Mohan, Mike Mearls 
-  * **Lead Rules Developer.** Jeremy Crawford 
-  * **Fifth Edition Conversion.** Chris Sims, Sean K Reynolds, Jennifer Clarke Wilkes 
-  * **Managing Editor.** Jeremy Crawford 
-  * **Editors.** Kim Mohan, Michele Carter 
-  * **Editorial Assistance.** Chris Dupuis, Ben Petrisor, Matt Sernett 
-  * **Art Director.** Kate Irwin 
-  * **Additional Art Direction.** Shauna Narciso, Richard Whitters 
-  * **Graphic Designer.** Emi Tanji 
-  * **Cover Illustrator.** Tyler Jacobson 
-  * **Interior Illustrators.** Mark Behm, Eric Belisle, Zoltan Boros, Noah Bradley, Sam Carr, Jedd Chevrier, Bud Cook, Olga Drebas, Wayne England, Lake Hurwitz, Izzy, Tyler Jacobson, Titus Lunter, Brynn Metheney, Scott Murphy, Claudio Pozas, Ned Rogers, Chris Seaman, Cory Trego-Erdner, Franz Vohwinkel, Mark Winters, Sam Wood, Ben Wootten 
-  * **Cartographers.** Jason A. Engle, Rob Lazzaretti, Mike Schley, Ben Wootten 
-  * **Producer.** Stan! 
-  * **Project Manager.** Heather Fleming 
-  * **Product Engineer.** Cynda Callaway 
-  * **Imaging Technicians.** Sven Bolen, Carmen Cheung, Kevin Yee 
-  * **Art Administration.** David Gershman 
-  * **Prepress Specialist.** Jefferson Dunlap 
-  * **Other D&D Team Members.** Bart Carroll, John Feil, Trevor Kidd, Adam Lee, Christopher Lindsay, Shelly Mazzanoble, Christopher Perkins, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito, Shawn Wood 
  
-==== Credits from the Original Adventures ====+Duergar CR 1 
 +Duergar spy CR 2
  
-  * **//Tomb of Horrors (1978).//** +Dolgaunt CR 3 
-    * **Design.** Gary Gygax +Dolgrim CR 1/2
-  * **//White Plume Mountain (1979).//** +
-    * **Design.** Lawrence Schick +
-    * **Editing and Suggestions.** Mike Carr, Allen Hammack, Harold Johnson, Tim Jones, Jeff Leason, Dave Sutherland, Jean Wells +
-    * **Art.** Dave Sutherland, Erol Otus, Darlene Pekul, Jeff Dee, David S. LaForce, Jim Roslof, Bill Willingham +
-  * **//The Hidden Shrine of Tamoachan (1980).//** +
-    * **Design.** Harold Johnson, Jeff R. Leason +
-    * **Able Assistance.** Dave Cook, Lawrence Schick +
-    * **Editing.** Harold Johnson +
-    * **Editing and Production.** Dave Cook, Jeff R. Leason, Lawrence Schick +
-    * **Illustrations.** Erol Otus, Jeff Dee, Gregory K. Fleming, David S. LaForce, David C. Sutherland III +
-  * **//Against the Giants (1981).//** +
-    * **Design.** Gary Gygax +
-    * **Editing.** Mike Carr, Timothy Jones, Jon Pickens, Lawrence Schick +
-    * **Art.** David C. Sutherland III, David A. Trampier, Jeff Dee, David S. LaForce, Erol Otis, Bill Willingham +
-  * **//The Sunless Citadel (2000).//** +
-    * **Design.** Bruce R. Cordell +
-    * **Editing.** Miranda Horner +
-    * **Cartography.** Todd Gamble +
-    * **Illustrations.** Dennis Cramer, Todd Lockwood +
-  * **//The Forge of Fury (2000).//** +
-    * **Design.** Richard Baker +
-    * **Editing.** Miranda Horner +
-    * **Cartography.** Todd Gamble +
-    * **Illustrations.** Dennis Cramer, Todd Lockwood +
-  * **//Dead in Thay (2014).//** +
-    * **Design.** Scott Fitzgerald Gray +
-    * **Editing.** Ray Vallese +
-    * **Cartography.** Mike Schley +
-    * **Illustrations.** Eric Belisle, Sam Carr, Tyler Jacobson, Miles Johnstone, Mark Winters+
  
-==== On the Cover ====+Derro CR 1/4 
 +Derro Apprentice CR 1 
 +Derro Savant CR 3
  
-{{img/adventure/TftYP/credits.webp|As proprietor of the Yawning Portal, Durnan has heard amazing tales from adventurers of all sorts from across the multiverse, as seen in this array of characters by Tyler Jacobson.}}{{img/adventure/TftYP/credits1.webp|See if you can identify the face and the adventure found in {@i Tales from the Yawning Portal}.}}//(1. Gargoyle (Tomb of Horrors); 2. Tarul Var (Dead in Thay); 3. Mialee (Sunless Citadel); 4. Sir Bluto Sans Pite (White Plume Mountain); 5. Tordek (Forge of Fury); 6. Xipe, the Oni (Hidden Shrine of Tamoachan); 7. Manticore (White Plume Mountain); 8. Kieren, Chosen of Ilmater (Dead in Thay))//+Skeleton 1/
 +Wight 3 
 +Ogre 2
  
 +  * **Animated Table** CR2