06.01.2015 Views

The Temple Between.pdf

The Temple Between.pdf

The Temple Between.pdf

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>The</strong> <strong>Temple</strong> <strong>Between</strong><br />

C9A: Rescuing Durkik<br />

When the PCs descend the ladder beneath the<br />

trapdoor in the warehouse, read:<br />

You are within a narrow, stone-walled hallway. Mildew<br />

darkens the mortar between the bricks and fills the air<br />

with the damp scent of rot. A steel door, speckled with rust,<br />

stands at the far end of the hall. It boasts a small barred<br />

window, but from here you cannot see what might lie<br />

beyond.<br />

Once the PCs near the door and can see through<br />

the bars, continue:<br />

A dwarf, his flesh bruised and beaten, his hair and beard<br />

matted with blood, stands chained to the far wall of a<br />

stench-ridden, claustrophobic cell. It takes you a moment<br />

to recognize him as none other than High Priest Durkik<br />

Forgeheart!<br />

Slowly, as though even so minor a move pains him,<br />

he looks up to meet your gaze through the bars, his eyes<br />

widening slightly as he recognizes you. “Be careful,” he<br />

rasps in a hoarse voice. “<strong>The</strong> door’s trapped.”<br />

He gestures with a finger, the chain clinking, to indicate<br />

a series of tubes that protrude from the walls of the cell,<br />

pointing in his direction. “And not to kill you, either,” he<br />

adds impassively. “<strong>The</strong>y don’t want me escaping.”<br />

<strong>The</strong> door can be picked with a DC 21 Thievery check<br />

(as can the chains on his wrists, once the PCs move<br />

inside), but if the door is opened without the safeguards<br />

being disabled, one or more of the tubes fires a<br />

sharpened spike into Durkik’s chest, killing him. <strong>The</strong><br />

“trap” is three traps, each of which must be disabled.<br />

3 Spike Tubes Level 9 Warder<br />

Trap XP 400<br />

Hidden tubes with powerful springs lurk within the walls,<br />

waiting to launch brutal iron spikes.<br />

Perception<br />

✦ DC 24: Through careful study, you determine how the<br />

mechanism fits together, allowing you to advise your<br />

allies how to work on it. This grants your allies a +2<br />

bonus to Thievery checks made to disable the trap. (Each<br />

of the three traps requires a separate Perception check to<br />

grant this bonus.)<br />

Initiative +10<br />

Trigger<br />

If the PCs open the door without disarming all three<br />

traps, or if the characters fail four total countermeasure<br />

attempts (see below), all remaining traps fire.<br />

Attack<br />

Standard Action Melee 2<br />

Target: Everyone within the cell.<br />

Attack: +17 vs. AC; a prisoner chained by the manacles in<br />

the cell is hit automatically.<br />

Hit: 2d8+7 damage; against a prisoner chained by the<br />

manacles, this is considered a coup de grace attack,<br />

dealing 23 damage per functioning trap. In Durkik’s case,<br />

this is more than enough to kill him.<br />

Countermeasures<br />

✦ A character adjacent to the cell door can reach through<br />

the bars and attempt to physically wrench a tube offtarget,<br />

thus disarming it, with a DC 28 Athletics check.<br />

Only two of the three traps are positioned to make this<br />

possible.<br />

✦ A character adjacent to the cell door can disarm one of<br />

the three tubes with a DC 28 Thievery check.<br />

If the PCs accidentally trigger the trap, Durkik<br />

gasps, “Bring me . . . to Karros . . .” with his last, choking<br />

breath.<br />

Some Answers and Some Help<br />

<strong>The</strong> following section is written under the assumption<br />

that the PCs successfully rescue Durkik from the cell<br />

(or, failing that, that one of them casts the Raise Dead<br />

ritual on him). If this is not the case, the PCs might<br />

cast Speak with Dead or, if they follow his dying wish,<br />

take him to Ancestor Karros. After finding out from<br />

the PCs what happened, Karros casts Speak with<br />

Dead. In these cases, do not use the standard rules for<br />

Speak with Dead, since Durkik’s spirit is lingering,<br />

hoping to help. Instead, it uses the connection opened<br />

by the ritual to converse with them normally. Thus,<br />

you can still run the scene largely as written here;<br />

change any of his offers to accompany the PCs to him<br />

ordering Karros to do the same.<br />

Once the PCs free Durkik, read the following:<br />

<strong>The</strong> dwarf slowly limps from his cell, wincing with every<br />

step. Clearly he is in a great deal of pain, but despite that<br />

fact, his eyes are alert.<br />

“Thank you,” he says simply. “You’re the answer to every<br />

prayer I’ve offered Moradin. But I fear, as grateful as I am<br />

to be out and alive, that I’ve little good news for you.”<br />

<strong>The</strong> PCs can help him as he talks. You can allow the<br />

PCs to ask questions and roleplay the conversation, or<br />

give them the information Durkik provides.<br />

First, thanks to everything he overheard and the<br />

questions he was asked, Durkik knows roughly what<br />

the conspirators were up to. If the PCs don’t already<br />

have it, he can provide all the information given<br />

above under the “Interrogating the Conspirators” text.<br />

He tells the PCs that Aerun and some of the other<br />

priests were possessed in a dark ritual, but that he<br />

was not because General Zithiruun required information<br />

from him.<br />

At this point, Durkik tells the PCs about the<br />

Mountainroot <strong>Temple</strong> (all the information presented<br />

under that heading in the Background section).<br />

December 2008 |<br />

21<br />

DUNGEON 161

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!