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

Fireplaces: Both fireplaces hold ashes and<br />

charcoal. A character can move into the fireplace<br />

(though a Medium character has to squeeze; see<br />

Player’s Handbook, page 292). Climbing up the inside<br />

of the chimney requires a DC 15 Athletics check.<br />

Pantry: <strong>The</strong> pantry in C5 provides cover.<br />

Pool: <strong>The</strong> water in the pool is not deep enough to<br />

swim in. It qualifies as difficult terrain.<br />

If the PCs conduct a thorough search of the<br />

fountain, and make a DC 19 Perception Check, read:<br />

Behind the fountain, not far from the nearest tree, a faint<br />

bulge in the earth mars the contours of the soil. It looks as<br />

though something was buried here recently.<br />

If the PCs dig here, they find Haelyn’s dead body.<br />

Statue: <strong>The</strong> large statue of Erathis in the pool’s<br />

center provides cover, and it can be climbed with a<br />

DC 12 Athletics check.<br />

5 Streetwise Thugs (S) Level 9 Minion<br />

Medium natural humanoid, human<br />

XP 100 each<br />

Initiative +3 Senses Perception +3<br />

HP 1; a missed attack never damages a minion.<br />

AC 21; Fortitude 19, Reflex 16, Will 16<br />

Speed 6<br />

m Longsword (standard; at-will) ✦ Weapon<br />

+14 vs. AC; 6 damage.<br />

r Crossbow (standard; at-will) ✦ Weapon<br />

Ranged 15/30; +13 vs. AC; 6 damage.<br />

Murder is a Team Sport<br />

If a streetwise thug is flanking an enemy, it deals 1<br />

extra point of damage per ally adjacent to the flanked<br />

enemy (including the ally who is granting the flank), to a<br />

maximum of +4.<br />

Alignment Evil Languages Common<br />

Skills Athletics +11, Thievery +8<br />

Str 16 (+7) Dex 12 (+5) Wis 10 (+4)<br />

Con 15 (+6) Int 9 (+3) Cha 11 (+4)<br />

Equipment leather armor, crossbow, longsword, case<br />

with 20 bolts<br />

Trees: <strong>The</strong> trees provide cover and can be climbed<br />

with a DC 15 Athletics check. Most are only between<br />

10 and 20 feet (2 to 4 squares) high.<br />

2 Doppelganger Assassins (D) Level 8 Lurker<br />

Medium natural humanoid (shapechanger) XP 350 each<br />

Initiative +13 Senses Perception +10<br />

HP 69; Bloodied 34<br />

AC 23; Fortitude 18, Reflex 21, Will 21<br />

Speed 6<br />

m Dagger (standard; at-will) ✦ Weapon<br />

+13 vs. AC; 1d4 + 5 damage.<br />

r Hand Crossbow (standard; at-will) ✦ Weapon<br />

Ranged 10/20; +13 vs. AC; 1d4+5 damage.<br />

M Shapeshifter Feint (minor; at-will)<br />

+11 vs. Reflex; the doppelganger assassin gains combat<br />

advantage against the target until the end of the<br />

doppelganger assassin’s next turn.<br />

C Cloud Mind (standard; sustain minor; encounter) ✦ Charm<br />

Close burst 5; +11 vs. Will; the doppelganger assassin<br />

is invisible to the target. Affected targets are unable to<br />

see the doppelganger for as long as it sustains the<br />

effect, until the doppelganger attacks, or until it is hit<br />

by an attack.<br />

Combat Advantage<br />

<strong>The</strong> doppelganger assassin deals 2d6 extra damage against<br />

any target it has combat advantage against.<br />

Change Shape (minor; at-will) ✦ Polymorph<br />

A doppelganger can alter its physical form to take on the<br />

appearance of any Medium humanoid, including a unique<br />

individual (see Change Shape, Monster Manual page 280).<br />

Alignment Evil Languages Common<br />

Skills Bluff +15, Insight +12, Stealth +14<br />

Str 12 (+5) Dex 21 (+9) Wis 12 (+5)<br />

Con 15 (+6) Int 13 (+5) Cha 19 (+8)<br />

Equipment dagger, hand crossbow, case with 20 bolts<br />

Tactics<br />

Since Grovald’s area attack affects enemies only, he<br />

stays in the back and lobs area and ranged powers,<br />

trying to weaken the PCs fast and impair their ability<br />

to maneuver. <strong>The</strong> thugs make straightforward attacks,<br />

Grovald (G) Level 9 Elite Controller (Leader)<br />

Medium natural humanoid, human XP 800<br />

Initiative +5 Senses Perception +9<br />

Unhallowed Resilience aura 3; when allies enter the aura or<br />

start their turns there, they gain a +1 bonus to all saving<br />

throws.<br />

HP 194; Bloodied 97<br />

AC 25; Fortitude 21, Reflex 23, Will 24<br />

Saving Throws +2<br />

Speed 5<br />

Action Points 1<br />

m Longsword (standard; at-will) ✦ Force, Weapon<br />

+13 vs. Fortitude; 1d6 + 5 damage, plus 1d6 force damage<br />

and push 3.<br />

r Phantom Spear (standard; at-will) ✦ Force<br />

Ranged 12; +13 vs. Reflex; 1d8 + 5 force damage, and the<br />

target is immobilized until the end of Grovald’s next turn.<br />

R Twin Spears (standard; at-will) ✦ Force<br />

Grovald makes two phantom spear attacks.<br />

A Phantom Spikes (standard; sustain minor; recharge ⚄ ⚅)<br />

✦ Force, Zone<br />

Area burst 1 within 15; +13 vs. Reflex; 3d8 + 5 force<br />

damage. Aftereffect: Any enemy that begins its turn in the<br />

area takes 5 force damage, and Grovald’s enemies treat<br />

the zone as difficult terrain. Grovald can sustain or dismiss<br />

the zone as a minor action.<br />

R Phantom Riposte (immediate reaction when hit or missed<br />

by a melee attack; at-will) ✦ Force<br />

Grovald makes an immediate phantom spear attack against<br />

the triggering enemy. This use of phantom spear does not<br />

provoke opportunity attacks.<br />

Alignment Evil Languages Common, Deep Speech<br />

Skills Religion +12<br />

Str 10 (+4) Dex 12 (+5) Wis 20 (+9)<br />

Con 17 (+7) Int 16 (+7) Cha 14 (+6)<br />

Equipment chainmail, longsword<br />

while the doppelgangers move around the combat,<br />

working to flank or otherwise gain combat advantage.<br />

Everyone involved fights to the end.<br />

December 2008 | DUNGEON 161<br />

32

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