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

SC1: CATCHING DURKIK<br />

Encounter Level 9 (1,200 XP)<br />

Setup<br />

Begin by reading the following:<br />

After some time waiting, when the city is fully cloaked<br />

in the shadows of night, your quarry finally emerges.<br />

Glancing around, he turns and begins walking at a swift<br />

but inconspicuous pace.<br />

If the PCs are following Durkik in specific, continue<br />

with:<br />

Durkik ducks into an alley after walking a few blocks. Mere<br />

seconds later, another dwarf—slightly taller, with different<br />

hair and beard—emerges onto the street. You wouldn’t even<br />

have noticed had you not been specifically watching, but<br />

much of his outfit appears to match Durkik’s own, and his<br />

posture as he walks is identical.<br />

If the PCs glance into the alley as they pass, they<br />

can confirm that neither Durkik, nor anyone else,<br />

remains within it. <strong>The</strong>y’ve just witnessed the doppelganger<br />

who has taken Durkik’s place alter his form,<br />

hoping to make himself less noticeable.<br />

At this point, regardless of who they’re following,<br />

begin the skill challenge.<br />

Catching Durkik Level 9<br />

Skill Challenge XP 1,200<br />

You make your way as silently through the streets of Overlook<br />

as you can, attempting to keep Durkik in sight without alerting<br />

him to your presence.<br />

<strong>The</strong> party attempts to shadow their target through<br />

the city.<br />

Complexity<br />

3 (requires 8 successes before 3 failures).<br />

Primary Skills<br />

Acrobatics, Athletics, Perception, Stealth, Streetwise.<br />

Victory<br />

If the PCs succeed with 0 failures, they reach the warehouse<br />

without being detected. Only half their potential enemies<br />

are present (run the scene as two separate combat<br />

encounters, as described in the tactical encounter), and<br />

the PCs gain a surprise round when they arrive.<br />

Partial Victory<br />

If the PCs succeed with 1 failure, they’re detected only at<br />

the last minute. Only half their potential enemies are<br />

present (run the scene as two separate encounters, as<br />

described in the tactical encounter), but the enemies are<br />

not surprised.<br />

If the PCs succeed with 2 failures, they’re detected as they<br />

near the warehouse. <strong>The</strong>y face the entire complement of<br />

enemies (run the scene as a single 12th-level encounter),<br />

and the enemy is not surprised.<br />

Defeat<br />

<strong>The</strong> PCs are detected, and their quarry shakes them as he<br />

nears the warehouse. <strong>The</strong> PCs know the general area to<br />

which their target went, but not the specific building.<br />

<strong>The</strong>y eventually find the warehouse, but it takes 2d6<br />

hours of wandering, searching, and perhaps various<br />

bribes or Diplomacy and Streetwise checks made to the<br />

merchants and citizens of the area. <strong>The</strong> result is that not<br />

only must they face the entire complement of enemies (a<br />

single 12th-level encounter), but they’ve lost a great deal<br />

of time off their deadline. (See “Victory Points,” page 37.)<br />

Special If at least one member of the party is capable of<br />

turning invisible, the party gains 1 success automatically.<br />

Acrobatics (DC 16)<br />

Any given character can attempt Acrobatics only once in<br />

this fashion, whether he or she succeeds or fails, and a<br />

failure costs the PC a healing surge as well as counting<br />

as a failure. A successful check counts as a success on the<br />

skill challenge.<br />

<strong>The</strong> PC darts around a corner, tumbles over a gap<br />

between rooftops, or otherwise stays near the quarry at<br />

an angle that makes the PC harder to detect.<br />

Athletics (DC 16)<br />

Any given character can attempt Athletics only once in this<br />

fashion, whether the PC succeeds or fails, and a failure<br />

costs the PC a healing surge as well as counting as a<br />

failure. A successful check counts as a success on the skill<br />

challenge.<br />

Much like Acrobatics, the PC climbs walls, leaps between<br />

roofs or balconies, and otherwise follows by staying out<br />

of direct line of sight.<br />

Perception (DC 20)<br />

This does not qualify as a success, but succeeding on this<br />

check grants the party a +2 bonus to all further checks in<br />

this challenge until someone fails a check.<br />

<strong>The</strong> PC carefully watches the target to keep him in view<br />

even from a distance or behind other people on the<br />

street.<br />

Stealth (DC 20)<br />

A successful check counts as a success on the skill challenge.<br />

Darting behind pedestrians, into doorways, and through<br />

shadows, you move street to street without being seen.<br />

Streetwise (DC 24)<br />

A successful check counts as two successes. Once made,<br />

the characters cannot use Streetwise again for this skill<br />

challenge.<br />

By using knowledge of Overlook’s seedier areas, the PC<br />

can anticipate where the quarry is going.<br />

Other Methods<br />

If the PCs can’t (or don’t think to) follow Durkik or<br />

Aerun, they have other ways to find out what they<br />

need to know. If they can catch Durkik alone, they can<br />

attempt to interrogate him, as described previously.<br />

If they successfully interrogate him, Durkik can<br />

tell the PCs where the warehouse is. He also reveals<br />

all the information presented in the “Interrogating<br />

the Conspirators” sidebar, below.<br />

Because the false Durkik didn’t show up at the<br />

warehouse, the forces there are ready for trouble. Run<br />

the scenario as a 12th-level encounter, and the enemy<br />

cannot be surprised.<br />

December 2008 | DUNGEON 161<br />

34

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