The Temple Between.pdf
The Temple Between.pdf
The Temple Between.pdf
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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