<strong>The</strong> <strong>Temple</strong> <strong>Between</strong> December 2008 | 37 DUNGEON 161
<strong>The</strong> <strong>Temple</strong> <strong>Between</strong> SC2: ENTERING THE PORTAL Encounter Level 9 (2,000 XP) Setup Once one of the PCs touches the filigree, the skill challenge begins. Entering the Portal Level 9 Skill Challenge XP 2,000 <strong>The</strong> image suddenly bends as the face of Moradin turns toward you and speaks in a voice of rending metal. “Who would step through the portal to the heart of Moradin’s worship must first prove he understands Moradin in his own heart. “Think you carefully on Moradin’s precepts, his teachings, his actions, and his favored disciples. <strong>The</strong>n speak unto me a parable, a tale of Moradin, not that you have learned from his texts, but that you have created yourself. Let it show your understanding of his words and his ways, and you may pass.” <strong>The</strong> PCs must convince the mystical portal that they have a sufficient understanding of Moradin’s teachings by constructing a parable that accurately portrays the god’s behavior and precepts, yet all is not lost if the PCs fail. <strong>The</strong>y can still attempt to physically break through the filigree to reach the door. Doing so activates the room’s magical defenses: a number of homunculi. Proceed to tactical encounter C10. Once the PCs have successfully completed that encounter, they can cut through the filigree as though it were a standard wooden door (it’s metal, but it’s thin). Complexity 5 (12 successes before 3 failures) Primary Skills Athletics, Bluff, Diplomacy, History, Religion. Victory <strong>The</strong> portal judges the PCs worthy and opens, allowing them access to the Mountainroot <strong>Temple</strong>. Partial Victory <strong>The</strong> PCs are partially worthy, and this deactivates part of the malfunctioning magical wards. <strong>The</strong>ir partial success means they have to fight fewer of the guardians in tactical encounter C10. 3 or fewer successes: <strong>The</strong> PCs are considered to have failed the challenge completely, as described below. 4 or 5 successes: <strong>The</strong> PCs face four writhing chains. 6 or 7 successes: <strong>The</strong> PCs face three writhing chains. 8 or 9 successes: <strong>The</strong> PCs face two writhing chains. 10 or 11 successes: <strong>The</strong> PCs fight only one writhing chain. Defeat <strong>The</strong> PCs must face all five writhing chain homunculi in the tactical encounter if they attempt to force their way through. Special If the players go through the effort of coming up with a Moradin-based parable, grant them 2 automatic successes. If the party contains a divine character who worships Moradin, they gain 1 success automatically, and that character gains a +2 bonus to all Religion checks in this challenge. Athletics (DC 20) This does not count as a success in itself, but grants a +2 bonus to the next check attempted in this challenge. Any given character can attempt this use of Athletics only once. <strong>The</strong> PC portrays (or fakes) a knowledge of forging techniques and other endeavors of which Moradin approves. Bluff (DC 20) This does not grant any successes, but it can be used to remove 1 failure. Bluff can be used in this fashion only once during this challenge. <strong>The</strong> PC swiftly steps into the conversation, covering for an error made by one of his or her companions. Diplomacy (DC 16) Only one success can be achieved in this fashion. A failure on this check bestows a –2 penalty to further checks in this challenge until the next success, in addition to counting as a failure. <strong>The</strong> PC attempts to convince the portal that the party is worthy, without offering any solid knowledge of Moradin’s teachings. History (DC 20) Each success on this check counts as a success toward the skill challenge. Although there are no limits on the number of successes that can be obtained with History, History cannot account for all successes; the party must rely on at least one other skill to achieve complete success. Using the PC’s knowledge of past champions, priests, and followers of Moradin, the PC contributes to the construction of the parable. Religion (DC 20) Each success on this check counts as a success toward the skill challenge. A success against DC 25 counts as a success and removes 1 failure; this extra level of success can occur only once in this challenge. <strong>The</strong> PC draws on religious knowledge and an understanding of Moradin’s precepts and teachings to aid in the construction of the parable. December 2008 | DUNGEON 161 38