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The Temple Between.pdf

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

M5: THE VAULT<br />

Encounter Level 10 (2,500 XP)<br />

Setup<br />

2 harpy screechers (H)<br />

3 quickling runners (Q)<br />

Daggerspring floor<br />

<strong>The</strong> Mountainroot <strong>Temple</strong> used the vault to store its<br />

valuables—not its religious icons and relics, which<br />

were kept in the reliquary (M9), but simple monetary<br />

treasures. <strong>The</strong>se included works of art, jewels, the legal<br />

forms for grants of land, raw ore, and of course coins.<br />

When the PCs enter the vault, read:<br />

This uneven room is clearly a repository of a sort. <strong>The</strong><br />

walls are of heavy stone—heavier, even, than you’ve seen<br />

elsewhere in the temple—and several short flights of stairs<br />

lead to vaultlike rooms. <strong>The</strong>se separate chambers boast<br />

heavy portcullises, though the gates are currently all raised.<br />

A pair of twisted, grotesque little humanoids, with deadgray<br />

skin and inhuman features, drop the coins they were<br />

examining as you enter.<br />

Perception Check<br />

DC 25: You spot another pair of harpies, skulking just<br />

beyond two of the entries to the vaults!<br />

DC 26: You can just barely make out another twisted gray<br />

humanoid, lurking in the chamber to the northeast.<br />

2 Harpy Screechers (H) Level 9 Controller<br />

Medium fey humanoid<br />

XP 400 each<br />

Initiative +7 Senses Perception +6<br />

HP 96; Bloodied 48<br />

AC 23; Fortitude 20, Reflex 20, Will 22<br />

Resist 10 thunder<br />

Speed 6, fly 8 (clumsy)<br />

m Claw (standard; at-will)<br />

+14 vs. AC; 1d8 + 3 damage.<br />

C Alluring Song (standard; at-will) ✦ Charm<br />

Close burst 5; deafened creatures are immune; +15 vs. Will;<br />

the target is pulled 3 squares and immobilized (save ends).<br />

C Brutal Scream (standard; recharge ⚄ ⚅) ✦ Thunder<br />

Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage.<br />

Secondary Attack: Area burst 1 within 5; centered on<br />

a target hit by brutal scream’s primary attack; targets<br />

enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage<br />

and the target slides 3 squares.<br />

Alignment Evil Languages Common<br />

Skills Stealth +12<br />

Str 16 (+7) Dex 16 (+7) Wis 15 (+6)<br />

Con 16 (+7) Int 11 (+4) Cha 20 (+9)<br />

3 Quickling Runners (Q) Level 9 Skirmisher<br />

Small fey humanoid<br />

XP 400 each<br />

Initiative +13 Senses Perception +7; low-light vision<br />

HP 96; Bloodied 48<br />

AC 24 (28 against opportunity attacks); Fortitude 20, Reflex<br />

24, Will 20<br />

Speed 12, climb 6; see also fey shift and quick cuts<br />

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

+14 vs. AC; 1d6 + 7 damage.<br />

M Quick Cuts (standard; at-will) ✦ Weapon<br />

<strong>The</strong> quickling moves its speed. At any two points during<br />

its move, the quickling makes a melee basic attack at a<br />

–2 penalty. <strong>The</strong> quickling cannot use this power while<br />

immobilized or slowed.<br />

Fey Shift (standard; encounter)<br />

<strong>The</strong> quickling runner shifts 10 squares.<br />

Maintain Mobility (minor; recharge ⚃ ⚄ ⚅)<br />

An immobilized quickling runner is no longer immobilized.<br />

Alignment Evil Languages Elven<br />

Skills Acrobatics +21, Bluff +9, Stealth +16<br />

Str 9 (+3) Dex 24 (+11) Wis 17 (+7)<br />

Con 16 (+7) Int 14 (+6) Cha 10 (+4)<br />

Equipment short sword<br />

Daggerspring Floor<br />

Level 10 Obstacle<br />

Trap<br />

500 XP<br />

Several squares of the room (marked on the map) are<br />

trapped with spring-loaded blades, which trigger when<br />

stepped on. <strong>The</strong> trigger plates are old and stiff, and do not<br />

trigger when stepped on by Small or smaller creatures.<br />

While this renders any halfling (or other Small) PCs safe, it<br />

also means that the quicklings can run across the squares<br />

without harm.<br />

Perception<br />

✦ DC 26: <strong>The</strong> character can discern all adjacent trapped plates.<br />

Additional Skill: Thievery<br />

✦ DC 22: <strong>The</strong> party gains a +2 bonus to Perception checks to<br />

notice the trapped plates and Thievery checks to delay or<br />

disable the plates.<br />

Trigger<br />

When a creature enters or begins its turn in a trapped<br />

square, the trap attacks that creature.<br />

Attack<br />

Opportunity Action Melee 1<br />

Target: Creature in a trapped square<br />

Attack: +13 vs. Reflex<br />

Hit: 2d10+6 damage. On a critical hit, the target is knocked<br />

prone and slowed (save ends).<br />

Miss: Half damage.<br />

Countermeasures<br />

✦ A character who makes a successful Athletics check (DC 6,<br />

or DC 11 without a running start) can jump over a<br />

single plate.<br />

✦ An adjacent character can disable a trigger plate with a<br />

DC 26 Thievery check.<br />

December 2008 | DUNGEON 161<br />

42

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