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“Our eyes are open,
our fi sts are closed.
Our walls are stone,
our shields are steel.
Our faces are many,
our soul is dwarf.
And thus is there no
foe against whom
Overlook cannot
stand.”
It is an ancient Overlook
proverb—some would
even call it a prayer—
and it’s about to be put
to the ultimate test.
by Ari Marmell
illustrations by Michael Komarck,
Rob Alexander and William O'Connor
✦
cartography by Mike Schley
Temple Between
An adventure for 9th-level characters
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
4
December 2008
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DUNGEON 161
the
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DUNGEON 161
The Temple Between
The western end of Elsir Vale has been greatly
troubled in recent days. The threat of the orc hordes
from beyond the Stonehome Mountains, though
turned back at Bordrin’s Watch, still lingers in the
people’s minds. Peculiar and hostile creatures of
shadow lurk in the caverns and caves below. Political
squabbling grows among the city’s powerful dwarf
clans.
All this makes the city particularly vulnerable
to an enemy nobody saw coming—that nobody even
imagined. This enemy has goals and objectives far
beyond the ultimately unimportant Elsir Vale, but the
first step is the utter subjugation of Overlook.
An enemy who, at least in part, is already here.
“The Temple Between” is an adventure for 9th-
level characters, and it is challenging enough to take
them to 11th level by the time all is said and done.
Although intended as the final chapter of the heroic
tier portion of the Scales of War Adventure Path, it
can be run as a standalone adventure, or as an adven-
ture in a campaign of your own making, with a small
degree of modification. It contains elements of urban
investigation, dungeon delving, and even wartime
conf lict, making it a suitable adventure to players of
many tastes and preferences.
other worlds. In the course of the Adventure Path,
the PCs have already discovered one, traveling to the
Shadowfell through the caverns beneath the Happy
Beggar poorhouse. What they do not yet know—
though they might discover it soon enough—is that a
gateway to the Astral Sea waits in a great cathedral
beneath the Stonehome Mountains, and a doorway to
the Feywild lies hidden where the Elsir River f lows
from the mountains. (The region might well also con-
tain a portal to the Elemental Chaos, but if so, it does
not inf luence this adventure.)
No, the humans and elves and dwarves of Elsir
Vale know nothing about this, but not everyone is so
ignorant. A few sages know. A few priests know.
And the githyanki know.
Indeed, at the behest of their leaders in the
astral city of Tu’narath, they have caused much of
Elsir’s worries of late. They arranged the theft of the
platinum sword from Brindol, and they employed
the shadar-kai, not only as weapons suppliers but
to encourage the orcs of the west to rise. For the
githyanki want Elsir Vale, badly, and particularly the
planar portals it contains. Using it as a beachhead,
they could easily launch an incursion, not merely
into the mortal realm, but other worlds besides. And
there is no reality, no plane of existence, on which the
githyanki do not have
some
design or other.
The semi-disgraced General Zithiruun is in charge
of this operation, or at least commands the forces
seeking to carry it out. Forced to make use of mer-
cenaries and lesser soldiers, to keep the githyanki
involvement secret, he has carefully set up his pawns,
maneuvering and manipulating, and now the time
draws near to take Overlook by force.
Unknown to Zithiruun, and even to his com-
manding officers, they themselves are merely pawns
WHAT IS AN
ADVENTURE PATH?
Scales of War is the fourth Adventure Path to
appear in the pages of
Dungeon
®
Magazine
. But
what, you ask, is an Adventure Path? Quite simply,
it is a series of related adventures intended to form
a complete D&D campaign that takes your players
from 1st level all the way to, in the case of Scales
of War, 30th level.
Previous Adventure Paths, presented with the
3rd Edition D&D® rules, took characters from 1st
to 20th level. But with all three tiers in the new edi-
tion ripe and ready to explore, we’re pushing the
limit with Scales of War. Each tier takes roughly six
adventures to traverse, which means we’ll finish off
this Adventure Path in about eighteen issues. Each
adventure advances characters from between one
and a half to two levels of experience. We recog-
nize that not everyone will meet every encounter
or complete every quest, however, so periodically,
we’ll point you to a supplemental Side Trek or short
adventure to keep your PCs on pace. Plus, roughly
every few months,
Dragon
® will feature new sup-
port content for Scales of War.
Finally, this Adventure Path is intended to func-
tion as a complete D&D campaign. That means
we’ll be making assumptions about the history of
the world as we move along, just as you would in
any campaign you run. We’ll be borrowing heavily
from the D&D mythology of 4th Edition, as well as
all the great ideas that have cropped up in other
products over the years—including the pages of
past issues of
Dungeon
!
Enjoy your stay in Scales of War, and keep an
eye out for next month’s installment.
BACKGROUND
Few today are aware of it, but the western regions
of Elsir Vale have long been rich in planar magic.
Perhaps this is due to the fact that the giants, sol-
diers, and servants of the primordials once dwelt
nearby in large numbers, driving their dwarf slaves
to great works. Whatever the cause, the region is run
through with “cracks” in reality—portals that lead to
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The Temple Between
on a larger board; schemes far more devious than a
simple githyanki invasion are afoot. But this is a dis-
covery, and a challenge, for a future adventure. For
now, the PCs have more than enough on their plates
as it is.
Was it Moradin’s wrath? A curse brought upon
them by the giants they’d so long ago escaped? Or
simply a natural catastrophe without greater mean-
ing? None can say. Whatever the case, some centuries
ago, the mountain was struck by an earthquake.
Portions of the inner tunnels collapsed, damag-
ing several chambers of the Mountainroot Temple,
destroying others entirely. Panicked, the priests and
the faithful grabbed up their treasures and holy
icons—at least most of them—and f led using the sur-
viving magical portals.
Once they’d settled elsewhere, the bulk of
Moradin’s priests decided that this way was better.
By scattering from the temple, they would allow the
dwarves to build their own shrines, without feel-
ing constrained by the other races, and the jealousy
that marred the priesthood would fade. Although
they mourned the loss of the great cathedral, and
those few treasures they’d been unable to save, they
declared the quake to have been Moradin’s will and
left the temple abandoned. In time, most faithful,
even most priests save those most thoroughly learned
in their history, forgot it had ever been.
Most, but not all. After a few decades, a small
group of Moradin worshipers—mostly dwarves, but
with members of other races as well—returned to the
Mountainroot Temple. They cleaned it up as best they
could and vowed to maintain it until it should some
day become important once again. The most power-
ful of their number took on the title of Caretaker and
lived within the temple, in a small structure built
inside the larger reliquary. The Caretaker carefully
attuned himself to the temple’s surviving magic,
allowing him to control the constructs and divine
defenses and traps that protected the structure from
outside invasion.
Zithiruun’s Plan
And so it remained, until the githyanki learned of
the temple and decided controlling it would better
enable them to control Overlook, and by extension,
Elsir Vale.
Zithiruun’s plan is to take Overlook by simulta-
neously attacking from without and from within.
Already he has a force of mercenary soldiers hiding
in the wilds, ready to march on the city. Now, he’s
working to gain full control of the Mountainroot
Temple—and the Stone Anvil, its anchor in Overlook—
through which he can move a second force from the
Astral Sea into the city’s undefended heart.
To that end, Zithiruun has suborned a number
of Overlook’s priests and military officers. Most of
them, including several priests and Watch Captain
Aerun, were kidnapped and subject to a difficult
psychic ritual cast by incredibly powerful githyanki.
The result is that these poor people’s minds were
destroyed, and they have been possessed by several
githyanki, who are even capable of manifesting some
of their normal powers (albeit in weakened form).
Unfortunately, the possessing githyanki cannot
access anything more than the victim’s base personal-
ity; they have no access to specific memories. So High
Priest Durkik of the Stone Anvil has
not
been pos-
sessed. Rather, he is being held captive and tortured
for information, while a hired doppelganger takes his
place in public, holding the Stone Anvil in readiness
for Zithiruun’s forces.
All of which would have gone undetected, if not for
the alertness and curiosity of an old woman named
Haelyn . . .
The Mountainroot Temple
A subterranean structure built by the same order that
would later go on to construct the Monastery of the
Sundered Chain, the Mountainroot Temple stands
deep beneath the Stonehome Mountains. Built when
the dwarves were still celebrating their freedom
from the giants, it was not a dwarven structure, but a
temple built for
anyone
who wanted to pay tribute to
Moradin, of any race. It held great reliquaries of holy
icons, enormous cathedrals where hundreds could
worship at once, and even a doorway to the Astral
Plane whence angels and exarchs of Moradin would
appear to discourse with the god’s most favored
priests and champions. To facilitate a grand commu-
nity of Moradin worshipers, the Mountainroot Temple
had, in addition to its astral doors and its main
entryway into the mountains, four mystical door-
ways constructed. Each linked to another temple of
Moradin elsewhere in the world, so the faithful could
come and go with ease.
And for decades, even centuries, the temple
thrived. Slowly, however, relations between
Moradin’s faithful grew strained. Priests assigned
to other, “lesser” temples grew envious of those at
Mountainroot. Many of the dwarf faithful grew
haughty, considering themselves Moradin’s “true”
children, and sought to oust all others, or at least put
them in lesser places, denying them access to the
temple’s wonders.
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The Temple Between
THE QUESTS
“The Temple Between” offers PCs several oppor-
tunities to earn quest XP. Provided here is a list of
quests, and their rewards, in the adventure.
ADVENTURE SYNOPSIS
✦
The Caretaker of the temple is currently being
tortured, and the pain and madness inf licted upon
him have thrown the temple’s defenses into chaos.
This is why, among other things, nobody can leave.
The PCs have just completed an adventure of obvious
importance (the freeing of Amyria from her impris-
onment in the form of a platinum sword, if they’re
playing through the Adventure Path). It appears as
though nothing of consequence immediately follows—
at least until the next night, when the PCs, through
one of various means, receive hints that all is not well
back in Overlook.
Returning to their home away from home, the
heroes initially find nothing amiss. Slowly, however,
they discover—through the prodding of Lavinya,
priestess of Erathis, if not on their own—that several
of the city’s priests are acting peculiarly and, perhaps
more importantly, Haelyn, keeper of Erathis’s shrine,
has vanished. Following up on these minor discrepan-
cies, the PCs swiftly find hints leading to a conspiracy
worming its way into the city’s hierarchy. Several of
the conspiracy’s members are possessed (though the
PCs do not learn by whom), while others—including
High Priest Durkik Forgeheart of the Stone Anvil—
have been replaced by doppelganger mercenaries.
The PCs trace the conspirators back to their head-
quarters in a large warehouse, where they have the
opportunity to rescue the real Durkik.
The PCs then learn of the Mountainroot Temple
and find out that one of its mystical portals is located
in a hidden sepulcher beneath the Stone Anvil. Using
it, the PCs go to the abandoned ancient temple, where
they must confront both a cadre of fey and a band of
mercenaries employed by General Zithiruun. They
also find, unfortunately, that they cannot leave! Here,
assuming the PCs defeat their various foes, they make
the following discoveries:
✦
The fey are seeking an ancient tome of great
power. They were sent by Cachlain, the Stone-
Skinned King, a fomorian noble who—along with
his new advisor, Sovacles—will play an important
role in future installments of the Scales of War.
Minor Quest—Learn Haelyn’s Fate
As requested by the priest Lavinya, the PCs must
investigate the shrine of Erathis, and Grovald, its
new caretaker, to learn what happened to the
kindly old woman who once attended it.
Reward:
400 XP.
✦
The mercenaries serve someone called General
Zithiruun, who seeks the temple—and indeed, the
entire region!—for access to the various planar por-
tals. The conspiracy in Overlook was only the first
step, and the city will soon be facing a full-scale
military invasion!
Major Quest—Recover the
Incunabulum Primeval
This ancient religious text, dating back to the dwarf
rebellion against the giants, exists somewhere
within the depths of the Mountainroot Temple.
Durkik wants it returned before their enemies
can get their hands on it. (It’s currently on the
hag Hethralga, in area M8 of the Mountainroot
Temple.)
Reward:
2,000 XP (and 3,600 gp—the equiva-
lent of three 9th-level treasure parcels—as promised
by the priests of Moradin).
Finally, once the Caretaker allows them to leave,
the PCs must return to the Council of Elders with a
warning of the forthcoming siege. Here, the PCs can
finally cement their place as heroes to this military
city, as their help proves instrumental in Overlook’s
survival—and as they finally come face to face with
General Zithiruun, and learn of the githyanki involve-
ment in all that has come before.
Major Quest—Prevent the Fall of Overlook
Once his scheme is prematurely cut short, General
Zithiruun decides to take the city with what forces
he already has available. Although Overlook is
hardly a population of weaklings, they do require
the PCs’ aid.
Reward:
Up to 2,500 XP, depending on Victory
Point totals; see page 37 (and up to 7,000 gp—the
equivalent of four 10th-level treasure parcels—as
promised by the Council of Elders).
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PREPARING FOR
ADVENTURE
figure out the right questions to ask the right people.
As such, it’s important that you, as DM, have at least a
reasonable level of familiarity with the events herein.
It’s best if you can read through the entire adventure
beforehand, but if you’re in a hurry, you should at
least review each specific section, and its related
encounters, before play. (The adventure is divided
into three chapters, making a piecemeal approach
feasible, if not the most recommended.)
For overcoming an encounter, a group earns the
XP value noted beside the encounter level. This
amount should be divided by the number of group
members, and an equal amount should be awarded to
each character.
ADVENTURE
“The Temple Between” allows the PCs a variety of
opportunities to shine, from investigation to explora-
tion, and from skill challenges to a variety of combat
situations. They face a diversity of foes and must
ADAPTING THE ADVENTURE
“The Temple Between” is designed with five play-
ers in mind. You can easily adapt the adventure for
larger groups easily by adding more treasure and
inserting a few extra monsters using the guidelines
presented in the
Dungeon Master’s Guide
. When
adapting the adventure for larger groups, keep
it simple. Where possible, just add one monster
whose level equals the encounter level for each
additional PC. Otherwise, look for appropriate
monsters from this adventure (see the Appendix, in
particular) and the
Monster Manual
to help stiffen
up the resistance.
This adventure is also designed for 9th-level
characters. As written, a slightly larger group of
8th-level characters can play through the adven-
ture, but be sure to give the characters plenty
of chances to take extended rests so that they
can have a fair shot at surviving the expedition.
For higher-level groups, adapting the adventure
takes a bit more work. You need to add monsters
and increase the treasure rewards to amounts
appropriate for the characters. In all, adjusting
the adventure is not too arduous, and with a little
work, you can run this scenario for groups of three
to eight players, and for characters of 8th through
13th level .
SKILL CHALLENGES AND
EXPERIENCE POINTS
This adventure makes use of a number of skill chal-
lenges—in particular, offering several opportunities
for the PCs to interrogate prisoners or survivors
of their various combats. It’s important for you,
as DM, to give XP only for those skill challenges
that are meaningful, without allowing unneces-
sary repetition.
Here’s what we mean, by way of example. In
the Shrine of Erathis, the PCs have the opportunity
to interrogate Grovald, as well as a number of his
soldiers, both human and doppelganger. Because
the PCs receive different information from Grovald
than from his soldiers, they can receive XP for both
skill challenges—one for Grovald, one for any of the
soldiers. Once they have successfully interrogated
a soldier, however, they should
not
receive XP for
interrogating any other soldiers at the same loca-
tion, because they all offer the same information.
Similarly, because all the fey in the Mountain Root
temple give the same information, and all the sol-
diers of the githyanki give the same information,
the PCs can gain XP for only two interrogations—
one fey, one other—in that area.
What You Need to Play
This adventure includes the encounters the PCs face
as they explore and adventure in the area. It also pro-
vides tactical maps and more for the adventure. If you
and your players haven’t read through the DUNGEONS
& DRAGONS
4th Edition
rules yet, that is your first best
step so that you make certain you understand the
rules. Also as mentioned above, read through at least
the first of the adventure’s three “chapters” before
starting. This review enables you to become familiar
with the material and the style of presentation. You
might also want to take a look at the sections below
regarding the adventure format.
Using Tactical Encounters
Each encounter includes several common elements,
as described below.
Encounter Level
Each tactical encounter assumes a group of five player
characters. An encounter of average difficulty is one
where the encounter level is equal to the level of the
party. Encounters that are 1 or 2 levels lower than the
party are easy encounters, while encounters that are
2 or more levels higher than the party are difficult
encounters.
December 2008
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DUNGEON 161
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PREPARING FOR
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