Don't ask me why but I woke up wondering if it would be possible to base a shortish "D&D" session on the Prince song "Thieves In The Temple" (1990). As a track that I think is simply about infidelity in a relationship, it doesn't necessarily lend itself to a swords-and-sorcery romp. However, there are key lyrics that might form the outline of an adventure...
* "They don't care where they kick / Just as long as they hurt you"
* "I can hang when you're around / But I'll surely die if you're not there"
* "I feel like I'm looking for my soul / Like a poor man looking for gold"
* "Voices from the sky say rely on your best friend..."
* "Tearing me, tearing me, tearing me all apart / 'Cos me and you could have been a work of art"
So here's my attempt:
The PCs are members of a religious order and live in a temple that houses a holy artifact they believe is a fragment of the soul of their deity. Let's say it's a super-heavy crystal figurine. While it sits in place, they gain all the benefits of their abilities and their leader has a direct line to an avatar. Should it ever be lost, their god will be displeased, their powers diminished and divine communication will cease.
Alas for these clerics, the artifact has come to the attention of an evil master wizard who reckons he can use it in the complicated process of transforming himself into a lich. Too cautious to take direct action, he hires a team of shadow monks to steal the figure for him, ordering them to spill no blood on the sacred ground. The last thing he needs interrupting his bid for eternal unlife is a vengeful deity!
On the same moonlit night that the monks conduct their raid, a local rogue also sneaks into the temple, possibly looking for a fine chalice to sell on the black market or just food for an empty belly. This loner might temporarily distract the PCs from the real threat before evading capture, or else subtly point 'em in the right direction as they hunt down the intruders. Perhaps he isn't what he seems.
The party will realise there's a disturbance in the temple when the character with the highest wisdom hears an unearthly voice crying, "They are taking me from where I must remain! Woe to your order if they are not stopped. The high priest knows the soul crystal's secret." When questioned, the h/p reveals the figurine is actually a living creature that will die if kept outside of the temple for too long.
The high priest will not provide direct assistance to the young clerics, though, believing - rightly - that they've been divinely called to deal with the crisis. So begins a race against time. Once any alarm is sounded, the shadow monks split into two groups: half delaying the PCs, while the others leave via an alternate route than how they entered. Make the building/grounds as substantial as you like!
Should the chase continue into an adjacent urban or wilderness area (dealer's choice), the players will catch glimpses of the mega-heavy figurine being lugged by a pair of thieves and see to their horror it is cracking and chipping. Increasing the difficulty of the rescue, when the monks are off holy ground, they will switch from immobilising kicks, etc. to deadlier weapons if forced to stand and fight.
But maybe the party has an unexpected ally ready to step in at a critical juncture. A rogue who isn't a rogue. Whose presence in the temple on this particular eve was no accident. Who bears a grudge against the wicked martial artists' wizard employer. And who views thwarting the theft as part of his revenge for a terrible wrong done in a far-off kingdom where he holds a different role: that of prince.