From Traditional Games Wiki
Raid on a Ritual
| Raid on a Ritual
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Level 1
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| Skill Challenge
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XP 500
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| You barricade yourself within a building and hold back an onslaught of enemies while a vital ritual is performed.
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| The PCs must simultaneously defend a building from assault and cast a ritual at the same time.
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| Complexity
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| 2 (requires 6 successes before 4 failures)
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| Primary Skills
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| Arcana, Athletics, Endurance, Perception
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| Other Skills
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| Acrobatics, Nature, Stealth, Streetwise
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| Victory
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| The PCs finish the ritual casting, and the effects of the ritual end the assault.
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| Defeat
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| The PCs fail to cast the ritual and the assaulting enemies burst into the building to attack.
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| Special: Rooms
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| The building has four rooms, each of which can be assaulted. During the skill challenge, a PC can move to any of these rooms on their turn.
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| Special: Intruders
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| Every time a check is failed, intruders enter the building. On the first failure, 3 intruders appear in up to 2 rooms. On the second failure, 5 intruders appear in up to 3 rooms. On the third failure, 8 intruders appear in up to 4 rooms. When an intruder appears, it rolls initiative. On its turn, it may move into another room. For every intruder in the room, add +1 to the DC of every skill check. Each intruder must be a minion.
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| Special: Ritual
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| At least one PC must make an Arcana check during one round of the skill check to continue casting the ritual. It does not have to be the same PC each time.
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| Arcana
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| DC 14. A successful check counts as a success on the skill challenge.
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| You keep at the ritual, focusing your concentration on its completion, trusting your allies to keep you safe.
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| Athletics
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| DC 14. A successful check counts as a success on the skill challenge.
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| You push debris and furniture against windows and doors, keeping the enemy at bay.
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| Athletics
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| DC 16. A successful check removes one intruder in the room the PC is in.
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| You kick or throw an intruding enemy out of the building.
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| Endurance
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| DC 14. A successful check counts as a success on the skill challenge.
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| You press your strength against the door and hold it shut against all would-be intruders.
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| Perception
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| DC 14. A successful check lets the PC know of the presence of intruders in other rooms.
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| You hear the sounds of intruders in another room.
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| Acrobatics
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| DC 16. A successful check lets the PC move through two rooms in one round.
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| You sprint up the stairs, or leap up to a balcony, traversing the environment with ease.
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| Nature
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| DC 14. A successful check gives a +1 bonus to group's skill checks for that round. This skill can only be used in the wilderness, or an otherwise uncivilised environment.
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| You let your allies know of the lay of the land, and where best to concentrate their efforts.
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| Stealth
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| DC 16. A successful check counts as a success on the skill challenge.
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| You keep the place quiet and hushed to deter the attention of the unwanted invaders.
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| Streetwise
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| DC 14. A successful check gives a +1 bonus to group's skill checks for that round. This skill can only be used in a city, or an otherwise urban environment.
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| You let your allies know where the back alleys lead, and where best to concentrate their efforts.
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| Special: Melee Basic Attack
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| AC 13. On a hit, an intruder is slain.
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| Special: Ranged Basic Attack
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| AC 13. On a hit, an intruder is slain.
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