Raid (Skill Challenge)

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Raid on a Ritual

Raid on a Ritual Level 1
Skill Challenge XP 500
You barricade yourself within a building and hold back an onslaught of enemies while a vital ritual is performed.
The PCs must simultaneously defend a building from assault and cast a ritual at the same time.
Complexity
2 (requires 6 successes before 4 failures)
Primary Skills
Arcana, Athletics, Endurance, Perception
Other Skills
Acrobatics, Nature, Stealth, Streetwise
Victory
The PCs finish the ritual casting, and the effects of the ritual end the assault.
Defeat
The PCs fail to cast the ritual and the assaulting enemies burst into the building to attack.
Special: Rooms
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.
Special: Intruders
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.
Special: Ritual
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.
Arcana
DC 14. A successful check counts as a success on the skill challenge.
You keep at the ritual, focusing your concentration on its completion, trusting your allies to keep you safe.
Athletics
DC 14. A successful check counts as a success on the skill challenge.
You push debris and furniture against windows and doors, keeping the enemy at bay.
Athletics
DC 16. A successful check removes one intruder in the room the PC is in.
You kick or throw an intruding enemy out of the building.
Endurance
DC 14. A successful check counts as a success on the skill challenge.
You press your strength against the door and hold it shut against all would-be intruders.
Perception
DC 14. A successful check lets the PC know of the presence of intruders in other rooms.
You hear the sounds of intruders in another room.
Acrobatics
DC 16. A successful check lets the PC move through two rooms in one round.
You sprint up the stairs, or leap up to a balcony, traversing the environment with ease.
Nature
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.
You let your allies know of the lay of the land, and where best to concentrate their efforts.
Stealth
DC 16. A successful check counts as a success on the skill challenge.
You keep the place quiet and hushed to deter the attention of the unwanted invaders.
Streetwise
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.
You let your allies know where the back alleys lead, and where best to concentrate their efforts.
Special: Melee Basic Attack
AC 13. On a hit, an intruder is slain.
Special: Ranged Basic Attack
AC 13. On a hit, an intruder is slain.