Chaos at the Wall (4e Skill Challenge)
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Chaos at the Wall Level 5 | ||
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Skill Challenge 1600 XP | ||
An army of demons has been advancing on a walled city with the intent of capturing a temple within. The empire's main army is still one day's march away. The PCs are members of a militia, the Irregulars, who have been rapidly formed and deployed to hold the city wall with the city garrison. Dawn is yet to break and the Irregulars hurry to the 50 yard stretch of wall near the South Gate. From here, over the battlements, they see hordes of demons advancing over the plains, all manner of shapes and sizes. | ||
Goal: Hold the wall against the demons until daybreak. The challenge is split into two stages: | ||
Complexity: 3 (8 successes before 3 failures; 2 advantages) | ||
Primary Skills | ||
Successes with the primary skills contribute one success any number of times.
Intimidate or Diplomacy (DC 15 standard action, first stage only) Arcana or Religion (DC 15 (first stage) or DC 22 (second stage), standard action) Perception (DC 15, standard action, first stage only) Endurance (DC 22, standard action, second stage only) Heal (DC 15, standard action) | ||
Secondary Skills | ||
Perception or Arcana (DC 15 minor action, 0 successes, first stage only) The PC surveys the hordes to determine specific types of demon. Most of them are dretch, squabbling amongst themselves. There are tall, insect-like demons with big tridents. There are succubi and incubi, sat on ornate thrones carried by devolved limb oozes. Flapping awkwardly in the sky are hundreds of winged, misshapen things. A dozen groups of smaller demons are advancing forwards. Some of them are laboriously carrying organic, bulb-like things almost as large as themselves. Thievery (DC 22, standard action, 0 successes, first stage only) Athletics (DC 15 standard action, 1 success) | ||
Success | ||
Dawn breaks and the wall defences are still intact - the first wave of demons are but corpses bubbling away in the morning light. This can lead to an encounter in which the Irregulars sally forth to stop the advance of a huge battering ram. Regardless, the Irregulars have bought the city enough time. | ||
Failure | ||
The walls have been completely yielded to the demons. The Irregulars have been forced over the city-edge of the wall, or back into the towers. Each PC needs to succeed on a DC 22 Acrobatics (jumping off the wall), Endurance (retreat into the towers) or Athletics (climb to safety) check or lose a healing surge. The demons take control of the gate and open it. Following encounters will require fights in the streets to stop the demons reaching the temple, and the empire's army will not arrive in time to help. |