====== Analects Book 4 Part 2: Challenges ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 4: Level 4 ===== Prev: [[analects_book_4_part_2_chapter_3|Challenges Level 3]] The following tables provide a collection of [[challenge|Challenges]] at [[level|level]] 4. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. Next: [[analects_book_4_part_2_chapter_5|Challenges Level 5]] ===== Level 4 Challenges Table ====== ^ Challenge ^ Type ^ EP ^ ^ [[analects_book_4_part_2_chapter_4#beast_of_baying|Beast of Baying]] | Creature | 11 | ^ [[analects_book_4_part_2_chapter_4#knot_of_serpents|Knot of Serpents]] | Creature | 12 | ^ [[analects_book_4_part_2_chapter_4#snowbugs|Snowbugs]] | Creature | 11 | ^ [[analects_book_4_part_2_chapter_4#bitter_cold|Bitter Cold]] | Environ | - | ^ [[analects_book_4_part_2_chapter_4#macabre_display|Macabre Display]] | Environ | - | ^ [[analects_book_4_part_2_chapter_4#poisonous_swamp|Poisonous Swamp]] | Environ | - | ^ [[analects_book_4_part_2_chapter_4#bloodbriars|Bloodbriars]] | Obstacle | 20 | ^ [[analects_book_4_part_2_chapter_4#hot_pipes|Hot Pipes]] | Obstacle | 7* | ^ [[analects_book_4_part_2_chapter_4#security_door|Security Door]] | Obstacle | 20 | ^ [[analects_book_4_part_2_chapter_4#slimy_wall|Slimy Wall]] | Obstacle | 8* | ^ [[analects_book_4_part_2_chapter_4#tar_pit|Tar Pit]] | Obstacle | 7* | ^ [[analects_book_4_part_2_chapter_4#thick_sludge|Thick Sludge]] | Obstacle | 7* | ^ [[analects_book_4_part_2_chapter_4#local_watch|Local Watch]] | Seeker | 1 | ^ [[analects_book_4_part_2_chapter_4#patrolling_sentry|Patrolling Sentry]] | Seeker | 1 | ^ [[analects_book_4_part_2_chapter_4#floor_springs|Floor Springs]] | Trap | - | ^ [[analects_book_4_part_2_chapter_4#gas_trap|Gas Trap]] | Trap | - | ^ [[analects_book_4_part_2_chapter_4#jump_scare|Jump Scare]] | Trap | - | ^ [[analects_book_4_part_2_chapter_4#water-filling_room|Water-filling Room]] | Trap | - | //* Persists// \\ ===== Level 4 Challenge Entries ===== ==== Beast of Baying ==== ^ Beast of Baying ^ Level 4 Challenge ^ Creature ^ EP: 11 ^ Darkvision, Light Sensitivity ^ | //The dreadful howl of this beast spreads fear and a sense of doom. It's difficult to tell where it's coming from, and whatever is the source keeps staying just out of sight.// ||||| ^ (Action) Bay ||||| | This Action is played against all enemies in the occupied region and adjacent regions, even if they are blocked. ||||| ^ Inflict | 1d10 |||| ^ Damage | 1d10 Fear |||| ^ (Reaction) Elusion ||||| ^ Endure | 2d4 |||| ^ Special | The Beast of Baying gains +1 Skill. |||| \\ ==== Bitter Cold ==== ^ Bitter Cold ^ Level 4 Challenge ^ Environ ^ | //There is little shelter or relief from the frigid temperatures here. Only warm clothing and resilience will see you through it.// ||| ^ (Action) Frosty Temperatures ||| ^ Damage | 2d4 Cold || ^ Special | If the target lacks Cold Resistance, they suffer -1 Skill. || \\ ==== Bloodbriars ==== ^ Bloodbriars ^ Level 4 Challenge ^ Obstacle ^ EP: 20 ^ | //These thick, woody brambles supplement ground nutrients with those absorbed from creatures pierced by their incredibly sharp thorns.// |||| ^ (Reaction) Bloodsuck |||| ^ Endure | 1d12 ||| ^ Damage | 2d4 ||| ^ Special | The Bloodbriars gains +1 Power. ||| \\ ==== Floor Springs ==== ^ Floor Springs ^ Level 4 Challenge ^ Trap ^ Hidden: 1d6 ^ | //Consisting of a set of tightly-wound springs beneath a loose platform, this trap is concealed to look like the floor around it.// |||| ^ (Interrupt) Hidden Springs |||| ^ Trigger | An enemy that is not flying enters the region. ||| ^ Effect | Play the //Boing!// Action against the triggering enemy. Then, remove the Floor Springs from play. ||| ^ (Action) Boing! |||| ^ Inflict | 2d8 ||| ^ Special | Launch the target into the air (Height 2) and force the target to Move 1. As examples, this can send the target across a border blocked by a Height 2 (upward) Climbing Obstacle with no damage, or send across a border blocked by a Height 1 (downward) Climbing Obstacle with 3d6 base falling damage. ||| \\ ==== Gas Trap ==== ^ Gas Trap ^ Level 4 Challenge ^ Trap ^ Hidden: 1d10 ^ | //This advanced, dastardly trap releases hot gas with temporary mind-affecting properties whenever someone gets too close to it.// |||| ^ (Interrupt) Proximity Trigger |||| ^ Trigger | An enemy enters the region. ||| ^ Effect | Play the //Discharge// Action against the triggering enemy. ||| ^ (Action) Discharge |||| ^ Inflict | 1d12 ||| ^ Damage | 1d8 (Piercing 2) Heat ||| ^ Special | The target suffers -1 Power and -2 Mind. ||| \\ ==== Hot Pipes ==== ^ Hot Pipes ^ Level 4 Challenge ^ Obstacle ^ EP: 7 ^ Persists ^ | //This represents a mechanical area that is either in really bad shape, poorly designed, or a "shortcut" not originally intended for traversal.// ||||| ^ (Reaction) Maintenance Passage ||||| | The target suffers 1d6 Heat damage. ||||| ^ Endure | 1d8 |||| ^ Damage | 1d6 Fire |||| ^ Special | The target suffers -1 Resilience. |||| \\ ==== Jump Scare ==== ^ Jump Scare ^ Level 4 Challenge ^ Trap ^ Hidden: 1d10 ^ | //The only direct danger of being surprised is to the elderly and infirm. Secondary dangers, like jumping and hitting your head on something or giving away your presence with a shriek, tend to be greater worries.// |||| ^ (Interrupt) Scare |||| ^ Trigger | An enemy enters the region. ||| ^ Effect | Play the //Involuntary Yelp// Action against the triggering enemy. Then, remove the Jump Scare from play. ||| ^ (Action) Involuntary Yelp |||| ^ Inflict | 2d4 ||| ^ Damage | 1d12 Fear ||| ^ Special | Lose a Stealth Token. Seekers in the region are Alerted. ||| \\ ==== Knot of Serpents ==== ^ Knot of Serpents ^ Level 4 Challenge ^ Creature ^ EP: 12 ^ Darkvision ^ | //Venomous fangs elevate this serpent swarm over the level of mere vermin. It's especially difficult to maneuver around the mass of them.// ||||| ^ (Action) Hissing Fangs ||||| | This Action targets all enemies in the region. ||||| ^ Inflict | 1d10 |||| ^ Damage | 1d6 + 1d6 Poison |||| ^ (Reaction) Scatter ||||| | The Knot of Serpents wins ties with this Reaction. ||||| ^ Endure | 1d8 |||| ^ Special | The Knot of Serpents gains +1 Mind. |||| ^ (Interrupt) Rolling Swarm ||||| ^ Trigger | An enemy enters or starts its turn in the occupied region. |||| ^ Effect | The triggering enemy suffers -1 Skill. |||| \\ ==== Local Watch ==== ^ Local Watch ^ Level 4 Challenge ^ Seeker ^ EP: 1 ^ | //This guard has spent years looking out for threats and dangers, though the fact that they probably haven't seen much limits the value of that experience.// |||| ^ (Action) Surveillance |||| ^ Inflict | 1d10 ||| ^ Special | Lose a Stealth Token. ||| ^ (Reaction) Awareness |||| ^ Endure | 2d4 ||| ^ Special | Lose a Stealth Token. ||| ^ (Interrupt) Watchful Eye |||| ^ Trigger | An enemy enters the occupied region. ||| ^ Effect | The Local Watch is Alerted until the end of its next turn. ||| \\ ==== Macabre Display ==== ^ Macabre Display ^ Level 4 Challenge ^ Environ ^ | //Terrible displays such as these include various bones and corpses along with symbols of dreadful beings. They might be posted as a warning to intruders or simply be chosen decor for a place of worship of the fell.// ||| ^ (Action) Dreadful Warning ||| ^ Inflict | 1d12 || ^ Damage | 1d8 (Piercing 2) Fear || ^ Special | The target suffers -1 Mind, or -2 Mind if the target suffers 5 or more damage from this Action. || \\ ==== Patrolling Sentry ==== ^ Patrolling Sentry ^ Level 4 Challenge ^ Seeker ^ EP: 1 ^ | //This experienced sentry is adept at both stationary lookout and watchful patrol. They are generally higher-paid guards that have seen a thing or two.// |||| ^ (Action) On Patrol |||| | The Patrolling Sentry can play this Action twice if it Moves on its turn - once before moving and once after moving. |||| ^ Inflict | 2d4 ||| ^ Special | Lose a Stealth Token. ||| ^ (Reaction) On Watch |||| ^ Endure | 1d12 ||| ^ Special | Lose a Stealth Token. ||| \\ ==== Poisonous Swamp ==== ^ Poisonous Swamp ^ Level 4 Challenge ^ Environ ^ | //This terrible bog emits poisonous gases, is inhabited by venomous creatures, and features corrosive waters. Surely the hells can't be much worse than this.// ||| ^ (Action) Vile Toxin ||| ^ Inflict | 1d10 || ^ Damage | 1d12 Poison || ^ Special | Prior to rolling Damage, permit the target to reduce the Damage dice level by any amount. For each dice level reduced, the target suffers -1 Power or -1 Resilience (their choice). || ^ (Interrupt) Corroded Gear ||| ^ Trigger | An enemy plays an entry on or otherwise utilizes the benefit of an equipped Gear (other than a Ritual). || ^ Effect | The triggering enemy rolls 1d20. On a result of 2-5, the Gear is immediately unequipped, canceling the benefit or play (without costing the enemy any turn phase). On a result of 1, the Gear is unusable for the remainder of the scenario. On a result of 20, the enemy can no longer trigger this Interrupt for the remainder of the scenario, including from other Poisonous Swamps. Otherwise, there is no effect. || \\ ==== Security Door ==== ^ Security Door ^ Level 4 Challenge ^ Obstacle ^ EP: 20 ^ | //This wrought-iron door won't readily puncture or shatter, and the frame has been reinforced to make it difficult to knock over. Furthermore, the lock is of high quality.// |||| ^ Lock | 1d10 ||| ^ (Reaction) Secured Frame |||| ^ Endure | 1d10 ||| ^ Defense | 1d8 ||| ^ Damage | 1d8 Fatigue ||| \\ ==== Slimy Wall ==== ^ Slimy Wall ^ Level 4 Challenge ^ Obstacle ^ EP: 8 ^ Climbing, Persists ^ | //Some sort of slippery substance covers this wall. It might be natural, or it could be a substance placed in order to deter intruders.// ||||| ^ (Reaction) Slippery Grip ||||| ^ Endure | 2d4 + 1d2 |||| ^ Special | The Slimy Wall gains +1 Resilience. |||| \\ ==== Snowbugs ==== ^ Snowbugs ^ Level 4 Challenge ^ Creature ^ EP: 11 ^ Darkvision ^ | //This annoying swarm of insects thrives even in temperate climates, but they are frightfully cold to the touch regardless of where they're found. When startled, they give off strange flashes of light that momentarily reflect like a mirror. // ||||| ^ (Action) Frigid Swarm ||||| ^ Inflict | 1d12 |||| ^ Damage | 1d10 Cold |||| ^ Special | The target suffers -2 Power. |||| ^ (Reaction) Mirror Flashes ||||| ^ Endure | 1d8 |||| ^ Special | Until the target no longer shares occupied regions with the Snowbugs, the target suffers -2 Mind at the end of each round. |||| \\ ==== Tar Pit ==== ^ Tar Pit ^ Level 4 Challenge ^ Obstacle ^ EP: 7 ^ Persists ^ | //Natural tar pits arise when oil leaks upward from the ground. Artificial versions include moats filled with alchemical substances.// ||||| ^ (Reaction) Grasping Goop ||||| | This Reaction cannot be played against flying targets. ||||| ^ Endure | 1d12 |||| ^ Damage | 1d12 |||| ^ Special | The target is Grabbed until they defeat the Tar Pit. |||| \\ ==== Thick Sludge ==== ^ Thick Sludge ^ Level 4 Challenge ^ Obstacle ^ EP: 7 ^ Persists ^ | //Mundane sludge includes slimy waters and thick muds. Hostile enchantments sometimes alter the terrain in this manner, either as a side-effect or as an intentional form of defense.// ||||| ^ (Reaction) Walk the Mire ||||| | This Reaction cannot be played against flying targets. ||||| ^ Endure | 1d10 |||| ^ Defense | 1d2 |||| ^ Damage | 2d4 Fatigue |||| ^ Special | The target must discard a card (if able). |||| \\ ==== Water-filling Room ==== If there are multiple Water-filling Rooms in a scenario, they maintain separate sets of Water Level tokens. ^ Water-filling Room ^ Level 4 Challenge ^ Trap ^ Hidden: 2d6 ^ | //This complex, deadly trap seals all exits and then pours water into the room until it is completely filled, drowning any air-breathing inhabitants. The water source is typically magical due to the difficulty of constructing and maintaining such a reservoir and properly handling the pressure.// |||| ^ (Interrupt) Pouring Water |||| ^ Trigger | A round ends with an enemy in the region. ||| ^ Effect | If there are fewer than 2 Water Level tokens in play, put a Water Level token into play. Otherwise, play the //Drown// Action against all non-Aquatic enemies in the region, and all non-Aquatic Creatures and Seekers in the region are defeated. ||| ^ (Interrupt) Sealed Room [Automatic] |||| ^ Trigger | The first Water Level token is put into play. ||| ^ Effect | Entities occupying the region must now swim. Block all exits from the region with appropriate non-Persisting Obstacles (such as Security Doors and Puzzle Walls). ||| ^ (Interrupt) Drain [Automatic] |||| ^ Trigger | An Obstacle added by //Sealed Room// is defeated. ||| ^ Effect | Remove the Water-filling Room and all Water Level tokens from play. Entities in the region no longer must swim. ||| ^ (Action) Drown |||| ^ Damage | 3d10 ||| ^ Special | The target suffers -3 Resilience. |||