====== Analects Book 4 Part 2: Challenges ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 5: Level 5 ===== Prev: [[analects_book_4_part_2_chapter_4|Challenges Level 4]] The following tables provide a collection of [[challenge|Challenges]] at [[level|level]] 5. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. ===== Level 5 Challenges Table ====== ^ Challenge ^ Type ^ EP ^ ^ [[analects_book_4_part_2_chapter_5#devil_clams|Devil Clams]] | Creature | 13 | ^ [[analects_book_4_part_2_chapter_5#poltergeist|Poltergeist]] | Creature | 12 | ^ [[analects_book_4_part_2_chapter_5#razorwing_flock|Razorwing Flock]] | Creature | 13 | ^ [[analects_book_4_part_2_chapter_5#unseelie_sylph|Unseelie Sylph]] | Creature | 14 | ^ [[analects_book_4_part_2_chapter_5#calescent_wind|Calescent Wind]] | Environ | - | ^ [[analects_book_4_part_2_chapter_5#demon_smoke|Demon Smoke]] | Environ | - | ^ [[analects_book_4_part_2_chapter_5#falling_rocks|Falling Rocks]] | Environ | - | ^ [[analects_book_4_part_2_chapter_5#irritant_fog|Irritant Fog]] | Environ | - | ^ [[analects_book_4_part_2_chapter_5#frozen_exit|Frozen Exit]] | Obstacle | 20 | ^ [[analects_book_4_part_2_chapter_5#frozen_wall|Frozen Wall]] | Obstacle | 9* | ^ [[analects_book_4_part_2_chapter_5#heavy_stone_door|Heavy Stone Door]] | Obstacle | 22 | ^ [[analects_book_4_part_2_chapter_5#labyrinth|Labyrinth]] | Obstacle | 8* | ^ [[analects_book_4_part_2_chapter_5#misty_path|Misty Path]] | Obstacle | 6* | ^ [[analects_book_4_part_2_chapter_5#moving_walkway|Moving Walkway]] | Obstacle | 8* | ^ [[analects_book_4_part_2_chapter_5#wasteland|Wasteland]] | Obstacle | 9* | ^ [[analects_book_4_part_2_chapter_5#experienced_lookout|Experienced Lookout]] | Seeker | 1 | ^ [[analects_book_4_part_2_chapter_5#sentry_imps|Sentry Imps]] | Seeker | 14 | ^ [[analects_book_4_part_2_chapter_5#false_darkness|False Darkness]] | Trap | - | ^ [[analects_book_4_part_2_chapter_5#glyphs_of_sleep|Glyphs of Sleep]] | Trap | - | ^ [[analects_book_4_part_2_chapter_5#mirages|Mirages]] | Trap | - | ^ [[analects_book_4_part_2_chapter_5#pendulum_blade|Pendulum Blade]] | Trap | - | //* Persists// \\ ===== Level 5 Challenge Entries ===== ==== Calescent Wind ==== ^ Calescent Wind ^ Level 5 Challenge ^ Environ ^ | //Natural weather, even in the hottest deserts, fails to produce this level of heat. Only lava flows, magic, and similar sources can create such, and little can withstand it for long.// ||| ^ (Action) Searing Breeze ||| | This Action deals 1d6 Heat damage on a miss. ||| ^ Inflict | 2d6 || ^ Damage | 2d6 Heat || \\ ==== Demon Smoke ==== ^ Demon Smoke ^ Level 5 Challenge ^ Environ ^ | //Commonly thought to be gases channeled from the hells, this smoke causes a brief, panicked madness in those who inhale it, usually resulting in a surge of chaos and violence.// ||| ^ (Action) Abyssal Fumes ||| | This Action targets one random enemy in the region. ||| ^ Inflict | 2d6 || ^ Damage | 1d6 + 1d6 Fear || ^ Special | The target suffers -4 Mind. If the target has Unholy Resistance, reduce this loss by an amount equal to this Resistance (to a max of 4). || \\ ==== Devil Clams ==== ^ Devil Clams ^ Level 5 Challenge ^ Creature ^ EP: 13 ^ Aquatic, Sightless Vision ^ | //These vile giant clams release clouds of contact poison into the surrounding water. They often have a unique and valued pearl inside, but getting it is treacherous work, normally requiring serious preparation.// ||||| ^ Notes | If the Devil Clams are defeated, gain 1d2 Valuables. |||| ^ (Action) Infest Waters ||||| ^ Disease (Power 2) | |||| ^ Inflict | 1d10 |||| ^ Damage | 1d12 Poison |||| ^ (Reaction) Shells ||||| ^ Endure | 2d4 |||| ^ Defense | 1d4 |||| \\ ==== Experienced Lookout ==== ^ Experienced Lookout ^ Level 5 Challenge ^ Seeker ^ EP: 1 ^ | //Either current or former military, this well-trained sentry knows where to position and where to look in order to achieve maximum security.// |||| ^ (Action) Lookout |||| ^ Inflict | 2d4 ||| ^ Special | Lose a Stealth Token. ||| ^ (Reaction) Sharp Eyes |||| ^ Endure | 1d6 + 1d6 ||| ^ Special | Lose a Stealth Token. ||| ^ (Interrupt) Key Position |||| ^ Trigger | An enemy enters the occupied region. ||| ^ Effect | The Experienced Lookout is Alerted. ||| \\ ==== Falling Rocks ==== ^ Falling Rocks ^ Level 5 Challenge ^ Environ ^ | //This hazard is common in mountains and caves. Natural avalanches and unexpected cave-ins alike result in the phenominon. More rarely, earth magics may be involved for defensive purposes.// ||| ^ (Action) Rocks Fall ||| ^ Inflict | 2d6 || ^ Damage | 1d12 (Piercing 1) || ^ (Strategy) Blocking Debris ||| | Add a new Obstacle to the occupied region having 1d8 EP and a Reaction with Defense: 1d4. ||| \\ ==== False Darkness ==== ^ False Darkness ^ Level 5 Challenge ^ Trap ^ Hidden: 3d4 ^ | //While philosophers often debate if there is any true difference between actual darkness and simply the illusion of it, as both have similar sensory results, the truth is that the illusory version has different subtle effects on the psyche.// |||| ^ (Interrupt) Illusory Shadows |||| ^ Trigger | An enemy enters the region or starts and ends the round in the region. ||| ^ Effect | Play the //Enveloped By the Dark// Action against the triggering enemy. ||| ^ (Action) Enveloped By the Dark |||| ^ Inflict | 2d6 ||| ^ Damage | 2d4 Fear ||| ^ Special | The target suffers -2 Power, -2 Mind, and -2 Skill. ||| \\ ==== Frozen Exit ==== ^ Frozen Exit ^ Level 5 Challenge ^ Obstacle ^ EP: 20 ^ | //Solid sheets of ice, doors frozen shut, and the like are represented by this obstacle. Force is the only way through, but the cold temperatures make such efforts trying.// |||| ^ (Reaction) Thick Ice |||| ^ Endure | 2d4 ||| ^ Defense | 1d4 ||| ^ Damage | 1d12 Cold ||| \\ ==== Frozen Wall ==== ^ Frozen Wall ^ Level 5 Challenge ^ Obstacle ^ EP: 9 ^ Climbing, Persists ^ | //A thin layer of ice transforms this otherwise climbable surface into a slick death trap.// ||||| ^ (Reaction) Icy Surface ||||| ^ Endure | 3d4 |||| \\ ==== Glyphs of Sleep ==== ^ Glyphs of Sleep ^ Level 5 Challenge ^ Trap ^ Hidden: 1d12 ^ | //The potent magics in these proximity glyphs almost always do the trick. However, the enchanted sleep is relatively short in duration, making them ineffective as a lone defense mechanism.// |||| ^ (Interrupt) Sleep Spell |||| ^ Trigger | An enemy enters the region. ||| ^ Effect | The triggering enemy's Power and Resilience are set to -5, and the triggering enemy cannot Move or Search until the end of the next round. ||| \\ ==== Heavy Stone Door ==== ^ Heavy Stone Door ^ Level 5 Challenge ^ Obstacle ^ EP: 22 ^ | //This obstacle is more of a stone seal than an actual door. The mechanism that moves it aside is securely locked, typically with something more advanced than a standard padlock and key.// |||| ^ Lock | 1d12 ||| ^ (Reaction) Solid Earthen Build |||| ^ Endure | 1d12 ||| ^ Defense | 2d4 ||| ^ Damage | 1d8 Fatigue ||| \\ ==== Irritant Fog ==== ^ Irritant Fog ^ Level 5 Challenge ^ Environ ^ | //Though it looks like a normal fog from a distance, this hazy cloud is filled with irritants that lodge into the respiratory system and stay there, leading to days of sneezing that can turn bloody.// ||| ^ (Action) Sneezing Fits ||| ^ Disease (Skill 1) || | ^ Inflict | 1d12 || ^ Damage | 1d6 (Piercing 2) || ^ Special | Until the end of the scenario, whenever the target draws a card while in the same occupied region as one or more Seekers, the target loses a Stealth Token. The target may choose not to draw cards, even if the effect normally does not give an option. || \\ ==== Labyrinth ==== ^ Labyrinth ^ Level 5 Challenge ^ Obstacle ^ EP: 8 ^ Persists ^ | //This maze of twisting passageways requires a large amount of concentration to navigate, making it difficult to also deal with any of the other dangers that surely abound.// ||||| ^ (Reaction) Maze of Corridors ||||| ^ Endure | 1d12 |||| ^ Damage | 1d10 Fatigue |||| ^ Special | The target suffers -1 Mind and -1 Skill. |||| \\ ==== Mirages ==== ^ Mirages ^ Level 5 Challenge ^ Trap ^ Hidden: 1d4 ^ | //Mirages are frequently caused by a collection of illusion spells working together to weave misdirection. In rare circumstances they arise naturally, particularly in starry terrain and fae pocket realms.// |||| ^ (Interrupt) Strange Visions [Automatic] |||| ^ Trigger | An enemy enters the region for the first time. ||| ^ Effect | Play the //Turnabout// Action against the triggering enemy. ||| ^ (Interrupt) False Path [Automatic] |||| ^ Trigger | An enemy ends the round in the region. ||| ^ Effect | Play the //Walk in Circles// Action against the triggering enemy. ||| ^ (Action) Turnabout |||| ^ Inflict | 1d12 ||| ^ Special | The target immediately Moves back into the region they just came from, automatically bypassing any Obstacle present. ||| ^ (Action) Walk in Circles |||| ^ Inflict | 1d12 ||| ^ Damage | 1d12 Fatigue ||| ^ Special | The target cannot Move until the end of the next round. ||| \\ ==== Misty Path ==== ^ Misty Path ^ Level 5 Challenge ^ Obstacle ^ EP: 6 ^ Persists ^ | //Strange mists conceal the way forward. Even once you've found the path, one wrong step and you could become hopelessly lost.// ||||| ^ (Reaction) Obscured Road ||||| | The Misty Path gains +1 Mind. ||||| ^ Endure | 1d10 |||| ^ Damage | 1d6 Fatigue |||| \\ ==== Moving Walkway ==== ^ Moving Walkway ^ Level 5 Challenge ^ Obstacle ^ EP: 8 ^ Persists ^ | //Whether mechanical or magical in nature, there's little to do but ride this path to wherever it's taking you, whenever it decides to take you there.// ||||| ^ (Reaction) Automated Traversal ||||| ^ Special | Non-flying targets suffer -2 Power and -2 Resilience. |||| \\ ==== Pendulum Blade ==== ^ Pendulum Blade ^ Level 5 Challenge ^ Trap ^ Hidden: 1d10 ^ | //This deadly trap is nonetheless easy to avoid on its own. It functions well as part of a broader defensive plan, however, as intruders must time their movements to avoid dismemberment or worse.// |||| ^ (Interrupt) Danger Zone |||| ^ Trigger | An enemy enters the region or starts and ends the round in the region. ||| ^ Effect | Play the //Swinging Scythe// Action against the triggering enemy. ||| ^ (Action) Swinging Scythe |||| ^ Inflict | 2d6 ||| ^ Damage | 3d4 ||| \\ ==== Poltergeist ==== ^ Poltergeist ^ Level 5 Challenge ^ Creature ^ EP: 12 ^ Flying, Invisible ^ | //This foul trickster ghost primarily uses its telekinetic powers to move objects and individuals about. Typically malevolent, the poltergeist doesn't care who it hurts while it has its fun.// ||||| ^ (Action) Psychokinetic Grasp ||||| ^ Inflict | 1d12 |||| ^ Special | The target is Grabbed until the Poltergeist is defeated or the target is forced to Move. |||| ^ (Action) Manifest Sound ||||| ^ Inflict | 1d10 |||| ^ Damage | 2d6 Fear |||| ^ Special | The target suffers -2 Mind. |||| ^ (Reaction) Telekinesis ||||| ^ Endure | 1d10 |||| ^ Special | The Poltergeist may force the target to Move 1. |||| \\ ==== Razorwing Flock ==== ^ Razorwing Flock ^ Level 5 Challenge ^ Creature ^ EP: 13 ^ Flying ^ | //This flock of small birds sport metal-like, razor-sharp tips on their wings and beaks, making them incredibly dangerous to get anywhere near. They are commonly found on the landscapes of the stars.// ||||| ^ (Action) Razor Wings ||||| | This Action targets all enemies in the region. ||||| ^ Inflict | 1d10 |||| ^ Damage | 1d12 |||| ^ Special | The target suffers -1 Resilience and -1 Skill. |||| ^ (Reaction) Scatter ||||| | The Razorwing Flock wins ties with this Reaction. ||||| ^ Endure | 1d10 |||| ^ Special | The Razorwing Flock gains +1 Skill. |||| \\ ==== Sentry Imps ==== ^ Sentry Imps ^ Level 5 Challenge ^ Creature ^ EP: 14 ^ Darkvision, Flying ^ | //Imps are devilish servants that are frequently summoned to do the bidding of mortals. They have all the advantages of undead sentries with few of the drawbacks.// ||||| ^ (Action) Beady Eyes ||||| | Reduce the Inflict dice number by 1 if the Sentry Imps have 7EP or fewer remaining. ||||| ^ Inflict | 2d6 |||| ^ Special | Lose a Stealth Token. |||| ^ (Reaction) Shriek ||||| ^ Endure | 2d4 |||| ^ Special | Lose a Stealth Token. |||| ^ (Interrupt) Dwindling Numbers [Automatic] ||||| ^ Trigger | The Sentry Imps are first reduced to 7EP or fewer. |||| ^ Effect | The Sentry Imps are Alerted. |||| \\ ==== Unseelie Sylph ==== ^ Unseelie Sylph ^ Level 5 Challenge ^ Creature ^ EP: 14 ^ Flying ^ | //The Unseelie variety of sylph are energy vampires, dangerous to spend too much time around. Highly magical and very agile, they're next to impossible to engage in combat, always managing to avoid blade and spell, at least until cornered or tricked.// ||||| ^ (Action) Drain Vitality ||||| ^ Inflict | 1d12 |||| ^ Damage | 2d6 Fatigue |||| ^ Special | The target suffers -2 Power and -2 Resilience. The Unseelie Sylph gains +2 Power and +2 Resilience. |||| ^ (Reaction) Flit About ||||| ^ Endure | 2d4 |||| \\ ==== Wasteland ==== ^ Wasteland ^ Level 5 Challenge ^ Obstacle ^ EP: 9 ^ Persists ^ | //Fields of snow, plains of sun-cracked earth, and other seemingly-endless stretches of nothing each constitute a wasteland, an environment that is rarely pleasant to traverse.// ||||| ^ Notes | The Wasteland deals Cold, Heat, or Fatigue damage as appropriate for the environment. |||| ^ (Reaction) Endless Nothing ||||| ^ Damage | 1d12 |||| ^ Special | The target suffers -1 Resilience. ||||