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analects_book_4_part_1_chapter_4 [2018/11/02 06:18]
triptycho [Earth Elemental]
analects_book_4_part_1_chapter_4 [2019/05/16 11:42]
triptycho [Level 4 Adversaries Table]
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 Prev: [[analects_book_4_part_1_chapter_3|Adversaries Level 3]] Prev: [[analects_book_4_part_1_chapter_3|Adversaries Level 3]]
  
-The following tables provide a collection of [[adversary|adversaries]] 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]].+The following tables provide a collection of [[adversary|Adversaries]] 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_1_chapter_5|Adversaries Level 5]] Next: [[analects_book_4_part_1_chapter_5|Adversaries Level 5]]
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 ^ Adversary ​          ​^ ​   Rank    ^    Type    ^   ​HP ​ ^  Init  ^ ^ Adversary ​          ​^ ​   Rank    ^    Type    ^   ​HP ​ ^  Init  ^
-^ [[analects_book_4_part_1_chapter_4#​hollow|Hollow]] ​ | Mook  | Artillery ​ |  ​11  ​| ​ 1d6  ^+^ [[analects_book_4_part_1_chapter_4#​hollow|Hollow]] ​ | Mook  | Artillery ​ |  ​14  ​| ​ 1d6  ^
 ^ [[analects_book_4_part_1_chapter_4#​ice_bat|Ice Bat]]  | Mook  | Blaster ​ |  11  |  1d10  ^ ^ [[analects_book_4_part_1_chapter_4#​ice_bat|Ice Bat]]  | Mook  | Blaster ​ |  11  |  1d10  ^
 ^ [[analects_book_4_part_1_chapter_4#​cactus_cat|Cactus Cat]]  | Mook  | Brawler ​ |  11  |  1d10  ^ ^ [[analects_book_4_part_1_chapter_4#​cactus_cat|Cactus Cat]]  | Mook  | Brawler ​ |  11  |  1d10  ^
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 ^ [[analects_book_4_part_1_chapter_4#​amphiptere|Amphiptere]] ​ | Mini-boss ​ | Defender ​ |  46  |  1d10  ^ ^ [[analects_book_4_part_1_chapter_4#​amphiptere|Amphiptere]] ​ | Mini-boss ​ | Defender ​ |  46  |  1d10  ^
 ^ [[analects_book_4_part_1_chapter_4#​caladrius|Caladrius]] ​ | Mini-boss ​ | Support ​ |  40  |  1d10  ^ ^ [[analects_book_4_part_1_chapter_4#​caladrius|Caladrius]] ​ | Mini-boss ​ | Support ​ |  40  |  1d10  ^
-^ [[analects_book_4_part_1_chapter_4#​bounty_hunter|Bounty Hunter]] ​ | Boss  | Artillery ​ |  84  |  ​1d10  ^ +^ [[analects_book_4_part_1_chapter_4#​bounty_hunter|Bounty Hunter]] ​ | Boss  | Artillery ​ |  84  |  ​1d20  ^ 
-^ [[analects_book_4_part_1_chapter_4#​cultist_prophet|Cultist Prophet]] ​ | Boss  | Blaster ​ |  82  |  ​1d10  ^+^ [[analects_book_4_part_1_chapter_4#​cultist_prophet|Cultist Prophet]] ​ | Boss  | Blaster ​ |  82  |  ​1d12  ^
 ^ [[analects_book_4_part_1_chapter_4#​horned_jeopard|Horned Jeopard]] ​ | Boss  | Brawler ​ |  86  |  1d12  ^ ^ [[analects_book_4_part_1_chapter_4#​horned_jeopard|Horned Jeopard]] ​ | Boss  | Brawler ​ |  86  |  1d12  ^
 ^ [[analects_book_4_part_1_chapter_4#​earth_elemental|Earth Elemental]] ​ | Boss  | Defender ​ |  88  |  1d10  ^ ^ [[analects_book_4_part_1_chapter_4#​earth_elemental|Earth Elemental]] ​ | Boss  | Defender ​ |  88  |  1d10  ^
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 ^ (Action) Poison Dart  ||||| ^ (Action) Poison Dart  |||||
 ^  Range | 3  |||| ^  Range | 3  ||||
-^  Hit | 2d6  ||||+^  Hit | 1d12  ||||
 ^  Damage | 2d6 Poison ​ |||| ^  Damage | 2d6 Poison ​ ||||
 ^ (Action) Gnaw  ||||| ^ (Action) Gnaw  |||||
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 ^  Damage | 1d10  |||| ^  Damage | 1d10  ||||
 ^ (Reaction) Scales ​ ||||| ^ (Reaction) Scales ​ |||||
-^  Miss | 1d10  ||||+^  Miss | 1d8  ||||
 ^  Defense | 1d4  |||| ^  Defense | 1d4  ||||
 ^ (Strategy) Limited Invisibility ​ ||||| ^ (Strategy) Limited Invisibility ​ |||||
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 ^ Amphiptere ​ ^ Level 4 Adversary ​ ^ Mini-boss ​ ^ Defender ​ ^ HP: 46  ^ ^ Amphiptere ​ ^ Level 4 Adversary ​ ^ Mini-boss ​ ^ Defender ​ ^ HP: 46  ^
-^ Initiative: 1d10  ^ Acrobatics: 1d12  ^   ^^+^ Initiative: 1d10  ^ Acrobatics: 1d12  ^^^^
 | //This large feathered serpent sports a pair of beautiful wings. It descends upon prey and coils about them much like many other large snakes.// ​ ||||| | //This large feathered serpent sports a pair of beautiful wings. It descends upon prey and coils about them much like many other large snakes.// ​ |||||
 ^ (Action) Coil  ||||| ^ (Action) Coil  |||||
 ^  Hit | 2d6  |||| ^  Hit | 2d6  ||||
-^  Special | The target is Grabbed. The target is Disoriented until they are no longer Grabbed.  ||||+^  Special | The target is Grabbed ​and suffers -2 Resilience.  ||||
 ^ (Action) Constrict ​ ||||| ^ (Action) Constrict ​ |||||
 | This Action can only be played against targets the Amphiptere has Grabbed. ​ ||||| | This Action can only be played against targets the Amphiptere has Grabbed. ​ |||||
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 ==== Bounty Hunter ==== ==== Bounty Hunter ====
  
-Deckless Variant: The Bounty Hunter is equipped with various trinkets that grant Darkvision, Immune: Immobilized, ​and Resistance 1 to all typed damage. The Bounty Hunter loses Darkvision while Confused and loses its Resistances while Muddled.+Deckless Variant: The Bounty Hunter is equipped with various trinkets that grant Darkvision and Resistance 1 to all typed damage.
  
 ^ Bounty Hunter ​ ^ Level 4 Adversary ​ ^ Boss  ^ Artillery ​ ^ HP: 84  ^ ^ Bounty Hunter ​ ^ Level 4 Adversary ​ ^ Boss  ^ Artillery ​ ^ HP: 84  ^
-^ Initiative: 1d20  ^ Acrobatics: 1d12  ^   ^^+^ Initiative: 1d20  ^ Acrobatics: 1d12  ^^^^
 | //Some bounty hunters are good people seeking justice through dangerous means, but most are bullies and killers thriving on legitimate outlets. Most are cautious by nature, largely because those who aren't die quickly.// ​ ||||| | //Some bounty hunters are good people seeking justice through dangerous means, but most are bullies and killers thriving on legitimate outlets. Most are cautious by nature, largely because those who aren't die quickly.// ​ |||||
 +^  Notes | The Bounty Hunter equips a Lever Crossbow, an Accurate Tabar, and a Beast Buff Coat.  ||||
 ^ (Action) Venom Bolt [Gear] ​ ||||| ^ (Action) Venom Bolt [Gear] ​ |||||
 ^  Range | 4  |||| ^  Range | 4  ||||
 ^  Hit | 1d12  |||| ^  Hit | 1d12  ||||
 ^  Damage | 1d6 (Piercing 2)  |||| ^  Damage | 1d6 (Piercing 2)  ||||
-^  Special | The target ​takes an additional ​1d8 Poison damage at the end of their next turn.  |||| +^  Special | The target ​suffers ​an additional ​1d6 Poison damage at the end of their next turn (this does not stack). This increases to 1d8 Poison damage if the Bounty Hunter has 42HP or fewer remaining.  |||| 
-^ (Action) ​Reliable Tabar [Gear] ​ |||||+^ (Action) ​Downward Slice [Gear] ​ |||||
 ^  Hit | 1d6 + 1d4  |||| ^  Hit | 1d6 + 1d4  ||||
 ^  Damage | 1d8 (Piercing 2) + 1d4  |||| ^  Damage | 1d8 (Piercing 2) + 1d4  ||||
-^ (Reaction) ​Evasion ​ |||||+^ (Reaction) ​Escape ​ ||||| 
 +| This Reaction loses its Defense entry against ranged attacks. ​ |||||
 ^  Miss | 2d4  |||| ^  Miss | 2d4  ||||
 +^  Defense | 1d4  ||||
 ^  Special | The Bounty Hunter may Move 1.  |||| ^  Special | The Bounty Hunter may Move 1.  ||||
 ^ (Strategy) Hunter Alacrity ​ ||||| ^ (Strategy) Hunter Alacrity ​ |||||
-| Until the end of the Bounty Hunter'​s turn, increase all Damage dice by 1 level against ​foes that have not yet acted this round. ​ |||||+| Until the end of the Bounty Hunter'​s turn, Actions played ​against ​targets ​that have not yet acted this round gain Special: The Bounty Hunter gains +1 Power.  |||||
  
 \\ \\
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 ^ Bunyip ​ ^ Level 4 Adversary ​ ^ Regular ​ ^ Defender ​ ^ HP: 25  ^ ^ Bunyip ​ ^ Level 4 Adversary ​ ^ Regular ​ ^ Defender ​ ^ HP: 25  ^
-^ Initiative: 1d8  ^ Acrobatics: 1d8  ^ Aquatic ​ ^  ^^+^ Initiative: 1d8  ^ Acrobatics: 1d8  ^ Aquatic ​ ^^^
 | //This fearsome crocodile-sized freshwater mammal lurks in murky waters, grasping and crushing prey with its powerful jaws.// ​ ||||| | //This fearsome crocodile-sized freshwater mammal lurks in murky waters, grasping and crushing prey with its powerful jaws.// ​ |||||
 ^ (Action) Grip  ||||| ^ (Action) Grip  |||||
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 | //This large desert cat gets its name from the spines that cover its body and the branching of its armored, spiked tail. Territorial and clever, it's a fierce predator.// ​ ||||| | //This large desert cat gets its name from the spines that cover its body and the branching of its armored, spiked tail. Territorial and clever, it's a fierce predator.// ​ |||||
 ^ (Action) Spiked Tail  ||||| ^ (Action) Spiked Tail  |||||
-^  Hit | 1d10  ​|||| +^  Hit | 1d12  ​|||| 
-^  Damage | 2d6  ||||+^  Damage | 2d8  ||||
 ^ (Reaction) Spines ​ ||||| ^ (Reaction) Spines ​ |||||
-| This Reaction can only be played against melee attacks. ​ |||||+| This Reaction can only be played against melee attacks. This Reaction loses its Damage entry against reach attacks. ​ |||||
 ^  Miss | 2d4  |||| ^  Miss | 2d4  ||||
 ^  Damage | 1d6  |||| ^  Damage | 1d6  ||||
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 | The Caladrius cannot target itself or another Caladrius. ​ ||||| | The Caladrius cannot target itself or another Caladrius. ​ |||||
 ^  Range | 2  |||| ^  Range | 2  ||||
-^  Special | The target recovers 15 lost HP and clears ​all conditions. The Caladrius suffers 10 damage and begins an Incantation. ​ ||||+^  Special | The target recovers 15 lost HP and restores ​all Stat Tracks. The Caladrius suffers 10 damage and begins an Incantation. ​ ||||
 ^ (Action) Recovery [Non-hostile] ​ ||||| ^ (Action) Recovery [Non-hostile] ​ |||||
-^  ​Incantation ​| 1  |||| +^  ​Incant ​| 1  |||| 
-^  Special | The Caladrius recovers 20 lost HP.  ||||+^  Special | The Caladrius recovers 20 lost HP and restores all Stat Tracks.  ||||
 ^ (Action) Warding Glow  ||||| ^ (Action) Warding Glow  |||||
 ^  Hit | 1d12  |||| ^  Hit | 1d12  ||||
-^  Damage | 2d8 Holy  |||| +^  Damage | 2d6 Holy  |||| 
-^  Special | The Caladrius'​s Reactions gain **Defense:​** 1d6 until the start of its next turn. The target ​is Stunned until the end of their next turn.  ||||+^  Special | The Caladrius'​s Reactions gain **Defense:​** 1d6 until the start of its next turn. The target ​suffers -2 Power.  ||||
 ^ (Reaction) Dodge  ||||| ^ (Reaction) Dodge  |||||
-^  Miss | 1d12  ||||+^  Miss | 1d10  ||||
 ^ (Strategy) Flight ​ ||||| ^ (Strategy) Flight ​ |||||
 | Fly 1.  ||||| | Fly 1.  |||||
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 ^ Catoblepas ​ ^ Level 4 Adversary ​ ^ Regular ​ ^ Artillery ​ ^ HP: 21  ^ ^ Catoblepas ​ ^ Level 4 Adversary ​ ^ Regular ​ ^ Artillery ​ ^ HP: 21  ^
-^ Initiative: 1d6  ^ Acrobatics: 1d4  ​^ ​ ^ Poison Resistance 2  ^^+^ Initiative: 1d6  ^ Acrobatics: 1d4  ^ Poison Resistance 2  ​^^^
 | //​Originally some form of corporeal undead that maintained their mind and hold on sanity, the hollow has since fallen to madness and despair. Only violence brings it any sense of purpose now.// ​ ||||| | //​Originally some form of corporeal undead that maintained their mind and hold on sanity, the hollow has since fallen to madness and despair. Only violence brings it any sense of purpose now.// ​ |||||
 ^ (Action) Evil Eye  ||||| ^ (Action) Evil Eye  |||||
-| This Action cannot be played if the Catoblepas ​is Debilitated.  |||||+| This Action cannot be played if the Catoblepas ​has -2 Power or less.  |||||
 ^  Reach | 4  |||| ^  Reach | 4  ||||
-^  Hit | 1d12  ​|||| +^  Hit | 2d6  |||| 
-^  Special | The target ​is Vulnerable ​and gains Poison Weakness 1 until the end of the scenario. ​ ||||+^  Damage | 1d6 Unholy ​ ​|||| 
 +^  Special | The target ​suffers -2 Resilience ​and gains Poison Weakness 1 until the end of the scenario. ​ ||||
 ^ (Action) Poison Breath ​ ||||| ^ (Action) Poison Breath ​ |||||
-| This Action does not target the Catoblepas. ​Targets cannot make Defense ​rolls against this Action.  |||||+| This Action does not target the Catoblepas. ​The target'​s Reaction loses any Defense ​entry.  |||||
 ^  Area Attack |  |||| ^  Area Attack |  ||||
 ^  Damage | 3d4 Poison ​ |||| ^  Damage | 3d4 Poison ​ ||||
-^ (Reaction) Scaled ​Hide  |||||+^ (Reaction) Scaled ​Glare  |||||
 ^  Miss | 1d8  |||| ^  Miss | 1d8  ||||
 ^  Defense | 1d4  |||| ^  Defense | 1d4  ||||
 +^  Damage | 1d4 Unholy ​ ||||
  
 \\ \\
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 | This Action targets up to 3 enemies. The same enemy cannot be selected as a target multiple times. ​ ||||| | This Action targets up to 3 enemies. The same enemy cannot be selected as a target multiple times. ​ |||||
 ^  Range | 4  |||| ^  Range | 4  ||||
-^  ​Incantation ​| 1  ||||+^  ​Incant ​| 1  ||||
 ^  Hit | 1d20  |||| ^  Hit | 1d20  ||||
 ^  Damage | 1d12 (Piercing 3)  |||| ^  Damage | 1d12 (Piercing 3)  ||||
-^  Special | The target ​is Grounded until the end of the scenario.  ||||+^  Special | The target ​suffers -1 Skill.  ||||
 ^ (Action) Slam  ||||| ^ (Action) Slam  |||||
 ^  Hit | 1d12  |||| ^  Hit | 1d12  ||||
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 \\ \\
 ==== Cultist Prophet ==== ==== Cultist Prophet ====
- 
-At 41 HP & fewer, all Actions the Cultist Prophet plays from hand gain the Returning property, and the Cultist Prophet can discard the card it draws at the start of its turn to draw again (limit once per turn). 
  
 Deckless Variant: As a Strategy, when not Confused, the Cultist Prophet can affect a section it can see with Dreadmist until the end of its next turn. Sections with Dreadmist are treated as shadowy by enemies. At 41 HP & fewer, when not Muddled, the Cultist Prophet can choose any section with Dreadmist as the origin for Devil Serpent (rather than a section within range 1). Deckless Variant: As a Strategy, when not Confused, the Cultist Prophet can affect a section it can see with Dreadmist until the end of its next turn. Sections with Dreadmist are treated as shadowy by enemies. At 41 HP & fewer, when not Muddled, the Cultist Prophet can choose any section with Dreadmist as the origin for Devil Serpent (rather than a section within range 1).
  
 ^ Cultist Prophet ​ ^ Level 4 Adversary ​ ^ Boss  ^ Blaster ​ ^ HP: 82  ^ ^ Cultist Prophet ​ ^ Level 4 Adversary ​ ^ Boss  ^ Blaster ​ ^ HP: 82  ^
-^ Initiative: 1d12  ^ Acrobatics: 1d6  ^   ^^+^ Initiative: 1d12  ^ Acrobatics: 1d6  ^^^^
 | //The prophet functions as the leader for the cult in matters both spiritual and practical. Most prophets are charismatic and cunning.// ​ ||||| | //The prophet functions as the leader for the cult in matters both spiritual and practical. Most prophets are charismatic and cunning.// ​ |||||
 +^  Notes | At 41 HP & fewer, all Actions the Cultist Prophet plays from hand gain the Returning property. ​ ||||
 ^ (Action) Devil Serpent ​ ||||| ^ (Action) Devil Serpent ​ |||||
 | Choose a section adjacent to the target section and target it as well. Then, choose a third section adjacent to the second section and target it as well. Do not target the same section twice. The additional sections do not need to be within range or sight. ​ ||||| | Choose a section adjacent to the target section and target it as well. Then, choose a third section adjacent to the second section and target it as well. Do not target the same section twice. The additional sections do not need to be within range or sight. ​ |||||
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 | This Reaction can only be played against melee attacks. ​ ||||| | This Reaction can only be played against melee attacks. ​ |||||
 ^  Miss | 2d4  |||| ^  Miss | 2d4  ||||
-^  Special | The target ​is Controlled until the end of their next turn.  ||||+^  Special | The target ​suffers -2 Mind.  ||||
 ^ (Reaction) Premonition ​ ||||| ^ (Reaction) Premonition ​ |||||
 ^  Miss | 1d10  |||| ^  Miss | 1d10  ||||
-^  Special | The target ​is Dazed until the start of their next turn.  ||||+^  Special | The target ​suffers -1 Skill.  ||||
  
 \\ \\
 ==== Death Mage ==== ==== Death Mage ====
  
-Deckless Variant: ​Once per round when not Confused, as Strategy, the Death Mage can gain 1 Incantation charge. The Death Mage is wearing ​[[analects_book_1_chapter_10#featherweight_armor|Featherweight]] [[analects_book_1_chapter_2#​padded_jack|Padded Jack]]; the enchantment bonus is lost when the Death Mage is Muddled.+Deckless Variant: ​Instead of Sacrificial Dagger, the Death Mage equips an [[analects_book_1_chapter_3#athame|Athame]].
  
 ^ Death Mage  ^ Level 4 Adversary ​ ^ Boss  ^ Support ​ ^ HP: 80  ^ ^ Death Mage  ^ Level 4 Adversary ​ ^ Boss  ^ Support ​ ^ HP: 80  ^
 ^ Initiative: 1d8  ^ Acrobatics: 1d6  ^  ^  ^^ ^ Initiative: 1d8  ^ Acrobatics: 1d6  ^  ^  ^^
 | //While necromancy is tolerated to varying degrees, death magic is outright banned in the majority of the world'​s societies. It is distinguished by its use of the living to power its art. Ritualistic sacrifice is a primary component.// ​ ||||| | //While necromancy is tolerated to varying degrees, death magic is outright banned in the majority of the world'​s societies. It is distinguished by its use of the living to power its art. Ritualistic sacrifice is a primary component.// ​ |||||
 +^  Notes | The Death Mage equips a Sacrificial Dagger and a Tarnished Chime (and possesses one extra Tarnished Chime). ​ ||||
 ^ (Action) Summon Ghost [Non-hostile] ​ ||||| ^ (Action) Summon Ghost [Non-hostile] ​ |||||
 ^  Range | 3  |||| ^  Range | 3  ||||
-^  ​Incantation ​| 2  |||| +^  ​Incant ​| 2  |||| 
-^  Special | Put a [[analects_book_4_part_1_chapter_3#​resentful_spirit|Resentful Spirit]] into play in a section within range; it acts next in the initiative ​order. ​ ||||+^  Special | Put a [[analects_book_4_part_1_chapter_3#​resentful_spirit|Resentful Spirit]] into play in a section within range; it acts next in the Initiative ​order. ​ ||||
 ^ (Action) Raise Zombie [Non-hostile] ​ ||||| ^ (Action) Raise Zombie [Non-hostile] ​ |||||
-^  ​Incantation ​| 2  |||| +^  ​Incant ​| 2  |||| 
-^  Special | Put a [[analects_book_4_part_1_chapter_3#​zombie|Zombie]] into play in the occupied section; it acts next in the initiative ​order. ​ ||||+^  Special | Put a [[analects_book_4_part_1_chapter_3#​zombie|Zombie]] into play in the occupied section; it acts next in the Initiative ​order. ​ ||||
 ^ (Action) Cursed Chant [Gear] ​ ||||| ^ (Action) Cursed Chant [Gear] ​ |||||
 ^  Range | 2  |||| ^  Range | 2  ||||
 ^  Damage | 1d4 (Piercing 2) Unholy ​ |||| ^  Damage | 1d4 (Piercing 2) Unholy ​ ||||
 ^  Special | The Death Mage may begin an Incantation. ​ |||| ^  Special | The Death Mage may begin an Incantation. ​ ||||
-^ (Reaction) Blood Casting ​[Gear] ​ ​||||| +^ (Reaction) Blood Casting ​ ||||| 
-| The Death Mage does not lose its Incantation.  Increase any Damage dice on the target'​s Action by 1 level.  ||||| +| The Death Mage does not lose its Incantation. ​ ||||| 
-(Strategy) Reequip ​ ||||| +^  ​Damage ​1d2 Unholy ​ ||||
-| The Death Mage equips a new [[analects_book_1_chapter_3#​tarnished_chime|Tarnished Chime]] if it lost its previous one. This Strategy can only be played twice per scenario. ​ |||||+
  
 \\ \\
 ==== Earth Elemental ==== ==== Earth Elemental ====
  
-Deckless Variant: Once per round if not Muddled, as a non-hostile Action, the Earth Elemental may teleport to a section containing a Rumbling Earth token. The Earth Elemental gains the following additional Action ​that it can play when it is not Confused:+Deckless Variant: Once per round, as a non-hostile Action, the Earth Elemental may teleport to a section containing a Rumbling Earth token. The Earth Elemental gains the following additional Action:
 ^ (Action) Earth Punch  || ^ (Action) Earth Punch  ||
 +| This Action must target a section containing a Rumbling Earth token. ​ ||
 ^  Area Attack |  | ^  Area Attack |  |
 ^  Hit | 2d6  | ^  Hit | 2d6  |
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 ^  Special | The target is Grabbed. ​ |||| ^  Special | The target is Grabbed. ​ ||||
 ^ (Action) Rumbling Earth [Non-hostile] ​ ||||| ^ (Action) Rumbling Earth [Non-hostile] ​ |||||
-| Put a Rumbling Earth token in a section the Earth Elemental can see that is not adjacent to a section already containing a Rumbling Earth token. ​ |||||+| Put a Rumbling Earth token in a section the Earth Elemental can see that is not adjacent to a section already containing a Rumbling Earth token. If the Earth Elemental has 44HP or fewer remaining, add a second token (with the same restrictions).  |||||
 ^ (Reaction) Stone Form  ||||| ^ (Reaction) Stone Form  |||||
 | If the Earth Elemental hasn't taken Acid damage this scenario, reduce any Piercing on the target'​s Action by 1.  ||||| | If the Earth Elemental hasn't taken Acid damage this scenario, reduce any Piercing on the target'​s Action by 1.  |||||
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 ^  Hit | 1d10  |||| ^  Hit | 1d10  ||||
 ^  Damage | 1d10 Fire  |||| ^  Damage | 1d10 Fire  ||||
-^  Special | The target ​is Debilitated until the end of their next turn and will suffer 1d4 Fire damage at the start of their next turn.  ||||+^  Special | The target ​suffers -1 Power and will suffer 1d4 Fire damage at the start of their next turn (not cumulative with any other //Searing Ash//).  ||||
 ^ (Reaction) Smoke Cloud  ||||| ^ (Reaction) Smoke Cloud  |||||
-| The target'​s Action cannot ​impose the Debilitated or Vulnerable conditions onto the Ember Wisp.  |||||+| The target'​s Action cannot ​reduce ​the Ember Wisp's Power or Resilience.  |||||
 ^  Miss | 2d4  |||| ^  Miss | 2d4  ||||
 ^ (Strategy) Hover  ||||| ^ (Strategy) Hover  |||||
-| Fly 1.  |||||+| Fly 1. The Ember Wisp gains +1 Mind.  |||||
  
 \\ \\
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 ^ Formicaleun ​ ^ Level 4 Adversary ​ ^ Regular ​ ^ Brawler ​ ^ HP: 22  ^ ^ Formicaleun ​ ^ Level 4 Adversary ​ ^ Regular ​ ^ Brawler ​ ^ HP: 22  ^
-^ Initiative: 1d6  ^ Acrobatics: 1d6  ^   ^^+^ Initiative: 1d6  ^ Acrobatics: 1d6  ^^^^
 | //This lion-sized beast has the sharp pincers and burrowing feet reminiscent of ants. Dreadfully dim, it is driven entirely by its voracious appetite.// ​ ||||| | //This lion-sized beast has the sharp pincers and burrowing feet reminiscent of ants. Dreadfully dim, it is driven entirely by its voracious appetite.// ​ |||||
 ^ (Action) Pincer Fangs  ||||| ^ (Action) Pincer Fangs  |||||
 ^  Hit | 1d12  |||| ^  Hit | 1d12  ||||
 ^  Damage | 2d8  |||| ^  Damage | 2d8  ||||
-^  Special | The target ​is Hindered until the end of their next turn.  ||||+^  Special | The target ​suffers -1 Skill.  ||||
 ^ (Reaction) Dodge  ||||| ^ (Reaction) Dodge  |||||
 ^  Miss | 1d10  |||| ^  Miss | 1d10  ||||
 ^ (Strategy) Burrow ​ ||||| ^ (Strategy) Burrow ​ |||||
-| Phase 1. The Formicaleun is Immobilized until the end of its next turn.  |||||+| Phase 1. The Formincaleun gains +1 Resilience but suffers -1 Power and -1 Skill.  |||||
  
 \\ \\
 ==== Hollow ==== ==== Hollow ====
  
-The Hollow possesses 3 Cursed Falarica. +^ Hollow ​ ^ Level 4 Adversary ​ ^ Mook  ^ Artillery ​ ^ HP: 14  ^
- +
-^ Hollow ​ ^ Level 4 Adversary ​ ^ Mook  ^ Artillery ​ ^ HP: 11  ^+
 ^ Initiative: 1d6  ^ Acrobatics: 1d4  ^ Darkvision ​ ^ Poison Resistance 5, Unholy Resistance 1, Holy Weakness 1  ^^ ^ Initiative: 1d6  ^ Acrobatics: 1d4  ^ Darkvision ​ ^ Poison Resistance 5, Unholy Resistance 1, Holy Weakness 1  ^^
 | //​Originally some form of corporeal undead that maintained their mind and hold on sanity, the hollow has since fallen to madness and despair. Only violence brings it any sense of purpose now.// ​ ||||| | //​Originally some form of corporeal undead that maintained their mind and hold on sanity, the hollow has since fallen to madness and despair. Only violence brings it any sense of purpose now.// ​ |||||
 +^  Notes | The Hollow possesses 3 Cursed Falaricas, a Cursed Adarga, and a Padded Jack.  ||||
 ^ (Action) Cursed Falarica [Gear] ​ ||||| ^ (Action) Cursed Falarica [Gear] ​ |||||
 ^  Thrown | 2  |||| ^  Thrown | 2  ||||
 ^  Hit | 1d6 + 1d4  |||| ^  Hit | 1d6 + 1d4  ||||
 ^  Damage | 1d4 (Piercing 1) + 1d4 Fire + 1d4 Unholy ​ |||| ^  Damage | 1d4 (Piercing 1) + 1d4 Fire + 1d4 Unholy ​ ||||
-^  Special | If the Cursed Falarica was thrown, the target ​is Muddled until the end of their next turn.  |||| +^  Special | If the Cursed Falarica was thrown, the target ​suffers -2 Mind.  |||| 
-^ (ReactionUndead Flesh  ​||||| +^ (ActionHeavy Bash [Gear] ​ ​||||| 
-^  ​Miss 1d8  ​|||| +^  ​Hit 1d10 + 1d4  ​|||| 
-^  ​Defense ​| 1d4  ||||+^  ​Damage ​1d6 + 1d4 Unholy ​ |||| 
 +^ (Reaction) Dodge  ||||| 
 +^  Miss | 1d10  ||||
  
 \\ \\
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 ^  Area Attack |  |||| ^  Area Attack |  ||||
 ^  Damage | 1d10 (Piercing 3) Lightning ​ |||| ^  Damage | 1d10 (Piercing 3) Lightning ​ ||||
-^  Special | The target ​is Immobilized until the end of their next turn.  ||||+^  Special | The target ​suffers -1 Power and cannot Move on their next turn.  ||||
 ^ (Reaction) False Body  ||||| ^ (Reaction) False Body  |||||
 ^  Miss | 1d8  |||| ^  Miss | 1d8  ||||
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 ==== Horned Jeopard ==== ==== Horned Jeopard ====
  
-Deckless Variant: //Great Leap// may be played twice per round. At 43 HP and fewer, //Gore// gains +1d4 to Hit and Damage, but this bonus is lost for the remainder of the round when the Horned Jeopard plays //Great Leap//.+Deckless Variant: //Great Leap// may be played twice per round, but it cannot be played whenever the Horned Jeopard is Confused. At 43 HP and fewer, //Gore// gains +1d4 to Hit and Damage, but this bonus is lost for the remainder of the round when the Horned Jeopard plays //Great Leap//, or while Muddled.
  
 ^ Horned Jeopard ​ ^ Level 4 Adversary ​ ^ Boss  ^ Brawler ​ ^ HP: 86  ^ ^ Horned Jeopard ​ ^ Level 4 Adversary ​ ^ Boss  ^ Brawler ​ ^ HP: 86  ^
-^ Initiative: 1d12  ^ Acrobatics: 1d10  ^   ^^+^ Initiative: 1d12  ^ Acrobatics: 1d10  ^^^^
 | //Jeopards are strange beasts, being somewhere between a donkey and a large cat while not seeming to be actually related to either animal. This variety is distinguished by its horn, a fearsome thing it uses to gore foes, often as part of a leaping attack.// ​ ||||| | //Jeopards are strange beasts, being somewhere between a donkey and a large cat while not seeming to be actually related to either animal. This variety is distinguished by its horn, a fearsome thing it uses to gore foes, often as part of a leaping attack.// ​ |||||
 ^ (Action) Gore  ||||| ^ (Action) Gore  |||||
 ^  Hit | 2d6  |||| ^  Hit | 2d6  ||||
-^  Damage | 2d8 (Piercing 2)  ||||+^  Damage | 2d6 (Piercing 2)  ||||
 ^ (Reaction) Kick  ||||| ^ (Reaction) Kick  |||||
 | This Reaction can only be played against targets in the occupied section. ​ ||||| | This Reaction can only be played against targets in the occupied section. ​ |||||
-^  Miss | 2d4  ||||+^  Miss | 1d10  ||||
 ^  Damage | 1d6  |||| ^  Damage | 1d6  ||||
 ^  Special | The Horned Jeopard may force the target to Move 1.  |||| ^  Special | The Horned Jeopard may force the target to Move 1.  ||||
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 ^  Defense | 1d4  |||| ^  Defense | 1d4  ||||
 ^ (Strategy) Great Leap  ||||| ^ (Strategy) Great Leap  |||||
-| Fly 1. This Strategy can only be played once per round. ​ |||||+| Fly 1. The Horned Jeopard gains +1 Skill. This Strategy can only be played once per round, or twice per round if the Horned Jeopard has 43HP or fewer remaining.  |||||
  
 \\ \\
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 ^  Hit | 1d10  |||| ^  Hit | 1d10  ||||
 ^  Damage | 1d6 + 1d4 Ice  |||| ^  Damage | 1d6 + 1d4 Ice  ||||
-^ (Reaction) ​Dodge  |||||+^ (Reaction) ​Winter Aura  ||||| 
 +| This Reaction loses its Damage entry against ranged and reach attacks. ​ |||||
 ^  Miss | 2d4  |||| ^  Miss | 2d4  ||||
 +^  Damage | 1d4 Ice  ||||
 ^ (Strategy) Flight ​ ||||| ^ (Strategy) Flight ​ |||||
-| Fly 1.  |||||+| Fly 1. The Ice Bat gains +1 Resilience and +1 Skill.  |||||
  
 \\ \\
Line 378: Line 386:
  
 ^ Miraj  ^ Level 4 Adversary ​ ^ Mini-boss ​ ^ Brawler ​ ^ HP: 44  ^ ^ Miraj  ^ Level 4 Adversary ​ ^ Mini-boss ​ ^ Brawler ​ ^ HP: 44  ^
-^ Initiative: 1d12  ^ Acrobatics: 1d10  ^  ^ Holy Weakness 1  ^^+^ Initiative: 1d12  ^ Acrobatics: 1d10  ^^ Holy Weakness 1  ^^
 | //At first glance this creature looks like a simple rabbit with a cute spiral horn. A closer look reveals a horrific visage that seems utterly unnatural, even demonic.// ​ ||||| | //At first glance this creature looks like a simple rabbit with a cute spiral horn. A closer look reveals a horrific visage that seems utterly unnatural, even demonic.// ​ |||||
 ^ (Action) Spiral Horn  ||||| ^ (Action) Spiral Horn  |||||
Line 386: Line 394:
 ^  Miss | 1d12  |||| ^  Miss | 1d12  ||||
 ^ (Strategy) Fearsome Presence ​ ||||| ^ (Strategy) Fearsome Presence ​ |||||
-| Discard a card: Each enemy within range 1 that lacks Fear Resistance must choose to become either DebilitatedImmobilized, or Weakened until the end of their next turns.  |||||+| Discard a card: Each enemy within range 1 that lacks Fear Resistance must choose to suffer -1 Power-1 Resilience, or -1 Mind.  |||||
  
 \\ \\
Line 392: Line 400:
  
 ^ Qiqirin Rider  ^ Level 4 Adversary ​ ^ Regular ​ ^ Blaster ​ ^ HP: 22  ^ ^ Qiqirin Rider  ^ Level 4 Adversary ​ ^ Regular ​ ^ Blaster ​ ^ HP: 22  ^
-^ Initiative: 1d10  ^ Acrobatics: 1d6  ^   ^^+^ Initiative: 1d10  ^ Acrobatics: 1d6 (1d10) ​ ^^^^
 | //The Nibelung make the most common riders of snow hound mounts, but some other creatures, such as various fae folk, also manage the feat.// ​ ||||| | //The Nibelung make the most common riders of snow hound mounts, but some other creatures, such as various fae folk, also manage the feat.// ​ |||||
 ^ (Mount) Snow Hound  ||||| ^ (Mount) Snow Hound  |||||
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 ^  Hit | 1d10  |||| ^  Hit | 1d10  ||||
 ^  Damage | 1d12 (Piercing 3) Ice  |||| ^  Damage | 1d12 (Piercing 3) Ice  ||||
 +^  Special | The target suffers -1 Skill. ​ ||||
 ^ (Action) Poisoned Javelin [Gear] ​ ||||| ^ (Action) Poisoned Javelin [Gear] ​ |||||
 ^  Thrown | 2  |||| ^  Thrown | 2  ||||
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 ^ Tomb Cyst  ^ Level 4 Adversary ​ ^ Mook  ^ Support ​ ^ HP: 1  ^ ^ Tomb Cyst  ^ Level 4 Adversary ​ ^ Mook  ^ Support ​ ^ HP: 1  ^
-^  ​^ Acrobatic ​ ^ Immobile, Immune: Stunned ​ ​^ ​ ^^+^ Acrobatic  ​^^ Immobile ​ ^^^
 | //​Frequently found in underground ruins and deep caverns, this bulbous mass drifts about randomly through the air. The slightest disturbance can cause it to rupture, spewing acidic substances everywhere. Too delicate to intentionally wield, tomb cysts always arise from environments on their own rather than being created by a mage or alchemist. The exact process is not well understood.// ​ ||||| | //​Frequently found in underground ruins and deep caverns, this bulbous mass drifts about randomly through the air. The slightest disturbance can cause it to rupture, spewing acidic substances everywhere. Too delicate to intentionally wield, tomb cysts always arise from environments on their own rather than being created by a mage or alchemist. The exact process is not well understood.// ​ |||||
 ^ (Interrupt) Drift [Automatic] ​ ||||| ^ (Interrupt) Drift [Automatic] ​ |||||
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 ^  Hit | 2d6  |||| ^  Hit | 2d6  ||||
 ^  Damage | 1d12 (Piercing 3) Acid  |||| ^  Damage | 1d12 (Piercing 3) Acid  ||||
-^  Special | The target ​is Confused until the end of their next turn.  ||||+^  Special | The target ​suffers -2 Resilience.  ||||
  
analects_book_4_part_1_chapter_4.txt · Last modified: 2019/10/31 08:23 by triptycho