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analects_book_4_part_1_chapter_5 [2018/11/05 08:26] triptycho created |
analects_book_4_part_1_chapter_5 [2019/05/16 11:29] triptycho [Troll] |
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Prev: [[analects_book_4_part_1_chapter_4|Adversaries Level 4]] | Prev: [[analects_book_4_part_1_chapter_4|Adversaries Level 4]] | ||
- | The following tables provide a collection of [[adversary|adversaries]] 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]]. | + | The following tables provide a collection of [[adversary|Adversaries]] 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 Adversaries Table ====== | ===== Level 5 Adversaries Table ====== | ||
^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ | ^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ | ||
- | ^ [[analects_book_4_part_1_chapter_5#crossbow_veteran|Crossbow Veteran]] | Mook | Artillery | 12 | 1d12 ^ | + | ^ [[analects_book_4_part_1_chapter_5#crossbow_veteran|Crossbow Veteran]] | Mook | Artillery | 15 | 1d12 ^ |
^ [[analects_book_4_part_1_chapter_5#spell_guard|Spell Guard]] | Mook | Blaster | 12 | 1d6 ^ | ^ [[analects_book_4_part_1_chapter_5#spell_guard|Spell Guard]] | Mook | Blaster | 12 | 1d6 ^ | ||
^ [[analects_book_4_part_1_chapter_5#carrion_wolf|Carrion Wolf]] | Mook | Brawler | 13 | 1d8 ^ | ^ [[analects_book_4_part_1_chapter_5#carrion_wolf|Carrion Wolf]] | Mook | Brawler | 13 | 1d8 ^ | ||
- | ^ [[analects_book_4_part_1_chapter_5#cavalry_trooper|Cavalry Trooper]] | Mook | Brawler | 13 | 1d10 ^ | + | ^ [[analects_book_4_part_1_chapter_5#cavalry_trooper|Cavalry Trooper]] | Mook | Brawler | 16 | 1d10 ^ |
- | ^ [[analects_book_4_part_1_chapter_5#infantry_veteran|Infantry Veteran]] | Mook | Defender | 14 | 1d8 ^ | + | ^ [[analects_book_4_part_1_chapter_5#infantry_veteran|Infantry Veteran]] | Mook | Defender | 17 | 1d8 ^ |
^ [[analects_book_4_part_1_chapter_5#combat_medic|Combat Medic]] | Mook | Support | 13 | 1d8 ^ | ^ [[analects_book_4_part_1_chapter_5#combat_medic|Combat Medic]] | Mook | Support | 13 | 1d8 ^ | ||
^ [[analects_book_4_part_1_chapter_5#demon_eye|Demon Eye]] | Mook | Support | 14 | 1d12 ^ | ^ [[analects_book_4_part_1_chapter_5#demon_eye|Demon Eye]] | Mook | Support | 14 | 1d12 ^ | ||
^ [[analects_book_4_part_1_chapter_5#silver_dretch|Silver Dretch]] | Regular | Artillery | 25 | 1d6 ^ | ^ [[analects_book_4_part_1_chapter_5#silver_dretch|Silver Dretch]] | Regular | Artillery | 25 | 1d6 ^ | ||
^ [[analects_book_4_part_1_chapter_5#drake|Drake]] | Regular | Blaster | 24 | 1d12 ^ | ^ [[analects_book_4_part_1_chapter_5#drake|Drake]] | Regular | Blaster | 24 | 1d12 ^ | ||
- | ^ [[analects_book_4_part_1_chapter_5#ghoul|Ghoul]] | Regular | Brawler | 26 | 1d12 ^ | + | ^ [[analects_book_4_part_1_chapter_5#ghoul|Ghoul]] | Regular | Brawler | 26 | 1d10 ^ |
- | ^ [[analects_book_4_part_1_chapter_5#troll|Troll]] | Regular | Defender | 31 | 1d8 ^ | + | ^ [[analects_book_4_part_1_chapter_5#troll|Troll]] | Regular | Defender | 28 | 1d8 ^ |
^ [[analects_book_4_part_1_chapter_5#ljosalfr|Ljosalfr]] | Regular | Support | 24 | 1d8 ^ | ^ [[analects_book_4_part_1_chapter_5#ljosalfr|Ljosalfr]] | Regular | Support | 24 | 1d8 ^ | ||
^ [[analects_book_4_part_1_chapter_5#rust_jeopard|Rust Jeopard]] | Mini-boss | Artillery | 50 | 1d8 ^ | ^ [[analects_book_4_part_1_chapter_5#rust_jeopard|Rust Jeopard]] | Mini-boss | Artillery | 50 | 1d8 ^ | ||
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| //This zombie wolf drips acid from its fangs. Its bloated body is filled with horrific poisonous gases. Such zombies arise from either death near abyssal fumes or painstaking work from a committed necromancer.// ||||| | | //This zombie wolf drips acid from its fangs. Its bloated body is filled with horrific poisonous gases. Such zombies arise from either death near abyssal fumes or painstaking work from a committed necromancer.// ||||| | ||
^ (Action) Dripping Fangs ||||| | ^ (Action) Dripping Fangs ||||| | ||
- | ^ Hit | 1d10 |||| | + | ^ Hit | 1d12 |||| |
^ Damage | 1d10 + 1d8 Acid |||| | ^ Damage | 1d10 + 1d8 Acid |||| | ||
- | ^ (Reaction) Animated Corpse ||||| | + | ^ Special | The target suffers -1 Power and -1 Resilience. |||| |
- | ^ Miss | 1d10 |||| | + | ^ (Reaction) Sidestep ||||| |
+ | ^ Miss | 1d12 |||| | ||
^ (Interrupt) Vile Fumes [Automatic] ||||| | ^ (Interrupt) Vile Fumes [Automatic] ||||| | ||
^ Trigger | The Carrion Wolf suffers damage. |||| | ^ Trigger | The Carrion Wolf suffers damage. |||| | ||
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^ Cavalry Trooper ^ Level 5 Adversary ^ Mook ^ Brawler ^ HP: 13 ^ | ^ Cavalry Trooper ^ Level 5 Adversary ^ Mook ^ Brawler ^ HP: 13 ^ | ||
- | ^ Initiative: 1d10 ^ Acrobatics: 1d4 ^ ^ ^^ | + | ^ Initiative: 1d10 ^ Acrobatics: 1d4 ^^^^ |
| //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | ||
+ | ^ Notes | The Cavalry Trooper equips a Reliable Lance and Beast Plate Armor, reducing its base Skill by 1. |||| | ||
^ (Mount) Cavalry Horse ||||| | ^ (Mount) Cavalry Horse ||||| | ||
| The Cavalry Trooper cannot climb or swim. ||||| | | The Cavalry Trooper cannot climb or swim. ||||| | ||
- | ^ (Action) Reliable Lance Charge [Mount, Gear] ||||| | + | ^ (Action) Charge [Mount, Gear] ||||| |
- | | Move 1 (Height 0) before making this attack. ||||| | + | | Move 1 (Height 0) before performing this attack. ||||| |
^ Hit | 1d10 + 1d4 |||| | ^ Hit | 1d10 + 1d4 |||| | ||
^ Damage | 1d10 (Piercing 1) + 2d4 |||| | ^ Damage | 1d10 (Piercing 1) + 2d4 |||| | ||
- | ^ (Action) Reliable Lance Thrust [Mount, Gear] ||||| | + | ^ (Action) Thrust [Gear] ||||| |
+ | | Decrease Hit and Damage dice levels by 1 if not mounted. ||||| | ||
^ Hit | 1d12 + 1d4 |||| | ^ Hit | 1d12 + 1d4 |||| | ||
^ Damage | 1d10 + 1d4 |||| | ^ Damage | 1d10 + 1d4 |||| | ||
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^ Miss | 1d12 |||| | ^ Miss | 1d12 |||| | ||
^ Defense | 1d8 |||| | ^ Defense | 1d8 |||| | ||
- | ^ (Reaction) Hardened Fluted Plate [Gear] ||||| | + | ^ (Reaction) Dodge ||||| |
- | | Reduce any Piercing on the target's Action by 2. ||||| | + | ^ Miss | 1d6 |||| |
- | ^ Defense | 1d6 + 1d2 |||| | + | ^ Defense | 1d6 |||| |
\\ | \\ | ||
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^ Combat Medic ^ Level 5 Adversary ^ Mook ^ Support ^ HP: 13 ^ | ^ Combat Medic ^ Level 5 Adversary ^ Mook ^ Support ^ HP: 13 ^ | ||
- | ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^ ^ ^^ | + | ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^^^^ |
| //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | ||
- | ^ (Action) Reliable Staff Sling [Gear] ||||| | + | ^ Notes | The Combat Medic equips a Reliable Staff Sling and a Deflecting Jack of Plate. |||| |
+ | ^ (Action) Aimed Hurl [Gear] ||||| | ||
^ Range | 3 |||| | ^ Range | 3 |||| | ||
^ Hit | 1d8 + 1d4 |||| | ^ Hit | 1d8 + 1d4 |||| | ||
^ Damage | 1d6 + 1d4 |||| | ^ Damage | 1d6 + 1d4 |||| | ||
- | ^ (Reaction) Featherweight Padded Jack [Gear] ||||| | + | ^ (Reaction) Dodge ||||| |
- | ^ Miss | 1d8 + 1d4 |||| | + | | Increase the Defense dice level by 2 against ranged attacks. ||||| |
+ | ^ Miss | 1d6 + 1d4 |||| | ||
+ | ^ Defense | 1d2 |||| | ||
^ (Strategy) Medicine ||||| | ^ (Strategy) Medicine ||||| | ||
- | | The Combat Medic or an ally in its occupied section recovers 2d4 lost HP and is healed of any one condition. ||||| | + | | The Combat Medic or an ally in its occupied section recovers 2d4 lost HP and restores any one Stat Track. ||||| |
\\ | \\ | ||
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^ Crossbow Veteran ^ Level 5 Adversary ^ Mook ^ Artillery ^ HP: 12 ^ | ^ Crossbow Veteran ^ Level 5 Adversary ^ Mook ^ Artillery ^ HP: 12 ^ | ||
- | ^ Initiative: 1d12 ^ Acrobatics: 1d8 ^ ^ ^^ | + | ^ Initiative: 1d12 ^ Acrobatics: 1d8 ^^^^ |
| //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | ||
- | ^ (Action) Accurate Arbalest [Gear] ||||| | + | ^ Notes | The Crossbow Veteran equips a Reliable Arbalest, a Reliable Tabar, Deflecting Splint Armor, and Silvered Quarrels. |||| |
+ | ^ (Action) Fire [Gear] ||||| | ||
^ Range | 4 |||| | ^ Range | 4 |||| | ||
- | ^ Hit | 1d6 + 1d6 |||| | + | ^ Hit | 1d6 + 1d4 |||| |
- | ^ Damage | 1d8 (Piercing 2) + 1d2 |||| | + | ^ Damage | 1d10 (Piercing 2) Holy + 1d4 |||| |
- | ^ (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) Featherweight Hauberk [Gear] ||||| | + | ^ (Reaction) Dodge ||||| |
- | ^ Miss | 1d6 + 1d4 |||| | + | ^ Miss | 1d6 + 1d6 |||| |
^ Defense | 1d2 |||| | ^ Defense | 1d2 |||| | ||
^ (Strategy) Crank Load ||||| | ^ (Strategy) Crank Load ||||| | ||
- | | Until the end of the Crossbow Veteran's turn, increase the Hit dice of the //Accurate Arbalest// Action by 1 level. ||||| | + | | Until the end of the Crossbow Veteran's turn, increase the Hit dice of the //Fire// Action by 1 level. ||||| |
\\ | \\ | ||
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^ Hit | 1d10 |||| | ^ Hit | 1d10 |||| | ||
^ Damage | 1d10 (Piercing 1) Unholy |||| | ^ Damage | 1d10 (Piercing 1) Unholy |||| | ||
- | ^ Special | Roll 1d6. Impose the resulting condition(s) onto the target until the start of the Demon Eye's next turn: |||| | + | ^ Special | Roll 1d6. The target suffers the listed effect. |||| |
- | ^ ^ 1 | Grounded & Hindered ||| | + | ^ ^ 1 | -2 Power ||| |
- | ^ ^ 2 | Muddled ||| | + | ^ ^ 2 | -2 Resilience ||| |
- | ^ ^ 3 | Stunned ||| | + | ^ ^ 3 | -2 Mind ||| |
- | ^ ^ 4 | Disoriented ||| | + | ^ ^ 4 | -2 Skill ||| |
- | ^ ^ 5 | Petrified ||| | + | ^ ^ 5 | Grabbed (vs. 2d4 to escape) ||| |
- | ^ ^ 6 | Defenseless ||| | + | ^ ^ 6 | Reroll. If second 6, Petrified until Demon Eye is defeated. ||| |
^ (Reaction) Evil Construct ||||| | ^ (Reaction) Evil Construct ||||| | ||
+ | | The Demon Eye gains +2 Skill. ||||| | ||
^ Miss | 1d6 |||| | ^ Miss | 1d6 |||| | ||
^ Defense | 2d6 |||| | ^ Defense | 2d6 |||| | ||
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^ Defense | 1d4 |||| | ^ Defense | 1d4 |||| | ||
^ (Strategy) Stealthy Dash ||||| | ^ (Strategy) Stealthy Dash ||||| | ||
- | | Move 1. If the Drake ends its Strategy Phase in a section not occupied by any enemies, then any entity that plays an Action against the Drake is Debilitated until that Action is resolved. The Drake cannot make a normal Move and play this Strategy on the same turn. ||||| | + | | Move 1. Until the start of the Drake's next turn, it is Invisible to any entities outside of its occupied section. The Drake cannot perform a normal Move and play this Strategy on the same turn. ||||| |
\\ | \\ | ||
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^ Hit | 2d6 |||| | ^ Hit | 2d6 |||| | ||
^ Damage | 2d4 + 1d6 Unholy |||| | ^ Damage | 2d4 + 1d6 Unholy |||| | ||
- | ^ Special | If the target takes damage, the Ghoul recovers 1d4 lost HP. |||| | + | ^ Special | If the target takes damage, the Ghoul gains +1 Power, Resilience, Mind, and Skill. |||| |
^ (Reaction) Grave Stench ||||| | ^ (Reaction) Grave Stench ||||| | ||
| This Reaction can only be played against targets in the occupied section. The target must discard a card or their attack automatically misses. ||||| | | This Reaction can only be played against targets in the occupied section. The target must discard a card or their attack automatically misses. ||||| | ||
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^ Miss | 1d8 |||| | ^ Miss | 1d8 |||| | ||
^ (Strategy) Haunting Laughter ||||| | ^ (Strategy) Haunting Laughter ||||| | ||
- | | Enemies within range 1 are Confused until the start of their next turns. ||||| | + | | Enemies within range 1 suffer -1 Mind. ||||| |
\\ | \\ | ||
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^ Infantry Veteran ^ Level 5 Adversary ^ Mook ^ Defender ^ HP: 14 ^ | ^ Infantry Veteran ^ Level 5 Adversary ^ Mook ^ Defender ^ HP: 14 ^ | ||
- | ^ Initiative: 1d8 ^ Acrobatics: 1d4 ^ ^ ^^ | + | ^ Initiative: 1d8 ^ Acrobatics: 1d4 ^^^^ |
| //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | | //This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.// ||||| | ||
- | ^ (Action) Reliable Strike [Gear] ||||| | + | ^ Notes | The Infantry Veteran equips a Brutal Bill and Reliable Scale Armor, reducing its base Skill by 1. |||| |
+ | ^ (Action) Force Back [Gear] ||||| | ||
^ Reach | 1 |||| | ^ Reach | 1 |||| | ||
- | ^ Hit | 1d10 + 1d4 |||| | + | ^ Hit | 1d10 + 1d2 |||| |
- | ^ Damage | 1d8 + 1d4 |||| | + | ^ Damage | 1d6 (Piercing 2) + 1d6 |||| |
- | ^ Special | The target cannot play a melee Action against any of the Infantry Veteran's allies on the target's next turn. |||| | + | ^ Special | If the target is in the occupied section, the Infantry Veteran may force them to Move 1. |||| |
- | ^ (Action) Reliable Guisarme [Gear] ||||| | + | ^ (Action) Hook and Pull [Gear] ||||| |
- | | This Action can only be played against moutned foes. ||||| | + | | This Action cannot be played against targets in the Infantry Veteran's occupied section. ||||| |
- | ^ Hit | 1d10 + 1d4 |||| | + | ^ Reach | 1 |||| |
- | ^ Damage | 1d8 + 1d4 |||| | + | ^ Hit | 1d8 + 1d2 |||| |
- | ^ Special | The target's mount is unequipped, and the target is Dazed and Immobilized until the end of their next turn. |||| | + | ^ Damage | 1d6 + 1d6 |||| |
- | ^ (Reaction) Featherweight Laminar Armor [Gear] ||||| | + | ^ Special | Force the target to Move into the Infantry Veteran's occupied section. The target unequips any equipped Mount and cannot equip a new Mount on its next turn. |||| |
- | ^ Miss | 1d6 + 1d4 |||| | + | ^ (Reaction) Dodge ||||| |
+ | | Reduce any Piercing on the target's Action by 2. ||||| | ||
+ | ^ Miss | 1d6 |||| | ||
^ Defense | 1d4 |||| | ^ Defense | 1d4 |||| | ||
+ | ^ (Strategy) Formation ||||| | ||
+ | | The Infantry Veteran gains +1 Resilience and may perform a Block. ||||| | ||
\\ | \\ | ||
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^ Large Bear ^ Level 5 Adversary ^ Mini-boss ^ Brawler ^ HP: 52 ^ | ^ Large Bear ^ Level 5 Adversary ^ Mini-boss ^ Brawler ^ HP: 52 ^ | ||
- | ^ Initiative: 1d10 ^ Acrobatics: 1d10 ^ ^ ^^ | + | ^ Initiative: 1d10 ^ Acrobatics: 1d10 ^^^^ |
| //This bear is very big, and it's either very angry or very hungry. Or maybe both.// ||||| | | //This bear is very big, and it's either very angry or very hungry. Or maybe both.// ||||| | ||
^ (Action) Claw Maul ||||| | ^ (Action) Claw Maul ||||| | ||
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^ Damage | 2d6 + 2d4 |||| | ^ Damage | 2d6 + 2d4 |||| | ||
^ (Action) Bear Charge ||||| | ^ (Action) Bear Charge ||||| | ||
- | | Move 1, ignoring any Blocks. The Large Bear may then play //Claw Maul// against a valid target, increasing the Hit dice level by 1. ||||| | + | | Move 1, ignoring any Blocks; the Large Bear gains +1 Power. The Large Bear may then play //Claw Maul// against a valid target. ||||| |
^ (Reaction) Thick Hide ||||| | ^ (Reaction) Thick Hide ||||| | ||
^ Miss | 2d6 |||| | ^ Miss | 2d6 |||| | ||
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^ Hit | 2d6 |||| | ^ Hit | 2d6 |||| | ||
^ Damage | 2d6 (Piercing 4) Unholy |||| | ^ Damage | 2d6 (Piercing 4) Unholy |||| | ||
- | ^ Special | The target is Confused until the start of the Living Idol's next turn. The Living Idol may begin an Incantation. |||| | + | ^ Special | The target suffers -2 Mind. The Living Idol may begin an Incantation. |||| |
^ (Action) Hideous Cackle ||||| | ^ (Action) Hideous Cackle ||||| | ||
^ Range | 2 |||| | ^ Range | 2 |||| | ||
- | ^ Incantation | 1 |||| | + | ^ Incant | 1 |||| |
^ Damage | 1d6 (Piercing 4) Unholy |||| | ^ Damage | 1d6 (Piercing 4) Unholy |||| | ||
- | ^ Special | The target is Controlled until the start of the Living Idol's next turn. |||| | + | ^ Special | The target suffers -3 Mind. |||| |
^ (Reaction) Stone Form ||||| | ^ (Reaction) Stone Form ||||| | ||
^ Miss | 1d8 |||| | ^ Miss | 1d8 |||| | ||
^ Defense | 1d4 + 1d4 |||| | ^ Defense | 1d4 + 1d4 |||| | ||
^ (Strategy) Blood of the Sacrificed ||||| | ^ (Strategy) Blood of the Sacrificed ||||| | ||
- | | An ally the Living Idol can see regains 1d6 lost HP. ||||| | + | | An ally the Living Idol can see regains 1d6 lost HP and gains +1 Mind. ||||| |
\\ | \\ | ||
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| //A short, stocky, humanoid elemental creature, the magmanite loves to test its strength against the living. They're often conjured as guardians or soldiers for this reason, but they must be carefully controlled by the conjurer.// ||||| | | //A short, stocky, humanoid elemental creature, the magmanite loves to test its strength against the living. They're often conjured as guardians or soldiers for this reason, but they must be carefully controlled by the conjurer.// ||||| | ||
^ (Action) Blistering Grasp ||||| | ^ (Action) Blistering Grasp ||||| | ||
- | | If the target is already Grabbed by the Magmanite, increase the Damage dice level by 1. ||||| | + | | If the target is already Grabbed by the Magmanite, increase the Damage dice number by 1. ||||| |
^ Hit | 2d6 |||| | ^ Hit | 2d6 |||| | ||
- | ^ Damage | 2d6 Fire |||| | + | ^ Damage | 2d4 Fire |||| |
^ Special | The target is Grabbed. |||| | ^ Special | The target is Grabbed. |||| | ||
^ (Reaction) Blazing Tackle ||||| | ^ (Reaction) Blazing Tackle ||||| | ||
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^ Rust Jeopard ^ Level 5 Adversary ^ Mini-boss ^ Artillery ^ HP: 50 ^ | ^ Rust Jeopard ^ Level 5 Adversary ^ Mini-boss ^ Artillery ^ HP: 50 ^ | ||
- | ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^ ^ ^^ | + | ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^^^^ |
| //The most hated variety of jeopard, this species ejects a terrible spit that instantly rusts and corrodes, requiring painstaking maintenance to repair.// ||||| | | //The most hated variety of jeopard, this species ejects a terrible spit that instantly rusts and corrodes, requiring painstaking maintenance to repair.// ||||| | ||
^ (Action) Corrosive Spit ||||| | ^ (Action) Corrosive Spit ||||| | ||
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^ Hit | 3d4 |||| | ^ Hit | 3d4 |||| | ||
^ Damage | 2d6 (Piercing 3) Acid |||| | ^ Damage | 2d6 (Piercing 3) Acid |||| | ||
- | ^ Special | The target cannot make Defense rolls until the end of the scenario. |||| | + | ^ Special | The target suffers -1 Power and -2 Resilience. |||| |
^ (Reaction) Agility ||||| | ^ (Reaction) Agility ||||| | ||
^ Miss | 1d12 |||| | ^ Miss | 1d12 |||| | ||
^ (Strategy) Great Leap ||||| | ^ (Strategy) Great Leap ||||| | ||
- | | Fly 1. The Rust Jeopard cannot make a normal Move and play this Strategy on the same turn. ||||| | + | | Fly 1. The Rust Jeopard cannot perform a normal Move and play this Strategy on the same turn. ||||| |
^ (Strategy) Gallop ||||| | ^ (Strategy) Gallop ||||| | ||
| Move 1. ||||| | | Move 1. ||||| | ||
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^ Silver Dretch ^ Level 5 Adversary ^ Regular ^ Artillery ^ HP: 25 ^ | ^ Silver Dretch ^ Level 5 Adversary ^ Regular ^ Artillery ^ HP: 25 ^ | ||
- | ^ Initiative: 1d6 ^ Acrobatics: 1d6 ^ ^ Ice Resistance 3, Fire Weakness 2 ^^ | + | ^ Initiative: 1d6 ^ Acrobatics: 1d6 ^^ Ice Resistance 3, Fire Weakness 2 ^^ |
| //A horrific creature, the tall and spindly silver dretch stalks the edges of cold regions, bringing the worst of winter to otherwise relatively temperate locales.// ||||| | | //A horrific creature, the tall and spindly silver dretch stalks the edges of cold regions, bringing the worst of winter to otherwise relatively temperate locales.// ||||| | ||
^ (Action) Frostbite ||||| | ^ (Action) Frostbite ||||| | ||
^ Range | 5 |||| | ^ Range | 5 |||| | ||
- | ^ Incantation | 1 |||| | + | ^ Incant | 1 |||| |
^ Damage | 2d6 (Piercing 3) Ice |||| | ^ Damage | 2d6 (Piercing 3) Ice |||| | ||
- | ^ Special | The target is Vulnerable and gains +1 Ice Weakness until the end of the Silver Dretch's next turn. |||| | + | ^ Special | The target suffers -1 Resilience and gains +1 Ice Weakness until the end of the Silver Dretch's next turn. |||| |
^ (Reaction) Chill Aura ||||| | ^ (Reaction) Chill Aura ||||| | ||
| This Reaction can only be played against melee attacks. ||||| | | This Reaction can only be played against melee attacks. ||||| | ||
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^ Spell Guard ^ Level 5 Adversary ^ Mook ^ Blaster ^ HP: 12 ^ | ^ Spell Guard ^ Level 5 Adversary ^ Mook ^ Blaster ^ HP: 12 ^ | ||
- | ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^ ^ ^^ | + | ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^^^^ |
| //Large cities employ talented spellcasters for specialized unit within the city guard. These units supplement military efforts during times of war as well.// ||||| | | //Large cities employ talented spellcasters for specialized unit within the city guard. These units supplement military efforts during times of war as well.// ||||| | ||
+ | ^ Notes | The Spell Guard equips a Ruby Scepter and Hardened Lamellar Armor. |||| | ||
^ (Action) Crystal Sphere ||||| | ^ (Action) Crystal Sphere ||||| | ||
| This Action may target two adjacent sections. ||||| | | This Action may target two adjacent sections. ||||| | ||
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^ Incantation | 1 |||| | ^ Incantation | 1 |||| | ||
^ Damage | 1d12 (Piercing 4) Ice |||| | ^ Damage | 1d12 (Piercing 4) Ice |||| | ||
- | ^ Special | The target is Debilitated until the end of their next turn. |||| | + | ^ Special | The target suffers -1 Skill. |||| |
- | ^ (Action) Singed Orb Expertise [Gear] ||||| | + | ^ (Action) Ruby Blast [Gear] ||||| |
- | ^ Range | 2 |||| | + | | The Spell Guard may begin an Incantation. ||||| |
- | ^ Damage | 1d6 (Piercing 2) Fire |||| | + | ^ Reach | 1 |||| |
- | ^ Special | The Spell Guard may begin an Incantation. |||| | + | ^ Hit | 1d12 |||| |
- | ^ (Reaction) Ruby Scepter [Gear] ||||| | + | ^ Damage | 1d10 (Piercing 1) |||| |
- | ^ Miss | 2d4 |||| | + | ^ (Reaction) Dodge ||||| |
- | ^ Defense | 1d4 |||| | + | ^ Miss | 1d6 |||| |
+ | ^ Defense | 1d2 + 1d2 |||| | ||
+ | ^ (Strategy) Ruby Guard ||||| | ||
+ | | Until the start of the Spell Guard's next turn, increase the Miss dice level of //Dodge// by 2. The Spell Guard may begin an Incantation. ||||| | ||
\\ | \\ | ||
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^ Incantation | 1 |||| | ^ Incantation | 1 |||| | ||
^ Damage | 2d6 (Piercing 3) Lightning |||| | ^ Damage | 2d6 (Piercing 3) Lightning |||| | ||
- | ^ Special | The target is Vulnerable until the end of their next turn. |||| | + | ^ Special | The target suffers -1 Skill. |||| |
^ (Reaction) Lightning Dash ||||| | ^ (Reaction) Lightning Dash ||||| | ||
^ Miss | 1d12 |||| | ^ Miss | 1d12 |||| | ||
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==== Troll ==== | ==== Troll ==== | ||
- | ^ Troll ^ Level 5 Adversary ^ Regular ^ Defender ^ HP: 31 ^ | + | ^ Troll ^ Level 5 Adversary ^ Regular ^ Defender ^ HP: 28 ^ |
^ Initiative: 1d8 ^ Acrobatics: 1d6 ^ Darkvision, Light Sensitivity ^ Lightning Weakness 2, Holy Weakness 1 ^^ | ^ Initiative: 1d8 ^ Acrobatics: 1d6 ^ Darkvision, Light Sensitivity ^ Lightning Weakness 2, Holy Weakness 1 ^^ | ||
| //This rather human-shaped but otherwise beastly creature lives in caves, far away from the light that it abhors. Fiercely territorial and viciously violent, few encounters with trolls end well for anyone involved.// ||||| | | //This rather human-shaped but otherwise beastly creature lives in caves, far away from the light that it abhors. Fiercely territorial and viciously violent, few encounters with trolls end well for anyone involved.// ||||| | ||
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^ Hit | 1d12 + 1d4 |||| | ^ Hit | 1d12 + 1d4 |||| | ||
^ Damage | 2d4 |||| | ^ Damage | 2d4 |||| | ||
- | ^ Special | Immediately play Clawed Grasp against the same target. |||| | + | ^ Special | The troll gains +1 Power. Then, play //Clawed Grasp// against the same target. |||| |
^ (Reaction) Troll Hide ||||| | ^ (Reaction) Troll Hide ||||| | ||
| Reduce any Piercing on the target's Action by 2. ||||| | | Reduce any Piercing on the target's Action by 2. ||||| | ||
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^ (Interrupt) Enrage ||||| | ^ (Interrupt) Enrage ||||| | ||
^ Trigger | The Troll takes damage from a source it does not have a Weakness to. |||| | ^ Trigger | The Troll takes damage from a source it does not have a Weakness to. |||| | ||
- | ^ Effect | The Troll may play //Blood Frenzy// on its next turn. |||| | + | ^ Effect | The Troll gains +2 Resilience and may play //Blood Frenzy// on its next turn. |||| |