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analects_book_4_part_2_chapter_1

Analects Book 4 Part 2: Challenges

Chapter 1: Level 1

The following tables provide a collection of challenges at level 1. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Next: Challenges Level 2

Level 1 Challenges Table

Challenge Rank Type EP
Ant Swarm Mook Creature 7
Fright Beetles Mook Creature 6
Roving Pickpocket Mook Creature 7
Chilled Winds Mook Environ -
Noxious Fungi Mook Environ -
Sweltering Humidity Mook Environ -
Creaky Window Mook Obstacle 6
Long Path Mook Obstacle 3*
Rough Trail Mook Obstacle 1*
Simple Locked Door Mook Obstacle 6
Steep Incline Mook Obstacle 2*
Tight Crawlspace Mook Obstacle 2*
Bored Guard Mook Seeker 1
Excessive Clutter Mook Trap -
Slicing Blade Mook Trap -
Spider Webs Mook Trap -
Small Gelatinous Skulk Regular Creature 13
Vermin Swarm Regular Creature 14
Acrid Smoke Regular Environ -
Crumbling Infrastructure Regular Environ -
Thunderstorm Regular Environ -
Narrow Platform Regular Obstacle 4*
Standard Locked Door Regular Obstacle 12
Winding Tunnels Regular Obstacle 4*
Trained Guard Regular Seeker 1
Murder-holes Regular Trap -
Noisy Walkway Regular Trap -
Shallow Pits Regular Trap -
Wall Darts Regular Trap -

* Persists


Level 1 Challenge Entries

Acrid Smoke

Acrid Smoke Level 1 Challenge Regular Environ
Breathing in a bit of this smoke can lead to fits of coughing. Breathing in too much can lead to asphyxiation.
(Action) Choking Smoke
Inflict 1d6
Damage 1d4
Special The target is Hindered and Weakened until the end of their next turn.


Ant Swarm

Ant Swarm Level 1 Challenge Mook Creature EP: 7 Height 1
A handful of common ants is but a nuisance. A swarm of fire ants can be downright deadly.
(Action) Biting Swarm
Inflict 1d6
Damage 1d4
(Reaction) Scatter
The Ant Swarm wins ties with this Reaction.
Endure 1d2


Bored Guard

Bored Guard Level 1 Challenge Mook Seeker EP: 1
Representing guards not expecting visitors or common, untrained individuals, getting past this sentry is no difficult feat.
(Action) Lookout
Inflict 1d4
Special Lose a Stealth Token.
(Reaction) Awareness
Endure 1d6
Special If the Bored Guard is Alerted, lose a Stealth Token. Otherwise, the Bored Guard is Alerted.


Chilled Winds

Chilled Winds Level 1 Challenge Mook Environ
Once the chill reaches your bones, it takes quite some time to shrug off. Too much time in these temperatures could lead to frostbite or other health problems.
(Action) Low Temperatures
Inflict 1d4
Damage 1d4 Cold
Special Until the end of the scenario, the target is Disoriented when targeted by a Chilled Winds.


Creaky Window

Creaky Window Level 1 Challenge Mook Obstacle EP: 6
A slow and careful approach, impromptu repair, or a bunch of luck will be needed to get this window open without making a bunch of unwanted noise.
(Reaction) Screeching Lift
Endure 1d4
Special Lose a Stealth Token.


Crumbling Infrastructure

Crumbling Infrastructure Level 1 Challenge Regular Environ
This hazard can represent slowly-collapsing structures or simply the general dangers of unkempt ruins, such as tripping over uneven flagstone or leaning on a column that suddenly gives way.
(Action) Rubble
Inflict 1d6
Damage 1d6


Excessive Clutter

Excessive Clutter Level 1 Challenge Mook Trap
Oops. Didn't mean to bump that…
(Interrupt) Clumsy Bump
Trigger An enemy in the occupied region attempts a Search.
Effect If a Seeker is present in the region, it may immediately play an Action if it is Alerted and becomes Alerted if not. Otherwise if a Seeker is in an unblocked adjacent region, it may immediately Move into this region and play an Action if Alerted, or it becomes Alerted if not. If multiple Seekers are adjacent, choose one at random.


Fright Beetles

Fright Beetles Level 1 Challenge Mook Creature EP: 6
These strange insects, while not directly dangerous, emit a fear-causing spray that often results in victims turning to run straight into a wall or similar painful obstruction. Fearful themselves, the beetles are relatively easy to disperse.
(Action) Fright Spray
Inflict 1d4
Damage 1d6 Fear
Special If the target suffers 4 or more damage, they are Stunned until the end of their next turn.
(Reaction) Scurry
Endure 1d4


Long Path

Long Path Level 1 Challenge Mook Obstacle EP: 3 Persists
It will take some time to get through this area, leaving you open to various potential hazards if you take too long.
(Reaction) Slow Progress
Endure 1d4


Murder-holes

Murder-holes Level 1 Challenge Regular Trap Hidden: 1d10
Named after the military structure used in siege defense, this trap uses a similar idea but mechanizes the spear-thrusting function. They can be triggered by tripwires, pressure plates, timing mechanisms, and more.
(Interrupt) Spear Hazard
Trigger An enemy deals damage to an ally.
Effect Play the Skewer Action against the triggering enemy.
(Action) Skewer
Inflict 1d8
Damage 1d6


Narrow Platform

Narrow Platform Level 1 Challenge Regular Obstacle EP: 4 Persists
Such platforms are not the ideal way to get around. They are often found as wooden planks in Nibelung lairs, or as the remnants of a crumbled walkway in ancient ruins.
(Reaction) Misstep
Endure 1d6
Special The target falls into another region, suffering falling damage. If there is no region to fall into, the target suffers falling damage from Height 1.


Noisy Walkway

Noisy Walkway Level 1 Challenge Regular Trap
This trap represents creaky wooden floors and stairs that give way underfoot, natural pathways covered in crunching leaves, and similar noise hazards.
(Interrupt) Creaky Floor
Trigger An enemy enters the region.
Effect Play the Misstep Action against the triggering enemy.
(Action) Misstep
Inflict 1d6
Special If any Seekers in the region or adjacent regions are Alerted, lose a Stealth Token. Otherwise, any Seekers in the region and adjacent regions are Alerted.


Noxious Fungi

Noxious Fungi Level 1 Challenge Mook Environ
The spore emissions of the fungi in this region (typically poisonous mushrooms but occasionally something more exotic) are hazardous to human health when inhaled.
(Action) Noxious Spores
Inflict 1d4
Damage 1d6 Poison


Rough Trail

Rough Trail Level 1 Challenge Mook Obstacle EP: 1 Persists
There's no easy way through the path ahead. Whether because it's poorly constructed, unmaintained, or improvised, this path will be laborious to traverse.
(Reaction) Impeded Travel
Endure 1d4
Damage 1d4 Fatigue


Roving Pickpocket

Roving Pickpocket Level 1 Challenge Mook Creature EP: 4 Hidden: 1d4
Such petty thieves are unlikely to lift anything of real value from you, but missing that one thing you need right when you need it could lead to bad things. Not to mention the risk of (brief) violent confrontation should you catch them in the act.
(Action) Pickpocket
Inflict 1d6
Damage 1d2
Special The target's equipped Item is treated as used. If no unused Item is equipped, the target instead takes 1 additional damage.
(Reaction) Slip Away
Endure 1d4
Special The Roving Pickpocket becomes Hidden again.


Shallow Pits

Shallow Pits Level 1 Challenge Regular Trap
Such pits are usually dug intentionally as a defensive mechanism, but they're also a common result of crumbling floors and unstable earth.
(Interrupt) Hidden Holes
Trigger An enemy enters the region for the first time.
Effect Play the Pit Trap Action against the triggering enemy.
(Action) Pit Trap
Inflict 1d6
Damage 1d6
Special The target is Immobilized until the end of the next round.


Simple Locked Door

Simple Locked Door Level 1 Challenge Mook Obstacle EP: 6
This common wooden door is relatively easy to either pick or bash open, though the latter option may not be feasible if you're trying to sneak about quietly.
Lock 1d4
(Reaction) Wooden Frame
Endure 1d4
Defense 1d2


Slicing Blade

Slicing Blade Level 1 Challenge Mook Trap
This simple trap consists of a crude blade and simple trigger, typically a pressure plate, that causes the sharpened metal to swing about. While theoretically dangerous, the blades are rarely in good condition, and basic armor and defensive spells can prevent the worst of injuries, resulting in more scratches than anything else.
(Interrupt) Triggered Slash
Trigger An enemy enters the region.
Effect Play the Swinging Slice Action against the triggering enemy.
(Action) Swinging Slice
Inflict 1d6
Damage 1d4


Small Gelatinous Skulk

The Small Gelatinous Skulk becomes visible whenever it has Grabbed an enemy.

Small Gelatinous Skulk Level 1 Challenge Regular Creature EP: 13 Hidden: 1d8, Darkvision
This green amorphous blob is almost completely impervious to both weapon and spell. It commonly feeds on rodent-sized prey, only able to attach to the feet of a human-sized creature. Its digestive effect is so slow that it's only a real danger if someone is already weakened and generally unable to escape for hours, but such a gradual death would be particularly horrific.
(Action) Engulf
Inflict 1d4
Damage 1d6 Acid
Special The target is Grabbed until it deals damage to the Small Gelatinous Skulk or the Small Gelatinous Skulk is defeated. Whenever the target ends their turn while Grabbed, the target suffers 1d4 Acid damage, and the Small Gelatinous Skulk recovers 1 lost EP. Grabbed enemies may play Actions against the Small Gelatinous Skulk as though it were an Obstacle.
(Reaction) Pseudopods
Endure 1d4
Damage 1d2


Spider Webs

Spider Webs Level 1 Challenge Mook Trap
These thick webs are spun by larger spiders, at least rodent-sized or larger. Webs from the more common varieties would barely slow down the average traveler.
(Interrupt) Sticky Webs
Trigger An enemy enters the region.
Effect Play the Caught in the Web Action against the triggering enemy.
(Action) Caught in the Web
Inflict 1d4
Special The target is Immobilized and Vulnerable until the end of the next round.


Standard Locked Door

Standard Locked Door Level 1 Challenge Regular Obstacle EP: 12
This wooden door is in relatively good shape and constructed of good, solid wood. The lock is simple but not rusted or otherwise worn.
Lock 1d6
(Reaction) Wooden Frame
Endure 1d6
Defense 1d2
Damage 1d4 Fatigue


Steep Incline

Steep Incline Level 1 Challenge Mook Obstacle EP: 2 Persists, Climbing
This slope is too steep to simply walk, and some bits may require direct vertical climbing, though never more than the average person's height.
(Reaction) Bruising Tumble
Endure 1d4


Sweltering Humidity

Sweltering Humidity Level 1 Challenge Mook Environ
It is not generally recommended to exert oneself in such high temperatures. Heat exhaustion or worse loom as real risks.
(Action) Thick Heat
Inflict 1d4
Damage 1d4 Heat
Special The target is Debilitated until the end of their next turn.


Thunderstorm

Thunderstorm Level 1 Challenge Regular Environ
While getting struck by lightning is unlikely, it's still a good idea to seek shelter from the storm rather than risk injury from the higher difficulty of simple traversal in these conditions.
(Action) Wind and Rain
Inflict 1d6
Damage 1d6 (Piercing 1) Fatigue
(Action) Deafening Thunder
Inflict 1d6
Damage 1d6
Special The target is Dazed until the end of their next turn.


Tight Crawlspace

Tight Crawlspace Level 1 Challenge Mook Obstacle EP: 2 Persists
Even those without fear of tight spaces can experience a reasonable surge of anxiety upon getting stuck or snagged in a place like this. Not to mention the risk of ambushing insects and other dangers…
(Reaction) Claustrophobia
Endure 1d4
Damage 1d4 Fear
Special The target is Dazed until the start of their next turn.


Trained Guard

Trained Guard Level 1 Challenge Regular Seeker EP: 1
This sentry represents a trained professional, or at least a sharp individual on attentive watch for intruders.
(Action) Trained Lookout
Inflict 1d6
Special Lose a Stealth Token.
(Reaction) Awareness
Endure 1d8
Special Lose a Stealth Token.
(Interrupt) What Was That?
Trigger An enemy enters the occupied region.
Effect Immediately play the following Action against the triggering enemy:
Inflict 1d6
Special The Trained Guard is Alerted.


Vermin Swarm

Vermin Swarm Level 1 Challenge Regular Creature EP: 14 Height 1, Darkvision
Rats and spiders make up the most common types of vermin swarms. Snakes and mystical creatures tend to be a bit more dangerous than this, though some common non-venomous forms of snakes can be appropriate.
(Action) Biting Swarm
This Action targets all enemies in the region.
Inflict 1d8
Damage 1d4
(Reaction) Scatter
If the Vermin Swarm loses the opposed roll, the target can force it to Move 1.
Endure 1d6


Wall Darts

Wall Darts Level 1 Challenge Regular Trap
This simple mechanical trap fires sets of darts from affixed locations upon being triggered. They tend to have plentiful ammunition stocked so they can't simply be waited out by a would-be invader.
(Interrupt) Pressure Plate
Trigger An enemy enters the region.
Effect Play the following Action against the triggering enemy:
Inflict 1d8
Special Until the end of the scenario, play the Dart Trap Action at the end of every round.
(Action) Dart Trap
This Action targets all enemies in the region.
Inflict 1d6
Damage 1d6


Winding Tunnels

Winding Tunnels Level 1 Challenge Regular Obstacle EP: 4 Persists
This area is full of similar-looking passageways, many of which wind up going nowhere in particular. This could be the result of incomplete architecture, ruined rooms and connections, or natural cave-making processes.
(Reaction) Dead End
Endure 1d4
Special The target is Confused until the end of their next turn. If the target has no cards in hand, they are instead Muddled until the end of their next turn.
analects_book_4_part_2_chapter_1.txt · Last modified: 2018/10/30 11:25 by triptycho