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analects_book_4_part_2_chapter_1 [2019/05/16 12:58]
triptycho [Noisy Walkway]
analects_book_4_part_2_chapter_1 [2020/01/21 13:17] (current)
triptycho [Shallow Pits]
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 ===== Chapter 1: Level 1 ===== ===== Chapter 1: Level 1 =====
  
-The following tables provide a collection of [[challenge|challenges]] at [[level|level]] 1. 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 [[challenge|Challenges]] at [[level|level]] 1. 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_2|Challenges Level 2]] Next: [[analects_book_4_part_2_chapter_2|Challenges Level 2]]
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 ==== Noisy Walkway ==== ==== Noisy Walkway ====
  
-^ Noisy Walkway ​ ^ Level 1 Challenge ​ ^ Trap  ​^^+^ Noisy Walkway ​ ^ Level 1 Challenge ​ ^ Trap  ^ 
-| //This trap represents creaky wooden floors and stairs that give way underfoot, natural pathways covered in crunching leaves, and similar noise hazards.//  ​||||| +| //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  ​||||| +^ (Interrupt) Creaky Floor  ||| 
-^  Trigger | An enemy enters the region or starts and ends the round in the region.  ​|||| +^  Trigger | An enemy enters the region or starts and ends the round in the region. ​ || 
-^  Effect | Play the //Misstep// Action against the triggering enemy.  ​|||| +^  Effect | Play the //Misstep// Action against the triggering enemy. ​ || 
-^ (Action) Misstep  ​||||| +^ (Action) Misstep ​ ||| 
-| The target may play Reactions as if this is a Seeker.  ​||||| +| The target may play Reactions as if this is a Seeker. ​ ||| 
-^  Inflict | 1d4  ​|||| +^  Inflict | 1d4  || 
-^  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.  ​||||+^  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 ====
  
-^ Noxious Fungi  ^ Level 1 Challenge ​ ^ Mook  ^ Environ ​ ​^ ​ ^  ^ +^ Noxious Fungi  ^ Level 1 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Noxious Spores ​ ||| 
-^  Inflict | 1d4  ​||||| +^  Inflict | 1d4  || 
-^  Damage | 1d6 Poison ​ |||||+^  Damage | 1d8 Poison ​ || 
 +^  Special ​The target suffers -1 Mind.  ​||
  
 \\ \\
 ==== Rough Trail ==== ==== Rough Trail ====
  
-^ Rough Trail  ^ Level 1 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ +^ Rough Trail  ^ Level 1 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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.//  ​|||||| +| //​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  ​|||||| +^ (Reaction) Impeded Travel ​ ||||| 
-^  Endure | 1d4  ||||| +^  Endure | 1d6  ​|||| 
-^  Damage | 1d4 Fatigue ​ |||||+^  Damage | 1d6 Fatigue ​ |||| 
 +^  Special | The target suffers -1 Resilience.  ​||||
  
 \\ \\
 ==== Roving Pickpocket ==== ==== Roving Pickpocket ====
  
-^ Roving Pickpocket ​ ^ Level 1 Challenge ​ ^ Mook  ^ Creature ​ ^ EP:  ^ Hidden: 1d4  ^ +^ Roving Pickpocket ​ ^ Level 1 Challenge ​ ^ Creature ​ ^ EP:  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Pickpocket ​ ||||| 
-^  Inflict | 1d6  ​||||| +^  Inflict | 1d6  |||| 
-^  Damage | 1d2  ​||||| +^  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.  ​||||| +^  Special | The target'​s equipped Item is treated as used. If no unused Item is equipped, the target instead ​suffers -3 Skill. The Roving Pickpocket gains +2 Mind.  |||| 
-^ (Reaction) Slip Away  ​|||||| +^ (Reaction) Slip Away  ||||| 
-^  Endure | 1d4  ​||||| +^  Endure | 1d4  |||| 
-^  Special | The Roving Pickpocket becomes Hidden again.  ​|||||+^  Special | The Roving Pickpocket becomes Hidden again. ​ ||||
  
 \\ \\
 ==== Shallow Pits ==== ==== Shallow Pits ====
  
-^ Shallow Pits  ^ Level 1 Challenge ​ ^ Regular ​ ^ Trap  ^  ​^ ​ ^ +^ Shallow Pits  ^ Level 1 Challenge ​ ^ Trap  ^ Hidden: 1d6  ^ 
-| //Such pits are usually dug intentionally as a defensive mechanism, but they'​re also a common result of crumbling floors and unstable earth.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Hidden Holes  |||| 
-^  Trigger | An enemy enters the region for the first time.  ​||||| +^  Trigger | An enemy enters the region for the first time.  ||| 
-^  Effect | Play the //Pit Trap// Action against the triggering enemy.  ​||||| +^  Effect | Play the //Pit Trap// Action against the triggering enemy. ​ ||| 
-^ (Action) Pit Trap  ​|||||| +^ (Action) Pit Trap  |||| 
-^  Inflict | 1d6  ​||||| +^  Inflict | 1d6  ||| 
-^  Damage | 1d6  ||||| +^  Special | The target ​suffers falling damage from Height 1 and is stuck in the pit. The target must defeat a new Climbing, Persisting, Height 1 Obstacle with 1 EP and Endure: 1d6 in order to climb out and cannot otherwise Move or play hostile Actions against other targets until it is defeated.  |||
-^  Special | The target is Immobilized until the end of the next round.  ​|||||+
  
 \\ \\
 ==== Simple Locked Door ==== ==== Simple Locked Door ====
  
-^ Simple Locked Door  ^ Level 1 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP: 6  ^  ^ +^ Simple Locked Door  ^ Level 1 Challenge ​ ^ Obstacle ​ ^ EP: 11  ^ 
-| //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.//  ​|||||| +| //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  ​||||| +^  Lock | 1d4  ||| 
-^ (Reaction) Wooden Frame  ​|||||| +^ (Reaction) Wooden Frame  |||| 
-^  Endure | 1d4  ||||| +^  Endure | 1d6  ||| 
-^  Defense | 1d2  |||||+^  Defense | 1d2  ||
 +^  Damage | 1d6 Fatigue  ​|||
  
 \\ \\
 ==== Slicing Blade ==== ==== Slicing Blade ====
  
-^ Slicing Blade  ^ Level 1 Challenge ​ ^ Mook  ^ Trap  ^  ​^ ​ ^ +^ Slicing Blade  ^ Level 1 Challenge ​ ^ Trap  ^ Hidden: 1d6  ^ 
-| //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.//  ​|||||| +| //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  |||||| +^ (Interrupt) ​Blade Hazards ​ ​|||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  Trigger | An enemy enters ​the region or starts and ends the round in the region. ​ ||| 
-^  Effect | Play the //Swinging Slice// Action against the triggering enemy.  ​||||| +^  Effect | Play the //Swinging Slice// Action against the triggering enemy. ​ ||| 
-^ (Action) Swinging Slice  ​|||||| +^ (Action) Swinging Slice  |||| 
-^  Inflict | 1d6  ​||||| +^  Inflict | 1d6  ||| 
-^  Damage | 1d4  |||||+^  Damage | 1d6 (Piercing 1)  |||
  
 \\ \\
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 The Small Gelatinous Skulk becomes visible whenever it has Grabbed an enemy. 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 ​ ^ +^ Small Gelatinous Skulk  ^ Level 1 Challenge ​ ^ Creature ​ ^ EP:  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Engulf ​ ||||| 
-^  Inflict | 1d4  ​||||| +^  Inflict | 1d4  |||| 
-^  Damage | 1d6 Acid  ​||||| +^  Damage | 1d4 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. ​ ||||| +^  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  ​|||||| +^ (Action) Skulk  ||||| 
-^  Endure | 1d4  ||||| +| The Small Gelatinous Skulk gains +1 Resilience and becomes Hidden again. This Action cannot be played if the Small Gelatinous Skulk has Grabbed an enemy.  ||||| 
-^  Damage | 1d2  ​|||||+^ (Reaction) Pseudopods ​ ||||| 
 +^  Endure | 1d4  |||| 
 +^  Defense | 1d4  ​|||| 
 +^  Damage | 1d2  ||||
  
 \\ \\
 ==== Spider Webs ==== ==== Spider Webs ====
  
-^ Spider Webs  ^ Level 1 Challenge ​ ^ Mook  ^ Trap  ^  ​^ ​ ^ +^ Spider Webs  ^ Level 1 Challenge ​ ^ Trap  ^ Hidden: 1d2  ^ 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Sticky Webs  |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  Trigger | An enemy enters the region. ​ ||| 
-^  Effect | Play the //Caught in the Web// Action against the triggering enemy.  ​||||| +^  Effect | Play the //Caught in the Web// Action against the triggering enemy. ​ ||| 
-^ (Action) Caught in the Web  ​|||||| +^ (Action) Caught in the Web  |||| 
-^  Inflict | 1d4  ||||| +^  Inflict | 1d6  ||| 
-^  Special | The target is Immobilized and Vulnerable ​until the end of the next round.  ​|||||+^  Special | The target is Grabbed ​until the end of the next round and suffers -1 Power, -1 Resilience, and -2 Skill.  |||
  
 \\ \\
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 ==== Steep Incline ==== ==== Steep Incline ====
  
-^ Steep Incline ​ ^ Level 1 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists, Climbing ​ ^ +^ Steep Incline ​ ^ Level 1 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Bruising Tumble ​ ||||| 
-^  Endure | 1d4  |||||+^  Endure | 1d6  |||| 
 +^  Special | The target suffers -1 Resilience.  ​||||
  
 \\ \\
 ==== Sweltering Humidity ==== ==== Sweltering Humidity ====
  
-^ Sweltering Humidity ​ ^ Level 1 Challenge ​ ^ Mook  ^ Environ ​ ​^ ​ ^  ^ +^ Sweltering Humidity ​ ^ Level 1 Challenge ​ ^ Environ ​ ^ 
-| //It is not generally recommended to exert oneself in such high temperatures. Heat exhaustion or worse loom as real risks.//  ​|||||| +| //It is not generally recommended to exert oneself in such high temperatures. Heat exhaustion or worse loom as real risks.// ​ ||| 
-^ (Action) Thick Heat  ​|||||| +^ (Action) Thick Heat  ||| 
-^  Inflict | 1d4  ||||| +^  Inflict | 1d6  || 
-^  Damage | 1d4 Heat  ​||||| +^  Damage | 1d6 Heat  || 
-^  Special | The target ​is Debilitated until the end of their next turn.  ​|||||+^  Special | The target ​suffers -1 Power.  ||
  
 \\ \\
 ==== Thunderstorm ==== ==== Thunderstorm ====
  
-^ Thunderstorm ​ ^ Level 1 Challenge ​ ^ Regular ​ ^ Environ ​ ​^ ​ ^  ^ +^ Thunderstorm ​ ^ Level 1 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Wind and Rain  ||| 
-^  Inflict | 1d6  ​||||| +^  Inflict | 1d6  || 
-^  Damage | 1d6 (Piercing 1) Fatigue  ​||||| +^  Damage | 1d6 (Piercing 1) Fatigue ​ || 
-^ (Action) Deafening Thunder  ​|||||| +^ (Action) Deafening Thunder ​ ||| 
-^  Inflict | 1d6  ​||||| +^  Inflict | 1d6  || 
-^  Damage | 1d6  ||||| +^  Special | The target ​suffers -1 Power, Resilience, Mind, and Skill.  ||
-^  Special | The target ​is Dazed until the end of their next turn.  ​|||||+
  
 \\ \\
 ==== Tight Crawlspace ==== ==== Tight Crawlspace ====
  
-^ Tight Crawlspace ​ ^ Level 1 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ +^ Tight Crawlspace ​ ^ Level 1 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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...//  ​|||||| +| //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  ​|||||| +^ (Reaction) Claustrophobia ​ ||||| 
-^  Endure | 1d4  ​||||| +^  Endure | 1d4  |||| 
-^  Damage | 1d4 Fear  ​||||| +^  Damage | 1d6 Fear  |||| 
-^  Special | The target ​is Dazed until the start of their next turn.  ​|||||+^  Special | The target ​suffers -2 Mind.  ||||
  
 \\ \\
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 ==== Wall Darts ==== ==== Wall Darts ====
  
-^ Wall Darts  ^ Level 1 Challenge ​ ^ Regular ​ ^ Trap  ^  ​^  ^ +^ Wall Darts  ^ Level 1 Challenge ​ ^ Trap  ^ Hidden: 1d6  | 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Pressure Plate  |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  Trigger | An enemy enters the region. ​ ||| 
-^  Effect | Play the following Action against the triggering enemy:  ​||||| +^  Effect | Play the following Action against the triggering enemy: ​ ||| 
-^  ^  Inflict | 1d8  ​|||| +^  ^  Inflict | 1d8  || 
-^  ^  Special | Until the end of the scenario, play the //Dart Trap// Action at the end of every round.  ​|||| +^  ^  Special | Until the end of the scenario, play the //Dart Trap// Action at the end of every round. ​ || 
-^ (Action) Dart Trap  ​|||||| +^ (Action) Dart Trap  |||| 
-| This Action targets all enemies in the region.  ​|||||| +| This Action targets all enemies in the region. ​ |||| 
-^  Inflict | 1d6  ​||||| +^  Inflict | 1d6  ||| 
-^  Damage | 1d6  ​|||||+^  Damage | 1d6  |||
  
 \\ \\
 ==== Winding Tunnels ==== ==== Winding Tunnels ====
  
-^ Winding Tunnels ​ ^ Level 1 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 4  ^ Persists ​ ^ +^ Winding Tunnels ​ ^ Level 1 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Dead End  ||||| 
-^  Endure | 1d4  ||||| +^  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.  ​|||||+^  Damage | 1d4 Fatigue  ​|||| 
 +^  Special | The target ​suffers -1 Mind, or -2 Mind if they have no cards in hand.  ||||
analects_book_4_part_2_chapter_1.1558036728.txt.gz · Last modified: 2019/05/16 12:58 by triptycho