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analects_book_4_part_2_chapter_1

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====== Analects Book 4 Part 2: Challenges ====== [[analects|Back to Analects Table of Contents]] ===== 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]]. Next: [[analects_book_4_part_2_chapter_2|Challenges Level 2]] ===== Level 1 Challenges Table ====== ^ Challenge ^ Type ^ EP ^ ^ [[analects_book_4_part_2_chapter_1#ant_swarm|Ant Swarm]] | Creature | 6 | ^ [[analects_book_4_part_2_chapter_1#fright_beetles|Fright Beetles]] | Creature | 7 | ^ [[analects_book_4_part_2_chapter_1#roving_pickpocket|Roving Pickpocket]] | Creature | 5 | ^ [[analects_book_4_part_2_chapter_1#small_gelatinous_skulk|Small Gelatinous Skulk]] | Creature | 6 | ^ [[analects_book_4_part_2_chapter_1#acrid_smoke|Acrid Smoke]] | Environ | - | ^ [[analects_book_4_part_2_chapter_1#chilled_winds|Chilled Winds]] | Environ | - | ^ [[analects_book_4_part_2_chapter_1#crumbling_infrastructure|Crumbling Infrastructure]] | Environ | - | ^ [[analects_book_4_part_2_chapter_1#noxious_fungi|Noxious Fungi]] | Environ | - | ^ [[analects_book_4_part_2_chapter_1#sweltering_humidity|Sweltering Humidity]] | Environ | - | ^ [[analects_book_4_part_2_chapter_1#thunderstorm|Thunderstorm]] | Environ | - | ^ [[analects_book_4_part_2_chapter_1#creaky_window|Creaky Window]] | Obstacle | 10 | ^ [[analects_book_4_part_2_chapter_1#long_path|Long Path]] | Obstacle | 4* | ^ [[analects_book_4_part_2_chapter_1#narrow_platform|Narrow Platform]] | Obstacle | 1* | ^ [[analects_book_4_part_2_chapter_1#rough_trail|Rough Trail]] | Obstacle | 2* | ^ [[analects_book_4_part_2_chapter_1#simple_locked_door|Simple Locked Door]] | Obstacle | 11 | ^ [[analects_book_4_part_2_chapter_1#steep_incline|Steep Incline]] | Obstacle | 4* | ^ [[analects_book_4_part_2_chapter_1#tight_crawlspace|Tight Crawlspace]] | Obstacle | 3* | ^ [[analects_book_4_part_2_chapter_1#winding_tunnels|Winding Tunnels]] | Obstacle | 4* | ^ [[analects_book_4_part_2_chapter_1#bored_guard|Bored Guard]] | Seeker | 1 | ^ [[analects_book_4_part_2_chapter_1#excessive_clutter|Excessive Clutter]] | Trap | - | ^ [[analects_book_4_part_2_chapter_1#murder-holes|Murder-holes]] | Trap | - | ^ [[analects_book_4_part_2_chapter_1#noisy_walkway|Noisy Walkway]] | Trap | - | ^ [[analects_book_4_part_2_chapter_1#shallow_pits|Shallow Pits]] | Trap | - | ^ [[analects_book_4_part_2_chapter_1#slicing_blade|Slicing Blade]] | Trap | - | ^ [[analects_book_4_part_2_chapter_1#spider_webs|Spider Webs]] | Trap | - | ^ [[analects_book_4_part_2_chapter_1#wall_darts|Wall Darts]] | Trap | - | //* Persists// \\ ===== Level 1 Challenge Entries ===== ==== Acrid Smoke ==== ^ Acrid Smoke ^ Level 1 Challenge ^ 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 | 1d8 |||| ^ Damage | 1d4 |||| ^ Special | The target suffers -1 Skill. |||| \\ ==== Ant Swarm ==== ^ Ant Swarm ^ Level 1 Challenge ^ Creature ^ EP: 6 ^ Height 1 ^ | //A handful of common ants is but a nuisance. A swarm of fire ants can be downright deadly.// ||||| ^ (Action) Biting Swarm ||||| | This Action targets all enemies in the region. ||||| ^ Inflict | 1d6 |||| ^ Damage | 1d4 |||| ^ Special | The Ant Swarm gains +1 Power. |||| ^ (Reaction) Scatter ||||| | The Ant Swarm wins ties with this Reaction. ||||| ^ Endure | 1d4 |||| \\ ==== Bored Guard ==== ^ Bored Guard ^ Level 1 Challenge ^ 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 ^ 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 | 1d6 |||| ^ Damage | 1d6 Cold |||| ^ Special | The target suffers -1 Resilience. |||| \\ ==== Creaky Window ==== ^ Creaky Window ^ Level 1 Challenge ^ Obstacle ^ EP: 10 ^^ | //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 | 1d6 |||| ^ Special | Lose a Stealth Token. |||| \\ ==== Crumbling Infrastructure ==== ^ Crumbling Infrastructure ^ Level 1 Challenge ^ 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 | 1d8 |||| ^ Special | The Crumbling Infrastructure gains +1 Skill. |||| \\ ==== Excessive Clutter ==== ^ Excessive Clutter ^ Level 1 Challenge ^ Trap ^ Hidden: 1d2 ^^ | //Oops. Didn't mean to bump that...// ||||| ^ (Interrupt) Strewn Debris ||||| ^ Trigger | An enemy in the occupied region attempts a Search. |||| ^ Effect | Play the //Clumsy Bump// Action against the triggering enemy. |||| ^ (Action) Clumsy Bump ||||| | The target may play Reactions as if this is a Seeker. ||||| ^ 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. |||| \\ ==== Fright Beetles ==== ^ Fright Beetles ^ Level 1 Challenge ^ Creature ^ EP: 7 ^ Darkvision ^ | //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 | The target suffers -1 Power and -2 Mind. |||| ^ (Reaction) Scurry ||||| ^ Endure | 1d4 |||| \\ ==== Long Path ==== ^ Long Path ^ Level 1 Challenge ^ Obstacle ^ EP: 4 ^ 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 |||| ^ Damage | 1d8 Fatigue |||| ^ Special | The target suffers -1 Power. |||| \\ ==== Murder-holes ==== ^ Murder-holes ^ Level 1 Challenge ^ Trap ^ Hidden: 1d6 ^^ | //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 attempts to Move through a certain predetermined exit. |||| ^ Effect | Play the //Skewer// Action against the triggering enemy. |||| ^ (Action) Skewer ||||| ^ Inflict | 1d4 |||| ^ Damage | 1d8 (Piercing 1) |||| \\ ==== Narrow Platform ==== ^ Narrow Platform ^ Level 1 Challenge ^ Obstacle ^ EP: 1 ^ 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 ^ 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 or starts and ends the round in the region. || ^ Effect | Play the //Misstep// Action against the triggering enemy. || ^ (Action) Misstep ||| | The target may play Reactions as if this is a Seeker. ||| ^ 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. || \\ ==== Noxious Fungi ==== ^ 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.// ||| ^ (Action) Noxious Spores ||| ^ Inflict | 1d4 || ^ Damage | 1d8 Poison || ^ Special | The target suffers -1 Mind. || \\ ==== Rough Trail ==== ^ Rough Trail ^ Level 1 Challenge ^ Obstacle ^ EP: 2 ^ 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 | 1d6 |||| ^ Damage | 1d6 Fatigue |||| ^ Special | The target suffers -1 Resilience. |||| \\ ==== Roving Pickpocket ==== ^ Roving Pickpocket ^ Level 1 Challenge ^ Creature ^ EP: 5 ^ 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 suffers -3 Skill. The Roving Pickpocket gains +2 Mind. |||| ^ (Reaction) Slip Away ||||| ^ Endure | 1d4 |||| ^ Special | The Roving Pickpocket becomes Hidden again. |||| \\ ==== Shallow Pits ==== ^ 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.// |||| ^ (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 ||| ^ Special | The target suffers falling damage from Height 1 and is stuck in the pit. The target must defeat a new Climbing, Persisting, Height 2 Obstacle with 1 EP and Endure: 1d6 in order to climb out and cannot Move or play hostile Actions against other targets until it is defeated. ||| \\ ==== Simple Locked Door ==== ^ 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.// |||| ^ Lock | 1d4 ||| ^ (Reaction) Wooden Frame |||| ^ Endure | 1d6 ||| ^ Defense | 1d2 ||| ^ Damage | 1d6 Fatigue ||| \\ ==== Slicing Blade ==== ^ 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.// |||| ^ (Interrupt) Blade Hazards |||| ^ 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. ||| ^ (Action) Swinging Slice |||| ^ Inflict | 1d6 ||| ^ Damage | 1d6 (Piercing 1) ||| \\ ==== Small Gelatinous Skulk ==== The Small Gelatinous Skulk becomes visible whenever it has Grabbed an enemy. ^ Small Gelatinous Skulk ^ Level 1 Challenge ^ Creature ^ EP: 6 ^ 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 | 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. |||| ^ (Action) Skulk ||||| | 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. ||||| ^ (Reaction) Pseudopods ||||| ^ Endure | 1d4 |||| ^ Defense | 1d4 |||| ^ Damage | 1d2 |||| \\ ==== Spider Webs ==== ^ 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.// |||| ^ (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 | 1d6 ||| ^ Special | The target is Grabbed until the end of the next round and suffers -1 Power, -1 Resilience, and -2 Skill. ||| \\ ==== Steep Incline ==== ^ Steep Incline ^ Level 1 Challenge ^ Obstacle ^ EP: 4 ^ 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 | 1d6 |||| ^ Special | The target suffers -1 Resilience. |||| \\ ==== 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. ||||| \\ ==== 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_1.1558037338.txt.gz · Last modified: 2019/05/16 13:08 by triptycho