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analects_book_4_part_2_chapter_2

Analects Book 4 Part 2: Challenges

Chapter 2: Level 2

Prev: Challenges Level 1

The following tables provide a collection of challenges at level 2. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Next: Challenges Level 3

Level 2 Challenges Table

Challenge Rank Type EP
Cave Bats Mook Creature 8
Mud Hands Mook Creature 8
Blue Mold Mook Environ -
Fierce Winds Mook Environ -
Foul Vapor Mook Environ -
Open Flames Mook Environ -
Damaged Staircase Mook Obstacle 3*
Difficult Road Mook Obstacle 4*
Slick Surface Mook Obstacle 3*
Wall of Foliage Mook Obstacle 8
Jagged Stone Mook Trap -
Rainbow Moths Regular Creature 15
Saboteur Regular Creature 16
Blizzard Regular Environ -
Scorching Sun Regular Environ -
Daunting Corridor Regular Obstacle 5*
Overgrown Paths Regular Obstacle 5*
Wooden Blockade Regular Obstacle 14
Guard Dog Regular Seeker 1
Bell Tripwires Regular Trap -
Cracked Ice Regular Trap -
Whispers of Madness Regular Trap -

* Persists


Level 2 Challenge Entries

Bell Tripwires

Bell Tripwires Level 2 Challenge Regular Trap
This crude trap is nonetheless effective when sprung, though it has to be carefully placed so as not to be accidentally triggered by random rodents or windy drafts.
(Interrupt) Hidden Tripwires
Trigger An enemy enters the region.
Effect Play the Clang, Clang, Clang Action against the triggering enemy.
(Action) Clang, Clang, Clang
Inflict 1d8
Special Lose a Stealth Token. Seekers in the region and adjacent regions are Alerted.


Blizzard

Blizzard Level 2 Challenge Regular Environ
This snowstorm builds in danger the longer a traveler stays in it without shelter. Even a warm coat will only hold up for so long in this weather.
(Action) Biting Cold
Inflict 1d8
Damage 1d2 Cold
Special The target gains +1 Cold Weakness until the end of the scenario.


Blue Mold

Blue Mold Level 2 Challenge Mook Environ
This strange fungal growth feeds on warmth, leaving its immediate environment extremely and atypically cold.
(Action) Deathly Chill
This Action deals damage even on a miss.
Inflict 1d8
Damage 1d4 Cold
Special The target is Debilitated until the end of their next turn.


Cave Bats

Cave Bats Level 2 Challenge Mook Creature EP: 8 Darkvision, Flying
While most bats are harmless, a few are vicious and territorial. Others are conjured and controlled to serve as flying sentinels.
(Action) Gnaw
Inflict 1d8
Damage 1d6
(Reaction) Take Flight
Endure 1d6


Cracked Ice

Cracked Ice Level 2 Challenge Regular Trap
An ever-present danger in cold regions, a notable risk for the unwary is accidentally walking onto ice that was barely holding up the layers of snow that completely obscured it from vision.
(Interrupt) Thin Ice
Trigger An enemy in the region attempts a Search or plays an Action against an Obstacle.
Effect Play the Collapse Action against the triggering enemy.
(Action) Collapse
Inflict 1d8
Damage 1d8 Cold
Special The target is Hindered for their Search or Debilitated for their Action.


Damaged Staircase

Damaged Staircase Level 2 Challenge Mook Obstacle EP: 3 Climbing, Persists
This wooden staircase is in complete disrepair and is entirely unsafe to traverse.
(Reaction) Broken Stair
Endure 1d6


Daunting Corridor

Daunting Corridor Level 2 Challenge Regular Obstacle EP: 5 Persists
Something about the passage ahead feels wrong. This could be the result of hauntings, fear magics, or actual but unseen dangers that you sense.
(Reaction) Unknown Dangers
Damage 1d6 Fear
Special The target is Disoriented until the end of their next turn.


Difficult Road

Difficult Road Level 2 Challenge Mook Obstacle EP: 4 Persists
The path ahead offers few dangers, but you may have to take a lot of small detours or perform a few tricky traversals.
(Reaction) Slow Progress
Endure 1d6


Fierce Winds

Fierce Winds Level 2 Challenge Mook Environ
Such winds accompany particularly strong storms, but more frequently they're conjured as part of a comprehensive defense system.
(Action) Buffet
Inflict 1d6
Damage 1d6 Fatigue
Special The target is Weakened until the end of their next turn.


Foul Vapor

Foul Vapor Level 2 Challenge Mook Environ
Rotting corpses are a common generator of this particularly distasteful aroma that's strong enough to induce vomiting.
(Action) Nausea
Inflict 1d6
Damage 1d6 (Piercing 1)
Special The target is Dazed until the end of their next turn.


Guard Dog

Guard Dog Level 2 Challenge Regular Seeker EP: 1 Darkvision
Even untrained dogs can make effective sentries. Trained ones are that much more difficult to get past without raising the alarm.
(Action) Sniff About
Inflict 1d8
Special Lose a Stealth Token.
(Reaction) Survival Instincts
Endure 2d4
Special Lose a Stealth Token.
(Interrupt) Bark
Trigger An enemy enters the occupied region.
Effect The Guard Dog and any Seeker allies in the region are Alerted until the end of their next turns.


Jagged Stone

Jagged Stone Level 2 Challenge Mook Trap Hidden: 1d4
A fall to hard, unforgiving earth or flooring can be bad enough when it's smooth, but jagged rock can add to the severity of the hazard. It's also a risk with crawlspaces and other tricky traversals.
(Interrupt) Sharp Edges
Trigger An enemy falls into this region or fails the opposed roll against an Obstacle that deals damage.
Effect Increase the falling damage dice the triggering enemy suffers by 1 level, or increase the Obstacle's Damage dice level by 1.


Mud Hands

Mud Hands Level 2 Challenge Mook Creature EP: 8 Sightless Vision
This bizarre creature is a type of ooze or slime with a thick, muddy composition. Like the gelatinous skulk, it's mostly impervious to harm and has to be avoided or lured away. Its pseudopods can morph into a hand-like form as they grasp at intended prey.
(Action) Muck Grasp
Inflict 1d6
Damage 1d8
Special The target is Grabbed until they deal damage to the Mud Hands or the Mud Hands is defeated. Grabbed enemies may play Actions against the Mud Hands as though it were an Obstacle.
(Reaction) Oozing Mud
Endure 1d6


Open Flames

Open Flames Level 2 Challenge Mook Environ
Such flames represent uncontrolled, widespread burning or fires that must be directly crossed rather than the pleasantry of the hearth or campfire.
(Action) Fire and Smoke
Inflict 1d6
Damage 1d6 Heat
Special The target is Vulnerable until the end of the next round.


Overgrown Paths

Overgrown Paths Level 2 Challenge Regular Obstacle EP: 5 Persists
Perhaps there were once easily-followed trails here, but now it's easy to get turned in circles or led into bramble thickets with no obvious way through.
(Reaction) Dead End
Endure 1d6
Damage 1d6 Fatigue
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.


Rainbow Moths

Rainbow Moths Level 2 Challenge Regular Creature EP: 15 Darkvision, Flying
These docile and gentle moths emit a sparkling mist with mild hallucinogenic effects. Too much exposure can lead to untrustworthy visions that contribute to injury, but they tend to nest in large swarms that are difficult to disperse, and they often follow other creatures around out of some strange curiosity.
(Action) Sparkling Mist
Inflict 1d8
Damage 1d8
Special The target is Hindered until the end of their next turn.
(Reaction) Flit About
Endure 1d8


Saboteur

Saboteur Level 2 Challenge Regular Creature EP: 16 Hidden: 2d4
Someone is out to get you, and they're working to impede you without making their presence known. They have enough skill to avoid direct confrontation - for now, at least.
(Action) Sabotage
Inflict 1d6
Damage 1d6 (Piercing 1)
Special The target is Stunned until the end of their next turn.
(Reaction) Elusive Stalker
Endure 1d8
Special If the Saboteur wins the opposed roll by more than 3, it becomes Hidden again.
(Strategy) Fix the Issue
Remove any one condition from the Saboteur or an ally in the occupied region.


Scorching Sun

Scorching Sun Level 2 Challenge Regular Environ
The sun is at its peak, and there's no shelter to be found. The heat and the brightness make it difficult to move around effectively.
(Action) Swelter
Inflict 1d8
Damage 1d8 Heat
Special If the target lacks Heat Resistance, the target is Debilitated until the end of their next turn.


Slick Surface

Slick Surface Level 2 Challenge Mook Obstacle EP: 3 Persists
Whether from snow and ice, water, oil, or other substance, the ground here is slippery and hazardous to traverse.
(Reaction) Slip and Fall
Endure 1d6
Damage 1d4


Wall of Foliage

Wall of Foliage Level 2 Challenge Mook Obstacle EP: 8
Thick brush, brambles, and/or branches block the way forward. You'll need to either get clever or just hack through it.
(Reaction) Plant Wall
Defense 1d2


Whispers of Madness

Whispers of Madness Level 2 Challenge Regular Trap
It could just be your mind playing tricks on you. But probably it's an actual haunting, and actual ghosts are intentionally and malevolently messing with you.
(Interrupt) Moment of Terror
Trigger An enemy enters the region.
Effect Play the Panic Action against the triggering enemy.
(Action) Panic
Inflict 1d10
Damage 1d4 Fear
Special The target is Controlled until the end of their next turn.


Wooden Blockade

Wooden Blockade Level 2 Challenge Regular Obstacle EP: 14
This thick blockade is more solid than those used on the battlefield. You'll have to find a way to knock down the wooden barriers while avoiding various sharp protrusions.
(Reaction) Planks and Spears
Endure 1d6
Defense 1d2
Damage 1d4
analects_book_4_part_2_chapter_2.txt · Last modified: 2018/10/30 11:51 by triptycho