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analects_book_4_part_2_chapter_2 [2018/10/30 08:30]
triptycho [Chapter 2: Level 2]
analects_book_4_part_2_chapter_2 [2019/05/16 13:45]
triptycho [Standard Locked Door]
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 Prev: [[analects_book_4_part_2_chapter_1|Challenges Level 1]] Prev: [[analects_book_4_part_2_chapter_1|Challenges Level 1]]
  
-The following tables provide a collection of [[challenge|challenges]] at [[level|level]] 2. 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]] 2. 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_3|Challenges Level 3]] Next: [[analects_book_4_part_2_chapter_3|Challenges Level 3]]
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 ===== Level 2 Challenges Table ====== ===== Level 2 Challenges Table ======
  
-^ Challenge ​                                                ^  Rank   ^    Type   ​^ ​ EP  ^ +^ Challenge ​                                                                      ​^    Type   ​^ ​ EP  ^ 
-^ [[analects_book_4_part_2_chapter_2#​cave_bats|Cave Bats]] ​ | Mook    ​| Creature ​ |   ​8 ​ | +^ [[analects_book_4_part_2_chapter_2#​cave_bats|Cave Bats]] ​                       | Creature ​ |   ​8 ​ | 
-^ [[analects_book_4_part_2_chapter_2#​mud_hands|Mud Hands]] ​ | Mook    ​| Creature ​ |   ​8 ​ | +^ [[analects_book_4_part_2_chapter_2#​mud_hands|Mud Hands]] ​                       | Creature ​ |   ​8 ​ | 
-^ [[analects_book_4_part_2_chapter_2#​blue_mold|Blue Mold]]  | Mook    ​Environ ​ ​| ​   | +^ [[analects_book_4_part_2_chapter_2#​rainbow_moths|Rainbow Moths]]                | Creature ​ ​| ​  7  ​| 
-^ [[analects_book_4_part_2_chapter_2#​fierce_winds|Fierce Winds]]  Mook    | Environ ​ ​| ​   | +^ [[analects_book_4_part_2_chapter_2#​saboteur|Saboteur]] ​                         | Creature ​ ​| ​   | 
-^ [[analects_book_4_part_2_chapter_2#​foul_vapor|Foul Vapor]]  Mook    ​Environ ​ |   -  | +^ [[analects_book_4_part_2_chapter_2#​vermin_swarm|Vermin Swarm]]                  Creature ​ ​| ​   | 
-^ [[analects_book_4_part_2_chapter_2#​open_flames|Open Flames]]  | Mook    ​| Environ ​ |   ​- ​ | +^ [[analects_book_4_part_2_chapter_2#​blizzard|Blizzard]]                          Environ ​  |  -  | 
-^ [[analects_book_4_part_2_chapter_2#​damaged_staircase|Damaged Staircase]]  Mook    ​Obstacle ​ |  3*  | +^ [[analects_book_4_part_2_chapter_2#​blue_mold|Blue Mold]]                        | Environ ​  ​|   ​- ​ | 
-^ [[analects_book_4_part_2_chapter_2#​difficult_road|Difficult Road]]  Mook    ​Obstacle ​ |  4*  | +^ [[analects_book_4_part_2_chapter_2#​fierce_winds|Fierce Winds]]                  Environ ​    -  | 
-^ [[analects_book_4_part_2_chapter_2#​slick_surface|Slick Surface]]  Mook    ​Obstacle ​ |  3*  | +^ [[analects_book_4_part_2_chapter_2#​foul_vapor|Foul Vapor]]                      Environ ​    -  | 
-^ [[analects_book_4_part_2_chapter_2#​wall_of_foliage|Wall of Foliage]]  Mook    ​Obstacle ​ |  8  | +^ [[analects_book_4_part_2_chapter_2#​open_flames|Open Flames]]                    Environ ​    -  | 
-^ [[analects_book_4_part_2_chapter_2#​jagged_stone|Jagged Stone]]  Mook    | Trap  ​|  ​ | +^ [[analects_book_4_part_2_chapter_2#​scorching_sun|Scorching Sun]]                Environ ​  |  ​ | 
-^ [[analects_book_4_part_2_chapter_2#​rainbow_moths|Rainbow Moths]]  Regular ​ ​| ​Creature ​ |  15  | +^ [[analects_book_4_part_2_chapter_2#​damaged_staircase|Damaged Staircase]]        Obstacle ​ ​|  ​5*  | 
-^ [[analects_book_4_part_2_chapter_2#​saboteur|Saboteur]]  Regular ​ ​| ​Creature ​ |  16  | +^ [[analects_book_4_part_2_chapter_2#​difficult_road|Difficult Road]]              Obstacle ​ ​|  ​5*  | 
-^ [[analects_book_4_part_2_chapter_2#​blizzard|Blizzard]]  Regular ​ ​| ​Environ ​ |  -  | +^ [[analects_book_4_part_2_chapter_2#​daunting_corridor|Daunting Corridor]]        Obstacle ​ ​|  ​5*  | 
-^ [[analects_book_4_part_2_chapter_2#​scorching_sun|Scorching Sun]]  Regular ​ ​| ​Environ ​ |  -  | +^ [[analects_book_4_part_2_chapter_2#​overgrown_paths|Overgrown Paths]]            Obstacle ​ ​|  ​5*  | 
-^ [[analects_book_4_part_2_chapter_2#​daunting_corridor|Daunting Corridor]]  | Regular ​ | Obstacle ​ |  ​5*  | +^ [[analects_book_4_part_2_chapter_2#​slick_surface|Slick Surface]]                Obstacle ​ ​|  ​4*  | 
-^ [[analects_book_4_part_2_chapter_2#​overgrown_paths|Overgrown Paths]]  | Regular  ​| Obstacle ​ |  ​5*  | +^ [[analects_book_4_part_2_chapter_2#​standard_locked_door|Standard Locked Door]]  | Obstacle ​ |  ​14  | 
-^ [[analects_book_4_part_2_chapter_2#​wooden_blockade|Wooden Blockade]] ​ | Regular  ​| Obstacle ​ |  14  | +^ [[analects_book_4_part_2_chapter_2#​wall_of_foliage|Wall of Foliage]]            | Obstacle ​ |  ​12  | 
-^ [[analects_book_4_part_2_chapter_2#​guard_dog|Guard Dog]]  Regular ​ | Seeker ​ |  1  | +^ [[analects_book_4_part_2_chapter_2#​wooden_blockade|Wooden Blockade]] ​           | Obstacle ​ |  14  | 
-^ [[analects_book_4_part_2_chapter_2#​bell_tripwires|Bell Tripwires]] ​ | Regular  ​| Trap  |  -  | +^ [[analects_book_4_part_2_chapter_2#​guard_dog|Guard Dog]]                        | Seeker ​   ​ ​1 ​ 
-^ [[analects_book_4_part_2_chapter_2#​cracked_ice|Cracked Ice]]  Regular ​ | Trap  |  -  | +^ [[analects_book_4_part_2_chapter_2#​trained_guard|Trained Guard]] ​               ​| Seeker ​   |  1  | 
-^ [[analects_book_4_part_2_chapter_2#​whispers_of_madness|Whispers of Madness]] ​ | Regular  ​| Trap  |  -  |+^ [[analects_book_4_part_2_chapter_2#​bell_tripwires|Bell Tripwires]] ​             | Trap      |  -  | 
 +^ [[analects_book_4_part_2_chapter_2#​cracked_ice|Cracked Ice]]                    Trap      |  -  
 +^ [[analects_book_4_part_2_chapter_2#​jagged_stone|Jagged Stone]] ​                 ​| Trap      |  -  | 
 +^ [[analects_book_4_part_2_chapter_2#​whispers_of_madness|Whispers of Madness]] ​   | Trap      |  -  |
 //* Persists// //* Persists//
  
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 ==== Bell Tripwires ==== ==== Bell Tripwires ====
  
-^ Bell Tripwires ​ ^ Level 2 Challenge ​ ^ Regular ​ ^ Trap  ^  ^  ​^ +^ Bell Tripwires ​ ^ Level 2 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-^ (Interrupt) Hidden Tripwires  ​|||||| +| //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.// ​ |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^ (Interrupt) Hidden Tripwires ​ |||| 
-^  Effect | Play the //Clang, Clang, Clang// Action against the triggering enemy.  ​||||| +^  Trigger | An enemy enters the region. ​ ||| 
-^ (Action) Clang, Clang, Clang  ​|||||| +^  Effect | Play the //Clang, Clang, Clang// Action against the triggering enemy. ​ ||| 
-^  Inflict | 1d8  ​||||| +^ (Action) Clang, Clang, Clang  |||| 
-^  Special | Lose a Stealth Token. Seekers in the region and adjacent regions are Alerted.  ​|||||+^  Inflict | 1d8  ||| 
 +^  Special | Lose a Stealth Token. Seekers in the region and adjacent regions are Alerted. ​ |||
  
 \\ \\
 ==== Blizzard ==== ==== Blizzard ====
  
-^ Blizzard ​ ^ Level 2 Challenge ​ ^ Regular ​ ^ Environ ​ ^  ​^  ^ +^ Blizzard ​ ^ Level 2 Challenge ​ ^ Environ ​ ^ 
-^ (Action) Biting Cold  ​|||||| +| //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.// ​ ||| 
-^  Inflict | 1d8  ||||| +^ (Action) Biting Cold  ||| 
-^  Damage | 1d2 Cold  ​||||| +^  Inflict | 2d4  || 
-^  Special | The target gains +1 Cold Weakness until the end of the scenario.  ​|||||+^  Damage | 1d2 Cold  || 
 +^  Special | The target gains +1 Cold Weakness until the end of the scenario. ​ ||
  
 \\ \\
 ==== Blue Mold ==== ==== Blue Mold ====
  
-^ Blue Mold  ^ Level 2 Challenge ​ ^ Mook  ^ Environ ​ ^  ​^ ​ ^ +^ Blue Mold  ^ Level 2 Challenge ​ ^ Environ ​ ^ 
-^ (Action) Deathly Chill  |||||| +//This strange fungal growth feeds on warmth, leaving its immediate environment extremely and atypically cold.//  ||| 
-| This Action deals damage even on a miss.  |||||| +^ (Action) Devour Warmth  ​||| 
-^  Inflict | 1d8  ​||||| +^  Inflict | 1d8  || 
-^  Damage | 1d4 Cold  ​||||| +^  Damage | 1d8 Cold  || 
-^  Special | The target is Debilitated until the end of their next turn.  ​|||||+^  Special | The Blue Mold gains +1 Power.  ||
  
 \\ \\
 ==== Cave Bats ==== ==== Cave Bats ====
  
-^ Cave Bats  ^ Level 2 Challenge ​ ^ Mook  ^ Creature ​ ^ EP: 8  ^ Darkvision, Flying ​ ^ +^ Cave Bats  ^ Level 2 Challenge ​ ^ Creature ​ ^ EP: 8  ^ Darkvision, Flying ​ ^ 
-^ (Action) Gnaw  |||||| +| //While most bats are harmless, a few are vicious and territorial. Others are conjured and controlled to serve as flying sentinels.// ​ ||||| 
-^  Inflict | 1d8  ​||||| +^ (Action) Gnaw  ||||| 
-^  Damage | 1d6  ​||||| +| This Action may target two enemies.  ​||||| 
-^ (Reaction) Take Flight  ​|||||| +^  Inflict | 1d8  |||| 
-^  Endure | 1d6  ​|||||+^  Damage | 1d6  |||| 
 +^ (Reaction) Take Flight ​ ||||| 
 +^  Endure | 1d6  ||||
  
 \\ \\
 ==== Cracked Ice ==== ==== Cracked Ice ====
  
-^ Cracked Ice  ^ Level 2 Challenge ​ ^ Regular ​ ^ Trap  ^  ^  ​^ +^ Cracked Ice  ^ Level 2 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-^ (Interrupt) Thin Ice  ​|||||| +| //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.// ​ |||| 
-^  Trigger | An enemy in the region attempts a Search or plays an Action against an Obstacle.  ​||||| +^ (Interrupt) Thin Ice  |||| 
-^  Effect | Play the //​Collapse//​ Action against the triggering enemy.  ​||||| +^  Trigger | An enemy in the region attempts a Search or plays an Action against an Obstacle. ​ ||| 
-^ (Action) Collapse  ​|||||| +^  Effect | Immediately play the //​Collapse//​ Action against the triggering enemy. ​ ||| 
-^  Inflict | 1d8  ​||||| +^ (Action) Collapse ​ |||| 
-^  Damage | 1d8 Cold  ​||||| +^  Inflict | 1d8  ||| 
-^  Special | The target ​is Hindered for their Search or Debilitated for their Action.  ​|||||+^  Damage | 1d8 Cold  ||| 
 +^  Special | The target ​suffers -2 Power and -2 Skill.  |||
  
 \\ \\
 ==== Damaged Staircase ==== ==== Damaged Staircase ====
  
-^ Damaged Staircase ​ ^ Level 2 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Climbing, Persists ​ ^ +^ Damaged Staircase ​ ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP:  ^ Climbing, Persists ​ ^ 
-^ (Reaction) Broken Stair  ​|||||| +| //This wooden staircase is in complete disrepair and is entirely unsafe to traverse.// ​ ||||| 
-^  Endure | 1d6  |||||+^ (Reaction) Broken Stair  ||||| 
 +^  Endure | 1d8  ||||
  
 \\ \\
 ==== Daunting Corridor ==== ==== Daunting Corridor ====
  
-^ Daunting Corridor ​ ^ Level 2 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 5  ^ Persists ​ ^ +^ Daunting Corridor ​ ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP: 5  ^ Persists ​ ^ 
-^ (Reaction) Unknown Dangers  ​|||||| +| //Something about the passage ahead feels wrong. This could be the result of hauntings, fear magics, or actual but unseen dangers that you sense.// ​ ||||| 
-^  Damage | 1d6 Fear  ​||||| +^ (Reaction) Unknown Dangers ​ ||||| 
-^  Special | The target ​is Disoriented until the end of their next turn.  ​|||||+^  Damage | 1d6 Fear  |||| 
 +^  Special | The target ​suffers -2 Resilience.  ||||
  
 \\ \\
 ==== Difficult Road ==== ==== Difficult Road ====
  
-^ Difficult Road  ^ Level 2 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ +^ Difficult Road  ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ 
-^ (Reaction) Slow Progress  ​|||||| +| //The path ahead offers few dangers, but you may have to take a lot of small detours or perform a few tricky traversals.// ​ ||||| 
-^  Endure | 1d6  |||||+^ (Reaction) Slow Progress ​ ||||| 
 +^  Endure | 1d8  |||| 
 +^  Damage | 2d4 Fatigue  ​||||
  
 \\ \\
 ==== Fierce Winds ==== ==== Fierce Winds ====
  
-^ Fierce Winds  ^ Level 2 Challenge ​ ^ Mook  ^ Environ ​ ^  ​^  ^ +^ Fierce Winds  ^ Level 2 Challenge ​ ^ Environ ​ ^ 
-^ (Action) Buffet  ​|||||| +| //Such winds accompany particularly strong storms, but more frequently they'​re conjured as part of a comprehensive defense system.// ​ ||| 
-^  Inflict | 1d6  ||||| +^ (Action) Buffet ​ ||| 
-^  Damage | 1d6 Fatigue  ​||||| +^  Inflict | 1d8  || 
-^  Special | The target ​is Weakened until the end of their next turn.  ​|||||+^  Damage | 1d8 Fatigue ​ || 
 +^  Special | The target ​suffers -2 Power.  ||
  
 \\ \\
 ==== Foul Vapor ==== ==== Foul Vapor ====
  
-^ Foul Vapor  ^ Level 2 Challenge ​ ^ Mook  ^ Environ ​ ^  ​^  ^ +^ Foul Vapor  ^ Level 2 Challenge ​ ^ Environ ​ ^ 
-^ (Action) Nausea  ​|||||| +| //Rotting corpses are a common generator of this particularly distasteful aroma that's strong enough to induce vomiting.// ​ ||| 
-^  Inflict | 1d6  ||||| +^ (Action) Nausea ​ ||| 
-^  Damage | 1d6 (Piercing 1)  ||||| +^  Inflict | 1d8  || 
-^  Special | The target ​is Dazed until the end of their next turn.  ​|||||+^  Damage | 1d8  || 
 +^  Special | The target ​suffers -2 Mind.  ||
  
 \\ \\
 ==== Guard Dog ==== ==== Guard Dog ====
  
-^ Guard Dog  ^ Level 2 Challenge ​ ^ Regular ​ ^ Seeker ​ ^ EP: 1  ^ Darkvision ​ ^ +^ Guard Dog  ^ Level 2 Challenge ​ ^ Seeker ​ ^ EP: 1  ^ Darkvision ​ ^ 
-^ (Action) Sniff About  ​|||||| +| //Even untrained dogs can make effective sentries. Trained ones are that much more difficult to get past without raising the alarm.// ​ ||||| 
-^  Inflict | 1d8  ||||| +^ (Action) Sniff About  ||||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Inflict | 1d4 + 1d2  ​|||| 
-^ (Reaction) Survival Instincts  ​|||||| +^  Special | If the Guard Dog is Alerted, lose a Stealth Token. Otherwise the Guard Dog and any Seeker allies in the region are Alerted until the end of their next turns.  |||| 
-^  Endure | 2d4  ||||| +^ (Reaction) Survival Instincts ​ ||||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Endure | 1d8 + 1d2  ​|||| 
-^ (Interrupt) Bark  ​|||||| +^  Special | The Guard Dog gains +1 Resilience.  |||| 
-^  Trigger | An enemy enters the occupied region.  ​||||| +^ (Interrupt) Bark  ||||| 
-^  Effect | The Guard Dog and any Seeker allies in the region are Alerted until the end of their next turns.  ​|||||+^  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 ====
  
-^ Jagged Stone  ^ Level 2 Challenge ​ ^ Mook  ^ Trap  ​^ ​ ^ Hidden: 1d4  ^ +^ Jagged Stone  ^ Level 2 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-^ (Interrupt) Sharp Edges  ​|||||| +| //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.// ​ |||| 
-^  Trigger | An enemy falls into this region or fails the opposed roll against an Obstacle ​that deals damage.  ​||||| +^ (Interrupt) Sharp Edges  |||| 
-^  Effect | Increase the falling damage dice the triggering enemy suffers by 1 level, or increase the Obstacle'​s Damage dice level by 1.  ​|||||+^  Trigger | An enemy falls into this region or, while in this region, ​fails the opposed roll against an Obstacle. ​ ||| 
 +^  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 ====
  
-^ Mud Hands  ^ Level 2 Challenge ​ ^ Mook  ^ Creature ​ ^ EP: 8  ^ Sightless Vision ​ ^ +^ Mud Hands  ^ Level 2 Challenge ​ ^ Creature ​ ^ EP: 8  ^ Sightless Vision ​ ^ 
-^ (Action) Muck Grasp  ​|||||| +| //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.// ​ ||||| 
-^  Inflict | 1d6  ​||||| +^ (Action) Muck Grasp  ||||| 
-^  Damage | 1d8  ​||||| +^  Inflict | 1d6  |||| 
-^  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.  ​||||| +^  Damage | 1d8  |||| 
-^ (Reaction) Oozing Mud  ​|||||| +^  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. ​ |||| 
-^  Endure | 1d6  |||||+^ (Reaction) Oozing Mud  ||||| 
 +^  Endure | 1d6  |||| 
 +^  Special | The Mud Hands gains +1 Resilience.  ​||||
  
 \\ \\
 ==== Open Flames ==== ==== Open Flames ====
  
-^ Open Flames ​ ^ Level 2 Challenge ​ ^ Mook  ^ Environ ​ ^  ​^  ^ +^ Open Flames ​ ^ Level 2 Challenge ​ ^ Environ ​ ^ 
-^ (Action) Fire and Smoke  ​|||||| +| //Such flames represent uncontrolled,​ widespread burning or fires that must be directly crossed rather than the pleasantry of the hearth or campfire.// ​ ||| 
-^  Inflict | 1d6  ||||| +^ (Action) Fire and Smoke  ||| 
-^  Damage | 1d6 Heat  ​||||| +^  Inflict | 1d8  || 
-^  Special | The target ​is Vulnerable until the end of the next round.  ​|||||+^  Damage | 1d8 Heat  || 
 +^  Special | The target ​suffers -2 Resilience.  ||
  
 \\ \\
 ==== Overgrown Paths ==== ==== Overgrown Paths ====
  
-^ Overgrown Paths  ^ Level 2 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 5  ^ Persists ​ ^ +^ Overgrown Paths  ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP: 5  ^ Persists ​ ^ 
-^ (Reaction) Dead End  ​|||||| +| //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.// ​ ||||| 
-^  Endure | 1d6  ||||| +^ (Reaction) Dead End  ||||| 
-^  Damage | 1d6 Fatigue  ​||||| +^  Endure | 1d8  ​|||| 
-^  Special | The target ​is Confused until the end of their next turnIf 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 -2 MindThe Overgrown Paths gains +1 Mind and +1 Skill.  ||||
  
 \\ \\
 ==== Rainbow Moths ==== ==== Rainbow Moths ====
  
-^ Rainbow Moths  ^ Level 2 Challenge ​ ^ Regular ​ ^ Creature ​ ^ EP: 15  ^ Darkvision, Flying ​ ^ +^ Rainbow Moths  ^ Level 2 Challenge ​ ^ Creature ​ ^ EP:  ^ Darkvision, Flying ​ ^ 
-^ (Action) Sparkling Mist  |||||| +| //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.// ​ ||||| 
-^  Inflict | 1d8  ||||| +^ (Action) Sparkling Mist  ||||| 
-^  Damage | 1d8  ||||| +| This Action targets all enemies in the region.  ​||||| 
-^  Special | The target ​is Hindered until the end of their next turn.  ​||||| +^  Inflict | 1d6  ​|||| 
-^ (Reaction) Flit About  ​|||||| +^  Damage | 1d6  ​|||| 
-^  Endure | 1d8  |||||+^  Special | The target ​suffers -2 Skill.  |||| 
 +^ (Reaction) Flit About  ||||| 
 +^  Endure | 1d6  ||||
  
 \\ \\
 ==== Saboteur ==== ==== Saboteur ====
  
-^ Saboteur ​ ^ Level 2 Challenge ​ ^ Regular ​ ^ Creature ​ ^ EP: 16  ^ Hidden: 2d4  ^ +^ Saboteur ​ ^ Level 2 Challenge ​ ^ Creature ​ ^ EP:  ^ Hidden: 2d4  ^ 
-^ (Action) Sabotage  ​|||||| +| //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.// ​ ||||| 
-^  Inflict | 1d6  ​||||| +^ (Action) Sabotage ​ ||||| 
-^  Damage | 1d6 (Piercing 1)  ​||||| +^  Inflict | 1d6  |||| 
-^  Special | The target ​is Stunned until the end of their next turn.  ​||||| +^  Damage | 1d6 (Piercing 1)  |||| 
-^ (Reaction) Elusive Stalker  ​|||||| +^  Special | The target ​suffers -3 Power.  |||| 
-^  Endure | 1d8  ||||| +^ (Reaction) Elusive Stalker ​ ||||| 
-^  Special | If the Saboteur wins the opposed roll by more than 3, it becomes Hidden again.  ​||||| +^  Endure | 1d6  ​|||| 
-^ (Strategy) Fix the Issue  ​|||||| +^  Special | If the Saboteur wins the opposed roll by more than 2, it becomes Hidden again. ​ |||| 
-Remove any one condition from the Saboteur or an ally in the occupied region.  ​||||||+^ (Strategy) Fix the Issue  ||||| 
 +The Saboteur or an ally in the occupied region ​restores any one Stat Track or gains +2 to any one Stat Track.  |||||
  
 \\ \\
 ==== Scorching Sun ==== ==== Scorching Sun ====
  
-^ Scorching Sun  ^ Level 2 Challenge ​ ^ Regular ​ ^ Environ ​ ^  ​^  ^ +^ Scorching Sun  ^ Level 2 Challenge ​ ^ Environ ​ ^ 
-^ (Action) Swelter  ​|||||| +| //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.// ​ ||| 
-^  Inflict | 1d8  ||||| +^ (Action) Swelter ​ ||| 
-^  Damage | 1d8 Heat  ​||||| +^  Inflict | 1d6  || 
-^  Special | If the target lacks Heat Resistance, ​the target is Debilitated until the end of their next turn.  ​|||||+^  Damage | 2d4 Heat  || 
 +^  Special | If the target lacks Heat Resistance, ​they suffer -1 Power, Resilience, Mind, and Skill.  ||
  
 \\ \\
 +
 ==== Slick Surface ==== ==== Slick Surface ====
  
-^ Slick Surface ​ ^ Level 2 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ +^ Slick Surface ​ ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ 
-^ (Reaction) Slip and Fall  ​|||||| +| //Whether from snow and ice, water, oil, or other substance, the ground here is slippery and hazardous to traverse.// ​ ||||| 
-^  Endure | 1d6  ||||| +^ (Reaction) Slip and Fall  ||||| 
-^  Damage | 1d4  |||||+^  Endure ​| 1d8  |||| 
 +^  Damage | 1d8  |||| 
 +^  Special | The target must discard a card in order to play another Action against the Slick Surface. ​ |||| 
 + 
 +\\ 
 +==== Trained Guard ==== 
 + 
 +^ Trained Guard  ^ Level 2 Challenge ​ ^ Seeker ​ ^ EP: 1  ^^ 
 +| //This typical guard is on the lookout and has been reasonably well-trained. They'​re probably not competent enough to trust with critical areas, though.// ​ ||||| 
 +^ (Action) Trained Lookout ​ ||||| 
 +^  Inflict ​| 1d6  |||| 
 +^  Special | Lose a Stealth Token. ​ |||| 
 +^ (Reaction) Awareness ​ ||||| 
 +^  Endure | 1d8  |||| 
 +^  Special | Lose a Stealth Token. ​ |||| 
 + 
 +\\ 
 +==== Vermin Swarm ==== 
 + 
 +^ Vermin Swarm  ^ Level 2 Challenge ​ ^ Creature ​ ^ EP: 9  ^ Height 1, Darkvision ​ ^ 
 +| //Swarms of rats, spiders, snakes, or other vermin can be quite the danger even when of the mundane varieties.// ​ ||||| 
 +^ (Action) Biting Swarm  ||||| 
 +| This Action targets all enemies in the region. ​ ||||| 
 +^  Inflict | 1d8  ​|||| 
 +^  Damage | 1d6  |||| 
 +^ (Reaction) Scatter ​ ||||| 
 +| The Vermin Swarm wins ties with this Reaction. ​ ||||| 
 +^  Endure | 1d4  ​||||
  
 \\ \\
 ==== Wall of Foliage ==== ==== Wall of Foliage ====
  
-^ Wall of Foliage ​ ^ Level 2 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ​^  ​^ +^ Wall of Foliage ​ ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP: 12  ^ 
-^ (Reaction) ​Plant Wall  |||||| +| //Thick brush, brambles, and/or branches block the way forward. You'll need to either get clever or just hack through it.//  |||| 
-^  Defense | 1d2  |||||+^ (Reaction) ​Thorny ​Wall  |||
 +^  Endure | 1d6  ​||| 
 +^  Defense | 1d2  ||
 +^  Damage | 1d4 + 1d4 Poison  ​|||
  
 \\ \\
 ==== Whispers of Madness ==== ==== Whispers of Madness ====
  
-^ Whispers of Madness ​ ^ Level 2 Challenge ​ ^ Regular ​ ^ Trap  ^  ^  ​^ +^ Whispers of Madness ​ ^ Level 2 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-^ (Interrupt) Moment of Terror  ​|||||| +| //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.// ​ |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^ (Interrupt) Moment of Terror ​[Automatic] ​ ​|||| 
-^  Effect | Play the //Panic// Action against the triggering enemy.  ​||||| +^  Trigger | An enemy enters the region ​for the first time.  ||| 
-^ (Action) Panic  ​|||||| +^  Effect | Play the //Panic// Action against the triggering enemy. ​ ||| 
-^  Inflict | 1d10  ||||| +^ (Action) Panic  |||| 
-^  Damage | 1d4 Fear  ​||||| +^  Inflict | 1d8  ||| 
-^  Special | The target ​is Controlled until the end of their next turn.  ​|||||+^  Damage | 2d4 Fear  ||| 
 +^  Special | The target ​suffers -4 Mind.  |||
  
 \\ \\
 ==== Wooden Blockade ==== ==== Wooden Blockade ====
  
-^ Wooden Blockade ​ ^ Level 2 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 14  ​^  ​^ +^ Wooden Blockade ​ ^ Level 2 Challenge ​ ^ Obstacle ​ ^ EP: 10  ^ 
-^ (Reaction) Planks and Spears  ​|||||| +| //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.// ​ |||| 
-^  Endure | 1d6  ||||| +^ (Reaction) Planks and Spears ​ |||| 
-^  Defense | 1d2  ||||| +^  Endure | 1d4  ||| 
-^  Damage | 1d4  |||||+^  Defense | 1d4  ||| 
 +^  Damage | 1d8  |||
analects_book_4_part_2_chapter_2.txt · Last modified: 2019/05/16 13:45 by triptycho