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analects_book_4_part_2_chapter_3

Analects Book 4 Part 2: Challenges

Chapter 3: Level 3

Prev: Challenges Level 2

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

Next: Challenges Level 4

Level 3 Challenges Table

Challenge Rank Type EP
Carnivorous Fish Mook Creature 9
Magic Mouth Mook Environ -
Steam Vents Mook Environ -
Leap of Faith Mook Obstacle 1*
Murky Pool Mook Obstacle 3*
Torch Bearer Mook Seeker 1
Poisoned Surface Mook Trap -
Rigged Nets Mook Trap -
Plague Rats Regular Creature 19
Wandering Spirits Regular Creature 18
Sandstorm Regular Environ -
Unsettling Ambiance Regular Environ -
Haunted Passage Regular Obstacle 6*
Puzzle Wall Regular Obstacle 19
Quicksand Regular Obstacle 6*
Reinforced Locked Door Regular Obstacle 17
Rocky Wall Regular Obstacle 7*
Burning Pitch Regular Trap -
Deep Pit Regular Trap -

* Persists


Level 3 Challenge Entries

Burning Pitch

Burning Pitch Level 3 Challenge Regular Trap
Originally designed for siege defense, this automated version drops boiling-hot liquids onto unsuspecting victims. The liquid is kept hot through either clockwork devices or magic.
(Interrupt) Trapped Passage
Trigger An enemy enters the region.
Effect Play the Scald Action against the triggering enemy. Then, remove the Burning Pitch from play.
(Action) Scald
Inflict 1d12
Damage 2d6 Fire
Special The target suffers 1d4 Fire damage at the start of their next turn.


Carnivorous Fish

Carnivorous Fish Level 3 Challenge Mook Creature EP: 9 Aquatic, Darkvision
With sharp teeth plenty capable of tearing into flesh, this school of fish is incredibly dangerous to swim anywhere near.
(Action) Flesh Eaters
Inflict 1d8
Damage 1d8
Special The target suffers 1 additional damage at the end of their next turn.
(Reaction) Pursuit
Endure 1d8


Deep Pit

Deep Pit Level 3 Challenge Regular Trap
These sorts of pits are almost always purposefully dug. Most commonly, the victim falls into an area with no way out other than climbing back up.
(Interrupt) Hidden Hole
Trigger An enemy enters the region.
Effect Play the Pit Trap Action against the triggering enemy. Then, remove the Deep Pits from play.
(Action) Pit Trap
Inflict 1d12
Damage 1d8
Special The target falls into another region, taking additional falling damage. If there is no other region to fall into, the target is instead Immobilized until the end of their next turn.


Haunted Passage

Haunted Passage Level 3 Challenge Regular Obstacle EP: 6 Persists
Whether it's malevolent ghosts reaching through the walls, furnishings lurching about, or space itself warping and twisting around you, the haunting in this area is reaching its peak.
(Reaction) Ambient Terror
Damage 1d10 Fear
Special The target is Confused until the end of their next turn.


Leap of Faith

Leap of Faith Level 3 Challenge Mook Obstacle EP: 1 Climbing, Persists
While there's definitely a safe area or way to land, one small mistake could result in a heap of pain.
(Reaction) Missed Jump
Endure 1d10


Magic Mouth

Magic Mouth Level 3 Challenge Mook Environ
Often conjured for the relaying of messages or orders, the magic mouth can be an unexpected hazard when attempting to pass through an area undetected.
(Action) Chatterbox
The target may play a Reaction as though the Magic Mouth were a Seeker.
Inflict 1d8
Special Lose a Stealth Token.


Murky Pool

Murky Pool Level 3 Challenge Mook Obstacle EP: 3 Persists
This unclear water could easily hide unseen dangers. It's very cold to the touch, so you don't want to spend too long in it regardless.
(Reaction) Chill Waters
Endure 1d8
Damage 1d6 Cold


Plague Rats

During its Action Phase, the Plague Rats can play an Action against every enemy in its occupied region. If it is forced to Move during its Action Phase, it can play no further Actions that turn.

Plague Rats Level 3 Challenge Regular Creature EP: 19 Darkvision, Immune: Disoriented
Most such swarms of rodents would be mere nuisances, but this particular one carries a rather nasty disease.
(Action) Swarm
This Action can only be played against targets with fewer than two Plague Tokens.
Inflict 1d10
Special The target acquires one Plague Token.
(Action) Plague
This Action can only be played against enemies with two Plague Tokens. The target discards all Plague Tokens.
Disease 1
Inflict 1d12
Special The target will suffer 1 damage (cumulative) at the start of their turns until the end of the scenario.
(Reaction) Scatter
The Plague Rats must play this Reaction. If the target's attack succeeds, the target loses 1 Plague Token.
Endure 1d8


Poisoned Surface

Variant: Contact Poison loses its Special entry, but the Damage entry becomes 1d8 Poison.

Poisoned Surface Level 3 Challenge Mook Trap
This area is covered in a clear, difficult-to-detect poisonous substance that only needs to be touched to work. It could have been done purposefully, or it could be a result of natural plantlife or other aspects of the area.
(Interrupt) Poisoned Area
Trigger An enemy in the region attempts a Search or plays an Action against an Obstacle.
Effect Play the Contact Poison Action against the triggering enemy.
(Action) Contact Poison
Inflict 1d10
Damage 2d2 Poison
Special The target gains +1 Poison Weakness until the end of the scenario.


Puzzle Wall

Puzzle Wall Level 3 Challenge Regular Obstacle EP: 19 Immune: Disoriented
The wall ahead is covered with strange symbols. A device nearby appears to be a control device of some kind, with buttons and levers all over it. It will take some effort to solve this contraption.
(Interrupt) Clever Design [Automatic]
Trigger The round begins.
Effect Roll 1d4. Until the end of the round, the Evaluate Move Reaction gains the corresponding Special entry:
1 Timing Puzzle The target is Disoriented until the start of their next turn.
2 Logic Puzzle The target discards 1d2 cards (if able).
3 Visual Puzzle The target is Muddled until the end of their next turn.
4 Trapped Puzzle At the end of the round, play an Action against the target having Inflict: 2d4 and Damage: 1d10. The target may play Reactions as if targeted by a Trap.
(Reaction) Evaluate Move
Endure 2d4


Quicksand

Quicksand Level 3 Challenge Regular Obstacle EP: 6 Persists
The soft earth here gives way, pulling you slowly into its embrace.
(Reaction) Sinking Sands
Endure 1d8
Damage 1d8 (Piercing 1)
Special The target is Dazed and Vulnerable until the start of their next turn.


Reinforced Locked Door

Reinforced Locked Door Level 3 Challenge Regular Obstacle EP: 17
This sturdy wooden door is reinforced with bolted bands of metal, strengthening the frame. The lock is of decent quality.
Lock 1d8
(Reaction) Reinforced Frame
Endure 1d8
Defense 1d4
Damage 1d6 Fatigue


Rigged Nets

Rigged Nets Level 3 Challenge Mook Trap
This trap is configured such that stepping on the trigger results in the netting springing upward from the ground, enveloping and then hoisting the victim into the air. Breaking out isn't too difficult, but it takes some time, and there's no way to avoid dangers from inside the net.
(Interrupt) Step Trigger
Trigger An enemy enters the region.
Effect Play the Net Trap Action against the triggering enemy. Then, remove the Rigged Nets from play.
(Action) Net Trap
Inflict 1d10
Special The target is Defenseless until the end of their next turn.


Rocky Wall

Rocky Wall Level 3 Challenge Regular Obstacle EP: 7 Climbing, Persists
This typical sort of readily-climbable wall can be found on mountain and cliff sides or in crumbled ruins where the stones are no longer smooth and flat.
(Reaction) Painful Fall
Endure 2d4


Sandstorm

Sandstorm Level 3 Challenge Regular Environ
Storms such as these are a common natural occurrance, though some sand witches are known to summon them for defensive or concealing purposes.
(Action) Choking Sands
If the target discarded one or more cards during their last Discard Phase, increase the Inflict dice level by 1.
Inflict 1d8
Damage 1d6 Fatigue + 1d4
(Action) Blinding Sands
Inflict 1d10
Special The target is Debilitated until the end of their next turn.


Steam Vents

Each turn, play Steam Geyser against one random enemy and Exhaust against remaining enemies.

Steam Vents Level 3 Challenge Mook Environ
Such vents are usually placed out of the way in order to avoid injuring passers-by. If they're in the main walkways and venting like this, something has gone very wrong - or they're part of a general defense system, likely remotely activated.
(Action) Steam Geyser
Inflict 2d4
Damage 1d8 Heat
Special The target is Debilitated and Hindered until the end of their next turn.
(Action) Exhaust
Inflict 1d8
Damage 1d6 Heat


Torch Bearer

Torch Bearer Level 3 Challenge Mook Seeker EP: 1 Luminous
This experienced lookout carries a torch, making hiding in darkness or shadow substantially less effective if you get too close.
(Action) Shine the Light
Inflict 2d4
Special Lose a Stealth Token.
(Reaction) Peer About
Endure 2d4
Special Lose a Stealth Token.
(Interrupt) Torch Radius
Trigger The occupied region would be dark if not for the Torch Bearer's Luminous property, and an enemy enters the occupied region.
Effect Play the Shine the Light Action against the triggering enemy. The Torch Bearer is Dazed until the end of the round.


Unsettling Ambiance

Unsettling Ambiance Level 3 Challenge Regular Environ
Something is very wrong here, and it goes beyond simple nerves. It feels as though the very air is out to get you.
(Action) Bad Feeling
Inflict 2d4
Damage 1d8 Fear
Special The target is Vulnerable until the end of their next turn.
(Interrupt) Sense of Doom
Trigger An enemy in the occupied region makes an opposed roll with a result of 1 against an ally's Action or Reaction.
Effect Increase any Damage dice on the ally's Action or Reaction by 1 number. If the ally's Action or Reaction has no Damage entry, it gains Damage: 1d6.


Wandering Spirits

Wandering Spirits Level 3 Challenge Regular Creature EP: 18 Darkvision, Flying
This group of spirits, wandering toward some unknown destination or just moving about aimlessly, doesn't even notice your presence.
(Action) Chill of the Grave
Inflict 1d8
Damage 1d6 Fear + 1d4 Cold
Special The target is Weakened until the Wandering Spirits is defeated or the scenario ends.
(Reaction) Incorporeal
Endure 2d4
(Strategy) Pass Through
Phase 1.
analects_book_4_part_2_chapter_3.txt · Last modified: 2018/12/10 12:47 by triptycho