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analects_book_4_part_2_chapter_3 [2019/05/17 09:19]
triptycho [Sandstorm]
analects_book_4_part_2_chapter_3 [2019/05/17 09:29]
triptycho [Poisoned Surface]
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 ==== Burning Pitch ==== ==== Burning Pitch ====
  
-^ Burning Pitch  ^ Level 3 Challenge ​ ^ Regular ​ ^ Trap  ^  ​^ ​ ^ +^ Burning Pitch  ^ Level 3 Challenge ​ ^ Trap  ^ Hidden: 1d6  ^ 
-| //​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.//  ​|||||| +| //​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  ​|||||| +^ (Interrupt) Trapped Passage ​ |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  Trigger | An enemy enters the region. ​ ||| 
-^  Effect | Play the //Scald// Action against the triggering enemy. Then, remove the Burning Pitch from play.  ​||||| +^  Effect | Play the //Scald// Action against the triggering enemy. Then, remove the Burning Pitch from play.  ||| 
-^ (Action) Scald  ​|||||| +^ (Action) Scald  |||| 
-^  Inflict | 1d12  ​||||| +^  Inflict | 1d12  ||| 
-^  Damage | 2d6 Fire  ​||||| +^  Damage | 2d6 Fire + 1d6 Heat  |||
-^  Special | The target suffers 1d4 Fire damage at the start of their next turn.  |||||+
  
 \\ \\
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 ==== Deep Pit ==== ==== Deep Pit ====
  
-^ Deep Pit  ^ Level 3 Challenge ​ ^ Regular ​ ^ Trap  ^  ​^ ​ ^ +^ Deep Pit  ^ Level 3 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Hidden Hole  |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  Trigger | An enemy enters the region. ​ ||| 
-^  Effect | Play the //Pit Trap// Action against the triggering enemy. Then, remove the Deep Pits from play.  ​||||| +^  Effect | Play the //Pit Trap// Action against the triggering enemy. Then, remove the Deep Pits from play.  ||| 
-^ (Action) Pit Trap  ​|||||| +^ (Action) Pit Trap  |||| 
-^  Inflict | 1d12  ​||||| +^  Inflict | 1d12  ||| 
-^  Damage | 1d8  ||||| +^  Special | The target ​suffers ​falling ​from Height 2 and is stuck in the pit. The target ​must defeat a new Climbing, Persisting, Height 2 Obstacle with 5 EP and Endure: 1d8 in order to climb out and cannot Move or play hostile Actions against other targets ​until it is defeated.  |||
-^  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 ====
  
-^ Haunted Passage ​ ^ Level 3 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 6  ^ Persists ​ ^ +^ Haunted Passage ​ ^ Level 3 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Ambient Terror ​ ||||| 
-^  Damage | 1d10 Fear  ​||||| +^  Damage | 1d10 Fear  |||| 
-^  Special | The target ​is Confused until the end of their next turn.  ​|||||+^  Special | The target ​suffers -2 Mind.  ||||
  
 \\ \\
 ==== Leap of Faith ==== ==== Leap of Faith ====
  
-^ Leap of Faith  ^ Level 3 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP: 1  ^ Climbing, Persists ​ ^ +^ Leap of Faith  ^ Level 3 Challenge ​ ^ 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.//  ​|||||| +| //While there'​s definitely a safe area or way to land, one small mistake could result in a heap of pain.// ​ ||||| 
-^ (Reaction) Missed Jump  ​|||||| +^ (Reaction) Missed Jump  ||||| 
-^  Endure | 1d10  ​|||||+^  Endure | 1d10  ||||
  
 \\ \\
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 ==== Murky Pool ==== ==== Murky Pool ====
  
-^ Murky Pool  ^ Level 3 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP: 3  ^ Persists ​ ^ +^ Murky Pool  ^ Level 3 Challenge ​ ^ 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.//  ​|||||| +| //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 ​ |||||| +^ (Reaction) Chill Waters ​ ||||| 
-^  Endure | 1d8  ||||| +| If the target fails the opposed roll, they may still deal half damage (rounded down) to the Murky Pool, or full damage if they are Aquatic.  ​||||| 
-^  Damage | 1d6 Cold  ​|||||+^  Endure | 1d12  ​|||| 
 +^  Damage | 1d10 Cold  ||||
  
 \\ \\
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 ==== Poisoned Surface ==== ==== Poisoned Surface ====
  
-Variant: //Contact Poison// loses its Special entry, but the Damage entry becomes 1d8 Poison. +^ Poisoned Surface ​ ^ Level 3 Challenge ​ ^ Trap  ^ Hidden: 1d6  ^ 
- +| //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.// ​ |||| 
-^ Poisoned Surface ​ ^ Level 3 Challenge ​ ^ Mook  ^ Trap  ^  ​^ ​ ^ +^ (Interrupt) Poisoned Area  |||| 
-| //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.//  ​|||||| +^  Trigger | An enemy in the region attempts a Search or plays an Action against an Obstacle. ​ ||| 
-^ (Interrupt) Poisoned Area  ​|||||| +^  Effect | Play the //Contact Poison// Action against the triggering enemy. ​ ||| 
-^  Trigger | An enemy in the region attempts a Search or plays an Action against an Obstacle.  ​||||| +^ (Action) Contact Poison ​ |||| 
-^  Effect | Play the //Contact Poison// Action against the triggering enemy.  ​||||| +^  Inflict | 1d10  ||| 
-^ (Action) Contact Poison  ​|||||| +^  Damage | 2d4 Poison ​ ||| 
-^  Inflict | 1d10  ​||||| +^  Special | The target gains +1 Poison Weakness until the end of the scenario. ​ |||
-^  Damage | 2d2 Poison  ​||||| +
-^  Special | The target gains +1 Poison Weakness until the end of the scenario.  ​|||||+
  
 \\ \\
 ==== Puzzle Wall ==== ==== Puzzle Wall ====
  
-^ Puzzle Wall  ^ Level 3 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 19  ^ Immune: Disoriented ​ ^ +^ Puzzle Wall  ^ Level 3 Challenge ​ ^ Obstacle ​ ^ EP: 19  ^ 
-| //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.//  ​|||||| +| //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]  ​|||||| +^ (Interrupt) Clever Design [Automatic] ​ |||| 
-^  Trigger | The round begins.  ​||||| +^  Trigger | The round begins. ​ ||| 
-^  Effect | Roll 1d4. Until the end of the round, the //Evaluate Move// Reaction gains the corresponding Special entry:  ​||||| +^  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.  ​|||| +^  1 ^  Timing Puzzle | The target ​suffers -2 Resilience.  || 
-^  2 ^  Logic Puzzle | The target discards 1d2 cards (if able).  ​|||| +^  2 ^  Logic Puzzle | The target discards 1d2 cards (if able). ​ || 
-^  3 ^  Visual Puzzle | The target ​is Muddled until the end of their next turn.  ​|||| +^  3 ^  Visual Puzzle | The target ​suffers -2 Mind.  || 
-^  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.  ​|||| +^  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  ​|||||| +^ (Reaction) Evaluate Move  |||| 
-^  Endure | 2d4  ​|||||+^  Endure | 2d4  |||
  
 \\ \\
 ==== Quicksand ==== ==== Quicksand ====
  
-^ Quicksand ​ ^ Level 3 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 6  ^ Persists ​ ^ +^ Quicksand ​ ^ Level 3 Challenge ​ ^ Obstacle ​ ^ EP: 6  ^ Persists ​ ^ 
-| //The soft earth here gives way, pulling you slowly into its embrace.//  ​|||||| +| //The soft earth here gives way, pulling you slowly into its embrace.// ​ ||||| 
-^ (Reaction) Sinking Sands  ​|||||| +^ (Reaction) Sinking Sands  ||||| 
-^  Endure | 1d8  ​||||| +^  Endure | 1d8  |||| 
-^  Damage | 1d8 (Piercing 1)  ​||||| +^  Damage | 1d8 (Piercing 1)  |||| 
-^  Special | The target ​is Dazed and Vulnerable until the start of their next turn.  ​|||||+^  Special | The target ​suffers -1 Resilience ​and -2 Skill.  ||||
  
 \\ \\
 ==== Reinforced Locked Door ==== ==== Reinforced Locked Door ====
  
-^ Reinforced Locked Door  ^ Level 3 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 17  ​^ ​ ^ +^ Reinforced Locked Door  ^ Level 3 Challenge ​ ^ Obstacle ​ ^ EP: 17  ^ 
-| //This sturdy wooden door is reinforced with bolted bands of metal, strengthening the frame. The lock is of decent quality.//  ​|||||| +| //This sturdy wooden door is reinforced with bolted bands of metal, strengthening the frame. The lock is of decent quality.// ​ |||| 
-^  Lock | 1d8  ​||||| +^  Lock | 1d8  ||| 
-^ (Reaction) Reinforced Frame  ​|||||| +^ (Reaction) Reinforced Frame  |||| 
-^  Endure | 1d8  ​||||| +^  Endure | 1d8  ||| 
-^  Defense | 1d4  ||||| +^  Defense | 1d6  ||| 
-^  Damage | 1d6 Fatigue  ​|||||+^  Damage | 1d6 Fatigue ​ |||
  
 \\ \\
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 ==== Rocky Wall ==== ==== Rocky Wall ====
  
-^ Rocky Wall  ^ Level 3 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP:  ^ Climbing, Persists ​ ^ +^ Rocky Wall  ^ Level 3 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Painful Fall  ||||| 
-^  Endure | 2d4  ​|||||+^  Endure | 2d4  ||||
  
 \\ \\
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 ==== Steam Vents ==== ==== Steam Vents ====
  
-Each turn, play //Steam Geyser// against one random enemy and //Exhaust// against remaining enemies. +^ Steam Vents  ^ Level 3 Challenge ​ ^ 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.// ​ ||| 
-^ Steam Vents  ^ Level 3 Challenge ​ ^ Mook  ^ Environ ​ ​^ ​ ^  ^ +^  Notes Each turn, play //Steam Geyser// against one random enemy and //Exhaust// against remaining enemies.  ​|| 
-| //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 ​ ||| 
-^ (Action) Steam Geyser  ​|||||| +^  Inflict | 2d4  || 
-^  Inflict | 2d4  ​||||| +^  Damage | 1d12 Heat  || 
-^  Damage | 1d8 Heat  ​||||| +^  Special | The target ​suffers -2 Resilience.  || 
-^  Special | The target ​is Debilitated and Hindered until the end of their next turn.  ​||||| +^ (Action) Exhaust ​ ||| 
-^ (Action) Exhaust  ​|||||| +^  Inflict | 1d10  || 
-^  Inflict | 1d8  ||||| +^  Damage | 1d10 Heat  ||
-^  Damage | 1d6 Heat  ​|||||+
  
 \\ \\
 ==== Torch Bearer ==== ==== Torch Bearer ====
  
-^ Torch Bearer ​ ^ Level 3 Challenge ​ ^ Mook  ^ Seeker ​ ^ EP: 1  ^ Luminous ​ ^ +^ Torch Bearer ​ ^ Level 3 Challenge ​ ^ Seeker ​ ^ EP: 1  ^ Luminous ​ ^ 
-| //This experienced lookout carries a torch, making hiding in darkness or shadow substantially less effective if you get too close.//  ​|||||| +| //This experienced lookout carries a torch, making hiding in darkness or shadow substantially less effective if you get too close.// ​ ||||| 
-^ (Action) Shine the Light  ​|||||| +^ (Action) Shine the Light  ||||| 
-^  Inflict | 2d4  ​||||| +^  Inflict | 2d4  |||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Special | Lose a Stealth Token. ​ |||| 
-^ (Reaction) Peer About  ​|||||| +^ (Reaction) Peer About  ||||| 
-^  Endure | 2d4  ​||||| +^  Endure | 2d4  |||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Special | Lose a Stealth Token. ​ |||| 
-^ (Interrupt) Torch Radius  ​|||||| +^ (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.  ​||||| +^  Trigger | The occupied region would be dark if not for the Torch Bearer'​s Luminous property, and an enemy enters the occupied region. This Interrupt can only be played once per round.  |||| 
-^  Effect | Play the //Shine the Light// Action against the triggering enemy. The Torch Bearer is Dazed until the end of the round.  ​|||||+^  Effect | Play the //Shine the Light// Action against the triggering enemy. ​ ||||
  
 \\ \\
 ==== Unsettling Ambiance ==== ==== Unsettling Ambiance ====
  
-^ Unsettling Ambiance ​ ^ Level 3 Challenge ​ ^ Regular ​ ^ Environ ​ ​^ ​ ^  ^ +^ Unsettling Ambiance ​ ^ Level 3 Challenge ​ ^ Environ ​ ^ 
-| //Something is very wrong here, and it goes beyond simple nerves. It feels as though the very air is out to get you.//  ​|||||| +| //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  ​|||||| +^ (Action) Bad Feeling ​ ||| 
-^  Inflict | 2d4  ​||||| +^  Inflict | 2d4  || 
-^  Damage | 1d8 Fear  ​||||| +^  Damage | 1d10 Fear  || 
-^  Special | The target ​is Vulnerable until the end of their next turn.  ​||||| +^  Special | The target ​suffers -2 Mind and can trigger //​Sense ​of Doom// when within range 1.  || 
-^ (Interrupt) Sense of Doom  ​|||||| +^ (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.  ​||||| +^  Trigger | An enemy in the occupied region ​performs ​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.  ​|||||+^  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.  ||
  
 \\ \\
analects_book_4_part_2_chapter_3.txt · Last modified: 2020/01/21 13:18 by triptycho