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analects_book_4_part_2_chapter_3 [2019/05/17 09:22]
triptycho [Haunted Passage]
analects_book_4_part_2_chapter_3 [2020/01/21 13:18] (current)
triptycho [Deep Pit]
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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 otherwise 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.  ​|||||+
  
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 ==== 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 ​ |||
  
 \\ \\
 ==== Rigged Nets ==== ==== Rigged Nets ====
  
-^ Rigged Nets  ^ Level 3 Challenge ​ ^ Mook  ^ Trap  ^  ​^ ​ ^ +^ Rigged Nets  ^ Level 3 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Step Trigger ​ |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  Trigger | An enemy enters the region. ​ ||| 
-^  Effect | Play the //Net Trap// Action against the triggering enemy. Then, remove the Rigged Nets from play.  ​||||| +^  Effect | Play the //Net Trap// Action against the triggering enemy. Then, remove the Rigged Nets from play.  ||| 
-^ (Action) Net Trap  ​|||||| +^ (Action) Net Trap  |||| 
-^  Inflict | 1d10  ||||| +^  Inflict | 1d10  ||
-^  Special | The target is Defenseless until the end of their next turn.  ​|||||+^  Damage | 1d6  ​||| 
 +^  Special | The target is Grabbed and suffers -5 Resilience. The target or an ally may spend an Action to end the Grab and restore the target'​s Resilience.  |||
  
 \\ \\
 ==== 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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 ==== 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. ​ ||||
  
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analects_book_4_part_2_chapter_3.1558110142.txt.gz · Last modified: 2019/05/17 09:22 by triptycho