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====== Analects Book 4 Part 2: Challenges ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 3: Level 3 ===== Prev: [[analects_book_4_part_2_chapter_2|Challenges Level 2]] The following tables provide a collection of [[challenge|Challenges]] at [[level|level]] 3. 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_4|Challenges Level 4]] ===== Level 3 Challenges Table ====== ^ Challenge ^ Type ^ EP ^ ^ [[analects_book_4_part_2_chapter_3#carnivorous_fish|Carnivorous Fish]] | Creature | 9 | ^ [[analects_book_4_part_2_chapter_3#plague_rats|Plague Rats]] | Creature | 10 | ^ [[analects_book_4_part_2_chapter_3#wandering_spirits|Wandering Spirits]] | Creature | 9 | ^ [[analects_book_4_part_2_chapter_3#magic_mouth|Magic Mouth]] | Environ | - | ^ [[analects_book_4_part_2_chapter_3#sandstorm|Sandstorm]] | Environ | - | ^ [[analects_book_4_part_2_chapter_3#steam_vents|Steam Vents]] | Environ | - | ^ [[analects_book_4_part_2_chapter_3#unsettling_ambiance|Unsettling Ambiance]] | Environ | - | ^ [[analects_book_4_part_2_chapter_3#haunted_passage|Haunted Passage]] | Obstacle | 6* | ^ [[analects_book_4_part_2_chapter_3#leap_of_faith|Leap of Faith]] | Obstacle | 1* | ^ [[analects_book_4_part_2_chapter_3#murky_pool|Murky Pool]] | Obstacle | 6* | ^ [[analects_book_4_part_2_chapter_3#puzzle_wall|Puzzle Wall]] | Obstacle | 19 | ^ [[analects_book_4_part_2_chapter_3#quicksand|Quicksand]] | Obstacle | 6* | ^ [[analects_book_4_part_2_chapter_3#reinforced_locked_door|Reinforced Locked Door]] | Obstacle | 17 | ^ [[analects_book_4_part_2_chapter_3#rocky_wall|Rocky Wall]] | Obstacle | 6* | ^ [[analects_book_4_part_2_chapter_3#torch_bearer|Torch Bearer]] | Seeker | 1 | ^ [[analects_book_4_part_2_chapter_3#burning_pitch|Burning Pitch]] | Trap | - | ^ [[analects_book_4_part_2_chapter_3#deep_pit|Deep Pit]] | Trap | - | ^ [[analects_book_4_part_2_chapter_3#poisoned_surface|Poisoned Surface]] | Trap | - | ^ [[analects_book_4_part_2_chapter_3#rigged_nets|Rigged Nets]] | 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 ^ 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 | 1d10 |||| ^ Damage | 1d10 |||| ^ (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 ^ 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 suffers -2 Mind. |||| \\ ==== Leap of Faith ==== ^ 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.// ||||| ^ (Reaction) Missed Jump ||||| ^ Endure | 1d10 |||| \\ ==== Magic Mouth ==== ^ Magic Mouth ^ Level 3 Challenge ^ 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 Reactions as though the Magic Mouth were a Seeker. ||| ^ Inflict | 1d10 || ^ Special | Lose a Stealth Token. The target suffers -1 Skill. || \\ ==== Murky Pool ==== ^ 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.// ||||| ^ (Reaction) Chill Waters ||||| | 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. ||||| ^ Endure | 1d12 |||| ^ Damage | 1d10 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 ^ Creature ^ EP: 10 ^ Darkvision ^ | //Most such swarms of rodents would be mere nuisances, but this particular one carries a rather nasty disease.// ||||| ^ Notes | 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. |||| ^ (Action) Swarm ||||| | This Action can only be played against targets with fewer than two Plague Tokens. ||||| ^ Inflict | 1d10 |||| ^ Damage | 1d6 |||| ^ 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 (Power 1) || ||| ^ Inflict | 2d4 |||| ^ 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 wins ties with this Reaction. ||||| ^ Endure | 1d6 |||| \\ ==== 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 ^ 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.// |||| ^ (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 suffers -2 Resilience. || ^ 2 ^ Logic Puzzle | The target discards 1d2 cards (if able). || ^ 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. || ^ (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 ^ 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 | 1d8 Fatigue + 1d4 || ^ (Action) Blinding Sands ||| ^ Inflict | 1d12 || ^ Damage | 1d6 || ^ Special | The target suffers -2 Power. || \\ ==== Steam Vents ==== ^ 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.// ||| ^ Notes | Each turn, play //Steam Geyser// against one random enemy and //Exhaust// against remaining enemies. || ^ (Action) Steam Geyser ||| ^ Inflict | 2d4 || ^ Damage | 1d12 Heat || ^ Special | The target suffers -2 Resilience. || ^ (Action) Exhaust ||| ^ Inflict | 1d10 || ^ Damage | 1d10 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 ^ 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 | 1d10 Fear || ^ Special | The target suffers -2 Mind and can trigger //Sense of Doom// when within range 1. || ^ (Interrupt) Sense of Doom ||| ^ 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. || \\ ==== Wandering Spirits ==== ^ Wandering Spirits ^ Level 3 Challenge ^ Creature ^ EP: 9 ^ 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 | 1d4 Fear + 1d4 Cold |||| ^ Special | The target suffers -2 Power. |||| ^ (Reaction) Incorporeal ||||| ^ Endure | 2d4 |||| ^ (Strategy) Pass Through ||||| | Phase 1. |||||

analects_book_4_part_2_chapter_3.1558110273.txt.gz · Last modified: 2019/05/17 09:24 by triptycho