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analects_book_4_part_2_chapter_4

Analects Book 4 Part 2: Challenges

Chapter 4: Level 4

Prev: Challenges Level 3

The following tables provide a collection of challenges at level 4. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Next: Challenges Level 5

Level 4 Challenges Table

Challenge Rank Type EP
Beast of Baying Mook Creature 11
Bitter Cold Mook Environ -
Macabre Display Mook Environ -
Bloodbriars Mook Obstacle 11
Thick Sludge Mook Obstacle 4*
Local Watch Mook Seeker 1
Floor Springs Mook Trap -
Jump Scare Mook Trap -
Knot of Serpents Regular Creature 22
Poisonous Swamp Regular Environ -
Hot Pipes Regular Obstacle 7*
Security Door Regular Obstacle 20
Slimy Wall Regular Obstacle 8*
Tar Pit Regular Obstacle 8*
Patrolling Sentry Regular Seeker 1
Gas Trap Regular Trap -
Water-filling Room Regular Trap -

* Persists


Level 4 Challenge Entries

Beast of Baying

Beast of Baying Level 4 Challenge Mook Creature EP: 11 Darkvision, Light Sensitivity
The dreadful howl of this beast spreads fear and a sense of doom. It's difficult to tell where it's coming from, and whatever is the source keeps staying just out of sight.
(Action) Bay
This Action is played against all enemies in the occupied region and adjacent regions, even if they are blocked.
Inflict 1d8
Damage 1d8 Fear
(Reaction) Elusion
Endure 2d4


Bitter Cold

Bitter Cold Level 4 Challenge Mook Environ
There is little shelter or relief from the frigid temperatures here. Only warm clothing and resilience will see you through it.
(Action) Frosty Temperatures
Damage 1d8 Cold


Bloodbriars

Bloodbriars Level 4 Challenge Mook Obstacle EP: 11
These thick, woody brambles supplement ground nutrients with those absorbed from creatures pierced by their incredibly sharp thorns.
(Reaction) Bloodsuck
Endure 1d8
Damage 2d4
Special The Bloodbriars recovers 1d2 lost EP.


Floor Springs

Floor Springs Level 4 Challenge Mook Trap
Consisting of a set of tightly-wound springs beneath a loose platform, this trap is concealed to look like the floor around it.
(Interrupt) Hidden Springs
Trigger An enemy that is not flying enters the region.
Effect Play the Boing! Action against the triggering enemy. Then, remove the Floor Springs from play.
(Action) Boing!
Inflict 2d8
Special The target is Disoriented until the end of the round. Launch the target into the air (Height 2) and force the target to Move 1. As examples, this can send the target across a border blocked by a Height 2 (upward) Climbing Obstacle with no damage, or send across a border blocked by a Height 1 (downward) Climbing Obstacle with 3d6 base falling damage.


Gas Trap

Gas Trap Level 4 Challenge Regular Trap
This advanced, dastardly trap releases hot gas with temporary mind-affecting properties whenever someone gets too close to it.
(Interrupt) Proximity Trigger
Trigger An enemy enters the region.
Effect Play the Discharge Action against the triggering enemy.
(Action) Discharge
Inflict 1d12
Damage 1d8 (Piercing 2) Heat
Special The target is Dazed, Debilitated, and Muddled until the end of their next turn.


Hot Pipes

Hot Pipes Level 4 Challenge Regular Obstacle EP: 7 Persists
This represents a mechanical area that is either in really bad shape, poorly designed, or a “shortcut” not originally intended for traversal.
(Reaction) Maintenance Passage
The target suffers 1d6 Heat damage.
Endure 1d4 + 1d2
Damage 1d6 Fire
Special The target is Vulnerable until they recover lost EP.


Jump Scare

Jump Scare Level 4 Challenge Mook Trap
The only direct danger of being surprised is to the elderly and infirm. Secondary dangers, like jumping and hitting your head on something or giving away your presence with a shriek, tend to be greater worries.
(Interrupt) Scare
Trigger An enemy enters the region.
Effect Play the Involuntary Yelp Action against the triggering enemy. Then, remove the Jump Scare from play.
(Action) Involuntary Yelp
Inflict 2d4
Damage 1d10 Fear
Special Lose a Stealth Token. Seekers in the region are Alerted.


Knot of Serpents

Knot of Serpents Level 4 Challenge Regular Creature EP: 22 Darkvision
Venomous fangs elevate this serpent swarm over the level of mere vermin. It's especially difficult to maneuver around the mass of them.
(Action) Hissing Fangs
This Action targets all enemies in the region.
Inflict 1d10
Damage 1d6 + 1d6 Poison
(Reaction) Scatter
Endure 1d10
(Interrupt) Rolling Swarm
Trigger An enemy enters or starts its turn in the occupied region.
Effect The triggering enemy is Hindered until the end of this turn if it is their turn, or until the end of their next turn otherwise.


Local Watch

Local Watch Level 4 Challenge Mook Seeker EP: 1
This guard has spent years looking out for threats and dangers, though the fact that they probably haven't seen much limits the value of that experience.
(Action) Surveillance
Inflict 1d10
Special Lose a Stealth Token.
(Reaction) Awareness
Endure 1d10
Special Lose a Stealth Token.
(Interrupt) Watchful Eye
Trigger An enemy enters the occupied region.
Effect The Local Watch is Alerted until the end of its next turn.


Macabre Display

Macabre Display Level 4 Challenge Mook Environ
Terrible displays such as these include various bones and corpses along with symbols of dreadful beings. They might be posted as a warning to intruders or simply be chosen decor for a place of worship of the fell.
(Action) Dreadful Warning
Inflict 1d12
Damage 1d8 (Piercing 2) Fear
Special If the target takes 5 or more damage, they do not draw a card at the start of their next turn.


Patrolling Sentry

Patrolling Sentry Level 4 Challenge Regular Seeker EP: 1
This experienced sentry is adept at both stationary lookout and watchful patrol. They are generally higher-paid guards that have seen a thing or two.
(Action) On Patrol
The Patrolling Sentry can play this Action twice if it Moves on its turn - once before moving and once after moving.
Inflict 1d12
Special Lose a Stealth Token.
(Reaction) On Watch
Endure 1d12
Special Lose a Stealth Token.


Poisonous Swamp

Poisonous Swamp Level 4 Challenge Regular Environ
This terrible bog emits poisonous gases, is inhabited by venomous creatures, and features corrosive waters. Surely the hells can't be much worse than this.
(Action) Vile Toxin
Inflict 1d10
Damage 1d12 Poison
Special The target may choose to reduce the Damage dice level by 3 in exchange for being either Immobilized or Stunned (their choice) until the end of the next round.
(Interrupt) Corroded Gear
Trigger An enemy plays an entry on or otherwise utilizes the benefit of an equipped Gear card (other than a Ritual).
Effect The triggering enemy rolls 1d20. On a result of 2-5, the Gear is immediately unequipped, canceling the benefit or play (without costing the enemy any turn phase). On a result of 1, the Gear is unusable for the remainder of the scenario. On a result of 20, the enemy can no longer trigger this Interrupt for the remainder of the scenario, including from other Poisonous Swamps. Otherwise, there is no effect.


Security Door

Security Door Level 4 Challenge Regular Obstacle EP: 20
This wrought-iron door won't readily puncture or shatter, and the frame has been reinforced to make it difficult to knock over. Furthermore, the lock is of high quality.
Lock 1d10
(Reaction) Secured Frame
Endure 1d10
Defense 1d6
Damage 1d8 Fatigue


Slimy Wall

Slimy Wall Level 4 Challenge Regular Obstacle EP: 8 Climbing, Persists
Some sort of slippery substance covers this wall. It might be natural, or it could be a substance placed in order to deter intruders.
(Reaction) Slippery Grip
Endure 1d10


Snowbugs

Snowbugs Level 4 Challenge Mook Creature EP: 12 Darkvision
This annoying swarm of insects thrives even in temperate climates, but they are frightfully cold to the touch regardless of where they're found. When startled, they give off strange flashes of light that momentarily reflect like a mirror.
(Action) Frigid Swarm
Inflict 1d10
Damage 1d10 Cold
Special The target is Weakened until the end of a round during which they suffered no Cold damage.
(Reaction) Mirror Flashes
Endure 1d6
Special The target is Confused until the end of a round during which they never shared occupied regions with the Snowbugs.


Tar Pit

Tar Pit Level 4 Challenge Regular Obstacle EP: 8 Persists
Natural tar pits arise when oil leaks upward from the ground. Artificial versions include moats filled with alchemical substances.
(Reaction) Grasping Goop
This Reaction cannot be played against flying targets.
Endure 1d8
Damage 1d12
Special The target is Grabbed until they defeat the Tar Pit.


Thick Sludge

Thick Sludge Level 4 Challenge Mook Obstacle EP: 4 Persists
These thick, woody brambles supplement ground nutrients with those absorbed from creatures pierced by their incredibly sharp thorns.
(Reaction) Walk the Mire
This Reaction cannot be played against flying targets.
Endure 2d4
Defense 1d2
Damage 2d4 Fatigue
Special The target must discard a card (if able).


Water-filling Room

If there are multiple Water-filling Rooms in a scenario, they maintain separate sets of Water Level tokens.

Water-filling Room Level 4 Challenge Regular Trap Hidden: 2d8
This complex, deadly trap seals all exits and then pours water into the room until it is completely filled, drowning any air-breathing inhabitants. The water source is typically magical due to the difficulty of constructing and maintaining such a reservoir and properly handling the pressure.
(Interrupt) Pouring Water
Trigger A round ends with an enemy in the region.
Effect If there are fewer than 2 Water Level tokens in play, put a Water Level token into play. Otherwise, play the Drown Action against all non-Aquatic enemies in the region, and all non-Aquatic Creatures and Seekers in the region are defeated.
(Interrupt) Sealed Room [Automatic]
Trigger The first Water Level token is put into play.
Effect Entities occupying the region must now swim. Block all exits from the region with appropriate non-Persisting Obstacles (such as Security Doors).
(Interrupt) Drain [Automatic]
Trigger An Obstacle added by Sealed Room is defeated.
Effect Remove the Water-filling Room and all Water Level tokens from play. Entities in the region no longer must swim.
(Action) Discharge
Damage 3d8
analects_book_4_part_2_chapter_4.txt · Last modified: 2018/11/01 08:45 by triptycho