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Prev: [[analects_book_4_part_2_chapter_3|Challenges Level 3]] | Prev: [[analects_book_4_part_2_chapter_3|Challenges Level 3]] | ||
- | The following tables provide a collection of [[challenge|challenges]] at [[level|level]] 4. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. | + | The following tables provide a collection of [[challenge|Challenges]] at [[level|level]] 4. 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_5|Challenges Level 5]] | Next: [[analects_book_4_part_2_chapter_5|Challenges Level 5]] | ||
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===== Level 4 Challenges Table ====== | ===== Level 4 Challenges Table ====== | ||
- | ^ Challenge ^ Rank ^ Type ^ EP ^ | + | ^ Challenge ^ Type ^ EP ^ |
- | ^ [[analects_book_4_part_2_chapter_4#beast_of_baying|Beast of Baying]] | Mook | Creature | 11 | | + | ^ [[analects_book_4_part_2_chapter_4#beast_of_baying|Beast of Baying]] | Creature | 11 | |
- | ^ [[analects_book_4_part_2_chapter_4#bitter_cold|Bitter Cold]] | Mook | Environ | - | | + | ^ [[analects_book_4_part_2_chapter_4#knot_of_serpents|Knot of Serpents]] | Creature | 12 | |
- | ^ [[analects_book_4_part_2_chapter_4#macabre_display|Macabre Display]] | Mook | Environ | - | | + | ^ [[analects_book_4_part_2_chapter_4#snowbugs|Snowbugs]] | Creature | 11 | |
- | ^ [[analects_book_4_part_2_chapter_4#bloodbriars|Bloodbriars]] | Mook | Obstacle | 11 | | + | ^ [[analects_book_4_part_2_chapter_4#bitter_cold|Bitter Cold]] | Environ | - | |
- | ^ [[analects_book_4_part_2_chapter_4#thick_sludge|Thick Sludge]] | Mook | Obstacle | 4* | | + | ^ [[analects_book_4_part_2_chapter_4#macabre_display|Macabre Display]] | Environ | - | |
- | ^ [[analects_book_4_part_2_chapter_4#local_watch|Local Watch]] | Mook | Seeker | 1 | | + | ^ [[analects_book_4_part_2_chapter_4#poisonous_swamp|Poisonous Swamp]] | Environ | - | |
- | ^ [[analects_book_4_part_2_chapter_4#floor_springs|Floor Springs]] | Mook | Trap | - | | + | ^ [[analects_book_4_part_2_chapter_4#bloodbriars|Bloodbriars]] | Obstacle | 20 | |
- | ^ [[analects_book_4_part_2_chapter_4#jump_scare|Jump Scare]] | Mook | Trap | - | | + | ^ [[analects_book_4_part_2_chapter_4#hot_pipes|Hot Pipes]] | Obstacle | 7* | |
- | ^ [[analects_book_4_part_2_chapter_4#knot_of_serpents|Knot of Serpents]] | Regular | Creature | 22 | | + | ^ [[analects_book_4_part_2_chapter_4#security_door|Security Door]] | Obstacle | 20 | |
- | ^ [[analects_book_4_part_2_chapter_4#poisonous_swamp|Poisonous Swamp]] | Regular | Environ | - | | + | ^ [[analects_book_4_part_2_chapter_4#slimy_wall|Slimy Wall]] | Obstacle | 8* | |
- | ^ [[analects_book_4_part_2_chapter_4#hot_pipes|Hot Pipes]] | Regular | Obstacle | 7* | | + | ^ [[analects_book_4_part_2_chapter_4#tar_pit|Tar Pit]] | Obstacle | 7* | |
- | ^ [[analects_book_4_part_2_chapter_4#security_door|Security Door]] | Regular | Obstacle | 20 | | + | ^ [[analects_book_4_part_2_chapter_4#thick_sludge|Thick Sludge]] | Obstacle | 7* | |
- | ^ [[analects_book_4_part_2_chapter_4#slimy_wall|Slimy Wall]] | Regular | Obstacle | 8* | | + | ^ [[analects_book_4_part_2_chapter_4#local_watch|Local Watch]] | Seeker | 1 | |
- | ^ [[analects_book_4_part_2_chapter_4#tar_pit|Tar Pit]] | Regular | Obstacle | 8* | | + | ^ [[analects_book_4_part_2_chapter_4#patrolling_sentry|Patrolling Sentry]] | Seeker | 1 | |
- | ^ [[analects_book_4_part_2_chapter_4#patrolling_sentry|Patrolling Sentry]] | Regular | Seeker | 1 | | + | ^ [[analects_book_4_part_2_chapter_4#floor_springs|Floor Springs]] | Trap | - | |
- | ^ [[analects_book_4_part_2_chapter_4#gas_trap|Gas Trap]] | Regular | Trap | - | | + | ^ [[analects_book_4_part_2_chapter_4#gas_trap|Gas Trap]] | Trap | - | |
- | ^ [[analects_book_4_part_2_chapter_4#water-filling_room|Water-filling Room]] | Regular | Trap | - | | + | ^ [[analects_book_4_part_2_chapter_4#jump_scare|Jump Scare]] | Trap | - | |
+ | ^ [[analects_book_4_part_2_chapter_4#water-filling_room|Water-filling Room]] | Trap | - | | ||
//* Persists// | //* Persists// | ||
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==== Beast of Baying ==== | ==== Beast of Baying ==== | ||
- | ^ Beast of Baying ^ Level 4 Challenge ^ Mook ^ Creature ^ EP: 11 ^ Darkvision, Light Sensitivity ^ | + | ^ Beast of Baying ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Action) Bay ||||| |
- | | This Action is played against all enemies in the occupied region and adjacent regions, even if they are blocked. |||||| | + | | This Action is played against all enemies in the occupied region and adjacent regions, even if they are blocked. ||||| |
- | ^ Inflict | 1d8 ||||| | + | ^ Inflict | 1d10 |||| |
- | ^ Damage | 1d8 Fear ||||| | + | ^ Damage | 1d10 Fear |||| |
- | ^ (Reaction) Elusion |||||| | + | ^ (Reaction) Elusion ||||| |
- | ^ Endure | 2d4 ||||| | + | ^ Endure | 2d4 |||| |
+ | ^ Special | The Beast of Baying gains +1 Skill. |||| | ||
\\ | \\ | ||
==== Bitter Cold ==== | ==== Bitter Cold ==== | ||
- | ^ Bitter Cold ^ Level 4 Challenge ^ Mook ^ Environ ^ ^ ^ | + | ^ Bitter Cold ^ Level 4 Challenge ^ Environ ^ |
- | | //There is little shelter or relief from the frigid temperatures here. Only warm clothing and resilience will see you through it.// |||||| | + | | //There is little shelter or relief from the frigid temperatures here. Only warm clothing and resilience will see you through it.// ||| |
- | ^ (Action) Frosty Temperatures |||||| | + | ^ (Action) Frosty Temperatures ||| |
- | ^ Damage | 1d8 Cold ||||| | + | ^ Damage | 2d4 Cold || |
+ | ^ Special | If the target lacks Cold Resistance, they suffer -1 Skill. || | ||
\\ | \\ | ||
==== Bloodbriars ==== | ==== Bloodbriars ==== | ||
- | ^ Bloodbriars ^ Level 4 Challenge ^ Mook ^ Obstacle ^ EP: 11 ^ ^ | + | ^ Bloodbriars ^ Level 4 Challenge ^ Obstacle ^ EP: 20 ^ |
- | | //These thick, woody brambles supplement ground nutrients with those absorbed from creatures pierced by their incredibly sharp thorns.// |||||| | + | | //These thick, woody brambles supplement ground nutrients with those absorbed from creatures pierced by their incredibly sharp thorns.// |||| |
- | ^ (Reaction) Bloodsuck |||||| | + | ^ (Reaction) Bloodsuck |||| |
- | ^ Endure | 1d8 ||||| | + | ^ Endure | 1d12 ||| |
- | ^ Damage | 2d4 ||||| | + | ^ Damage | 2d4 ||| |
- | ^ Special | The Bloodbriars recovers 1d2 lost EP. ||||| | + | ^ Special | The Bloodbriars gains +1 Power. ||| |
\\ | \\ | ||
==== Floor Springs ==== | ==== Floor Springs ==== | ||
- | ^ Floor Springs ^ Level 4 Challenge ^ Mook ^ Trap ^ ^ ^ | + | ^ Floor Springs ^ Level 4 Challenge ^ Trap ^ Hidden: 1d6 ^ |
- | | //Consisting of a set of tightly-wound springs beneath a loose platform, this trap is concealed to look like the floor around it.// |||||| | + | | //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 |||||| | + | ^ (Interrupt) Hidden Springs |||| |
- | ^ Trigger | An enemy that is not flying enters the region. ||||| | + | ^ 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. ||||| | + | ^ Effect | Play the //Boing!// Action against the triggering enemy. Then, remove the Floor Springs from play. ||| |
- | ^ (Action) Boing! |||||| | + | ^ (Action) Boing! |||| |
- | ^ Inflict | 2d8 ||||| | + | ^ 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. ||||| | + | ^ Special | 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 ==== | ||
- | ^ Gas Trap ^ Level 4 Challenge ^ Regular ^ Trap ^ ^ ^ | + | ^ Gas Trap ^ Level 4 Challenge ^ Trap ^ Hidden: 1d10 ^ |
- | | //This advanced, dastardly trap releases hot gas with temporary mind-affecting properties whenever someone gets too close to it.// |||||| | + | | //This advanced, dastardly trap releases hot gas with temporary mind-affecting properties whenever someone gets too close to it.// |||| |
- | ^ (Interrupt) Proximity Trigger |||||| | + | ^ (Interrupt) Proximity Trigger |||| |
- | ^ Trigger | An enemy enters the region. ||||| | + | ^ Trigger | An enemy enters the region. ||| |
- | ^ Effect | Play the //Discharge// Action against the triggering enemy. ||||| | + | ^ Effect | Play the //Discharge// Action against the triggering enemy. ||| |
- | ^ (Action) Discharge |||||| | + | ^ (Action) Discharge |||| |
- | ^ Inflict | 1d12 ||||| | + | ^ Inflict | 1d12 ||| |
- | ^ Damage | 1d8 (Piercing 2) Heat ||||| | + | ^ Damage | 1d8 (Piercing 2) Heat ||| |
- | ^ Special | The target is Dazed, Debilitated, and Muddled until the end of their next turn. ||||| | + | ^ Special | The target suffers -1 Power and -2 Mind. ||| |
\\ | \\ | ||
==== Hot Pipes ==== | ==== Hot Pipes ==== | ||
- | ^ Hot Pipes ^ Level 4 Challenge ^ Regular ^ Obstacle ^ EP: 7 ^ Persists ^ | + | ^ Hot Pipes ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Reaction) Maintenance Passage ||||| |
- | | The target suffers 1d6 Heat damage. |||||| | + | | The target suffers 1d6 Heat damage. ||||| |
- | ^ Endure | 1d4 + 1d2 ||||| | + | ^ Endure | 1d8 |||| |
- | ^ Damage | 1d6 Fire ||||| | + | ^ Damage | 1d6 Fire |||| |
- | ^ Special | The target is Vulnerable until they recover lost EP. ||||| | + | ^ Special | The target suffers -1 Resilience. |||| |
\\ | \\ | ||
==== Jump Scare ==== | ==== Jump Scare ==== | ||
- | ^ Jump Scare ^ Level 4 Challenge ^ Mook ^ Trap ^ ^ ^ | + | ^ Jump Scare ^ Level 4 Challenge ^ Trap ^ Hidden: 1d10 ^ |
- | | //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.// |||||| | + | | //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 |||||| | + | ^ (Interrupt) Scare |||| |
- | ^ Trigger | An enemy enters the region. ||||| | + | ^ Trigger | An enemy enters the region. ||| |
- | ^ Effect | Play the //Involuntary Yelp// Action against the triggering enemy. Then, remove the Jump Scare from play. ||||| | + | ^ Effect | Play the //Involuntary Yelp// Action against the triggering enemy. Then, remove the Jump Scare from play. ||| |
- | ^ (Action) Involuntary Yelp |||||| | + | ^ (Action) Involuntary Yelp |||| |
- | ^ Inflict | 2d4 ||||| | + | ^ Inflict | 2d4 ||| |
- | ^ Damage | 1d10 Fear ||||| | + | ^ Damage | 1d12 Fear ||| |
- | ^ Special | Lose a Stealth Token. Seekers in the region are Alerted. ||||| | + | ^ Special | Lose a Stealth Token. Seekers in the region are Alerted. ||| |
\\ | \\ | ||
==== Knot of Serpents ==== | ==== Knot of Serpents ==== | ||
- | ^ Knot of Serpents ^ Level 4 Challenge ^ Regular ^ Creature ^ EP: 22 ^ Darkvision ^ | + | ^ Knot of Serpents ^ Level 4 Challenge ^ Creature ^ EP: 12 ^ Darkvision ^ |
- | | //Venomous fangs elevate this serpent swarm over the level of mere vermin. It's especially difficult to maneuver around the mass of them.// |||||| | + | | //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 |||||| | + | ^ (Action) Hissing Fangs ||||| |
- | | This Action targets all enemies in the region. |||||| | + | | This Action targets all enemies in the region. ||||| |
- | ^ Inflict | 1d10 ||||| | + | ^ Inflict | 1d10 |||| |
- | ^ Damage | 1d6 + 1d6 Poison ||||| | + | ^ Damage | 1d6 + 1d6 Poison |||| |
- | ^ (Reaction) Scatter |||||| | + | ^ (Reaction) Scatter ||||| |
- | ^ Endure | 1d10 ||||| | + | | The Knot of Serpents wins ties with this Reaction. ||||| |
- | ^ (Interrupt) Rolling Swarm |||||| | + | ^ Endure | 1d8 |||| |
- | ^ Trigger | An enemy enters or starts its turn in the occupied region. ||||| | + | ^ Special | The Knot of Serpents gains +1 Mind. |||| |
- | ^ 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. ||||| | + | ^ (Interrupt) Rolling Swarm ||||| |
+ | ^ Trigger | An enemy enters or starts its turn in the occupied region. |||| | ||
+ | ^ Effect | The triggering enemy suffers -1 Skill. |||| | ||
\\ | \\ | ||
==== Local Watch ==== | ==== Local Watch ==== | ||
- | ^ Local Watch ^ Level 4 Challenge ^ Mook ^ Seeker ^ EP: 1 ^ ^ | + | ^ Local Watch ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Action) Surveillance |||| |
- | ^ Inflict | 1d10 ||||| | + | ^ Inflict | 1d10 ||| |
- | ^ Special | Lose a Stealth Token. ||||| | + | ^ Special | Lose a Stealth Token. ||| |
- | ^ (Reaction) Awareness |||||| | + | ^ (Reaction) Awareness |||| |
- | ^ Endure | 1d10 ||||| | + | ^ Endure | 2d4 ||| |
- | ^ Special | Lose a Stealth Token. ||||| | + | ^ Special | Lose a Stealth Token. ||| |
- | ^ (Interrupt) Watchful Eye |||||| | + | ^ (Interrupt) Watchful Eye |||| |
- | ^ Trigger | An enemy enters the occupied region. ||||| | + | ^ Trigger | An enemy enters the occupied region. ||| |
- | ^ Effect | The Local Watch is Alerted until the end of its next turn. ||||| | + | ^ Effect | The Local Watch is Alerted until the end of its next turn. ||| |
\\ | \\ | ||
==== Macabre Display ==== | ==== Macabre Display ==== | ||
- | ^ Macabre Display ^ Level 4 Challenge ^ Mook ^ Environ ^ ^ ^ | + | ^ Macabre Display ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Action) Dreadful Warning ||| |
- | ^ Inflict | 1d12 ||||| | + | ^ Inflict | 1d12 || |
- | ^ Damage | 1d8 (Piercing 2) Fear ||||| | + | ^ 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. ||||| | + | ^ Special | The target suffers -1 Mind, or -2 Mind if the target suffers 5 or more damage from this Action. || |
\\ | \\ | ||
==== Patrolling Sentry ==== | ==== Patrolling Sentry ==== | ||
- | ^ Patrolling Sentry ^ Level 4 Challenge ^ Regular ^ Seeker ^ EP: 1 ^ ^ | + | ^ Patrolling Sentry ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Action) On Patrol |||| |
- | | The Patrolling Sentry can play this Action twice if it Moves on its turn - once before moving and once after moving. |||||| | + | | The Patrolling Sentry can play this Action twice if it Moves on its turn - once before moving and once after moving. |||| |
- | ^ Inflict | 1d12 ||||| | + | ^ Inflict | 2d4 ||| |
- | ^ Special | Lose a Stealth Token. ||||| | + | ^ Special | Lose a Stealth Token. ||| |
- | ^ (Reaction) On Watch |||||| | + | ^ (Reaction) On Watch |||| |
- | ^ Endure | 1d12 ||||| | + | ^ Endure | 1d12 ||| |
- | ^ Special | Lose a Stealth Token. ||||| | + | ^ Special | Lose a Stealth Token. ||| |
\\ | \\ | ||
==== Poisonous Swamp ==== | ==== Poisonous Swamp ==== | ||
- | ^ Poisonous Swamp ^ Level 4 Challenge ^ Regular ^ Environ ^ ^ ^ | + | ^ Poisonous Swamp ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Action) Vile Toxin ||| |
- | ^ Inflict | 1d10 ||||| | + | ^ Inflict | 1d10 || |
- | ^ Damage | 1d12 Poison ||||| | + | ^ 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. ||||| | + | ^ Special | Prior to rolling Damage, permit the target to reduce the Damage dice level by any amount. For each dice level reduced, the target suffers -1 Power or -1 Resilience (their choice). || |
- | ^ (Interrupt) Corroded Gear |||||| | + | ^ (Interrupt) Corroded Gear ||| |
- | ^ Trigger | An enemy plays an entry on or otherwise utilizes the benefit of an equipped Gear card (other than a Ritual). ||||| | + | ^ Trigger | An enemy plays an entry on or otherwise utilizes the benefit of an equipped Gear (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. ||||| | + | ^ 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 ==== | ||
- | ^ Security Door ^ Level 4 Challenge ^ Regular ^ Obstacle ^ EP: 20 ^ ^ | + | ^ Security Door ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 ||||| | + | ^ Lock | 1d10 ||| |
- | ^ (Reaction) Secured Frame |||||| | + | ^ (Reaction) Secured Frame |||| |
- | ^ Endure | 1d10 ||||| | + | ^ Endure | 1d10 ||| |
- | ^ Defense | 1d6 ||||| | + | ^ Defense | 1d8 ||| |
- | ^ Damage | 1d8 Fatigue ||||| | + | ^ Damage | 1d8 Fatigue ||| |
\\ | \\ | ||
==== Slimy Wall ==== | ==== Slimy Wall ==== | ||
- | ^ Slimy Wall ^ Level 4 Challenge ^ Regular ^ Obstacle ^ EP: 8 ^ Climbing, Persists ^ | + | ^ Slimy Wall ^ Level 4 Challenge ^ 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.// |||||| | + | | //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 |||||| | + | ^ (Reaction) Slippery Grip ||||| |
- | ^ Endure | 1d10 ||||| | + | ^ Endure | 2d4 + 1d2 |||| |
+ | ^ Special | The Slimy Wall gains +1 Resilience. |||| | ||
\\ | \\ | ||
==== Snowbugs ==== | ==== Snowbugs ==== | ||
- | ^ Snowbugs ^ Level 4 Challenge ^ Mook ^ Creature ^ EP: 12 ^ Darkvision ^ | + | ^ Snowbugs ^ Level 4 Challenge ^ Creature ^ EP: 11 ^ 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. // |||||| | + | | //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 |||||| | + | ^ (Action) Frigid Swarm ||||| |
- | ^ Inflict | 1d10 ||||| | + | ^ Inflict | 1d12 |||| |
- | ^ Damage | 1d10 Cold ||||| | + | ^ Damage | 1d10 Cold |||| |
- | ^ Special | The target is Weakened until the end of a round during which they suffered no Cold damage. ||||| | + | ^ Special | The target suffers -2 Power. |||| |
- | ^ (Reaction) Mirror Flashes |||||| | + | ^ (Reaction) Mirror Flashes ||||| |
- | ^ Endure | 1d6 ||||| | + | ^ Endure | 1d8 |||| |
- | ^ Special | The target is Confused until the end of a round during which they never shared occupied regions with the Snowbugs. ||||| | + | ^ Special | Until the target no longer shares occupied regions with the Snowbugs, the target suffers -2 Mind at the end of each round. |||| |
\\ | \\ | ||
==== Tar Pit ==== | ==== Tar Pit ==== | ||
- | ^ Tar Pit ^ Level 4 Challenge ^ Regular ^ Obstacle ^ EP: 8 ^ Persists ^ | + | ^ Tar Pit ^ Level 4 Challenge ^ Obstacle ^ EP: 7 ^ Persists ^ |
- | | //Natural tar pits arise when oil leaks upward from the ground. Artificial versions include moats filled with alchemical substances.// |||||| | + | | //Natural tar pits arise when oil leaks upward from the ground. Artificial versions include moats filled with alchemical substances.// ||||| |
- | ^ (Reaction) Grasping Goop |||||| | + | ^ (Reaction) Grasping Goop ||||| |
- | | This Reaction cannot be played against flying targets. |||||| | + | | This Reaction cannot be played against flying targets. ||||| |
- | ^ Endure | 1d8 ||||| | + | ^ Endure | 1d12 |||| |
- | ^ Damage | 1d12 ||||| | + | ^ Damage | 1d12 |||| |
- | ^ Special | The target is Grabbed until they defeat the Tar Pit. ||||| | + | ^ Special | The target is Grabbed until they defeat the Tar Pit. |||| |
\\ | \\ | ||
==== Thick Sludge ==== | ==== Thick Sludge ==== | ||
- | ^ Thick Sludge ^ Level 4 Challenge ^ Mook ^ Obstacle ^ EP: 4 ^ Persists ^ | + | ^ Thick Sludge ^ Level 4 Challenge ^ Mook ^ Obstacle ^ EP: 7 ^ Persists ^ |
- | | //These thick, woody brambles supplement ground nutrients with those absorbed from creatures pierced by their incredibly sharp thorns.// |||||| | + | | //Mundane sludge includes slimy waters and thick muds. Hostile enchantments sometimes alter the terrain in this manner, either as a side-effect or as an intentional form of defense.// |||||| |
^ (Reaction) Walk the Mire |||||| | ^ (Reaction) Walk the Mire |||||| | ||
| This Reaction cannot be played against flying targets. |||||| | | This Reaction cannot be played against flying targets. |||||| | ||
- | ^ Endure | 2d4 ||||| | + | ^ Endure | 1d10 ||||| |
^ Defense | 1d2 ||||| | ^ Defense | 1d2 ||||| | ||
^ Damage | 2d4 Fatigue ||||| | ^ Damage | 2d4 Fatigue ||||| | ||
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If there are multiple Water-filling Rooms in a scenario, they maintain separate sets of Water Level tokens. | 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 ^ | + | ^ Water-filling Room ^ Level 4 Challenge ^ Trap ^ Hidden: 2d6 ^ |
- | | //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.// |||||| | + | | //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 |||||| | + | ^ (Interrupt) Pouring Water |||| |
- | ^ Trigger | A round ends with an enemy in the region. ||||| | + | ^ 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. ||||| | + | ^ 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] |||||| | + | ^ (Interrupt) Sealed Room [Automatic] |||| |
- | ^ Trigger | The first Water Level token is put into play. ||||| | + | ^ 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). ||||| | + | ^ Effect | Entities occupying the region must now swim. Block all exits from the region with appropriate non-Persisting Obstacles (such as Security Doors and Puzzle Walls). ||| |
- | ^ (Interrupt) Drain [Automatic] |||||| | + | ^ (Interrupt) Drain [Automatic] |||| |
- | ^ Trigger | An Obstacle added by //Sealed Room// is defeated. ||||| | + | ^ 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. ||||| | + | ^ Effect | Remove the Water-filling Room and all Water Level tokens from play. Entities in the region no longer must swim. ||| |
- | ^ (Action) Discharge |||||| | + | ^ (Action) Drown |||| |
- | ^ Damage | 3d8 ||||| | + | ^ Damage | 3d10 ||| |
+ | ^ Special | The target suffers -3 Resilience. ||| | ||