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analects_book_4_part_2_chapter_4 [2018/11/01 08:45]
triptycho created
analects_book_4_part_2_chapter_4 [2019/05/17 10:45]
triptycho [Hot Pipes]
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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 ​ ​|  ​ | 
-^ [[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 ​ ​|  ​ | 
-^ [[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:  ^ Persists ​ ^ +^ Tar Pit  ^ Level 4 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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:  ^ Persists ​ ^ +^ Thick Sludge ​ ^ Level 4 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ 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 mannereither 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.  ​|||
  
analects_book_4_part_2_chapter_4.txt · Last modified: 2019/05/17 10:46 by triptycho