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analects_book_4_part_2_chapter_5

Analects Book 4 Part 2: Challenges

Chapter 5: Level 5

Prev: Challenges Level 4

The following tables provide a collection of challenges at level 5. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Level 5 Challenges Table

Challenge Rank Type EP
Razorwing Flock Mook Creature 13
Unseelie Sylph Mook Creature 12
Calescent Wind Mook Environ -
Irritant Fog Mook Environ -
Frozen Exit Mook Obstacle 13
Misty Path Mook Obstacle 4*
Moving Walkway Mook Obstacle 5*
Experienced Lookout Mook Seeker 1
Glyphs of Sleep Mook Trap -
Pendulum Blade Mook Trap -
Devil Clams Regular Creature 24
Poltergeist Regular Creature 26
Demon Smoke Regular Environ -
Falling Rocks Regular Environ -
Heavy Stone Door Regular Obstacle 23
Frozen Wall Regular Obstacle 9*
Labyrinth Regular Obstacle 8*
Wasteland Regular Obstacle 11*
Sentry Imps Regular Seeker 24
False Darkness Regular Trap -
Mirages Regular Trap -

* Persists


Level 5 Challenge Entries

Calescent Wind

Calescent Wind Level 5 Challenge Mook Environ
Natural weather, even in the hottest deserts, fails to produce this level of heat. Only lava flows, magic, and similar sources can create such, and little can withstand it for long.
(Action) Searing Breeze
This Action deals 1d6 Heat damage on a miss.
Inflict 1d10
Damage 1d10 Heat


Demon Smoke

Demon Smoke Level 5 Challenge Regular Environ
Commonly thought to be gases channeled from the hells, this smoke causes a brief, panicked madness in those who inhale it, usually resulting in a surge of chaos and violence.
(Action) Abyssal Fumes
This Action targets one random enemy in the region.
Inflict 2d6
Damage 1d12 Fear
Special Unless the target has Unholy Resistance or Immune: Controlled, each of their allies in the occupied region suffer 1d8 damage.


Devil Clams

If the Devil Clams are defeated, gain 1d2 Valuables.

Devil Clams Level 5 Challenge Regular Creature EP: 24 Aquatic, Sightless Vision
These vile giant clams release clouds of contact poison into the surrounding water. They often have a unique and valued pearl inside, but getting it is treacherous work, normally requiring serious preparation.
(Action) Infest Waters
Disease 1
Inflict 1d10
Damage 2d8 Poison
Special If the target lacks Poison Resistance, the target is Debilitated until the end of the scenario.
(Reaction) Shells
Endure 2d4
Defense 1d4


Experienced Lookout

Experienced Lookout Level 5 Challenge Mook Seeker EP: 1
Either current or former military, this well-trained sentry knows where to position and where to look in order to achieve maximum security.
(Action) Lookout
Inflict 2d4
Special Lose a Stealth Token.
(Reaction) Sharp Eyes
Endure 2d4
Special Lose a Stealth Token.
(Interrupt) Key Position
Trigger An enemy enters the occupied region.
Effect The Experienced Lookout is Alerted.


Falling Rocks

Falling Rocks Level 5 Challenge Regular Environ
This hazard is common in mountains and caves. Natural avalanches and unexpected cave-ins alike result in the phenominon. More rarely, earth magics may be involved for defensive purposes.
(Action) Rocks Fall
Inflict 1d12
Damage 1d12 (Piercing 1)
(Strategy) Blocking Debris
One target enemy must discard a card or be Immobilized until the start of the Falling Rocks's next turn. The target cannot be a target of Rocks Fall this turn.


False Darkness

False Darkness Level 5 Challenge Regular Trap
While philosophers often debate if there is any true difference between actual darkness and simply the illusion of it, as both have similar sensory results, the truth is that the illusory version has different subtle effects on the psyche.
(Interrupt) Illusory Shadows
Trigger An enemy enters the region or starts and ends their turn in the region.
Effect Play the Enveloped By the Dark Action against the triggering enemy.
(Action) Enveloped By the Dark
Inflict 2d6
Damage 2d4 Fear
Special The target is Disoriented, Hindered, and Weakened until the end of the next round.


Frozen Exit

Frozen Exit Level 5 Challenge Mook Obstacle EP: 13
Solid sheets of ice, doors frozen shut, and the like are represented by this obstacle. Force is the only way through, but the cold temperatures make such efforts trying.
(Reaction) Thick Ice
Endure 2d4
Damage 1d8 Cold
Defense 1d4


Frozen Wall

Frozen Wall Level 5 Challenge Regular Obstacle EP: 9 Climbing, Persists
A thin layer of ice transforms this otherwise climbable surface into a slick death trap.
(Reaction) Icy Surface
Endure 1d12


Glyphs of Sleep

Glyphs of Sleep Level 5 Challenge Mook Trap
The potent magics in these proximity glyphs almost always do the trick. However, the enchanted sleep is relatively short in duration, making them ineffective as a lone defense mechanism.
(Interrupt) Sleep Spell
Trigger An enemy enters the region.
Effect The triggering enemy is Defenseless until the end of the next round, or until the end of this round if they have not yet taken their turn this round.


Heavy Stone Door

Heavy Stone Door Level 5 Challenge Regular Obstacle EP: 23
This obstacle is more of a stone seal than an actual door. The mechanism that moves it aside is securely locked, typically with something more advanced than a standard padlock and key.
Lock 1d12
(Reaction) Solid Earthen Build
Endure 1d12
Defense 2d6
Damage 1d8 Fatigue


Irritant Fog

Irritant Fog Level 5 Challenge Mook Environ
Though it looks like a normal fog from a distance, this hazy cloud is filled with irritants that lodge into the respiratory system and stay there, leading to days of sneezing that can turn bloody.
(Action) Sneezing Fits
Disease 1
Inflict 1d10
Damage 1d6 (Piercing 2)
Special Until the end of the scenario, whenever the target draws a card while in the same occupied region as one or more Seekers, the target loses a Stealth Token. The target may choose not to draw cards, even if the effect normally does not give an option.


Labyrinth

Labyrinth Level 5 Challenge Regular Obstacle EP: 8 Persists
This maze of twisting passageways requires a large amount of concentration to navigate, making it difficult to also deal with any of the other dangers that surely abound.
(Reaction) Maze of Corridors
Endure 1d10
Damage 1d6 Fatigue
Special The target is Muddled until the end of their next turn.


Mirages

Mirages Level 5 Challenge Regular Trap
While philosophers often debate if there is any true difference between actual darkness and simply the illusion of it, as both have similar sensory results, the truth is that the illusory version has different subtle effects on the psyche.
(Interrupt) Strange Visions [Automatic]
Trigger An enemy enters the region for the first time.
Effect Play the Turnabout Action against the triggering enemy.
(Interrupt) False Path [Automatic]
Trigger An enemy ends the round in the region.
Effect Play the Walk in Circles Action against the triggering enemy.
(Action) Turnabout
Inflict 1d10
Special The target immediately Moves back into the region they just came from, automatically bypassing any Obstacle present.
(Action) Walk in Circles
Inflict 1d12
Damage 1d10 Fatigue
Special The target is Immobilized until the end of the next round.


Misty Path

Misty Path Level 5 Challenge Mook Obstacle EP: 4 Persists, Hidden: 1d10
Strange mists conceal the way forward. Even once you've found the path, one wrong step and you could become hopelessly lost.
(Reaction) Obscured Road
Endure 1d10
Special The Misty Path becomes Hidden again.


Moving Walkway

Moving Walkway Level 5 Challenge Mook Obstacle EP: 5 Persists
Whether mechanical or magical in nature, there's little to do but ride this path to wherever it's taking you, whenever it decides to take you there.
(Reaction) Automated Traversal
Special The target is Stunned until the end of their next turn.


Pendulum Blade

Pendulum Blade Level 5 Challenge Mook Trap Hidden: 1d10
This deadly trap is nonetheless easy to avoid on its own. It functions well as part of a broader defensive plan, however, as intruders must time their movements to avoid dismemberment or worse.
(Interrupt) Danger Zone
Trigger An enemy enters the region or starts and ends their turn in the region.
Effect Play the Swinging Scythe Action against the triggering enemy.
(Action) Swinging Scythe
Inflict 1d12
Damage 1d12


Poltergeist

Poltergeist Level 5 Challenge Regular Creature EP: 26 Flying, Invisible
This foul trickster ghost primarily uses its telekinetic powers to move objects and individuals about. Typically malevolent, the poltergeist doesn't care who it hurts while it has its fun.
(Action) Psychokinetic Grasp
Inflict 2d4
Special The target is Grabbed until the Poltergeist is defeated or the target is forced to Move.
(Action) Manifest Sound
Inflict 1d12
Damage 1d12 Fear
Special The target is Confused until the end of their next turn.
(Reaction) Telekinesis
Endure 2d4
Special The Poltergeist may force the target to Move 1.


Razorwing Flock

Razorwing Flock Level 5 Challenge Mook Creature EP: 13 Flying
This flock of small birds sport metal-like, razor-sharp tips on their wings and beaks, making them incredibly dangerous to get anywhere near. They are commonly found on the landscapes of the stars.
(Action) Razor Wings
Inflict 1d10
Damage 1d12
Special The target is Dazed and Grounded until the end of the next round.
(Reaction) Scatter
Endure 1d10


Sentry Imps

Sentry Imps Level 5 Challenge Regular Creature EP: 24 Darkvision, Flying
This flock of small birds sport metal-like, razor-sharp tips on their wings and beaks, making them incredibly dangerous to get anywhere near. They are commonly found on the landscapes of the stars.
(Action) Beady Eyes
Reduce the Inflict dice number by 1 if the Sentry Imps have 12EP or fewer remaining.
Inflict 2d6
Special Lose a Stealth Token.
(Reaction) Shriek
Endure 1d10
Special Lose a Stealth Token.
(Interrupt) Dwindling Numbers [Automatic]
Trigger The Sentry Imps are first reduced to 12EP or fewer.
Effect The Sentry Imps are Alerted, and their Inflict and Endure dice levels are increased by 1 until the end of the scenario.


Unseelie Sylph

Unseelie Sylph Level 5 Challenge Mook Creature EP: 12 Flying
The Unseelie variety of sylph are energy vampires, dangerous to spend too much time around. Highly magical and very agile, they're next to impossible to engage in combat, always managing to avoid blade and spell, at least until cornered or tricked.
(Action) Drain Vitality
Inflict 1d12
Damage 1d10 Fatigue
Special The Unseelie Sylph recovers EP equivalent to the damage dealt. The Unseelie Sylph can go up to twice its maximum EP from this recovery.
(Reaction) Flit About
Endure 2d4


Wasteland

The Wasteland deals Cold, Heat, or Fatigue damage as appropriate for the environment.

Wasteland Level 5 Challenge Regular Obstacle EP: 11 Persists
Fields of snow, plains of sun-cracked earth, and other seemingly-endless stretches of nothing each constitute a wasteland, an environment that is rarely pleasant to traverse.
(Reaction) Endless Nothing
Damage 1d10
analects_book_4_part_2_chapter_5.txt · Last modified: 2018/11/02 12:24 by triptycho