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analects_book_4_part_2_chapter_5 [2018/11/02 12:24]
triptycho [False Darkness]
analects_book_4_part_2_chapter_5 [2019/05/17 11:59] (current)
triptycho [Sentry Imps]
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 Prev: [[analects_book_4_part_2_chapter_4|Challenges Level 4]] Prev: [[analects_book_4_part_2_chapter_4|Challenges Level 4]]
  
-The following tables provide a collection of [[challenge|challenges]] at [[level|level]] 5. 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]] 5. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]].
  
 ===== Level 5 Challenges Table ====== ===== Level 5 Challenges Table ======
  
-^ Challenge ​                                                ^  Rank   ^    Type   ​^ ​ EP  ^ +^ Challenge ​                                                                    ​^    Type   ​^ ​ EP  ^ 
-^ [[analects_book_4_part_2_chapter_5#​razorwing_flock|Razorwing Flock]]  | Mook  ​| Creature ​ |  13  | +^ [[analects_book_4_part_2_chapter_5#​devil_clams|Devil Clams]]                  | Creature ​ |  13  | 
-^ [[analects_book_4_part_2_chapter_5#​unseelie_sylph|Unseelie Sylph]]  | Mook  ​| Creature ​ |  12  | +^ [[analects_book_4_part_2_chapter_5#​poltergeist|Poltergeist]]                  | Creature ​ |  12  | 
-^ [[analects_book_4_part_2_chapter_5#​calescent_wind|Calescent Wind]]  Mook  ​| ​Environ ​ |  -  | +^ [[analects_book_4_part_2_chapter_5#​razorwing_flock|Razorwing Flock]]          Creature ​ ​|  ​13  | 
-^ [[analects_book_4_part_2_chapter_5#​irritant_fog|Irritant Fog]]  Mook  ​| ​Environ ​ |  -  | +^ [[analects_book_4_part_2_chapter_5#​unseelie_sylph|Unseelie Sylph]]            Creature ​ ​|  ​14  | 
-^ [[analects_book_4_part_2_chapter_5#​frozen_exit|Frozen Exit]]  Mook  ​| ​Obstacle ​ |  13  | +^ [[analects_book_4_part_2_chapter_5#​calescent_wind|Calescent Wind]]            Environ ​ ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​misty_path|Misty Path]]  Mook  ​| ​Obstacle ​ |  4*  | +^ [[analects_book_4_part_2_chapter_5#​demon_smoke|Demon Smoke]]                  Environ ​ ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​moving_walkway|Moving Walkway]]  Mook  ​| ​Obstacle ​ |  5*  | +^ [[analects_book_4_part_2_chapter_5#​falling_rocks|Falling Rocks]]              Environ ​ ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​experienced_lookout|Experienced Lookout]]  Mook  ​| ​Seeker ​ |  1  | +^ [[analects_book_4_part_2_chapter_5#​irritant_fog|Irritant Fog]]                Environ ​ ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​glyphs_of_sleep|Glyphs of Sleep]]  Mook  ​| ​Trap  |  -  | +^ [[analects_book_4_part_2_chapter_5#​frozen_exit|Frozen Exit]]                  Obstacle ​ ​|  ​20  | 
-^ [[analects_book_4_part_2_chapter_5#​pendulum_blade|Pendulum Blade]]  Mook  ​| ​Trap  |  -  | +^ [[analects_book_4_part_2_chapter_5#​frozen_wall|Frozen Wall]]                  Obstacle ​ ​|  ​9*  | 
-^ [[analects_book_4_part_2_chapter_5#​devil_clams|Devil Clams]]  Regular ​ ​| ​Creature ​ |  24  | +^ [[analects_book_4_part_2_chapter_5#​heavy_stone_door|Heavy Stone Door]]        Obstacle ​ ​|  ​22  | 
-^ [[analects_book_4_part_2_chapter_5#​poltergeist|Poltergeist]]  Regular ​ ​| ​Creature ​ |  26  | +^ [[analects_book_4_part_2_chapter_5#​labyrinth|Labyrinth]]                      Obstacle ​ ​|  ​8*  | 
-^ [[analects_book_4_part_2_chapter_5#​demon_smoke|Demon Smoke]]  Regular ​ ​| ​Environ ​ |  -  | +^ [[analects_book_4_part_2_chapter_5#​misty_path|Misty Path]]                    Obstacle ​ ​|  ​6*  | 
-^ [[analects_book_4_part_2_chapter_5#​falling_rocks|Falling Rocks]]  Regular ​ ​| ​Environ ​ |  -  | +^ [[analects_book_4_part_2_chapter_5#​moving_walkway|Moving Walkway]]            Obstacle ​ ​|  ​8*  | 
-^ [[analects_book_4_part_2_chapter_5#​heavy_stone_door|Heavy Stone Door]]  | Regular  ​| Obstacle ​ |  ​23  | +^ [[analects_book_4_part_2_chapter_5#​wasteland|Wasteland]]                      | Obstacle ​ |  ​9*  | 
-^ [[analects_book_4_part_2_chapter_5#​frozen_wall|Frozen Wall]]  | Regular ​ ​| ​Obstacle ​ |  9*  | +^ [[analects_book_4_part_2_chapter_5#​experienced_lookout|Experienced Lookout]]  | Seeker ​ ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​labyrinth|Labyrinth]]  Regular ​ ​| ​Obstacle ​ |  8*  | +^ [[analects_book_4_part_2_chapter_5#​sentry_imps|Sentry Imps]]                  Seeker ​ ​|  ​14  | 
-^ [[analects_book_4_part_2_chapter_5#​wasteland|Wasteland]]  Regular ​ ​| ​Obstacle ​ |  11*  | +^ [[analects_book_4_part_2_chapter_5#​false_darkness|False Darkness]]            Trap  ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​sentry_imps|Sentry Imps]]  Regular ​ ​| ​Seeker ​ |  24  | +^ [[analects_book_4_part_2_chapter_5#​glyphs_of_sleep|Glyphs of Sleep]]          Trap  ​|  ​ | 
-^ [[analects_book_4_part_2_chapter_5#​false_darkness|False Darkness]]  | Regular  ​| Trap  |  -  | +^ [[analects_book_4_part_2_chapter_5#​mirages|Mirages]]                          | Trap  |  -  | 
-^ [[analects_book_4_part_2_chapter_5#​mirages|Mirages]]  | Regular  ​| Trap  |  -  |+^ [[analects_book_4_part_2_chapter_5#​pendulum_blade|Pendulum Blade]]            | Trap  |  -  |
 //* Persists// //* Persists//
  
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 ==== Calescent Wind ==== ==== Calescent Wind ====
  
-^ Calescent Wind  ^ Level 5 Challenge ​ ^ Mook  ^ Environ ​ ​^ ​ ^  ^ +^ Calescent Wind  ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Searing Breeze ​ ||| 
-| This Action deals 1d6 Heat damage on a miss.  ​|||||| +| This Action deals 1d6 Heat damage on a miss.  ||| 
-^  Inflict | 1d10  ||||| +^  Inflict | 2d6  || 
-^  Damage | 1d10 Heat  ​|||||+^  Damage | 2d6 Heat  ||
  
 \\ \\
 ==== Demon Smoke ==== ==== Demon Smoke ====
  
-^ Demon Smoke  ^ Level 5 Challenge ​ ^ Regular ​ ^ Environ ​ ​^ ​ ^  ^ +^ Demon Smoke  ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Abyssal Fumes  ||| 
-| This Action targets one random enemy in the region.  ​|||||| +| This Action targets one random enemy in the region. ​ ||| 
-^  Inflict | 2d6  ​||||| +^  Inflict | 2d6  || 
-^  Damage | 1d12 Fear  ​||||| +^  Damage | 1d6 + 1d6 Fear  || 
-^  Special | Unless ​the target has Unholy Resistance ​or Immune: Controlledeach of their allies in the occupied region suffer 1d8 damage.  ​|||||+^  Special | The target suffers -4 Mind. If the target has Unholy Resistance, ​reduce this loss by an amount equal to this Resistance (to a max of 4).  ||
  
 \\ \\
 ==== Devil Clams ==== ==== Devil Clams ====
  
-If the Devil Clams are defeated, gain 1d2 Valuables. +^ Devil Clams  ^ Level 5 Challenge ​ ^ Creature ​ ^ EP: 13  ^ 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.// ​ ||||| 
-^ Devil Clams  ^ Level 5 Challenge ​ ^ Regular ​ ^ Creature ​ ^ EP: 24  ^ Aquatic, Sightless Vision ​ ^ +^  Notes | If the Devil Clams are defeated, gain 1d2 Valuables.  ​|||| 
-| //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 ​ ||||| 
-^ (Action) Infest Waters  ​|||||| +^ Disease ​(Power 2)  ​| ​ |||| 
- Disease ​1 |  ​||||| +^  Inflict | 1d10  |||| 
-^  Inflict | 1d10  ​||||| +^  Damage | 1d12 Poison ​ |||| 
-^  Damage | 2d8 Poison  ​||||| +^ (Reaction) Shells ​ ||||| 
-^  Special | If the target lacks Poison Resistance, the target is Debilitated until the end of the scenario. ​ ||||| +^  Endure | 2d4  |||| 
-^ (Reaction) Shells  ​|||||| +^  Defense | 1d4  ||||
-^  Endure | 2d4  ​||||| +
-^  Defense | 1d4  ​|||||+
  
 \\ \\
 ==== Experienced Lookout ==== ==== Experienced Lookout ====
  
-^ Experienced Lookout ​ ^ Level 5 Challenge ​ ^ Mook  ^ Seeker ​ ^ EP: 1  ​^ ​ ^ +^ Experienced Lookout ​ ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Lookout ​ |||| 
-^  Inflict | 2d4  ​||||| +^  Inflict | 2d4  ||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Special | Lose a Stealth Token. ​ ||| 
-^ (Reaction) Sharp Eyes  ​|||||| +^ (Reaction) Sharp Eyes  |||| 
-^  Endure | 2d4  ||||| +^  Endure | 1d6 + 1d6  ||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Special | Lose a Stealth Token. ​ ||| 
-^ (Interrupt) Key Position  ​|||||| +^ (Interrupt) Key Position ​ |||| 
-^  Trigger | An enemy enters the occupied region.  ​||||| +^  Trigger | An enemy enters the occupied region. ​ ||| 
-^  Effect | The Experienced Lookout is Alerted.  ​|||||+^  Effect | The Experienced Lookout is Alerted. ​ |||
  
 \\ \\
 ==== Falling Rocks ==== ==== Falling Rocks ====
  
-^ Falling Rocks  ^ Level 5 Challenge ​ ^ Regular ​ ^ Environ ​ ​^ ​ ^  ^ +^ Falling Rocks  ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Rocks Fall  ||| 
-^  Inflict | 1d12  ||||| +^  Inflict | 2d6  || 
-^  Damage | 1d12 (Piercing 1)  ​||||| +^  Damage | 1d12 (Piercing 1)  || 
-^ (Strategy) Blocking Debris  ​|||||| +^ (Strategy) Blocking Debris ​ ||| 
-One target enemy must discard ​card or be Immobilized until the start of the Falling Rocks'​s next turn. The target cannot be target of //Rocks Fall// this turn.  ​||||||+Add new Obstacle to the occupied region having 1d8 EP and Reaction with Defense: 1d4.  |||
  
 \\ \\
 ==== False Darkness ==== ==== False Darkness ====
  
-^ False Darkness ​ ^ Level 5 Challenge ​ ^ Regular ​ ^ Trap  ^  ​^ ​ ^ +^ False Darkness ​ ^ Level 5 Challenge ​ ^ Trap  ^ Hidden: 3d4  ^ 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Illusory Shadows ​ |||| 
-^  Trigger | An enemy enters the region or starts and ends their turn in the region.  ​||||| +^  Trigger | An enemy enters the region or starts and ends the round in the region. ​ ||| 
-^  Effect | Play the //Enveloped By the Dark// Action against the triggering enemy.  ​||||| +^  Effect | Play the //Enveloped By the Dark// Action against the triggering enemy. ​ ||| 
-^ (Action) Enveloped By the Dark  ​|||||| +^ (Action) Enveloped By the Dark  |||| 
-^  Inflict | 2d6  ​||||| +^  Inflict | 2d6  ||| 
-^  Damage | 2d4 Fear  ​||||| +^  Damage | 2d4 Fear  ||| 
-^  Special | The target ​is DisorientedHindered, and Weakened until the end of the next round.  ​|||||+^  Special | The target ​suffers -2 Power-2 Mind, and -2 Skill.  |||
  
 \\ \\
 ==== Frozen Exit ==== ==== Frozen Exit ====
  
-^ Frozen Exit  ^ Level 5 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP: 13  ^  ^ +^ Frozen Exit  ^ Level 5 Challenge ​ ^ Obstacle ​ ^ EP: 20  ^ 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Thick Ice  |||| 
-^  Endure | 2d4  ​||||| +^  Endure | 2d4  ||| 
-^  ​Damage ​1d8 Cold  ||||| +^  ​Defense ​1d4  ||| 
-^  ​Defense ​1d4  |||||+^  ​Damage ​1d12 Cold  |||
  
 \\ \\
 ==== Frozen Wall ==== ==== Frozen Wall ====
  
-^ Frozen Wall  ^ Level 5 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 9  ^ Climbing, Persists ​ ^ +^ Frozen Wall  ^ Level 5 Challenge ​ ^ Obstacle ​ ^ EP: 9  ^ Climbing, Persists ​ ^ 
-| //A thin layer of ice transforms this otherwise climbable surface into a slick death trap.//  ​|||||| +| //A thin layer of ice transforms this otherwise climbable surface into a slick death trap.// ​ ||||| 
-^ (Reaction) Icy Surface  ​|||||| +^ (Reaction) Icy Surface ​ ||||| 
-^  Endure | 1d12  |||||+^  Endure | 3d4  ||||
  
 \\ \\
 ==== Glyphs of Sleep ==== ==== Glyphs of Sleep ====
  
-^ Glyphs of Sleep  ^ Level 5 Challenge ​ ^ Mook  ^ Trap  ^  ​^ ​ ^ +^ Glyphs of Sleep  ^ Level 5 Challenge ​ ^ Trap  ^ Hidden: 1d12  ^ 
-| //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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Sleep Spell  |||| 
-^  Trigger | An enemy enters the region.  ​||||| +^  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.  ​|||||+^  Effect | The triggering enemy's Power and Resilience are set to -5, and the triggering enemy cannot Move or Search ​until the end of the next round. ​ |||
  
 \\ \\
 ==== Heavy Stone Door ==== ==== Heavy Stone Door ====
  
-^ Heavy Stone Door  ^ Level 5 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 23  ^  ^ +^ Heavy Stone Door  ^ Level 5 Challenge ​ ^ Obstacle ​ ^ EP: 22  ^ 
-| //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.//  ​|||||| +| //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  ​||||| +^  Lock | 1d12  ||| 
-^ (Reaction) Solid Earthen Build  ​|||||| +^ (Reaction) Solid Earthen Build  |||| 
-^  Endure | 1d12  ​||||| +^  Endure | 1d12  ||| 
-^  Defense | 2d6  ||||| +^  Defense | 2d4  ||| 
-^  Damage | 1d8 Fatigue  ​|||||+^  Damage | 1d8 Fatigue ​ |||
  
 \\ \\
 ==== Irritant Fog ==== ==== Irritant Fog ====
  
-^ Irritant Fog  ^ Level 5 Challenge ​ ^ Mook  ^ Environ ​ ​^ ​ ^  ^ +^ Irritant Fog  ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Sneezing Fits  ||| 
- Disease 1  ||||+^ Disease ​(Skill ​1 ​|| ​ 
-^  Inflict | 1d10  ||||| +^  Inflict | 1d12  || 
-^  Damage | 1d6 (Piercing 2)  ​||||| +^  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.  ​|||||+^  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 ====
  
-^ Labyrinth ​ ^ Level 5 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 8  ^ Persists ​ ^ +^ Labyrinth ​ ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Maze of Corridors ​ ||||| 
-^  Endure | 1d10  ||||| +^  Endure | 1d12  ​|||| 
-^  Damage | 1d6 Fatigue  ​||||| +^  Damage | 1d10 Fatigue ​ |||| 
-^  Special | The target ​is Muddled until the end of their next turn.  ​|||||+^  Special | The target ​suffers -1 Mind and -1 Skill.  ||||
  
 \\ \\
 ==== Mirages ==== ==== Mirages ====
  
-^ Mirages ​ ^ Level 5 Challenge ​ ^ Regular ​ ^ Trap  ^  ​^ ​ ^ +^ Mirages ​ ^ Level 5 Challenge ​ ^ Trap  ^ Hidden: 1d4  ^ 
-| //While philosophers often debate if there is any true difference between actual darkness and simply the illusion ​of itas both have similar sensory results, the truth is that the illusory version has different subtle effects on the psyche.//  ​|||||| +| //Mirages are frequently caused by a collection of illusion ​spells working together to weave misdirection. In rare circumstances they arise naturallyparticularly in starry terrain and fae pocket realms.//  |||| 
-^ (Interrupt) Strange Visions [Automatic]  ​|||||| +^ (Interrupt) Strange Visions [Automatic] ​ |||| 
-^  Trigger | An enemy enters the region for the first time.  ​||||| +^  Trigger | An enemy enters the region for the first time.  ||| 
-^  Effect | Play the //​Turnabout//​ Action against the triggering enemy.  ​||||| +^  Effect | Play the //​Turnabout//​ Action against the triggering enemy. ​ ||| 
-^ (Interrupt) False Path [Automatic]  ​|||||| +^ (Interrupt) False Path [Automatic] ​ |||| 
-^  Trigger | An enemy ends the round in the region.  ​||||| +^  Trigger | An enemy ends the round in the region. ​ ||| 
-^  Effect | Play the //Walk in Circles// Action against the triggering enemy.  ​||||| +^  Effect | Play the //Walk in Circles// Action against the triggering enemy. ​ ||| 
-^ (Action) Turnabout  ​|||||| +^ (Action) Turnabout ​ |||| 
-^  Inflict | 1d10  ||||| +^  Inflict | 1d12  ||| 
-^  Special | The target immediately Moves back into the region they just came from, automatically bypassing any Obstacle present.  ​||||| +^  Special | The target immediately Moves back into the region they just came from, automatically bypassing any Obstacle present. ​ ||| 
-^ (Action) Walk in Circles  ​|||||| +^ (Action) Walk in Circles ​ |||| 
-^  Inflict | 1d12  ​||||| +^  Inflict | 1d12  ||| 
-^  Damage | 1d10 Fatigue  ​||||| +^  Damage | 1d12 Fatigue ​ ||| 
-^  Special | The target ​is Immobilized ​until the end of the next round.  ​|||||+^  Special | The target ​cannot Move until the end of the next round. ​ |||
  
 \\ \\
 ==== Misty Path ==== ==== Misty Path ====
  
-^ Misty Path  ^ Level 5 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists, Hidden: 1d10  ^ +^ Misty Path  ^ Level 5 Challenge ​ ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ 
-| //Strange mists conceal the way forward. Even once you've found the path, one wrong step and you could become hopelessly lost.//  ​|||||| +| //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  |||||| +^ (Reaction) Obscured Road  ||||| 
-^  Endure | 1d10  ​||||| +| The Misty Path gains +1 Mind.  ​||||| 
-^  ​Special ​The Misty Path becomes Hidden again. ​ |||||+^  Endure | 1d10  |||| 
 +^  ​Damage ​1d6 Fatigue ​ ||||
  
 \\ \\
 ==== Moving Walkway ==== ==== Moving Walkway ====
  
-^ Moving Walkway ​ ^ Level 5 Challenge ​ ^ Mook  ^ Obstacle ​ ^ EP:  ^ Persists ​ ^ +^ Moving Walkway ​ ^ Level 5 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Reaction) Automated Traversal ​ ||||| 
-^  Special | The target is Stunned until the end of their next turn.  ​|||||+^  Special | Non-flying targets suffer -2 Power and -2 Resilience.  ||||
  
 \\ \\
 ==== Pendulum Blade ==== ==== Pendulum Blade ====
  
-^ Pendulum Blade  ^ Level 5 Challenge ​ ^ Mook  ^ Trap  ​^ ​ ^ Hidden: 1d10  ^ +^ Pendulum Blade  ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Interrupt) Danger Zone  |||| 
-^  Trigger | An enemy enters the region or starts and ends their turn in the region.  ​||||| +^  Trigger | An enemy enters the region or starts and ends the round in the region. ​ ||| 
-^  Effect | Play the //Swinging Scythe// Action against the triggering enemy.  ​||||| +^  Effect | Play the //Swinging Scythe// Action against the triggering enemy. ​ ||| 
-^ (Action) Swinging Scythe  ​|||||| +^ (Action) Swinging Scythe ​ |||| 
-^  Inflict | 1d12  ||||| +^  Inflict | 2d6  ||| 
-^  Damage | 1d12  |||||+^  Damage | 3d4  |||
  
 \\ \\
 ==== Poltergeist ==== ==== Poltergeist ====
  
-^ Poltergeist ​ ^ Level 5 Challenge ​ ^ Regular ​ ^ Creature ​ ^ EP: 26  ^ Flying, Invisible ​ ^ +^ Poltergeist ​ ^ Level 5 Challenge ​ ^ Creature ​ ^ EP: 12  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Psychokinetic Grasp  ||||| 
-^  Inflict | 2d4  ||||| +^  Inflict | 1d12  ​|||| 
-^  Special | The target is Grabbed until the Poltergeist is defeated or the target is forced to Move.  ​||||| +^  Special | The target is Grabbed until the Poltergeist is defeated or the target is forced to Move.  |||| 
-^ (Action) Manifest Sound  ​|||||| +^ (Action) Manifest Sound  ||||| 
-^  Inflict | 1d12  ||||| +^  Inflict | 1d10  ​|||| 
-^  Damage | 1d12 Fear  ​||||| +^  Damage | 2d6 Fear  |||| 
-^  Special | The target ​is Confused until the end of their next turn.  ​||||| +^  Special | The target ​suffers -2 Mind.  |||| 
-^ (Reaction) Telekinesis  ​|||||| +^ (Reaction) Telekinesis ​ ||||| 
-^  Endure | 2d4  ||||| +^  Endure | 1d10  ​|||| 
-^  Special | The Poltergeist may force the target to Move 1.  ​|||||+^  Special | The Poltergeist may force the target to Move 1.  ||||
  
 \\ \\
 ==== Razorwing Flock ==== ==== Razorwing Flock ====
  
-^ Razorwing Flock  ^ Level 5 Challenge ​ ^ Mook  ^ Creature ​ ^ EP: 13  ^ Flying ​ ^ +^ Razorwing Flock  ^ Level 5 Challenge ​ ^ 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.//  ​|||||| +| //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  |||||| +^ (Action) Razor Wings  ||||| 
-^  Inflict | 1d10  ​||||| +| This Action targets all enemies in the region.  ​||||| 
-^  Damage | 1d12  ​||||| +^  Inflict | 1d10  |||| 
-^  Special | The target ​is Dazed and Grounded until the end of the next round.  ​||||| +^  Damage | 1d12  |||| 
-^ (Reaction) Scatter ​ |||||| +^  Special | The target ​suffers -1 Resilience ​and -1 Skill.  |||| 
-^  Endure | 1d10  |||||+^ (Reaction) Scatter ​ ||||| 
 +| The Razorwing Flock wins ties with this Reaction.  ​||||| 
 +^  Endure | 1d10  |||| 
 +^  Special | The Razorwing Flock gains +1 Skill.  ​||||
  
 \\ \\
 ==== Sentry Imps ==== ==== Sentry Imps ====
  
-^ Sentry Imps  ^ Level 5 Challenge ​ ^ Regular ​ ^ Creature ​ ^ EP: 24  ^ Darkvision, Flying ​ ^ +^ Sentry Imps  ^ Level 5 Challenge ​ ^ Creature ​ ^ EP: 14  ^ 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.//  ​|||||| +| //Imps are devilish servants that are frequently summoned ​to do the bidding of mortals. They have all the advantages of undead sentries with few of the drawbacks.//  ||||| 
-^ (Action) Beady Eyes  ​|||||| +^ (Action) Beady Eyes  ||||| 
-| Reduce the Inflict dice number by 1 if the Sentry Imps have 12EP or fewer remaining.  ​|||||| +| Reduce the Inflict dice number by 1 if the Sentry Imps have 7EP or fewer remaining. ​ ||||| 
-^  Inflict | 2d6  ​||||| +^  Inflict | 2d6  |||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Special | Lose a Stealth Token. ​ |||| 
-^ (Reaction) Shriek  ​|||||| +^ (Reaction) Shriek ​ ||||| 
-^  Endure | 1d10  ||||| +^  Endure | 2d4  ​|||| 
-^  Special | Lose a Stealth Token.  ​||||| +^  Special | Lose a Stealth Token. ​ |||| 
-^ (Interrupt) Dwindling Numbers [Automatic]  ​|||||| +^ (Interrupt) Dwindling Numbers [Automatic] ​ ||||| 
-^  Trigger | The Sentry Imps are first reduced to 12EP or fewer.  ​||||| +^  Trigger | The Sentry Imps are first reduced to 7EP 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.  ​|||||+^  Effect | The Sentry Imps are Alerted. ​ ||||
  
 \\ \\
 ==== Unseelie Sylph ==== ==== Unseelie Sylph ====
  
-^ Unseelie Sylph  ^ Level 5 Challenge ​ ^ Mook  ^ Creature ​ ^ EP: 12  ^ Flying ​ ^ +^ Unseelie Sylph  ^ Level 5 Challenge ​ ^ Creature ​ ^ EP: 14  ^ 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.//  ​|||||| +| //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  ​|||||| +^ (Action) Drain Vitality ​ ||||| 
-^  Inflict | 1d12  ​||||| +^  Inflict | 1d12  |||| 
-^  Damage | 1d10 Fatigue  ​||||| +^  Damage | 2d6 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.  ​||||| +^  Special | The target suffers -2 Power and -2 Resilience. The Unseelie Sylph gains +2 Power and +2 Resilience.  |||| 
-^ (Reaction) Flit About  ​|||||| +^ (Reaction) Flit About  ||||| 
-^  Endure | 2d4  ​|||||+^  Endure | 2d4  ||||
  
 \\ \\
 ==== Wasteland ==== ==== Wasteland ====
  
-The Wasteland deals Cold, Heat, or Fatigue damage as appropriate for the environment. +^ Wasteland ​ ^ Level 5 Challenge ​ ^ Obstacle ​ ^ EP:  ^ 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.// ​ ||||| 
-^ Wasteland ​ ^ Level 5 Challenge ​ ^ Regular ​ ^ Obstacle ​ ^ EP: 11  ^ Persists ​ ^ +^  Notes | The Wasteland deals Cold, Heat, or Fatigue damage as appropriate for the environment.  ​|||| 
-| //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 ​ ||||| 
-^ (Reaction) Endless Nothing  ​|||||| +^  Damage | 1d12  |||| 
-^  Damage | 1d10  |||||+^  Special | The target suffers -1 Resilience.  ​||||
analects_book_4_part_2_chapter_5.1541186655.txt.gz · Last modified: 2018/11/02 12:24 by triptycho