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Analects Book 5 Chapter 1: Fortunes

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The Fortune Table below functions in place of using a Fortune Deck in exploration scenarios. To use the table, roll 1d100 instead of drawing a Fortune card and reference the corresponding table entry.

Fortune Table

Roll Result Description Effect
1 Misfortune Bad luck descends upon you, resulting in a minor accident. You are unhurt, but the same cannot be said of your things… Discard an Assist or Interrupt card from your hand that is valid to play in the current setting. If you have no such card to discard, lose 1 Valuable. If you have no Valuables, lose 1 Wealth. If you have no Wealth, lose 1 piece of Gear.
2 Infection You receive a small cut from an old rusted piece of something. Your body begins work to fight off infection… Discard a Strategy card from your hand that is valid to play in the current setting. If you have no such card to discard, suffer the following effect:
Disease (Resilience 1)
Suffer 1 damage at the start of each of your turns.
3 Spider Bite A venomous spider is startled by your presence. Its legs and fangs twitch… Discard an Action card from your hand that is valid to play against Creatures in the current setting. If you have no such card to discard, suffer -2 Power.
4 Stuck Whether in a crack in the ground, a tight squeeze, or a puddle of muck, you've managed to get yourself momentarily stuck. Discard an Action card from your hand that is valid to play against Obstacles in the current setting. If you have no such card to discard, suffer -2 Resilience.
5 Heebie-jeebies A sudden feeling of apprehension worms its way up your limbs, leaving you with goosebumps and hair standing on end. Discard a Reaction card from your hand that is valid to play against Environs in the current setting. If you have no such card to discard, suffer -2 Mind.
6 Misleading Clue You think you've found something important! But is it? Discard a Reaction card from your hand that is valid to play against Traps in the current setting. If you have no such card to discard, suffer -2 Skill.
7 Sneeze An annoying bit of dust, smoke, or some other irritant wafts into your nose, bringing a sudden urge to sneeze. If this is not a stealth scenario, there is no effect. Otherwise, discard a Reaction card from your hand that is valid to play against Seekers in the current setting. If you have no such card to discard, lose 1 Stealth Token.
8 Dirt in the Eyes You are momentarily blinded as a result of getting something in your eyes that definitely doesn't belong there. You cannot see until the end of your next turn. If you have Sightless Vision, this has no effect.
9 Distraction Something shiny but worthless, movement out of the corner of your eye, or some other bit of nonsense leaves you momentarily distracted. Discard a card. If you have no cards to discard, you must immediately discard the next card you draw.
10 Sudden Warmth Effects from sprung magics, strange local life, or poor construction results in a heavier heat in this area. If you lack Heat Resistance, suffer -1 Power.
11 Sudden Chill Effects from sprung magics, strange local life, or just an extra bit of frigid breeze threatens to chill your bones. If you lack Cold Resistance, suffer -1 Resilience.
12 Corpse The horrifying discovery of old bones or freshly-lost body parts threatens to instill a panic within you. If you lack Fear Resistance, suffer -1 Mind.
13 Painful Bump You bump into something, bruising your head and leaving you momentarily woozy. If you lack Fatigue Resistance, suffer -1 Skill.
14 Slowed Bad wind, rough terrain, creepy crawlies, or something of the sort slows your progress just a bit. You must act last on the next round. If multiple PCs must each act last in the same round, they may still determine their order amongst that group.
15–24 Nothing An exhaustive search reveals nothing of value or interest.
25 Horrific Clue You discover evidence of terrible dangers that frightens you into pursuing a new path. Discard your hand. Draw 1d6 cards.
26 Idea A random bauble or landscape feature gives you a sudden burst of inspiration. You may draw a card.
27 Edible Berries You find a bit of local forage that seems edible. It's the healthy kind that grants a quick boost of energy. Gain +1 Power.
28 Scribbled Hints Someone has left vague clues about the area. You are able to decipher enough to get something of an advantage. Gain +1 Resilience.
29 Makeshift Altar Someone has left behind a crude altar used to seek the blessing of a favored god. It somehow bestows a sense of peace. Gain +1 Mind.
30 Tracks Evidence of intelligent activity in the area may provide additional clues to the proper way through or the presence of other hidden things. Gain +1 Skill.
31 Pleasant Aroma Whether from plantlife, perfumes, fae magics, or something else, there's a pleasing aroma in the air here that relaxes your senses and invigorates your spirit. Recover 1d2 lost EP. Increase the recovery dice level by 1 for every even-numbered level you have attained.
32 Shrine to a Demigod You find an old, worn shrine to a lesser demigod. Saying a quick prayer could grant you a boon. Cancel the next Stat Track reduction you suffer before the end of the scenario.
33 Door to the Past You find an odd portal that shows you glimpses of places you've recently been. You may teleport to any region you have already visited within this scenario.
34 Heavy Tools A set of old tools and devices here are still functional, but they're too heavy and/or affixed to the area, so you can't bring them with you. Until the end of the scenario, you and your allies may treat this region as any setting you wish. You can change the chosen setting at any point during your turn(s).
35 Altar of Offerings This ancient altar to an unknown god was used to provide offerings. Until the end of the scenario, you and your allies may offer Valuables here. For each Valuable offered, the offering entity may heal an Injury, heal a Disease, or gain +2 Power, Resilience, Mind, and Skill. Each offered Valuable is lost.
36 Hiding Place You discover a foolproof place to avoid detection. Creatures and Seekers cannot play Actions against you in this region. If this is a stealth scenario, gain 1 Stealth Token.
37 Sign of Courage Ancient markings still contain traces of an old enchantment that bestows bravery. Gain +1 Fear Resistance until the end of the scenario.
38 Sign of Virility Ancient markings still contain traces of an old enchantment that bestows stamina. Gain +1 Fatigue Resistance until the end of the scenario.
39 Stones of Warmth This handful of magic stones will temporarily grant warmth when it's cold or absorb it when it's hot. Gain +1 Cold and Heat Resistance until the end of the scenario.
40 Abandoned Stores Someone had left a stash of Gear here. Most of it is of no use, but you find a few bits of things that are still usable, if barely. Gain an Item of the DM's choosing; you may immediately swap Gear to equip it. The Item is lost at the end of the scenario.
41 Ancient Script These old writings grant useful information about the local area and its history. The DM reveals the remainder of the map, excluding any regions that are recently constructed or changed. If no regions are revealed, the DM should instead point out any explored regions that contain undiscovered secrets. If there are no such regions, all PCs may draw a card.
42 Secret Passage You discover a previously-unknown, presumably-safe way forward. A random Obstacle in the occupied region is defeated. If it Persists, it is defeated for you and all allies for the remainder of the scenario. If there are no Obstacles in the occupied region, the DM may choose to create a new exit to another region.
43 Worn Doll This old doll might be a collector's item, but it's probably trash. Roll 1d4. On a result of 4, obtain a Valuable.
44 Shiny Rock This shiny rock could be an expensive gem, or it could be worthless painted glass. Roll 1d2. On a result of 2, obtain a Valuable.
45 Arkan Sonney You blunder across a white fairy pig! Good fortune comes to any who can capture the Arkan Sonney… A new Creature appears in the region with 1 EP. It can Phase and plays Reactions having Endure: 1d20. If it is defeated, obtain a Valuable.
46 Awkward Haul You find a large, heavy thing of value. It's going to be a massive pain to drag it out of here. You may obtain a Valuable. If you do, unequip any Gear in your Hand and Item slots, and you cannot equip Gear in those slots for the remainder of the scenario.
47 Cursed Object This bauble looks like it could be worth a bit of coin. But there's something about it that seems off. You may obtain a Valuable. If you do, roll 1d4. On a result of 1, lose 1 Karma.
48 Removed Part This piece of a larger object is worthless on its own, but if you find the rest of it, you could probably fix it up nicely. If you obtain a Valuable before the end of the scenario, obtain an additional Valuable.
49 Petty Trap You've discovered something of value. It's protected by a trap that's more annoying than dangerous. You may obtain a Valuable. If you do, discard your hand and lose 1 EP.
50 Antiquities You've discovered a collection of ancient objects, but how to tell which of them, if any, is worth anything? If you or an ally in your occupied region has Navigation Training, obtain a Valuable.
51 Iconography You've discovered a collection of religious objects, but how to tell which of them, if any, is worth anything? If you or an ally in your occupied region has Mysticism Training, obtain a Valuable.
52 Old Carvings You've discovered a collection of carvings, but how to tell which of them, if any, is worth anything? If you or an ally in your occupied region has Survival Training, obtain a Valuable.
53 Devices You've discovered a collection of clockwork devices, but how to tell which of them, if any, is worth anything? If you or an ally in your occupied region has Mechanical Training, obtain a Valuable.
54 Combination Lockbox There's a box here with a clockwork locking device that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d12. Inside is a Valuable. If you have an available Action with a Lockpick entry, you can play it immediately.
55 Secured Lockbox There's a well-secured box here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d10. Inside is a Valuable. If you have an available Action with a Lockpick entry, you can play it immediately.
56 Standard Locked Box There's a locked box here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d8. Inside is a Valuable. If you have an available Action with a Lockpick entry, you can play it immediately.
57 Crude Locked Box There's a crude locked box here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d6. Inside is a Valuable. If you have an available Action with a Lockpick entry, you can play it immediately.
58 Flimsy Locked Box There's a flimsy locked box here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d4. Inside is a Valuable. If you have an available Action with a Lockpick entry, you can play it immediately.
59 Small Key You find a small, strange key that hints at something else hidden here. A Valuable is hidden here and can be found with a successful Search vs. 1d8.
60 Bag of Silver You discover a lost bag filled with silver coins. You obtain a Valuable.
61 Fortune Beads These small polished beads bring good luck to whoever finds them. You obtain a Valuable. The next time you or an ally draws a Fortune card before the end of the scenario, you or the ally may choose to discard the card and draw again. If you use Fortune Tables, reroll instead.
62 Fairy Beads These colorful beads provide protection from certain local dangers. You obtain a Valuable. If you are afflicted with a Disease obtained within this scenario, it is cured. Otherwise, you are immune to the next Disease that afflicts you before the end of the scenario.
63 Fine Tools You discover a set of masterwork crafter's tools that you might be able to get some immediate use out of before selling. You obtain a Valuable. You may draw a card.
64 Jade Mirror This beautiful, clear mirror has a handle crafted of the finest jade. You obtain a Valuable. You may immediately swap any of your equipped Gear, including armor and clothing.
65 Horse Figurine This small horse figurine was carved from a rare material. You feel a strange power within it. You obtain a Valuable. Once before the end of the scenario, you can Move 1 as a Strategy.
66 Rainbow Stone This beautiful stone is almost perfectly round and glows with every color of the rainbow. It has strange guiding magics within localized to this area. You obtain a Valuable. Once before the end of the scenario, you can Move through an exit blocked by a Persisting Obstacle without defeating the Obstacle.
67 Shell of Echoes This beautiful shell emits a strange sound when you put it to your ear. Suddenly, you realize what you need to do. You obtain a Valuable. At the end of your turn, after you discard, you may choose a card from your discard pile and place it into your hand.
68 Skeleton Key This ornate jeweled key is worth something on its own. But what does it unlock? You obtain a Valuable. Once before the end of the scenario, you can open any Lock.
69 Hexing Dolls You feel some sort of life within these strange dolls, though they don't move or respond in any way. You obtain a Valuable. Until the end of the scenario, you can play Actions against any Creature or Seeker that you or an ally can see, even if the target is not in your occupied region.
70 Scroll of Images This enchanted scroll displays a sequence of illusory images. You realize with a start that it's showing you scenes of the local area. You obtain a Valuable. Reveal the entire map, including all exits (but no entities or hidden objects).
71 Bound Spirit This strange trinket feels wrong. An otherworldly sensation rushes through you, and you realize with a start that you have somehow freed a long-bound spirit. You obtain a Valuable. Gain 1 Karma; this Karma is lost if it is not used before the end of the scenario.
72 Pterippus Figurine This small winged horse figurine was carved from a rare material. You feel a strange power within it. You obtain a Valuable. Once before the end of the scenario, you can Fly 1 as a Strategy.
73 Fine Antiquities You've discovered a collection of fine ancient objects, but how to tell which of them are worth the most? You obtain a Valuable. If you or an ally in your occupied region has Navigation Training, obtain another Valuable.
74 Fine Iconography You've discovered a collection of fine religious objects, but how to tell which of them are worth the most? You obtain a Valuable. If you or an ally in your occupied region has Mysticism Training, obtain another Valuable.
75 Fine Carvings You've discovered a collection of beautiful carvings, but how to tell which of them are worth the most? You obtain a Valuable. If you or an ally in your occupied region has Survival Training, obtain another Valuable.
76 Fine Devices You've discovered a collection of pristine clockwork devices, but how to tell which of them are worth the most? You obtain a Valuable. If you or an ally in your occupied region has Mechanical Training, obtain another Valuable.
77 Half of a Pair This beautiful adornment has a matching pair that would make it coveted by collectors, but it's missing. You obtain a Valuable. If you obtain another Valuable before the end of the scenario, obtain an additional Valuable.
78 Luxury Dice You find a collection of dice made from expensive materials. You obtain a Valuable. Roll 1d4. On a result of 4, you obtain another Valuable.
79 Scattered Coins Silver coins are strewn about the area. While collecting them, you happen upon one made of gold. Perhaps there are more? You obtain 1d2 Valuables.
80 Safe There's a security safe here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d12. Inside are 2 Valuables. If you have an available Action with a Lockpick entry, you can play it immediately.
81 Secured Treasure Chest There's a well-secured chest here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d10. Inside are 2 Valuables. If you have an available Action with a Lockpick entry, you can play it immediately.
82 Standard Treasure Chest There's a locked chest here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d8. Inside are 2 Valuables. If you have an available Action with a Lockpick entry, you can play it immediately.
83 Crude Treasure Chest There's a crude treasure chest here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d6. Inside are 2 Valuables. If you have an available Action with a Lockpick entry, you can play it immediately.
84 Simple Treasure Chest There's a simple treasure chest here that almost certainly contains valuables, but you'll have to get it open without damaging anything. A container in this region has a Lock: 1d4. Inside are 2 Valuables. If you have an available Action with a Lockpick entry, you can play it immediately.
85 Golden Key You find a beautiful golden key that hints at something else hidden here. You obtain a Valuable. Another Valuable is hidden here and can be found with a successful Search vs. 1d8.
86 Unlocked Treasure Chest You discover a treasure chest. As luck would have it, there is no lock! You obtain 2 Valuables.
87 Fairy Water You discover a small glass vial filled with a sparkling liquid. The moment you touch the vial, the liquid's magic attunes to you, but you sense this effect is very temporary. You obtain a Valuable. You may choose to obtain another Valuable, recover lost EP equal to twice your level, or draw 1d4 cards.
88 Treasure Map This faded cloth map has historical value on its own, but it also seems to note another hidden object of interest nearby. You wonder if the object is still there. You obtain a Valuable. Choose a random region where a Fortune or other hidden object has already been discovered (including this one); that region now has a new hidden Fortune with the same Search difficulty as this one. You are aware of which region is selected.
89 Golden Locket You find a shiny golden locket. It's worth enough on its own, but it seems to have a hidden compartment. You obtain a Valuable. Draw another Fortune card. If you use Fortune Tables, roll again.
90 Esoteric Deck This strange deck of cards enhances an individual's luck, whether good or bad, but only once. Draw two Fortune cards. If you use Fortune Tables, roll twice.
91 Affixed Gemstones Valuable stones are affixed into a permanent structure here. Now if you can only get them out without damaging them too much… You obtain 2 Valuables. Roll 1d4. On a result of 4, you obtain another Valuable.
92 Box of Gems You find a small box filled with various gemstones. You obtain 1d2+1 Valuables.
93 Lost Jewelry You find a collection of jewelry and other trinkets. Some of them are surely worth something. You obtain 1d4 Valuables.
94 Bag of Coins You discover a lost bag filled with a mix of gold, silver, and copper coins. You obtain 3 Valuables.
95 Scroll Case You find a collection of ancient scrolls that appear to contain original tales and poetry from a lost era. You obtain 1d2+2 Valuables.
96 Fine Art You find a collection of small but beautiful art pieces prized by various collectors. You obtain 4 Valuables.
97 Blessed Object You find a lost object coveted by followers of a certain faith. You may choose to gain 1 Karma or obtain a Valuable.
98 Bag of Gold You discover a lost bag filled with gold coins. Gain 1 Wealth.
99 Sacred Object You find a lost object cherished by followers of a certain faith. You may choose to gain 1 Karma or 1 Wealth.
100 Lost Treasure You find a mysterious object thought long lost to time. Gain 1 Treasure of the DM's choosing.
analects_book_5_chapter_1.txt · Last modified: 2019/05/14 08:55 by triptycho