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[Adventure] Dusk and Her Embrace (Judge: THB)

[MENTION=59043]Walking Dad[/MENTION], [MENTION=6671055]horticulture[/MENTION]: Take note I slid one in H9 to I10.

And just so I don't have to do it IC: NOOOO, they weren't cursed! :)


[MENTION=78756]Son of Meepo[/MENTION]: if you have cold res 2 and fire res 5 and you are target of cold AND fire power, your effective resistance is 2. therefore if you have necrotic 10 and poison immunity you have resist 10 against necrotic and poison damage.
 
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@Son of Meepo : if you have cold res 2 and fire res 5 and you are target of cold AND fire power, your effective resistance is 2. therefore if you have necrotic 10 and poison immunity you have resist 10 against necrotic and poison damage.

[sblock=Resist/Immunity debate][MENTION=87106]MetaVoid[/MENTION] it boils down to the definitions of resist and immune.
[sblock=resist]A creature that has resistance takes less damage from a specific damage type. For example, a creature that has resist 10 fire takes 10 less damage whenever it takes fire damage.

Against Combined Damage Types: Your resistance is ineffective against combined damage types unless you have resistance to each of the damage types, and then only the weakest of the resistances applies. For example, if you have resist 10 lightning and resist 5 thunder and an attack deals 15 lightning and thunder damage to you, you take 10 damage, because the resistance to the combined damage types is limited by the lesser of the two resistances.

Not Cumulative: Resistances against the same damage type are not cumulative. Only the highest resistance applies. For example, if you have resist 5 cold and then gain resist 10 cold, you have resist 10 cold, not resist 15 cold. Similarly, if you have resist 5 cold and then gain resist 2 to all damage, you still have resist 5 cold, not resist 7 cold.[/sblock]

[sblock=Immune]A creature that is immune to a damage type (such as cold or fire), a condition (such as dazed or petrified), or another specific effect (such as disease or forced movement) is not affected by it. A creature that is immune to charm, fear, illusion, poison, or sleep is not affected by the nondamaging effects of a power that has that keyword. A creature that is immune to gaze is not affected by powers that have that keyword.[/sblock]

The definition of Immune does not have a section on combined damage types like Resist does. Thus the basis of the argument is that the lack of such a section for Immune means that it does not exist, and the phrase "not affected" is absolute.

As I've said, I'd allow your interpretation, but it's not the only interpretation, so it might be a good idea to ask current and future DMs until you can acquire Venom Hand Master.

Here's a thread about the debate: http://www.enworld.org/forum/4e-discussion/278362-damage-two-types-but-immunity-one.html[/sblock]
 

They didn't reach a consensus, except to say it depends on your point of view (or actually, DMs). So, [MENTION=6671055]horticulture[/MENTION], if Bellegon's powers deal necrotic and poison damage, do undead take damage? What if I add additional keywords (eldritch admixture)?
 

OOC: I read over the thread that SoM posted and ran into the errata posted. As I read it, if you're hit by an attack that does necrotic/poison damage and you're only immune to necrotic, you still take full damage.

That's how I would rule it, and how it'll be for my games.

Also, I'll have the updated combat post up in a little bit.
[sblock=Errata link and relevant passage]
In the PHB errata, found here, it says to update your PHB page 55 with this text:

Resistance or immunity to one keyword of a power does not protect a target from the power’s other effects. Also, resistance doesn’t reduce damage unless the target has resistance to each type of damage from the attack, and then only the weakest of the resistances applies. For example, a character who has resist 10 lightning and resist 5 thunder who takes 15 lightning and thunder damage takes 10 damage because the resistance value to the combined damage types is limited by the lesser of the two resistances.
[/sblock]
 


The undead priest takes a step back and, speaking in a black language, causes one of the recently destroyed zombies to rise unsteadily to its feet once again. It then waves a hand toward the mul, firing a black bolt of energy at her; striking Ghourra squarely in the chest and causing her muscles to stiffen, despite her silent commands.

The zombies lurch forward, one not bothering to even stand. Two swing their gnarled and half-eaten hands at Ghourra, who manages to block one with her gouge but, in doing so, gets clawed across the face by the other. The crawling zombie lashes out at the gnome swordmage, slipping past her guard and drawing blood across her legs.
GM: Just waiting on me. :)

[sblock=Enemy Actions]Undead Priest (I12)
  • SOT - Recharge Horrific Visage roll (4+ needed) 1d6=3; fail
  • Move – Shift > J11
  • Minor - Reanimate Zombie Adventurer (H11)
  • Standard - Grave Bolt vs. Ghourra (Ref 13), 1d20+11=29; 2d6+3=15 damage. Ghourra is Immobilized (save ends).

Zombie Adventurer (H12)
  • Move - Stand from prone
  • Standard – Slam vs Ghourra (AC 21), 1d20+9=16; miss.
Zombie Adventurer (H10)
  • Move - Crawl > H10
  • Standard – Slam vs Tana (AC 24), 1d20+9-2=26; 2d6+2=9[/url] damage.
Zombie Adventurer (G12)
  • Free - Be reanimated
  • Move - Shift > G12
  • Standard – Slam vs Ghourra (AC 21), 1d20+9=29; CRIT 14 damage.
[/sblock][sblock=Map]
encounter1rnd2.png

The beds are difficult terrain that provides cover.
The tables and chairs are difficult terrain.[/sblock][sblock=Icon Notes]The yellow cross is Tana's mark.
The purple square with a set of eyes denotes concealment.
The purple square with a padlock denotes being immobilized.
The brown square with a downward pointing arrow denotes being prone.[/sblock][sblock=Status]Bellegon (D10) - HP: 35/50, Surges: 7/7, AP: 1, Second Wind: avail; concealed
Brondin (F11) - HP: 38/48, Surges: 10/11, AP: 1, Second Wind: avail; bloodied
Deimos (D11) - HP: 40/40, Surges: 8/8, AP: 1, Second Wind: avail
Ghourra (H13) - HP: 13/42, Surges: 10/10, AP: 1, Second Wind: avail; bloodied, immobilized (save ends)
Tana (G9) - HP: 40/49, Surges: 11/11, AP: 1, Second Wind: avail

Undead Priest (J11) - HP: -19
Zombie Adventurer (H10) - HP: 19/60; bloodied, cursed by Bellegon, marked by Tana, prone
Zombie Adventurer (G10) - HP: 15/60; bloodied
Zombie Adventurer (H12) - HP: 9/60; bloodied, vulnerable 2 (vulnerable 5 vs OAs) until end of Brondin's turn[/sblock][sblock=Enemies]Undead Priest - AC: 22, F: 19, R: 20, W: 21
:melee: +13 vs. AC; 2d8+3
Zombie Adventurers - AC: 17, F: 17, R: 13, W: 14
:melee: +9 vs. AC; 2d6+2[/sblock]
 

Ghourra's weapon flares with radiance once again as she attempts to finish off the zombie between herself and Brondin. The gouge bites into the side and the radiance burns a large gash in the dead creature's flesh. It fall to the ground (un)lifeless. The radiance then forms a halo around Ghourra, purging the necrotic energy that was holding her in place. She then mutters a quick prayer of thanks and several of her wounds close.

[sblock=actions]Standard: Brand of the Sun Brand of the Sun (G12) (1d20+10+2+1=26, 2d6.minroll(2)+8=15) radiant damage.
Effect: Save vs Immobilize (1d20=14)
Minor: Healing Word Healing Word (1d6+4=6) Ghourra spends a healing surge and regains 16 hit points.[/sblock]

[sblock=Brand of the Sun]+10 vs AC; 2d6+8 radiant damage (Crit 2d6+20). Effect: Ghourra or one ally within 5 squares can make a saving throw.[/sblock]

[sblock=Ghourra Gravedigger]Status:

Ghourra Gravedigger - Level 4 Cleric|Warlord
Init: +2 Speed: 5
Passive Perception: 23; Passive Insight: 18
AC: 21 Fort 18 Ref 13 Will 18
HP: 29/42 Surges: 9/10 Surge Value: 10 AP: 1
Languages: Common, Dwarven
Str:18 Con:15 Dex:10 Int:8 Wis:18 Cha:10

Powers:
Brand of the Sun
Paint the Bulls-Eye

Incredible Toughness[]
Inspiring Word[]
Healing Word[x]
Healer's Mercy[]
Healing Strike[]
Deadly Distraction[]
Second Wind[]

Inspiring Shot[]
Resurgent Strength[]
Dwarven Armor[]
Dwarven Thrower Gouge[]
[/sblock]
 
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OOC: Edited


”Die, ye blasted thing!”
, Brondin yells. He shifts to get a better angle for his next strike, and to help support Ghourra. He refocuses his ire on the missed zombie.

[sblock=Actions]Summary: Retcon (thanks drothgery): I used same actions, but targeted ZA (h12). a miss is a miss is a miss!
· MINOR: none
· MOVE: shift to G12
· STANDARD: Rune of Diminishment vs. ZA (h12): (1d20+11=13, 1d10+9=13) MISS
· FREE: mark Zombie Adventurer (h12)
· [/sblock]

[sblock=Immediate Interrupt] Warden's Fury: If the Zombie Adventurer (h12) attacks and doesn't include Brondin as a target (-2 to its attack roll), Brondin can make an attack (if Brondin is adjacent to his mark) +11 vs. Fort; 1d10+9 damage and it grants CA Brondin and his allies until EoNT.[/sblock]

[sblock=Immediate Reaction]Warden's Grasp: If the Zombie Adventurer (h12) attacks and doesn't include Brondin as a target (-2 to its attack roll), Brondin can slide it 1 square and it is slowed until EoNT (close burst 5). [/sblock]

[sblock=Stats] Status:

Rune State:
[ X ] Destruction: (Allies gain +1 bonus to attack rolls against enemies adjacent to Brondin.)

[ ] Protection: (Allies gain Resist 2 to all damage while adjacent to Brondin.)

Brondin Hurndin
Level 4 Runepriest|Warden
Init: +2 Speed: 5
Passive Perception:13; Passive Insight: 13
AC: 20 Fort 18 Ref 16 Will 16
HP: 38/48 Surges: 10/11 Surge Value: 12 AP: 1
Languages: Common, Dwarven
Str:20 Dex:14 Wis:12 Con:16 Int:8 Cha:10

Powers:
Warden's Fury, Warden's Grasp, Weight of Earth, Rune of Diminishment
Dwarven Resilience, Rune of Mending, Roots of Stone, Word of the Blinding Shield
Rune of Undeniable Dawn, Shield of Sacrifice
[FONT=&quot]Dwarven Chainmail +1 (Daily Power), Potion of Healing, Vial of Holy Water[/FONT][/sblock]
 
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OOC: DM - Did you remember to give ZA(H10) the 5 damage from White Lotus Riposte?
jsb420 - You might want to revise your actions; you attacked a zombie that was already destroyed.
[sblock=White Lotus Riposte (feat)]When an enemy Tana hits with an arcane at-will attack power attacks her before the start of her next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack power’s damage (+5).[/sblock]Despite one of the zombies getting a lucky swipe in on her, Tana is not particularly worried about their attacks, and in fact moves right in the middle of them before firing bolts of force in all directions from her blade again, hitting both 'surviving' zombies.[sblock=actions]move: move to G12 (this provokes an OA)
standard: sword burst vs. ZA(H10), ZA(H12), ZA(G12)
atk ZA(G12, Brondin's rune bonus), ZA(H12), ZA(H10), dmg (1d20+10=21, 1d20+9=21, 1d20+9=24, 1d6+7=11) - all three hit (though the first attack was pointless, as Ghourra already killed G12). Either of the remaining zombies will take 5 damage from White Lotus Riposte if they attack Tana before the start of her turn.[/sblock][sblock=immediate interrupts]triggers: 1. if a bloodied ally is hit by someone not marked by her, use Channeling Shield
2. if someone marked by her Aegis attacks someone else, use Aegis of Shielding (option 1 has priority)[/sblock]
[sblock=Tana]Tana—Female Gnome Swordmage 4
Initiative: +3, Passive Perception: 12, Passive Insight: 12
AC: 24, Fort: 16, Reflex: 18, Will: 15; — Speed: 5
HP: 40/49, Bloodied: 24, Surge: 12, Surges left: 11/11;
Action Points: 1, Second Wind: Not Used
Powers -
Sword Burst
Booming Blade

Fade Away
Ghost Sound
Sword of Sigils
Dimensional Vortex
Channeling Shield

Dimensional Thunder
Farbond Spellblade Rapier +2
Runic Leather Armor +1
Amulet of Life +1

[/sblock]
 
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OOC: priest is also cursed

As zombies assault his companions, small part of their life force is sucked toward flickering shadows, empowering the warlock and closing some of his wounds.

He drops the dagger and drows forth second rod. This one with black gem at it's top.

Bellegon calls darkness around himself. Part of it dettaches into the only remaining zombie uncursed. Then the darkness gathering around him explodes outward, flickering with purple flames.

Whole room darkens as he calls darkness from the Underworld. Thanking silently to his mentor, he reaches deeper into Khyber and hellish fires that reside there, mixing it to his spell for greater potency.

Undead all around him drop down and even mummy priest is burning.

[sblock=Actions]
Immediate Reaction: Life Siphon: Bellegon gains 4hp and +2 to hit vs priest
Minor: Stash Dagger
Free: Fast Hands, draw rod
Minor: Curse G10 zombie
Free: Gloves of eldritch admixture: 1 charge: 1d6 fire damage
Standard: Cursebite vs Fort (H10; G10; priest); necrotic, poison and fire damage; curse damage (1d20+9+2=27, 1d20+9+2=26, 1d20+9+2=19, 2d8+6+1d6=27, 1d6=4)

Hit zombies for 28 damage, hit priest for 27+4 (zombies are with CA because of blodied and cursed status, +2 for the priest comes from life siphon. If priest it bloodied by the attack, add 1 to aura

[/sblock]

[sblock=Bellegon Stats]
STATUS:
CURSED: all
AURA: 2 (3 if the attack bloodied the priest)
Initiative +6; Senses Passive Insight 12, Passive Perception 12, Darkvision
HP 35/50 Bloodied 25, Surge Value 12, Surges 7/7
AC 18; Fortitude 15, Reflex 18, Will 19
1 AP
Saving Throws:
Speed 6

Eldritch Strike
Spiteful Glamor
Fast Hands


Cloud of Darkness
Darkfire
Second Wind
Cursebite
Shadow Step
Shared Agony
Life Siphon


Your Glorious Sacrifice
Twilight of the Soul


Talon amulet - Daily: Minor: melee attacker suffers 1d6 damage 'till the end of the encounter
Knifethrower gloves: Daily : Free Action. When Bellegon hits with a thrown weapon attack he can add +5 power bonus to damage roll

Gloves of eldritch admixture: 4/5 charges



[/sblock]
 
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