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 Desert of Desolation Clearifications

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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek


Number of posts : 2557
Age : 52
Hit Points : Desert of Desolation Clearifications Fulllife
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Registration date : 2007-02-17

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PostSubject: Desert of Desolation Clearifications   Desert of Desolation Clearifications EmptySat Dec 15, 2007 1:25 pm

Abduct: The Bar-Lgura and the target enemy are placed adjacent to each other in the chosen victory area. If it isn't possible to place the Bar-Lgura and the target enemy adjacent to each other in a victory area, then Abduct can't be used.

Because Abduct uses the "place" terminology, both creatures must end up in legal positions. Neither creature is required to be entirely in the victory area; it's OK for each of the creatures to occupy as few as one square of the victory area.

Angel of Vengeance (Desert of Desolation: LG, 1/60): Add Large to this creature's Type line so that it states "Large Outsider."

Bolstering Presence (Allies within line of sight get morale save +4): In order for an ally to receive the bonus, this creature must have line of sight to the ally. The ally does not need line of sight to this creature.

Dread Poison (20 damage whenever poisoned creature activates; DC 20): Dread Poison stacks with both regular Poison and Virulent Poison, because they do not have identically worded effects. See the Poison/poisoned entry for more details.

Dream Poison (On its next turn, poisoned creature can activate only on a roll of 6+; DC 17): The card text activation and turn terminology is backward. When the poisoned creature activates, it skips that turn unless it rolls 6+.

Drow Spider Priestess (Desert of Desolation: CE, 47/60): The Commander Effect increases the DCs of only the special abilities and spells that have a DC printed on the card. It does not, for example, increase the DC of the Yuan-Ti Malison's cause fear because that particular spell has no DC printed on the card.

Fearsome Presence 2 (Enemies in line of sight get morale save -2): In order for an enemy to receive the penalty, this creature must have line of sight to the enemy. The enemy does not need line of sight to this creature.

Feral Regeneration 20 (Immediate: This creature heals 20 hp): There is no specific trigger for this immediate action, so it can interrupt any action and can even be used in the middle of the resolution of an attack against this creature, possibly even taking that creature from 0 (or fewer) hp back to 5 or more. However, if this creature has already reached the point of the Attack Sequence (or Spell and Special Ability Sequence) where it has been marked as destroyed (step A14), it will still be destroyed, and no amount of healing can save it.

hesitate (sight; on its turn, target creature can only move; DC 15, save at the end of each of target creature's turns): The affected creature can't attack, cast spells, use special abilities that must be activated or targeted (including swift and immediate actions), or do anything that replaces any of those things (such as replaces attacks actions). The affected creature is not required to move. It is still allowed to stand still and do nothing on its turn, for example.

Hoardkeeper +10 (While this creature occupies one of your victory areas, you score 10 extra victory points for each enemy destroyed): Every destroyed enemy is worth +10 victory points to you, regardless of which creature destroyed that enemy or how that enemy was destroyed. The enemy creature must be destroyed while this creature occupies one of your victory areas to earn the bonus. Enemies that are not worth victory points (such as those with the Beneath Contempt ability) are still worth no points; the bonus granted by Hoardkeeper does not apply to these enemies. The bonus granted by Hoardkeeper does not apply to an enemy that is eliminated without being destroyed (such as when an enemy fails a save for ending a turn in a pit square).

Infest (This creature can enter an enemy creature's space and can end its move in a space occupied by a non-Swarm creature): A non-Swarm creature is not considered to be in an illegal position as a result of this creature occupying its space. Infest allows this creature to move into an enemy's space, but it does not implicitly allow an enemy to move into this creature's space.

Kelgore's fire bolt (sight; 20 fire damage; DC 13; 5 fire damage instead if caster fails to overcome Spell Resistance, no save): The second part of this spell's effect ("5 fire damage instead …") ignores both Spell Resistance and Spell Resistance All. In other words, even if the target has Spell Resistance All, this spell still deals 5 fire damage to the target.

Lure (Immediate: range 6; if not already adjacent to this creature, target must move to a square adjacent to this creature before taking any other actions; this effect ends if no path to an adjacent square is available on target's turn)

The affected creature can't attack, cast spells, take swift or immediate actions, use special abilities that must be activated or targeted, or do anything that replaces any of those things (such as replaces attacks actions) unless it is adjacent to the Shrieking Harpy.

The affected creature can't move unless it moves toward the Shrieking Harpy and ends its movement adjacent to the Shrieking Harpy. This movement can be roundabout, as long as the affected creature's Speed and movement-related abilities (Flight, Burrow, Incorporeal, and so on) still allow it to end up adjacent to the Shrieking Harpy. In other words, the affected creature can't move if the movement would not bring it adjacent to the Shrieking Harpy.

The affected creature is not required to move. It is still allowed to stand still and do nothing on its turn, for example.

Lure does not prevent the affected creature from being involuntarily moved (such as by push/pull effects), or having its position involuntarily changed (such as by Abduct or baleful teleport).

If, at the start of the affected creature's turn, it isn't possible for it to move adjacent to the Shrieking Harpy, the effect ends. So, for example, if the Shrieking Harpy is too far for the affected creature to reach when moving at double Speed, the effect ends. Similarly, if some other condition or effect (such as stun or paralysis) prevents the affected creature from moving at the start of its turn, the effect ends. Otherwise, the effect continues, and, as a result, may last several rounds. Even if the Shrieking Harpy is eliminated, the affected creature's actions are still limited until the start of its next turn.

Lure does not prevent a routing creature from attempting to rally. A creature's routing movement is not restricted by Lure. It will still move as close to its exit as possible, regardless of the Shrieking Harpy's location. Routing does not cause the Lure effect to end.

A creature's actions may be limited by only a single Lure ability at a time. If a creature is affected by multiple Lure abilities, it can choose which it is currently affected by.

Minion/Minions: Minions are subject to the normal faction restrictions that apply when building your warband. In other words, if you are building a constructed LE warband, your minions must also be from the LE faction unless you add them to your warband via an ability (such as Warband Building) that allows you to use out-of-faction creatures.

Mummy Rot (Use after hit is determined; target takes 15 damage at the start of its next turn and gets save -2; DC 21): A successful save against this ability avoids the start-of-turn damage as well as the save penalty. The start-of-turn damage from this ability does not stack with itself. In other words, if a creature would take damage from multiple instances of Mummy Rot at the start of its turn, it takes damage from only the most extreme one.

Pushback: Unlike many other creatures' Pushback abilities, the Ogre Brute's Pushback is not optional. (The Alphabetical Reference entry for Pushback will be deleted, because it does not properly handle the several variations of Pushback card text that have been published.)

Raging Mount (While this creature's hp are half its starting total or below, its rider gains Rage): This ability only grants the Rage ability to the rider, so the rider must also be at or below half its starting hp total in order to receive the damage bonus from Rage.

Shadow Life (Save +4 against special abilities and spells that affect only living creatures): This ability prevents effects from spells or abilities that specify living creatures in their target descriptions. It does not prevent abilities such as Sneak Attack.

Swarm Attack (card text varies): A creature is not affected by its own Swarm Attack ability.

Willing to Follow CREATURE: This special ability works just like Willing to Follow, except that this creature can receive commander effects from only the specified commanders.
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