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Monster Battle #418 - Solitude.

Posted by GM Cassia GaiaFor group 0
GM Cassia Gaia
GM, 145 posts
Tue 11 Nov 2014
at 06:15
  • msg #1

Monster Battle #418 - Solitude





     a   b   c   d   e   f   g   h   i   j
   +---+---+---+---+---+---+---+---+---+---+
1  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
2  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
3  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
4  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
5  |   |   |   |   |       |   |   |   |   |
   +---+---+---+---+       +---+---+---+---+
6  |   |   |   |   |       |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
7  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
8  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
9  |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+
10 |   |   |   |   |   |   |   |   |   |   |
   +---+---+---+---+---+---+---+---+---+---+

Solitude
player, 1431 posts
Come my friends...
CR18
Wed 12 Nov 2014
at 00:26
  • msg #2

Re: Monster Battle #418 - Solitude

The hooded sorcerer steps into the arena through an ovular disk of shimmering silver/white light, in the background of which can be seen the exterior of the Garrulus Pub and Winery, a translucent armor-like field already visible about his person. The disk vanishes a moment after he steps through it.

He makes his customary nods to the crowds, wherever they may be, and then calmly sets to completing a series of incantations, weaving a web of wards about his person. By the end of the second spell, he vanishes from sight and not a sound can be heard of him after that.

SWIFT           : Cast Spell, Cast Spell, Cast Spell *
STANDARD        : Cast Spell, Cast Spell, Cast Spell *
MOVE            : ?
FULL            : ?

INITIATIVE      : 20
START POSITION  : A01
END POSITION    : A01
ARMOR CLASS     : 40
      TOUCH     : 36
         FF     : 38
SPELL RESISTANCE: ?
DR: ?
EFFECTS (rounds): 14 Effects
DAMAGE TAKEN    : 0
DAMAGE DEALT    : 0
VISIBLE GEAR    : 2 Rings, Robes, Rod (in hand), Staff (in hand), Scrollcase, Buckler on left arm, Small Orange stone revolving around head.
ROLLS           :


* Please assume all spells cast by Solitude in this match are cast defensively.
This message was last edited by the player at 00:46, Wed 12 Nov 2014.
GM Cassia Gaia
GM, 146 posts
Wed 12 Nov 2014
at 04:17
  • msg #3

Re: Monster Battle #418 - Solitude



A large celestial winged being armed with a greatsword flies in. Already defended by various magics, it casts some additional spells, one of the being True Seeing. Next to it appeared a massive air elemental.

When the bell rang, the celestial directed the elemental monolith to become a whirlwind and suck up Solitude while hovering a foot above the ground. The celestial moved to stand over Solitude and waited.

The whirlwind will attempt to hold you near the base, and the celestial will stand just outside the edge of the whirlwind.
quote:
Whirlwind (Su): An air monolith can transform itself
into a whirlwind at will as a standard action and remain in
that form indefi nitely. In this form, the monolith can move
through the air or along a surface at its fl y speed.
The whirlwind is 10 feet wide at the base, up to 50 feet wide
at the top, and up to 80 feet tall. The monolith controls the
exact height, but it must be at least 20 feet.
The air monolith’s movement while in whirlwind form
does not provoke attacks of opportunity, even if the monolith
enters the space another creature occupies. Another creature
might be caught in the whirlwind if it touches or enters the
whirlwind, or if the monolith moves into or through the
creature’s space.
Huge or smaller creatures take damage when caught in a
whirlwind and may be lifted into the air. An affected creature
must succeed on a DC 39 Refl ex save when it comes into
contact with the whirlwind or take 4d6 points of damage. It
must also succeed on a second DC 39 Refl ex save or be picked
up bodily and held suspended in the powerful winds, automatically
taking the indicated damage each round. A creature
that can fl y is allowed a Refl ex save each round to escape the
whirlwind. The creature still takes damage but can leave if
the save is successful. The save DC is Strength-based.
A creature trapped in a whirlwind cannot move except to go
where the air monolith carries it or to escape the whirlwind.
It can otherwise act normally, but must succeed on a Concentration
check (DC 20 + spell level) to cast a spell. Creatures
caught in a whirlwind take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. A monolith can have only as many
creatures trapped inside a whirlwind at one time as will fi t
inside the whirlwind’s volume.
An air monolith can eject any carried creatures whenever
it wishes, depositing them wherever the whirlwind happens
to be. A summoned monolith always ejects trapped creatures
before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a
swirling cloud of debris. This cloud is centered on the air
monolith and has a diameter equal to half the monolith’s
height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment, while
those farther away have total concealment. Those caught in
the cloud must succeed on a Concentration check (DC 15 +
spell level) to cast a spell.
An air monolith in whirlwind form cannot make slam
attacks and does not threaten the area around it.



Prep
STANDARD        : True Seeing, Cast, Cast

Round 1
SWIFT           :
STANDARD        : Ready
MOVE            : fly
FULL            :

INITIATIVE      : 21
START POSITION  : I9-J10
END POSITION    : C1-D2
ARMOR CLASS     : 27
      TOUCH     : 12
         FF     : 25
SPELL RESISTANCE: 37
             DR : 10/evil
EFFECTS (rounds):
True Seeing
low hum
5 other effects

DAMAGE TAKEN    : 0
DAMAGE DEALT    : 0
VISIBLE GEAR    :
ROLLS           : 19:34, Today: GM Cassia Gaia, for the NPC Trumpet Archon, rolled 21 using 1d20+7. initiative.





AIR MONOLITH

Round 1
SWIFT           :
STANDARD        : Whirlwind
MOVE            : fly
FULL            :

INITIATIVE      : 21
START POSITION  : E7-H10
END POSITION    : A1-B2-whirlwind base +1 foot vertical
ARMOR CLASS     : 31
      TOUCH     : 17
         FF     : 20
SPELL RESISTANCE:
             DR : 15/-
EFFECTS (rounds):
DAMAGE TAKEN    : 0
DAMAGE DEALT    : 0
VISIBLE GEAR    :
ROLLS           :

Solitude
player, 1432 posts
Come my friends...
CR18
Wed 12 Nov 2014
at 14:15
  • msg #4

Re: Monster Battle #418 - Solitude

By some miracle of chance, the hooded sorcerer manages to dodge the powerful buffeting winds and pull of the massive elemental force and instantly vanishes from his starting position, casting a twinning of arcane wards upon his person as he reappears in a new position.

SWIFT           : Cast Spell *
STANDARD        : Cast Spell *
MOVE            : ? **
FULL            : ?

INITIATIVE      : 20
START POSITION  : A01
END POSITION    : ? **
ARMOR CLASS     : 42
      TOUCH     : 36
         FF     : 38
SPELL RESISTANCE: ?
DR: ?
EFFECTS (rounds): 16 Effects
DAMAGE TAKEN    : 0
DAMAGE DEALT    : 0
VISIBLE GEAR    : 2 Rings, Robes, Rod (in hand), Staff (in hand), Scrollcase, Buckler on left arm, Small Orange stone revolving around head.
ROLLS           :


* Please assume all spells cast by Solitude in this match are cast defensively.
**
GM Cassia Gaia
GM, 149 posts
Thu 13 Nov 2014
at 16:38
  • msg #5

Re: Monster Battle #418 - Solitude

PM
This message was last edited by the GM at 16:38, Thu 13 Nov 2014.
Solitude
player, 1433 posts
Come my friends...
CR18
Thu 13 Nov 2014
at 20:30
  • msg #6

Re: Monster Battle #418 - Solitude

PM
This message was last edited by the player at 20:45, Thu 13 Nov 2014.
GM Cassia Gaia
GM, 150 posts
Thu 13 Nov 2014
at 22:52
  • msg #7

Re: Monster Battle #418 - Solitude

PM
Solitude
player, 1435 posts
Come my friends...
CR18
Fri 14 Nov 2014
at 14:09
  • msg #8

Re: Monster Battle #418 - Solitude

PM
GM Cassia Gaia
GM, 151 posts
Sat 15 Nov 2014
at 08:09
  • msg #9

Re: Monster Battle #418 - Solitude




The celestial pointed at the square Solitude was in and the Air Monolith moved over, still hovering 1 foot above the ground. The celestial moved and struck

Round 2
Celestial
SWIFT           :
STANDARD        : attack Solitude(nat 20, 26 damage)
MOVE            : fly
FULL            :

INITIATIVE      : 21
START POSITION  : C1-D2
END POSITION    : A4-B5
ARMOR CLASS     : 27
      TOUCH     : 12
         FF     : 25
SPELL RESISTANCE: 37
             DR : 10/evil
EFFECTS (rounds):
True Seeing
low hum
5 other effects

DAMAGE TAKEN    : 0
DAMAGE DEALT    : 26?
VISIBLE GEAR    :
ROLLS           :
00:08, Today: GM Cassia Gaia, for the NPC Trumpet Archon, rolled 53 using 1d20+33. attack.
00:09, Today: GM Cassia Gaia, for the NPC Trumpet Archon, rolled 26 using 2d8+17. damage.




AIR MONOLITH
SWIFT           :
STANDARD        :
MOVE            : fly
FULL            :

INITIATIVE      : 21
START POSITION  : A1-B2-whirlwind base +1 foot vertical
END POSITION    : A6-B7-whirlwind base +1 foot vertical
ARMOR CLASS     : 31
      TOUCH     : 17
         FF     : 20
SPELL RESISTANCE:
             DR : 15/-
EFFECTS (rounds):
DAMAGE TAKEN    : 0
DAMAGE DEALT    : 0
VISIBLE GEAR    :
ROLLS           :

This message was last edited by the GM at 08:10, Sat 15 Nov 2014.
Solitude
player, 1437 posts
Come my friends...
CR18
Sat 15 Nov 2014
at 15:14
  • msg #10

Re: Monster Battle #418 - Solitude

The hooded sorcerer takes the mighty blow from the celestial with his typical casualty and though he is buffeted by the powerful winds of the monolith, he manages to escape is grasp once more and complete a pair of incantations in a swift sequence, first attempting to rip the celestial's arcane wards to shreds and then thrusting forth a palm sized globe of pure elemental ice to blast its chest.

SWIFT           : Cast Spell *
STANDARD        : Cast Spell *
MOVE            : ? **
FULL            : ?

INITIATIVE      : 20
START POSITION  : A06
END POSITION    : ?
ARMOR CLASS     : 42
      TOUCH     : 36
         FF     : 38
SPELL RESISTANCE: ?
DR: ?
EFFECTS (rounds): 16 Effects
DAMAGE TAKEN    : 26 + 4d6 (TBD)
DAMAGE DEALT    : 31 [Cold]
VISIBLE GEAR    : 2 Rings, Robes, Rod (in hand), Staff (in hand), Scrollcase, Buckler on left arm, Small Orange stone revolving around head.
ROLLS           :


Effects on TA are dispelled, from top to bottom if of a CL or lower equalling: 22,22,23,21,25,33,29


* Please assume all spells cast by Solitude in this match are cast defensively.
** Obviously unknown if dispel succeeds in removing true seeing.
This message was last edited by the player at 15:17, Sat 15 Nov 2014.
GM Cassia Gaia
GM, 154 posts
Tue 18 Nov 2014
at 06:10
  • msg #11

Re: Monster Battle #418 - Solitude



Dispel Magic:
22-yes - TS
22-yes - SH
23-yes - EI acid
21-no  - EI cold
25-yes - EI fire
33-yes - EI Sonic
29-yes - SR

vs. in order that I listed them under effects (you can ask another GM to verify if you like)
True Seeing
Sonorous Hum(Elemental Monolith)
"Energy Immunity (all but electricity), Superior Resistance"
Alphabetical order...
Acid, Cold, Fire, Sonic
Superior Resistance



The celestial lets the air monolith vanish, the waits.



SWIFT           :
STANDARD        :
MOVE            :
FULL            :

INITIATIVE      : 21
START POSITION  : A4-B5
END POSITION    : A4-B5
ARMOR CLASS     : 27
      TOUCH     : 12
         FF     : 25
SPELL RESISTANCE: 37
             DR : 10/evil
EFFECTS (rounds):
Energy Immunity Cold

DAMAGE TAKEN    : 0
DAMAGE DEALT    : 26?
VISIBLE GEAR    :
ROLLS           :

Solitude
player, 1438 posts
Come my friends...
CR18
Tue 18 Nov 2014
at 06:43
  • msg #12

Re: Monster Battle #418 - Solitude

Seeing his orb fail to harm the celestial creature, the unseen conjurer completes another set of incantations, these sending a swarm of five bolts of sizzling purple arcane force to pummel into the large celestial, followed by a dark incantation that saps the very fluids form the creature's body, threatening to sap it dry. Then... Silence for a moment.

SWIFT           : Cast Spell *
STANDARD        : Cast Spell *
MOVE            : ?
FULL            : ?

INITIATIVE      : 20
START POSITION  : ?
END POSITION    : ?
ARMOR CLASS     : 42
      TOUCH     : 36
         FF     : 38
SPELL RESISTANCE: ?
DR: ?
EFFECTS (rounds): 16 Effects
DAMAGE TAKEN    : 26 + 4d6 (TBD)
DAMAGE DEALT    : 126+23 [Force] = 149?
VISIBLE GEAR    : 2 Rings, Robes, Rod (in hand), Staff (in hand), Scrollcase, Buckler on left arm, Small orange stone revolving around head.
ROLLS           :


TA takes 126 untyped damage, Fort. save for half, SR overcome and 23 [Force] damage, no save, SR overcome.

* Please assume all spells cast by Solitude in this match are cast defensively.
This message was last edited by the player at 14:51, Tue 18 Nov 2014.
GM Cassia Gaia
GM, 156 posts
Wed 19 Nov 2014
at 08:18
  • msg #13

Re: Monster Battle #418 - Solitude





READIED: cast True Seeing on self if Solitude casts a spell with obvious visual effect (i.e. the celestial sees a spell cast by Solitude)


I rolled a 29 fort save, what is the DC?

The celestial moves to attack the caster but missed.


SWIFT           :
STANDARD        : attack - miss
MOVE            : fly
FULL            :

INITIATIVE      : 21
START POSITION  : A4-B5
END POSITION    : C7-D8
ARMOR CLASS     : 27
      TOUCH     : 12
         FF     : 25
SPELL RESISTANCE: 37
             DR : 10/evil
EFFECTS (rounds):
True Seeing
Energy Immunity Cold

DAMAGE TAKEN    : 23 + 126(/2?) = ?
DAMAGE DEALT    : 26 + 16 = 42?
VISIBLE GEAR    :
ROLLS           :

00:10, Today: GM Cassia Gaia, for the NPC Trumpet Archon, rolled 16 using 4d6. damage.
00:11, Today: GM Cassia Gaia, for the NPC Trumpet Archon, rolled 29 using 1d20+21. fort save.
00:17, Today: GM Cassia Gaia, for the NPC Trumpet Archon, rolled 39 using 1d20+33. attack.

Solitude
player, 1440 posts
Come my friends...
CR19
Wed 19 Nov 2014
at 11:42
  • msg #14

Re: Monster Battle #418 - Solitude

Undeterred by the fact that the celestial foe can clearly spot him, the hooded sorcerer continues his onslaught, pummelling the creature with incantation after incantation, this time another barrage of purplish arcane bolts of energy and then a six bolts of pure elemental fire.

SWIFT           : Cast Spell *
STANDARD        : Cast Spell *
MOVE            : ?
FULL            : ?

INITIATIVE      : 20
START POSITION  : E08
END POSITION    : I06
ARMOR CLASS     : 42
      TOUCH     : 36
         FF     : 38
SPELL RESISTANCE: ?
DR: ?
EFFECTS (rounds): 16 Effects
DAMAGE TAKEN    : 42
DAMAGE DEALT    : 86 +31 [Force]+180 [Fire]?
VISIBLE GEAR    : 2 Rings, Robes, Rod (in hand), Staff (in hand), Scrollcase, Buckler on left arm, Small orange stone revolving around head.
ROLLS           :


TA takes 180 [Fire] damage, no save, SR overcome and 31 [Force] damage, no save, SR overcome.

* Please assume all spells cast by Solitude in this match are cast defensively.
GM Cassia Gaia
GM, 158 posts
Thu 20 Nov 2014
at 06:44
  • msg #15

Re: Monster Battle #418 - Solitude

The celestial goes down.

I thought this one had a chance, I'll have to try harder next time :)


CR 19 monster
17100 GP
8550 XP
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