Aphril, Elven Sorcerer: Island Concerns (or Subtitle? Subtitle? Ain't Nobody Got Time For That)
Ok. Quick coverage of Brynnlaw before I go to sleep.
The Welcoming Committee
The vampiric welcoming committee was demolished in a fraction of a round. Nonetheless, they very nearly achieved what no enemy has to date: they nearly injured Aphril.
Here we see the party's standard vampire battle opening: False Dawn from an invisible Aerie. But note well: one of the vampires is outside of the AoE.
In the past, the opening False Dawn would have been followed by double Teleport Fields, but since Aphril and Adara have sequencer now, there was no need. A pair of Skull Trap x 3 sequencers ended the vamps. But check out those bats headed for Aphril. The one vamp which hadn't been confused by the False Dawn got off a spell.
Now, in theory, this was not a threat. The vamps here have the version of Cloud of Bats that has a non zero power level. Aphril's Spell Deflection should have stopped it. Nonetheless, she chose to out run them and layer in Spell Immunity: Conjuration for extra security. Aphril remains uninjured.
Small Evil
Time to take down Galvena. The irritating thing about this fight as a mage is that you have to worry about Claire. Maybe the girl is unkillable. I don't know. But I figure it's probably not a good idea to tag her with six Skull Traps. Since Vadek took MGoI instead of GoI, a Teleport Field sufficed to lift him away from Claire.
Vadek received Ruby Ray-> Skull Trap x 3 Sequencer. Galvena was caught in the AoE and fell along with him.
Perth the Almost Adept
The buffs for this fight were the party's current standards.
Aphril: Stoneskin, Protection from Cold, Protection from Fire, Protection from Lightning, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Spirit Armor, Spell Shield, Spell Deflection, Blur, Mirror Image, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination, Spell Immunity: Conjuration
Adara: Stoneskin, Protection from Cold, Protection from Fire, Protection from Lightning, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Spirit Armor, Spell Shield, Blur, Mirror Image, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination, Spell Immunity: Conjuration
Aerie: Stoneskin, Protection from Cold, Protection from Fire, Protection from Lightning, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Spirit Armor, Spell Shield, Spell Deflection, Blur, Mirror Image, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination
Note that SI:Ev has been swapped out for SI:Con since at this stage, and in this battle, the green Prismatic Spray ray, which applies poison damage without a save, is a greater threat than Cloudkill or Death Fog. Casters who lack L5 or L6 immunity are more likely to cast Prismatic Spray. We'll probably still go SI:Ev against liches and rhakshasas
Aerie entered Perth's abode shimmery invisible, while Adara and Aphril were hard invisible. Aerie's presence triggered the encounter. As soon as Aerie heard "praeses" she cast invisibility, leaving the entire party hard invisible during Perth's Time Stop.
Perth could do nothing. Now seems like a good time to check his buffs.
Ok. Let's forget about the glaring omissions of Protection from Fire and Protection from Magic Energy. Let's assume that he was actually running those, because, in fact, he may have been. On a few occasions during this run I've noticed that mages have been immune to fire damage when nothing in their buff lists indicated that they should be. I suspect that some of the cast previously specific protections aren't displaying in the battle record. Whatever, for the purpose of the exercise, let's assume he is running Pro Fire and Pro Magic Energy. If that were the case, then Perth is reasonably well buffed here. He has a magic number of 5. We need one spell equivalent action to take down his Spell Shield, another for the Spell Trap, another for the GoI, another for SI:A, and one last one for the specific protections. Sadly for him, he's facing three mages so that only earns him 2 rounds.
Round 1: Aerie: True Seeing; Adara: Ruby Ray of Reversal- Perth; Aphril: Ruby Ray of Reversal- Perth
We're through the Spell Shield and the Spell Trap now.
Round 2: Adara: Ruby Ray of Reversal- Perth; Aphril: Ruby Ray of Reversal- Perth; Aerie: Breach (scroll)- Perth
He's stripped, and that ProMW Contingency isn't going to do him any good when the Skull Trap sequencers come to town.
And with that, Aphril, Adara, and Aerie were off to Spellhold. I'll cover the Labyrinth tomorrow.
Best,
A.
Aerie, L12/12 C/M: Kills- 250; XP Value- 34%; Most Powerful Vanquished- Shade Lord; Favorite Spell- Holy Smite; Favorite Weapon- +1 Halberd; Cumulative Damage Taken- ~50HP
Adara, L15 Sorcerer: Kills- 245; XP Value- 34%; Most Powerful Vanquished- Juggernaut Golem; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 0HP
Aphril, L15 Sorcerer: Kills- 244; XP Value- 31%; Most Powerful Vanquished: Perth the Adept; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 0HP