Nice writeup Grond0! Such a change of pace from your usual.
I concur! Please, do continue this way, Grond0.
Nice writeup Grond0! Such a change of pace from your usual.
I concur! Please, do continue this way, Grond0.
Entering Ollabelle, a neutral good abjurer (re-randomized + same mods).

My first memory is of the death of my parents. I was five. Bandits. They didn't say a word as they rode down our caravan.
I don't know why they left me alive.
I haven't been able to escape the nightmares. Over and over, I look out the window of the coach, make eye contact with a blue-eyed rider, and watch as he raises his bow.
I suppose that's why I asked Gorion to teach me about defensive magic. Someday, I'm going to meet that blue-eyed bandit again. And when he releases his arrow, I expect it to be aimed at me.
In other news, Nora was not long for this world. I got her to level 6/5 and took on SCS Bassilus. That was premature without free action...
Sorry to hear that. Brat has just had his first experience of hold person - fortunately his companions were there to make sure it wasn't his last ...
I hope Ollabelle can cast her way to success.
Great stuff Grond0! I'm unlikely to tire of reading and hope you won't tire of writing...
Best of luck B_V with your latest creation.
Kathlen, Gnome Cleric/Illusionist (1st update)
[Note: in my previous post I introduced Kathlen as a Cleric of Garl Glittergold. But I discovered that unfortunately her True Neutrality doesn't allow her to. An oversight on my part, to which I have the following solutuion: instead of following Garl Glittergold, Kathlen worships Baravar Cloakshadow. That deity does have TN priests, and is also appropriate because he's the preeminent Gnome god of magic. I've corrected my previous post.]
Save for the company of Nippy, your trusty rabbit companion, you find yourself on your own with Gorion's sad death and Imoen's return to Candlekeep (after she had been so sweet but also unwise to follow you around) barely behind you. You decide against visiting the FAI. Hopefully doing the non-obvious will shake off any bounty hunters. You travel south to Beregost, where you help what people you can with simple chores, not necessarily because you're such a neighborly type but rather because you're in need of coin. You even kill some Spiders and Ogrillons by putting them to Sleep, and Skeletons near High Hedge by Shielding yourself and clubbing them down. South of the High Hedge you rescue Melicamp, a mage apprentice-turned-chicken, from a Wolf. Thalantyr the Conjurer impresses you by restoring Melicamp's human form, an advanced type of transmutation magic you can only hope to possess once you become more skilled in the arcane art.
On the southcoast you come upon an excavation site. Charleston Nib the archaeologist asks you to stand guard while he and his crew enter an ancient settlement they have just laid bare. You get a big scare when suddenly all the diggers go berserk and attack you. You find it impossible to dodge their collective attacks and you've only downed two when you find yourself gasping for breath, severely injured. A Hold Person freezes the remaining diggers, and with a sense of regret, you finish them off using your Sling.
The Nashkel mayor wants you to investigate corrupted iron ore and disappearances of people in the Nashkel Mines, and you tell him you will. When you reach the Mines you learn that Kobolds have assumed control of the area, including the mines. You know that Kobolds tend to operate in large groups, communities, and reckon they might be a bit too much to handle for you at this stage. You have your hands full staying out of trouble as it is, with the memories of the bounty hunters still fresh on your mind. Therefore you decide to finally travel to the FAI. On your way you are given a green scroll of PfMagic, take a Flaming Fist deserter (Samuel) with you, receive a charisma-enhancing ring from Lord Foreshadow, Sleep and slay a rogue Ogre with a belt fetish as well as numerous Hobgoblins, and find a ring that increases the number of spells you can cast.
At the entrance to the inn a shady character, a wizard, gets very upset when you attempt, unsuccessfully, to Silence him from too close a range to remain unseen. He knows who you are and begs you to hold still. He then treats you to a Melf's Acid Arrow. It causes you to flee into the Temple of Garl Glittergold, run by Gellana Mirrorshade (in whose care you leave Samuel the deserter).
It wasn't a blue eyed bandit that did for Ollabelle -- it was a backstabbing Amazon who ambushed her. Kivan and Ajantis didn't even notice the thief who slipped through until it was too late. Sarevok wins.
(I should have gone with mirror image as the first spell up instead of spell deflection.)
On a positive note, this is about as far as I've ever made it through a no-reload run with SCS. I had to flee from the Molkar ambush, and I was a moment away from fleeing from the Amazons. Tough fights.
Hard luck B_V. I agree that those are tough fights. It's often a lot easier if you run away the instant you spot the ambushers and then travel round to enter the area somewhere else. They will track you down soon enough, but it provides you with an opportunity to buff a bit and prepare your ground.
Kathlen, Gnome Cleric/Illusionist (2nd update)
You return to the FAI where you recruit Gorion's friends Khalid and Jaheira, accept their potions, and respectfully dismiss them with the message that you prefer to find your own way in life. Gellana Mirrorshade sells you a couple of blue and purple concoctions that temporarily increase the consumer's intelligence.
With these potions you travel to Thalantyr. You buy a scroll of Friends, quaff some of the potions and scribe the spell into your spellbook. You then rest and memorize Friends. When you get up, you find your intelligence still higher than usual as you immediately identify a bunch of enchanted darts you had taken from the Ankheg hoard. You cast Friends on yourself, buy about fifteen scrolls, quaff another INT potion, and copy your spells (inclusing those from scrolls you've found elsewhere) into your spellbook. You can now memorize such spells as Burning Hands, Chromatic Orb, Grease, Magic Missile, Protection from Petrification, Spook, Invisibility, Luck (to enhance Nippy's trap finding skills), Mirror Image, PW: Sleep, Ray of Enfeeblement, Strength, Dire Charm, Flame Arrow, Ghost Armor, and Minor Spell Deflection.
You also buy the Claw of Kazgaroth from Thalantyr and, after recasting Friends, a Helmet of Charm Protection at the smithy in Beregost.
Southwest of Beregost, close to where you rescued Melicamp, you run into the wicked priest Bassilus. He's standing amidst an army of Zombies and Skeletons he addresses as if they're his family members. You had heard of Bassilus back in Beregost, and of the 5000 GP bounty on his head. You want that reward.
A Silence 15' Radius shuts him up, but he saves against two Hold Persons,
You travel further west, leaving the Red Canyons behind, and traverse the grassy low lands for hours until you feel almost too weary to continue. But then the rustle of waves startles you. You've reached the shores of the Sword Coast. In the distance you discern a lighthouse. The area seems quiet, so you let Nippy out of your pack. However, just to be safe you cast Invisibility on your familiar and on yourself. The lighthouse seems abandoned but for three Worgs you choose to ignore. Further down the shoreline you spot three Sirines, but they can't see you or Nippy. You take your boots off and paddle northward along the coastline. Nippy on the other hand keeps to the beach. You spot more Sirines and a Nereid, beautiful creatures, but very territorial you know. They appear to be guarding the entrance of a cave. Overcome by curiosity you slip past the fey creatures and enter the cave. It looks to be abandoned, but Nippy knows better. Your rabbit jumps against your thigh, beckoning you to stop, before it starts disarming various traps.
The reward for taking down Bassilus and the sale of miscellaneous treasure allows you to purchase the Robe of the Neutral Archmagi. It's somehow short though as you put it on; it doesn't even fully cover your knees. You decide to wear a pair of pantaloons below the robe, even if it changes your clerical appearance into a more roguish look. With still a few thousand gold to dispose of, you ask Thalantyr if he has any protective cloaks for sale. He tells you he hasn't, and refers you to the Sorcerous Sundries in Baldur's Gate and to the Ulgoth's Beard Inn.
Upon arrival, the city of Baldur's Gate proves inaccessible as the Dukes have decided to close the gates until the bandit plague has been contained. With your wand of fire you make a modest contribution to that cause.
In Ulgoth's Beard you were luckier in your search for a good protective cloak: the innkeeper sells you a Cloak of Displacement for little more than 3000 GP.
You wander back to Beregost, the geographical heart of the Sword Coast, asking yourself what the next days have in store for you. On the one hand you feel contentment about your attainments and excitement about the unpredictability of your future, but on the other hand you struggle with the apparent purposelessness of your life. Yes, you have your arcane studies, and your devotion to Baravar Cloakshadow, but is that it? Or are you supposed to do something in particular with your talents?
Kathlen, Gnome Cleric/Illusionist (3rd update)
In Beregost some of the townspeople speak of the Firewine Ruins as a place with riches for those who dare to venture there. You decide to check the place out for yourself, and also to visit nearby Durlag's Tower that a guy named Ike wanted to sell you a tour to in Ulgoth's Beard.
Thus you travel east from Beregost. Your journey is uneventful until you reach an area of barren land inhabited by Basilisks. Thankfully you are invisible when you first notice them. The creatures can't perceive you. You retreat to a quiet spot where a Ghoul offers to serve you. You accept the offer, remembering that Ghouls and most (if not all) undead are immune to gaze attacks. You animate two Skeletons, and turn invisible again. The undead clear the area of ten Basilisks, and of their evident master, a Gnome wizard like yourself, albeit it one with much darker motives than you.
On the top floor Nippy and you spot a demoness disguised as a Dryad. Your seeing through the illusion and your refusal to "accompany" the creature causes it to go hostile. You summon two Skeletons to deal with her but she keeps going ethereal, so you decide to leave her to her own devices.
You them travel to the Firewine Ruins, but when you encounter the area replete with Kobolds, you lose much of your curiosity since you're sure the treacherous, smelly creatures will have taken what treasure the ruins might have contained. Nevertheless, visiting the Firewine Ruins doesn't turn out to be a complete waste of time: your Skeletons dispatch an evil brawler for you, allowing you to take the Gauntlets of Weapon Expertise from his corpse.
You make a stop at the Nashkel Carnival to look for useful wares, only to step inside the wrong tent at the the wrong time. You expect to meet a merchant but witness one wizard killing another one, and then turning to you with the same purpose. Two Minor Spell Deflections, two Magic Missiles and a Wand of Fire-cast Aganazzar's Scorcher later, the wizard lies dead at your feet.
Congrats Grond0 on tackling the Nashkel Mines and Nimbul and Tranzig at level 1/2! Nice escapes as well ![]()
B_V, it's good to see you break your personal no-reload record, even if the death of Ollabeth is sad. @Grond0, in the latest version of SCS Molkar and Lamalha appear in ambush areas while transitioning, so leaving and returning to deal with them later is going to be hard or impossible.
@Grond0, in the latest version of SCS Molkar and Lamalha appear in ambush areas while transitioning, so leaving and returning to deal with them later is going to be hard or impossible.
Thanks for the info. I haven't seen that behaviour yet, although I've played with v30 a reasonable amount. Returning later may still be possible if they are not coded to disappear as there are a finite number of potential ambush locations. Typically I would wish to return to one of these after a basilisk ambush results in one of the party being stoned ...
@Grond0, in the latest version of SCS Molkar and Lamalha appear in ambush areas while transitioning, so leaving and returning to deal with them later is going to be hard or impossible.
It's optional component. Fwiw, I don't use it.
Nice progress Blackraven.
Cheers!
It's optional component. Fwiw, I don't use it.
You're right. It can be changed in the .ini file.
Nice progress Blackraven.
Cheers!
Thanks Golden! I'm generally faster solo, though I worry about being Thiefless. Nippy's trap detection/removal skills are not as great as I'd like them to be and my meta-knowledge as to trap locations and characteristics is limited.
What about Eren?
It's often a lot easier if you run away the instant you spot the ambushers and then travel round to enter the area somewhere else.
In EE, SCS seems to always stick these fights into random map transition ambushes, which makes them harder. Several times I've been trying to rest after a beatdown, then had to flee from whatever showed up while I was trying to sleep, only to end up in a tiny map surrounded by Molkar & friends, or the amazons, without full hitpoints or a full complement of spells.
To note for future runs: always travel between areas fully prepared for a rumble, with CHARNAME ideally invisible.
You're right. It can be changed in the .ini file.
Thanks for the tip Aasim. I think I'd rather have them show up in a bigger map. I'm going to try to change that behavior and see what happens.
@Blackraven, Grond0: very nice writing ![]()
Thanks for the tip Aasim. I think I'd rather have them show up in a bigger map. I'm going to try to change that behavior and see what happens.
You can't change that easilly once SCS is installed. There are three ways to play this:
1) vanilla - they "wait" for you to approach - this is what I use - to get this, SCS component of "Improved deployment of parties of Assassins" must be skipped on install time
2) install "Imp.dep.of Assassins" as it is - this way they spawn in between areas
3) toggle .ini option and install "Imp.dep" - this way they spawn in cities, usually after rest
In EE, SCS seems to always stick these fights into random map transition ambushes, which makes them harder. Several times I've been trying to rest after a beatdown, then had to flee from whatever showed up while I was trying to sleep, only to end up in a tiny map surrounded by Molkar & friends, or the amazons, without full hitpoints or a full complement of spells.
To note for future runs: always travel between areas fully prepared for a rumble, with CHARNAME ideally invisible.
Understood. That must be a peculiarity of the way SCS interacts with EE then, as v30 doesn't work like that in my BGT modded installation.
Incidentally, with more vulnerable characters I sometimes deliberately seek those ambushes before progressing with the storyline - to avoid situations like them turning up in the middle of a fight at the Bandit Camp. That might be something you could consider as well so that you don't end up fighting them with resources depleted.
I went with the SCS option to have the assassins spawn in the cities; hopefully Pter will get that far. The readme suggests that there are bugs that can appear with this route; we'll see what happens.
Entering Pter, a human undead hunter.

"What has Gorion dragged back to Candlekeep now?" Ulraunt asked.
"A young paladin from the Order of the Red Falcon." replied Rieltar, "Going by the name of Pter. He says that the Lady of Strategy sent him here to purge the Candlekeep cellars of undead. He seems to be completely obsessed with the idea."
"Inconvenient," mused Ulraunt. "What should we do? Allowing the Bloodhawk to become aware of our affairs could cause trouble."
"Indeed," said Rieltar. "Inform your gatewarden that you have received a tome suitable to grant entry to the keep from the scholars Shank and Carbos. They are professionals; it will be over quickly. Have the watchers investigate the incident if you like."
"And will they do for Imoen too?" asked Ulraunt. "Gorion's other whelp?"
"Yes," replied Rieltar. "Koveras has already given word."