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| description = Aradin is a NPC in Baldur's Gate 3. He led a failed infiltration to the Goblin Camp in search of a treasure called The Nightsong.
| description = Aradin is a NPC in Baldur's Gate 3. He led a failed infiltration to the Goblin Camp in search of a treasure called The Nightsong.
| image = Aradin-thumbnail.jpg
| image = Aradin-thumbnail.jpg
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aradin-thumbnail.jpg|Portrait
Aradin Model.png|Model
Aradin Model.png|Model
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|va=[https://www.imdb.com/name/nm7787239 Ash Rizi]|size=Medium|type=Humanoid|race=Human}}
'''Aradin''' is an adventurer in ''[[Baldur's Gate 3]]''. He and his adventuring party are searching for a treasure called ''The Nightsong''.
'''Aradin''' is an adventurer in ''[[Baldur's Gate 3]]''. He and his adventuring party are searching for a treasure called ''The Nightsong''.
==Overview==
==Overview==
Line 30: Line 30:
===Act Three===
===Act Three===
If alive, Aradin will be found arguing with an Animated Armour outside [[Sorcerous Sundries]] the [[Lower City]].
If alive, Aradin will be found arguing with an Animated Armour outside [[Sorcerous Sundries]] the [[Lower City]].
You can tell him that the Nightsong is at your camp, however Aradin will hire a large mercenary group and confront you at night to kidnap her. His group contains the following characters:
* [[Baff Elkhorn]]
* [[Bearclaw]]
* [[Qora|Devilis Qora]]
* [[Lobo Denysse]]
* [[Zoryxx|Prayerboy Zoryxx]]
* [[Antinnia|Quivers Antinnia]]
* [[Sue|Thunderstorm Sue]]


==Combat==
==Combat==


=== Attacks and Abilities===
=== Attacks and Abilities===
{{Feature box|Main hand attack|item=Greatclub}}{{Feature box|action surge}}
{{Feature box|Main hand attack|item=Greatclub}}
{{Feature box|action surge}}


=== Items ===
=== Items ===

Revision as of 14:08, 15 June 2024

Aradin is an adventurer in Baldur's Gate 3. He and his adventuring party are searching for a treasure called The Nightsong.

Overview

Background

Aradin, alongside his other fellow adventurers, were offered a huge sum of money by a wizard in Baldur's Gate in exchange for a treasure called The Nightsong.

Their quest brought them to the Shattered Sanctum, underneath the Goblin Camp. Aradin's crew partnered up with the archdruid Halsin to attempt to infiltrate into the Shattered Sanctum, who had his own, different, reasons for wanting to go.

They failed, which left half of Aradin's crew dead and the druid Halsin either captured or dead. Aradin and his two remaining companions, Barth and Remira, fled to the Emerald Grove with goblins in hot pursuit.

Quests

Involvement

Act One

Aradin can be first encountered outside the Druid Grove, begging to be let in before the goblins chasing him arrive. As the party approaches, the goblins attack before Aradin can be let inside and combat begins. If Aradin survives the combat, he confronts Zevlor inside the Druid Grove and, depending on the talking party member's dialog choices and ability checks, his group will be found drinking in the grove or depart the grove.

If he departs, he can later be found outside the Blighted Village X: 84 Y: 411 among the bodies of his fallen companions; if not, he will stay in the Druid Grove. In either location, Aradin will tell the party he is giving up on his quest to find the Nightsong and will offer what he knows if the party is interested. This starts the quest Find the Nightsong.

Act Three

If alive, Aradin will be found arguing with an Animated Armour outside Sorcerous Sundries the Lower City.

You can tell him that the Nightsong is at your camp, however Aradin will hire a large mercenary group and confront you at night to kidnap her. His group contains the following characters:

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Greatclub
Normal weapon damage

Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Action Surge.webp

Immediately gain an extra action to use this turn.
 Range: Self

Items

Companion approval

Act 1: Emerald Grove

After the fight at the gates of the Emerald Grove, Aradin will get into an argument with Zevlor. There are several ways to intervene. In all of these cases, approval is only gained/lost on successful checks.

  • [Persuasion 15] "More violence won't bring back those you lost. Stop and think."
  • [Intimidation 10] "If you want me to take both of you down, I will. Otherwise, knock it off."
  • [Intimidation 5] "STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF." Barbarian
  • [Intimidation 5] "Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down?" Half-Orc
Any of the above: Gale approves +8 Shadowheart approves +1 Wyll approves +1 Karlach approves +1
  • Stand back and watch. Shadowheart approves +1
  • Hit Zevlor. AC 17 Attack roll Laezel approves +1 Wyll disapproves -1 Karlach disapproves -1
  • Hit Aradin. AC 16 Attack roll Laezel approves +1 Wyll approves +1 Karlach approves +1

Act 3: Outside Sorcerous Sundries

  • Telling him you found the Nightsong, and saying any of the following:
    • "She's immortal. And tough. You can forget about turning her in for a reward."
    • [Deception 15] "She's gone - I'm not sure where to." (Note: Only the version of this line that is actually a lie will give approval.)
    • [Intimidation 15] "Piss off."
    • [Persuasion 15] "To chase the Nightsong is to once more rush into danger - reflect on your past mistakes." Cleric Monk
Any of the above: Karlach approves +1 Wyll approves +1 Astarion approves +1 Laezel approves +1 Shadowheart approves +1 Gale approves +1 Minthara approves +1 Jaheira approves +1 Minsc approves +1 Halsin approves +1
  • Telling him you found the Nightsong, and that she's at your camp. Breaks Oath of Devotion Karlach disapproves -1 Wyll disapproves -1 Astarion disapproves -1 Laezel disapproves -1 Shadowheart disapproves -1 Gale disapproves -1 Minthara disapproves -1 Jaheira disapproves -1 Minsc disapproves -1 Halsin disapproves -1
  • [Deception 15] Lie and tell him you didn't find anything. Karlach approves +1 Wyll approves +1 Astarion approves +1 Laezel approves +1 Shadowheart approves +1 Gale approves +1 Minthara approves +1 Jaheira approves +1 Minsc approves +1 Halsin approves +1

Act 3: At Camp

If telling Aradin that the Nightsong was at your camp, failing the roll to lie to him about not knowing where she was, or failing the roll to persuade/intimidate him out of pursuing her, then Aradin and his buddies will later attack you at camp, trying to reclaim her. There will be several dialogue options in this case, some of which can earn approval.

  • "You're making a mistake, Aradin. Stop this before it's too late." Halsin approves +1
  • "I'm going to enjoy ripping your head off." (Note: unavailable to Fighters, Rogues, or Barbarians.) Karlach approves +1 Gale approves +1 Wyll approves +1 Astarion approves +1 Shadowheart approves +1 Laezel approves +1 Jaheira approves +1 Minthara approves +1 Minsc approves +1
  • Barbarian "You DARE challenge me? I'm going to rip you apart." Karlach approves +1 Gale approves +1 Wyll approves +1 Astarion approves +1 Shadowheart approves +1 Laezel approves +1 Jaheira approves +1 Minthara approves +1 Minsc approves +1
  • Monk "Do not let simple coin blind you. This path will lead to regret and senseless death." Halsin approves +1
  • Fighter "You're a competent warrior - but you're nothing compared to me." Halsin approves +1
  • Rogue "You managed to track me down? I'd be impressed if I wasn't about to slit your throat."

Notes

  • It was datamined in 2022 that Aradin's full name is Aradin Beno and his mercenary group is called The Beno Boys: "Aradin Beno. Leader of the Beno Boys. Adventurers for hire 'n' all."[1] This can be confirmed by using Speak with Dead on him or one of his crew members if they are killed at the player's camp.

Quotes

We was running for our lives.
— Aradin offers a half-arsed explanation

References

External links

Aradin Beno on the Forgotten Realms Wiki