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Gather Your Allies (quest): Difference between revisions

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[[File:Action EndGameAlly FlamingFistSummon.png|thumb|130px|'''Florrick's Cohort''':<br>Summon 3 highly defensive melee fighters that utilize reach.]]
[[File:Action EndGameAlly FlamingFistSummon.png|thumb|130px|'''Florrick's Cohort''':<br>Summon 3 highly defensive melee fighters that utilize reach.]]
[[File:Counsellor Florrick.png|left|thumb|130px|<p class="center">[[Counsellor Florrick]]]]</p>
[[File:Portrait Counsellor Florrick.png|left|thumb|130px|<p class="center">[[Counsellor Florrick]]]]</p>
 
===To recruit [[Counsellor Florrick]] as an ally:===
===To recruit [[Counsellor Florrick]] as an ally:===
* In Act One, rescued her from a burning building in the initial stages of [[Rescue the Grand Duke]] at [[Waukeen's Rest]].
* In Act One, rescued her from a burning building in the initial stages of [[Rescue the Grand Duke]] at [[Waukeen's Rest]].

Revision as of 04:23, 4 October 2023

The party's allies have gathered to fight the Absolute.

Gather Your Allies is a main Quest spanning all three Acts of Baldur's Gate 3. It is obtained in Act One and completed in Act Three. Its objectives are completed as various quests are completed during the campaign.





Objectives

Objectives and journal entries may vary pending player decisions and outcomes.

Recruit allies in the fight against the cult
  • Freeing ourselves of the parasite is proving more difficult than we imagined. We should be on the lookout for powerful allies - we'll likely need them in the fight to come.
  • Volo has become a most loyal ally. His powerful words of encouragement are sure to be at our backs in the trials to come.
  • Auntie Ethel is grateful for us letting her keep the child. We can rely on her help in the trials ahead.
  • Halsin is grateful for our help protecting the sanctity of life. We can count on his formidable druidic powers, should the need arise.
  • Yurgir, pleased to be free of his contract, will lend us the hellish might of an orthon in the trials to come.
  • Mizora is sure to seek revenge for her abduction to Moonrise Towers. When the time comes to face the Absolute, we'll find her on our side.
  • Isobel is grateful that, thanks to us, her beloved is safe. We are sure to have the light of Selûne guiding us in the darkness to come.
  • Dame Aylin, the fearsome aasimar, is now our sworn ally. She'll have our backs in any fight - no matter the enemy.
  • Lorroakan is more powerful than ever with the Nightsong in his possession, thanks to us. The might of Ramazith's Tower will be at our backs, should we ever need it.
  • Rolan is grateful for our help securing his position in Ramazith's Tower. We can rely on the tower's full power, should we ever need it.
  • Arabella is back from learning how to control her powers. We can trust that her magic will be there to help us when we need it most.
  • The strange creature is thankful that we helped it enter the city. No doubt we'll have a powerful ally when we need it most.
  • Valeria feels indebted to us for having saved her from an untimely death. She and her City Watch are prepared to support us in the final battle.
  • Dammon the weaponsmith has become a staunch ally. We can rely on his ingenuity and the owlbear cub's might in our final battle.
  • Wulbren and the Ironhand Gnomes no longer have to contend with the Gondians. We can rely on their aid, should we ever need it.
  • The Gondians' lives were saved with our help. We've made loyal allies in them, should we ever need their aid.
  • Barcus won't forget that we helped him become the new leader of the Ironhand Gnomes. We can count on his support should we ever need it.
  • Grand Duke Ravengard is grateful for us saving him from the Absolute's clutches. He will stand by our side in the final battle.
  • Florrick is immensely grateful that we freed her and helped with the threat at Moonrise. We are sure to have her and the Flaming Fist by our side when we need it most.
  • The Zhentarim don't like to be in anyone's debt - it's bad for business. For helping them, we are sure to have their blades on our side, should it come to protecting the city. It's their new home, after all.
  • Nine-Fingers is grateful that we helped her retain control of the Guild - she's not one to give away what's hers. We can count on her and her Lady's Court in the final battle.
  • Mol isn't one to forget those who have helped her along the way. She'll have our back in the fight to come.
  • We've made an ally of Kith'rak Voss. He and his mighty steed will aid us when the time comes.
  • Astarion is grateful for us helping him become Vampire Ascendant. We can count on his dark magic in the final battle.
  • The Gur people are grateful for our role in taking down Cazador Szarr. We are sure to have them by our side, come what may.
  • Shadowheart is thankful that we helped her gain her rightful position in the Sharran Cloister. We can count on the dark power of the Sharrans in the battle to come.
  • Viconia is grateful that we helped her establish her rightful position. We can count on Viconia and Lady Shar's faithful in the fight to come.
  • Jaheira has joined our party. We'll have whatever aid the High Harper can muster in the fight to come.
  • Bhaal is most pleased we have embraced him. The Lord's slayer will make for a powerful ally in the battle ahead.
Updates for Deceased/Abandoned Characters

The following objectives are added for characters who leave or are killed:

  • Halsin has left, forging his own path. He won't help us in the fight to come.
  • We killed Dammon, so he and the owlbear cub can no longer aid us in the battle to come.
  • Shadowheart has left, so we will be without her aid in the battle to come.
  • We killed Viconia, so have lost the aid of her and Lady Shar's faithful.
  • Auntie Ethel would have lent us her aid, but we killed her before she could.
  • We killed Ulma, so we will no longer have the help of the Gur people in the final battle.
  • Astarion is gone, so we will be without his aid in the fight to come.
  • Counsellor Florrick was ready to support us in battle, but we killed her before she could.
  • The Guild are leaderless. They're in no condition to help us in our fight.
  • The Zhentarim are newly victorious, but leaderless. They will be busy with matters of their own, so will not be able to aid us.
  • Jaheira has left us - and with her, any chance of aid from the Harpers in the fight to come.
  • With Wyll dead, Mizora has little interest in helping us.
  • We sent Yurgir, who could have been a powerful ally in our final battle, back to the Hells.
  • We killed the owlbear cub, despite how far it had come. We will no longer have its support in the battle to come.
  • The phasm would have aided us in battle, no matter how formidable our foe, but we killed it.
  • We killed Grand Duke Ravengard, who can no longer help us in the fight to come.
  • We killed Isobel despite all we did for her and Dame Aylin. She can no longer help us in the final battle.
  • We killed Dame Aylin despite all we did for her and Isobel. She can no longer help us in the final battle.
  • We killed Lorroakan, so no longer have his support from the heights of Ramazith's Tower.
  • We killed Rolan, despite having helped him accomplish his goals. He can no longer aid us when the time comes.
  • We killed Wulbren. He can no longer aid us in our final battle.
  • We killed Barcus, an unfortunate gnome until the end. He can no longer aid us in our final battle.
  • We killed Valeria, despite having saved her so recently. She can no longer aid us in our final battle.
  • We killed Volo, just a humble bard and documentarian at the core. He can no longer help us in the fight to come.
Quest Compete
  • The allies we've made on our journey have all gathered together - ready to lend us their power in the battle ahead. It is time to finish this - once and for all.

Walkthrough

Note that objectives for this quest are often mutually exclusive (ie, those who choose to side with Minthara over Halsin would not receive these objectives in their quest log.)

Companions

For all companions, they must be recruited in Act One and their personal story quests must be resolved for their objectives to be completed in Gather Your Allies.

Volo

Volo's Guide to Monsters:
+2 to Attack Rolls, Saving Throws and Ability Checks.

To recruit Volo as an ally:

  • During Act One, complete Rescue Volo to free him from the goblins at the Goblin Camp.
  • During Act Three, Volo is encountered again near the Steel Watch Foundry in the Lower City, tied to a chair in front of several Smokepowder barrels. After battling Volo's captors and saving him before the barrels explode, he will join your camp.

Auntie Ethel

Veil of the Weird:
Channel Auntie Ethel's magic to render 5 creatures withing range Invisible.

To recruit Auntie Ethel as an ally:

  • Complete Get Help from Auntie Ethel and following part of the Save Mayrina questline. After fighting Auntie Ethel and reducing her health a sufficient amount, Ethel tries to make a deal for a permanent stat boost in exchange for keeping Mayrina, leaving their deal intact.
  • If the party killed Ethel, they can still work with her by finding her disguised as Captain Grisly during Save Vanra. If the party kills Lora, then Ethel is willing to strike a deal with them, even if they killed her previously, as she is so amused by the turn of events.

Rolan

Rolan's Firestorm:
Call upon Rolan, to unleash a fiery barrage from the Ramazith's Tower. 10d6 Damage TypesFire + 10d6 Damage TypesForce damage.

To recruit Rolan as an ally:

Halsin

Spirit of the Land:
Affected entities gain +1 to all Ability Scores, +2m Movement Speed.

To recruit Halsin as an ally:

Arabella

Weavewalker:
One must remove all obstacles to follow one's destiny. Arabella's favour grants affected entities Freedom of Movement.

To recruit Arabella as an ally:

Dammon

Battle-Ready Owlbear:
Summon your owlbear cub, all grown up and ready to rage; in full armour.

To recruit Dammon as an ally:

Mol

Fetcher's Favour:
Affected entities can cast Rays of Fire, reduce all Damage TypesFire damage by 5 and gain additional 1d4 to Charisma checks and Saving Throws.

To recruit Mol as an ally:

  • In Act One, complete Save the Refugees by siding with the Tieflings.
  • In Act Three, find Mol in the Guildhall and learn about her contract with Raphael. If her contract is stolen from the House of Hope, she agrees to help in the final fight. If Raphael is killed, the contract can be still given to Mol, but Raphael's death can not be mentioned, and a successfull Persuasion Check must be passed.

Yurgir

Hellstalker Yurgir:
Summon Yurgir to join your side in battle.

To recruit Yurgir as an ally:

  • In Act Three, complete Deal with the Devil by breaking into the House of Hope. Yurgir's willingness to help the party depends on whether Break Yurgir's Contract was completed by in Act Two by defeating the Dark Justiciar Lyrthindor.
  • He can be convinced to fight against Raphael with a persuasion check of 30, if the party killed him during Kill Raphael's Old Enemy. If he is persuaded and Raphael is defeated, then he will agree to help in the final fight.

Mizora

Mizora, Agent of Avernus:
Summon Mizora to join your side in battle.

To recruit Mizora as an ally:

  • In Act Two, complete The Blade of Frontiers by saving Mizora in the Mind Flayer Colony.
  • In Act Three, speak with Mizora at Wyrm's Rock as part of The Grand Duke. She will then appear at your camp during the next long rest, and will remain there for the rest of the game. Speak to her and choose "If you're going to be staying, I need something in return." Mizora states that she wishes to take revenge on the Absolute after being kidnapped and agrees to help in the final fight.

Isobel

Balm of the Moonmaiden:
Heal 14d6 up to 6 nearby allies.

To recruit Isobel as an ally:

Dame Aylin

Sword of the Silverlight:
Summon Dame Aylin, to join your side in battle.

To recruit Dame Aylin as an ally:

Jaheira

Silver Harp Squadron:
Summon 3 elite Harper archers, to join your side in battle.

To recruit Jaheira as an ally:

  • In Act Three, complete The High Harper with Minsc left alive. After Minsc is tracked down, he must be defeated with a non-lethal strike, given protection by the Astral Prism, and shown that the real Jaheira is alive. After this, Minsc joins the party as a companion and Jaheira counts herself as a loyal ally to the party.

Valeria

The Watch:
Summon two City Watch great weapon fighters.

To recruit Valeria as an ally:

Lorroakan

Lorroakan's Firestorm:
Lorroakan uses all the arcane might Ramazith's Tower, 10d6 Damage TypesFire + 10d6 Damage TypesForce damage.

To recruit Lorroakan as an ally:

Ulder Ravengard

Rallied:
Galvanising word and will of Duke Ravengard runs hot through your veins - gain 30 temporary hit points.

To recruit Ulder Ravengard as an ally:

  • In Act Three, find the Duke alive at the end of Rescue the Grand Duke. This can be achieved by Wyll remaining in a pact with Mizora in exchange for the Duke's location, or simply by rescuing the Duke in the Iron Throne prison during the Save the Gondians quest. If Wyll broke his pact with Mizora, he needs to be protected from explosive spiders in addition to the sahuagin on the exploding prison.

Counsellor Florrick

Florrick's Cohort:
Summon 3 highly defensive melee fighters that utilize reach.

To recruit Counsellor Florrick as an ally:

Nine-Fingers Keene

Guildmaster Keene's Fixers:
Summon two elite assassin mercenaries.

To recruit Nine-Fingers Keene as an ally:

  • In Act Three, during Aid the Underduke, the Guild is invaded by the Zhentarim, who seek to overthrow them and take control over Baldur's Gate's criminal underbelly. Side with the the Guild and keep Nine-Fingers Keene.

Zhentarim

Action EndGameAlly ZhentarimUnits.png

To recruit the Zhentarim as an ally:

Wulbren

Ironhands Grenadiers:
Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot Smokepowder Arrows.

To recruit Wulbren as an ally:

Barcus

Ironhand Grenadiers:
Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot Smokepowder Arrows.

To recruit Barcus as an ally:

Ulma

Gur Huntwardens:
Summon two Gur warriors and a Sharpshooter.

To recruit Ulma as an ally:

  • In Act Three, complete Investigate Cazador's Palace by defeating Cazador and stopping the Black Mass ritual stopped. The Gur are grateful and agree to help during the final fight.

Astarion

Retinue of the Vampire Lord:
Summon 2 Shadows, 2 Giant Skeletons, a Ghast, a Shadow Mastiff and a Werewolf.

To recruit Astarion as an ally:

  • In Act Three, defeat Cazador and complete the Black Mass ritual to help Astarion become an ascended vampire.

Kith'rak Voss

Kirh'raki Inferno:
Command the red dragon of Supreme Kith'rak Voss to breathe a wall of fire onto the battlefield. 12d6 Damage TypesFire dmg.

To recruit Kith'rak Voss as an ally:

Viconia

Nightbringer's Shadow Adepts:
Summon two Sharran Novices and two Sharran Fidelian's.

To recruit Viconia as an ally:

Shadowheart

Nightbringer's Shadow Adepts:
Summon two Sharran Novices and two Sharran Fidelian's.

To recruit Shadowheart as an ally:

Bhaal

A Most Bloody Inheritance:
The Dread Lord Bhaal looks favourably on his chosen. You can cast Stunning Gaze Stunning Gaze and your Critical Hit Attack Roll requirement is reduced by 2. This effect can stack.

To recruit Bhaal as an ally:

  • In Act Three, complete Impress the Murder Tribunal by impressing the Murder Tribunal to become a Bhaalist worshipper.
  • Must be a Dark Urge Origin.

Zevlor

The Hellrider Platoon:
Summon Zevlor and a Paladin and a Cleric.

To recruit Zevlor as an ally:

Strange Ox

An Apple a Day:
Summon Zlorb the shapeshifting monstrosity that can change into different types of monsters.

To recruit Strange Ox as an ally:

Results

Gale can also blow himself up
  • After completing Free Orpheus, the final battle begins to Confront the Elder Brain. The player receives the special skill Call Forth Allies which summons friendly units in combat based on the characters who have been recruited. The recruited characters also appear in a room in the High Hall, where they give a short dialogue line of support.

Trivia

  • Volo's passive buff, Volo's Guide to Monsters, is also a manual for the Dungeons and Dragons tabletop game.