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Aradin Beno: Difference between revisions
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| type = [[Humanoid]] | | type = [[Humanoid]] | ||
| race = [[Human]] | | race = [[Human]] | ||
| class = [[Fighter]] | |||
| level = 3 | | level = 3 | ||
| e hp = 19 | | e hp = 19 | ||
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}} | }} | ||
'''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''. | ||
{{DiQ|We was running for our lives.|Aradin| offers a half-arsed explanation}} | {{DiQ|We was running for our lives.|Aradin Beno| offers a half-arsed explanation}} | ||
==Overview== | ==Overview== | ||
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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 {{em|The Nightsong}}. | 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 {{em|The Nightsong}}. | ||
Their quest brought them to the [[Shattered Sanctum]], underneath the [[Goblin Camp]]. Aradin's crew partnered up with the archdruid | Their quest brought them to the [[Shattered Sanctum]], underneath the [[Goblin Camp]]. Aradin's crew partnered up with the archdruid {{CharLink|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 | They failed, which left half of Aradin's crew dead and the druid Halsin either captured or dead. Aradin and his two remaining companions, {{CharLink|Barth}} and {{CharLink|Remira}}, fled to the [[Emerald Grove]] with goblins in hot pursuit. | ||
==Involvement== | ==Involvement== | ||
===Act One=== | ===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. | 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 | If Aradin survives the combat, he confronts {{CharLink|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]] {{Coords|84|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]]. | If he departs, he can later be found outside the [[Blighted Village]] {{Coords|84|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]]. | ||
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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]]. | ||
The party can tell him that the Nightsong is at the campsite, | The party can tell him that the Nightsong is at the campsite or if the Nightsong is dead and fails the intimidation roll, it causes Aradin to hire a large mercenary group and confront the party at night at the campsite to kidnap her. His group contains the following characters: | ||
* | * {{MdCharLink|Baff Elkhorn}} | ||
* | * {{MdCharLink|Bearclaw}} | ||
* | * {{MdCharLink|Qora|Devilish Qora}} | ||
* | * {{MdCharLink|Lobo Denysse}} | ||
* | * {{MdCharLink|Zoryxx|Prayerboy Zoryxx}} | ||
* | * {{MdCharLink|Antinnia|Quivers Antinnia}} | ||
* | * {{MdCharLink|Sue|Thunderstorm Sue}} | ||
==Companion approval== | ==Companion approval== | ||
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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. | 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. | ||
* | * {{Dialogue option|More violence won't bring back those you lost. Stop and ''think.''|roll=Persuasion|dc=15}} | ||
* | * {{Dialogue option|He's human - malice comes as naturally as breathing. Just show him you're the better man.|tags=Tiefling}} | ||
* | * {{Dialogue option|If you want me to take both of you down, I will. Otherwise, knock it off.|roll=Intimidation|dc=10}} | ||
* | * {{Dialogue option|'''STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF.'''|tags=Barbarian|roll=Intimidation|dc=5}} | ||
* {{Dialogue option|Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down?|tags=Half-Orc|roll=Intimidation|dc=5}} | |||
*''Stand back and watch.'' {{Approval|Shadowheart|+1}} | <small>''Any of the above:''</small> {{Approval|Shadowheart|+8}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}} | ||
* | * {{Dialogue option|''Stand back and watch.''}} {{Approval|Shadowheart|+1}} | ||
* | * {{Dialogue option|''Take a swing at the tiefling.''|roll=Attack roll|dc=17}} {{Approval|Laezel|+1}} {{Approval|Wyll|-1}} {{Approval|Karlach|-1}} | ||
* {{Dialogue option|''Aim a blow at the human, trying to knock him flat on his back.''|roll=Strength|dc=15}} {{Approval|Laezel|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}} | |||
===Act 3: Outside Sorcerous Sundries=== | ===Act 3: Outside Sorcerous Sundries=== | ||
* | Telling him you found the Nightsong, and saying any of the following: | ||
* | * {{Dialogue option|She's immortal. And tough. You can forget about turning her in for a reward.}} | ||
** | * {{Dialogue option|She's gone - I'm not sure where to.|roll=Deception|dc=15}} <small>''(Note: Only the version of this line that is ''actually a lie'' will give approval.)''</small> | ||
** | * {{Dialogue option|Piss off.|roll=Intimidation|dc=15}} | ||
* {{Dialogue option|''She'' is a being of divine origin under my protection - you will go nowhere near her.|tags=Good Cleric|roll=Intimidation|dc=15}} | |||
* | * {{Dialogue option|''She'' is a divine being - and I'll cut you down if you go anywhere near her.|tags=Neutral Cleric|roll=Intimidation|dc=15}} | ||
* | * {{Dialogue option|I have greater plans for the Nightsong - go near her and I'll kill you.|tags=Evil Cleric|roll=Intimidation|dc=15}} | ||
* {{Dialogue option|To chase the Nightsong is to once more rush into danger - reflect on your past mistakes.|roll=Persuasion|dc=15}} | |||
<small>''Any of the above:''</small> {{Approval|Karlach|+1}} {{Approval|Wyll|+1}} {{Approval|Astarion|+1}} {{Approval|Laezel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Gale|+1}} {{Approval|Minthara|+1}} {{Approval|Jaheira|+1}} {{Approval|Minsc|+1}} {{Approval|Halsin|+1}} | |||
* {{Dialogue option|She's in my camp. If you want to turn her in, you're going to have to take her down yourself.}} - Breaks {{Pass|Oath of Devotion Tenets}} {{Approval|Karlach|-1}} {{Approval|Wyll|-1}} {{Approval|Astarion|-1}} {{Approval|Laezel|-1}} {{Approval|Shadowheart|-1}} {{Approval|Gale|-1}} {{Approval|Minthara|-1}} {{Approval|Jaheira|-1}} {{Approval|Minsc|-1}} {{Approval|Halsin|-1}} | |||
* {{Dialogue option|Sorry; I didn't find anything.|roll=Deception|dc=15}} {{Approval|Karlach|+1}} {{Approval|Wyll|+1}} {{Approval|Astarion|+1}} {{Approval|Laezel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Gale|+1}} {{Approval|Minthara|+1}} {{Approval|Jaheira|+1}} {{Approval|Minsc|+1}} {{Approval|Halsin|+1}} | |||
===Act 3: At Camp=== | ===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. | 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. | ||
* | |||
* | * {{Dialogue option|You're going to regret this.}} | ||
*{{ | * {{Dialogue option|You're making a mistake, Aradin. Stop this before it's too late.}} {{Approval|Halsin|+1}} | ||
*{{ | * {{Dialogue option|I'm going to enjoy ripping your head off.}} <small>''(Note: unavailable to Fighters, Rogues, or Barbarians.)''</small> {{Approval|Karlach|+1}} {{Approval|Gale|+1}} {{Approval|Wyll|+1}} {{Approval|Astarion|+1}} {{Approval|Shadowheart|+1}} {{Approval|Laezel|+1}} {{Approval|Jaheira|+1}} {{Approval|Minthara|+1}} {{Approval|Minsc|+1}} | ||
*{{ | * {{Dialogue option|You DARE challenge me? I'm going to rip you ''apart.''|tags=Barbarian}} {{Approval|Karlach|+1}} {{Approval|Gale|+1}} {{Approval|Wyll|+1}} {{Approval|Astarion|+1}} {{Approval|Shadowheart|+1}} {{Approval|Laezel|+1}} {{Approval|Jaheira|+1}} {{Approval|Minthara|+1}} {{Approval|Minsc|+1}} | ||
*{{ | * {{Dialogue option|Do not let simple coin blind you. This path will lead to regret and senseless death.|tags=Monk}} {{Approval|Halsin|+1}} | ||
* {{Dialogue option|You're a competent warrior - but you're nothing compared to me.|tags=Fighter}} {{Approval|Halsin|+1}} | |||
* {{Dialogue option|You managed to track me down? I'd be impressed if I wasn't about to slit your throat.|tags=Rogue}} | |||
==Combat== | ==Combat== | ||
=== Attacks and Abilities=== | === Attacks and Abilities=== | ||
{{Feature box|action surge}} | |||
{{Feature box|Main hand attack|item=Greatclub}} | {{Feature box|Main hand attack|item=Greatclub}} | ||
=== Loot === | === Loot === | ||
* {{Rarity item|Potion of Healing}} | * {{Rarity item|Potion of Healing}} | ||
== Speak with Dead == | |||
{{Dialogue start}} | |||
'''Party member:''' Who are you? | |||
* '''Aradin:''' Aradin... Beno... my group... Beno boys... | |||
'''Party member:''' What did you want in life? | |||
* '''Aradin:''' Money... enough... to buy... peace... | |||
'''Party member:''' Did you have anything of value? | |||
* '''Aradin:''' Contract... | |||
** '''Party member:''' What is this contract? | |||
*** '''Aradin:''' Lotta... gold... for... Nightsong... got it from... Lorroakan... | |||
**** '''Party member:''' Did you fulfil your contract? | |||
***** '''Aradin:''' We... failed... goblins... so many... goblins... | |||
'''Party member:''' Where are you from? | |||
* '''Aradin:''' The Gate... born and bred... adventurer... by legacy... | |||
{{Dialogue end}} | |||
== Related quests == | == Related quests == | ||
* | * {{Quest|Find the Nightsong}} | ||
== Gallery == | == Gallery == |
Latest revision as of 00:05, 28 August 2024
|
“ | We was running for our lives. |
„ |
— Aradin Beno offers a half-arsed explanation |
Overview[edit | edit source]
Background[edit | edit source]
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.
Involvement[edit | edit source]
Act One[edit | edit source]
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[edit | edit source]
If alive, Aradin will be found arguing with an Animated Armour outside Sorcerous Sundries the Lower City.
The party can tell him that the Nightsong is at the campsite or if the Nightsong is dead and fails the intimidation roll, it causes Aradin to hire a large mercenary group and confront the party at night at the campsite to kidnap her. His group contains the following characters:
Companion approval[edit | edit source]
Act 1: Emerald Grove[edit | edit source]
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] More violence won't bring back those you lost. Stop and think. (DC 15)
- [TIEFLING] He's human - malice comes as naturally as breathing. Just show him you're the better man.
- [INTIMIDATION] If you want me to take both of you down, I will. Otherwise, knock it off. (DC 10)
- [BARBARIAN] [INTIMIDATION] STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF. (DC 5)
- [HALF-ORC] [INTIMIDATION] Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down? (DC 5)
- Stand back and watch.
+1
- [ATTACK ROLL] Take a swing at the tiefling. (DC 17)
+1
-1
-1
- [STRENGTH] Aim a blow at the human, trying to knock him flat on his back. (DC 15)
+1
+1
+1
Act 3: Outside Sorcerous Sundries[edit | edit source]
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] She's gone - I'm not sure where to. (DC 15) (Note: Only the version of this line that is actually a lie will give approval.)
- [INTIMIDATION] Piss off. (DC 15)
- [GOOD CLERIC] [INTIMIDATION] She is a being of divine origin under my protection - you will go nowhere near her. (DC 15)
- [NEUTRAL CLERIC] [INTIMIDATION] She is a divine being - and I'll cut you down if you go anywhere near her. (DC 15)
- [EVIL CLERIC] [INTIMIDATION] I have greater plans for the Nightsong - go near her and I'll kill you. (DC 15)
- [PERSUASION] To chase the Nightsong is to once more rush into danger - reflect on your past mistakes. (DC 15)
Any of the above: +1
+1
+1
+1
+1
+1
+1
+1
+1
+1
- She's in my camp. If you want to turn her in, you're going to have to take her down yourself. - Breaks
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
Act 3: At Camp[edit | edit source]
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 going to regret this.
- You're making a mistake, Aradin. Stop this before it's too late.
+1
- I'm going to enjoy ripping your head off. (Note: unavailable to Fighters, Rogues, or Barbarians.)
+1
+1
+1
+1
+1
+1
+1
+1
+1
- [BARBARIAN] You DARE challenge me? I'm going to rip you apart.
+1
+1
+1
+1
+1
+1
+1
+1
+1
- [MONK] Do not let simple coin blind you. This path will lead to regret and senseless death.
+1
- [FIGHTER] You're a competent warrior - but you're nothing compared to me.
+1
- [ROGUE] You managed to track me down? I'd be impressed if I wasn't about to slit your throat.
Combat[edit | edit source]
Attacks and Abilities[edit | edit source]
Loot[edit | edit source]
Speak with Dead[edit | edit source]
Party member: Who are you?
- Aradin: Aradin... Beno... my group... Beno boys...
Party member: What did you want in life?
- Aradin: Money... enough... to buy... peace...
Party member: Did you have anything of value?
- Aradin: Contract...
- Party member: What is this contract?
- Aradin: Lotta... gold... for... Nightsong... got it from... Lorroakan...
- Party member: Did you fulfil your contract?
- Aradin: We... failed... goblins... so many... goblins...
- Party member: Did you fulfil your contract?
- Aradin: Lotta... gold... for... Nightsong... got it from... Lorroakan...
- Party member: What is this contract?
Party member: Where are you from?
- Aradin: The Gate... born and bred... adventurer... by legacy...
Related quests[edit | edit source]
Gallery[edit | edit source]
Notes[edit | edit source]
- 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.
References[edit | edit source]
External links[edit | edit source]
Aradin Beno on the Forgotten Realms Wiki