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Aradin Beno: Difference between revisions
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</gallery> | </gallery> | ||
| va = Ash Rizi | | va = Ash Rizi | ||
| size = Medium | | size = [[Medium]] | ||
| type = [[Humanoid]] | | type = [[Humanoid]] | ||
| race = [[Human]] | | race = [[Human]] | ||
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| ac = 16 | | ac = 16 | ||
| movement m = 9 | | movement m = 9 | ||
| xp = 20 | |||
| weight kg = 75 | | weight kg = 75 | ||
| str = 15 | | str = 15 | ||
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| wis = 12 | | wis = 12 | ||
| cha = 12 | | cha = 12 | ||
| | | passives = Opportunity Attack, Tenacity | ||
| athletics = 2 | |||
| acrobatics = 2 | |||
| perception = 1 | |||
}} | }} | ||
'''Aradin''' is | |||
'''Aradin''' is a [[Human]] [[Fighter]] who appears in [[Act One]]. He and his adventuring party are searching for a treasure called ''The Nightsong''. | |||
{{DiQ|We was running for our lives.|Aradin Beno| offers a half-arsed explanation}} | {{DiQ|We was running for our lives.|Aradin Beno| offers a half-arsed explanation}} | ||
==Overview== | ==Overview== | ||
===Background === | ===Background === | ||
Aradin | Aradin and his adventurers were offered a large sum of money by a [[Wizard]] in [[Baldur's Gate]] to retrieve {{em|The Nightsong}}. Their quest led them to a [[Goblin Camp]] with the {{CharLink|Halsin|First Druid Halsin}}, who accompanied the adventurers to learn more about the [[Illithid]]. The group's infiltration ultimately failed, leaving two of their crewmates - {{CharLink|Brian|icon=Portrait_Ghost.png}} and {{CharLink|Liam}} - missing and believed to be dead. {{CharLink|Halsin}} also disappeared during this conflict and is believed to have been held captive or killed by the Goblins. | ||
Their quest | |||
Aradin and his two surviving companions, {{CharLink|Barth}} and {{CharLink|Remira}}, flee to the [[Emerald Grove]] with a band of Goblins in close pursuit. | |||
==Involvement== | ==Involvement== | ||
===Act One=== | ===Act One=== | ||
Aradin | Aradin is first encountered outside the [[Emerald Grove]] begging for entry before the Goblins arrive. As the party approach, the Goblins kill the gatekeeper {{CharLink|Kanon}}, causing the gate to close and trapping the adventurers outside. | ||
If Aradin survives the | |||
If Aradin survives the battle, he confronts {{CharLink|Zevlor}} inside the [[Emerald Grove]] and, depending on the talking party member's dialogue choices and ability checks, his group will remain in the grove or depart. | |||
If he departs, he can later be found outside the [[Blighted Village]] {{Coords|84|411}} | If he departs, he can later be found among the bodies of his fallen companions outside the [[Blighted Village]] at {{Coords|84|411}}. Otherwise, Aradin remains in the Grove. In either location, Aradin informs the party that he is abandoning his quest for the Nightsong, offering the little information he knows for the party to seek the treasure. This initiates {{Quest|Find the Nightsong}}. | ||
===Act Three=== | ===Act Three=== | ||
If | If Aradin survives into [[Act Three]], he can be found arguing with an [[Animated Armour]] outside [[Sorcerous Sundries]] in 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: | 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: | ||
{{div col}} | |||
* {{MdCharLink|Baff Elkhorn}} | * {{MdCharLink|Baff Elkhorn}} | ||
* {{MdCharLink|Bearclaw}} | * {{MdCharLink|Bearclaw}} | ||
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* {{MdCharLink|Antinnia|Quivers Antinnia}} | * {{MdCharLink|Antinnia|Quivers Antinnia}} | ||
* {{MdCharLink|Sue|Thunderstorm Sue}} | * {{MdCharLink|Sue|Thunderstorm Sue}} | ||
{{div col end}} | |||
==Companion approval== | ==Companion approval== | ||
===Act | === Act One: Emerald Grove === | ||
Upon entering the [[Emerald Grove]], {{CharLink|Aradin}} and {{CharLink|Zevlor}} will argue about the missing [[Druid]] {{CharLink|Halsin}} and the pack of [[Goblin]]s that arrived. | |||
If a party member intervenes in their argument, companion approval is only gained or lost on successful checks. | |||
* {{Dialogue option|More violence won't bring back those you lost. Stop and ''think.''|roll=Persuasion|dc=15}} | * {{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|He's human - malice comes as naturally as breathing. Just show him you're the better man.|tags=Tiefling|dc=N/A}} | ||
* {{Dialogue option|If you want me to take both of you down, I will. Otherwise, knock it off.|roll=Intimidation|dc=10}} | * {{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|'''STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF.'''|tags=Barbarian|roll=Intimidation|dc=5|advantage=y}} | ||
* {{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}} | * {{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}} | ||
<small>''Any of the above:''</small> {{Approval| | <small>''Any of the above:''</small> {{Approval|Gale|+8}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}} | ||
* {{Dialogue option|''Stand back and watch.''}} {{Approval|Shadowheart|+1}} | * {{Dialogue option|''Stand back and watch.''}} {{Approval|Shadowheart|+1}} | ||
* {{Dialogue option|''Take a swing at the tiefling.''|roll= | * {{Dialogue option|''Take a swing at the tiefling.''|roll=Strength|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}} | * {{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 | ===Act Three: Sorcerous Sundries=== | ||
Telling him you found the Nightsong, and saying any of the following: | Telling him you found the Nightsong, and saying any of the following: | ||
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* {{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}} | * {{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 | ===Act Three: Campsite=== | ||
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. | ||
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==Combat== | ==Combat== | ||
=== Attacks and | === Attacks and abilities=== | ||
{{Feature box|action surge}} | {{Feature box|action surge}} | ||
{{Feature box|Main hand attack|item=Greatclub}} | {{Feature box|Main hand attack|item=Greatclub}} | ||
=== | === Notable loot === | ||
* {{ | * {{MdRarityItem|Aradin's Key}} | ||
* {{MdRarityItem|Stamped Handbill}} | |||
== Speak with Dead == | == Speak with Dead == | ||
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{{notebegin}} | {{notebegin}} | ||
* 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."''<ref>[https://www.reddit.com/r/BaldursGate3/comments/qxfczx/minor_and_major_act1_datamining_spoilers/ Datamining thread on Reddit]</ref> 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. | * 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."''<ref>[https://www.reddit.com/r/BaldursGate3/comments/qxfczx/minor_and_major_act1_datamining_spoilers/ Datamining thread on Reddit]</ref> 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. | ||
* In the [[Graveyard (Lower City)|Lower City Graveyard]] there is a tombstone labeled "Aradin the Elder" with the epitaph "Open the bloody gates!" As this is Aradin Beno's first line of dialogue, it may be inferred that the late "Aradin the Elder" was his father (or some other ancestor of his) and that their family generally has poor luck with this sort of thing. | |||
* [[Cleric]]s may offer to say a prayer over his men. He responds skeptically, but a devnote on his response claims that "he's not a religious man, but deep down he does want something said over his men". | |||
* Aradin grants 20 [[Experience|XP]] when killed. | |||
{{noteend}} | {{noteend}} | ||
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{{FRWiki|Aradin Beno|long}} | {{FRWiki|Aradin Beno|long}} | ||
{{Emerald Grove}} | {{Emerald Grove|state=expanded}} | ||
{{Forest}} | {{Forest}} | ||
{{Lower City}} | {{Lower City}} |
Latest revision as of 19:40, 22 November 2024
Aradin is a Human Fighter who appears in Act One. He and his adventuring party are searching for a treasure called The Nightsong.
“We was running for our lives.„
Overview[edit | edit source]
Background[edit | edit source]
Aradin and his adventurers were offered a large sum of money by a Wizard in Baldur's Gate to retrieve The Nightsong. Their quest led them to a Goblin Camp with the First Druid Halsin, who accompanied the adventurers to learn more about the Illithid. The group's infiltration ultimately failed, leaving two of their crewmates - Brian and Liam - missing and believed to be dead. Halsin also disappeared during this conflict and is believed to have been held captive or killed by the Goblins.
Aradin and his two surviving companions, Barth and Remira, flee to the Emerald Grove with a band of Goblins in close pursuit.
Involvement[edit | edit source]
Act One[edit | edit source]
Aradin is first encountered outside the Emerald Grove begging for entry before the Goblins arrive. As the party approach, the Goblins kill the gatekeeper Kanon, causing the gate to close and trapping the adventurers outside.
If Aradin survives the battle, he confronts Zevlor inside the Emerald Grove and, depending on the talking party member's dialogue choices and ability checks, his group will remain in the grove or depart.
If he departs, he can later be found among the bodies of his fallen companions outside the Blighted Village at X: 84 Y: 411. Otherwise, Aradin remains in the Grove. In either location, Aradin informs the party that he is abandoning his quest for the Nightsong, offering the little information he knows for the party to seek the treasure. This initiates .
Act Three[edit | edit source]
If Aradin survives into Act Three, he can be found arguing with an Animated Armour outside Sorcerous Sundries in 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 One: Emerald Grove[edit | edit source]
Upon entering the Emerald Grove, Aradin and Zevlor will argue about the missing Druid Halsin and the pack of Goblins that arrived.
If a party member intervenes in their argument, companion approval is only gained or 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. (DC N/A)
- [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
- [STRENGTH] 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 Three: 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 Three: Campsite[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]
Notable 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.
- In the Lower City Graveyard there is a tombstone labeled "Aradin the Elder" with the epitaph "Open the bloody gates!" As this is Aradin Beno's first line of dialogue, it may be inferred that the late "Aradin the Elder" was his father (or some other ancestor of his) and that their family generally has poor luck with this sort of thing.
- Clerics may offer to say a prayer over his men. He responds skeptically, but a devnote on his response claims that "he's not a religious man, but deep down he does want something said over his men".
- Aradin grants 20 XP when killed.
References[edit | edit source]
External links[edit | edit source]
Aradin Beno on the Forgotten Realms Wiki