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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: | ||
* {{CharLink|Baff Elkhorn}} | * {{CharLink|Baff Elkhorn}} | ||
* {{CharLink|Bearclaw}} | * {{CharLink|Bearclaw}} |
Revision as of 10:59, 16 August 2024
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.
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.
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
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] [Barbarian] "STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF."
- [Intimidation 5] [Half-Orc] "Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down?"
- Stand back and watch. +1
- Hit Zevlor. AC 17 Attack roll +1 -1 -1
- Hit Aradin. AC 16 Attack roll +1 +1 +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] [Cleric] [Monk] "To chase the Nightsong is to once more rush into danger - reflect on your past mistakes."
- Telling him you found the Nightsong, and that she's at your camp. Breaks -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
- [Deception 15] Lie and tell him you didn't find anything. +1 +1 +1 +1 +1 +1 +1 +1 +1 +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." +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
Attacks and Abilities
Loot
Related quests
Gallery
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.
References
External links
Aradin Beno on the Forgotten Realms Wiki