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| description = The Urge is a Quest for the Dark Urge in Chapter One of Baldur's Gate 3. | | description = The Urge is a Quest for the Dark Urge in Chapter One of Baldur's Gate 3. | ||
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* You believe that by disappointing Bhaal, you can escape him? You bear his unholy taint in your blood. After two hundred years, you are the only pureblood Bhaalspawn left. The Urge is going to eat you right up. Nothing will be left in your brain, but the will of Father dearest. Perhaps if you do what Bhaal would have wanted and follow through with the Absolute's plan to enslave the world, your mind might be spared his sickening lash. | * You believe that by disappointing Bhaal, you can escape him? You bear his unholy taint in your blood. After two hundred years, you are the only pureblood Bhaalspawn left. The Urge is going to eat you right up. Nothing will be left in your brain, but the will of Father dearest. Perhaps if you do what Bhaal would have wanted and follow through with the Absolute's plan to enslave the world, your mind might be spared his sickening lash. | ||
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== Walkthrough == | |||
=== Discovering the Urge === | |||
After breaking free from the [[Mind Flayer Pod]] the character realizes that they are suffering from a severe loss of memory. Soon they also realize that for an unknown reason they have violent urges. | |||
Right after [[Escape the Nautiloid|escaping]] the [[nautiloid]], inspecting the corpse of the Mangled Fisher at the [[Ravaged Beach]] makes the Dark Urge smile and passing a DC 7 [[Intelligence]] check makes them see memory flashes of a thousand different dead. | |||
=== Alfira === | |||
Upon the first [[Long Rest]] after crossing the bridge between the [[Emerald Grove]] and [[Blighted Village|Moonhaven]], a [[tiefling]] [[bard]] called [[Alfira]] joins the camp at night and expresses interest in joining them as a camp follower. Whether the Dark Urge agrees with her request or forces her to leave, it matter little for they wake up during the night over Alfira's corpse, the Dark Urge's hands dripping in blood. Trying to remember of what happened requires an [[Intelligence]] DC 12 check which, if passed, shows a glimpse of Alfira as she is being murdered by the Dark Urge's own hands. Another option is to look for signs on what happened which requires an [[Investigation]] DC 7 check. If passed, the Dark Urge notices the utter ravaging of Alfira's body which most of it had occurred after she had died, while the Dark Urge's dominant hand aching from stabbing. It is recommended to do the Intelligence check first since selecting the Investigation option moves the conversation forward. | |||
Regardless of whether the aforementioned checks were successful or not, the Dark Urge is presented with three options: | |||
* '''Option 1''': Hide the body. This requires passing a [[Strength]]-based DC 12 [[Stealth]] check with {{disadvantage}}. If passed there will be no confrontation the next day. Failing the roll leads to the same result as choosing '''Option 2'''. | |||
* '''Option 2''': Going to sleep without trying to hide the body or washing the blood. The next day the party confronts the Dark Urge who can admit that they are responsible or say that they saw nothing or blame a wild animal. | |||
** Saying that they killed her: {{Approval|Astarion|+1}}{{Approval|Gale|-1}} They can also make a DC 18 [[Deception]] roll to claim that [[Alfira]] was the one that attacked the Dark Urge. If they believe them, the matter is dropped. However if the Deception roll is failed it causes: {{Approval|Gale|-1}}{{Approval|Lae'zel|-1}}{{Approval|Shadowheart|-1}} | |||
** Saying that they saw nothing requires no check to be made but because of the blood on them, the party does not believe the Dark Urge. | |||
** Blaming a wild animal requires a DC 7 Deception roll to be passed. Failing it causes: {{Approval|Gale|-1}}{{Approval|Lae'zel|-1}}{{Approval|Shadowheart|-1}} | |||
* '''Option 3''': Leaving the body where it is but washing Alfira's blood away from their hands and clothes. This causes a passive [[Perception]] check to be rolled while the Dark Urge is washing the blood away. Passing it makes the Dark Urge realize that washing the blood away makes them unhappy while failing the roll causes them to freak out thinking they still have blood on their hands and it cannot be washed away, they could even consider that Alfira's blood is magical. Regardless, they are clean the next day when the party confronts them about Alfira's corpse. | |||
** The dialogue options are similar to '''Option 2''' with the notable exceptions that the party believes the Dark Urge if they claim that they saw nothing and the option to use Deception has a DC 15 instead of 7. This is likely a developer mistake and the two numbers should had been reversed (DC 15 for Option 2 and DC 7 for Option 3). Failing the deception check causes: {{Approval|Gale|-1}}{{Approval|Lae'zel|-1}}{{Approval|Shadowheart|-1}} | |||
If the Dark Urge is held responsible for Alfira's murder most companions in private conversations will be wary of the Dark Urge and vow to keep a closer eye on them with the exception of [[Astarion]] who does not disapprove of their actions. Most companions will also blame the [[Mind Flayer Tadpole|tadpole]] for the Dark Urge's erratic action. Regardless of which path is taken, Astarion knows what happened and his greeting accordingly changes calling the Dark Urge 'dagger-happy friend', among other remarks. | |||
If Alfira had been killed or was [[Knocked Out (Condition)|knocked out]] prior to this Long Rest, it causes {{CharLink|Quil Grootslang}} to show up instead. The scene is otherwise identical. | |||
== Achievements == | == Achievements == |
Revision as of 02:55, 23 August 2024
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The Urge is a Quest for the Dark Urge in Chapter One of Baldur's Gate 3.
Objectives
Walkthrough
Discovering the Urge
After breaking free from the Mind Flayer Pod the character realizes that they are suffering from a severe loss of memory. Soon they also realize that for an unknown reason they have violent urges.
Right after escaping the nautiloid, inspecting the corpse of the Mangled Fisher at the Ravaged Beach makes the Dark Urge smile and passing a DC 7 Intelligence check makes them see memory flashes of a thousand different dead.
Alfira
Upon the first Long Rest after crossing the bridge between the Emerald Grove and Moonhaven, a tiefling bard called Alfira joins the camp at night and expresses interest in joining them as a camp follower. Whether the Dark Urge agrees with her request or forces her to leave, it matter little for they wake up during the night over Alfira's corpse, the Dark Urge's hands dripping in blood. Trying to remember of what happened requires an Intelligence DC 12 check which, if passed, shows a glimpse of Alfira as she is being murdered by the Dark Urge's own hands. Another option is to look for signs on what happened which requires an Investigation DC 7 check. If passed, the Dark Urge notices the utter ravaging of Alfira's body which most of it had occurred after she had died, while the Dark Urge's dominant hand aching from stabbing. It is recommended to do the Intelligence check first since selecting the Investigation option moves the conversation forward.
Regardless of whether the aforementioned checks were successful or not, the Dark Urge is presented with three options:
- Option 1: Hide the body. This requires passing a Strength-based DC 12 Stealth check with Disadvantage. If passed there will be no confrontation the next day. Failing the roll leads to the same result as choosing Option 2.
- Option 2: Going to sleep without trying to hide the body or washing the blood. The next day the party confronts the Dark Urge who can admit that they are responsible or say that they saw nothing or blame a wild animal.
- Saying that they killed her: +1 -1 They can also make a DC 18 Deception roll to claim that Alfira was the one that attacked the Dark Urge. If they believe them, the matter is dropped. However if the Deception roll is failed it causes: -1 -1 -1
- Saying that they saw nothing requires no check to be made but because of the blood on them, the party does not believe the Dark Urge.
- Blaming a wild animal requires a DC 7 Deception roll to be passed. Failing it causes: -1 -1 -1
- Option 3: Leaving the body where it is but washing Alfira's blood away from their hands and clothes. This causes a passive Perception check to be rolled while the Dark Urge is washing the blood away. Passing it makes the Dark Urge realize that washing the blood away makes them unhappy while failing the roll causes them to freak out thinking they still have blood on their hands and it cannot be washed away, they could even consider that Alfira's blood is magical. Regardless, they are clean the next day when the party confronts them about Alfira's corpse.
- The dialogue options are similar to Option 2 with the notable exceptions that the party believes the Dark Urge if they claim that they saw nothing and the option to use Deception has a DC 15 instead of 7. This is likely a developer mistake and the two numbers should had been reversed (DC 15 for Option 2 and DC 7 for Option 3). Failing the deception check causes: -1 -1 -1
If the Dark Urge is held responsible for Alfira's murder most companions in private conversations will be wary of the Dark Urge and vow to keep a closer eye on them with the exception of Astarion who does not disapprove of their actions. Most companions will also blame the tadpole for the Dark Urge's erratic action. Regardless of which path is taken, Astarion knows what happened and his greeting accordingly changes calling the Dark Urge 'dagger-happy friend', among other remarks.
If Alfira had been killed or was knocked out prior to this Long Rest, it causes Quil Grootslang to show up instead. The scene is otherwise identical.
Achievements
Sins of the Father
Claim your Throne of Blood: take control of the Netherbrain for Bhaal and break the world.