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The Wizard of Waterdeep
The Wizard of Waterdeep is the Companion quest for Gale. It is automatically added to the journal if Gale joins the party in Act One.
Objectives
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough
Note that Gale’s story spans the entire game, and has spoilers for all Acts of the game.
Act One
Recruiting Gale
Gale can be recruited after the Prologue is completed and the party has washed up on the Ravaged Beach. Gale is northeast of the Nautiloid wreckage, trapped in a purple portal - an Ancient Sigil Circle X: 224 Y: 326. A hand pops out of the portal, asking for help. Choose to grab the hand and pull with a DC 15 Strength check to free the mysterious individual from the trap. Warlocks can use a Charisma check to attune with the sigil’s magic, but a Strength check is still required to free Gale.
The man who pops out of the portal introduces himself as Gale of Waterdeep. He recognizes the party as fellow captives of the Nautiloid and suggests that they travel together to try to cure their tadpole affliction.
Gale's condition
In order for Gale to open up, he needs to have medium affection with the origin character. He also needs to trust them. There are a number of actions that can cause Gale to trust them:
- Defusing tempers amongst Aradin and Zevlor after entering the Druid Grove for the first time.
- Saving Arabella from the snake in
- Saving Mirkon in
- Refusing to let Arka shoot Sazza in
- Agreeing to take the Wyvern Poison after Nettie poisons the party in
- Successfully following Gale’s protocol if he dies.
Refusing to feed Gale
If Gale is never fed an artefact after obtaining his arcane hunger, the game can end early. Continuously long resting without feeding Gale an artefact leads to him exploding, causing an early game over.
Potential items for Gale
The following is a (non-exhaustive) list of items that can be found in the Wilderness map and are able to be consumed by Gale. Each item that can be consumed by Gale has a corresponding tag in its description:
Amulet of the Unworthy - Carried by a Minotaur wandering the Underdark.
Amulet of Selûne's Chosen – In the Shattered Sanctum in a locked room above Dror Ragzlin’s throne.
Cap of Curing – found west of the Sacred Pool, in a gilded chest across from Alfira.
Dragon's Grasp - Sold by Arron in the Druid Grove.
Gloves of Missile Snaring - Sold by Arron in the Druid Grove.
Gloves of Power – Looted from Za’krug, a goblin raider from the first battle in front of the Grove.
Komira's Locket – Provided as a reward for Save Arabella if Arabella’s life is saved.
Moondrop Pendant – Inside the Owlbear Cave in a gilded chest – read the Selunite Prayer Sheet in front of it to unlock.
Ring of Colour Spray – Located in the Harpy’s Nest in the Druid Grove X: 325 Y: 500.
Robe of Summer – Quest reward for if Halsin is alive.
Spellthief - Sold by Arron in the Druid Grove.
The Watcher's Guide - Found in a trapped sarcophagus in the Dank Crypt X: -293 Y: -323.
The Joltshooter /
The Sparky Points /
The Spellsparkler - Reward for rescuing Counsellor Florrick from the burning inn of Waukeen's Rest.
The first item
After the first item, Gale thanks the party and is fully sated. The party does have a chance to ask more information of Gale, but he is cagey about giving out more. He assures the party that in due time, all will be revealed.
The second item
After the second item, Gale is again grateful, but he notes that something is wrong. Usually, consuming an artefact fully sates his hunger. This time, however, instead of fully extinguishing the flames of hunger, there were embers left still smoldering.
The third item
After the third artefact, Gale notices something is seriously wrong. The artefact is not having much effect of sating his need. He decides to finally tell the party the nature of his condition.
Gale reveals that he was a magical prodigy, able to not only control the Weave at a young age, but compose it like a musician. He gained the attention of Mystra, the goddess of magic, who became his teacher, muse, and eventually his lover. However, Gale witnessed magic that was beyond mere mortals while he was with Mystra. Seeing the powers he was denied, he begged Mystra for more, but she told him to be content with what he had.
Looking to gain Mystra’s favor, Gale found a magical tome from the Netherese empire. It contained a fragment of Weave that was lost after the fall of Netheril. Gale believed that returning the fragment to Mystra would earn her favor and she would grant him the powers he desperately wanted. However, once he opened the tome, the power within the object merged within him, a Netherese orb that hungers for magic. Locked away in his tower in Waterdeep, Gale could manage the condition, but in the wilds, it risked becoming unmanaged. If the orb is not sated, it will detonate with the power to level a city the size of Waterdeep.
After the third artefact, Gale begins looking for alternative solutions for his condition. He no longer needs to be fed more items and the item tag showing Gale can consume an item no longer shows.
The weary traveler
A Weary Traveler X: -132 Y: -161 is on the Rosymorn Monastery Trail which leads to the Shadow-Cursed Lands. If the party skips the Mountain Pass, he instead appears within the Shadow-Cursed Lands near the elevator leading down to Grymforge. If the player avoids the Weary Traveler at the earlier two locations, he will appear on the stone bridge in front of Moonrise Towers, close to the Waypoint. The old man asks to see Gale and, if Gale is in the party, he is identified as the great wizard Elminster Aumar. Elminster is an emissary of Mystra, seeking Gale to relay a message to him and a special charm. He asks if he can rest at camp first and get a proper meal, and then can be met at camp immediately or later.
At camp, Elminster states that Mystra has been watching the Cult of the Absolute and believes it is a threat to the Weave and the fabric of reality itself. Gale is the one person who can stop it, by detonating his Netherese Orb in the heart of the Absolute. If Gale sacrifices himself, he will be redeemed in the eyes of Mystra. Elminster also casts a charm on Gale, granting him control over the Orb. He is able to detonate it at will. With the message imparted, Elminster wishes Gale and the party the best of luck in defeating the Absolute and departs.
Gale gains a new ability following his meeting with Elminster – Netherese Orb Blast. This ability is one-time use and it instantly causes a game over if used. Gale stabs his chest, detonating the Orb, and a massive area explodes.
Act Two
Mind Flayer Colony
If Gale is brought to the Mind Flayer Colony at the end of Act Two, there is a chance for Gale to detonate his Netherese Orb. The party encounters the Chosen Three, who are controlling an Elder Brain using a Netherese crown and three Netherstones. As commanded by his goddess, Gale attempts to detonate the Orb, but can be stopped by the party:
- Gale, you cannot do this. You can't condemn us to death.
- Go ahead. We stand no chance against such forces. Let's end this together.
If the latter is chosen, Gale responds with “One last gust of Weave. One last gale to end them all” and detonates the Orb. The Netherbrain, the party, and the Chosen Three are destroyed as a result, leading to an early game ending. Unfortunately, this course of action does not remove the tadpoles already implanted in the various True Souls around Faerun, causing a mass transformation of illithids. Narration reveals that the new illithids are mobilizing, turning or killing all they encounter, causing a mass takeover of the land.
If the former is chosen, Gale needs to be convinced further:
- You could choose me, the one who loves you. We can find another way together.
- Please, Gale. It can't end like this. We can find another way. Together.
- Trust me, Gale. We'll find another way.
- Stand down! This isn't your decision to make.
- You're right... we truly have no other choice. This is it, then - the end of ends.
This situation can also be avoided entirely by not bringing Gale to the Mind Flayer Colony, as he is too far away to detonate the orb.
Act Three
Sorcerous Sundries
Gale suggests the party visit a magic shop, Sorcerous Sundries – the finest book collection this side of Candlekeep. He believes the crown holds powerful Netherese magic, much more so than the scraps of magic typically left in Netherese artefacts. Sorcerous Sundries may have books on Netheril and Karsus’ Folly that can illuminate what the crown is.
Sorcerous Sundries X: -15 Y: -68 is in the Lower City, southwest of the Baldur’s Mouth building and southeast of the Lower City Central Wall Waypoint. On the ground floor in the eastern area of the shop is bookseller Tolna Tome-Monger. Ask her if she has a book on a Netherese Crown. She insists that the party whisper – yelling causes the books around Tolna to explode and she refuses to speak to the party. If the party whispers the request, she’ll mention The Annals of Karsus: A Netherese Folly. Tolna states that the book is locked in the vaults and cannot be read or bought, as the subject is too sensitive for most people. She can be persuaded, deceived, or intimidated into revealing that the key to the basement is in her office. Additionally, she has a pamphlet in a shelf under her desk called "Path to Elminster" which provides a clue on how to access the path to Elminster's vault.
Go up the stairs, where there is a metal door to the north X: 12 Y: -79. Passing a DC 15 Sleight of Hand check to avoid the enchanted armours, who are guarding the top floor. {7SAI|Greater Invisibility}} is helpful in sneaking into the room undetected, and the door can be shut behind the party to avoid the armour noticing anything is amiss. A convenient
Potion of Invisibility can also be found on the ground floor (taking it is not a theft).
Interact with the Clasped Book on the bookcase to open a portal. This is the Sorcerous Sundries Basement. Inside, open the door to enter a hallway with a locked door, which leads to the vaults. The inner door can be opened with a DC 15 Sleight of Hand check. Be warned that the vault is heavily trapped with pressure plates (all DC 10) which cause deadly explosive traps to trigger if the party isn’t careful.
There are three doors – Elminster, Silverhand, and Karsus. However, only Silverhand is available at first. Go through the door and the party is transported to another room with a set of doors. Follow the combinations to unlock a room with a lever that unlocks the vaults:
- Path to the Karsus Vault: Silverhand – Abjuration - Silver
- Path to the Elminster Vault: Silverhand – Evocation – Wish
Alternatively, the
spell can open the Karsus vault door. Within the Karsus Vault is the Folly of Karsus on a shelf. Give it to Gale and he’ll realize the book has not only information on the Crown of Karsus, but detailed instructions on how to reforge the crown. With this information, Gale could become a god powerful enough to challenge Mystra herself. Gale’s ambitions can either be challenged or encouraged.Once the party leaves Sorcerous Sundries, Elminster reappears at camp. He tells Gale that both he and Mystra know he read the book. Mystra wants to speak with Gale to discuss what he’s learned, and to ask why he didn’t sacrifice himself in the Mind Flayer Colony.
Audience with Mystra
Mystra is waiting at the Stormshore Tabernacle X: 102 Y: -19, just west of the Basilisk Gate Waypoint. A statue of Mystra has been magically charged with a teleportation link. Gale only has to will it, and he’ll be face to face with Mystra. Before departing, Gale asks for some words of wisdom, to which the party can encourage reconciliation with Mystra, tell him he owes her nothing, or simply tell him to keep his cards close to his chest.
Mystra informs Gale that the piece of Weave he sought to return to her was actually a part of the Karsite Weave and it carries with it Karsus’ relentless desire for ambition. It will never be sated. Mystra has kept it from killing Gale by temporarily allowing it to feed on the true Weave. Mystra implores Gale to return the Crown of Karsus to her as it is an incredibly dangerous artefact, and says she will cure him of his condition if he complies. Returning the Crown to her would mean becoming her Chosen again. Gale leaves the conversation unsure, saying he has much to think about.
After returning to the mortal realm, Gale relays what happened in his conversation. He says not much can be done until the party confronts the Elder Brain. At that time, they’ll have to decide what to do with the Crown.
Facing the Netherbrain
While facing the Netherbrain in DC 30 Persuasion check. This check can be bypassed if, during the conversation with The Emperor about becoming a Mind flayer, you request a moment to think and address Gale. He will then offer to willingly sacrifice himself and you can accept. If Gale is successfully persuaded or you accept his offer, he teleports the party away, then climbs the brainstem by himself. Gale stabs himself in the chest and detonates the Orb, sacrificing himself and destroying the brain in the process.
Otherwise, the battle commences as normal and the party defeats the Netherbrain without the orb. In this case, after the brain’s defeat, Gale remarks that the crown has sunk into the River Chionthar. He’ll need to fish it up, but first his wishes to go to a tavern and celebrate their victory. Gale can be persuaded to turn over the crown to Mystra and become her Chosen once again, or pursue the crown himself in the hopes of becoming a god.
In case of death…
The first time Gale dies, a projection appears which states it’s of extreme importance that Gale be resurrected as soon as possible. This starts the quest Scroll of True Resurrection. Successfully completing the ritual gains Gale’s trust.
If Gale is not resurrected within three Long Rests, his body detonates, causing a game over.
Leaving the party
There are several instances in which Gale can leave the party. If Gale is neglected and not spoken to, he eventually leaves the party with a note, stating that he must move on.
Gale can also leave the party if they ally with the Goblins during
. Appalled by the wholesale slaughter of innocents, Gale states that he doesn’t like the person he is when he’s with the party and that he’s not sure he should be staying. Gale can be convinced to stay with either an Insight check (“Stay. We make each other stronger. We make each other survive.”) or a Deception check (“You don’t stand a chance alone. You’re free to go. I dare you.”)Achievements
Notes
- In Early Access, Gale could only be fed a limited number of magical artefacts that were highly rare, such as the Staff of Crones or Necromancy of Thay. This is no longer the case and Gale accepts a wide variety of items.