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Gather Your Allies (quest)

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Revision as of 20:07, 28 October 2024 by 70.191.47.53 (talk) (→‎Walkthrough)
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"Gather Your Allies" redirects here. For the action this quest grants, see Gather Your Allies (class action).

Gather Your Allies is a main Quest spanning all three Acts of Baldur's Gate 3. It is obtained in Act One and completed in Act Three. Its objectives are completed as various quests are completed during the campaign.

Gather Your Allies class action Icon.webp

Objectives[edit | edit source]

Objectives and journal entries may vary pending player decisions and outcomes.

Recruit allies in the fight against the cult
  • Freeing ourselves of the parasite is proving more difficult than we imagined. We should be on the lookout for powerful allies - we'll likely need them in the fight to come.
  • Volo has become a most loyal ally. His powerful words of encouragement are sure to be at our backs in the trials to come.
  • Auntie Ethel is grateful for us letting her keep the child. We can rely on her help in the trials ahead.
  • Halsin is grateful for our help protecting the sanctity of life. We can count on his formidable druidic powers, should the need arise.
  • Yurgir, pleased to be free of his contract, will lend us the hellish might of an orthon in the trials to come.
  • Mizora is sure to seek revenge for her abduction to Moonrise Towers. When the time comes to face the Absolute, we'll find her on our side.
  • Isobel is grateful that, thanks to us, her beloved is safe. We are sure to have the light of Selûne guiding us in the darkness to come.
  • Dame Aylin, the fearsome aasimar, is now our sworn ally. She'll have our backs in any fight - no matter the enemy.
  • Lorroakan is more powerful than ever with the Nightsong in his possession, thanks to us. The might of Ramazith's Tower will be at our backs, should we ever need it.
  • Rolan is grateful for our help securing his position in Ramazith's Tower. We can rely on the tower's full power, should we ever need it.
  • Arabella is back from learning how to control her powers. We can trust that her magic will be there to help us when we need it most.
  • The strange creature is thankful that we helped it enter the city. No doubt we'll have a powerful ally when we need it most.
  • Valeria feels indebted to us for having saved her from an untimely death. She and her City Watch are prepared to support us in the final battle.
  • Dammon the weaponsmith has become a staunch ally. We can rely on his ingenuity and the owlbear cub's might in our final battle.
  • Wulbren and the Ironhand Gnomes no longer have to contend with the Gondians. We can rely on their aid, should we ever need it.
  • The Gondians' lives were saved with our help. We've made loyal allies in them, should we ever need their aid.
  • Barcus won't forget that we helped him become the new leader of the Ironhand Gnomes. We can count on his support should we ever need it.
  • Grand Duke Ravengard is grateful for us saving him from the Absolute's clutches. He will stand by our side in the final battle.
  • Florrick is immensely grateful that we freed her and helped with the threat at Moonrise. We are sure to have her and the Flaming Fist by our side when we need it most.
  • The Zhentarim don't like to be in anyone's debt - it's bad for business. For helping them, we are sure to have their blades on our side, should it come to protecting the city. It's their new home, after all.
  • Nine-Fingers is grateful that we helped her retain control of the Guild - she's not one to give away what's hers. We can count on her and her Lady's Court in the final battle.
  • Mol isn't one to forget those who have helped her along the way. She'll have our back in the fight to come.
  • We've made an ally of Kith'rak Voss. He and his mighty steed will aid us when the time comes.
  • Astarion is grateful for us helping him become Vampire Ascendant. We can count on his dark magic in the final battle.
  • The Gur people are grateful for our role in taking down Cazador Szarr. We are sure to have them by our side, come what may.
  • Shadowheart is thankful that we helped her gain her rightful position in the Sharran Cloister. We can count on the dark power of the Sharrans in the battle to come.
  • Viconia is grateful that we helped her establish her rightful position. We can count on Viconia and Lady Shar's faithful in the fight to come.
  • Jaheira has joined our party. We'll have whatever aid the High Harper can muster in the fight to come.
  • Bhaal is most pleased we have embraced him. The Lord's slayer will make for a powerful ally in the battle ahead.
Updates for Deceased/Abandoned Characters

The following objectives are added for characters who leave or are killed:

  • Halsin has left, forging his own path. He won't help us in the fight to come.
  • We killed Dammon, so he and the owlbear cub can no longer aid us in the battle to come.
  • Shadowheart has left, so we will be without her aid in the battle to come.
  • We killed Viconia, so have lost the aid of her and Lady Shar's faithful.
  • Auntie Ethel would have lent us her aid, but we killed her before she could.
  • We killed Ulma, so we will no longer have the help of the Gur people in the final battle.
  • Astarion is gone, so we will be without his aid in the fight to come.
  • Counsellor Florrick was ready to support us in battle, but we killed her before she could.
  • The Guild are leaderless. They're in no condition to help us in our fight.
  • The Zhentarim are newly victorious, but leaderless. They will be busy with matters of their own, so will not be able to aid us.
  • Jaheira has left us - and with her, any chance of aid from the Harpers in the fight to come.
  • With Wyll dead, Mizora has little interest in helping us.
  • We sent Yurgir, who could have been a powerful ally in our final battle, back to the Hells.
  • We killed the owlbear cub, despite how far it had come. We will no longer have its support in the battle to come.
  • The phasm would have aided us in battle, no matter how formidable our foe, but we killed it.
  • We killed Grand Duke Ravengard, who can no longer help us in the fight to come.
  • We killed Isobel despite all we did for her and Dame Aylin. She can no longer help us in the final battle.
  • We killed Dame Aylin despite all we did for her and Isobel. She can no longer help us in the final battle.
  • We killed Lorroakan, so no longer have his support from the heights of Ramazith's Tower.
  • We killed Rolan, despite having helped him accomplish his goals. He can no longer aid us when the time comes.
  • We killed Wulbren. He can no longer aid us in our final battle.
  • We killed Barcus, an unfortunate gnome until the end. He can no longer aid us in our final battle.
  • We killed Valeria, despite having saved her so recently. She can no longer aid us in our final battle.
  • We killed Volo, just a humble bard and documentarian at the core. He can no longer help us in the fight to come.
Quest Complete
  • The allies we've made on our journey have all gathered together - ready to lend us their power in the battle ahead. It is time to finish this - once and for all.

Walkthrough[edit | edit source]

Some objectives for this quest are mutually exclusive. For example, siding with Nine-Fingers Keene during Aid the Underduke will lock the party out of being able to ally with the Zhentarim in the same playthrough. All companions must be recruited in Act One and their personal story quests must be resolved for their objectives to be completed in Gather Your Allies.

Allies
Name Recruitment Result

To recruit Arabella the following conditions must be met: One must remove all obstacles to follow one's destiny. Arabella's favour grants affected entities Freedom of Movement.

To recruit Astarion the following conditions must be met:
  • In Act Three, defeat Cazador and complete the Black Mass ritual to help Astarion become an ascended vampire.
Summon 2 Shadows, 2 Giant Skeletons, a Ghast, a Shadow Mastiff and a Werewolf.

To recruit Auntie Ethel the following conditions must be met:
  • Complete Get Help from Auntie Ethel and following part of the Save Mayrina questline. After fighting Auntie Ethel and reducing her health a sufficient amount, Ethel tries to make a deal for a permanent stat boost in exchange for keeping Mayrina, leaving their deal intact.
  • If the party killed Ethel, they can still work with her by finding her disguised as Captain Grisly during Save Vanra. If the party kills Lora, then Ethel is willing to strike a deal with them, even if they killed her previously, as she is so amused by the turn of events.
Channel Auntie Ethel's magic to render 5 creatures within range Invisible.

To recruit Barcus Wroot and the Clan Ironhand the following conditions must be met: Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot Smokepowder Arrows.

To recruit Bhaal the following conditions must be met:
  • In Act Three, defeat Orin and choose to become Bhaal's Chosen.
  • Must be a Dark Urge Origin.
The Dread Lord Bhaal looks favourably on his chosen. You can cast Stunning Gaze Stunning Gaze and your Critical Hit Attack Roll requirement is reduced by 2. This effect can stack.

To recruit Florrick the following conditions must be met: Summon 3 highly defensive melee fighters that utilize reach.

To recruit Aylin the following conditions must be met: Summon Dame Aylin, to join your side in battle.

To recruit the Owlbear Cub the following conditions must be met: Summon your owlbear cub, all grown up and ready to rage; in full armour.

To recruit Ulder Ravengard the following conditions must be met:
  • In Act Three, find the Duke alive at the end of Rescue the Grand Duke. This can be achieved by Wyll remaining in a pact with Mizora in exchange for the Duke's location, or simply by rescuing the Duke in the Iron Throne prison during the Save the Gondians quest. If Wyll broke his pact with Mizora, he needs to be protected from explosive spiders in addition to the sahuagin on the exploding prison, you can heal the duke before the spiders appear and when they appear use Dimension Door Dimension Door to get him next to the exit.
Galvanising word and will of Duke Ravengard runs hot through your veins - gain 30 temporary hit points.

To recruit Zanner Toobin and the Gondians the following conditions must be met: Summon a recalibrated bipedal Steel Watcher.

To recruit Halsin the following conditions must be met: Affected entities gain +1 to all Ability Scores, +2m Movement Speed.

To recruit Isobel the following conditions must be met: Heal 14d6 up to 6 nearby allies.

To recruit Jaheira and the Harpers the following conditions must be met:
  • In Act Three, complete The High Harper with Minsc left alive. After Minsc is tracked down, he must be defeated with a non-lethal strike, given protection by the Astral Prism, and shown that the real Jaheira is alive. After this, Minsc joins the party as a companion and Jaheira counts herself as a loyal ally to the party.
Summon 3 elite Harper archers, to join your side in battle.

To recruit Voss the following conditions must be met: Command the red dragon of Supreme Kith'rak Voss to breathe a wall of fire onto the battlefield. 12d6 Damage TypesFire dmg.

To recruit the Kuo-toa the following conditions must be met:
  • In Act One, investigate and reveal BOOOAL as a fake god, using Investigation and Performance checks.
  • If done right, only BOOOAL and the party will enter combat, after which you can kill him and Pooldripp Pooldripp will name you 'Mahkloompah'. Then you must command Pooldripp to go out and "build [you] an army".
Call the fishfolk faithful from the Underdark to fight for their god - you.

To recruit Lorroakan the following conditions must be met: Lorroakan uses all the arcane might of Ramazith's Tower, 10d6 Damage TypesFire + 10d6 Damage TypesForce damage.

To recruit Mizora the following conditions must be met:
  • In Act Two, The Blade of Frontiers must be completed by saving Mizora in the Mind Flayer Colony.
  • In Act Three, the party must speak with Mizora at Wyrm's Rock as part of The Grand Duke. She will then appear at the campsite during the next long rest, and will remain there for the rest of the game. Speaking to her and choosing "If you're going to be staying, I need something in return." results in Mizora stating that she wishes to take revenge on the Absolute after being kidnapped. Thus she agrees to help the party in the final fight. She only shows up if also keeping Wyll's pact intact. If breaking the pact, the dialogue will appear, but she will not join the party for the final fight.
Summon Mizora to join your side in battle.

To recruit Mol the following conditions must be met:
  • In Act One, complete Save the Refugees by siding with the Tieflings.
  • In Act Three, find Mol in the Guildhall and learn about her contract with Raphael. If her contract is stolen from the House of Hope, she agrees to help in the final fight. If Raphael is killed, the contract can be still given to Mol, but Raphael's death cannot be mentioned, and a successful Persuasion Check must be passed.
  • Note: As a Warlock, a Warlock specific dialogue choice will be in place of the skill check.
Affected entities can cast Rays of Fire, reduce all Damage TypesFire damage by 5 and gain additional 1d4 to Charisma checks and Saving Throws.

To recruit Nine-Fingers Keene and the Guild the following conditions must be met:
  • In Act Three, during Aid the Underduke, the Guild is invaded by the Zhentarim, who seek to overthrow them and take control over Baldur's Gate's criminal underbelly. Side with the the Guild and keep Nine-Fingers Keene alive.
Summon two elite assassin mercenaries.

To recruit Rolan the following conditions must be met: Call upon Rolan, to unleash a fiery barrage from the Ramazith's Tower. 10d6 Damage TypesFire + 10d6 Damage TypesForce damage.

To recruit Shadowheart and her Sharran followers the following conditions must be met: Summon two Sharran Novices and two Sharran Fidelians.

To recruit Strange Ox the following conditions must be met: Summon Zlorb the shapeshifting monstrosity that can change into different types of monsters.

To recruit Ulma and the Gur the following conditions must be met:
  • In Act Three, complete Investigate Cazador's Palace by defeating Cazador and stopping the Black Mass ritual. The Gur are grateful and agree to help during the final fight.
Summon two Gur warriors and a Sharpshooter.

To recruit Valeria the following conditions must be met: Summon three City Watch great weapon fighters.

To recruit Viconia DeVir and her Sharran followers the following conditions must be met: Summon two Sharran Novices and two Sharran Fidelians.

To recruit Volo the following conditions must be met:
  • During Act One, complete Rescue Volo to free him from the goblins at the Goblin Camp.
  • During Act Three, Volo is encountered again near the Steel Watch Foundry in the Lower City, tied to a chair in front of several Smokepowder barrels. After battling Volo's captors and saving him before the barrels explode, he will join your camp.
Grants +2 to Attack Rolls, Saving Throws and Ability Checks.

To recruit Wulbren Bongle and the Clan Ironhand the following conditions must be met: Summon 2 Ironhand Gnomes, who can throw blinding bombs and shoot Smokepowder Arrows.

To recruit Yurgir the following conditions must be met:
  • In Act Three, complete Deal with the Devil by breaking into the House of Hope. Yurgir's willingness to help the party depends on whether Break Yurgir's Contract was completed by in Act Two by defeating the Dark Justiciar Lyrthindor.
  • He can be convinced to fight against Raphael with a persuasion check of 30, if the party killed him during Kill Raphael's Old Enemy. If he is persuaded and Raphael is defeated, then he will agree to help in the final fight.
Summon Yurgir to join your side in battle.

To recruit Zevlor and his Hellriders the following conditions must be met: Summon Zevlor and a Paladin and a Cleric.

To recruit the Zhentarim the following conditions must be met: Summon two elite assassin mercenaries from the Zhentarim's ranks.

Consequences[edit | edit source]

Netherese Orb Blast: Gale can also blow himself up

Notes[edit | edit source]

  • Volo's passive buff, Volo's Guide to Monsters, is also a manual for the Dungeons and Dragons tabletop game.