More actions
“Master, friend... I stayed with him until... until I knew he was gone.„
Overview
Background
Scratch was the dog of Gomwick, a courier who worked for Sword Coast Couriers. The pair were making a delivery to Baldur's Gate when a group of gnolls attacked them. Gomwick forced Scratch to flee, but he himself died in the attack. Scratch later returned to find his master and, thinking him merely injured, waited patiently by his side for him to wake.
Recruitment
Scratch can be recruited as a camp follower and familiar.
He is found in the Forest, west of and above Owlbear Nest X: 69 Y: 476. Scratch defends the body of his dead master, a messenger named Gomwick. The party must tell him they mean no harm.
Calming down Scratch
- Without Speak with Animals
- [PERCEPTION] Peer at his collar. (DC 10)
- It's all right, Scratch. I'm not going to hurt you.
- [ANIMAL HANDLING] Kneel - you mean no harm. (DC 10)
- [INTIMIDATION] Stand down! (DC 10)
- [BERSERKER] [INTIMIDATION] ROAR. (DC 5)
- [BARBARIAN] [INTIMIDATION] Growl. (DC 5)
- [PERCEPTION] Peer at his collar. (DC 10)
- With Speak with Animals
- Scratch tells the party member to keep moving. The party can respond with:
- [PERCEPTION] Peer at his collar. (DC 10)
- You're Scratch, aren't you? Come here. It's all right.
- [INTIMIDATION] If I wanted to hurt either of you, I'd have done it already. (DC 15)
- [HALF-ORC] [INTIMIDATION] I could snap you in half, if I wanted to. I don't. (DC 10)
- [BERSERKER] [INTIMIDATION] I don't want to hurt you. BUT I CAN. (DC 10 )
- [BARBARIAN] [INTIMIDATION] You don't want me angry. Trust me - one animal to another. (DC 10 )
- [PERSUASION] I'm not an enemy, I promise. (DC 15)
- [DRUID] [PERSUASION] Calm, friend. I mean you no harm. (DC 15 )
- [DRUID] [PERSUASION] I understand your fear, but I promise I mean you no harm. (DC 15 )
- [PALADIN] [PERSUASION] Calm yourself. I harm only those deserving of it. (DC 15 )
- Once Scratch is calm, he turns his attention to his deceased master and must be convinced to follow the party to the campsite.
Convincing Scratch to come to the campsite
- Without Speak with Animals
- Come on, Scratch. Follow me.
- Motion him to follow.
- Hold out your hand so he can follow your scent to camp.
- With Speak with Animals:
- I don't think he's going to wake up.
- [DRAGONBORN] It's noble to protect one of your clan, but he's gone.
- [NEUTRAL CLERIC] [GOOD CLERIC] He's with his god now. I'm sorry.
- Scratch does not leave his master's side, but finds his way to the Campsite during the next long rest. Doing so also rewards 15 experience.
Angering Scratch
Involvement
Camp
After he has been at camp for a while, Scratch brings the player character an item called Scratch's Ball. Succeeding in a Strength, Sleight of Hand, or Animal Handling check, or by using , allows the player character to take the ball. While Scratch's Ball is in someone's inventory, they may summon Scratch as a Familiar. Scratch can find a variety of hidden items, and is the only familiar capable of the action except those from . Scratch can remove , , , , , , , , or from an ally. If his ball is lost in some way other than throwing it into a chasm, Scratch has a spare at camp.
KEY NOTE: Scratch also fetches any item that any character throws on the ground. This can be a problem if the party is trying to throw items to block vents that are emitting poison gas, as Scratch immediately grabs the item off the vent, unblocking it. If intending to block gas vents, it is best to dismiss Scratch if he is currently summoned.
While in camp, Scratch can also be pet, and will play fetch, retrieving his ball if it is thrown.
If the Owlbear Cub is recruited, one night, during a long rest, sounds of distress can be heard coming from the cub and Scratch. Hurrying towards the sound, the player character finds Scratch and the owlbear lying together. Without animal speech, the player character can pass an Animal Handling check to discover that the two have become friends. Otherwise, Scratch explains that he is comforting the cub, after he had a nightmare of his time in the Goblin Camp. Scratch shares that he used to sleep under Gomwick's coat as a pup, and that he thinks Gomwick would be happy that he is travelling with his new master – a little surprised at himself for calling the player character as such.
Act Three
In Rivington, the party can visit Sword Coast Couriers, the messenger service that employed Gomwick and Scratch. The dog kennels adjoined to the building are overseen by the abusive Angry Mar'hyah and her put-upon assistant Oyster Boy Dringo. Talking to Mar'hyah presents the option of summoning Scratch, after which Mar'hyah attempts to take the dog back.
The party must pass an Ability Check in order to keep Scratch. Passing a subsequent ability check banishes Angry Mar'hyah from the game entirely.
Companion approval
Petting Scratch for the first time grants approval from all companions who are within view.
Related literature
Achievements
You Have Two Hands for a Reason
Pet Scratch and the owlbear cub at the same time - the greatest joy an adventurer could ask for.
Gallery
Notes
- Attacking, shoving, or throwing Scratch while in camp causes him and all non-party members to become hostile.
- If Scratch dies or permanently leaves camp, each character has 4 unique voice lines that play when his ball is thrown.
- Unique among pets, familiars, and summons, Scratch is capable of taking the action like a full companion can.
- In Honor mode, using on Scratch turns him hostile once the condition expires.