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Aradin Beno

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Aradin
Aradin-thumbnail.jpg
Stats
Level 3

STR

15
(+2)

DEX

14
(+2)

CON

14
(+2)

INT

12
(+1)

WIS

12
(+1)

CHA

12
(+1)
Bg3 content hr.png
Creature Race Icon.png  Race [[Human Human|Human Human]]
Creature Type Icon.png  Type Humanoid
HP Icon.png  HP 28
Creature AC Icon.png  AC 16
Creature Speed Icon.png  Movement Speed 9m / 30ft
Creature Size Icon.png  Size Medium
Weight Icon.png  Weight 60kg / 120lbs
Proficiency Icon.png  Proficiency Bonus +2
Initiative Icon.png  Initiative +2
Passive features
Character information
Class Fighter Fighter
Location Druid Grove
Model
Aradin Model.png
We was running for our lives.
Aradin offers a half-arsed explanation

Aradin is a side character in Baldur's Gate 3. Aradin and his adventuring party are searching for a treasure called The Nightsong.

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 Druid Grove with goblins in hot pursuit.

Chapter One

Aradin can be first encountered outside the Druid Grove, begging to be let in before the goblins chasing him arrive. As the player 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 players 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 player he is giving up on his quest to find the Nightsong and will offer what he knows if the player is interested. This gives the player the quest Find the Nightsong.

Chapter Three

If alive, Aradin will be found arguing with an Animated Armour outside Sorcerous Sundries the Lower City.


Companion Approval

Act 1: Emerald Grove

After the fight at the gates of the Emerald Grove, Aradin will get into an argument with Zevlor. You are given several ways to intervene. Note that in all of these cases, approval is only gained/lost on successful checks.

  • "More violence won't bring back those you lost. Stop and think." (Persuasion, DC 15)
  • "If you want me to take both of you down, I will. Otherwise, knock it off." (Intimidation, DC 10)
  • (Barbarian) "STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF." (Intimidation, DC 5)
  • (Half-Orc) "Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down?" (Intimidation, DC 5)
Any of the above: Gale approves +8 Shadowheart approves +1 Wyll approves +1 Karlach approves +1
  • Stand back and watch. Shadowheart approves +1
  • Hit Zevlor. (Melee Attack vs. AC 17) Laezel approves +1 Wyll disapproves -1 Karlach disapproves -1
  • Hit Aradin. (Melee Attack vs. AC 16) Laezel approves +1 Wyll approves +1 Karlach approves +1

Act 3: Outside Sorcerous Sundries

  • Tell him you found the Nightsong, and say any of the following:
    • "She's immortal. And tough. You can forget about turning her in for a reward."
    • "She's gone - I'm not sure where to." (Deception, DC 15) (Note: Only the version of this line that is actually a lie will give approval.)
    • "Piss off." (Intimidation, DC 15)
    • (Cleric)
    • (Monk) "To chase the Nightsong is to once more rush into danger - reflect on your past mistakes." (Persuasion, DC 15)
Any of the above: Karlach approves +1 Wyll approves +1 Astarion approves +1 Laezel approves +1 Shadowheart approves +1 Gale approves +1 Minthara approves +1 Jaheira approves +1 Minsc approves +1 Halsin approves +1
  • Tell him you found the Nightsong, and that she's at your camp. (Note: If you are a Paladin, this will break your oath.) Karlach disapproves -1 Wyll disapproves -1 Astarion disapproves -1 Laezel disapproves -1 Shadowheart disapproves -1 Gale disapproves -1 Minthara disapproves -1 Jaheira disapproves -1 Minsc disapproves -1 Halsin disapproves -1
  • Lie and tell him you didn't find anything. (Deception, DC 15) Karlach approves +1 Wyll approves +1 Astarion approves +1 Laezel approves +1 Shadowheart approves +1 Gale approves +1 Minthara approves +1 Jaheira approves +1 Minsc approves +1 Halsin approves +1

Act 3: At Camp

If you told Aradin that the Nightsong was at your camp, failed the roll to lie to him about not knowing where she was, or failed the roll to persuade/intimidate him out of pursuing her, Aradin and his buddies will later attack you at camp, trying to reclaim her. You will have 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." Halsin approves +1
  • "I'm going to enjoy ripping your head off." (Note: unavailable to Fighters, Rogues, or Barbarians.) Karlach approves +1 Gale approves +1 Wyll approves +1 Astarion approves +1 Shadowheart approves +1 Laezel approves +1 Jaheira approves +1 Minthara approves +1 Minsc approves +1
  • (Barbarian) "You DARE challenge me? I'm going to rip you apart." Karlach approves +1 Gale approves +1 Wyll approves +1 Astarion approves +1 Shadowheart approves +1 Laezel approves +1 Jaheira approves +1 Minthara approves +1 Minsc approves +1
  • (Monk) "Do not let simple coin blind you. This path will lead to regret and senseless death." Halsin approves +1
  • (Fighter) "You're a competent warrior - but you're nothing compared to me." Halsin approves +1
  • (Rogue) "You managed to track me down? I'd be impressed if I wasn't about to slit your throat."

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