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Outlander

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Outlander is a character background with skills and inspirations themed around exploration and navigating the wilds. Karlach, Halsin, and the hirelings Eldra Luthrinn and Sina'zith have this background.

Background features[edit section | visual editor]

Background goals[edit section | visual editor]

Performing certain actions that align with this background rewards Inspiration. These goals can be accomplished by any member of the active party, and Inspiration points are pooled, up to a maximum of 4. Completing an inspiration event also grants experience to characters with this background. While not necessarily all-inclusive, listed below are known events which grant inspiration points.

Location XP Reward Name Description
Act One
Multiple locations 30 Walking On Air Successfully use a fairy ring.
Campsite 25 Cub Tamer Successfully tame the owlbear cub.
  • The cub must be spared in the Owlbear Nest and saved from the Goblin Camp.
  • The inspiration is given after the cub comes to the camp for the second time (with a wounded paw) and if it then stays as a Camp Follower.
Grymforge 50 The Floor Is Lava Defeat the Lava Elemental in the lava lake.
Owlbear Nest 25 A Mother's Fury Triumph over the mother Owlbear.
  • Placating the Owlbear without Speak with Animals does not grant this one.
  • Does not require actually fighting the Owlbear. Convincing her not to attack using Speak with Animals is sufficient.
Risen Road 30 Rock Steady Survive the bandit's rolling boulder trap.
  • The trap blocks the cave mouth at X: 50 Y: 570.
  • The description is misleading; disarming or getting around the two tripwires awards the inspiration, while getting hit by the boulder and surviving does not.
30 Cursebreaker Discover the curse of Yeenoghu and destroy his hyenas.
Sunlit Wetlands 30 Eyes of the Wild See past the illusion covering the swamp.
  • Must reveal the true appearance of the wetlands, passing an ability check: the initial on entering the area, or when interacting with the disguised Redcaps. Provoking Auntie Ethel to reveal her true form does not count.
Underdark 30 A Noble Endeavour Effectively use a noblestalk mushroom.
30 Abyss Jumper The party must enter the Underdark through the bottomless well.
  • The inspiration is granted upon landing. Thus, the Feather Fall effect, via spell or potion, must be active to survive the fall.
  • This can be acquired even if the Underdark was previously entered via some other way.
30 Clever Cuckoo Steal from the giant bird's nest in the Underdark.
  • The nest can be reached by series of jumps up from approximately X: 43 Y: -141. Then, the wooden chest inside must be looted.
30 Mushroom Enthusiast Destroy each kind of hazardous Underdark mushroom.
  • The party must destroy at least one stalk of Bibberbangs, Timmasks and Torchstalks each, regardless of the order. Nightlights and Barrelstalks do not count.
  • It is enough for the Outlander character to witness the destroying of the third type of mushroom, whichever that would be.
  • The inspiration is given regardless of whether any party member got hurt from the mushrooms' effects.
30 Nest Egg Take an item from the Carrion Crawler nest.
  • The interacting character must belong to a Short race, e.g. either Halfling or Gnome, or disguised as such. In this case, a sequence of Survival check and then a passive Wisdom check (both DC 15) grants the inspiration.
Wilderness 20 Sticky Fingers Secure the pouch from the spider crevice.
  • The party must pass any ability check, use class-based dialogue option or use Speak with Animals to acquire the pouch.
Act Two
Campsite 50 Sleeping in the Dark Take a full Long Rest in the Shadow-Cursed Lands.
Gauntlet of Shar 75 Always a Step Ahead of the Darkness Reach Nightsong without having been affected by the shadow curse.
75 Path Least Followed Complete the Gauntlet of Shar without going to Last Light or Moonrise.
  • This effectively locks the party out of participating in most events of Act Two. Granted upon leaving the Shadowfell.
75 Tools of the Trade Obtain the orthon's crossbow.
  • This weapon can only be looted from Yurgir's corpse (regardless of the circumstances of his death), and cannot be pickpocketed from him.
Last Light Inn 60 Grove Keeper's Keeper Protect Halsin's portal while he saves the spirit of the land.
  • Eliminating all enemies before the counter ends also grants the inspiration.
Mind Flayer Colony 95 From Head to Toe Explore all sections of the mind flayer colony.
Moonrise Towers 50 Delving into the Deep Enter the Oubliette... for better or for worse.
  • Granted regardless of the way the party enters the Oubliette: deliberately or through the Cracked wall.
50 Mutual Respect Meet Steelclaw the tadpole-hunting cat.
  • Earned only if using Speak with Animals.
  • Granted upon the fact of talking to her. If the Dark Urge kills Steelclaw, this does not lock the party out of this inspiration.
60 Never Liked Stairs Enter a restricted area in Moonrise Towers from the outside.
  • It can be one of the following rooms: Isobel's room, Ketheric's chambers, Balthazar's lab. Must be the first time you enter any of the restricted rooms.
  • The party can use Grant Flight, or climb the roots to the east from the main entrance and reach the balcony by jumping to the scaffolds. Then, lockpick any of the doors.
  • Entering Isobel's room from the rafters inside does not count, more so, it locks the party out of gaining this inspiration further in the playthrough.
Reithwin Town 60 I've Had Worse Successfully drink and resist the negative effects of the brewer's concoction.
  • After each drink the interacting character makes a passive Constitution Saving Throw with DC 14, then DC 16. The inspiration is granted for any single success, even if the others fail.
  • Not necessary for the Outlander character to drink with the brewer.
Shadow-Cursed Lands 60 Bumps in the Dark Conquer three combat encounters in the Shadow-Cursed Lands.
50 Child's Play Beat Oliver at hide and seek without alerting the shadow creatures.
  • This requires winning both rounds of Oliver's game.
50 Embracing the Environment Survive two rounds of the Shadow curse.
  • The inspiration is given at the start of the third turn, if the character feeling the curse effect is still alive and not downed. It does not need to be the character with the Outlander background themselves.
60 I Ain't Afraid of No Shadows Traverse through the Shadow-Cursed Lands to Last Light and Moonrise without using a Moonlantern.
  • The party can fail this by accident, as Moonrise Towers are surrounded with streetlight Moonlanterns.
60 No Cursed Stone Left Unturned Explore each key area of the Shadow-Cursed Lands.
Act Three
Iron Throne 220 Down to the Depths Below Enter the Iron Throne.
  • The inspiration is given upon docking the submersible at the underwater prison.
House of Hope 220 Horizon Walker Travel through the House of Hope portal.
Lower City 220 Catastrophic Structural Failure Blow up the Steel Watch Foundry.
  • This is granted regardless of the particular way the party eliminates the foundry.
170 Children of an Outlander Convince Jaheira to let her family stay in the city.
  • No actual convincing is needed. Granted upon talking to both Jaheira and Rion in their house, regardless of the chosen course of dialogue.
170 For Once, a Warm Meal Obtain room and board at the Elfsong Tavern.
  • Granted regardless of the way the party obtains the rooms.
170 Nature of the Beast Discover the fate of the Githyanki egg.
170 Urban Jungle Survive the Bhaalist ambush at the park.
  • Must specifically fight the cultists. If the party agreed to ally with Orin, Reaper of Bhaal Clotilde offers to join them. Doing so locks the party out of gaining the inspiration.
Rivington 135 Cat's Got Your Tongue? Find the missing letters.
  • The letters are on the Open Hand Temple roof. Must convince Tara to leave, and pick up the letters.
  • Having Gale in the party helps to bypass any checks on Tara.
135 Enlisted Avian Meet Commander Lightfeather.
135 Gifts of the Wilds Give raw goods as a donation.
  • Must give Nestor food only through the barter menu, any amount.
  • Can be earned only before Nestor sees the explosive toys.
170 Macabre Hunt Find all the pieces of Dribbles' body and return them to Lucretious.
170 Primary Needs Tame the dilophosaurus, making it non-hostile.
135 Running Wild Release all the imprisoned circus beasts.
  • Available only before the fight with Dribbles. Lockpick the cages, or steal a key from Keren or from Ryland. Talking to the beasts is not necessary.
  • Mutually exclusive with the Primary Needs⁠Primary Needs. If Crimson is fed before unlocking his cage, he does not run away, and the inspiration cannot be gained.
135 Solemn Farewell Witness the Gur funeral.
Undercity 170 Beneath the Gate Enter the Undercellar.
  • This is granted upon entering the Guildhall for the first time, regardless of the way and direction.
220 The Face of Evil Reach the Temple of Bhaal.
  • Granted after opening the Solid Doors to the Temple in the Undercity Ruins.

Notes and References[edit section | visual editor]

  1. ↑ The area free of the curse starts in approximately 3 m (10 ft) from the hidden door leading to the Gauntlet from the Grand Mausoleum. Moving to the campsite before this imaginary line leads to the primary Shadow-Cursed Lands' campsite layout and allows to earn the inspiration.