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The Pale Elf
The Pale Elf is the Companion quest for Astarion. It is automatically added to the journal if Astarion joins the party.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions.
Walkthrough[edit | edit source]
Recruiting Astarion[edit | edit source]
Astarion can be recruited immediately after the Prologue northwest of the Nautiloid wreckage to the Ravaged Beach at X: 174 Y: 287. Astarion is by the cliffs and shouts to the party for help as they approach. He states that one of the "brain things" is nearby and he needs help killing it. The party can either agree to help him (they realize that it is just a boar) or turn away and tell him he seems strong enough to handle himself. Either way - Astarion pulls a knife on the player character. If a Perception check is failed, Astarion sneaks behind the player character and pulls them to the ground, holding the knife to them. If the Perception check is passed, he simply holds the knife out in a defensive stance.
He asks the player character what they did to him and what they know, saying he saw them walking around freely on the Nautiloid. The player character can attempt to deny they are a servant of the mind flayers, but ultimately the tadpole power connects the group and clears up the misunderstanding. Astarion puts his knife away and apologises for nearly gutting the player character. The player character can either leave Astarion on the beach or offer for him to join them, as they have a better chance of finding a cure for their tadpoles as a group. If offered, Astarion happily joins the party.
Astarion's Secret[edit | edit source]
During a Long Rest at camp, the player character can notice Astarion can slinking off somewhere in the night, though they are unable to question him. After this event, a boar drained of blood appears before the bridge to the Blighted Village. With DC 10 Medicine check, the party can learn it has two puncture wounds in its neck. If Astarion is in the party, passing a
DC 10 Persuasion or Intimidation check causes him to reveal that it appears drained of blood by a vampire. Astarion apparently does not want to say anything as he does not want to frighten the party.
There are two ways the party can learn about Astarion's condition. The first is a scene during Long Rest where the player character awakens to Astarion crouching over them. He admits that he is a vampire spawn who is weak from hunger, and asks to drink some of the player character’s blood. The player character can either hear him out or drive a stake through his chest. If hearing him out, they can agree to let him drink their blood or tell him to go elsewhere. If they agree, Astarion begins drinking and either a DC 5 Persuasion check must be passed or he must be shoved with
DC 7 Strength check to stop. Letting him drink a little more instead requires a
DC 15 Persuasion check. If this check fails, the player character dies and must be resurrected; if the player character and Astarion are the only party members, this results in a Game Over. Astarion pretends not to know what happened, but can be confronted by the player character in the morning.
The second way the party can learn about Astarion is by visiting the Underdark or the Rosymorn Monastery Trail without having triggered the blood drinking scene. When the player character talks to Astarion in the party, he reveals that he has something to share that has not come up naturally. He is a vampire. The player character can either act shocked, say they knew all along, or eject him from the party.
Once Astarion's secret is revealed, he gains the Cazador Szarr, who tormented him for two centuries. Astarion was one of seven spawns created by Cazador, and Cazador insisted on calling them a 'family.' Thanks to the mind flayers, he has been lost, granting him his freedom. Even better, the tadpole surpresses many of his vampire weaknesses, such as being unable to walk in the sun or enter homes uninvited.
ability. The player character can tell Astarion that he can drink on their enemies or stick to only nominally-intelligent creatures. Through dialogue at camp or in the party, Astarion can reveal more about his past, such as information about his master,The Monster Hunter[edit | edit source]
A Gur monster hunter named Gandrel can be encountered in the Sunlit Wetlands / Putrid Bog. Meeting him does not depend on whether the party have already found out Astarion's true nature. The party can just speak to Gandrel without learning more about his current prey and part ways with him. Thus, how the conversation with Gandrel might pan out depends on two major factors:
- whether the party already know that Astarion is a vampire spawn and
- whether they currently have Astarion in their party or not.
- If Astarion is not in the party AND the party knows already about his true nature:
Speaking to Gandrel, the party can find out that he came to this area to get some help from a local hag. Further in the dialogue, the party may inquire about his prey, but must pass a DC 20 Intimidation check or
DC 15 Persuasion check to make the hunter reveal his target. If successful, it is possible to choose whether to stand by Astarion or to turn him in. Either way, the Gur asks the way to their camp to finish his task (see below).
- If Astarion is not in the party BUT his vampirism has not been unearthed yet:
The dialogue with Gandrel evolves mostly the same way, but finding out that Astarion could indeed possibly be a vampire might later trigger the nighttime cutscene with him trying to bite the player character.
- If Astarion is in the party, BUT still considered an ordinary elf:
Speaking to Gandrel, the party may find out that he is hunting a vampire spawn (not stating his name) and came to this area to get some help from a local hag. Through the dialogue, there is a passive DC 5 Insight check to notice Astarion being overly tense, "like a coiled spring". Should the player character reveal they have noticed it or continue to ask questions, the elf relaxes a little, and the scene ends peacefully. However, if nothing is done about it, Astarion makes his own move and kills Gandrel in one swift strike, giving only vague explanations about his antipathy towards all Gur afterwards. Talking to Gandrel's corpse via reveals that he was sent by someone named Ulma and his target's name was "Astarion", but inquiring with Astarion does not progress the quest (the following long rest, however, might do it, as mentioned above).
- If Astarion is in the party, AND it is known that he is a vampire:
Astarion butts into the conversation, expressing his distrust and even loath towards monster hunters and particularly the Gur nomads. Through the dialogue, there is an option to turn the spawn in. If done so, Gandrel then knocks Astarion out and leaves, taking him away. Taking this course, the quest is concluded, although the consequences of this decision do not come out before Act Three. Astarion hints on killing the Gur or ask the permission to do it straight away. If agreeing, the party must engage in a fight with Gandrel. If they do not consent, Astarion strongly disapproves, but still ends the encounter peacefully.
If Astarion is not in the party, it is possible to return to the camp and bring him around. In that case, the scene developes in the way corresponding to whether Astarion's true nature has been revealed prior. Regardless, when discussing the encounter, Astarion expresses his concern about a Gur hunter stalking him, and blame his former master Cazador. Also, there is an option to find out where the roots of his hatred for the Gur stem from.
If Gandrel is told about the camp's location, he takes his belongings and swiftly leaves. Afterwards, it is possible talk to Astarion upon returning to the camp and warn him. If this is not done, the hunter unsurprisingly snatches Astarion away during the long rest and Astarion is permanently lost as a party member. Should Astarion be warned, he suggests that he takes the watch at night, and if asked in the morning, tells the party he has successfully dispatched the hunter.
If not allowing Astarion to kill Gandrel throughout the dialogue, the party might have an option to discuss it with Astarion, and he says that if the hunter reappears, the party must solve this "problem" just as he himself intended to do it before - i.e. with the most ill-fated outcome for the Gur hunter.
Astarion's Scars[edit | edit source]
Player characters who romance Astarion can learn more about Astarion's scars by having a tryst with him in the forest. Astarion can propose this through speaking with him in the party or at camp after gaining high approval, or he can propose it during the Goblin / Tiefling celebration, if
is completed. After the encounter, the player character wakes up to see Astarion bathing in the sun with his back to them, displaying strange scars. If asked about them, Astarion explains they supposedly are a poem carved into his flesh by Cazador in a single night, with heavy revisions. He refuses to elaborate further.If the player character has high approval with Astarion, a scene occurs at camp during a Long Rest. Both romanced and unromanced player characters can witness this scene, although romanced player characters can see this as early as Act One, while it triggers in Act Two for unromanced player characters. Astarion is shirtless and tracing his fingers against his back. The player character can ask him what he is doing; he can be coaxed to explain that he is trying to determine what the words on his back mean. With a DC 10 Arcana check, the player character can attempt to decipher the runes and ascertain that they are Infernal, while characters who can understand Infernal language, such as tieflings, can read the sigils as a bunch of jumbled Infernal legalese that is part of a contract.
Player characters, who do not have a high enough approval with Astarion, cannot ask about his scars, but he can still have a scene in camp where he is eager to speak to Raphael again. He does not elaborate on why but asks the party to look out for him.
A Deal with Raphael[edit | edit source]
There are two places where Astarion can negotiate a deal with Raphael. The first is the Last Light Inn, where Raphael is playing lanceboard with Mol near the staircase. Raphael only remains until is triggered by speaking to Isobel on the upper floor. After this, he leaves. If Raphael is spoken to with Astarion in the party, Astarion asks him about his scars and Raphael says he will think up an agreement in time before disappearing. However, speaking with the Dark Urge origin, Raphael may not give him a chance to ask his question and may disappear before Astarion can butt into the conversation.
The second place Astarion can trigger a deal is the entrance to the Grand Mausoleum X: -191 Y: 112. Raphael appears to warn the party of a threat within the depths of the Mausoleum: an old enemy of his, as part of . Whether or not Astarion has told the party about his scars, he asks Raphael to decipher them. Raphael agrees, but only if the party slays the beast he was speaking about. If calling him out about keeping secrets, Raphael reveals his own surprise at Astarion "keeping his clothes on" for so long and magically takes them off so the party can see the scars.
The enemy in question is an orthon named Yurgir, who is trapped deep within the Gauntlet of Shar located under the Mausoleum. If Astarion is in the party, he disapproves of anything other than immediately killing Yurgir, even if the party plans to trick Yurgir into killing himself. Additionally, if the party attempt to help Yurgir as part of , Astarion becomes upset that they have not killed him and questions the party. If the party break Yurgir's contract instead of killing him, Astarion becomes furious and asks why he should remain in the party at all. A DC 14 Persuasion or Deception check is then required to convince him to remain in the party.
If Yurgir is killed, Raphael is true to his word and comes to camp to explain the runes on Astarion's back: it is one part of seven of a contract with the devil Mephistopheles. It states that if Cazador completes the Black Mass Ritual he becomes a Vampire Ascendant, free from the typical vampire weaknesses, like walking in the sun.
The deal with Raphael can be avoided if Astarion is not in the party, is far enough away when the conversation with Raphael occurs, or he is at camp. In this case, the player character does not lose approval for helping Yurgir, but Astarion also does not learn about his scars. An alternative way to find out in Act Three is through Necromancy of Thay. If Astarion successfully decodes it and reads
The Tharchiate Codex, he can be asked about what he has found. [1]
Araj Oblodra[edit | edit source]
An optional scene important to Astarion's story arc can be found in Moonrise Towers. Araj Oblodra is a blood alchemist and trader, who has a particular interest in vampires. If Astarion is in the party, she asks the player character if Astarion is their spawn. She explains that she has always dreamed of having her blood drunk by a vampire since she was a little girl. She is willing to give a legendary Potion of Everlasting Vigour to the party if Astarion drinks her blood. Astarion is visibly disgusted and, if asked why, explains that her blood smells foul and he does not want to do it. The player character can insist he get over it or inform Araj that Astarion does not have to do it if he does not want to.
Later at camp, if the player character stood up for Astarion, he thanks them and explains that he did not know how to say no. If Astarion was pushed to drink Araj's blood, then he tells the player character how disgusted he feels and has come to realize that he cannot use his body as a tool anymore. The player character can remain in good standing by apologizing to Astarion for pushing him to drink Araj's blood and saying he does not have to do it again. If the player character is romancing Astarion, pushing him to drink Araj's blood leads him to say that he wants to sleep alone from now on, unless the player character chooses the right dialogue options (which means avoiding the subject and saying the player character does actually care about him and wants to continue dating him).
Investigating Cazador Szarr[edit | edit source]
Encountering the spawns[edit | edit source]
Two of Cazador's spawns, Petras and Dalyria, can be found chatting about the Black Mass in Fraygo's Flophouse on the upper floor X: -21 Y: 76. It is clear they believe that they too will ascend if the ritual is successful. Astarion immediately threatens them for information, but can be persuaded to hold back. If he is allowed to proceed, they reveal the location of the ritual, Cazador's Palace.
It is not possible to kill the spawns at this time. They disappear if the party tries.
The Gur camp[edit | edit source]
In the Gur Camp in Rivington at X: 102 Y: -12 the party can speak with Ulma, the gur leader. She tells the party that Cazador has done immense damage to her tribe and even has stolen their children. She wants them back, or at least to have revenge if they are already dead. If Astarion is in the party, he can be told that the least he can do is get vengeance for the Gur, which he agrees to. Ulma states that the Gur have tried and failed to infiltrate Cazador's Palace, but a spawn could do it.
Potential Abduction[edit | edit source]
Several of Astarion's fellow vampire spawns attempt to kidnap him during a long rest after the party has entered the Lower City. If in the active party, Astarion is abducted and sent to Cazador's palace if he is reduced to 1 hp or less; if not in the active party, he still participates in the fight, but cannot be abducted. Once taken, he is tortured by Godey, who uses magic in an attempt to force Astarion to obey Cazador. This triggers a saving throw, but even if it is failed, the tadpole within Astarion sends out a psionic wave which disrupts the spell. Godey becomes hostile after failing to collar Astarion and must be defeated. The party can regroup with Astarion in the kennels.
Cazador's Palace[edit | edit source]
Szarr Palace can be accessed via the Central Watch Tower at X: -53 Y: -64, near the Lower City Central Wall Waypoint, by climbing up the stairs. There are several charmed guards who try to stop the party, but can be persuaded or intimidated into standing down. The party must follow the way north to get to the door to Cazador's Palace. Once inside, the palace is surprisingly empty of spawns, but holds a conspicuously large locked ballroom door.
The way forward is through the ballroom. A Szarr Family Ring and a passphrase in the Kozakuran language are needed to enter and proceed.
The Signet Ring[edit | edit source]
If speaking with Vilhelm, he can be persuaded or deceived into revealing that Godey has the signet ring that can unlock the door. Godey is in the kennels in the lower floor and is waiting in ambush at X: -1289 Y: 982, but a perception check reveals him and he can be called out. If Astarion is in the party, Godey asks what he has brought him:
- [DECEPTION] Cazador hired me to capture Astarion. I'm here to deliver. (DC 15)
- [INTIMIDATION] Lay a hand on me and lose it, bones. (DC 15)
Astarion insists that they need to get into the ballroom. Godey states that he was told not to open the ballroom no matter what.
- [PERSUASION] Your master needs Astarion for the ritual. He'll be furious if you stop us joining him. (DC 20)
- [DECEPTION] Cazador gave me orders too - Astarion needs to be returned no matter what. (DC 20)
- [INTIMIDATION] How about I start breaking bones and keep going until I find that key? (DC 20)
Succeeding the checks results in Godey relinquishing the ring. Otherwise, he becomes hostile and the key must be looted from his body.
The Passphrase[edit | edit source]
A note upstairs on the Chamberlain's desk at X: -1243 Y: 976 suggests that one of the spawns has misplaced the dictionary used to decipher the passphrases.
The Kozakuran Dictionary can be found on the lower floor in the guest room, which is brimming with deadly necrotic magic X: -1299 Y: 967. Here, the the cursed corpse of Victoria afflicts with (4d6+4 Necrotic per turn) upon anyone entering, Casting on Victoria's body will end her and make the room safe. Alternate solutions include use of
Elixir of Necrotic Resistance, or to cross the hazard. The dictionary is in a mahogany wardrobe to the east of the bed at X: -1291 Y: 957. Reading the book gives the phrase to enter the ballroom.
In the ballroom[edit | edit source]
Once in the ballroom, a number of werewolves notice the party. They state that no one is meant to enter while the ritual is occurring, and become hostile to the party. After defeating them the party can find an elevator down to Cazador's dungeon next to the south-western door.
Cazador's Dungeon[edit | edit source]
After descending the elevator, a hallway to the west connects to Cazador's chambers. It contains the skull of Cazador's former master, Vellioth, and more information about him and the Black Mass Scroll.
To the north are several people imprisoned in cells who call out to the party. If Astarion is in the party, Sebastian, a victim Astarion brought to Cazador 170 years ago, recognizes him. Sebastian can be persuaded or deceived into revealing how to unlock the cages - with Cazador's staff. The cell across the way can also be interacted with - it contains several Gur children who were captured and turned into vampire spawns. If told that Ulma sent the party, they also share that the staff is the key to opening the cells.
A special weapon[edit | edit source]
Within Cazador's dungeon, a lower level can be reached using Pelorsun Blade can be found in a room to the east, in a buried and trapped rosewood casket at X: -1926 Y: 853. This weapon deals radiant damage, which is highly effective against Cazador. Additionally, a locked (
DC 30 Sleight of Hand check) door here connects to the Lower City Sewers - Gloomy Ascent.
Confronting Cazador[edit | edit source]
Cazador can be found in the ritual chamber north of the prisoners' cells.
Fighting Cazador[edit | edit source]
If Astarion is in the active party, he concludes the dialogue by attacking Cazador in a rage, only to be trapped in a ritual circle . Cazador then attacks, along with several bats, werewolves, and fallen Gur hunters. Astarion can be rescued from imprisonment via , allowing him to rejoin the fight. If Astarion is not released in three turns, the ritual succeeds, and Cazador becomes a Vampire Ascendant.
If Astarion is not in the party, Cazador can be persuaded to allow the party to leave so they can bring Astarion back, or they can fight him without Astarion. If Astarion was never recruited, or if he was killed (such as staking him in camp), he is at the ritual as a zombie.
After being defeated, Cazador returns to his coffin, where he can be eventually killed and looted.
Outcomes[edit | edit source]
Once Cazador is defeated, he returns to his coffin to attempt to enter a healing sleep. Interacting with the coffin has Astarion pry Cazador out of it. Astarion attempts to use the ritual for himself, and asks the party for assistance. The party can agree, attempt to persuade Astarion against using the ritual, or simply refuse to help. If Astarion is dead, not present, or never recruited, then the only option is whether to kill or release the prisoners.
Ending 1: Astarion completes the Rite of Profane Ascension[edit | edit source]
If agreeing to assist Astarion, he completes the Rite of Profane Ascension by carving the runes into Cazador's back and sacrificing Cazador along with the six spawns and the seven thousand souls. He becomes the Vampire Ascendant, significantly altering his disposition. When Ulma and the Gur arrive, they find him responsible for the deaths of their children and turn hostile.
Ending 2: Astarion is persuaded not to complete the Rite of Profane Ascension[edit | edit source]
If Astarion is successfully persuaded not to use the ritual, he kills Cazador without performing the Rite of Profane Ascension, remaining a vampire spawn.
Astarion has the choice to kill the seven thousand victims, release them, or leave them. Astarion is conflicted: he sees killing the victims as mercy, as they never learned how to control their hunger. If doing so, he comes to regret it as he thinks that they should have had the same chance he did. If freed, the other spawns lead the victims to live in the Underdark. If Astarion decides to leave them, he breaks Cazador's staff and says that he is done with this place and done with all of them. Breaking the staff results in it not being available as a quest reward. Regardless of the choice, the Gur do not attack Astarion and see him as having redeemed himself.
If any of the other vampire spawn are killed during the Cazador fight or only Astarion is present during this specific cutscene, the ritual is unable to be completed and Astarion kills Cazador without attempting to perform the ritual. He then moves onto the choice regarding the other spawns in prison. If alone, Astarion chooses to free the spawns. The dialogue with the Gur and the other companions proceeds as if Astarion had chosen to give up on the ritual himself.
Ending 3: Refuse to help Astarion perform the ritual.[edit | edit source]
If refusing to help Astarion perform the ritual, or if Astarion cannot be convinced to stop it, then he kills Cazador in the same manner as if he was persuaded to not perform the ritual. However, he then destroys Cazador’s staff and leaves the spawns to rot in their cells. Astarion then permanently leaves the party, saying he hopes that they “die screaming.”
Ending 4: Interrupt the ritual.[edit | edit source]
It is still possible to prevent Astarion from completing the blood ritual if he already commenced it. If the player character decides to interrupt the ritual, they pick up Cazador’s dagger and throw it into Cazador, killing him and making the ritual impossible for Astarion to complete. Astarion then destroys Cazador’s staff in the same way as mentioned above, and attacks the party, forcing them to kill him permanently.
Quest rewards[edit | edit source]
If Cazador is defeated:
High Security Vault nº3 Key
Rhapsody as loot from Cazador
Szarr Family Ring
Woe as loot from Cazador
If Cazador is defeated and Astarion does not complete the Rite of Profane Ascension:
- Aid of Ulma and the Gur for
If Cazador is defeated and Astarion completes the Rite of Profane Ascension:
- Aid of Astarion's servants of the night for Gather Your Allies
- Astarion gains the passive feature 1d10 damage to weapon and unarmed attacks which grants the actions and , and an additional
Achievements[edit | edit source]