User:T-Furan/Sandbox

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Spells and cantrips using attack rolls.

Cantrips[edit | edit source]

Level 1 spells[edit | edit source]

Level 2 spells[edit | edit source]

Level 3 spells[edit | edit source]

Level 4 spells[edit | edit source]

  • None

Level 5 spells[edit | edit source]

Level 6 spells[edit | edit source]

  • None

Theme test[edit | edit source]

Item/Variant spells[edit | edit source]

Name Level Cast time Duration Range/Area Attack/Save Damage/Effect
Activate Witch Bolt Activate Witch Bolt C Action
-
 30m / 100ft
-
1d12Damage TypesLightning
Conjure Us Conjure Us C Action
-
 18m / 60ft
-
-
Ensnaring Shock Ensnaring Shock C Bonus Action  4 turns  18 m / 60 ft 1d4Damage TypesLightning
Entangle Entangle C Action  10 turns  18m / 60ft
 3m / 10ft (Radius)
-
Firebolt? Firebolt? C Action
-
 18m / 60ft
-
1d10Damage TypesFire
Produce Flame: Dismiss Produce Flame: Dismiss C Action
-
 Self
-
-
Produce Flame: Hurl Produce Flame: Hurl C Action
-
 9m / 30ft Attack roll 1d8Damage TypesFire
Pulling Web Pulling Web C Action
-
 9m / 30ft
-
1d6Damage TypesPiercing
Rays of Fire Rays of Fire C Action
-
 18 m / 60 ft Attack roll 3d6Damage TypesFire
Selûne's Dream Selûne's Dream C Action  2 turns  1.5 m / 5 ft 1d8hit points
Shadow Teleportation Shadow Teleportation C Action
-
 18 m / 60 ft
-
-
Sorrowful Lash Sorrowful Lash C Bonus Action
-
 9m / 30ft Attack roll 1d4Damage TypesPiercing
Stand Like Stone Stand Like Stone C Bonus Action  1 turn  Self
-
-
The Paladin Class Progression Spell Slots per Spell Level
Level Proficiency Bonus Features Lay on Hands Charges 1st 2nd 3rd
1st +2 Divine Sense Divine Sense, Lay on Hands Lay on Hands, Channel Oath, #Level 1 Choose a subclass 3 - - -
2nd Fighting Style Fighting Style, #Level 2 Spellcasting, Divine Smite Divine Smite 2 - -
3rd Divine Health Divine Health, #Level 7 Subclass Feature 3 - -
4th Feat Feat 4 3 - -
5th +3 Extra Attack Extra Attack 4 2 -
6th Aura of Protection Aura of Protection 4 2 -
7th #Level 7 Subclass Feature 4 3 -
8th Feat Feat 4 3 -
9th +4 - 4 3 2
10th Aura of Courage Aura of Courage 5 4 3 2
11th Improved Divine Smite Improved Divine Smite 4 3 3
12th Feat Feat 4 3 3

Class information[edit | edit source]

Bard's default armour
Hit points
At level 1: 8 + Constitution icon.png Constitution modifier
On level up: 5 + Constitution icon.png Constitution modifier
Key Ability Scores
Charisma icon.png Charisma for improved spell's DC and Attack Rolls with spells.
Constitution icon.png Constitution for more Hit Points and better Concentration Concentration checks.
Dexterity icon.png Dexterity for higher Initiative and Armour Class.
Saving Throw proficiencies
Dexterity icon.png Dexterity, Charisma icon.png Charisma
Equipment proficiencies
Simple weapons, Hand Crossbows Hand Crossbows, Rapiers Rapiers, Longswords Longswords, Shortswords Shortswords
Light armour
Skills with proficiency (Choose 3)
History History, Insight Insight, Medicine Medicine, Persuasion Persuasion, Religion Religion, Deception Deception, Intimidation Intimidation, Performance Performance, Acrobatics Acrobatics, Sleight of Hand Sleight of Hand, Stealth Stealth, Animal Handling Animal Handling, Arcana Arcana, Investigation Investigation, Athletics Athletics, Nature Nature, Perception Perception, Survival Survival
You receive a bonus to every Skill that you are Proficient in. At Level 1 the Proficiency Bonus is +2.

Spellcasting[edit | edit source]

For a list of spells available to the Bard, see: Bard/Spells.
Spellcasting Ability
Charisma icon.png Charisma
Known spells
Bard Spells are Always Prepared. In exchange, Bards know fewer Spells at low levels.

Gameplay[edit | edit source]

Astarion's default class is rogue. He can cast the Fire Bolt cantrip as a high elf, and as a vampire spawn he has access to a unique Vampire Bite, however this action does not appear until after the party finds out about his vampirism.

Proficiencies[edit | edit source]

Unlockable actions[edit | edit source]

The following actions are unlockable through certain decisions in Astarion's companion quest:

History[edit | edit source]

Astarion was a young magistrate in Baldur's Gate, until one day he was assaulted and almost killed by a gang of Gurs. The vampire lord, Cazador Szarr, who had taken interest in him, approached Astarion and turned him into one of his slaves – a vampire spawn.

After being turned, Astarion and his vampire spawn siblings lived at the Szarr Palace in the city. Cazador held complete control over his spawn, able to "puppet" their bodies and bend them to his will. He used this power to torment Astarion, torturing him physically and emotionally for centuries. At his command, Astarion was himself seducing the nobility of Baldur's Gate, luring young aristocrats back to be fed on by his master.

Unbeknownst to Astarion, Cazador had secretly made a deal with the archdevil Mephistopheles to invoke the Rite of Profane Ascension. Szarr was to siphon the life force of seven thousand souls, Astarion's included, to become a vampire ascendant.

Before the vampire lord's plans could come to fruition, Astarion was kidnapped and infected with a special illithid tadpole. And so, Astarion's journey to freedom from his master could begin...

Objectives[edit | edit source]

Find a way into Waukeen's Rest.
  • We approached a burning inn called Waukeen's Rest. Flaming Fists are trying to break down the door - a Grand Duke of Baldur's Gate is trapped inside.
  • We couldn't get through the door. There must be another way in.
Search for survivors.
  • We managed to get inside. We need to find the Grand Duke and fast.
  • We found a survivor trapped behind a locked door.
  • A man is stuck under some rubble. He's not the Grand Duke, but he still needs help.
Speak with Counsellor Florrick.
  • The woman we rescued survived. Maybe she saw the Grand Duke?
Search for Grand Duke Ravengard.
  • We learned that the Grand Duke of Baldur's Gate was kidnapped.
  • We learned that the Grand Duke was captured by drow and taken westwards.
  • We agreed to look for the Grand Duke. We should investigate the area.
  • Moonrise Towers is a popular location - at least for the cult of the Absolute. Perhaps the Grand Duke was taken there too.
  • We agreed to look for the Grand Duke. We should head to Moonrise Towers.
  • We learned nothing from the woman we rescued. Someone else must know what happened to the Grand Duke.
  • We refused to help Counsellor Florrick. But we should keep an eye out for the Grand Duke - he'd make a powerful ally.
  • We didn't find the Grand Duke or anyone who'd seen him. We should still keep an eye out, though - he'd make a powerful ally.
  • We met Counsellor Florrick at Last Light Inn. She urged us to search for Grand Duke Ravengard. She believes he is being held in Moonrise Towers.
  • We finally reached Moonrise Towers. Grand Duke Ravengard must be here somewhere.
Pursue Ravengard's captors to Baldur's Gate.
  • Grand Duke Ravengard was infected with an illithid tadpole, and taken to Baldur's Gate.
Search for Grand Duke Ravengard.
  • We finally found Grand Duke Ravengard - standing by Gortash's side as he crowned Gortash the new Archduke. He disappeared after the ceremony.
Talk to Mizora.
  • Grand Duke Ravengard is dead. Wyll's patron, Mizora, awaits us in camp. Perhaps she can help.
Rest at camp.
  • Mizora asked us to meet her in camp. She has an important proposal to make regarding Wyll's father, Grand Duke Ravengard.
Search for Grand Duke Ravengard.
  • Wyll severed his pact with Mizora, even after she hinted that she could help locate and rescue Grand Duke Ravengard. It would seem the duke is as good as dead, but perhaps we might still find and save him.
Find the secret command centre.
  • Wyll made a pact with Mizora and the archdevil Zariel in exchange for information about Grand Duke Ravengard's whereabouts. He is being held prisoner at Gortash's secret command centre.
Search for Grand Duke Ravengard.
  • We reached Gortash's underwater command centre, also known as the Iron Throne. We need to find Grand Duke Ravengard.
Lead Grand Duke Ravengard to safety.
  • We found Grand Duke Ravengard. We need to lead him to safety.
Speak to Grand Duke Ravengard.
  • Grand Duke Ravengard is safe at last. We should speak to him at our camp.
  • In exchange for an eternal pact with Wyll, Mizora resurrected Grand Duke Ravengard. We should speak with him.
Quest Complete
  • Grand Duke Ravengard is dead.
  • Grand Duke Ravengard is safe, and grateful for our help.
  • Grand Duke Ravengard has been brought back from the dead and is free from the Absolute's influence, thanks to the Emperor. He will make a formidable ally when the time comes to face the elder brain.
  • Wyll broke his pact with Mizora, even after she offered to resurrect his father. Grand Duke Ulder Ravengard is no more.

Walkthrough[edit | edit source]

Waukeen's Rest[edit | edit source]

Waukeen's RestX: -65 Y: 609 is an inn located on the Risen Road. As the party approaches, they smell smoke and hear shouting.

Caution: If you long rest or fast travel (including to camp) after approaching Waukeen's Rest, the building will finish burning down. Florrick and Benryn will die if they have not been rescued.

Move to the front entrance to find a group of Flaming Fists trying to bust down the door. Gauntlet Yeva explains that Grand Duke Ravengard could be in there.

  • If Wyll is in the party, he can be asked to break open the door, which he does with ease.
  • What happened to this place?
  • Grand Duke Ravengard?
  • DC 10 Strength check to push against the wreckage.

If the first two options are chosen, Yeva explains that the inn was raided by drow and goblins. Grand Duke Ravengard was lost during the raid.

Florrick thanks the party for rescuing her from the burning inn.

A successful Strength check smashes the door open and the Fists rush inside. Go straight into the room to find a set of stairs - climb it to find the two remaining survivors - Counsellor Florrick and Benryn. Attempting to rescue Benryn starts Rescue the Trapped Man.

Florrick is in the northern room X: -57 Y: 618, which the Fists swarm as they enter the building. Attack the broken door and she is freed, then she runs out of the inn with the Fists in tow. Outside, she will request that you help rescue the Duke, then leave to organize her own efforts. Before she leaves, however, she gives you a choice from three rewards:

After learning of the Duke's kidnapping, it is also revealed that Ravengard is Wyll's father. This starts part of Wyll's companion quest, The Grand Duke.

At the Goblin Camp, the party can learn slightly more. If the party does a toast after poisoning the booze tub X: -99 Y: 442. As part of the toast, Warlock Gurk says "To tha' duke's face when we gave 'im to the drow!"

Last Light Inn[edit | edit source]

During Act Two, the party encounters Counsellor Florrick at the Last Light Inn with an entourage of Flaming Fists. She asks if the party have made any inroads with Moonrise Towers.Regardless of the response, she implores the party to keep looking. Florrick, however, has to depart for Baldur's Gate to seek reinforcements.

Moonrise Towers[edit | edit source]

Duke Ravengard is infected by the Chosen Three.

In Moonrise Towers Prison, the party can ask the Warden if she's seen the Duke. However, she simply responds that he sounds important and that she only deals with the dregs down in the prison. The party can also interrogate the corpse of a dead goblin scout, Sharp-Eye Lora, who reveals that she took prisoners to the Towers including a duke.

The Duke can only be found near the end of Act Two, during Defeat Ketheric Thorm. In the Mind Flayer Colony, as the party chases after Ketheric Thorm, they encounter the Chosen Three - Thorm, Orin the Red, and Enver Gortash. In addition, they have an unexpected guest - Ulder Ravengard. The party watches in the shadows as the trio infect Ravengard with a mind flayer tadpole and then whisk him away to Baldur's Gate.

Sources of T-Furan/Sandbox

No results


Notes[edit | edit source]

Darkfire Shortbow is an indirect source of this condition

Gallery[edit | edit source]

Forest[edit | edit source]

Item name Item effect Item source Location
Fleetfingers
  • On Dash Dash or similar action, use Jump Jump for free once per turn
Wooden chest buried in the ground under the tree X: 77 Y: 347
Moondrop Pendant Magically locked[1] gilded chest near the statue of Selûne inside the cave Owlbear Nest X: -321 Y: -135
Vision of the Absolute
  • On a hit with this spear, the target must succeed DC 11 Dexterity save or get Blinded Blinded for 2 turns
  • Deal additional 2d6 Piercing damage with this weapon against creatures with 4+ eyes
Crafted by combining Shaft of a Broken Spear and Head of a Broken Spear Owlbear Nest X: -351 Y: -116
The Oak Father's Embrace
  • When you are hit by Undead, they receive 1d6 Radiant damage. When you are hit by Beasts, you suffer 1d6 Radiant damage
On a skeleton near the owlbear's nest with the egg Owlbear Nest X: -354 Y: -111
  1. A note hidden behind the statue should be read next to the chest to unlock it. Selûne-devoted clerics can open the chest without the note.

Wyrm's Crossing[edit | edit source]

Wyrm's Crossing Side.jpg
Wyrm's Crossing Side Alt.jpg
Baldur's Gate
Wyrm's Rock Fortress
T-Furan/Sandbox
Rivington

Wyrm's Crossing is a location within the city of Baldur's Gate in Act Three of Baldur's Gate 3. It sits between Rivington and the Wyrm's Rock Fortress, and must be crossed to enter the Lower City.

Overview[edit | edit source]

Waypoints[edit | edit source]

This location contains the following Waypoint Waypoint:

  • South Span of Wyrm's Crossing X:  15  Y:  74

Adjacent locations[edit | edit source]

Locations[edit | edit source]

Carm's Garm[edit | edit source]

A camp clothing and dye store owned by Carmen Pennygood, in the north eastern corner of the crossing.

Danthelon's Dancing Axe[edit | edit source]

A weapons and armour store owned by Entharl Danthelon, also serving as a Harper safehouse. In the north western corner of the crossing.

Fraygo's Flophouse[edit | edit source]

A boarding house found in the south western corner of the crossing. This location is involved in Astarion's personal quest, The Pale Elf, as well as the quests Find the 'Stern Librarian' Ffion and Solve the Open Hand Temple Murders.

Sharess' Caress[edit | edit source]

A pleasure house run by Mamzell Amira, found in the south eastern corner of the crossing.

Raphael and Kith'rak Voss may also be found arguing in the Devil's Den located upstars.

The Velveteen Elixir[edit | edit source]

An alchemy and potions shop run by Stylin' Horst, located above Danthelon's Dancing Axe in the north western corner of the crossing.

Bridge to Wyrm's Rock Fortress[edit | edit source]

The bridge to Wyrm's Rock Fortress is guarded by Flaming Fist and Steel Watchers. Successfully bluffing your way past grants the Inspirational Event Rock-Solid Alibi (Charlatan background).

Related quests[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Entharl Danthelon sells:

Racial features[edit | edit source]

High elf[edit | edit source]

Default High Elf appearances
Heirs of the mystical Feywild, high elves value magic in all its forms, and even those who do not study spellcraft can manipulate the Weave.
— High Elves' description.

Subrace features[edit | edit source]

  • Cantrip: Choose 1 Cantrip from the Wizard spell list. Note that this means these cantrips use Intelligence as a casting stat.

Wood elf[edit | edit source]

Default Wood Elf appearances
Wood elves spend their reclusive lives in Faerûn's forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness.
— Wood Elves' description.

Subrace features[edit | edit source]

External links[edit | edit source]

Overview[edit | edit source]

The six abilities each represent an aspect of a creature's capabilities:

Ability scores are bought with points during character creation. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.

Ability score modifiers[edit | edit source]

Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, saving throws and attack rolls a creature makes associated with that ability, as well as to the Difficulty Class (DC) of any spells that they cast.

Creatures also add an ability score modifier to initiative rolls and some damage rolls they make, and some features allow creatures to add additional or alternative ability score modifiers to specific rolls.

An ability's modifier is decreased by 1 for every odd score below 10, and is increased by 1 for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.[note 1]

Ability score modifier chart
Ability score Modifier value Ability score Modifier value
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Ability checks[edit | edit source]

Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class (DC), which is generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.

Skills[edit source]

Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be proficient in.

Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.[note 2]

All characters gain proficiency in two skills based on their chosen background during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.

Additionally, some races, subclasses, and feats also give proficiency in specific skills, and bards receive the class feature Jack of All Trades at level 2, allowing them to add their proficiency bonus (rounded down) to ability checks they make using skills they proficient in.

Proficiency does not stack – there's no benefit to having multiple sources of proficiency for a skill.

Expertise[edit source]

Expertise.png

Characters can also have expertise in a skill, which allows them to add their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency expertise in a skill at the same time, they do not stack. Some sources of expertise do, however, require the character to already be proficient in a skill.

Sources of expertise that require prior proficiency in the respective skill include:

  • Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
  • Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.

Sources of expertise that require prior proficiency in the respective skill include:

Common scenarios[edit source]

Automatic rolls
Some ability checks are automatic. For example, when a creature approaches an inactive trap, the game rolls a Perception ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to Disarm it, which requires a successful Sleight of Hand check, a Dexterity skill.
During dialogue
Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like Persuasion, Deception, or Intimidation to influence others, or Intelligence-based skills like Investigation, History, or Religion to determine or remember facts.
Contests
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
An example of this is the Shove Shove action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise, it fails.

Footnotes[edit | edit source]

  1. Ability score modifiers cannot be increased beyond +10, even if their respective ability scores are increased further.
  2. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.

Penalty to saving throws[edit | edit source]

Class features[edit | edit source]

Spells[edit | edit source]

Items[edit | edit source]

Conditions[edit | edit source]

  • Bloodless Bloodless - Saves -1
  • Bane Bane - Target suffers a 1d4 penalty to saves
  • Slowed Slowed - Target suffers a -2 penalty to Dexterity saves
  • Reverberation Reverberation - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
  • Mental Fatigue Mental Fatigue - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition

Proficiency in saving throws[edit | edit source]

Class features[edit | edit source]

Items[edit | edit source]

d20 rolls[edit | edit source]

Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.

These attempts are categorised either as attack rolls – which are rolled against the target's Armour Class (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:

Formula = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)
Attack rolls
When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped weapon (including unarmed), but some spells – such as a warlock's Eldritch Blast – require the caster to make spell attacks.
Saving throws
Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or save. To attempt a save, a creature rolls a d20 against a target save DC.
Ability checks
An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.

A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.

The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.

Natural 1s and 20s[edit | edit source]

Rolling a 1 or 20 on a d20 roll is referred to as a natural 1 or natural 20. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.

Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.

Advantage and disadvantage[edit | edit source]

The in-game symbol for advantage.
The in-game symbol for disadvantage

A number of situations and conditions give creatures advantage or disadvantage on d20 rolls. A creatur that makes a roll with advantage rolls two d20 dice separately, and use the higher of the two results. If they instead have disadvantage, they choose the lower of the two.

Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have both advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.

List of all feats[edit | edit source]

Name Description
Ability Improvement
  • Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
Actor Actor Actor
Alert Alert Alert
Athlete Athlete: Standing Up Athlete: Standing Up
  • Your Strength icon.png Strength or Dexterity icon.png Dexterity score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
Ammunition Icon.png List of Arrows
Name Rarity Value Type Effect
Arrow of Piercing Common 10 Damage Deals weapon damage + half of that to creatures directly behind the target.
Barbed Arrow Common 10 Damage Deals Weapon Damage + 1d4Damage TypesPiercing when moving for 5 turns.

Transcript[edit | edit source]

Kith'rak Voss: Explain yourself, vin'iisk.

  • (If using Disguise Self Disguise Self) Player: Honestly? I'm not really a gith.
  • Player: DC 15 Deception check Play along as a gith. Say you're indeed from the creche.
    • (If you pass the check)
      • Kith'rak Voss: Curious. Most coming from the creche would come across this bridge behind me. You did not...
      • Kith'rak Voss: ...but I suppose you are young and untested. This world can be confounding to navigate.
      • (See above)
    • (If you fail the check)
      • Kith'rak Voss: Lies. You speak like the vermin from this wretched world. What are you, a deserter?
      • Kith'rak Voss: No matter. Baretha! This one is no kin to us. Kill him/her/them. I will continue searching for the weapon.
      • (See above)
  • Player: Performance check Impersonate a fierce gith and refuse him any explanation.
    • (If you pass the check)
      • Kith'rak Voss: Ha! Your tongue is sharp - good. The creche's hatchlings have not been compromised by this meek, wretched world.
      • (See above)
    • (If you fail the check)
      • Kith'rak Voss: There is no conviction in your voice. What are you? A deserter? A traitor?
      • (See above)
  • Player: Attack.