Act One/Approval
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Overview | Approval | Inspiration |
This page contains known companion approval that can be gained or lost within Act One of Baldur's Gate 3.
Nautiloid edit
Meeting Shadowheart:
- Help her escape the pod (continues on Ravaged Beach). +
Wilderness edit
Ravaged Beach edit
Waking up Shadowheart if she was rescued on the Nautiloid:
- All right, let's get moving. +10
Reviving Lae'zel if she died on the Nautiloid:
- Recruit Lae'zel +1 +1 -5
Recruiting Shadowheart while Lae'zel is in the party:
- [INTIMIDATION] I'm far worse than her, but you need us both. (DC 7)
- [PERCEPTION] I'm not worried about a traitor. I'm worried about these tadpoles. (DC 10)
- [DECEPTION] We'll just keep her in front as arrow fodder. How about that? (DC 15)
- [PERSUASION] Look around - do you really have any better prospects? (DC 12) +1 -1
- Failure: +1 -5
- Leave. +1 -5
Cast Abducted Nobleman:
on- [BARD] Would you like me to craft you a stunning tale? Lock your memory in legend forever? +1 +1
- [CLERIC/PALADIN] Are there any rites you'd like performed over your body? +1 +1
- [DRUID/RANGER] Your body will attract scavengers. Should I bury you? +1 +1
Meeting Astarion:
- Apology accepted. I might have done the same were the roles reversed. +1 +1 -1 -1
- [DARK URGE] Can't blame you - I was looking forward to seeing yours. +1 +1 -1 -1
- You'd better have more to offer than 'apologies'. +1 +1 -1 -1
Interacting with the Scared Boar:
- [ANIMAL HANDLING] Raise your palms to calm the boar. (DC 10) +1 +1 +1 +1
- [SPEAK WITH ANIMALS] Calm down. I won't hurt you. +1 +1 +1 +1
Roadside Cliffs edit
Interacting with the unstable ancient sigil and meeting with Gale:
- [DARK URGE] Fantasise about hacking off the hand. +1 -1 -1
- [STRENGTH] Pull. (DC 7) +1 +1
- Failure:
- [STRENGTH] Muster your strength and yank harder. (DC 7 )
- [DARK URGE] [STRENGTH] Pull again, as hard as you can. (DC 7 )
- [KARLACH] [STRENGTH] Take a deep breath. Stay calm and cool. When you're sure your flames won't hurt him, pull again. (DC 12) +1 +1
- Failure:
Approaching Damays and Nymessa discussing captured Lae'zel:
- [DECEPTION] This creature is dangerous. Get out of here - leave it to me! (DC 10) +1 +1 +1 +1
- [DARK URGE] [DROW] [GITHYANKI] [INTIMIDATION] If you value your life, walk away. (DC 5) +1 +1 +1 +1
- [BARD] [DECEPTION] Oh, gods! You've caught a scout; the gith invasion force is right behind me - save yourselves! (DC 10) +1 +1 +1 +1
- [PERSUASION] Shoot the trap down. We must kill it before it harms someone. (DC 5) +1
- Attack the tieflings. +5 +1 -5 -1
- Attack Lae'zel. +5 -10
- Attack the tieflings. +5 +1 -1 -1
- Speaking with Lae'zel in the cage:
- Say 'please'. +1 +1 +1
- Speaking with Lae'zel after freeing her:
- Recruit Lae'zel. +1 +1 -5
Overgrown Ruins edit
Chapel Entrance edit
Approaching Gimblebock and Taman directly:
- [DARK URGE] [STRENGTH] I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead. (DC 5)
- [PERSUASION] That ship is full of monsters. I wouldn't go near it. (DC 10)
- [DECEPTION] I think that ship's an invasion force. Run while you can! (DC 12)
- [INTIMIDATION] The only thing you own is your life. Leave before I take that, too. (DC 10)
- [ASTARION] [INTIMIDATION] Just grin, baring your fangs. (DC 10 )
- [BARBARIAN] [INTIMIDATION] Not yours - mine. Leave. Now. (DC 10 )
- [MONK] [INSIGHT] Your loud words hide fear, confusion. Looting that ship will bring you no peace. (DC 10)
- [PALADIN] [INTIMIDATION] Selfish cur - there might be survivors, yet you think only of loot. Leave before I make you leave. (DC 10)
- [FIGHTER] Take your best shot - you'll only get one.
- [WARLOCK] That ship's full of poisonous vapours. Probably demonic. I'd stay away.
- [HALF-ORC] Nothing's yours but your life - and I can take that from you just as easily. +1 +1 +1 -1
- Attack. +1 +1 +1 +1
Approaching Gimblebock and Taman when exiting from the chapel door:
- [DECEPTION] You have awoken me from my slumber - now I crave your blood! (DC 12)
- [INTIMIDATION] It's mine now. Leave, before things get ugly. (DC 10)
- [BARBARIAN] [INTIMIDATION] Mine now. Leave. (DC 10)
- [DETECT THOUGHTS] Read the gnome's mind. (Leave, before I gut you like I gutted Mari and Barton.) (DC 10) +1 +1 +1
- Attack. +1 +1 +1
Dank Crypt edit
Reading the Book of Dead Gods:
- [RELIGION] Examine the book more closely. (DC 10) +1
Emerald Grove edit
Ramparts edit
Approaching Zevlor and Aradin Beno during their argument:
- [PASSIVE] [INSIGHT] Success: "The human's eye twitches. He's about to blow./You see the tiefling's jaw clench. He's about to erupt." (DC 7)
- [MELEE ATTACK] Take a swing at the tiefling. (DC 17) +1 -1 -1
- [STRENGTH/MELEE ATTACK] Aim a blow at the human. (DC 15/16) +1 +1 +1
- Any dialogue that resolves the argument non-violently. +8 +1 +1 +1 (If Gale is not in the party +6)
- Stand back and watch. +1
Speaking with Zevlor after the argument:
- Any dialogue agreeing to help. +5 +3 +1 -1 -1
- Any dialogue telling him you have your own problems. +2 +1 +1 -1 -1
Interacting with Timber:
- [DEXTERITY] Kick the squirrel. (DC 10) +1 -1 -1
- Failure: [DEXTERITY] Try to kick her again. (DC 10) +1 -1 -1
- [DARK URGE] It came right at me! +1 -1 -1 -1
- [DARK URGE] My instincts are sharp, daggered things. Stay out of their way. +1 -1 -1 -1
Speaking with Elegis:
- You're scared of a few goblins? Pathetic. +1 +1 -1 -1
- [GITHYANKI] If a few goblins scare you, you don't deserve to survive. +1 +1 -1 -1
- [FIGHTER] Best get to digging your own graves then. +1 +1 -1 -1
Speaking with Nadira:
- Get the coin via Deception, Intimidation, Barbarian or Paladin dialogue. +1 +1
The Hollow edit
Speaking with Arron:
- Seems like most are Tieflings. They'll be fine. They have devilish powers.(Tieflings are not given this choice) +1 -1 -1
Speaking with Rolan, Lia, and Cal:
- Say they should leave. +1
- Convince them to stay. +1 +1
Meeting Wyll while he is training Umi:
- Say it's time to hunt a devil. -1
- Tell him to meet the party at camp. +1
Speaking with Asharak and children:
- Bad news, children: you're all going to die. +1 +1 -1 -1 -1
Speaking with Guex:
- Offering to give advice: +5 +1 +1 +1 +1
- One last thing - don't shout out your moves like that. Spoils the surprise for your foe. +1 +1
Talking to Zorru:
- Talk to him while Lae'zel is in the party. +5
- Make him bow to Lae'zel. +5 +1 -1 -1
- Allow Lae'zel to make him bow lower (kneel) and give the information +5 -1 -1
- Order Lae'zel to stand down. +1 +1 -5
- Get the information from Zorru after letting him calm down. +5
- Make him bow to Lae'zel. +5 +1 -1 -1
- After the conversation:
- Tell Lae'zel that she is good at interrogations. +5 +1 -1 -1
- Tell Lae'zel not to be so rough with everyone. +1 -1 -1
- [TIEFLING] You shouldn't have to be so rough with him. -1 -1
Talking to Rolan after convincing him to stay in the Grove earlier:
- Good idea: powerful acquaintances never hurt. +1 +1
Talking to Auntie Ethel:
- Tell her about tadpole in the player character's head. +1 -1
- Defend Meli from Barth over stealing the locket. +1 +1 +1
- Choose to not get involved. -1 -1
- Tell Meli to hand over the locket and when he says he does not have it, tell him he is on his own. -1 -1
- Better do what he says, boy. There's already one thief to bury today. If Arabella has died. +1 -1
- If getting his locket back from the Tiefling Hideout, have Barth pay for handing over the locket. +1 -1 -1
Talking to Lakrissa:
- Bet 10 Gold on whether they survive the trip to Baldur's Gate - Later at the Tiefling celebration, tell her to buy the player character a drink instead. +1 +1 +1
Talking to Mattis (and Silfy):
- Steal the ring. +1 -?
- While talking to Mattis, catch Silfy trying to pickpocket you:
- Grab her. -1 -1
- Soothe her. +1 +1 +1 -1 -1
Talking to Pandirna:
- [DARK URGE] Break her legs and kill her. +1
- [NON-BARBARIAN] Tell her you'll snap her neck if she keeps talking. +1 +1 -1 -1 -1
- [BARD] [CLERIC] [DRUID] [PALADIN] Offer to heal her paralysis. +1 +1 +1
- [BARD] [CLERIC] [DRUID] [PALADIN] Offer to heal her paralysis, but only if she pays you. +1
- ...and then pocket the money and leave. +1 -1
Talking to Remira:
- [CLERIC] [TEMPUS] Liam earned a warrior's rest +1 +1 +1
Makeshift Prison - talking to Arka and Sazza:
- Let her shoot Sazza +1 +1 -1
- Stand between Arka and Sazza. +8 (works also if Gale has been recruited but is not an active member of the party)
- Convince Arka to not shoot Sazza. +1 +1 +1 -1 -1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death. +1
Talking to Sazza after saving her from Arka:
- Tell her that she will be freed from her cage. +1 -1 -1
- Free her from her cage and tell her to follow the party. -1 -1 -1
Secluded Chamber edit
Talking to Zevlor:
- Agree to help convince Kagha after refusing or ignoring him the first time. +5 +5 +?
- Agree to kill the goblin horde's leaders without requiring compensation. +5 +5 +1 -1
- Refuse to kill the goblin horde's leaders. +1 -1 -1
After fighting the Shadow Druids:
- Agree to kill the goblin camp's leaders without requiring compensation. -1
At the end of Defeat the Goblins:
- Talk to Zevlor after defeating the goblin leaders. +10
Underground Passage edit
Talking to Findal
- Attack after healing him. +1 -1 -1
Tiefling Hideout edit
Talking to Mol after the party's belongings have been stolen by Mattis and Silfy and before befriending the Tiefling children:
- Pay the "inspection fee" to get her to return the party's stolen belongings. -1 +1 +1
- DC 15 Intimidation check to threaten her into returning the party's belongings for free. +1 +1 -1 -1
Talking to Mol after stealing the Idol of Silvanus
- Tell her that the party will keep it. +1 +1 +1 -1 -1
Talking to Mirkon after you save him:
- While he is trying to give the player character a story for saving him, say that the player character heard enough of his chatter. -1
Sacred Pool edit
Talking to Arabella's parents Locke and Komira:
- Agree to speak with the druids. -1 +1 +1 +1
- Tell them that it is their fault and they should have tried parenting her. -1
- If Arabella has died, lie that Kagha will release her soon. +1 -1 +1
Talking to Topaz:
- [SPEAK WITH ANIMALS] [DECEPTION] Say its nest is dull. (DC 10) +1 +1 +1 (Hidden)
- [SPEAK WITH ANIMALS] [INTIMIDATION] Kick at the bird, trying to scare it away. (DC 5) +1 +1
- [SPEAK WITH ANIMALS] [BARD] "Trinkets will rust, friend. A song shines on forever." +1 +1 +1
Talking to the squirrels near Alfira:
- [BARD] [SPEAK WITH ANIMALS] Sing for them, improvising the lyrics. +1 -1 +1
Talking to Alfira:
- Play along with Alfira or help her to finish her song. +1 +1 +1
- Take her lute out of her hands and smash it. +1 -1 +1 -1 -1
- Tell her she should give up on her song. +1 -1
- Steal Alfira's extra lute. -1
After stealing the Idol of Silvanus, if confronted by Druids:
- Return the idol and apologise. -1 -1 +1 -1 +1
Inner Sanctum edit
Talking to Kagha while she's holding Arabella:
- Save Arabella by persuading Kagha. +8 +5 -1 +5 +5 (Gale gets approval even if not present)
- [NATURE] Don't druids cherish harmony? Jailing the girl disrupts nature's balance. (DC 12)
- [PERSUASION] Release her. I'll see that she stays out of trouble. (DC 12)
- [TIEFLING] [DRUID] [PERSUASION] A seed nobly sown renders the sweetest fruit. Be noble - set her free. (DC 15)
- [BARD] [PERSUASION] Silvanus was more concerned with 'nobly sown seeds' than punishing children, was He not? (DC 15)
- Save Arabella by other conversation routes: +8
- [SPEAK WITH ANIMALS] Convince the Viper
- [MONK] [PERSUASION] You act rashly - as a cornered viper would. Free the child or more tieflings will interrupt you. (DC 10)
- [INTIMIDATION] Save Arabella by failing the first persuasion attempt but succeed on a secondary (DC 15)
Talking to Kagha after Arabella is gone:
- Say that the player character would have killed Arabella outright. +1 -5
- Say that the player character just wanted to see what would happen. +1 -5 -5
- Say that it was quite a show. +1 -5
- You killed a child in cold blood. +1 -1 +1
- Only a monster would threaten a child. +1 +5 -1 +1
- You're protecting your own. -5 +1 +5 -1
- [DROW/DUERGAR] Say you don't threaten/kill children. +1 +5 -1 +1
- Attack her. +1 +1
Talking to Rath after Arabella is gone:
- The child is to blame. She shouldn't have stolen in the first place. +?
Confronting Kagha after Shadow Druid questline:
- Convince Kagha to turn on the Shadow Druids. -1 +1 +5 +1
- Choose to attack +1 +1 +1
Talking to Silver:
- [DRUID/RANGER] Sit with Silver. +1 +1 +1 +1
- [SPEAK WITH ANIMAL] Tell him you just wanted to give him your scent. +1 +1 +1 +1
Talking to the Wounded_Bird Nettie is healing:
- Prod it twice. +1 -1 -1 -1
Talking to Nettie:
- Attack Nettie after being poisoned. +5 +1
- Swear to her to take the Wyvern Poison. -1 -1 +1 +1
Secluded Cove edit
Talking to Mirkon:
- [ROGUE] Pick his pockets while he is charmed by the harpies. +1 -1 +1
If Mirkon survives:
- They're gone. Are you all right?
- Take a breath, deep and slow. You're safe now. +8
- Go back to your parents. There's worse in the wilds than harpies. +8
- Stop snivelling or they'll be back. +1 -1 -1 -1
Raid the Emerald Grove edit
Talking to Zevlor (or Asharak):
- Confirm turning on the Grove. +5 -10 -1 -10
- Tell Mirkon that the party mewmbers are not here to save them. +1 -1
- If starting to attack the tieflings before Minthara arrives, betray her while speaking to her. +5 +1
- Betray the Grove after blowing the horn. -5 -? -10
- Convince Memnos to join the fight against the goblins. +1 +1 +1
- Refuse to open the gate for Minthara. +5 +5
- Attack the tieflings. +?
Forest edit
During Encounter with Brynna and Andrick:
- Tell them to find the Owlbear and avenge their brother. +1 +1
- Tell them that the player character is a survivor of the crash. +1
- Tell them to forget the owlbear and go away. +1
- After sending them off express distrust towards the power which the parasite grants. +1
- Crush the tadpole leaving True Soul Edowin. [Needs Verification] +? +?
While talking to Aradin on the bridge (if Aradin left the Emerald Grove after the argument with Zevlor):
- Say that the party do not waste their time with devil spawn -1 -5
- [CLERIC] Before you go, I'd like to say a prayer for you crew.
- [CLERIC OF MYSTRA] Say a prayer over the corpses. +1
- [SHADOWHEART] [CLERIC OF SHAR] Say a prayer over the corpses. -1
- [CLERIC OF SELÛNE] Say a prayer over the corpses. +1 -1
- [CLERIC OF HELM/ILMATER/OGHMA/TEMPUS/TYR] Say a prayer over the corpses. +1 +1
Talking to Scratch near Gomwick's body:
- [SPEAK WITH ANIMAL] Tell him to follow your scent to the camp. +1 +1 +1 +1
- [SPEAK WITH ANIMAL] Start shouting at Gomwick to prove he is dead. -1 -1 -1
Owlbear Nest edit
Altar to Selûne:
- Agree with Shadowheart to not loot the Selûnite chest. +5 -1 -1
- [SLEIGHT OF HAND] Loot the chest -2 (On failure)
- Fail to convince Shadowheart to loot the Selunite chest. +1 -5
Owlbear and Owlbear Cub encounter:
- Convince the Owlbear mother to let the party go without fighting. +1 +1 -1 +1
- Attack or Anger the Owlbear mother. +1 -1 -1
- Kill the Owlbear mother, but spare her cub. +1 +1 +1 +1
- Kill the cub. +1 -1 -1 -1
Blighted Village edit
Entering through the East Gate:
- Convince the goblin booyang to let the party in. +1 +1 +1 +1 +1 -1
- Intimidate the goblin booyang to let the party in. +1 +1 +1 +1
- [BARD] [PERSUASION/PERFORMANCE] Convince the goblins to be allowed inside.
Entering through the South Gate:
- [PERSUASION] It's a fine day, my friend. Why spoil it with killing? (DC 20) +1 +1 -1
- [INTIMIDATION] Nice town. I'll wipe my feet on your corpse before entering. (DC 15) +1 +1 +1 +1
Encounter with Fezzerk and Barcus:
- Convince Fezzerk to leave peacefully. +5 +1 +1
- Pay Fezzerk a lot of gold to let the party pass. -1 -1 -1 -1
- Attack the goblins. +5 +1 -1
- Finish off Fezzerk. +5 +1 +1 -1
If Barcus Wroot was saved:
- Request compensation from him. +1 +1 -1
- Tell Barcus that he owes the party nothing. +1 +1 +1 -1
Talking to Lump the Enlightened and the Ogres:
- Hire them successfully. +1 +1
Interacting with Buthir and Grukkoh in the barn east of the village:
- Interrupt the them in the barn. +1 -1 -1 -1
- Let Astarion interrupt them. +5 -1 -1
Apothecary's Cellar edit
Talking to the Ornate Mirror:
- Convince it to let the party pass +1
Finding the Necromancy of Thay:
- Read the tome. -5 -1 -1
- Give the tome to Astarion. +5 -5
- Give the tome to Gale. -5
- Drop and prepare to destroy the tome. +1 +1 +1 -5 -5
The Risen Road edit
- Looks like you found your mark, Wyll. Let's send your devil back to the Hells. +10
- Gods, you're stubborn. Karlach's not a devil, and you know it. +20 +2 +2 +2 +2
- You saw her thoughts. She poses no danger to the Sword Coast. +20 +2 +2 +2 +2
- You're right. Cut her down before she causes trouble. +10
When dealing with the dying hyena:
- [CLERIC/PALADIN] Successfully bless the dying hyena. +1
- [RANGER] Mercy-kill the dying hyena. +1 +1
- [DRUID] Destroy the abomination. +1 +1 +?
Toll House edit
Talking to Cyrel:
- Tell her that the party take the supplies and everything else she owns. +1 +1 -1
Talking to Anders without recruiting Karlach:
- Agree to help to hunt down the devil. +1 -1
Talking to Anders after recruiting Karlach:
- [DETECT THOUGHTS] [INTELLIGENCE] You don't fear Karlach; you want to kill her on Zariel's behalf. (DC 11) +10
After defeating the paladins and Karlach's rampage is over:
- Hot. +3
Cave edit
Encounter with Flind the Gnoll warlord:
- [ILLITHID] [WISDOM] Order Flind to attack the survivors in the cave instead of you. (DC 2) +1
- [ILLITHID] [WISDOM] Order Flind to feast on other Gnolls. (DC 2) +1 +1 -1
After the other gnolls / hyenas are dead:
- [ILLITHID] [WISDOM] (DC 10)
- [ILLITHID] [WISDOM] Order Flind to kill herself. (DC 15) +1 +1
Talking to Rugan if he survived:
- [PERSUASION] Convince him to sell his employer's wares. (DC 15) +1 +1 +1
Waukeen's Rest edit
Meeting Counsellor Florrick:
- I'll rescue Duke Ravengard. You have my word. +10 +5 +1
- You'll have to find somebody else for the job. +1 -1 -5
Encountering Benryn in the the burning building.
- Save Benryn. +1 +1 +1
- Leave Benryn in the burning building. +1 -1 -1
Cast Mirileth, retrieve the Dowry Ring, and then:
on- Give the dowry ring back to Benryn. -1 +1 +1
- Tell Benryn that the party keep the ring. +1 +1 -1
Talking to the Zhent, who guards the hatch to the Zhentarim Basement.
- [INTIMIDATION] Intimidate the guard. +1 +1 +1 +1
Zhentarim Basement edit
Encounter at the Gate:
- [PERSUASION/INTIMIDATION] Convince the Zhentharim to turn off the traps. [Needs Verification] +1 +1 +1
When dealing with Brem and Oskar:
- Free the artist. +1
- Buy Oskar from Brem +1 +1 -1 -1
- [PERSUASION/INTIMIDATION] Convince Brem to give you a discount or Oskar for free. (DC 20) +1 +1 +1 +1 +1
- Intimidation or Persuasion check Convince Brem to give you a discount or Oskar for free. +1 +1 +1 +1 +1 DC 20
- Give Oskar an extra 200 gold after freeing him. +1 +1 +1 -1 -1
- Tell Oskar he is your slave now and that player character is not joking. +1 +1 -5 -5
Talking to Zarys:
- [DETECT THOUGHTS] [INTELLIGENCE] Tell Zarys you're here to help find the missing shipment. +1
- [PERSUASION] Tell Zarys you're just here to trade. +1
- [INTIMIDATION] Tell Zarys you, "Go where you please." +1
- Kill Rugan when Zarys asks the party to do so. +1
- Refuse to kill Rugan when Zarys tells the party to. +1 +1 -1
Mountain Pass edit
Encounter with Ellyka:
- [GITHYANKI] Attack. +1 -1 -1 -1
- [GITHYANKI] They are nothing to me. +1 +1 +1 +1
Encounter with Voss and the patrol:
- Let Lae'zel speak. +10 +1
- Speak with the patrol instead of letting Lae'zel speak. +1 -1 -5
- When the artifact comes up:
- [PERSUASION] Mouth a silent command to Lae'zel: 'play along." (DC 10) +5 +5 +1
- [DECEPTION] (DC 12) +5 +5
- Produce the odd artefact. "You're looking for this, I take it?" -1 -5
Talk to Lae'zel after meeting the patrol:
- Persuade her to calm down. +?
Sunlit Wetlands edit
Encounter with Ethel, Johl and Demir:
- Lower your weapons, I know this lady. +1 +1
- I won't let you hurt Auntie Ethel. +1 +1
- This is nothing to do with me. Goodbye. +1 +1
- I'm not getting involved. +1 +1
- Ask Ethel what she did with Mayrina. +1
After Ethel leaves:
- [RANGER] [SORCERER] Trust a more experienced soul. +5 +1 +1
- You're on your own. I have enough problems. +5 +1 +1 -1
- Let me - I'll bring Mayrina home. +1 +1 +1 -1 -1
When entering the Sunlit Wetlands:
- [INVESTIGATION] Look for anything out of the ordinary (DC 20) +1
Speaking with the redcaps:
- BAA. +1 +1 +1
- BAA a second time. +1 +1 +1
Talking to Gandrel:
- Let Astarion kill Gandrel +10 -1 -1
- Do not let Astarion kill Gandrel. +1 -5
- Reveal Astarions identity to Gandrel. +1 -1 -1 -10
- Tell him how to find the camp. -1 -1
- Refuse to tell him where the camp is. +1 +1
- Tell him that Astarion is under player character's protection. +1 +1
Interacting with the well outside the teahouse:
- Drink from the well. +1 +1 -1
Riverside Teahouse edit
Talking to Ethel inside:
- Disagree with Ethel and tell her that the party believe Mayrina is in trouble. +1 -?
- Tell Mayrina that Ethel killed Demir and Johl. (Must find them in the swamp) +1 +1 +1 -1 -1
- Let Ethel have the player character's eye to 'cure' the parasite. -1 -5 -5
After saving Mayrina from Ethel:
- Reject her reward for saving her. (Must not pickpocket the locket beforehand.) +1 +1 -1
- Accept her reward. +1
- Find the Bitter Divorce.
- Keep the wand. -1
- Give her the wand. +1 +1 +1
- Attack her husband. +1 +1
- Tell Astarion that it was funny. +?
Overgrown Tunnel edit
Talking to Lorin:
- Roar at him. +1 +1 +1 -1
Talking to Gnarled Door:
- Ask for another way in, then [INTIMIDATION] Open up. (DC 10) +1 +1 +1
When Ethel surrenders:
- No good can come of this. Let Mayrina go. +1 +1 -1 -1 -5
- Keep the girl. I'll take the power. +5 -1 -1 -5 -5
- [INTIMIDATION] If you want to live, hand over Mayrina and this power. Right now. (DC 20) +5 +5 +5 +5
- [DECEPTION] My reinforcements are nearly here. Give me the girl and the power and they'll spare you. (DC 20) +5 +5 +5 +5
- I think a dead hag is the answer here. +5 +1 +1 +1 +1 -5
Goblin Camp edit
Forest Road Checkpoint edit
Stopped at checkpoint:
- Deceive the goblins, say You can't be serious, then fling poo at them. This starts a fight with the guards. +5 +1 +1 +?
Courtyard edit
War drum:
- Tap once on the War Drum at the front gate. +1 -5
- [PERFORMANCE] Play a rhythm on the War Drum at the front gate. [Needs Verification] +1 -5
Watching Volo's performance:
- Boo Volo. +1 +1 -1
Talking to Grikka:
- [DWARF] Save me a piece. +1 -?
- Tell her that the party will "get answers for them" when discussing their prisoners. +1 +1 +? -1 -1
Talking to Krolla:
- Agree to play Chicken Chase:
- Take Shadowheart to the Chicken Chase and tell her not to be hasty. +? -?
- During the Chicken Chase with a Dishevelled Chicken:
- [SPEAK WITH ANIMALS] [PERSUASION] Urge her to attack them. (DC 20) +1
- [SPEAK WITH ANIMALS] Oh shut up and play. +1 +1 -1 -1
- [SPEAK WITH ANIMALS] I'll help. Just run through the posts, and you'll be free. +1 +1 -1 -1
- During the Chicken Chase with the Owlbear Cub:
- [SPEAK WITH ANIMALS] [PERSUASION] Tell the cub to run to the goal posts. (DC 15) +1 +1 +1
- [SPEAK WITH ANIMALS] [PERSUASION] Tell the cub to attack the goblins. (DC 15) +1 +1
- After playing Chicken Chase:
- [SPEAK WITH ANIMALS] When talking to the cub at the finish line, offer for the cub to join you at camp. +1 +1 +1
- [ILLITHID] [WISDOM] Make Krolla pay you if you win. (DC 2) +1 +1 +1 +1
Talking to Klagga:
- [PERSUASION/DECEPTION] Convince him to give you the Dwarf's Poem. (DC 10/5) +1 +1
- [DROW] Convince him to give you the Dwarf's Poem. +1 +1
- [DETECT THOUGHTS] Ah, you're a secret poetry-lover. How cute. +1 +1
Talking to Crusher:
- [INTIMIDATION] How about you kiss my feet instead? (DC 15) +1 +1 +1 +1
- [INTIMIDATION] You better kiss my foot. Now. (DC 15) +1 +1 +1 +1
- [ILLITHID] [WISDOM] You will obey me. Kneel. +1 +1 +1 +1
- [DETECT THOUGHTS] Scan his mind and then blackmail him to kiss your foot. +1 +1 +1 +1 +1
- Kiss his foot and get it over with. +1 -1 -1 -1 -1
- grab his foot and lick it. +5 +1 +1 -1 -1 -5
- Give his foot a long lick. +5 +1 +1 -1 -1 -5
- [SLEIGHT OF HAND] Kiss his foot - and try to slide the ring off his toe. (DC 10) +1 +1 +1
- Failure: -1 -1
- Keep insulting Crusher until he attacks. +1 +1
- I think my point's been made. Come one, I'll help you up. +1 -1 -1 -1
- Now. You should kiss my feet. +1 +1 +1 +1 +1 +1
- Ignore his pleading and prepare for the finishing blow. This makes the whole camp hostile. +1 +1 +1 -1
Talking to Piddle:
- Convince him to give the book which he is reading without using Illithid Persuasion check. +1 +1
- Tell Eight that the player character is sorry for the loss of his parents. +1 +1 +1 -1 -1
Shattered Sanctum edit
At the entrance:
- They seem ready to attack - be the one to strike first. +1
Talking to the torturers:
- Tell Torturer Spike to let the party show him how it is done. +1 +1 +1 -1 -1 -1
- Then torture the prisoner. (Approval applies twice.) +1 +1 -1 -1
After the torturer and guard leave, talk to the prisoner:
- Tell the prisoner to keep trying, he will figure out how to escape on his own. -1 -1 -1
- Tell the prisoner that the party leave him to rot. -1 -1 -1
Talking to Abdirak:
- Agree to endure Abdirak's teachings on Loviatar's love. Selecting "I thought a follover of Loviatar..." option does not grant approval. +5 +1
Talking to Priestess Gut:
In the Throne room:
- Tell Gut that the party member are here to spill her guts on the floor. +1 +1 +1 -1
- Allow Gut to brand the player character. (Dark Urge option avoids disapproval.) -1 -1
In Gut's Chambers:
- Change of plan. I'm going to kill you. +5 +1 +1 +1
- Tell Priestess Gut that the player charcter is ready to clear their head. (Approval can apply twice if agreeing with the companions in the room, and then agreeing again when they have left.) +1 -1
Talking to Larger Giant Spider and Smaller Giant Spider in the spider pit:
- [PERSUASION] You should eat a goblin instead. They're delicious. (DC 10) +1 +1 +1
Talking to Roah Moonglow:
- Tell her that the party killed her friends in the Zhentarim Hideout. +1 +? +1
Talking to Minthara:
- Agree to raid the Grove with Minthara. +1 -5 -5 -5
- Tell her that the prisoner escaped and pass a check to withhold the grove's location. +5 +1 +1
- Tell her the prisoner already told you everything, then Deception check point to a different location on the map. +5 +5 +1 +1 DC 5
- Suggest visiting the prisoner. +1 -1
- Attack Minthara. +5 +5 +5 +1
- If Sazza was freed:
- I explained everything to her. She's just too stupid to understand. +1 +1 +1 +1 -1
- She's telling the truth. She didn't know. +1 +1 -1 -1 -1
Talking to Dror Ragzlin:
- Ask the mind flayer, Who killed you? +1 +1 +1
- After being ordered to report to Minthara, Consider it done. +1 +1 +1
- Move in for the kill or Attack. +5 +1 +1
Talking to Brakkal in his cage: Any of the following options give +1 -1
- [NON-CLERIC] Gods are fickle. Maglubiyet doesn't give a damn about you.
- [GITHYANKI] My people build cities on the corpses of gods. Yours does not impress me.
- [PLANAR] I find all of Faerûn's gods rather tiresome.
Worg Pens edit
Encounter with imprisoned Halsin:
- When the goblin children throw rocks at Halsin, tell them to use sharper stones, to keep at it, or throw a rock. +1 -1 -1
- Attack the goblins. +1 +1 +1
Talking with Halsin after the fight:
- Agree to help Halsin kill the goblin leaders. +5 +5 +1 +1 -1
- When asking him to join the party, confirm the request. +1
- When asking him to join the party, do not confirm the request. +1 +1
- Turn down his request to help him save the grove in favour of saving the party first. +1 -1 -1 -5
- I'll deal with this. You get to safety. +5 +? -1
Rosymorn Monastery Trail edit
Lady Esther's Camp edit
Talking to Lady Esther:
- Agree with Lae'zel and attack Esther for trying to Steal a Githyanki Egg. +1
Crèche Y'llek edit
Entering through the front:
- Let Lae'zel speak for the group when entering the Crèche and being questioned by Gish Far'aag. +1 -1
- Show Far'aag the Mysterious Artefact to gain entry into the Crèche. +1 -1
Portrait of Vlaakith:
- [DEXTERITY] Vandalise it (DC 16) +1 +1 +1 -1
Infirmary edit
Talking to Ghustil Stornugoss
- Let Lae'zel speak for the group about the tadpole. +1 -1
Using the Zaith'isk:
- Approach the Zaith'isk. +5
- Let Lae'zel use the Zaith'isk. +10
- Convince Lae'zel to get out early during any phase. Each phase gives permanent debuff of 2 to INT, then WIS, then finally CON. +1 +1 +1 +1
- Encourage her to endure the procedure. It can be done twice, but permanently lowers Lae'zel's INT, WIS and CON by 2. +1
- Demand to use the Zaith'isk first, reminding her that she would not be here without the player character's guidance. +3
- Will it hurt me? -1
- For every phase staying in the Zaith'isk. Up to 3 times. +1
- Let Lae'zel use the Zaith'isk. +10
Classroom edit
Talking to Sa'varsh and Varrl:
- [PERSUASION] Convince Sa'varsh to spare Varrl. (DC 21) +1 +1 +1 +1
- [GITHYANKI] Tell Sa'varsh that he should kill Varrl himself. +1
- Offer to fight Varrl to the death +1 -1 -1 -1
- [DEXTERITY] Non-fatally stab Varrl (DC 16) +1
- Kill Varrl. +1 +1 -1 -1 -1 -1
- Wait and watch Varrl be killed by a classmate, then praise them for killing him.[Needs Verification] +2
Talking to Varrl if he is alive and conscious:
- "Compassion? Kindness? I did it for the gold. Now pay up." +1
- If having found the first chapter in the Arcane Tower, talk about the story of Orpheus. -?
- Convince Varrl to give the party his slate on Orpheus. +5
- Ask Lae'zel about the slate. +3
Hatchery edit
- Ask Lae'zel about Githyanki eggs and hatcheries. +3
Talking to Varsh:
- When convincing him to give the party the Githyanki egg:
- Tell him the party will use it for an omelet or sell it. +1 -1 -1 -1 -1 -1
- Tell him the party will raise it as their own or find a more forgiving creche. +1 +1 +1 +1 +1 -1
- Tell him the githyanki egg is a dud. +1 -1
Interacting with the Egg:
- Crush the Githyanki egg. -? -?
Captain's Quarters edit
Talking to Therezzyn. Approval is only given if the player character brings up the artifact, not Therezzyn:
- Give Therezzyn the Mysterious Artefact. +1 +1 -1 -1 -1
- Refuse to give her the artifact. +1 +1 +1 -1
Inquisitor's Chamber edit
Talking to Inquisitor Ch'r'ai:
- How do you know so much about me? +1 +? +1 +1
- What do I get in return if I give it to you? +1 -1
- Make me your best offer. I accept gold. +1
- [WARLOCK] Bargain with him over the Mysterious Artefact. +1 -?
- Produce the artefact. +3
- Refuse to hand over the artefact.
- [PERSUASION] Convince Lae'zel to stand with you. (DC 21) +3 +1 +1 +1 +1
Talking to Vlaakith:
- Kneel to her. +3
- Wave at her or remain standing. -3
- Accept her demands to enter the Mysterious Artefact. +10 -1 -1 -1 -1
- Refuse her demands to enter the Mysterious Artefact. +1 +1 +1 +1 -10
Talking to Lae'zel after returning from the Astral Plane:
- All this, and you still stand by Vlaakith? You're as dull as you are stupid. -1
- An impressive show of faith. Will it be enough for your queen? +3
Astral Plane edit
After meeting the Dream Visitor:
- Open your mind, let Lae'zel into your memories. +3
- [WISDOM] Close your mind to Lae'zel. (DC 12) -3
- [PERSUASION] The Inquisitor is going to kill you, Lae'zel. Is that proof enough of my honour? (DC 12) -3
Underdark edit
Approaching the Bibberbang field and speaking to Baelen Bonecloak:
- Agree to help him in the field of Bibberbang mushrooms. +1 +1 +1
- Leave him to figure it out. +1 -1 -1
- Ask for compensation before throwing him a Scroll of Misty Step to escape. +1
Dread Hollow edit
Interacting with the grave overlooking the Arcane Tower:
- Place Autumncrocus on Myrna’s grave. +1 +1 +1
Ebonlake Grotto edit
Speaking to the Restless Myconid at the eastern or western gate:
- Every option except attacking: +1 +1 +1 +1
Talking to Derryth Bonecloak:
- Offer to look for Derryth's husband. +1 +1
- Give her the Noblestalk. +1
- Demand a reward in exchange for the Noblestalk, then take the reward and keep the Noblestalk. +1 -1
- After giving Baelen the Noblestalk:
- Tell her "Maybe I can help you get away from him." +1 +1 +1
- Tell her "I know exactly what I've done. Very entertaining." -1 -1
Talking to Thulla:
- Give her an antidote. +1 +1 +1
- Steal her Boots of Speed. +1 +1 -1 -1
Talking to Spaw:
- Tell Spaw the truth about the parasite +1 +? +?
- Agree to deal with the Duergar Intruders. +1 +1
- Report back to Spaw once the Duergar are dead. +1 +1
- Tell him Glut that was killed after he tried to usurp Spaw. +1 +1
Talking to Glut after killing the duergar:
- Agree to kill Spaw for him +1 -1
- Tell Glut "I'll have no part of this" or "If you're so eager for blood..." option when asked to eliminate Spaw. +1 +1 +1
Talking to Omeluum:
- Convince him into giving the party the Ring of Mind-Shielding for free at the end of his quest. If the ring was pickpocketed beforehand, Omeluum apologises for not having it and approval is granted. +1
- Attack. +1
Decrepit Village edit
Talking to Gekh Coal:
- Attack him at the beginning of the conversation. +1 +1
- Agree to help him. -1 -1
- Or, ask him for compensation. -? -?
- After finishing the conversation, start a new conversation and immediately attack him. +? -?
The Festering Cove edit
Speaking with BOOOAL, after revealing him:
- I'll just kill you and claim it for myself. +5 +1 +1 +1
- [To the Kuo toa priest] Well? Bow before BOOOAL's Chosen! +1 -1 -1
- I won't let you enslave them any longer. +1 +1 +1 -1
When boarded by Greymon's patrol while heading to Grymforge:
- Push him off the boat. +5 +1
Grymforge edit
Arriving at Grymforge and meeting Morghal and Orgarth:
- Tell Morghal and Orgath that them keeping slaves is not a problem for the party. +1 -1
- Tell Morghal that the party got no use for slavers. +1 -1
- Attack Morghal and Orgath after finding out they use slaves. +1 +1 -1
Talking to Magmar, Pistle and Skickpit:
- Your captive is most entertaining. How might I get one of my own? +1 +1 -1 -1
- [DWARF] Enslaving the meek? I see you live up to your cruel reputation. +1 [Needs Verification]
- [GITHYANKI] Tell Magmar that they're squandering the slave. +1 +1 -1 -1
- Your slave was made to toil. You're squandering him on mundane tasks
- You disgust me, slaver. How do you live with yourself? +1 +1 -1
After interacting with the gate, talking with Magmar and Pistle about traveling to Moonrise Towers,
- Moonrise Tower holds the answers we need +1 +1 +1
- If Nere has not been rescued yet, agree that getting the Moonlantern from him is essential. +1 -1 -1
- Suggest that Nere is a distraction and to press on. +1 +1 +1
Talking to Skickpit:
- [PERSUATION] Last chance. You want me to kill your slavers or not? (DC 5) +1 +1 -1
Talking to Skickpit after slavers are dead:
- Tell him to take the elevator to the surface. +1 +1 -1
- Tell him to hide. +1 +1 +1
Interacting with the dead deep gnomes:
Talking to Lunkbug:
- Agree to help Lunkbug find Philomeen. +1 +1 +1 -1
- After finding Philomeen, tell Lunkbug and mention that she wants Laridda to move on. +1 +1 +1
- Excellent. I can add Philomeen's head to my collection. +1 -1 -1 -1
Talking to Brithvar:
- Instigate a fight against him by either taunting him to take the party's gold or by suggesting involving Thrinn in the conspiracy against Nere. +1 +1 -1 -1
- After fighting Nere:
- Convince Brithvar to free the deep gnomes. +5 +1 +5 +1 -1
- Let him take the deep gnomes. +1 -1 -5 -5
Interacting with the remains of Dark Justiciars:
- "Shar worshippers. Better off dead." +1 -5
Talking to Deep Rothé with Skarjall:
- Convince them to excavate for Skarjall. +1 -1
- Convince them to attack the duergar. +1 +1 +1 +1 +1
After finding the Idol of Shar:
- Give it to Shadowheart. +5
- Very well, let's see if we find anything in the future. +?
After rescuing True Soul Nere:
- Stop! No more innocents will die today, Nere. +5 +5 +1 -1
- Tell him to finish the slaves or choose to say nothing. +1 +1 -1 -5 -5
- Side with Nere. -1 -1 -5
- Side with Brithvar and the rebels. +1 +1 -1
Talk to Barcus Wroot if he was rescued in the Blighted Village:
- Wish him luck with his search for his friend +5 +5 +1
Party events edit
Meeting Raphael edit
- I'll do anything to get rid of the tadpole. -1 -1 -5
- I need to think this over. +1 +1 +1
- You're mad if you think I'll make a deal with a devil. +5 +5 +5 +1 +1
- Then fix it - or die by my hand. +5 +5 +1 +1 +1
After meeting Raphael edit
Talking to Astarion:
- Tell him that the player character is not the devil's plaything in regards to the devil's offer +1
- You might not be able to outfox him, but I will. -1
- Warlock Say that he's "Only a cambion" and that you can handle him. -1
Talking to Gale:
- Ask him for advice on how to deal with the devil. +1
Talking to Shadowheart:
- Tell her that the player character trusts the devil -5
- Tell her that the player character would never trust him. +5 +5
- You're mad if you think I'll make a deal with a devil. +5
Talking to Lae'zel:
- Say he is impressive or show him respect -1
Talking to Wyll:
- Say player character is not taking Raphael's deal. +1
- Say player character is considering Raphael's deal. -1
After using your illithid powers edit
- Use on Wyll while trying to learn about his eye.
- Use on Goblins in Blighted Village or Goblin Camp.
- Use on Brynna in the forest.
- Such powers of manipulation could be useful. +1
- If this power comes from these parasites, it can't be trusted. +1 +1 -1
After summoning Lump the Enlightened edit
- Tell Lump that the deal is done and let him have one lick. +5 +1 +1
Camp edit
Talking to Astarion edit
After finding out that he is a vampire:
- When he asks whose blood the player character would hypothetically drink, choose any option. +1
While speaking about Cazador:
- Tell him that the pplayer character watches his back or that the player character and he keep each other safe. +5
- During the first conversation about Cazador, tell him he's on his own. -5
When attempting to read his scars (if romanced/flirting):
- "There once was a cleric of Gond, who was cursed with a very small wand..." -1
When speaking to him after reviving him if he died from the Blood of Lathander blast:
- "I brought you back, didn't I?" -5
- "I thought the mind flayer parasite protects you from light?" -5
- "I think I preferred you as a pile of ash." -5
Talking to Gale edit
Asking Gale to tell the player character a bit more about himself:
- [WISDOM] Try peering into his mind. If he won't open up, you'll sneak in. (DC 15) -5
- Failure: -5
- You're right - I'm sorry. Curiosity got the better of me. +5
When he reaches approval of 20, he wants to talk:
- "Whatever it is, do make it brief." -1
- Say that the player character is gratified to hear that trusts them. +1
- Say enough with the flattery. -1
- "I'd be happy to help." +2
- "Sounds like no 'condition' I've ever heard of. I'd say you're fishing for loot." -1
- Use the tadpole's power to delve into Gale's mind for information and fail or confess it. -5
Keeping him stable:
- Sacrifice a magic item to keep him stable. +10
- Tell him that the player character is happy to help him find magic items to consume. +2
- If not giving Gale enough magical artefacts, he tells the player character that they no longer need to give him any because he has made a deal with Raphael. Then use the tadpole's powers to find out why. -5
When he offers help the player character experience the Weave:
- Allow him. +5 (Class-specific options also give approval.)
- Turn him down. -2
When experiencing the Weave with Gale, and given a choice of what to imagine:
- Picture kissing him. +10 starts romance
- Picture taking a romantic walk with him. +5 starts romance
- Picture sharing a meal and friendship. +2
- Picture kicking him in the gut. -5
- Picture his head on a spike. -10
- When he tells the player charcter to "picture the concept of harmony", tell him that it is too abstract. -1
When he says that Mystra "is all creation":
- [WIZARD] There's no greater deity. +5
- [CLERIC OF MISTRA] No other god comes close to her divinity. +5
- Tell him that he is deluded.(Not available for sorcerers.) -2
- Tell him that he is among friends when he says that he has something to tell you. +?
When he is conjuring an image of Mystra:
- [INSIGHT] There's more to it than that. +1
When he asks if the Weave feels the same way to you:
- [BARD] [SORCERER] [WARLOCK] [WIZARD] "I practise magic, not melodrama." -1
Talking to Shadowheart edit
When saying the player character and her should get to know each other better:
- "If that's what you prefer, I can respect that". +1
- {other options}
- "If you're not comfortable, I won't press you". +1
Confronting her about hiding information:
- Convince her to reveal information via any check.
- "I don't care who you worship. We have bigger problems." +5
- "It sounds evil." +1 -10
- "I won't cast judgement on your beliefs." or "I'd be lying if I said it didn't sound convincing. You should tell me more some time." +5
- "I can't trust you. Best if we travel separately for now." (Shadowheart permanently leaves the party.) +1 -5 -1
When discussing her faith:
- [PERSUASION] I have no problems with Shar worshippers, if that's what concerns you. (DC 5) +5
- [PERSUASION] You should trust me. We're in the same boat, after all. (DC 10) +5
- After asking more about Shar after successful persuasion:
- "I won't cast judgement on your beliefs."
- "I'd be lying if I said it didn't sound convincing. You should tell me more some time." +5
- "It sounds evil." +1 -10
When she talks about Night Orchids:
- "You'll have to point out night orchids to me if we ever pass some." +5
After finding the Noblestalk in the Underdark:
- [PERSUASION/INTIMIDATION] Convince her to eat the Noblestalk. (DC 12) -10 Only if approval is too low [Needs Verification]
Talking about the Tadpoles:
- [PERSUASION] Convince her to explore the illithid powers. +? -? -? [Needs Verification]
Talking to Lae'zel edit
- "Do you know what happens if we don't find a cure?"
- Try to suppress your rising panic. -3
- "That's not going to happen. We will find a cure." +3
- Ask her if she's sure the Creche is the only way for a cure.
- Tell her that their information is valuable. +3 -1
- Tell her that their library is utter nonsense. -3
- Say "Yuck" in response to her showing interest in you -2
- Have sex with her when she visits you at night +3
- Accept her offer to have sex in the future +5
Talking to Wyll edit
Speaking about Karlach after encountering her:
- "Hail the Blade!" or "Hail to us!" +2
Ask him how he came to be the Blade of Frontiers +5
- Tell him that he must have been proud of saving a little boy from goblins. +2
- Be dismissive of him saving a little boy from goblins. -2
Asking if he lost his eye in battle:
- [SORCERER] Isn't that a sending stone?
- Enter his mind. What isn't he telling you? -3
When asking what it's like being Duke Ravengard's son:
- "Good wine? I'll toast to that." +? [Needs Verification]
When discussing the tadpole and its lack of side-effects:
- Any option besides the poison mushroom one. +3
- Tell him you could probably dig up some poison mushrooms. -1
After finding out about Duke Ravenguards abduction:
- Tell Wyll that the party should rescue the duke. +3
- Ask him if he is worried about his father's abduction. +3
- After it is revealed he is Duke Ravengard's son, tell him that the playere character does not care about his lineage. -3
Talking to Karlach edit
- Agree to use a Soul Coin on her to power up in combat. +5
- After the first upgrade of her heart tell her you still cannot touch her and then "Of course I do." +10 [Needs Verification]
Talking to Scratch edit
- Pet Scratch. +? +1 +1 +1
Talking to the Owlbear Cub edit
- Feed the Owlbear Cub when he first arrives at the Camp. (requires food in inventory) [Needs Verification] +1 +1 +1 +1 +1
- Attack the cub when he first arrives at the Camp. -1 -1 -1
- Successfully heal the cub when he appears at Camp the second time. +1 +1 +1 +1
- Pet the cub. +1 +1 +1 +1
- Yell at the cub when he appears at Camp the second time. -1 -1
- Attack the cub when he arrives at Camp the second time. -1 -1
- Pet the cub when he stays at the Camp. +1 +1 +1 +1 +1
Talking to Volo edit
- Let him go through with the entire procedure to try to remove the parasite. -1 -1 -1 -1
Long rest events edit
Before crossing bridge or speaking to Zevlor:
Recommended order due to trigger issues: Lae'zel -> Astarion -> Gale -> Shadowheart
Gale edit
Speaking with Gale at the bonfire:
- "And good evening to you too." +3
He is speaking to his Mirror Image and discusses with the player character the lack of ceremorphosis symptoms. No relationship change with him, however, speaking to others yields:
- Wyll:
- Give any responses and complete the conversation. +3
Wyll edit
First night:
- Pick any option to Wyll's question about a noise worse than a banshee scream. +3
Mizora appears after sparing or killing Karlach:
- Threaten to kill Mizora. +1 +1 +1 +1 +?
- Tell Mizora not to lay a finger on Karlach. +5 +5 +1 +1 +?
- Flirt with Mizora. -1 -1
- Ask Mizora if she will leave if the player character turns on Karlach. -1 -1 -1 -5
Pact Dialogue
- Ask him how he ended up making a pact. +5
- Encourage him to get of out his pact with Mizora. +5
- Encourage him further by saying the player charcter and he can figure it out if putting their worms together. +3
- Ask him how it feels to be a devil. +3
- Tell him that he looks like a handsome devil or that the player character sees the Blade of Frontiers. +3
- Tell him that he looks like a freak. -3
Astarion edit
First night:
- Tell him you'll feel safer knowing he's keeping watch. +1
- Tell him you're not ready to turn your back on a stranger. -1
When he asks how the player character likes him to kill them, choose any way he proposes (decapitation, stabbing, or poison). +5
- OR Tell him that player character spills his guts if he tries -1, then say that player character takes him down with them. +5
Catch Astarion trying to drink the player character's blood:
- I do. I believe you. +5
- Attack him with a stake.(Astarion dies or leaves the party.) -∞
- Tell him to leave the group. (Astarion leaves the party.) -10
- "Fine. But not a drop more than you need." +10
- "All right, but go too far and I'll drive a stake through your chest." +1
The next morning:
- If Astarion remains in the group:
- "If you don't like it, you can leave". +5 -1 -1
- If Astarion leaves or is killed:
- "It was a mistake. And not one we'll repeat." +1 +1 +1
Talk about how the player character will feed him going forward:
- Agree with Astarion that him feeding on your enemies sounds good. +5
- Forbid him to drink blood from other people. -5
Lae'zel edit
Lae'zel tries to kill the player character, believing they will turn soon into a Mind Flayer:
- Talk her out of it. +5 +5 +5 +5
- Slit her throat. +10 +1
After first Dream Visitor dream:
- Agree with her that the dream figure should be ignored. +1
- Insist to her on continuing to use the illithid powers. -1
After second visitor dream: [Needs Verification]
- Tell Lae'zel that the player character distrusts the visitor too. +?
After fully advancing Discover the Artefact's Secrets at Crèche Y'llek:
- Encourage her to listen to Kith'rak Voss or say you have her back. +10 +1 +1 +1 +1
- Encourage her to kill Voss when he visits the camp. +10 +1 -1
Shadowheart edit
First night:
If having spoken to Gale or Lae'zel first:
- "If anyone has me concerned, it's you." -1
"You strike me as the reliable sort, but are you sure this is a good idea?":
*Available if any choice but "Don't question me." is selected.
- "Agreed. Our top priority, as far as I'm concerned." +5 +1
- "Agreed. The sooner we find someone to help us, the better". +8 +1
- "Let's not abandon all caution". +1
- "This is unfamiliar territory. Rushing will only land us in more trouble than we can handle." +1
- "Don't question me." +1 -1
After learning about any path to a cure, tell her this could be your last night together, then probe her thoughts using illithid Wisdom, and then suggest to find a tavern and celebrate +5
When Shadowheart says to be careful with Lae'zel, say that she is the one who has the player character concerned. -1
Her hand flares up at night:
- Turn a blind eye and leave. +5 +1 -1
- [PERSUASION] Don't be sorry - just tell me what you're hiding. (DC 18 )
- [WISDOM] 'Use your shared connection. Enter her thoughts. (DC 18)
- "I don't care who you worship. We have bigger problems." +5
- "It sounds evil." +1 -10
- "I won't cast judgement on your beliefs." or "I'd be lying if I said it didn't sound convincing. You should tell me more some time." +5
- "I can't trust you. Best if we travel separately for now." (Shadowheart permanently leaves the party.) +1 -5 -1
When discussing her wound:
- "Is there anything I can do to help with it?" +1
When you catch her trying to handle the Mysterious Artefact:
- Agree that it is a beautiful evening.
- then that you like darkness beacuse it's peaceful +1
- [WISDOM] 'Use the parasite - see what she's hiding (DC 5)
- Ask her to admit that there's a cure inside +5
- OR Say that your lives are intertwined, and then that you won't insist on discussing the matter further +5
- If you have a rate of approval <0 (Negative) from her, choose to leave her alone +1 [Needs Verification]After second visitor dream: [Needs Verification]
- Insist to Shadowheart on continuing to use the illithid powers. -?
After Shadowheart and Lae'zel argue about the Artifact:
- Do nothing, (Lae'zel permanently dies) then afterwards tell Shadowheart "It was always an uneasy pairing." or "I'm going to trust you had your reasons." +10
Tiefling celebration edit
Talking to Karlach:
- After having a romantic night, tell her that the player charcter would love to be able to touch her properly. +5
Talking to Astarion:
- "Karlach is beautiful. You're fine, though." +1
- Turn Astarion down if he offers to sleep with the player character. -1
- Fail the Persuasion roll to make Astarion say 'please' when offering to sleep with player character. -1
- After he asks the player character to describe his beauty, choose "Is that all you want? Shallow praise?" Or "You're beautiful." +1
- Agree to sleep with him. +5
- If already having a partner for the night:
- Tell Astarion "I'm looking forward to it. It'll be fun." or ask him if he's feeling jealous. -1
- Speak with Astarion before finding a partner and then speak with him and say that the player character is spending the night with someone else. -1
Talking to Zae: (Only if Lakrissa is knocked out or dead.)
- Agree to dance with her. +5 +1 +1 (Unlocks Entertainer inspiration)
Talking to Barcus Wroot:
- At camp, promise Barcus to find his friend Wulbren at Moonrise Towers. +? +?
After the celebration, talking to Halsin:
- "I never thought I'd say this, but it sounds like the Underdark is the safer route." +1 (Does not need to be in active party)
Origin Exclusives edit
Playing as Astarion edit
At any time:
- Confess being a vampire. +10
Getting caught as a vampire:
- Successfully explain why not revealing the vampirism. +1
- Fail to explain why not revealing the vampirism. -1
- Tell her secrets keep safe. -5
- Swear not being a vampire after being caught biting. -10
Playing as The Dark Urge edit
Camp edit
After crossing the bridge to the Blighted Village, a Alfira or Quil appears in the camp. No matter what, the Dark Urge kills them (if Alfira is unconcious or dead):
- Confess to murdering her. +1 -1 -1 -1