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</gallery>
</gallery>
| va = Ash Rizi
| va = Ash Rizi
| size = Medium
| size = [[Medium]]
| type = [[Humanoid]]
| type = [[Humanoid]]
| race = [[Human]]
| race = [[Human]]
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| passives = Opportunity Attack, Tenacity
| passives = Opportunity Attack, Tenacity
}}
}}
'''Aradin''' is an adventurer in ''[[Baldur's Gate 3]]''. He and his adventuring party are searching for a treasure called ''The Nightsong''.
 
'''Aradin''' is a [[Human]] [[Fighter]] in ''[[Baldur's Gate 3]]''. He and his adventuring party are searching for a treasure called ''The Nightsong''.
{{DiQ|We was running for our lives.|Aradin Beno| offers a half-arsed explanation}}
{{DiQ|We was running for our lives.|Aradin Beno| offers a half-arsed explanation}}


==Overview==
==Overview==
===Background ===
===Background ===
Aradin, alongside his other fellow adventurers, were offered a huge sum of money by a wizard in [[Baldur's Gate]] in exchange for a treasure called {{em|The Nightsong}}.
Aradin and his adventurers were offered a large sum of money by a [[Wizard]] in [[Baldur's Gate]] to retrieve {{em|The Nightsong}}. Their quest led them to a [[Goblin Camp]] with the {{CharLink|Halsin|First Druid Halsin}}, who accompanied the adventurers to learn more about the [[Illithid]]. The group's infiltration ultimately failed, leaving two of their crewmates - {{CharLink|Brian|icon=Portrait_Ghost.png}} and {{CharLink|Liam}} - missing and believed to be dead. {{CharLink|Halsin}} also disappeared during this conflict and is believed to have been held captive or killed by the Goblins.
 
Their quest brought them to the [[Shattered Sanctum]], underneath the [[Goblin Camp]]. Aradin's crew partnered up with the archdruid {{CharLink|Halsin}} to attempt to infiltrate into the Shattered Sanctum, who had his own, different, reasons for wanting to go.


They failed, which left half of Aradin's crew dead or missing. The [[Dwarf]] {{CharLink|Brian|icon=Portrait_Ghost.png}} was captured, killed an eaten by the [[Goblin]]s at the [[Goblin Camp]]. {{CharLink|Liam}} was also captured and can be found still alive in the [[Shattered Sanctum]], being tortured for information by {{CharLink|Spike}}. The [[Druid]] Halsin is either captured or dead. Aradin and his two remaining companions, {{CharLink|Barth}} and {{CharLink|Remira}}, fled to the [[Emerald Grove]] with goblins in hot pursuit.
Aradin and his two surviving companions, {{CharLink|Barth}} and {{CharLink|Remira}}, flee to the [[Emerald Grove]] with a band of Goblins in close pursuit.


==Involvement==
==Involvement==
===Act One===
===Act One===
Aradin can be first encountered outside the Druid Grove, begging to be let in before the goblins chasing him arrive. As the party approaches, the goblins attack before Aradin can be let inside and combat begins.
Aradin is first encountered outside the [[Emerald Grove]] begging for entry before the Goblins arrive. As the party approach, the Goblins kill the gatekeeper {{CharLink|Kanon}}, causing the gate to close and trapping the adventurers outside.
If Aradin survives the combat, he confronts {{CharLink|Zevlor}} inside the [[Druid Grove]] and, depending on the talking party member's dialog choices and ability checks, his group will be found drinking in the grove or depart the grove.
 
If Aradin survives the battle, he confronts {{CharLink|Zevlor}} inside the [[Emerald Grove]] and, depending on the talking party member's dialogue choices and ability checks, his group will remain in the grove or depart.


If he departs, he can later be found outside the [[Blighted Village]] {{Coords|84|411}} among the bodies of his fallen companions; if not, he will stay in the Druid Grove. In either location, Aradin will tell the party he is giving up on his quest to find the Nightsong and will offer what he knows if the party is interested. This starts the quest [[Find the Nightsong]].
If he departs, he can later be found among the bodies of his fallen companions outside the [[Blighted Village]] at {{Coords|84|411}}. Otherwise, Aradin remains in the Grove. In either location, Aradin informs the party that he is abandoning his quest for the Nightsong, offering the little information he knows for the party to seek the treasure. This initiates {{Quest|Find the Nightsong}}.


===Act Three===
===Act Three===
If alive, Aradin will be found arguing with an Animated Armour outside [[Sorcerous Sundries]] the [[Lower City]].
If Aradin survives into [[Act Three]], he can be found arguing with an [[Animated Armour]] outside [[Sorcerous Sundries]] in the [[Lower City]].


The party can tell him that the Nightsong is at the campsite or if the Nightsong is dead and fails the intimidation roll, it causes Aradin to hire a large mercenary group and confront the party at night at the campsite to kidnap her. His group contains the following characters:
The party can tell him that the Nightsong is at the campsite or if the Nightsong is dead and fails the intimidation roll, it causes Aradin to hire a large mercenary group and confront the party at night at the campsite to kidnap her. His group contains the following characters:
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==Companion approval==
==Companion approval==


===Act 1: Emerald Grove ===
=== Act One: Emerald Grove ===
After the fight at the gates of the Emerald Grove, Aradin will get into an argument with [[Zevlor]]. There are several ways to intervene. In all of these cases, approval is only gained/lost on '''successful''' checks.
Upon entering the [[Emerald Grove]], {{CharLink|Aradin}} and {{CharLink|Zevlor}} will argue about the missing [[Druid]] {{CharLink|Halsin}} and the pack of [[Goblin]]s that arrived.
 
If a party member intervenes in their argument, companion approval is only gained or lost on successful checks.


* {{Dialogue option|More violence won't bring back those you lost. Stop and ''think.''|roll=Persuasion|dc=15}}
* {{Dialogue option|More violence won't bring back those you lost. Stop and ''think.''|roll=Persuasion|dc=15}}
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* {{Dialogue option|''Aim a blow at the human, trying to knock him flat on his back.''|roll=Strength|dc=15}} {{Approval|Laezel|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}}
* {{Dialogue option|''Aim a blow at the human, trying to knock him flat on his back.''|roll=Strength|dc=15}} {{Approval|Laezel|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}}


===Act 3: Outside Sorcerous Sundries===
===Act Three: Sorcerous Sundries===


Telling him you found the Nightsong, and saying any of the following:
Telling him you found the Nightsong, and saying any of the following:
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* {{Dialogue option|Sorry; I didn't find anything.|roll=Deception|dc=15}} {{Approval|Karlach|+1}} {{Approval|Wyll|+1}} {{Approval|Astarion|+1}} {{Approval|Laezel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Gale|+1}} {{Approval|Minthara|+1}} {{Approval|Jaheira|+1}} {{Approval|Minsc|+1}} {{Approval|Halsin|+1}}
* {{Dialogue option|Sorry; I didn't find anything.|roll=Deception|dc=15}} {{Approval|Karlach|+1}} {{Approval|Wyll|+1}} {{Approval|Astarion|+1}} {{Approval|Laezel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Gale|+1}} {{Approval|Minthara|+1}} {{Approval|Jaheira|+1}} {{Approval|Minsc|+1}} {{Approval|Halsin|+1}}


===Act 3: At Camp===
===Act Three: Campsite===
If telling Aradin that the Nightsong was at your camp, failing the roll to lie to him about not knowing where she was, or failing the roll to persuade/intimidate him out of pursuing her, then Aradin and his buddies will later attack you at camp, trying to reclaim her. There will be several dialogue options in this case, some of which can earn approval.
If telling Aradin that the Nightsong was at your camp, failing the roll to lie to him about not knowing where she was, or failing the roll to persuade/intimidate him out of pursuing her, then Aradin and his buddies will later attack you at camp, trying to reclaim her. There will be several dialogue options in this case, some of which can earn approval.


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==Combat==
==Combat==


=== Attacks and Abilities===
=== Attacks and abilities===
{{Feature box|action surge}}
{{Feature box|action surge}}
{{Feature box|Main hand attack|item=Greatclub}}
{{Feature box|Main hand attack|item=Greatclub}}


=== Loot ===
=== Notable loot ===
* {{MdRarityItem|Potion of Healing}}
* {{MdRarityItem|Stamped Handbill}}


== Speak with Dead ==
== Speak with Dead ==

Revision as of 03:39, 24 October 2024

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

Portrait Aradin Beno.png
We was running for our lives.
Aradin Beno offers a half-arsed explanation

Overview

Background

Aradin and his adventurers were offered a large sum of money by a Wizard in Baldur's Gate to retrieve The Nightsong. Their quest led them to a Goblin Camp with the Halsin First Druid Halsin, who accompanied the adventurers to learn more about the Illithid. The group's infiltration ultimately failed, leaving two of their crewmates - Brian Brian and Liam Liam - missing and believed to be dead. Halsin Halsin also disappeared during this conflict and is believed to have been held captive or killed by the Goblins.

Aradin and his two surviving companions, Barth Barth and Remira Remira, flee to the Emerald Grove with a band of Goblins in close pursuit.

Involvement

Act One

Aradin is first encountered outside the Emerald Grove begging for entry before the Goblins arrive. As the party approach, the Goblins kill the gatekeeper Kanon Kanon, causing the gate to close and trapping the adventurers outside.

If Aradin survives the battle, he confronts Zevlor Zevlor inside the Emerald Grove and, depending on the talking party member's dialogue choices and ability checks, his group will remain in the grove or depart.

If he departs, he can later be found among the bodies of his fallen companions outside the Blighted Village at X: 84 Y: 411. Otherwise, Aradin remains in the Grove. In either location, Aradin informs the party that he is abandoning his quest for the Nightsong, offering the little information he knows for the party to seek the treasure. This initiates Find the Nightsong Find the Nightsong.

Act Three

If Aradin survives into Act Three, he can be found arguing with an Animated Armour outside Sorcerous Sundries in the Lower City.

The party can tell him that the Nightsong is at the campsite or if the Nightsong is dead and fails the intimidation roll, it causes Aradin to hire a large mercenary group and confront the party at night at the campsite to kidnap her. His group contains the following characters:

Companion approval

Act One: Emerald Grove

Upon entering the Emerald Grove, Aradin Aradin and Zevlor Zevlor will argue about the missing Druid Halsin Halsin and the pack of Goblins that arrived.

If a party member intervenes in their argument, companion approval is only gained or lost on successful checks.

  • [PERSUASION] More violence won't bring back those you lost. Stop and think. (DC 15)
  • [TIEFLING] He's human - malice comes as naturally as breathing. Just show him you're the better man.
  • [INTIMIDATION] If you want me to take both of you down, I will. Otherwise, knock it off. (DC 10)
  • [BARBARIAN] [INTIMIDATION] STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF. (DC 5)
  • [HALF-ORC] [INTIMIDATION] Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down? (DC 5)

Any of the above: Shadowheart approves +8 Shadowheart approves +1 Wyll approves +1 Karlach approves +1

  • Stand back and watch. Shadowheart approves +1
  • [ATTACK ROLL] Take a swing at the tiefling. (DC 17) Laezel approves +1 Wyll disapproves -1 Karlach disapproves -1
  • [STRENGTH] Aim a blow at the human, trying to knock him flat on his back. (DC 15) Laezel approves +1 Wyll approves +1 Karlach approves +1

Act Three: Sorcerous Sundries

Telling him you found the Nightsong, and saying any of the following:

  • She's immortal. And tough. You can forget about turning her in for a reward.
  • [DECEPTION] She's gone - I'm not sure where to. (DC 15) (Note: Only the version of this line that is actually a lie will give approval.)
  • [INTIMIDATION] Piss off. (DC 15)
  • [GOOD CLERIC] [INTIMIDATION] She is a being of divine origin under my protection - you will go nowhere near her. (DC 15)
  • [NEUTRAL CLERIC] [INTIMIDATION] She is a divine being - and I'll cut you down if you go anywhere near her. (DC 15)
  • [EVIL CLERIC] [INTIMIDATION] I have greater plans for the Nightsong - go near her and I'll kill you. (DC 15)
  • [PERSUASION] To chase the Nightsong is to once more rush into danger - reflect on your past mistakes. (DC 15)

Any of the above: Karlach approves +1 Wyll approves +1 Astarion approves +1 Laezel approves +1 Shadowheart approves +1 Gale approves +1 Minthara approves +1 Jaheira approves +1 Minsc approves +1 Halsin approves +1

  • She's in my camp. If you want to turn her in, you're going to have to take her down yourself. - Breaks Oath of Devotion Tenets Oath of Devotion Tenets Karlach disapproves -1 Wyll disapproves -1 Astarion disapproves -1 Laezel disapproves -1 Shadowheart disapproves -1 Gale disapproves -1 Minthara disapproves -1 Jaheira disapproves -1 Minsc disapproves -1 Halsin disapproves -1
  • [DECEPTION] Sorry; I didn't find anything. (DC 15) Karlach approves +1 Wyll approves +1 Astarion approves +1 Laezel approves +1 Shadowheart approves +1 Gale approves +1 Minthara approves +1 Jaheira approves +1 Minsc approves +1 Halsin approves +1

Act Three: Campsite

If telling Aradin that the Nightsong was at your camp, failing the roll to lie to him about not knowing where she was, or failing the roll to persuade/intimidate him out of pursuing her, then Aradin and his buddies will later attack you at camp, trying to reclaim her. There will be several dialogue options in this case, some of which can earn approval.

  • You're going to regret this.
  • You're making a mistake, Aradin. Stop this before it's too late. Halsin approves +1
  • I'm going to enjoy ripping your head off. (Note: unavailable to Fighters, Rogues, or Barbarians.) Karlach approves +1 Gale approves +1 Wyll approves +1 Astarion approves +1 Shadowheart approves +1 Laezel approves +1 Jaheira approves +1 Minthara approves +1 Minsc approves +1
  • [BARBARIAN] You DARE challenge me? I'm going to rip you apart. Karlach approves +1 Gale approves +1 Wyll approves +1 Astarion approves +1 Shadowheart approves +1 Laezel approves +1 Jaheira approves +1 Minthara approves +1 Minsc approves +1
  • [MONK] Do not let simple coin blind you. This path will lead to regret and senseless death. Halsin approves +1
  • [FIGHTER] You're a competent warrior - but you're nothing compared to me. Halsin approves +1
  • [ROGUE] You managed to track me down? I'd be impressed if I wasn't about to slit your throat.

Combat

Attacks and abilities

Action Surge.webp
Action Surge Action Surge
Immediately gain an extra action to use this turn.
 Range: Self
Recharge: Short rest
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Greatclub
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft

Notable loot

Speak with Dead

Party member: Who are you?

  • Aradin: Aradin... Beno... my group... Beno boys...

Party member: What did you want in life?

  • Aradin: Money... enough... to buy... peace...

Party member: Did you have anything of value?

  • Aradin: Contract...
    • Party member: What is this contract?
      • Aradin: Lotta... gold... for... Nightsong... got it from... Lorroakan...
        • Party member: Did you fulfil your contract?
          • Aradin: We... failed... goblins... so many... goblins...

Party member: Where are you from?

  • Aradin: The Gate... born and bred... adventurer... by legacy...

Related quests

Gallery

Notes

  • It was datamined in 2022 that Aradin's full name is Aradin Beno and his mercenary group is called The Beno Boys: "Aradin Beno. Leader of the Beno Boys. Adventurers for hire 'n' all."[1] This can be confirmed by using Speak with Dead on him or one of his crew members if they are killed at the player's camp.

References

External links

Aradin Beno on the Forgotten Realms Wiki