Saturday, 18 November 2017

Baldur's Gate: Tales of the Sword Coast & Dark Side of the Sword Coast - Companion Index Overview

Baldur's Gate: Tales of the Sword Coast & Dark Side of the Sword Coast - Companion Index Overview

Overview of Companions

Prematurely posted for personal reference purposes, this write-up - which is a WiP [1] - intends to eventually cover the entire companion pool offered by the original Baldur's Gate (25 deep) along with the companions added by the Dark Side of the Sword Coast unofficial expansion (9 deep). Companions are listed in alphabetical order and pictured at their minimum level for consistency's sake. 
[1] At this point, I have completed the Ajantis entry and all entries of the Dark Side of the Sword Coast companions (posted at the end).

By no means a hard and fast rule, basic party composition seems to consist of two warriors up front and one each of thief, cleric and wizard behind them; perhaps with a bard or druid thrown in for good measure. I personally prefer to think in terms of descriptive role rather than class when composing a party so as to cover the crucial bases of adventuring; for example: healer, scout, tank, archer, haggler, rogue, loremaster, disabler and bombardier. Single classes are quite capable of covering more than one base; Ajantis, for example, can double as haggler by virtue of the paladin's Charisma pre-requisite, and what's stopping him firing a bow? Kivan is mean with a bow and handy with a spear, but can also scout like a wolf, and so on.

The vast majority of companions are recruited as individuals, but there are also four pairs (Jaheira & Khalid, Dynaheir & Minsc, Xzar & Montaron and Eldoth & Skie) who won't adventure without their other half, unless that other half falls in combat or is intentionally killed off by the player and has their corpse kicked out of the party. Moreover, companions may be mutually exclusive or loathe each other and eventually break out of the party and duke it out to the death (e.g, Kivan & Viconia, the Harper & Zhentarim pairs). Depending on how you look at it, this can be massively inconvenient or just part of the fun and laughter. Companions may also genuinely enjoy each others' company, resulting in pleasant adventuring and lil' banters here and there which I never found intrusive or tiresome as in the sequel. Despite their one-dimensionality and not being fleshed out in detail, adventuring with a motley crew can be quite amusing with their various compliments, quips, insinuations, insult-hurling and death threats. To my dismay, banters became such a fan favorite that they evolved into full-blown relationships in subsequent RPGs by BioWare, culminating in the putrid "romance sims" of the current gen.

Some companions will gladly join your ranks with no strings attached (e.g, Imoen joins because she's a childhood friend and Kivan and Ajantis want to fight the evil plaguing the region), others join because they feel indebted to you for randomly saving their asses (e.g, Branwen joins when you cast Stone to Flesh on her and Viconia joins if you save her from execution by the Flaming Fist), and yet others request you undertake a timed quest before they permanently sign up, which might clash with the agenda of another companion (Minsc & Edwin, who want Dynaheir saved or killed, respectively). Seven of the 25 companions offer quests. Companions regularly remind you of their quest, slowly losing patience as time wears on. Ignoring their not-so-subtle hints to the point of failing to meet the deadline may result in them leaving the party in a huff, never to be seen or heard from again.

Right: Minsc & Dynaheir engage in bare knuckle boxing with Edwin.

Xzar leaves the party in a huff.
Your reputation score is an important consideration in forming a reliable party, the score ranging from 1-20 ("Despised" to "Heroic"). Good-aligned companions may leave if your reputation plummets, Evil-aligned ones if it soars, though the ever-faithful Imoen will protest evil actions but won't leave based on reputation score. Mixed-alignment parties may therefore be a hassle to hold together, though the score can be increased or decreased at-will through temple donation and the calculated murder of peasants. Reputation dropping a lil' low for Ajantis' liking? Donate to a temple! Reputation climbing a lil' high for Xzar's? Murder a peasant! Anyway, the point at which companions "break" is the extreme end of the reputation scales, so if you're a do-gooder who can suffer the incessant complaints of the likes of Xzar & Edwin, then a score of 18 is fine; just don't go higher if you want them to stick around. And beware of temporarily removing them if your reputation is remotely positive, as they won't be waiting at the dumpspot when you return to re-enlist their services (the same goes for the good guys if they're dumped by a PC of ill-repute).

Companions scale to certain party levels; for example, a first level party can recruit a first level Edwin with almost nothing to his name (a lil' Exp, a few spells scribed to his spellbook); or a sixth level party can recruit a sixth level Edwin who has already earned over 40,000 Exp and scribed eight scrolls to his spellbook, including Haste. The intent of companion scaling is obviously to ensure they remain somewhat useful in the advent their services are required later in the campaign. However, I think it is important to recruit warriors early in order to get control of their pips and HD rolls; magic-users and rogues don't matter so much. Note that companions will not scale after they have been dumped from the party. DSotSC companions do not scale at all, as far as I can tell.


Now, onto the individual companions! Note that commentary is sparse at the moment; I've posted all stat blocks for DSotSC companions (at the tail-end of the post), but not much for the original campaign companions at this point (only the first entry: Ajantis). My stat-blocks cover companions at their min and max levels, which is usually first and sixth level. Companions do not scale above sixth, though DSotSC companions (which don't scale at all) are set to levels up to tenth.

Ajantis Ilvastarr

I am Ajantis, squire paladin of the Order of the Most Radiant Heart, servant to Helm, son of the noble family of Ilvastarr.  I am here to hunt down the vile brigands who assault those traveling these roads. What of you?

For the glory of Helm!

When asked about his past, AJANTIS announces that he is a squire-paladin of the Order of the Most Radiant Heart, and that he enforces the power and discipline of Helm. He belongs to the noble family of Ilvastarr in Waterdeep, and has studied swordplay under such luminaries as Myrmith Splendon. His skill and devotion apparently brought him to the attention of the paladin Keldorn, one of the most respected of the order, who decided to take Ajantis under his wing as a squire. Recently Ajantis has asked for the honor of becoming a full-fledged member of the order. To accomplish this he has traveled to the Sword Coast, in order to help curtail the increased humanoid activity in the region. If he succeeds in his quest the order will vote on his eligibility for membership. He seems utterly devoted to his mission.

Ajantis stat-block

• Lawful Good Male Human Paladin (2/6).
• Combat & Utility roles: Combat role is melee or ranged physical-based damage dealer, and conventional tank. Utility role is haggler/recruitment officer (e.g, can convince Kivan to join if Charname lacks Charisma).
• Time & Place of recruitment ◦ Available at the beginning of Chapter One and any time afterwards. Found in the southern portion of the ankheg area just north of the Friendly Arm Inn (AR 1400: x=1570, y=3140). Ajantis will leave the game-world forever if you are rude to him. He will also turn hostile and attack the party if you go overboard with insults.
• Stats ◦ Strength  17 ◦ Dexterity 13 ◦ Constitution 16 ◦ Intelligence 12 ◦ Wisdom 13 ◦ Charisma 17.
Hit points20/45.
• Default Weapon Pips ◦ First Level: Large Sword (**), Bow (*), Blunt (*). ◦ Sixth Level: Large Sword (**), Short Sword (**), Bow (*), Blunt (*).
• Default Skills ◦ Lore (2/6) ◦ Turn Undead (0/4) ◦ Lay on Hands (6/12).
• Default Equipment : Chainmail/Plate Mail.
• Special Abilities ◦  Detect Evil (useless), Protection From Evil (+2 AC vs. Evil)Lay on Hands (heals up to 16 HPs 1/day).
• Optimization: The only problem with Ajantis is his average Dexterity score (13). You will want to give him the Gauntlets of Dexterity: The Brawling Hands (set Dexterity 18) at your earliest opportunity in order to make him a better tank and archer (results in +4 AC and +2 ranged THAC0). The problem then is, he can't wear the Gauntlets of Ogre Power: Hands of Takkok (set Strength 18/00) for the +2 THAC0 and +5 dmg increase (thus, you are relying on arcane, divine and potion-based strength buffs if you want to turn him into a true juggernaut). However, AC is much more important in low level campaigns because you can't just Rest Until Healed in BG: you need to rely on proper healers (Clerics & Druids) and healing potions. Ajantis should always wear the heaviest armor and wield the heaviest shield available in the off-hand, culminating in AC1 Full Plate Mail and Large Shield +2 (AC +3, AC +1 vs. missile). Along with a Ring of Protection +2 (AC +2, Saving Throws +2) give him the Golden Girdle of Urnst, too (AC +3 vs. slashing).

Ajantis is Specialized in Large Swords and proficient in Bows and Blunts. Thus, he can wield Greywolf's Longsword +2: Varscona (THAC0 +2, dmg +2, cold +1) with +½ ApR straight out of the blocks. For those who don't role-play Paladins, he can also later wield Drizzt's Scimitar +5, Defender: Twinkle (THAC0 +3, dmg +3, AC +2). Assuming you recruit him early, I would spend his remaining two proficiency points on Blunts and Bows; that way, he gets +½ ApR wielding the Mace +2: Krotan's Skullcrusher (THAC0 +2, dmg +3)Warhammer +2: Ashideena (THAC0 +2, dmg +3, electrical dmg +1)Composite Longbow +1 (THAC0 +2, dmg +3) and Longbow of Marksmanship +3: The Dead Shot (THAC0 +3, dmg +2). Of course, you could also have him Specialize in one other weapon altogether if you want to; f.e, the Short Sword for the Dagger of Venom (Poison: THAC0 +2, dmg +2, 6 per round up to 15 dmg). Finally, for those who frequently employ Ajantis as an archer (always tempting), it is more convenient to pair bows with two-handed weapons from the Large Sword and Blunt groupings, culminating in the Spider's Bane (THAC0 +2, dmg +2, grants Free Action)Two-handed Sword +3: The World's Edge (THAC0 +3, dmg +3) or Quarterstaff +3: Aule's Staff (THAC0 +3, dmg +3). However, that is clearly more dangerous because he is taking up to a 5-point AC hit, which is huge in BG1. So yeah, you will have to be skilled at flanking and at positioning him behind a dedicated tank (units wielding "reach weapons" can hit an enemy "over" another combat unit).

• Grandmastery in a weapon (*****) is the privilege of ninth level Fighters or Fighter (9) dual-classes, but the experience point cap for TotSC is 161,000, allowing for only eighth level Fighters. Thus, only DSotSC Fighters (see tail-end of post) may Grandmaster in a weapon; namely, Khalid, Kagain, Shar-Teel, Bub, Ferthgil and Thorfinn. Why is Grandmastery notable? Mainly because it's True Grandmastery that bestows ApR +½ over High Mastery. And that means 3 ApR with melee weapons and 4 ApR with bows (or 4 ApR/5 ApR hasted).

• The somewhat slower level progression of Paladins (and Rangers) as opposed to Fighters is not a huge deal; moreover, within the 161,000 XP cap they reach 8th warrior level, too. As well, the inability to exceed weapon specialization is not of great concern since High Mastery - not Grandmastery - is all that is available to Fighters within the cap.


Holy Kitty Cacophony, you scared the bejeebbers outta me!  Sure it's yer job to catch us thievers, but ye need not give me a heart attack too!  Hey. . .you're not the guard!  Yeesh!  Getting me all in a tizzy when you're here for the same thing as me.  Well, since you're here, howz about we work together?  Just for this one heist, I mean. You keep watch while I show the stash. I know a secret here and there, but we get equal shares OK?

Hey, I think everyone would be happier if we were a little nicer!

When asked about her past, ALORA reveals that she was originally from Iriaebor. As a child she was cute, outgoing, and dangerously curious, causing no end of trouble for her parents. They tried to curb her lunatic behavior, and encouraged her to be content with home and hearth like other halflings. Alora found this unbearably stifling, and left to explore the world. She quickly found herself falling into all sorts of trouble, going to the wrong places and angering the wrong sorts of people. Eventually she found herself in the city of Baldur's Gate, and it was there that she discovered her future profession: thievery. Wealth was never her chief concern; it's just that too many interesting things are behind locked doors. Her unassuming temperament makes it easy for her to hoodwink the authorities, and her sweet nature has saved her from a jail cell numerous times.


I am Branwen, a War-priest from the Norheim isles. I have been trapped in stone for what seems like an eternity. You have saved me, and for that I owe you my life. I am indebted to you and by Tempus I leave no debt unpaid!  Let me join whichever cause you're fighting for, I should make a valuable ally and bring the favor of the Lord of Battles upon us.

Tempus! Give us victory!

When asked about her past, BRANWEN reveals that she left her home of Seawolf in the Norheim isles at an early age. She was apparently reviled by her own people for wanting to become a priest, a station reserved exclusively for the men of the village. She harbors no resentment, realizing that her faith must face such tests or be worthless. She traveled the coast, offering her services to local militias, and eventually came into the employ of an adventuring troup in the Nashkel area. Branwen had no idea that the group was participating in banditry however, and on their first raid she balked at attacking a caravan of unarmed merchants. She rebelled, and a mage named Tranzig turned her to stone in the ensuing fight. Despite the unfavorable outcome, Branwen feels that Tempus views her actions approvingly. To attack those that are unarmed is the basest of villainy.


Sorry if I startled you but I always approach strangers cautiously.  I'm Coran, hunter and archer.  Are any of you interested in making some money?  If you are, I'm the person who could help you do it.

Great peril yields great beauty.

When asked about his past, CORAN reveals that he hails from the Forest of Tethir, and while he has great memories of his time there, the serene lifestyle he felt it offered was ultimately not for him. Instead he traveled to the city of Baldur's Gate, dreaming of wealth, power, and respect. With nary a coin to his name he resorted to thievery, stealing only from those that he felt could spare it, and swearing that he would quit once he had enough gold to start his own business. Unfortunately he soon grew to love his new lifestyle, looking forward to each hair-raising escape, dangerous break-in, or beautiful woman. Occasionally he would need to leave town for a while, disappearing into the wilderness until things had cooled down and his name was less known. His most recent retreat is apparently the result of a relationship with the female sorceress Brielbara. He sheepishly admits to being caught in the act of seducing a female member of the Knights of the Unicorn, and being forced to flee from the violently jealous mage.
Illegal Dexterity, illegal High Mastery in bows (Thieves should only be able to Specialize). Best Archer in the game.


I thank thee for saving me.  'Twas courageous to follow the likes of Minsc into battle, if a touch foolish.  I have naught to offer thee in return, save my services in battle.  Mayhaps I could travel with thee awhile, and an opportunity may arise for repayment of mine debt.  Minsc is...well...Minsc, but he hast a strong sword arm, whilst I am practiced in the arts magica.  Shall we join?

This group shows promise exceptionale.

When asked about her past DYNAHEIR has very little to say. She is apparently from the far-eastern nation of Rasheman, and has come to the west with a bodyguard known as Minsc. Minsc is on his 'dejemma,' a right of passage, and it appears that she may be involved in something similar. Of this, she will only state that great things are foretold for the Sword Coast. She seems very sure of herself, is possessed with an old-world sensibility, and is very demanding of her companions. She has expressed concerns about the sanity of her bodyguard, though she has an obvious respect for him and will not go far from his side. 

Edwin Odesseiron

(Hmmm, not the best specimens, but perhaps a more "bestial touch" is what my plan requires.)  I would hire you to kill a treacherous enemy.  Understand?  She Dynaheir.  She bad.  You Kill.  Stomp your foot once for yes, twice for no.

Elminster this, Elminster that.  Give ME 2000 years and a pointy hat and I'll kick his arse!

When asked about his past, EDWIN sneers that he has no intention of revealing such information and that it is none of your business. He further states that you are lucky enough to simply share his company, and then mutters something about leaving whenever he wishes. He obviously cares little for the camaraderie of others, and seems to take more pleasure in speaking to himself than in interacting with the party. His attire brazenly displays the colors of the Red Wizards of Thay, though why a member of that organization would come so far west is puzzling. Edwin does not seem forthcoming with any information.

Eldoth Kron

I hope you are enjoying your liquor, it is some of the best you can find.  All of you are probably wondering why I'm being so generous, 'obviously not from the kindness of his heart' you think. Well in a way I am.  You look like the type to be on the outlook for ways to improve the quality of  your life.  Well, I have a proposal that could help you in that endeavor.  You see, there's a girl, my lover in fact, who desires to escape her father and live on her own.  Her father is Entar Silvershield, one of the Dukes of Baldur's Gate.  This, of course, makes her desires more difficult than that of the average city girl.  However, with your assistance we could help her escape the tyrannical clutches of Entar.  Here's the punch line: since Entar's going to be hunting us anyway we can blackmail him for hordes of cash and not worry about our captive escaping.  After all, we're doing it all for the sake of Skie.  Now we needn't go about this right away, in fact I'll help you with whatever you're doing until you decide to head up to Baldur's Gate.  Just think of it as one favor deserving another.

Be silent Skie, it's not like your opinion is worth anything.

When asked about his past, ELDOTH speaks as though his every word should impress and dazzle. He really seems to enjoy talking about himself. He is apparently from the island kingdom of Ruathym, though he left as a teenager for the city of Waterdeep. His natural affinity for song and poetry was honed to perfection while he trained at the musical college of New Olamn, supporting himself with gold borrowed from any one of his given lovers. It would seem that his skill in music is mirrored with his talent in the manipulation of others' emotions. He skims over explaining how he came to leave Waterdeep, but it was apparently the result of an attempted tryst with Aleena Palidinstar. Piergeiron, lord of the city, discovered that his daughter was being used by a manipulative dilettante and likely became quite furious. Eldoth probably had to flee the city, deciding it was time to use his bardic skills elsewhere.

Garrick, Eldoth and Skie engage in some amusing three-way banter.


Evil men have been defiling the woodlands with smoke and waste, all in a futile quest for the metal, iron.  Would you join me in my task.  I would destroy these men of the 'Iron Throne'.  Come with me, they dwell to the east within a fort.

Man is the least grateful of nature's children.

When asked about her past, FALDORN states that she was the child of a Black Raven Uthgardt woman. As an infant she was given over to an enclave of Shadow Druids as an offering, and was thereafter raised according to their beliefs. A splinter group of the main druidic order, Shadow Druids engage in very aggressive protection of nature, often relying on violence to achieve their aims. Faldorn showed great promise as she approached adulthood, and the order decided to send her to the Sword Coast to test her devotion to their ideals. Her ongoing mission is to use any means available to stop the despoiling of nature, no matter the risk or the cost to her life or any other. 


I'm Garrick and I work for Silke Rosena.  She's the most skilled musician and actor along the Sword Coast; in fact, she's to play at the Duchal palace before the month's done.  But.....she's been having some problems of late.  Some thugs have been hired by Feldepost to hurt her bad, because she didn't perform at his inn when she was supposed to.  You can't blame her for not showing up, what with a villain like Feldepost running the place.  She needs mercenaries to protect her until she's ready to go to Baldur's Gate.  She's willing to pay about 300 gold.  What do you say?

Brave, brave sir Garrick, sir Garick led the way.  Brave, brave sir Garrick, sir Garrick ran away!

When asked about his past, GARRICK explains that he was part of a celebrated acting troupe called the Dale Wind Troubadours. They traveled the length of the coast from Neverwinter to Amn and often played to Dukes and other nobility. Indeed, few others could afford the cost of a performance when the group was at its peak. Garrick does not speak fondly of this time however, as the direction the group was taking left him dissatisfied with their conduct. He apparently discovered that performances were being used as distractions for thievery and declared he would have nothing to do with it. Rebuffed by his comrades, now he wishes simply to travel and play his music for those that will listen. He seems a bit young and naive, and a touch too ready to take the word of a stranger. 

Garrick, Eldoth and Skie engage in some amusing three-way banter.


Sorry I followed ya, but I never get out of Candlekeep and those monks are such a bore.  Never any decent coin in their pockets neither.  I...I saw Gorion, and I am SO sorry!  Kinda figured something bad might happen to you out here.  

Yer a queer fellow.

When asked about her past, IMOEN slaps your shoulder playfully. She says that you of all people should know, seeing as how you grew up together. Indeed, some of your fondest memories are of meeting this sprightly young lass. She apparently came to Candlekeep much as you did, though 10 years later in life, and she spent much more time with the gruff Winthrop than Gorion. "Puffguts" she would call him, much to the old innkeep's dismay. She seems the eternal child, and is quite content to play the part of little sister, though you are both of comparative ages. You can tell by her hearty smile that she will always be willing to travel with you, no matter what path you take.

Imoen can be dual-classed to Conjurer (Opposition School: Divination) after maxing out Open Lock and Find Traps. She will also have 4x backstab.


Gorion often said that he worried for your safety, even at the expense of his own.  He also wished that Khalid and I would become your guardians, if he should ever meet an untimely end.  However, you are much older now, and the choice of your companions should be your own. 

It would be a fitting last service to Gorion, though we should first go to Nashkel.  Khalid and I.....look into local concerns, and there are rumors of strange things happening at the mine.  No doubt you have heard of the iron shortage?  You would do well to help us.  It affects everyone, including you.  We are to meet the mayor of the town, Berrun Ghastkill.

For the fallen!

When asked about her past, JAHEIRA glares as she speaks. She says that she was born in the Tethyr region to a loyalist of the King Alemander regime, unfortunately during the Tethyrian civil war. Her family was among the nobles targeted by the angry mobs of peasants, and she was only spared because a servant girl took her from their castle before it fell. They fled into the forest of Tethyr and stumbled across an enclave of Druids willing to take the child. Jaheira grew up a very headstrong girl, believing that the only way to protect nature was to have an active role in the world. She seems to have little in common with Khalid, but even though her manner is often confrontational she apparently cares deeply for him. Her admiration of Gorion is obvious, and she plainly states that whomever was responsible for his death will suffer an equal fate. 


I run an escort business.  I hire mercenaries to escort caravans on route from Amn to Baldur's Gate.  Right now I'm lookin' for some strong sword arms, and I'm willing to pay high.  It seems that one of the caravans under my protection never arrived at Baldur's Gate, and I need ta know what happened.  You look like a strong group of warriors; interested in a job?

I like it here, where the gold grows.

When asked about his past, KAGAIN stresses that the questioner should just mind their own business if they want to keep their teeth. It is apparent that he runs a rather shady mercenary company and that he is quite obsessed with wealth, but any information beyond this he is content to keep to himself.

Illegal 20 Con. Kagain is the only companion who has innate regeneration. Give him the Gauntlets of Dexterity.


Something about you is f-familiar, child.  Your manner reminds me of a sage I know, b-by the name of Gorion. If......if he has passed, we share your loss. We could t-travel with you until you get settled; help you find your l-lot in life.

Better part of valor!  Better part of valor!

When asked about his past, KHALID nervously reveals that he was born and raised in the nation of Calimshan. He does not say much of his parents, but you get the feeling that his merchant father thought little of him, devoting much more attention to Khalid's half brothers. Khalid thus threw himself into the martial pursuits, studying under members of the city militia. He doesn't go into detail on how he met Jaheira, but his adoration of her is obvious. When asked about how he knew Gorion he will only say that they had long been friends, and that many shared acquaintances will mourn his loss with harpsong.

Level 1 Khalid has just 42 XP (it seems he killed two diseased gibberlings and gravely wounded another before the better part of valor took hold.)


A strange coincidence; I have a quest similar to your own.  I have been hunting the bandits in the region for the past few months.  Their leader, an ogre named Tazok, took the life of someone very dear to me. Perhaps if we worked together we would fare better.  What say you to that?

My soul aches for my lost Deheriana.

When asked about his past KIVAN reveals that he hails from the forest of Shilmista, though he has not visited his homeland for quite some time. He has instead been traveling the world driven by the darkest of obsessions: revenge. Kivan and his mate Deheriana were apparently on a romantic sojourn years ago when they were waylaid by a group of Brigands. They were captured and tortured for the amusement of Tazok, the half-ogre that led the attack. Kivan eventually escaped, but Deheriana did not survive the encounter. Kivan is a man of few words, and obviously does not make friends easily. Likely he will not take much pleasure from life until he has revenged the death of his love.

I tend to overrate Kivan based on nostalgia. He was the first companion that made me go "Wow! I love this game!" It was his cool portrait and his early-game killspeed in relation to the other companions that impressed me (and Kivan is not even the best archer, let alone the best companion).


Take heart fellow adventurers, for you have curried the favor of Boo, the only miniature giant space hamster in the Realm!  My friend and companion ever since my h-h-head wound, he will lead us to victory!  Onward to the Gnoll Stronghold in the west! Tarry not! We must go soon!

Go for the eyes Boo, GO FOR THE EYES!!  RrraaaAAGHGHH!!!

When asked about his past, MINSC proudly announces that he is a berserker warrior from the nation of Rasheman in the utter east. He is currently undertaking his dejemma, a ritual journey to manhood, and is seeking adventure and glory in battle. It is also his honor to be the bodyguard of a young Wychalarn of Rasheman named Dynaheir, and if anyone tries to harm her he will beat sense into their heads until they reconsider. He is unsure as to why she has led them to the Sword Coast, but his loyalty is unquestioning. If he serves her well and distinguishes himself in battle he hopes to be accepted into the Ice Dragon berserker lodge upon return to their homeland. So far Minsc considers his most notable experience in the world abroad to be the acquisition of his animal companion 'Boo,' a creature that he claims is a miniature giant space hamster. Apparently such things do exist in the Realms, but Minsc has surely taken too many blows to the head. He seems a good-natured fellow, but is all too willing to indulge his berserker nature. 


If'n I'm not allowed to sleep, our next assailants may just live.

When asked about his past, MONTARON openly threatens you with bodily harm. He seems quite dangerous, and more than willing to engage in gratuitous violence. It would appear that he cares little for life, including his own. He works grudgingly with Xzar, even though he obviously despises the man. Whoever their employers are, they must be powerful indeed. These two would likely kill each other without a presence over their heads preventing it. Montaron might be willing to discuss the whole matter with you, but you get the feeling that you probably would not wake up the next morning.


Ah my loutish friends, that is my direction too.  Fate has crossed our paths and we could all benefit by traveling together.  It will be the classic pairing of you, the stalwart adventurers, and I, the intelligent one.  How could you refuse?  

I am so smart!  S-M-R-T!  I mean  S-M-A-R-T!

When asked about his past, QUAYLE talks for a good hour about his worship of Baravar Cloakshadow, how he is well on his way to mastering sorcery, and just generally how incredibly smart he is compared to everyone else in the party.  He was apparently encouraged to strike out on his own as soon as he came of age because, as he claims, he was simply too gifted to remain in that stifling environment. You get the feeling, however, that no one was terribly broken up over his leaving. He says that he apprenticed in the arts of magic and the worship of Baravar under a gnome named Gifos, though it was not long before this teacher also sent him on his way. Since then, Quayle has wandered the Sword Coast looking for people who were willing to accept his "his wisdom and instruction." It has likely been a long walk.


Well, good sirs, you may call me Safana.  You'll have to excuse me if I sound startled, but in the south were I come from they don't grow their men as big as any of you.  Anyhow, if you want, I have a way to make you all fabulously wealthy.   In my possession I have a map that gives the location of an old pirate treasure trove.  According to the writings on the map, it's where the legendary Black Alaric dumped his treasure before being captured by the Amnish fleets!  You interested in hearing more?

I feel so sensual.

When asked about her past, SAFANA spins tale upon tale involving fantastic liaisons with pirate captains, nobles, and royalty of all shapes and sizes. The consistent details seem to be that she grew up in the city of Calimport, surrounded by luxury. Her father was a very influential noble, and though she could have had anything, she apparently found herself too confined by her father's protective arm. She ran away in her early teens with the help of the first mate of the pirate ship 'Exzesus,' and remained with the crew for several years as they raided up and down the Sword Coast. Eventually she tried to manipulate the captain and found her self in a lot of trouble, escaping when the ship was at port in Baldur's Gate. She has many stories of her escapades after that, but if there is a grain of truth in them you certainly cannot find it.


Will your champion step forward? I only fight men, so your women will have to be satisfied with just watching.  Don't entertain any thoughts about cheating.  If any of the rest of you try to interfere in this fight I'll kill them outright.

This is the kind of stupidity we get with male leadership.

When asked about her past, SHAR-TEEL has very little to say.  From the little she speaks of it can be gleaned that she is an orphan. She also seems to harbor an intense dislike for Flaming Fist mercenaries, as well as an obvious disrespect for men in general. She seems to have something to prove, and likely her childhood was not of storybook quality.

Shar-Teel is sort of difficult to recruit because you need to inflict damage on her without killing her, and without being killed by her.

Skie Silvershield

Eldoth! I thought I'd never see you again. Who are you? What are you doing here? Thank you for your help! I am so happy to be away from that horrid place. Eldoth told me that you were adventurers.  Perhaps you would let me join your party?

I love you Eldoth.

When asked about her past, SKIE bubbles that she is the daughter of Entar Silvershield, one of the Grand Dukes of Baldur's Gate. Her admittedly sheltered life has consisted mostly of learning ballet, history, and languages. Being exceptionally agile she has become a very proficient dancer, though this natural dexterity has mainly allowed her to better sneak off on sojourns away from the estate. She says she finds the nastier areas of Baldur's Gate exciting, though she seems naive about the dangers. On one of her escapades she met up with the debonair Eldoth, and thinks that he can help her live the life of adventure that she craves. She trusts him implicitly, perhaps too much so.


Glorious Cyric has foretold of our meeting when thou wouldst join with me.  'Tis thy duty...nay, DESTINY  to stand by Tiax as the world kneels before him!  To this end I would travel with thee and do thy bidding.  Later, however, your power shall add to mine and great Tiax will ascend to the highest office in the land.  What say you?  Yea or nay to the grand scheme?

You are unworthy to sit at the feet of great Tiax! I shall find another for that exalted spot!

When asked about his past TIAX ignores you entirely, preferring instead to loudly proclaim what is in store for his future. He obviously worships Cyric, but also seems to share a touch of his madness. Tiax unquestioningly believes that he is destined to rule the world, and his fervor makes him blind to the ridiculous nature of the goal. He seems harmless enough for now.

Viconia DeVir

I thank you.  I know you may not be willing to give me a chance because of my dark skin.  I am a drow, but if you give me a chance you won't regret it.  Can I join with you?  I need friends, now more than ever.

Lil alurl! For Shar!

When asked about her past, VICONIA reveals (quite proudly) that she is a dark elf from the Underdark city of Menzoberranzan. She says very little about her reasons for leaving that sunless realm, though separations of such a nature are never gentle. She does claim to no longer worship the spider goddess Lolth; a change that even you know is often fatal. Her new faith is in the night goddess Shar, an appropriate choice for a drow, though this is not a firm indication that she has given up the brutal ways of her people. She finds the laws of the surface world quaint and more than a little strange, but this is simply because of her lack of experience. Likewise she seems a bit naive about how her race is viewed by surface dwellers. Many will not give her the chance she seems to expect, and even being seen with her may affect how people think of you. You know that as a drow, she has resistance to magic, both benificial and harmful.

Give her the Gauntlets of Ogre Power so that she can wear full plate armor.


At last I am free of my dreary prison; five and eighty days are far too long for one of the fair folk to live as a dwarf.  You look no better off than I, but my appreciation for my liberty bids me add my spells to your cause.  I am Xan; shall we face the impossible together?

We're all doomed.

When asked about his past, XAN wistfully speaks of his home in the elven stronghold of Evereska, and his role as a Greycloak. It was apparently decreed that he was to investigate the events of the iron shortage, determine who or what were the causes, and ascertain whether there was a greater threat to the region as a whole. This was definitely not a small task, and he accepted the responsibility with a great deal of dread. You get the feeling, however, that he approaches everything with a great deal of dread. He has devoted his life to improving his mastery of magic and has become a skilled wizard, though this dedication has left him little time to make friends or acquire any other pastimes. He strikes you as very capable, though probably not the best influence on morale.

If you refuse him, he will leave forever - and without his Moonblade. I like how the pessimistic Xan comes with the Luck spell scribed to his spellbook by default.


Perhaps as payment you would go with us to Nashkel.  It is a troubled area and we mean to investigate some disturbing rumors surrounding the local mine.  Some acquaintances are very concerned about the iron shortage.  Specifically, where to lay blame in the matter.  You would be useful, though I'll not hold you to it.  We are to meet the mayor of the town, a man named Berrun Ghastkill, I believe.

I ate his liver with a nice Chianti and some fava beans.

When asked about his past, XZAR has very few coherent things to say. His desire to determine the cause of the iron shortage seems benevolent enough, but his motives remain unclear. His ramblings seem disjointed, but his faculties are obviously in good enough order for him to be adept at magic. He mutters something about how he and his associate Montaron are in the employ of a powerful group, but when pressed for details he gets extremely agitated and does not speak for some time. He is obviously at least partially insane, and the network that would hire him must be dark indeed. 

By virtue of meeting the Necromancer Wisdom pre-requisite (16) Xzar can be dual-classed to Cleric at Necromancer second level if you first get the Tome of Understanding (found in Durlag's Tower) and let him read it. Now you have a dedicated healer who can cast Identify, Sleep and Blindness, thereby doubling as both back-up disabler and loremaster. Xzar is now scarier than ever!


These are my mines that the blasted Iron Throne has stolen.  Well, they were my clan's home 125 years ago.  Curse me for a fool, I trusted them!  Years ago that blasted Rieltar gave me a good trade smithing for the Throne, and then I go and tell him about my old home!  About how my clan had the richest iron mine on any coast, and how almost all were killed when we breached a riverbank.  Lost most my kin in that flood.  Those of us that survived couldn't bear to go back down.  It was a giant watery tomb, and we left it the way she stood.  So I go and tell this to my "friend" Rieltar, and he has me chained up!  He tortures the location outta me, and now this graveyard feeds the Iron Throne as they bleed the coast dry.   If you want to cripple their plans, help me flood these accursed mines once more!  They plugged the breach, but knowing hands can loose the flow!  We can drown these black-hearted rats in the very mine they've stolen!  Here be the way!

Aye, who's there now?  More smithing, or did ye burrow into another river?

When asked about his past, YESLICK quietly states that he was once a member of the dwarven clan Orothiar. For generations they used the iron mine in the center of Cloakwood as their home, but almost a century ago catastrophe struck. As skilled as they are underground, dwarves occasionally make mistakes.  One such incident cost them dearly. They apparently breached an underground river and the resulting flood claimed nearly all of the clan. Yeslick was one of the few survivors, and made his way to Sembia to start a new life. There he made the acquaintance of Rieltar, a member of the Iron Throne, and was hired as a personal smith. They became friends, and eventually Yeslick told of his past. This proved to be his undoing, as Rieltar used this information to formulate a plan to expand the Iron Throne power base in the Sword Coast.  Rieltar betrayed his supposed friend and forced him to reveal the location of the mines. Yeslick has been imprisoned ever since so as not to reveal the site to others. Now he wishes for nothing but the chance to right the wrongs that have been committed using his ancestral home.

Dark Side of the Sword Coast

There are nine companions added by the DSotSC unofficial expansion.

• What is DSotSC? It's a large-scale WeiDu mod for Baldur's Gate: Tales of the Sword Coast (v.5512) that adds new quests, areas, companions, monsters, items and spells to the original campaign, also increasing the level cap to 20. Thus, the devs of Dark Side are justified in calling it an "unofficial expansion".

The story of the original campaign is unchanged; think of Dark Side as an add-in expansion along the lines of Tales. More or less straight off the bat, you will notice a few different monsters with beefed up abilities, new items and spells (e.g, High Hedge, Mulahey), and a new companion who is found in the wilderness area south of Beregost (Bub Snikt). As you advance the main quest, other prospective companions will be added to the game-world and you will find more new items and spells (e.g, Davaeorn, Sorcerous Sundries).

The level 20 cap changes how you look at Charname and prospective companions. Now, multi- and dual-classed characters are more attractive than single-class ones. In addition, the ability to reach Grandmastery at 9th Fighter level means Fighters pull further ahead Rangers and Paladins, who may only Specialize. Thus, the former can get 3 ApR with melee weapons and 4 Apr with bows (or 4 ApR/5 ApR hasted). True Grandmastery is huge in BG.

In addition, Dark Side's inclusion of new arcane and divine spells, circles 1-9 inclusive, are game-changing. You probably won't break into circles greater than 7 [1], but having access to spells like StoneskinChaotic CommandsTenser's Transformation and Mord Sword will put casters over the top, anyway. If you do break above 7, expect to be able to gate in Doomsayers, wield Black Blade of Disaster and unleash the likes of Incendiary CloudInfernal Combustion EnigmaWail of the Banshee and Power Word: Kill.

[1] Well, maybe you will if your Mage reads Grun'lerthkin's Tome of the Greater Wizard.

• Is it any good? I certainly enjoyed it. A lot of work has gone into DSotSC. Aside from what I've enumerated above, the devs have bothered to write detailed journal entries, companion histories, banters, and item and spell descriptions. It is quite a polished experience, overall.

• Why did you play DSotSC in the original BG engine? Why not Tutu, BGT or EE? Because that is how it is meant to be played. Plus, I prefer the game-balancing limitations of the original BG engine. Not just that, but I prefer the aesthetics; for example, the paperdolls and sound effects.

Ok, so, the companions!

Bardo Furfoot

Would ye be needin' the services of a good bow in your ranks?  My name is Bardo Furfoot and I am more than willing to get at that dragon. Only, not alone... and since my friends have run off, I have no one to help me.

Bardo Furfoot, a halfling from the sleepy village of Gullykin was always restless in his surroundings as a boy. Although he loves Gullykin, he just wasn't happy living in Gullykin. His greatest wish was to have exciting adventures like the ones he's read about in books and heard from adventurers passing through his village. The inhabitants of Gullykin always found him daydreaming instead of doing his regular duties. To him, adventuring was everything. One day, his village was beset with a flurry of activity as the villagers had learned of a Forest Dragon that was on the move towards Gullykin.  Gandolar Luckyfoot organized a group to battle the dragon before it could get much closer to the village. Bardo eagerly joined the effort anxious to finally see some adventure.

Bardo Furfoot stat-block

• Neutral Good Male Halfling Thief (6).
• Combat & Utility roles: Combat role is backstab and token ranged attacks. Utility role is extensive: Open Locks, Find/Remove Traps, Pick Pocket and conventional Stealth.
• Time & Place of recruitment ◦ Only available from Chapter Five onwards. Found en route to the dragon, in the wilderness just east of the Nashkel mines (AR 5500: x=2000, y=1500).
• Stats ◦ Strength  12 ◦ Dexterity 19 ◦ Constitution 13 ◦ Intelligence 11 ◦ Wisdom 11 ◦ Charisma 17.
• Default Weapon Pips ◦ Large Sword (*) ◦ Small Sword (*) ◦ Blunt (*) ◦ Missile (*) ◦ Bow (*).
• Default Skills ◦ Lore (30) ◦ Backstab (x3) ◦ Open Locks (107) ◦ Stealth (112) ◦ Find Traps (70) ◦ Pick Pockets (99).
• Default Equipment Shortbow +1, Leather Armor +3, Bracers of Archery: The Dale's Protector (ranged THAC0 +2), Arrow of Dragonslaying x7 (30% on-hit chance of slaying minor dragons and wyverns, THAC0 +4 and dmg +4 vs. dragonkind and wyverns, 5% on-hit chance to slay Forest Dragon).
• Perks ◦ Shorty saves and Halfling thief skill adjustment ◦ 19 dex ◦ -5 THAC0 firing Dragonslayer arrows.
• Tidbit: Uses the funny NPC halfling voiceset of standard BG1.

Bub Snikt

I ain't got a care for the politics and crap goin' on. Take all that flamin' garbage and toss it to the crows. Take all the metal away too, for all I care. Don't need it to hunt. Don't need it to kill. Don't need it to smell them ogres neither. Take my advice... er... mac, keep yer weapons ready.

Bub was born in Daggerford, a village situated on the Trade way between Baldurs Gate and Waterdeep. The seventh son of a farmer Bub grew up on the farm and became his fathers favourite son. In his youth his father taught him the ways of rural life and his brothers helped him with hunting skills. It wasn't long before they noticed he had a keen eye and his skill with the bow became as good as any bowman of the Castle guard. Each year life on the farm carried on as usual. Occasionally he would find himself with his brothers and the local militia defending Daggerfords farmsteads against marauding Lizard Folk from the Lizard Marsh but most of the time life on the farm went unchanged. It was a few days after one particular Highharvesttide that things started to change. Bub had made his regular visit to Daggerford to sell produce at the local market when the call to arms was made. A group of Ogres had sneaked through the Misty Forest from the High Moor and were attacking the local farmsteads, killing farmers and stealing whatever food they could carry. Concerned for his families safety Bub left the wagon and rode straight out of Farmers gate with three miles ahead of him at the Gallop. By the time he'd reached the farm his brothers were already heavy into fighting several large Ogres the sheer size of which sent fear shearing through his body. It was at that time that he remembered the talisman that his father had given to him as a child. The symbol of Tempus which hung around his neck. Bub can't remember what happened that day but when he joined his brothers in battle it was as if he'd been blessed with the speed and strength of ten men. No Ogre stood in his way. His arrows were true to the mark and each swing of his blade offered no resistance. Within the space of an hour all Ogres were dead and his brothers could only look upon him with awe. Soon after the encounter Bub's attitude changed. He became less interested in rural life and decided to take up a profession as a hired adventurer. He travelled first to Baldurs Gate then onto the town of Beregost where he plies his trade as a swordsman protecting the local farmsteads from Ogres and any other unwanted guests.

Bub Snikt stat-block

• Neutral Good Male Human Fighter (2).
• Combat & Utility roles: Combat role is melee or ranged physical-based damage dealer, and conventional tank.
• Time & Place of recruitment ◦ Available from the get-go. Found in the western portion of the map just south of Beregost (AR3800, x=1300, y=1700).
• Stats ◦ Strength  17 ◦ Dexterity 16 ◦ Constitution 14 ◦ Intelligence 10 ◦ Wisdom 11 ◦ Charisma 13.
• Default Weapon Pips ◦ Bow (**) ◦ Small Sword (*) ◦ Spear (*).
• Default Skills ◦ Lore (0).
• Default Equipment Basic, +1, non-custom arms and armor.
• Perks ◦ early availability allows for pip tailoring.
• Tidbit: He uses the somewhat immersion-breaking voiceset of Coran.

Conchobhair Strongblade

Then ye should join up with me. More than one dragon has felt the sting of my blade. I mean to take this one as well. Allow me to introduce myself, Conchobhair Strongblade at your service!

Conchobhair originally hails from Waterdeep. He is the youngest of four sons of the very influential Strongblade family in Waterdeep. However, being the youngest he had little hope of inheriting much of the family's holdings, so he set out to make a life for himself when he reached the age of twenty. He started his training as a paladin and spent a few years living the virtuous life of the paladin. However, he eventually felt too restricted with the discipline and wished from something with more glory. On one of his treks from Waterdeep to Baldur's Gate, he met a warrior by the name of Fergus Ravenskill. Fergus was a very valiant warrior and had spent most of his fifty-six years on the battlefield. Conchobhair had spent a few months on the road with Ravenskill and his tales of great battles intrigued him. However, it was not until Fergus told him of his encounter with a blue dragon, that Conchobhair decided to make a life change. He asked Fergus to train and teach him everything that he knew. He spent six years training with Fergus in the ways of a seasoned warrior and even took positions as mercenaries for a few of the larger cities in the area.  However, one fateful day, brought Fergus and Conchobhair face to face with a Red Dragon. This was a dragon that Fergus had encountered some twenty years prior, in which Fergus had injured it by blinding it in one eye. The dragon was bent on seeking his revenge and the opportunity presented itself. Fergus died in the attack, suffering multiple burns from the blazing breath weapon and Conchobhair escaped with minor burns and wounds. It was on this day that he vowed to destroy any dragon that presented a threat to realms and to find the dragon that killed his friend and mentor.

Conchobhair Strongblade stat-block

• Lawful Good Male Human Paladin (7).
• Combat & Utility roles: Combat role is melee or ranged physical-based damage dealer, and conventional tank.
• Time & Place of recruitment ◦ Only available in Chapter Five onwards, after the Dragon quest becomes active. Found in the backrooms of the Naskel Inn (AR4801). If you refuse him, he leaves the game-world forever.
• Stats ◦ Strength  18/35 ◦ Dexterity 12 ◦ Constitution 17 ◦ Intelligence 9 ◦ Wisdom 16 ◦ Charisma 18.
• Default Weapon Pips ◦ Large Sword (**) ◦ Bow (**) ◦ Small Sword (*) ◦ Axe (*).
• Default Skills ◦ Lore (2).
• Default Equipment Conchobhair's Dragonslayer (two-handed sword, 1D10 +2, +4 to dragonkind, chance of on-hit dragonslaying, +50 resistance to fire & acid, Aura of Protection: perma-Bless, +2 Bonus to Save vs. Breath Weapons)Conchobhair Strongblade's Blessed Plate Mail Armor (AC -2)Conchobhair Strongblade's Helmet of Courage (protects against crits, wards off fear and certain mind-based attacks)
• Perks ◦ will get divine spellcasting 1-3 with a range of 12-13-13 ◦ a true holy warrior with Cavalier-like resistances ◦ bad-ass custom gear ◦ Mind Shield-ready.
• Tidbit: A Paladin with the voiceset of Morte from Planescape: Torment? :P


My name, fair travelers is CúChoinneach and this is my companion and friend Madadh n'Sgàil. It would appear that I indeed can be of assistance.  This sounds like the work of a very evil creature that I have been in search of these past few months, and my search is nearly over. I have traced him to the south of here. This fiend goes by the name of Lord Daerthmac, and his nature is that of the most vile and evil that should be smitten from the face of Faerûn. I can sense that your quest is one and the same with mine. It's not usually my way to do so but perhaps, in light of the situation and tasks at hand, we should join forces? What say ye?

You know very little about CúChoinneach and his shadow wolf. You know not where he comes from or where he is going to. He says very little and asks far less. For an elf you notice that he harbors a dark side. He has lost all the normal lust for life that most elves have and seems focused on one thing. The destruction of Lord Daerthmac!

CúChoinneach stat-block

• Chaotic Good Male Elf Cleric (6) / Ranger (6) multi-class.
• Combat & Utility roles: What can't a Cleric/Ranger do?
• Time & Place of recruitment ◦ Found in the southern portion of the wilderness map just north of Nashkel (A4300). You will need to have blessed the mace first.
• Stats ◦ Strength  17 ◦ Dexterity 19 ◦ Constitution 16 ◦ Intelligence 11 ◦ Wisdom 16 ◦ Charisma 8.
• Default Weapon Pips ◦ Large Swords (***) ◦ Spiked (**) ◦ Blunt (**).
• Default Skills ◦ Lore (6) ◦ Turn Undead (6) ◦ Stealth (82) ◦ Racial Enemy (Skeleton).
• Default Equipment ◦ Mairial "The Death Hunter" (scimitar, 1d8 +3, perma-BlessSpecial powers against the undead. Its complete powers are unknown)CúChoinneach Personal Leather Armor +4 (AC 4, +15% Hide in Shadows, +2 Save vs. death, only usable by Cú)CúChoinneach's Small Shield +3 "The Moon" (AC +4)Holy Amulet of Sehanine Moonbow (?), Ring of Holiness: Honorary Ring of Sune (+1 divine spell slot per circle, circles 1 through 4), Holy Water x3, Protection From Undead scroll.
• Perks ◦ will eventually gain the broadest spell range in BG1, erroneously consisting of both Cleric and Druid spells and the new DSotSC spells: 15-17-17-12-13-9. ◦ Madadh n'Sgàil, his Shadow Wolf familiar ◦ turn undead ◦ ideal racial enemy ◦ illegal High Mastery in Large Swords.
• Other: He will accompany you on an epic undead dungeon crawl, in search of Lord Daerthmac.
• Tidbit: His voiceset is muffled due to amateur recording. Better than nothing, though.

Ferthgil Trollslayer

My name is Ferthgil Trollslayer, I'm afraid that Tearlac didn't make it. These bastards killed him... all I have left is his warhammer. And I mean to git it back to his family so that they can put it in a place of honor! I also mean to find out what is going on here. This place is crawling with duergar and it seems mighty strange being smack dab in the middle of the Sword Coast. Are ye with me?

Ferthgil was raised by gold dwarves in the Cloudpeak Mountains, his father Breachin Trollslayer had been a wandering Ironsmith, who plied his trade in the numerous small villages which dot up and down the sword coast.  However, Breachin met an unfortunate end defending his son from a patrol of Verbeegs in the Cloudpeak Mountains, and young Ferthgil (only in his teens) wandered, helpless and lonely for days carrying only his father's axe. It was at this time that he was found by a certain Gulmoth Stonehearth an Alaghor (priest) of Clanggedin Silverbeard. Gulmoth saw all the rage and frustration in Ferthgil, but also saw the potential nobility that the young lad had.  Gulmoth trained the lad at Stonehearth keep a haven for dwarves in the Southern Sword Coast, and here Ferthgil learned to channel his rage in the service of the God of War. However Ferthgil, had inherited from his father a desire to see the world, and could not stay long in one place, so one morning Ferthgil left the haven and seclusion of Stonehearth Keep and went on his way. Ferthgil was clanless, homeless, and more importantly penniless, but on the way to Velen in the South he met with someone who was to become his life long companion, Tearlac Truehammer, of Clan Truehammer in the North. Tearlac and Ferthgil became firm friends and before long, Ferthgil began to feel he belonged somewhere.  Although not officially, he was considered as part of the Truehammer clan. Ferthgil will on first meeting look average enough, and indeed will strike you as a particularly cantankerous dwarf, but through his training from Gulmoth, he has learnt to channel his rage against the enemies of Clanggedin.  For those who have never seen this, the change is startling, Ferthgil becomes a mighty adversary, and his battle cries have been known to reach the ears of Clanngedin himself all the way to in his fortress in Arcadia?

Ferthgil Trollslayer stat-block

• Neutral Good Male Dwarf Fighter (10).
• Combat & Utility roles: Combat role is melee or ranged physical-based damage dealer, and conventional tank.
• Time & Place of recruitment ◦ Only available post-Chapter 5, and towards the end of DSotSC content. You will find Ferthgil battling legions of Duergar deep within the warrens that sprawl out beneath Beregost and Nashkel (ARR008). The epic battle is pictured to the right.
• Stats ◦ Strength  18/72 ◦ Dexterity 17 ◦ Constitution 21 ◦ Intelligence 7 ◦ Wisdom 12 ◦ Charisma 5.
• Default Weapon Pips ◦ Axe (****) ◦ Blunt (***).
• Default Skills ◦ Lore (0).
• Default Equipment Ferthgil's Dwarven Mithril Plate Battle Armor (AC -2, Con +2, usable by Dwarves and Gnomes only)Ferthgil Trollslayer's Battle Axe +3 (THAC0 +3, dmg +3, only usable by Ferthgil Trollslayer)Tearlac Truehammer's War Hammer "Giant Feller" (THAC0 +1, +4 vs. giant humanoids, dmg 1D4 +2, +5 vs. giant humanoids)Ferthgil's Helmet (protects against critical hits, protects against all forms of charm, panic and hold, usable only by Ferthgil Trollslayer).
• Perks ◦ Can reach 3 ApR wielding The Furnace (+1 ApR) ◦ 21 Con + Con Tome = regen 61 HPs per 8 hour rest - 20 more HPs than Kagain/Thorfinn with Con Tome! ◦ a true HP tank ◦ Mind Shield-ready.
Bug/oversight: His experience points are totally gimped. Thus, you probably won't be able to get him to level up in order to grandmaster in axes. Not that it really matters... Also, his voiceset is muffled due to amateur recording. Better than nothing, though.


Well, ye see... I'm lookin' fer my sister who's been missing now fer near half a year, an I mean tae find her. I fear for what might have happened tae her. Ye see she went mad after her lover left her for another lass. She was in a frightful state and ran deep into the forest between here and Cormanthor tae the east. I've tracked her tae a forested area tae the east of Peldvale, betwixt here an Ulgoth's Beard tae the north. I would be ever so grateful fer any assistance you could give me.

Being of noble birth Jet'laya's "uncle" went out into the world seeking adventure. Upon his journey he meets and had his life saved a few times by Jet'laya's future father, Torvin. After traveling together for some time and becoming to be close friends, her father and "uncle" returned to Cormanthor. Once in the city, Lennan (Le*non) introduced Torvin to his father, a wealthy and powerful noble. Being quite impressed with Torvin and being thankful for his saving his son's life, he fought to get Torvin, accepted into the city. He won. Torvin quickly became liked by most, and fell in love with Jet'laya's mother, who was one of Cormanthor's healers. Their marriage was looked down upon by several members in the society, forcing them to live near the edge of the forest.

When Jet'laya and her twin brother were six, Cormanthor was attacked by a group of undead, led by a young, brash Vampire. She, her brother and older sister, were hidden in safety, while the elves defended the city. The entire group of attackers was killed except for their leader; he managed to escape and has not been heard from since. However, the elves incurred several casualties, including Jet'laya's parents. Her older sister was wounded and was never able to recover fully from the attack. She suffered for many years. Seeing her parents killed was a constant source of nightmares for Jet'laya, and she vowed revenge for her parent's death upon all undead. Despite the best efforts of her uncle and her twin, who seemed less effected by his parents' death, she could not be swayed from her path and left as soon as her training, as she called it, was complete.

Jet'laya stat-block

• Chaotic Good Female Half-Elf Cleric (7).
• Combat & Utility roles: Combat role is healbotting, summons, direct damage, disruption, buffing and debuffing. Utility consists of Sanctuary (stealth), Find Traps (does not disarm them) and Glyph of Warding (Set Traps).
• Time & Place of recruitment ◦ Found at the gates of the Friendly Arm Inn at the start of Chapter Five, after you have dealt with Davaeorn in the bowels of the Cloakwood mines. You need to agree to help find her missing sister, Ferium.
• Stats ◦ Strength  16 ◦ Dexterity 17 ◦ Constitution 16 ◦ Intelligence 12 ◦ Wisdom 18 ◦ Charisma 9.
• Default Weapon Pips ◦ Spiked (*) ◦ Blunt (*) ◦ Missile (*).
• Default Skills ◦ Lore (31) ◦ Turn Undead (7).
• Default Equipment ◦ Mace of Contrition (1d6 +4, THAC0 +3, Bonus dmg vs. Undead, Cleric and Good only)Jet'laya's Chainmail (Immunity: Disease)Small Shield +2 (AC +3)Amulet of Faith (AC +1, Save vs. Death +1, First Circle Spells +1)Girdle of Bluntness (AC +4 vs. Blunts)Jet'Laya's Ring (her mother's ring)Ring of Fire Resistance (+40% fire resistance),  Potion of Healing x3, Holy Water x4.
• Default Spells ◦ First Circle (new DSotSC spells): Blight, Cause Light Wounds, Magic Stone ◦ Second Circle: Ward of Protection ◦ Third Circle: Stoneskin Fifth Circle: Chaotic Commands, Flame Strike.
• Perks ◦ joins at a strong level ◦ turn undead ◦ best healbot.
Other: If you refuse to back Jet'Laya up against the Banshee she will leave the party forever, but you can still complete her quest by taking the amulet to the uncle in Beregost.
Optimization: Ring of Holiness (+1 spell slot to circles 1-4), Gauntlets of the Faithful Warrior (THAC0 +2, dmg +2), Tome of Understanding x3 (+3 Wisdom).
Tidbit: She uses the somewhat immersion-breaking voiceset of Annah from Planescape: Torment. Her portrait is from Icewind Dale.

Jet'Laya's personal quest: The Banshee & The Dark One

• It is Jet'Laya who kicks off Dark Side content. You will need to venture into the Forest of the Forgotten Souls in search of Ferium. The forest consists of three new maps which are accessible from northeast Peldvale. There, you will have to carve a path through rag-tag bands of monstrous humanoids, including goblins, ors, bugbears and skeleton warriors. These come in ranged, melee, veteran, elite and chieftain varieties. As you venture deeper into the forest by nightfall, you will encounter hasted spectral and cadaverous undead such as greater ghouls (on-hit hold and disease), wraith spiders (diseasepoison) wights, shadows and wraiths (it's random as to which combination of monsters spawn). Against the spectral undead varieties you will want employ Negative Plane Protection in order to ward against their non-trivial on-hit experience point drain. You will then need to find a Banshee on the third and last map. Most commonly, I've found her by the cabin or in the northwest, inbetween the rocky hills. Ward yourself against Resist Fear and Chaotic Commands before engaging with her. She will go ethereal and teleport all about the map, spamming Fear and Confusion. You will need to inflict about 60 dmg in order to vanquish her. Now, loot the remains for Ferium's Necklace.

After cleaning out an optional cave teeming with spectral undead, you will need to return to the second map and take out the Dark One to free the phantoms. Problem is, the Dark One is a lich. Again, Resist Fear and Chaotic Commands are paramount. The Dark One unleashes an extensive repertoire to open proceedings: Larloch's Minor Drain, Horror, Globe of Darkness, Armor Melt, Dark Ritual  (summon skeleton army) and Emotion. It is then scripted to Dimension Door to the north and set Skull Traps which it hides behind. Very, very cool. Then, it will summon ghouls and ghasts in addition to the skellies. After incurring about 70 dmg it will "Lich Res 1". A phantom will then interject to tell you about its phylactery; then the Dark One will summon Skeleton Warriors and Dimension Door away for a while. The nearby cabin now open, slay the astral phase spiders within and loot the Phylactery of Koroval Na'Krugan from the chest. Now, head back outside and track down the lich, who may have moved elsewhere. The Dark One will unleash more spells such as Slow, Death Spell, Mordenkainen's Sword and Varashar's Life Drain; then, it will spam Cause Critical Wounds. You will have to inflict about 140 dmg to vanquish it utterly. With the Dark One's demise the phantom-heros will zone in. Loot the Dark One's corpse for six Magic Jars and release the grateful phantoms. Ok, you're done with the Forest of the Forgotten Souls. Make your way to the Jovial Juggler in Beregost and inform Uncle Lennan that his daughter is dead (Ferium's Necklace). Congrats! Jet'laya's quest is now complete!

Keiria Silverstring

Well met travelers, my name is Keiria Silverstring. Would ye be looking for the company of a bard on your travels? I can hold my own in any fight and sing a song to entertain you when you're sitting about the fire at night. What say ye?

Keiria Silverstring comes from a musically talented family. Both her father and mother are long time members of the Harpers, and Keiria has gained much of her outlook on life from her parents and their association with the Harpers. Keiria is a very talented songstress and actress. She has appeared in venues from Silverymoon to Athkatla. However, aside from her charming personality, half-elven beauty and long flowing red locks, she is also a very adept fighter and can hold her own in any battle. She even prefers the life of adventuring to life on the stage. She says it makes her feel alive to experience adventure and danger.

Keiria Silverstring stat-block

• Neutral Good Female Half-Elf Bard (3).
• Combat & Utility roles: Combat role is Bardsong and token ranged attacks. Utility roll is Pick Pockets and loremastery (ID magical items).
• Time & Place of recruitment ◦ Only available in Chapter Five. Found at the Nashkel Carnival (AR 4900x=3840, y=2200).
• Stats ◦ Strength  17 ◦ Dexterity 18 ◦ Constitution 16 ◦ Intelligence 18 ◦ Wisdom 11 ◦ Charisma 18.
• Default Weapon Pips ◦ Large Sword (*) ◦ Blunt (*) ◦ Missile (*).
• Default Skills ◦ Lore (60) ◦ Pick Pockets (80).
• Default Equipment Keiria Silverstring's Light Crossbow of Speed (THAC0 +1, dmg +1, ApR +1) ◦ Keiria Silverstring's Studded Leather Bard Armor +1 (AC 6, does not disable spell-casting) ◦ Bard's Ring (+1 spell slot per circle, 1st through 4th, usable by Bard only)Bolt +1 of Dispelling (on-hit Dispel, x35) ◦ Bolt x40 ◦ Two-Handed Sword ◦ Quarterstaff ◦ Buckler.
• Default Spells ◦ First Circle: Charm Person, Friends, Shield ◦ Second Circle: Knock, Luck.
• Perks ◦ Easy ID ◦ ability to use instruments ◦ faster level progression ◦ spells with level-based variables are more effective when cast by Bards.
• Tidbit: She uses the somewhat immersion-breaking voiceset of Fall-From-Grace from Planescape: Torment.

It is odd that she is only third level when she is available only in Chapter Five.

Skeezer Lumpkin the VI

You look to be a group of fine travelers. My name is Skeezer Lumpkin the VI. I'm on my way to the fine city of Baldur's Gate and looking for a group of fine travelers like yerselves to join up with.  'Tis far more safe to travel with a group than it is alone don't ye know!

Skeezer Lumpkin the VI is from the gnome settlement on Krynn, beneath Mount Nevermind. However, for the past 75 years he has been living in Athakla in Amn. He has spent his whole life trying to find the perfect combination of technology and magic. He feels that this could result in the ultimate tinker creation. He has of yet been able to do so.  He has shied away from the normal way of the tinker gnome in search of a greater understanding of magic. His creations so far have resulted in limited success. One of his earliest creations he created when he was a boy was one named 'The Automatic (Systematic) Articulated Mop and Spring-Loaded Broom-Driven Pie Tin Flier and Egg Dropper" (or ASAMSLBPTFED for short). It would send eggs flying at very high speeds. But it had no real purpose. One of Skeezer's greatest desires in all of Faerun is to see the beautiful SkyShips. He has heard a great many tales of such ships and wishes nothing than to see the SkyShips that are being presented in Baldur's Gate.

Skeezer Lumpkin the VI stat-block

• Chaotic Good Male Gnome Illusionist (6) / Thief (8) multi-class.
• Combat & Utility roles: Combat role is direct damage, immobilization, summons, buffing and debuffing. Utility role is valuable due to Invisibility (scouting), Knock (Open Locks), Friends (bartering) and  Identify (ID magical items).
• Time & Place of recruitment ◦ Only available in Chapter Five. Found at the Nashkel Carnival (AR 4900: x=1500, y=1350).
• Stats ◦ Strength  14 ◦ Dexterity 18 ◦ Constitution 13 ◦ Intelligence 21 ◦ Wisdom 15 ◦ Charisma 10.
• Default Weapon Pips ◦ Large Sword (*) ◦ Small Sword (*) ◦ Blunt (*) ◦ Missile (*).
• Default Skills ◦ Lore (67) ◦ Backstab (x3) ◦ Open Locks (75) ◦ Stealth (41) ◦ Find Traps (65) ◦ Pick Pockets (80).
• Default Equipment ◦ Skeezer Lumpkin's Mage Robe (AC 5, MR 5%, Saving Throws +1, usable by Skeezer only) ◦ Skeezer Lumpkin's 'Dwarven' War Helmet (Int +2, protects against critical hits, protects against all forms of panic and boosts morale, usable by Skeezer only) ◦ Skeezer's Staff of Unpredicability (blunt, 1D6 +3, THAC0 +2, Special: Unknown, usable by Gnome magic-users only) ◦ Ring of Wizardry: Evermemory (doubles first circle spells slots) ◦ Potion of Perception (x2).
• Default Spells ◦ First CircleArmorCharm PersonChromatic OrbFriendsIdentifyShocking Grasp ◦ Second CircleKnockKnow AlignmentLuckResist FearMirror Image ◦ Third CircleDispel MagicHasteSlowDire Charm ◦ Fourth CircleDimension DoorImproved Invisibility ◦ Fifth CircleShadow Door.
• Perks ◦ Shorty and Specialist saves ◦ Specialist +1 spell slot per circle ◦ easier spell scroll scribing (Int 21) ◦ Mind Shield-ready.

Thorfinn Hauskluniff

Hail and well met! I am Thorfinn Hauskluniff and I heard ye are well known adventurers who have solved the iron problem. I would like to join ye and help if I can.

Thorfinn's childhood got off to a bad start. Born on the Island of Ruathyn he was offered as a sacrifice to Auriel. When just a babe Auriel priests placed him on a raft and launched him into the Trackless sea. At that time the weather was calm but strong currents carried the raft south towards the westside of the Moonshae Isles. He drifted for several days until the raft reached the shores of the Island of Moray. Washed up on a pebble beach he was rescued by fishermen and raised in the presence of Northlanders. In his early years he worked the boat with his adopted family learning all there was to know about the sea. He became interested in the Navy and when he turned sixteen his request to join was granted by his family. During his late teens he honed his sea fairing skills and began learning the art of swordplay. He became adept with the axe but his strength gave him the ability to swing a large sword with ease, an ability not lost on the marauding pirates and thieves. The large sword became his weapon of choice. After five years Thorfinn decided to leave the Navy and travel. He worked as a mercenary and sword for hire protecting Merchants as they travelled their caravan routes. Eventually, Thorfinn's travels brought him to the Sword coast and into the city of Baldurs Gate.

Thorfinn Hauskluniff stat-block

• Chaotic Good Male Human Fighter (7).
• Combat & Utility roles: Combat role is melee or ranged physical-based damage dealer, and conventional tank.
• Time & Place of recruitment ◦ Only available in Chapter Four onwards. Found in the common room of the Jovial Juggler in south Beregost (AR3304).
• Stats ◦ Strength  18/87 ◦ Dexterity 17 ◦ Constitution 19 ◦ Intelligence 8 ◦ Wisdom 11 ◦ Charisma 5.
• Default Weapon Pips ◦ Large Sword (****) ◦ Axe (**).
• Default Skills ◦ Lore (0).
• Default Equipment Halberd +2: Suryis's Blade (THAC0 +2, dmg +2)Two-Handed Sword +2Thorfinn's Helmet (protects against critical hits, protects against all forms of panic and boosts morale)Thorfinn's Hide Armor (AC 6, only usable by Thorfinn, cursed)Boots of the North (cold resistance +50). 
• Perks ◦ Great natural Str, Dex and Con ◦ 19 Con + Con Tome = regen ◦ 1 pip off grandmastery ◦ solid HD rolls ◦ Mind Shield-ready.
Pro-tip: Note that his hide armor is cursed: you will need to remove the curse at a temple (or by casting the spell on him), to free up his armor slot for Full Plate Mail.
• Tidbit: He uses the somewhat immersion-breaking voiceset of Coran ... and Bub Snikt.



  1. I always wish I could see the weapon pips on these companion break downs.

    1. I'll be adding in stat-blocks with weapon pips for each scaled level.

  2. Hey there! I am eagerly awaiting for your update on this post. There are still NPCs I never ever use in my parties (Quayle, Xan, Tiax and Faldorn). However, yours is first in-depth review of DSotSC I encountered (except for ones made by their developers, with whom I had access to their hidden sub-forum of developers on the old Chosen of Mystra boards).

    Just one note of Jet'laya. She also shows up in an older Auril's Bane mod made by Grog for IWD1. I am currently attempting to convert that mod in EE, but is a hard endeavor.

    And btw, for Shar-teel you don't really need to get a tank male along to fight her like Kagain or Minsc. You can wear Girdle of Masculinity/Feminity on a female tank if you use a female PC. Shar-teel is one of my favorite tanks and one I think got ruined in both TuTu and EE, due to abnormal dual-wielding added to her.

    1. Hi Redrake! I recently replayed DSotSC and quite enjoyed it. I played it when it first came out, but I think that was the original non-WeiDu version (which I can't find online, anymore). Aside from this companion guide I may end up posting an item and spell guide for DSotSC in the future, too.

      In regards to your mod, good luck! The upcoming 2.5 update will apparently enhance the UI and add in the Shaman class, too. I hope they fix the bugs I encountered, too.

      Imo, Tutu, BGT and the EEs change too much of the original games. It would be cool if someone started modding the originals again, but I'm not holding my breath. Anyway, DSotSC shows what can be done in the BG1 engine. It also shows that you don't need SCS to make combat encounters more difficult (f.e, the Dark One).


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