Summary
: Welcome back to Baldur’s Gate 3! It’s time to clear out the inner part of Act 2.
: We’ll start this update by swapping Lyselle for Minthara. This gets me the mark of shame.
: Minthara starts out with a couple of illithid powers unlocked, which the game counts as “consuming a parasite”, even though no one actually has.
: What I’ll probably do is feed all our spares to Minthara, though she can’t ever unlock the really high-level illithid powers. Only Pollux could do that, and he’s not going to.
: If we go up toward the underdark exit, there’s a dead raven on the ground. I kept Lyselle around for this fight but wound up not really needing her.
: This summons a bunch of zombie ravens, which have 1 HP and a very low hit chance. They get a surprise round, but against this party they’re a non-threat.
: Each one is worth two owlbears of experience, which means they’re worth fighting.
: Right nearby is a night orchid. If you ever bother to talk to Shadowheart, you’d know these are her favorite flower.
: Giving her one of these gets you a point in her SECOND hidden point system. You need four points to make her not be an idiot.
: I’ll leave giving it to her for bonus content. For now, we’re going to head to the toll house we skipped earlier.
: The toll collector is a giant gold monstrosity, and there are a bunch of these floating “visages” around. Normally, this is a gimmick fight that initiates when you go upstairs. However…
: Once Gerringothe is dead, we can explore the toll office, which has a couple of small puzzles in it. This door leads to her office, and is opened with a key from her corpse.
: Alternatively, you can just pick the lock.
: Pollux spots some rotting floorboards, which lead to a secret room on the first floor.
: Before we go down, there’s a shield in a chest against the wall. It’s a item for Halsin that you’d only probably use if you intend on Halsin being a caster.
: There’s not much of interest down below, just money. The camera is very fucky for getting down there, and the best way is to have a low-strength character push someone down.
: The button on the wall opens a secret door leading outside.
: The safe Gerringothe keeps looking at is stuck and needs a strength check to open. There’s 500 gold inside.
: This back room has some gloves that are good for Minthara and almost no one else, unless you’re running one of those stupid magic builds on Lae’zel or Karlach.
: The only other thing of note on the second floor is this safe, which has a note next to it.
: At least he’s free now, I guess.If you find the safe - I’m inside! Had to shut myself in to avoid the shadows. There’s no gold, if you’re thinking of killing me for it - Gerringothe moved it all to her personal coffers, and I’m unarmed anyway. Just let me out when the shadows are gone, and I’ll find a way to repay you. I’ve only got three candles with me, so hurry!
[The combination to the safe has been written in big, bold handwriting below.]
: All that’s inside is a supply pack, which goes with all the other supplies we’re never going to use until Act 3.
: Gerringothe drops 600 gold (100 per armor piece) and a mace, along with a de-powered version of a spell scroll. If you’re dumb enough to give her 5,000 gold she gives you a “signed trade visa” which lets you turn someone to gold for 4 rounds.
: And finally, the basement. The basement is only really useful if you plan on talking your way past Gerringothe.
: It has a back room with a soul coin, some vendor trash, and a logbook.
[This messy financial ledger records an ‘Import Tax’ charged to merchants by the Reithwin tollhouse. The tax was clearly excessive, and included gems and jewelry in addition to gold. Several notes are scrawled on the final page.]
trade slowing. merchants scared of ketheric. nervous of war.
he WILL NOT take my due.
: There’s a sub-basement as well that has nothing of value in it, just some lore (involving a mason trying to dig a tunnel into the office) and more vendor trash.
: I forgot that there’s a second secret room Karlach or Minthara can jump into from outside. It has nothing important inside except a bad gimmick necklace.
: Across from the tollhouse is the statue that features on every loading screen for Act 2. This is where the drider and his group would be if we had done the dialogue route.
: Instead, there’s a couple of shadows and some zombie harpers. These will join the drider if he’s here, which is why talking him out of the moonlantern is a bad idea.
: They go down without too much trouble.
Narrator: “You see a man drain his tankard in an inn as he listens to a Flaming Fist play the lute. He’s better than his uniform might suggest.”
: This shadow has a hint as to something important for Halsin’s quest. We’ll get to that this update because the rest of the Fuck Zone is kind of nothing.
: The statue has plaques on it that if read clockwise from this point will open a hidden door. They read:
“OUR LADY OF LOSS
MISTRESS OF PAIN
WHEN NIGHT FALLS
THORM SHALL RISE”
: The door leads to a bunch of Shar statues. We will come back here later with Shadowheart. The statues have stat checks that give you a buff if you make them.
: From what I remember, there’s a forced long rest after we do the point of no return, and we’ll want to come back for these after we do that so we have the buffs for Ketheric.
: I’m mostly going to skip over the mason’s guild. There’s not much in it other than vendor trash.
: The mason’s guild has a basement, and the key we got from the tiefling kid goes here. This is why I don’t understand how he got it.
: We put the key in (or just pick the lock), find a trapped treasure chest that has nothing in it, and then come to the final room.
: The final room has a wraith in it, along with a couple of shadows we can’t see. The wraith extinguishes light sources, allowing the shadows to stay invisible.
: I wound up bringing in Shadowheart and throwing a daylight out, which did nothing because the wraith extinguishes it. This is a bug.
: The real trick is to get Shadowheart the Blood of Lathander and have her run in there and blind it, at which point everyone dumps on it until it dies.
: The only thing of import here is this letter.
: Raphael really gets around. : Of course he does. That’s how you know he sucks. I used to be able to buy two dozen souls an hour without leaving my throne room.
How quickly things change. The Thorms are Selunite through and through - or so I believed. Perhaps Ketheric only converted for Melodia, and with her death - and then his daughter’s - his faith died too. But to turn to Shar? It beggars belief.
Ketheric’s justiciars are growing greater in number, and more determined to rout out any traces of Selune in Reithwin. Why do they think this town was built? One cannot rip out the foundations of a building and expect it to remain standing.
Brother and I remain the last two bastions of Our Lady of Silver in the town. A few - the trusting few - come to worship in secret by moonlit nights. Others - converts, all. Whether they truly believe, I cannot say. Impossible, isn’t it?
Sick of standing idle while Justiciars gain power in our humble town. What will become of us if we allow it? I met a man who was no man. Touched by a devil. Or maybe worse. But he offered me something I couldn’t refuse - help.
The time is now. Ketheric’s Justiciars, their stronghold in the temple below - they will be wiped out. All of them. I didn’t ask how. I just want them gone. Let the Harpers have at Ketheric now. They’ll make short work of him.
: The only treasure here is this hat, which goes with the gloves we found in the toll house.
: The top level has a map that shows you a hidden stash in the prison in Moonrise, which we can get pretty freely now that everyone there is dead.
: When you’re in the backyard of the mason’s guild, you can hear a voice coming from the graveyard next door. It’s Arabella, the tiefling girl we saved from Kagha.
- I’d be more impressed if you’d actually killed it.
- Arabella? You should be with your parents.
- What are you doing out here? It’s not safe.
- [BARD] Quite the powerful spell - bet there’s a great story behind it.
: “Quite the powerful spell - bet there’s a great story behind it.”
: “Hold that thought for just one moment. I’ll be right back.”
: What the fuck, Silvanus? You could’ve protected me from the curse and just didn’t?
: And what about the vines? We could have used those against that wraith.
: Oh, she’s with Astarion and Minthara.
: “Where was I? Oh, right. Shouldn’t you be with your parents?”
: “You ran into the obvious death curse? We’re over a mile from where I found all those dead tief- I mean, dead cultists.”
: “I’ll find your parents. You can count on me, if only because I know that old man won’t let me hear the end of it if I don’t.”
: “You can stay in my camp.”
: Her parents are in here, but we don’t want to go here yet. The reason is because it’s part of Halsin’s quest, and there’s dialog we missed.
: Instead, we’re going to go across the street, where there’s a brewery. This is something almost no one on honor mode is ever going to do, but that Pollux is uniquely suited for.
: The Waning Moon is a bar run and staffed entirely by zombies. The entire first floor is a cutscene trigger, and failing the cutscene forces you into a VERY annoying boss fight.
- What in all Nine Hells are you?
- What is it that you’re serving?
- Attack.
: “What is it that you’re serving?”
- Pick up the tankard.
- No. I will not drink.
- Attack.
: (I’d better pick this up, or we’re going to get in a very annoying boss fight involving him puking on people until he enters a stun state where we can oneshot him.)
: “Keep your distance. He looks like he could burst any second.” : “Go on. Drink, make it drank, be drunk. You and I both, to our good health.”Narrator: Leaning in, you can see how the creature’s skin barely holds it together. The bulge of its belly is on the cusp of bursting wide open.
- [SAVING THROW] Drink with the Brewer.
- [SLEIGHT OF HAND] Mime drinking.
- No. I will not drink.
- Attack.
: “Oh look, I’m drinking whatever godawful bullshit this is.”
: The DC for the sleight of hand check is 18, which Pollux at least has a shot at making. If you’re a rogue, it’s only 16. However..
- [BARD] [PERFORMANCE] From aboard a mind flayer vessel, I’ve witnessed the Hells themselves.
- [BARD] [PERFORMANCE] I gazed on nature’s bounties in a verdant grove of druids.
- [BARD] [PERFORMANCE] I’ve seen the goblin’s vile rituals with my own eyes.
- [BARD] [PERFORMANCE] A silver-tongued devil bade me feast in his lavishly-appointed banquet hall.
- [BARD] [PERFORMANCE] I ascended a great tower infused with the most powerful of magic.
- [BARD] [PERFORMANCE] I explored a lost fortress buried deep in the Underdark’s bowels.
- No, I will not share any stories.
: These all might seem the same, but they’re not. The first option is a DC 21. The second, third, and fourth options are DC 18. The last two are DC 16.
: “I explored a lost fortress buried deep in the Underdark’s bowels.”
: We go through the same exact thing again, except at higher DCs.
: The stories the second go around are about combat. The DCs work exactly the same way - the higher number options have lower DCs.
: We then have to make a third sleight of hand check. This uses all of Pollux’s rerolls.
: At this point, Thisobald explodes. We get the same EXP as if we killed him and all of the zombies.
: He doesn’t have much on him. There are a few items in here that are mostly vendor trash or camp supplies.
: One line I missed is that if you ask him who he is, he says he’s Ketheric’s son. As far as I can tell this isn’t literally true, he’s just a zombie Ketheric made for some reason.
: There’s a book hidden under a loose board behind the bar that is used in a different quest. Thisobald’s key unlocks a hidden back room with some stuff we don’t particularly care about in it.
: Let’s move on and start the quest to unlock Pollux’s boyfriend. We could just go right into the house of healing and kill everything, but I might as well show the background.
: This is the guy that shade mentions seeing. Given that Ketheric died (the first time) over a hundred years ago, and all those shades died before that, it means he’s pretty old.
Narrator: This is no physical ailment, it is a spiritual malaise. The man’s mind has been gripped by the Shadowfell .. yet it has not broken.
- That name he mentioned - ‘Thaniel’. Who is that?
- Can he hear you?
- What’s wrong with him?
- Let me have a look at him.
- [BARD] I’ve never heard that tune. Might be an original composition.
- That song - have you heard it before?
: I believe some of these options are different if you’ve killed the shades by the Ketheric statue, but I hadn’t done that yet in this run. This is from Update 15.
: “That name he mentioned - ‘Thaniel’. Who is that?”
: “I’ve never heard that tune. Might be an original composition.”
Narrator: You notice the distinctive calluses on the man’s hands - the kind only developed from years of playing the lute. Without a reminder of who he is, of what he held dear, his mind will remain lost to the darkness.
: Translation: We need to find his lute, which is being held by the third Thorm sibling.
: Florrick is here if you saved her, and she’ll tell you she’s going to Baldur’s Gate to get the “Steel Watch”. The Steel Watch are easily the worst point of this entire game.
Narrator: You know the name Gortash. A counsellor with considerable influence on Baldurian industry and politics.. but he is no Lord.
: “Lord Gortash? I thought he was no more than a counsellor.”
: You could replace “Steel Watch” with “ED-209” and you have the plot of Robocop.
: “Have you ever considered that Gortash and Ketheric are on the same side?”
: “I probably should’ve let you die in that fire.”
: “Please stop talking like you’re doing an actual play podcast or I’m going to replace you with Minthara.”
: I’m still working on the character sheets for the Pathfinder thread, but at the end I’m going to have the pngtubers do the final fight of Descent to Avernus and exterminate Zariel.
: The reason it’s taking so long is because the only sheet I know how to do purely from memory is Mara’s, and Callie’s needs two sheets because she’s playing a summoner.
: I also had to refresh myself on a lot of mechanics, which is harder because most of the PFS stuff for 1E isn’t available anymore.
: The next step is talking to Halsin. I’m not sure why you’d know to do this.
: “There’s a Flaming Fist at Last Light. The curse has left him insensible, but he’s muttering about a boy called Thaniel.”
: “Why is this nature spirit a child again?”
: And now it’s time to exterminate. The House of Healing was patched on honor mode because of how easy the boss is to cheese.
: We’re going to go in from the street entrance, rather than through the graveyard.
: Walking past the reception desk gets us accosted by a zombie nurse, because we’ve gone from Resident Evil to Silent Hill.
: You can sneak past her and then stab her for a free surprise round. She goes down quickly.
: The nurses all carry these paralyze potions that have a considerably higher DC (15) than most potions do. These won’t do anything against undead, but are useful against people.
: The key unlocks the reception desk for some free healing potions.
: The chest next to it has another key in it we don’t really need, but can take anyway.
: Behind the desk is a skeleton with a ring and a letter about his dead wife. This ring is a pair - the other one is on a skeleton in the graveyard.
: The two rings allow you to use a spell that redirects damage from one party member to another.
: She totally played him.Entry 47: We’re being attacked. My brave, beautiful Miranda volunteered to fight - she says it’s her duty as a cleric of Shar. I can’t bear the thought of anything happening to her, but I know she’d be angry if I said anything. I’ll pray to our Lady to keep her safe.
Entry 48: Miranda woke me in full armor - a smile on her face. She got down on one knee and proposed, a beautiful obsidian ring in her hand. Of course, I said yes! As a cleric, she was able to marry us then and there, blessing the rings as she slipped them on our fingers. I’m terrified for her, but I’m also so happy - I knew she loved me. I knew it!
Entry 49: Miranda faced down an entire troop of Harpers, killing every last one. She didn’t have a scratch on her - blessed be the Lady of Loss! I tried to prepare a celebratory meal for her, but I had a dizzy spell. Blood poured from my nose, and Miranda found me passed out on the floor. She told me to rest, and not to bother going to the House of Healing - that it was likely the stress. She’s right, but I’m still scared.
Entry 50: I know Miranda said not to, but I went to the House of Healing. Blood leaks from my nose and ears, and there’s strange wounds all over my body. The nurse just kept asking about the ring, and when I told her we just got married, she looked at me strangely. When I asked her what was wrong, she sent me home - telling me not to come back. There are black spots in my vision, and I can’t feel my legs. What is wrong with me? What is happening?
: There’s a note here that’s kinda funny. I’m not gonna bother transcribing it.
: We might as well take this free explosive barrel. No reason not to.
: We could go through this door under what is blatantly the staircase from the Spencer mansion in Resident Evil 1, but we don’t want to do that unless we’re stealthing.
: Like his siblings, the Thorm here can be talked to death. I’ll show that off after we do the fight.
[Every page of this medical text is crisp and unblemished, and every quill-stroke precise. Sharran aphorisms and general philosophies accompany the explicit diagrams and surgical guidelines.]
Only with sacrifice is mastery gained. So has our Lady said, and so I say to you, dearest reader. The darkness is infinite, but a master’s teachings are not. When his wisdom is exhausted and his pupils fully versed, there shall come time for one final lesson. He will become the subject, fully laid bare for his students to consult, examine - and dissect.
The sisters shall one day know me, first in whole, last in part. Only then will they be masters.
: The gloves would be okay if it weren’t for the fact that most fights here on out have that “Fuck you, I make my save” thing we saw with the inquisitor.
: I’m going to skip a bit of this cutscene because it’s Malus torturing a guy who is inexplicably here for some reason and not dead from the curse.
: The curse is very much active in here, as you can tell if you try to light any light sources. I have a theory about most of Act 2 that I’m sure is right to some extent.
: My theory goes like this. Act 2 was originally just Moonrise Towers, Last Light, and one other zone we haven’t been to yet (which is the actual point of no return).
: The toll house, bar, and house of healing were originally pieces of Moonrise Towers that the developers removed because otherwise Moonrise would be enormous and a pain to navigate.
- I don’t wish to study, only to lift the curse on this land.
- A student, yes. Do please enlighten me.
- You will stop this sick spectacle at once.
- What wrong has this man done to deserve such torture?
: “A student, yes. Please do enlighten me.”
: “Absence. No other word captures the heart of Shar so very perfectly. It is the scapel-led journey that leads from pain to peace.” : “What the fuck is this loon talking about?” : “See? What is the light of eyes but the cancer that causes one to witness the laceration of being? If light is the symptom, then darkness is the cure, for in light there is presence, but in darkness there is absence.”Sister Hunna: Absence.
: Also not shown: the guy on the operating table having no eyes, which is weird because he definitely does when the cutscene starts and Malus didn’t have time to remove them.
: “But you: look how the succor of Shar eludes you. See how painfully present you remain… we do not wish to see you suffer so. Let us cure you.”Sister Hunna: In light is presence, in darkness, absence.
: The first two options only need you to roll a 14, while the persuasion roll is a 16. They all end up the same way, and we need persuasion for the next roll, so let’s go with that.
- [INVESTIGATION] Examine the sisters and their implements.
- [RELIGION] Recall what you know of Shar’s teachings.
- [PERSUASION] The sisters aren’t ready. They’ll make me sick instead of curing me.
- Attack.
: “The sisters aren’t ready. They can barely hold a scalpel. It’s probably because you suck at necromancy.”
: If you’ve read the book in the doctor’s office, you get these options. The first two need you to roll an 18, while the third needs a 21. : If you haven’t, you can still achieve the same thing, it’s just a bit harder.
- [INTIMIDATION] I have read your treatise. Initiate the final lesson, or die by my hand.
- [PERSUASION] ‘Only with sacrifice is mastery gained.’ For the sisters to learn, you must submit.
- [PERSUASION] Why not have them hone their skills on each other?
: The options with a class tag are actually a bit easier to make, even if they’re a 21, because you roll twice and take the higher roll. They don’t show up if you’ve read the book.
- [BARD] [PERSUASION] I take joy in performing with a master of my craft - I’m sure the sisters are the same. Why don’t you volunteer?
- [PERSUASION] They need a better subject to practice on first. Not a student, but a master.
: “I think you should die.”
: We need the lute for Halsin’s quest, and that’s pretty much all the doctor has.
: This would be useful except most of the bosses we have left aren’t humanoids or are immune to paralysis. It’s more an item built for the boss to use on you than anything.
: We’re not quite done with the house of healing. There’s one more room, plus a second area not attached to the main building.
: The last remaining zombie nurse we haven’t killed is “tending” Arabella’s parents. We can talk her into being a trader.
: Just put all her stuff into this convenient box nearby, and…
: Kill her before she can react. That’s around 1200 gold for free, not to mention a stack of high-end healing potions.
: Finally, if we go out through the back door of the doctor’s office, we reach this hole in the ground. This is the entrance to the morgue, which is a second way into the point of no return.
: We will not be touching that until after Halsin’s quest is complete. For now, we’re just going to kill all the enemies.
: These zombies really aren’t very good at villainous lairs. Come to think of it, how did the doctor write this if his arms are scalpels? : That’s.. actually a good question. How did he write all those books?A reminder, sisters: Do not forget that patients passing through these hallowed halls must needs be stripped of such frivolous items as jewellery, timepieces, and extraneous gold amounts. These burdens can be safely stored in the vault behind the hidden wall, that they not confuse matters between ourselves and Ketheric’s Justiciars. We’d like to avoid misunderstandings, if possible.
: Inside the secret room is this ring, which is going to be VERY useful for the fun route once we get past the point of no return.
: And this, which goes on Karlach because everyone else can either cast black tentacles already or has something better to cast.
: The doors lead to a hallway full of “dead” zombies sitting on top of gas vents.
: Instead of falling for the obvious trap, we lure the zombies to the door and kill them as they shamble forward.
: The hallway is shaped like a cross. The left room is locked, but we can get in easily enough and find a dead harper.. which also makes no sense because this place is cursed.
: He has a key to the door at the end, and a couple of books. One of them gives an inspiration for Lyselle.
: This room has a lever that unlocks a lever that unlocks the final door, and a bunch of potions. There’s a book of research notes somewhere Lyselle can read for an inspiration.
: And this ring, which I don’t think is ever that useful given that like charm, there aren’t a lot of things that inflict blind.
: And finally, the fart pit. There is a really annoying fight here which I’ll do next update after we finish Halsin’s quest.
: The only item of note here is this cape, which goes on Karlach. We’re not going to go any further because it leads us to the point of no return.
: “I found his lute on an insane zombie doctor.”
: “Lavender. Whenever I saw Thaniel, I always smelled lavender.” : “I can work with that. Rest now.” : “Meet me by the lakeshore. I have what we need to proceed, but I’ll need your help. Be ready, this may prove.. perilous.”
- Was there anything that could offer guidance? Something that didn’t change.
- Let Halsin handle this.
- Don’t tell me I brought you back for nothing.
: We get inspirations for both Pollux and Lyselle. And now, it’s time.
- First, I want to know what to expect.
- Let’s do it.
- You can begin. I already did my part.
: “Let’s do it, and by it I mean go back to the inn and have a date.”
- Hold on - shouldn’t I come with you?
- What am I to do?
- Sounds like you don’t need my help anymore.
: “Shouldn’t I come with you?”
: “This game sucks.”
: “Why is he a twelve year old boy?”
: “Isn’t that a little creepy, though? I mean, him hanging out with some guy for a full century?”
: With this, we’ve cleared the Fuck Zone. All that’s left is to clear Halsin’s quest and then finish the point of no return which will lock us out of Act 1.
: Let’s see what would have happened if we had talked to Gerringothe instead of pushing her out a window.
- Who are you?
- What do you require?
- I will bring an end to the curse that shrouds this land.
- I bring.. wine?
- [BARD] Ballads, sonnets, jigs - the list is endless, really.
- I bring you death.
: “What do you require?”
- It seems to me you have enough.
- If I give you gold, what do I get in return?
- I have no more gold.
- Toss the creature a gold piece.
- Attack.
- Leave.
: “Fine. Have a gold piece to fuck off.”
- Fine. Take it all.
- Toss the creature a gold piece.
- I’ve already paid.
- You’re a toll collector. Or you were, anyway.
- [PERSUASION] Why stay in this rotted building? Take your gold and be free.
- [BARD] [DECEPTION] I’m afraid I’m actually your replacement. You’ve been fired as toll collector.
: “I’m afraid I’m actually your replacement. You’ve been fired as toll collector - terribly sorry.”
- [DECEPTION] You’ve been promoted! You’ll collect gold from a much better tollhouse.
- [PERSUASION] You’ve done a great job here. Really set the standard. But I’ll take it from here.
- [INTIMIDATION] You dare to question their decision? Leave this place at once!
: “You’ve been promoted! You’ll collect gold from a much better tollhouse.”
: “You’re right, it doesn’t, does it?”
: Gerringothe explodes for no apparent reason, and we get 58 owlbears of experience for killing her. We still got that much doing it the other way.
: If you do the encounter this way, she doesn’t lose her armor. You still get about half the gold off her corpse.
: The Thorms have an entire two-page spread in the artbook, just in case you were curious about what Thisobald looks like under the hood.
: Personally, I think Gerringothe was an interesting concept. The other two I’m kinda meh on. Malus is too stupid looking to be threatening and Thisobald feels like a rejected Resident Evil villain.
: Finally, this is what happens if you tell Malus to kill himself.






















































































































































































































