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bardtricks: (007)
Wednesday, September 15th, 2027 01:48 am
Tavenlan "Tav" Myani
BASICS

NAME: Tavenlan "Tav" Myani
AGE: 56
HEIGHT: 5'10"
GENDER: Masc-presenting non-binary (he/they)
RACE: Half-drow (human mother)
CLASS: Bard - College of Swords
ALIGNMENT: Chaotic Neutral (Act 1) | Chaotic Good (Act 2/3)

CANON: Baldur's Gate 3
CANON POINT: Entirely flexible
STATS/SPELLS/ETC: Click here!
PERSONALITY

cautious ✦✦✦✦✦✧✧✧✧✧ curious
efficient ✦✦✦✦✦✦✧✧✧✧ careless
outgoing ✦✦✦✦✦✦✦✧✧✧ solitary
compassionate ✦✦✦✦✦✦✧✧✧✧ critical
confident ✦✦✦✦✦✦✦✦✧✧ nervous

A charismatic, opportunistic, and often duplicitous half-drow who moved to Baldur's Gate from Prastuil with his parents fifty years ago. Considers himself Baldurian and holds the memory of his now deceased mother very close to his heart. Tav did very little in his early years to make his parents proud and ended up falling fully in with the criminal elements of Baldur's Gate after his mother passed away and his father subsequently returned to Dambrath.

Loyal and compassionate to his friends and with a vicious streak that will see him stick a dagger into anyone who causes those he cares for to come to harm. He has a soft spot for children, particularly Mol's group of tiefling thieves (as they remind him of his own childhood). Often gets himself into trouble but is very good at talking himself out of it. During the Absolute crisis he made several deals with very powerful people along the way and stabbed almost every one of them in the back to get closer to his own end goals.

Though he can often be selfish his tadpole adventures altered his mindset from doing the right thing because he can get something out of it to doing the right thing because it's the right thing to do.

Plays several instruments and often hums to himself when distracted or bored. Will not hesitate to verbally eviscerate anyone who has it coming.

PREFERENCES/PERMISSIONS

SHIPPING: Tav is Very Pansexual. In terms of canon I prefer to pair him up with Astarion, Gale, or Shadowheart, but I'm pretty open to any (except Minthara, sry). He is very devoted to his partner and goes all in with a relationship
PHYSICAL CONTACT: Go for it! Just keep an eye on your valuables if you get too close
CONFLICT: He is a bard possessed of a sharp wit and a sharper tongue, you'll get as good as you give
VIOLENCE: While he'd prefer not to, he can take care of himself
MIND CONTROL/MIND READING: Please ask me OOCly about this first
KILLING: As above, please ask first!

WRITING STYLE: I can match what I get, though I tend to write brackets first
BACKTAGGING: I will backtag forever
THREADHOPPING: Please don't
FOURTH WALLING No
SMUT: He's 100% down for it and so am I
bardtricks: (001)
Saturday, April 6th, 2024 03:20 am
lyrist

This is Tav. Leave a message.
bardtricks: (Default)
Saturday, April 6th, 2024 03:05 am

TAVENLAN "TAV" MYANI

name Tavenlan "Tav" Myani age 56 race Half-drow (human mother) gender Masc-presenting non-binary (he/they) class Bard (College of Swords) alignment Chaotic Neutral (Act 1) | Chaotic Good (Act 2/3) played at n/a

history
Tavenlan Myani was born to a human mother and drow father, in the city of Prastuil in 1436 DR. His childhood was relatively sheltered and owing to his mixed heritage he did not have many friends once the small family moved to Baldur’s Gate when he was six years old. Tav was well-educated as a child but sadly did not put that education to use in the way that either of his parents might have hoped as he got older, instead turning to petty crime to find his amusements.

He was 41 years old when his mother passed away due to illness and his father returned to Dambrath in grief without a word to his son. The next twelve years were spent between adventuring and criminal activity, the latter for which he spent no small amount of time in the Basilisk Gate jail cells, before he decided to quit Baldur’s Gate altogether and strike out across the Sword Coast.

It was three years after this that Tav was abducted and had a Mind Flayer tadpole stuck in his head. Though he had never been the kind of person who looked for a position of leadership and had grown used to being distrusted or outright reviled by the common folk of the Sword Coast due to his heritage, he found himself suddenly in charge of a ragtag group of misfits who, for the most part, were all in the same unfortunate situation that he was in. At first Tav was cautious of this very novel position, not only because of the looming threat of becoming a Mind Flayer but also due to his life having left him guarded against most other people. He was careful to gain their trust without giving too much of himself away, but as the circumstances became more dire and he actually started to like them all, he did start to let his guard down.

Beginning with his approach to resolving the situation at the Druid’s Grove, Tav’s approach to their enemies - particularly the more powerful ones - was always to use his high charisma to make them think he was on their side… only to backstab them at the first good opportunity. He showed himself to be a powerful wordsmith, convincing some opponents to stand down and more than one to simply… do the job for him. He did struggle, though, with the growing sense of danger and the pressure of being looked to for leadership, and it was in the people he had now come to see as his friends that he finally accepted the role. He allowed himself to become somebody that their growing group of allies could rely on and while not every choice he made was the right one any missteps did not change the outcome - the Sword Coast was saved and, somehow, a half-drow bard had become one of its heroes.
personality
A charismatic, opportunistic, and often duplicitous half-drow who moved to Baldur's Gate from Prastuil with his parents fifty years ago. Considers himself Baldurian and holds the memory of his now deceased mother very close to his heart. Tav did very little in his early years to make his parents proud and ended up falling fully in with the criminal elements of Baldur's Gate after his mother passed away and his father subsequently returned to Dambrath.

Loyal and compassionate to his friends and with a vicious streak that will see him stick a dagger into anyone who causes those he cares for to come to harm. He has a soft spot for children, particularly Mol's group of tiefling thieves (as they remind him of his own childhood). Often gets himself into trouble but is very good at talking himself out of it. During the Absolute crisis he made several deals with very powerful people along the way and stabbed almost every one of them in the back to get closer to his own end goals.

Though he can often be selfish, his tadpole adventures altered his mindset from doing the right thing because he can get something out of it to doing the right thing because it's the right thing to do.

He strikes a fine line between caution and curiosity when it comes to most things, though sometimes veers towards the careless in the execution of his plans. His self-confidence can come close to being his undoing in moments like this (though, he would argue, it has yet to actually cause any lasting problems).

Charming and with an easygoing demeanour once you get past how he can initially be guarded against new people, Tav is outgoing and friendly to most. He gives respect where he believes it to be due and does not easily grant his trust to others, and his compassion for those he cares about and how fiercely he cares about those he loves can sometimes drive him to irrational actions if their safety is on the line. He will not hesitate to stick his neck out for his friends and those he trusts and he expects people who call themselves his friends to do the same for him.

Tav is bold and confident, as befits someone of his chosen profession, and he will not hesitate to use his wit and charm to his advantage. He is an attractive person and he knows it, and he will use that to his advantage as well should the situation call for him to do so. When initially meeting somebody he will often adjust his personality in order to gain their trust, taking a little time for his guard to come down.

On the other side of the bard’s personality there is a distinct dislike of liars (hypocritically, given his own tendency to do so) as well as some deeply buried abandonment issues stemming from his father up and leaving without a word after his mother died, and then going on to ignore any letter he sent in the following fifteen years. Though he acts like he doesn’t care about this, he definitely does. When he’s upset or unsettled he will deliberately put his hands behind his back instead of folding his arms, not realising that in trying to avoid a tell he’s creating a new one.

Following the conclusion of the game’s story, Tav developed an uncharacteristic quick temper that flares up when he feels like he’s being backed into a corner. He hasn’t identified this as relating to post-traumatic stress, though it most definitely is.
abilities
Skills:
❥ History, literature and religion - Tav was well-educated by his parents while he was growing up and has a working knowledge in these three areas to a point
❥ Arcana - despite being a bard he does have a working understanding of magic
❥ Music - he plays several instruments proficiently, notably the lute, lyre, flute and violin, but he can also turn his hand to most others with a little practice
❥ Light fingers - his criminal lifestyle has made him good at picking the odd lock here and there
❥ Persuasion - Tav is very charismatic and charming when he wants to be (though it is mostly a front to cover his real personality, which is far more gentle than how he usually first presents himself)
❥ Languages - he speaks Common (Calant dialect), Illuskan and Drowic
❥ Swordplay - as a bard from the College of Swords, Tav is handy with several finesse weapons and can handle a shield as well as crossbows and shortbows

Canon Abilities:
❥ For a full list of passive features, learned magic, cantrips and descriptions see here under ‘abilities’.

player FIONA timezone GMT code by transilience

bardtricks: (Default)
Monday, April 1st, 2024 08:50 pm
PLAYER

NAME: Fiona
CONTACT: [plurk.com profile] hardtostarboard, hardtostarboard @ discord, DM
ACTIVE TIMES/PACE: GMT, try to tag every 2-3 days but sometimes work and general exhaustion gets in the way. Sometimes I hyperfocus on a couple of threads, it’s not personal.
BRACKETS/PROSE: Tend to default to brackets but can do either.
OFFENSIVE SUBJECTS & TRIGGERS: None really, but if anything makes me uncomfortable I will say so.

IN CHARACTER

PHYSICAL AFFECTION: Absolutely fine for the most part, though don't try it if he's made it clear he doesn't like you.
PHYSICAL VIOLENCE: Won't attack for no reason but will defend himself if he has to.
RELATIONSHIPS: Open to it OOCly, though ICly it may take a little time for him to warm to the idea.
PSYCHIC & PSIONIC INFORMATION: While he has no defence against things like this I would prefer that it was discussed OOCly before anything happened.
MAGICAL INFORMATION: Tav has some knowledge of the arcane and is capable of performing magic to an extent, though this is mostly restricted to cantrips outside of what random spells he's learned over the years.
MEDICAL INFORMATION: n/a
OFFENSIVE SUBJECTS & TRIGGERS: Being part drow, Tav has been subject to not-so-lowkey racism his entire life and while he won't necessarily react poorly to it in terms of getting aggressive, it's a good way to end a conversation. He also doesn't like it when people pry into his past, particularly when it comes to his relationship with his father.

OUT OF CHARACTER

BACKTAGGING: Always.
THREADHOPPING: Please ask me first, unless it’s specified as welcome on the post.
FOURTHWALLING: No thanks!
NOT INTERESTED IN: Nothing comes to mind.

FIRST IMPRESSIONS

VISUAL: TBA
AURAL: TBA
OLFACTORY: TBA
DEMEANOUR: TBA

☆ code by kimmiserate
bardtricks: (Default)
Thursday, October 12th, 2023 06:09 pm

ABILITY SCORES

STR 10
DEX 16
CON 14
INT 13
WIS 11
CHA 19
PROFICIENCY BONUS +6

SKILLS

Athletics +0
Acrobatics +3
Sleight of Hand +3
Stealth +9
Arcana +13
History +7
Investigation +1
Nature +1
Religion +7
Animal Handling +0
Insight +0
Medicine +0
Perception +6
Survival +0
Deception +16
Intimidation +10
Performance +16
Persuasion +16

ABILITIES

//Fey Ancestry//;
[PASSIVE FEATURE] The Feywild casts a veil over your mind. You have Advantage on saving throw against being Charmed, and magic can't put you to Sleep.

//Darkvision//;
[PASSIVE FEATURE] Grant a creature the ability to see in the dark out to a range of 12m.

//Criminal//;
[PASSIVE FEATURE] You have a history of breaking the law and survive by leveraging less-than-legal connections. Profiting from criminal enterprise will lead to greater opportunities in the future.

Add your Proficiency Bonus to any roll made with Deception or Stealth.


//Jack of All Trades//;
[PASSIVE FEATURE] Bard passive feature that makes you add half your Proficiency Bonus to Ability Checks that you aren't Proficient in.

//Actor//;
[PASSIVE FEATURE] Your Proficiency Bonus is doubled for Deception and Performance checks.

//True Strike//;
[CANTRIP (divination)] Gain Advantage on your next Attack Roll

//Blade Ward//;
[CANTRIP (abjuration)] Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.

//Vicious Mockery//;
[CANTRIP (enchantment)] Insult a creature: it has Disadvantage on its next Attack Roll.

//Minor Illusion//;
[CANTRIP (illusion)] Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell.

//Drow Magic: Dancing Lights//;
[CANTRIP (evocation)] Illuminate a 9m / 30ft radius.

//Eyebite//;
[SPELL] Level 6 Necromancy Spell. Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. Each round, up to ten rounds while concentrating, you can inflict of the following effects on a target: Eyebite: Panicked / Eyebite: Sickened / Eyebite: Asleep.

//Create Undead//;
[SPELL] Level 6 Necromancy Spell. Granted by Crypt Lord Ring. Create a corpse as a heinous mummy that fights by your side.

//Greater Restoration//;
[SPELL] Level 5 Abjuration Spell. Touch a creature and negate any Charm, Petrification, Stun, or Cursed.

//Wall of Stone//;
[SPELL] Level 5 Evocation Spell. Raise a wall of non-magical, solid stone.

The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight.


//Conjure Elemental//;
[SPELL] Level 5 Conjuration Spell. Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.

//Mass Cure Wounds//;
[SPELL] Level 5 Evocation Spell. Unleash a soothing hum of energy that heals you and nearby allies.

//Dimension Door//;
[SPELL] Level 4 Conjuration Spell. Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.

//Fear//;
[SPELL] Level 3 Illusion Spell. Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.

Affected targets become Fearful for 2 turns and Disarmed for 1 turn.


//Hypnotic Pattern//;
[SPELL] Level 3 Illusion Spell. Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.

This spell can be cast while you are Silenced.


//Glyph of Warding//;
[SPELL] Level 3 Abjuration Spell. This spell allows spellcasters to inscribe a ward that can trigger various magical effects when stepped on by an enemy. Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.

//Celestial Haste//;
[SPELL] Level 3 Transmutation Spell. Provided by equipping Gontr Mael, it allows the wielder to Hasten themselves for 5 turns without suffering the Lethargic condition when it ends.

//Shatter//;
[SPELL] Level 2 Evocation Spell. This spell allows the spellcaster to generate a deafening explosion that can damage multiple creatures and objects. This spell is extra potent against inorganic targets, who must make their Saving Throw at Disadvantage. On Save: Targets still take half damage.

//Cloud of Daggers//;
[SPELL] Level 2 Conjuration Spell. Conjure a cloud of spinning daggers that attack anyone inside.

//Lesser Restoration//;
[SPELL] Level 2 Abjuration Spell. Cure a creature from Diseased, Poisoned, Paralysis, or Blinded.

//Drow Magic: Darkness//;
[SPELL] Level 2 Evocation Spell. Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.

//Warding Bond//;
[SPELL] Level 2 Abjuration Spell. Granted by Viconia's Walking Fortress shield. Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws. Each time the target takes damage, the spellcaster takes the same amount of damage.

//Challenge to Duel//;
[SPELL] Level 1 Enchantment Spell. Granted when wielding Duellist's Prerogative. It allows spellcasters to compel an enemy to only attack them.

//Healing Word//;
[SPELL] Level 1 Evocation Spell. Heal a creature you can see.

//Dissonant Whispers//;
[SPELL] Level 1 Enchantment Spell. Frighten a creature: it will be easier to hit and cannot move.

//Tasha's Hideous Laughter//;
[SPELL] Level 1 Enchantment Spell. Leave a creature Prone with laughter, without the ability to get up.

//Speak with Animals//;
[SPELL] Level 1 Divination Spell. Gain the ability to comprehend and communicate with beasts.

//Thunderwave//;
[SPELL] Level 1 Evocation Spell. Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage.

//Drow Magic: Faerie Fire//;
[SPELL] Level 1 Evocation Spell. All targets within the light turn visible, and Attack Rolls against them have Advantage.

//Find Familiar: Scratch//;
[SPELL] Level 1 Conjuration Spell. Summon the best boy. Scratch's keen nose can discover many things hidden around the world, you gain Bite, and Help.

//Arabella's Shadow Entangle//;
[SPELL] Entangle undead and shadow creatures.

//Improved Bardic Inspiration//;
[CLASS ACTION] Inspire an ally to go beyond their capabilities with your performance. They can add a +1d10 bonus to their next Attack Roll, Ability Check, or Saving Throw.

//Countercharm//;
[CLASS ACTION] You and any allies within 9m / 30ft have Advantage on Saving Throws against being Charmed or Frightened.

//Song of Rest//;
[CLASS ACTION] Use your craft to soothe. You and your allies are revitalized as though you had taken a Short Rest.

//Hellcrawler//;
[CLASS ACTION] Granted by Helldusk Boots. Teleport to an area and deal 2d8 Fire damage where you land. The impact blast spreads in a 3m / 10ft zone.

//Reflective Shell//;
[BONUS ACTION] Granted by Viconia's Walking Fortress shield. A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.

//Survival Instinct//;
[SPECIAL ACTION] Infuse a creature with psionic force. If it reaches 0 Hit Points, it heals instead of falling Unconscious.

//Bolt of Celestial Light//;
[WEAPON ACTION] Granted by Gontr Mael. Frighten your target with intimidating arrows. After attacking, ranged weapon attacks made by Gontr Mael deal an additional 1~4 Radiant damage.


GEAR

//Falataeric Cli Lyre//;
This exquisite instrument is said to come from the shop of the legendary Moonshaean bard Falataer. Fewer than twenty of his handcrafted lyres still survive.

//Duellist's Prerogative//;
A blade gifted to Lora by her own mother, Lenore the Fleet. When challenged to duels, Lenore's opponents assumed she had received this nickname from some naval exploit. They found out how wrong they were when her blade blurred faster than the eye could follow.

Elegant Duellist: While your off-hand is empty, you score a Critical Hit when rolling a 19. Moreover, you gain an additional reaction per turn.
Withering Cut: On a hit with a melee weapon, use a reaction to deal additional Necrotic damage equal to your Proficiency Bonus.


//Gontr Mael//;
Gontr Mael blasted from the corpse of the Steelwatcher Titan: a bow formed from the boiling slag and weird whispering gyros inherent to the mechanical giant. It must have acted as the Titan's abdomen, exchanging muscle for immaculate steel.

Promised Victory: On a hit, possibly inflict Guiding Bolt (DC 15 Dexterity Save) upon the target.
Gontr Mael: Glowing: This object shines with a glowing light in a radius of 6m.


//Viconia's Walking Fortress//;
'Walking Fortress' is a defensive technique reliant on a shield of this caliber. It involves upsetting your opponent who just wants to land a single blow.

Rebuke of the Mighty: When a foe hits you with a melee attack, you can use your Reaction to deal them 2~8 Force damage and knock them Prone unless they succeed a Dexterity Saving Throw.
Spellguard: You gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage.


//Helm of Balduran//;
This helm, worn atop the pate of Balduran the Brave, still gleams as if with the untarnished splendour of his legacy. Baldur's Gate itself bears his name, and tales of his exploits have turned the heads and hearts of many.

Balduran's Vitality: The helmet heals you 2 Hit Points at the beginning of every turn.
Balduran's Favour: You have a +1 bonus to Armour Class and Saving Throws.
Stun Immunity: You can't be Stunned.
Attackers can't land Critical Hits on the wearer.


//Helldusk Armour//;
Carixim, soul-stuffed forgemaster of hellish Avernus, hammers away ceaselessly at new creations. Questions of morality and destiny do not concern him. Conscience is for his betters. He works with cheer, his swollen skin moaning soothingly.

Helldusk Armour: You are considered Proficient with this armour while wearing it.
Infernal Retribution: When you succeed a Saving Throw, the caster receives Burning for Duration: 3 turns.
Prime Aegis of Fire: You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
Fly: Grants Fly


//Helldusk Boots//;
No ore takes better to being forged than the infernal iron of Avernus, where the archdevil Zariel presides.

Steadfast: You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain.
Infernal Evasion: When you fail a Saving Throw, you may use your Reaction to succeed instead.


//Gauntlets of Hill Giant Strength//;
Your basic hill giant is just a landslide with a digestive system.

Strength Saving Throws +1
Set the wearer's Strength to 23. The enchantment has no effect if their Strength score is higher without it.


//Cloak of Elemental Absorption//;
A favourite among flee-footed gish, this cloak allows the wearer to wield a foe's elemental mastery against them.

Absorb Elements: Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and and deal an additional 1d6 of that element type on your next attack.


//Crypt Lord Ring//;
Slipping one's finger through this ring fills the senses with the waft of tombs, the urine-yellow smell of old bandages, images of dead spiders curled into husks, and the sensation of hot, slobbering breath at the nape of one's neck.

//Ring of Regeneration//;
This ring is, in effect, a tiny field medic that won't charge you 70 gold pieces for a fifteen-minute consultation.

Combat Regeneration: At the beginning of your turn, the ring activates to heal you 1d4 Hit Points.


//Fey Semblance Amulet//;
Originally the kidney stone of an archfey, this object has been ahem, passed down through the centuries.

Semblance of Fey: You have Advantage on Intelligence, Wisdom, and Charisma Saving Throws.


bardtricks: (027)
Tuesday, September 12th, 2023 08:39 pm
Please note that for purpose of RP in-game shipping options can be changed! It is also important to note that Tav expressed a constant distrust of the Dream Visitor to the point of deliberately not picking up tadpoles and often outright ignoring what they said to him.

ACT I.
  • Freed Shadowheart on the nautiloid
  • Recruited Astarion
  • Rescued Lae'zel
  • Freed and recruited Gale
  • Convinced Rolan to stay and defend the Grove
  • Caught Silfy trying to pickpocket, but let her go
  • Let Arka kill Sazza
  • Saved Arabella
  • Decided to help the refugees
  • Rescued Mirkon from the harpies
  • "Recruited" Scratch
  • Recruited Karlach
  • Helped Karlach against her pursuers
  • Spared the owlbear
  • Avoided using the mind flayer parasites
  • Let the Gur looking for Astarion live and did not tell him where Astarion was
  • Uncovered the Shadow Druid plot and confronted Kagha, persuading her she wasn't doing the right thing
  • Allowed Astarion to bite him, then volunteered to let him feed on them when he needed to
  • Rejected Raphael's deal
  • Rescued Counsellor Florrick
  • Started a physical relationship with Astarion
  • Showed tolerance for Shadowheart's Shar worship
  • Rescued Barcus Wroot from the windmill
  • Gave the Necromancy of Thay to Astarion
  • Freed Liam
  • Accepted the blessing of Loviatar
  • Rescued Volo
  • Revealed the location of the grove to Nightwarden Minthara... with the intention of fighting her there
  • Betrayed Nightwarden Minthara, defending and saving the Grove
  • Killed the hag and rescued Mayrina
  • Raised Connor as a zombie
  • Decided to take the Underdark route to Moonrise
  • Helped Sovereign Glut get his revenge against the duegars, but then killed him when he tried to turn on Spaw
  • Got the potion ingredients for Omeluum and let the mindflayer into his head
  • Saved the petrified drow (then killed their leader when he turned on him)
  • Conspired with Elder Brithvar against True Soul Nere
  • Freed the Ironhand Gnomes and killed True Soul Nere, later bringing his head back to Sovereign Spaw
  • Found and activated the Adamantine Forge
  • Picked up the Sentient Amulet
  • Approached the creche, ignoring the Dream Visitor's warnings
  • Took the gith egg (but killed Lady Esther)
  • Saved Lae'zel from the zaith'isk
  • Refused to hand over the astral prism
  • Refused to kill the Dream Visitor, earning Vlaakith's wrath
  • Solved the puzzle and received the Blood of Lathander 

ACT II.
  • Insulated Karlach's heart and gave her a hug
  • Agreed to drink Jaheira's wine and didn't deceive her
  • Helped Mol win her chess game
  • Convinced Kar'niss to give up the moonlantern and walk off to his doom
  • Freed the pixie from the moonlantern
  • Woke up Art Cullagh
  • Saved Isobel from being abducted
  • Convinced Gerringothe Thorm to pay him, killing her
  • Found Arabella's parents and told her of their fate
  • Convinced Malus Thorm to allow the 'nurses' to 'practice' on him
  • Tricked Thisobald Thorm into drinking himself to death
  • Gave Madeline forgiveness
  • Found Thaniel and convinced Oliver to rejoin with him
  • Rescued Rolan (again)
  • Let Astarion make his own choice to bite Araj or not
  • Started an emotional relationship with Astarion
  • Freed the prisoners from Moonrise Towers
  • Convinced Yurgir to kill his followers, his pet, and then himself
  • Completed the Gauntlet of Shar
  • Killed Bathazar
  • Allowed Shadowheart to make her own decision - she chose to spare the Nightsong 
  • Let Gale decide what to do with Balthazar's Ritual Circle - he chose to destroy it
  • Rescued Mizora 
  • Rescued Zevlor
  • Convinced Ketheric Thorm to kill himself
  • Recruited Halsin
  • Recruited Jaheira

ACT III.
  • Agreed to let Yenna stay at their camp
  • Uncovered and foiled the explosive toys plot
  • Agreed to try to rescue the Gur's children from Cazador
  • Refused to take the runepowder bomb from Wulbren
  • Declined to carry the curse from the Sentient Amulet
  • Persuaded Tara to stop killing messenger pigeons
  • Chased off the cruel Kennel Master in Rivington, leaving the dogs in better hands
  • Entered the Circus of the Last Days, killed the shapeshifters and agreed to find Dribbles
  • Caught Akabi cheating
  • Snuck into Wyrm's Crossing
  • Made a deal with Raphael
  • Attended the coronation and made a deal with Gortash
  • Tracked down and killed Dolor, solving the murders
  • Made a deal with Orin (Halsin abducted)
  • Found and explored the Emperor's former living quarters
  • Changed the Baldur's Mouth Gazette's slanderous headlines
  • Broke into the Szarr Palace, convinced Astarion he could be better than Cazador and to not go through with the ritual
  • Freed the thrall prisoners and sent Astarion's 'siblings' to look after them
  • Convinced Wyll to break his contract with Mizora
  • Broke into the restricted section of Sorcerous Sundries and stole the Annals of Karsus and Tharchiate Codex
  • Killed Lorroakan, leaving Ramazith's tower in Rolan's care
  • Finished reading the Necromancy of Thay (Astarion)
  • Freed Counsellor Florrick from Wyrm's Rock prison
  • Freed Mayrina from the hag's curse
  • Killed Auntie Ethel (again) and successfully rescued Vanra
  • Freed and recruited Minsc
  • Met Jaheira's family and found her secret hideout
  • Declined to give the gith egg to the Society after learning what they planned to do with it
  • Killed Sarevok in the first tribunal chamber, and rescued Inspector Valeria
  • Killed Orin
  • Killed Viconia DeVir, encouraged Shadowheart to free her parents so she could finally spend time with them
  • Rescued the Gondians, Omeluum, and Duke Ravengard from the Iron Throne
  • Blew up the Steel Watch foundry
  • Encouraged Barcus Wroot to take command of the Ironhand Gnomes 
  • Infiltrated the House of Hope, destroyed his contract, released Hope, and killed Raphael (convinced Yurgir to take their side)
  • Killed Gortash
  • Released Orpheus, and he agreed to become a mindflayer to fight the brain
  • Destroyed the Netherbrain
  • Gave Orpheus an honourable death
  • Encouraged Lae'zel to take up Orpheus' mantle
  • Stayed with Astarion, planning to find another way for him to walk in sunlight