Playthrough Recap — The Nautiloid Survivors

1. Character Overview

You are playing a Wood Elf of unspecified origin (the Generic tag marks this as a custom Tav rather than one of the Origin characters), currently at Level 3. The difficulty flag reads GLODifficultyModeCharacterStatsEasy, which corresponds to Explorer Mode — a story-forward setting that softens the combat edges and lets the narrative breathe. No shame in it; the world of the Forgotten Realms is still vast and dangerous, and you've only just begun.

Your current party:

Shadowheart — Half-Elf Cleric, your earliest companion and closest confidante so far

Astarion — High Elf Rogue, pale and precise, with secrets you've only begun to glimpse

Lae'zel — Githyanki Warrior, fierce and impatient, already pushing to find a solution on her own terms

You are early in Act 1, still on the surface of the Wilderness, and the wider world beyond the Emerald Grove is only beginning to reveal itself.

2. Act 1

The Nautiloid — Where It Began

The save's tutorial flags tell a clean story of survival. You woke aboard a mind flayer nautiloid in the middle of a catastrophe, freed Shadowheart from her pod in the transformation chamber — a choice that bound you together from the very first moment — and fought your way through imps on the lower deck before joining a mind flayer in battle against the githyanki attackers. The ship crashed. The mind flayer died. You woke in the wilderness, tadpole burrowed behind your eye, with no plan and no allies yet.

You also encountered Jergal, the ancient scribe of the dead, at the chapel — an unusual and quietly unnerving brush with divine indifference that set a philosophical tone early on.

The Chapel and the Cage

Lae'zel's recruitment unfolded at the chapel ruins. Tiefling survivors had her locked in a cage, and you intervened — persuading them to stand down rather than letting them kill her. The cagers are dead (CHALaezelRecruitmentStateCagersAreDead), and Lae'zel walks free beside you. She notes it, in her way, without gratitude but with something like acknowledgment.

Astarion joined the party through whatever encounter brought you together in the early wilderness. Shadowheart was, of course, with you from the nautiloid's wreckage.

The Emerald Grove

The heart of Act 1's early conflict, and you've navigated it with a notably merciful and community-minded hand.

The goblin raid on the grove was repelled — DENRaidingPartyStatePeacefulResolution is set alongside DENRaidingPartyQuestGoblinRaidOver, indicating the confrontation at the gate was resolved, the fighting ended, and the grove's defenders held the line. The tiefling refugees remain inside. You've befriended them (DENHideoutEventBefriendedThieflings).

Within the grove itself, you engaged deeply with its community:

You intervened in the captured goblin situation — the goblin escaped (DENCapturedGoblinStateReleased, DENCapturedGoblinStatePlayerRescuedGoblin). You didn't leave them to the mob's justice. Whether this was mercy, pragmatism, or something else, you made the choice to act.

You found and freed the child locked behind the hatch (DENShadowDruidStateKidFreed, DENGruntingKidStateHatchOpened) — a small act but a telling one.

You sat through the druid court of the snakes (DENShadowDruidStateSnakesCourtDone), the strange internal politics of Kagha and the shadow druids playing out before you.

You helped with the owlbear cave situation, and the owlbear itself has been permanently dealt with (FOROwlbearStatePermaDefeated).

You investigated the Selûnite shrine in the forest and succeeded on the knowledge check there — and you convinced Shadowheart to engage with it (FORSeluneStashStateConvincedShadowheart, FORSeluneStashStateKnowShrineCheckSuccess). That she agreed to interact with a shrine to a goddess she has complex feelings about is worth noting.

The bugbear assassin is dead (DENBugbearNinjaDead). The grove's internal threats are handled.

Zevlor sent word to Aradin's crew (DENGroveConflictKnowsZevlorSentToSagha), and you've talked with Zevlor directly (GLOTieflingLeaderKnowsTalkedTo).

You took the apprentice's poison (DENApprenticeQuestTookPoison) — involved yourself in the druid's dilemma.

You retrieved a scroll from the Book of Restored Gods (GLOBookOfRestoredGodsStateScrollTakenFromBook), a quietly significant arcane find.

The grove is alive. The tieflings are alive. By every sign in this save, you chose protection over pragmatism.

The Risen Road

You've touched the Risen Road, though only lightly so far. You know Karlach is out there — wounded, flagged as encountered (PLAKarlachRecruitmentStateKarlachWounded) — but she has not yet joined your party. The Zhentarim shipment in the area has been noted, both agents alive, the flask still in the chest. Threads unresolved.

The Goblin Camp

You've reached the goblin camp, or at least its fringes. Volo is there, performing his doomed ballad on stage (GOBVoloBalladStateOnStage, GLOVoloStateAtGoblinCamp). You've met him. The world's most optimistic chronicler is, predictably, in trouble.

Halsin is flagged as missing (GLOHalsinKnowsIsMissing) — you know the grove's archdruid has been taken. His rescue remains ahead of you.

The Underdark

One flag places a gnome in a barrel near a panic room (UNDPanicRoomStateGnomeBarrelPresent). You've dipped a toe into the Underdark's edge, but this is barely a footprint.

3. Companion Status

Companion In Party Approval Notes

Shadowheart ✅ ≥ 5 (Warm) With you since the nautiloid; has discussed her wound; a fragile trust is forming

Astarion ✅ ≥ 5 (Warm) His bite scene is unlocked — he's asked, or will ask, to feed

Lae'zel ✅ ≥ 5 (Warm) Freed from the cage; fought alongside you in the raid; knows gith are near the mountain pass

Gale ❌ ≥ 0 (Neutral) Invited to camp, had his first waypoint incident; not currently in the active party

Wyll ❌ Not listed Invited to camp, you watched his training — but he's not in the four-person group right now

Karlach ❌ ≥ 0 (Neutral) Encountered but not yet recruited; wounded

Halsin ❌ ≥ 0 (Neutral) Missing; to be found

Minthara ❌ ≥ 0 A baseline flag only — no indication of meaningful interaction

Shadowheart has shared something of her wound with you — the save shows flags for the incurable wound being discussed and acknowledged, though the matter remains unresolved. She knows you're aware of her mission for her goddess, and she seems to trust you just enough to have said this much. The wolf dream flag (ORIShadowheartStateWolfDreamPointHasEnoughPoints) suggests her personal story is quietly accumulating weight.

Astarion's bite scene has been unlocked. Whether you've allowed it or refused it, that conversation has happened.

Lae'zel is showing early signs of something beyond pure martial impatience — she's noted Zorru's situation with care (ORILaezelStateCaringAboutZorru), and the flag allowing a romance to begin has been set. She can be asked. Whether you've asked is not yet in the data.

Gale had his disrupted waypoint moment — the early conversation where his particular condition becomes known. He's been nudged slightly toward the Crown (ORIGaleStateSwayedTowardsCrown), which is a meaningful early story flag.

The infernal box that Shadowheart carries — she trusts you with knowledge of it (GLOInfernalBoxStateShadowheartTrustsPlayers), and the team holds it. What's inside remains her secret and her burden.

You also carry a tadpole harvested from a corpse (GLOTadpoleEventHarvestedFromCorpse) — a grim but pragmatic collection. Whether you intend to use it remains to be seen.

4. Notable Decisions

Freeing the captive goblin. The tieflings of the grove had a goblin prisoner, and the crowd's appetite was ugly. You intervened — actively, not passively — and the goblin left alive. In a save where you've otherwise protected the grove's people, this choice to extend that mercy outward to an enemy is the one that most defines your moral character so far.

Persuading Shadowheart to engage with the Selûnite shrine. This was a small conversational moment with potentially large implications. Shadowheart's devotion is to a goddess in tension with Selûne, and you gently pressed her past her resistance. She went along with it. That she trusts your judgment enough to do so speaks to the quality of relationship you're building.

Gale and the Crown. The early nudge toward the Crown of Karsus is a subtle but notable ideological thread. Gale is in a state of need and vulnerability, and whatever argument you made — or agreed with — moved him in a particular direction. This is a thread worth watching.

The grove, kept whole. Perhaps the most structurally important choice of Act 1 so far: you defended the Emerald Grove, resolved the goblin raid without catastrophe, befriended the tieflings, freed the imprisoned child, and kept your hands relatively clean throughout. This is a playthrough that, at least in Act 1, has chosen community and protection.

5. Trajectory

This is an Explorer Mode playthrough with a Tav who reads as compassionate, curious, and diplomatically inclined — someone who talks to the captured goblin instead of letting the mob have them, who convinces a devoted cleric to approach a hostile shrine, who makes sure the druid's kid gets out of the locked room. The party composition — Shadowheart, Astarion, Lae'zel — is the classic "take everyone you meet" approach, and the approval scores suggest you're making broadly positive impressions without having done anything particularly dramatic yet.

You are early. Level 3 means you're perhaps a third of the way through Act 1's content, and the goblin camp — with Halsin's rescue and the larger confrontation it entails — lies directly ahead. The Risen Road's loose threads (Karlach, the Zhentarim, the flind you haven't yet encountered) are waiting. The Underdark is a door barely cracked open.

The save shows no sign of any dark turn. No grove massacre, no cruelty to prisoners, no sign of the parasite being embraced. The character you're building is one who extends mercy broadly — even to enemies — and who collects people rather than discarding them.

Where that character goes when the choices get harder, and the costs of mercy become visible, is the story still being written.

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