Baldur's Gate 3 — Playthrough Saga
1. Character Overview
You are playing a custom character (Tav) — an Asmodeus Tiefling of level 8, currently deep into Act 2. The game is running on the standard Larian ruleset, meaning this is a considered but not punishing playthrough — room to experiment, room to breathe, but the choices still matter.
Your active party stands as:
Karlach — your fellow Zariel Tiefling, engine-hearted and loyal
Astarion — the pale elf with secrets carved into his skin
Shadowheart — the half-elf cleric whose mission for Shar grows ever more complicated
Notably absent from the active party: Laezel, Gale, and Wyll — all recruited and living, but currently waiting at camp. Every significant companion has been gathered. This is a completionist run in spirit, even if only four can fight.
2. Act 1 — The Wilderness and Its Consequences
The Nautiloid and the Crash
The nightmare began as it must — aboard a mind flayer vessel, ceremorphosis ticking like a clock. You freed Shadowheart from her pod on the nautiloid (she never forgets it), fought alongside the ship's own defences, and survived the crash into Faerûn. Laezel you found caged by tieflings near the chapel ruins — you freed her, and she joined without ceremony, as is her way. Astarion appeared from the shadows on the crash site, the smooth talk barely concealing the hunger underneath. The party assembled itself out of wreckage.
The Emerald Grove — Defended and Celebrated
The Emerald Grove's fate was never in doubt for you. The flags tell a clear story: DENAttackOnDenStateDenVictory — the Grove stood. The goblin raid was repelled. The tiefling refugees lived. You earned the tiefling celebration party that followed (DENAttackOnDenEventTieflingPartyInvitation, NIGHTGoblinHuntTieflingCelebration), dancing and drinking around the fire while the world outside remained dark.
You engaged with the Grove's internal drama thoroughly: you caught the tiefling children stealing, handled it with apparent mercy (DENHideoutEventEasyOnPickpocket, DENHideoutEventBefriendedThieflings), resolved the captured goblin situation, and even stopped Kagha's shadow druid ritual — freeing the child Arabella and exposing the conspiracy (DENShadowDruidStateKidFreed, DENShadowDruidStateSnakesCourtDone). The Sacred Pond's bird was saved. The druid lair was explored, its runes studied.
It bears noting: Minthara has 40+ approval despite the Grove surviving. This is unusual and worth flagging — she can only register approval at all as a companion through the non-lethal capture route (knocked unconscious rather than killed during the raid), a specific and deliberate choice. Minthara lives, perhaps already at camp in an uneasy arrangement. You chose to spare her rather than cut her down with the other goblin leaders.
The Goblin Camp — Three Leaders Slain
You entered the goblin camp and dismantled it entirely. GOBStateLeadersAreDead, GLOGoblinKingStatePermaDefeated, GLODrowCommanderStateDead, GOBGoblinPriestStateDefeated — Dror Ragzlin the king, the drow commander Minthara (before her possible capture), and the Goblin Priest are all gone. Halsin was found in the wolf pens and the path was cleared for his rescue.
You were thorough: you solved the temple puzzle, cleared the war map room, freed Volo from his captors (he fled safely, later showing up at camp for his own peculiar brand of help — including, the flags suggest, offering you his eye surgery: GLOVoloStateLeftAfterOperation). You even watched the goblin chicken-chase long enough to see the owlbear cub replace the chicken as its centrepiece.
The Risen Road and the Tollhouse
Karlach's recruitment was violent — the Paladins of Tyr sent to kill her didn't survive the encounter (PLAKarlachRecruitmentTollhouseStatePaladinsPermaDefeated). You chose the infernal engine-heart over the order's judgement, and Karlach has remembered it. The Wyll confrontation over this was resolved peacefully (ORIWyllConfrontationStateResolvedPeacefuly), a small diplomatic triumph given how raw that disagreement can get.
Along the Risen Road you aided Rugan's Zhentarim shipment — or at least witnessed it spiral into disaster (PLAZhentShipmentStateSurvivorsAreDead). The gnolls were confronted, the flind dealt with. The burning tavern, the duke's secret presence, the half-elf trapped behind a collapsed door — you touched all of it.
Auntie Ethel — Dead in Her Lair
The hag is dead. Fully, permanently dead: HAGHagStateIsDead, HAGHagStateHagDefeated. You sided with the brothers against her (HAGHagAmbushQuestConfrontationPlayerSidedBrothers), descended into her illusory lair, and ended her. One of the save file's cleaner moral outcomes — no bargains struck, no surrogates left alive to complicate things.
The Underdark — Exhaustively Explored
The flags for the Underdark are remarkably dense — 68 set, suggesting you left almost nothing untouched. Key moments:
Nere is dead (UNDTheDrowNereStatePermaDefeated) — the Absolute's drow overseer in Grymforge was killed, and the gnome slaves were freed (UNDStateLeaderFreedGnomes).
The Myconid Sovereign's quests were completed — the duergar mutineers defeated, Glut's revenge quest completed (UNDMyconidRevengeStateQuestCompleted), though you told the Sovereign you killed Glut rather than allowing him his fungal kingdom (UNDMyconidSovereignStateSaidKilledGlut).
The Adamantine Forge was located and studied (UNDAdamantineForgeKnowsSawForge, UNDFurnaceSearchKnowsForge).
The Arcane Tower's main power was restored (UNDArcaneTowerMainPowerOn).
The injured gnome was unfortunately lost to poison or madness (UNDInjuredGnomeStateDeadFromPoison, UNDInjuredGnomeStateInsane).
The Society of Brilliance scholars were met, trading was permitted, and the mind flayer connection was performed (UNDSocietyOfBrillianceStateMindFlayerWasSummoned).
The bulette was permanently defeated.
This is the playthrough of someone who reads every journal, speaks to every creature, and leaves no corner dark.
The Githyanki Creche — Confrontation with Vlaakith
You reached the creche, navigated its hierarchy, and ultimately faced Vlaakith herself in the scrying chamber — a meeting that ended in betrayal. CREChainOfCommandStateHuntedByVlaakith, CREChainOfCommandStateSpokeToVlaakith, ORILaezelStateBetrayedByVlaakith — the lich-queen's treachery was revealed in full. The Inquisitor was defeated (CREChainOfCommandStateInquisitorSituationFinished), and Laezel was convinced to stand with you against him rather than obeying Githyanki authority (ORILaezelStateConvincedToSideWithPlayerAgainstInquisitor).
The creche itself turned hostile in the aftermath (CREGeneralStateCrecheTurnedHostile), as expected. The key prize: the astral prism was accessed, the vision within experienced. Laezel now knows the truth of Vlaakith's kingdom, and she is on the Orpheus path (ORILaezelStateIsOnOrpheusPath) — her entire worldview cracked open, awaiting reconstruction.
The githyanki egg was delivered to the Society of Brilliance in the Underdark (CREExpeditionerStateGithyankiEggDelivered), a detail that now has resonance: the Low City lodge already knows of a githyanki egg (LOWTheLodgeKnowsSocietyWantsGithEgg), hinting at threads that will unravel further in Act 3.
3. Act 2 — The Shadow-Cursed Lands
Crossing Into Darkness
You entered Act 2 via the Underdark elevator (UNDElevatorToSclUsed), emerging into the shadow-cursed lands already equipped with knowledge of what awaited. The Harpers at the bridge became your allies — you sided with them against the drider Kar'niss, participating in the ambush rather than playing escort (SCLDriderStateSidedWithHarpers, SCLDriderStateStartedAmbushQuestWithHarpers). The moonlantern was acquired without a direct fight with the drider (SCLDriderEventAcquiredMoonlanternWithoutFight), suggesting clever maneuvering — and then the pixie inside it was freed (GLOPixieEventReleased, GLOPixieStateShieldActive). The pixie's blessing now shields your party from the curse rather than a lantern fuelled by suffering. A small mercy, chosen deliberately.
Last Light Inn — Held Against the Darkness
Last Light Inn was reached and defended. The critical confrontation with the spy attempting to abduct Isobel was resolved successfully — Isobel survived, the spy was killed, and the inn's protective barrier held (HAVTakingIsobelStateDefendedIsobel, HAVTakingIsobelStateSidedWithIsobel, HAVTakingIsobelStateSpyIsDead). Mol was kidnapped during the chaos (HAVTakingIsobelEventMolKidnapped) — the tiefling child who led the little thieves' guild in the grove is now a prisoner, a wound in an otherwise successful defence.
You met Jaheira here (GLOHAVEnteringHavenTadpoleCheckpointMetJaheira), the legendary Harper. The Flaming Fists arrived at the inn as well (HAVHavenOutcastsStateFlamingFistsInHaven), and Dame Florrick is moving toward the city (HAVFlorrickStateLeaveForCity).
Lifting the Shadow Curse
This is perhaps the most significant achievement of Act 2 so far. You found Oliver — the spirit-child fragment of Thaniel — in the shadow-cursed lands, eventually convinced him to return (SCLLiftingTheCurseStateOliverAgreedToReturnToThaniel), and Halsin completed the portal ritual. The waves of shadow creatures were defeated, the channeling held, and the nightdome was destroyed (SCLLiftingTheCurseStateNightdomeDestroyed, HAVLiftingTheCurseStateChannelingComplete, HAVLiftingTheCurseEventHalsinClosesPortal). Thaniel has been released (GLOLiftingtheCurseStateThanielReleased), and breath has been restored to the land (GLOLiftingTheCurseStateBreathHasBeenRestored).
Halsin is now recruitable (GLOLiftingTheCurseStateHalsinRecruitable) — the druid who has shadowed your journey since the grove now has a place at your fire if you want him.
The Shadow-Cursed Lands — Thorough Exploration
As in Act 1, you left few stones unturned:
Arabella found her parents in Reithwin, only for them to be dead — you had to deliver that truth (TWNArabellasPowersStateParentsFoundDead, TWNArabellasPowersStateToldParentsDead). She has since moved to camp.
The Mason's Guild was entered and its trap deactivated.
The hospital in Reithwin was resolved peacefully — the surgeon is dead but a patient was released (TWNHospitalStatePeacefulResolution, TWNHospitalStatePatientReleased).
The Ancient Fist of Reithwin was wakened and his heirloom returned.
The Sharran target practice site's history was uncovered.
The meenlocks were permanently defeated (HAVMiscStateMeenlocksPermaDefeated).
A servant of the Raven Queen forgave Madeline (SCLServantOfTheRavenEventForgaveMadeline).
Moonrise Towers — Infiltrated
You have entered Moonrise Towers (MOOPartyProgressEnteredMoonrise). You've seen Ketheric Thorm (MOOKethericKnowsHasSeen), observed an execution that he presided over (MOOExecutionEventKethericLeaves), and navigated the bazaar. Most significantly: the jailbreak is complete. The imprisoned tieflings, gnomes, Wulbren — all freed and returned (MOOJailbreakStateOver, HAVSavingPrisonersStateTieflingsReturned, HAVSavingPrisonersStateWulbrenReturned). The boat has left the pier (MOOJailbreakStateBoatLeavesPier). Karlach received her second engine upgrade from Dammon (GLOForgingOfTheHeartStateKarlachSecondUpgrade), her infernal heart burning more freely now.
Balthazar's secrets have been discovered — his heart-box is active (MOOBalthazarsSecretsStateHeartBoxActive), suggesting you've probed the necromancer's chambers.
The Temple of Shar — Just Begun
The Temple of Shar has been entered (SHAPartyProgressEnteredSharTemple). The justiciars within have been defeated (SHANecromancerStateJusticiarsDefeated). The necromancer triggered a shadowquake. A displacer beast prowls within. This thread is live — Shadowheart's ordeal in Shar's sanctum is underway but not yet resolved. What lies at its heart remains ahead of you.
4. Companion Status
Shadowheart — ≥ 60 approval | Romance begun | Deeply invested
The most intimate relationship in this playthrough. ORIShadowheartStateStartedRomance is set — you and Shadowheart are together. She knows you know her wolf dream (ORIShadowheartKnowsHasSeenWolfDream), has discussed her incurable wound with you (ORIShadowheartStateDiscussedIncurableWound), and is aware of the path to becoming a Dark Justiciar (ORIShadowheartKnowsBecomeJusticiar). She trusts you with the Infernal Box (GLOInfernalBoxStateShadowheartTrustsPlayers). The temple ahead will test everything she is. She walks into it with you beside her — and that will matter.
Astarion — ≥ 60 approval | Met Raphael | Scars revealed
Astarion's vampiric nature is fully known to the party (ORIAstarionKnowsVampireness, ORIAstarionStatePartySawScars). The poem carved into his back has been read and its origins understood — Cazador's claim over him, written in his own flesh (ORIAstarionKnowsScarsIsCazadorPoemGlobal). He has met Raphael at the inn (ORIAstarionStateMetRaphaelAtHaven) and requested that conversation himself, having gotten a quest from the devil (ORIAstarionStateGotQuestFromRaphael). Astarion's past in Baldur's Gate looms. The bite scene has been unlocked. Approval is high — whatever you've been to each other, there's real trust here.
Karlach — ≥ 60 approval | Engine upgraded | Loyal
Karlach fought the paladins sent to kill her and won, with your help. She's had her infernal engine upgraded twice now by Dammon — as much as current metallurgy allows. Her approval is firmly high, her fire running warmer. The tragedy of her condition isn't resolved, but it's being tended.
Laezel — ≥ 60 approval | Orpheus path | Betrayed by her queen
Laezel's worldview has been shattered and rebuilt in a single act. Vlaakith's betrayal has sent her down the Orpheus path — she has agreed with Voss's mission in Act 2 (ORILaezelStateAgreedWithVossInAct2), met him at Sharess' Caress (ORILaezelKnowsVossMeetingRaphaelInSharessCaress), and is ready to proceed toward Act 3 (ORILaezelStateCanProceedToAct3). The romance option is open (ORILaezelStateCanAskStartRomance). She is no longer blindly loyal to Vlaakith — she is becoming something more dangerous: a githyanki who thinks for herself.
Gale — ≥ 60 approval | Bomb explained | Elminster visited
Gale's orb situation is fully disclosed. He's consumed three magic items (ORIGaleStateGotThreeMagicItems), the bomb has been disarmed (ORIGaleEventBombDisarmed), and Elminster has visited camp with news from Mystra (ORIGaleStateElminsterAvailable, ORIGaleEventElminsterToCamp). Whatever Mystra's message was, it has changed the shape of Gale's fate. His arc is moving.
Wyll — ≥ 5 approval | Devil's bargain unresolved | Mizora judged
Wyll's approval is notably low — just barely positive. This is likely friction from the Karlach situation and possibly other choices. He is a devil (ORIWyllStateIsDevil) — his pact with Mizora has transformed him. Mizora's capture was witnessed (NIGHTWyllMizorasCapture) and her judgement delivered at camp (CAMPMizorasJudgementEventJudged, NIGHTWyllMizorasJudgement). His father Ravengard is known to him and the party (ORIWyllKnowsRavengardFather). Wyll waits at camp, somewhat distant, the conflict between his principles and his reality unresolved.
Halsin — ≥ 20 approval | Recruitable | Curse lifted
Halsin has been with you since the grove, contributed to the shadow curse lifting, and can now formally join as a companion. His approval is modest but positive. The Wild Heart druid's role in this story is transitioning from quest-giver to potential party member.
Minthara — ≥ 40 approval | Spared | Complicated presence
Here is the most morally complex companion situation in this run. Minthara is alive, at camp, with meaningful approval — which means you went out of your way to knock her unconscious rather than kill her during the goblin camp assault. This is a deliberate, non-obvious choice. The Grove survived, so the refugees live — but Minthara, who would have slaughtered them all, also lives. What you intend for her is an open question the save file poses but doesn't answer.
5. Notable Decisions
The Grove's Defence, Precisely. You saved every refugee, killed every goblin leader, and still kept Minthara alive. This required specific, deliberate action — it's the fingerprint of a player who researched the non-lethal route. Saving the grove while preserving Minthara is one of the most counterintuitive things you can do in Act 1. You did it anyway.
Ethel, simply ended. No deal for a hair of power, no hesitation. The hag died. In a run that shows considerable moral nuance elsewhere, this stands out as a clean, uncomplicated act of destruction.
The Pixie freed. You could have kept the moonlantern sealed and the pixie enslaved. You didn't. The shadow curse protection you walk with now costs a captured spirit nothing. A small choice that speaks to consistent values.
Isobel defended. Last Light Inn held. Every prisoner in Moonrise freed. The tieflings who survived the grove made it to the boat. There is a through-line here: the people you saved in Act 1 were saved again in Act 2. You have been, consistently, the reason people get to live.
Vlaakith defied. When the lich-queen demanded you reach into the Prism and destroy what lay within, you refused. The consequences — a creche full of enemies, a queen hunting you — you accepted. Laezel stands beside you because of it.
Volo's eye surgery. You let Volo operate on your eye with a surgical implement. You received his gift of true sight. This is either remarkable trust or remarkable hubris, and the flags don't distinguish between them.
6. Trajectory
This is a heroic completionist run with unusual moral texture. The instinct throughout has been to save everyone, explore everything, and side with the vulnerable — but without being naive about it. The Grove defence was total, but Minthara was preserved rather than discarded. The pixie was freed rather than kept useful. The shadow curse was fully lifted rather than merely bypassed. These aren't the choices of someone who optimises for power; they're the choices of someone who wants to do the thing that costs the most care.
The party composition reflects someone playing all the personal stories simultaneously — Shadowheart in romance, Astarion's scars known and his Cazador quest looming, Laezel broken free of Vlaakith, Gale's bomb defused but Mystra's mission given. Every companion arc is active.
What comes next — the Temple of Shar's inner sanctum, where Shadowheart's mission and her goddess's demands will collide with everything she's become standing beside you — will be this run's most personal test. Shadowheart walks in as your partner, not just a cleric following orders. That changes what she might choose when the moment comes.
Ketheric Thorm remains standing. The Absolute's architect in Act 2 has been circled but not yet brought down. The save sits at the edge of that confrontation — Moonrise infiltrated, prisoners freed, the curse lifted behind you, the temple ahead.
Every person you could save in Acts 1 and 2, you saved. The question Act 3 will ask is what you're willing to spend — and on whom — when saving everyone is no longer possible.