Baldur's Gate 3 — Playthrough Recap
1. Character Overview
You are playing a High Half-Elf of unspecified origin (the Generic tag marks this as a custom Tav, not one of the Origin characters), currently at Level 6. The difficulty is Tactician — Larian's hard ruleset, a deliberate choice to face the world on punishing terms without the permadeath stakes of Honour Mode. Every significant fight you've survived was earned.
Your current party:
Karlach (Zariel Tiefling) — your fiery companion, recently patched up
Shadowheart (High Half-Elf) — Shar's servant, and apparently something more to you
Wyll (Human) — the Blade of Frontiers, now navigating a devil's bargain
Astarion, Gale, and Laezel are all recruited and approve of you, but sit out of the active party for now. Halsin has also joined the camp. The save currently sits at the threshold of Act 2 — you have just crossed into the Shadow-Cursed Lands or are on the very cusp of doing so.
2. Act 1
The Nautiloid & First Steps
Your story began aboard the mind flayer ship, as all stories do. You freed Shadowheart from her pod — the first of many choices that would define who you are — and fought your way through the chaos of the Nautiloid's destruction. You lobotomised the intellect devourer rather than befriending it, a practical if ruthless start. The crash-landing left you infected with a tadpole and very much alive.
At the ruined chapel, you freed Lae'zel from the tieflings' cage rather than leaving her to her fate, and recruited Shadowheart through the chapel door. Your party was taking shape before the dust had settled.
The Emerald Grove — Defenders, Not Destroyers
The Emerald Grove conflict was resolved firmly in favour of its defenders. The goblin raid came — the gate was forced open, the confrontation was real — but the Den achieved victory. The tiefling refugees survived, prepared to leave, and were last seen heading toward Baldur's Gate. The tiefling celebration at camp happened; you attended and earned the party's gratitude.
Along the way you navigated the grove's internal tensions with care: you solved the druid lair's rune puzzle, intervened in the sacred pond ritual, freed the kid from the shadow druid's snake court, and dealt with the tiefling thieves (recovering the stolen ring). Zevlor sent you to Kagha. You learned the names of all three goblin leaders. You did everything the grove asked of you, and the grove lived.
One moral wrinkle: you sided with Auntie Ethel during the ambush on the road — the flag HAGHagAmbushQuestConfrontationPlayerSidedHag is set, meaning when her disguised "family" confronted her, you chose to back the hag rather than the victims. You followed her into her lair all the same, fought her to the brink, accepted her mercy and her reward when she begged for her life, and walked away. Ethel lives. Whatever she offered you — a solution to the parasite, a favour, a power — you took it. This is perhaps the single most morally ambiguous choice recorded in this run so far.
Karlach
You met Karlach on the Risen Road, where the paladins of Tyr were hunting her. You chose her side — the paladins are dead. She was wounded in the fighting, but Dammon at the grove was able to upgrade her infernal engine: GLOForgingOfTheHeartStateKarlachUpgraded confirms her heart has been worked on at least once. She runs a little cooler now.
You also encountered the Zhentarim situation on the Risen Road — the gnoll attack, the survivors, the hidden dungeon. The Zhentarim survivors did not make it: PLAZhentShipmentStateSurvivorsAreDead. The shipment chest was handled, the password obtained from Rugan before the end.
Wyll's Devil's Bargain
At camp, Mizora arrived to pass judgment on Wyll. CAMPMizorasJudgementEventJudged and ORIWyllStateAwaitingJudgement paint a picture of a warlock standing at a crossroads with his patron. The confrontation at Sharess' Caress with the devil Raphael is in the record — Lae'zel witnessed it. Wyll's infernal transformation (ORIWyllStateIsDevil) is confirmed. The Blade of Frontiers carries his curse, and you've seen it up close.
The Goblin Camp — All Three Leaders Dead
You infiltrated the goblin camp with thoroughness. You gained access through the checkpoint, navigated the festivities, and systematically dismantled the goblin leadership. All three leaders are dead: the Goblin King (GLOGoblinKingStatePermaDefeated), the Drow Commander (GLODrowCommanderStateDead), and the Goblin Priest (GOBGoblinPriestStateDefeated). The GOBStateLeadersAreDead flag seals it.
Of note: you freed the tortured adventurer, rescued Volo — who subsequently attempted his "cure" for the parasite (GLOVoloStateLeftAfterOperation, GLOVoloKnowsLobotomy) — and saved the owlbear cub, who has since made its way to your camp and become a friend. You also freed Halsin from the wolf pens, and he returned to the grove, then followed you to camp as promised.
Minthara has a minimal approval score (≥5) — she exists in the record only as someone you've spoken with, likely during the camp infiltration. The grove's survival confirms you did not carry out her raid. She will not be joining your party.
The Underdark
You descended into the Underdark and explored it extensively. Key accomplishments:
You allied with the Myconid Sovereign and accepted their quest. Notably, you told the Sovereign you had killed Glut (UNDMyconidSovereignStateSaidKilledGlut) — the aggressive myconid who wanted to raise an undead army. Whether this was honest or a convenient lie, Glut did not take over the circle.
The Duergar situation at the dark lake was resolved peacefully (UNDDarkLakeStatePeacefulResolution), though you also claimed Gekh was dead to someone — a diplomatic stretch.
You found the Adamantine Forge, located the forge manual, and learned its secrets, though the save doesn't record a completed forging.
The Bulette is dead. The Drow Nere had a mind meld with you. The Society of Brilliance scholars were encountered, and you gave them mushrooms.
A trapped gnome was saved. Baelen's alchemist companion was helped.
The scrying eye in the Underdark was permanently destroyed.
The Githyanki Crèche
You pushed all the way to the crèche — a bold choice for a party protecting themselves from Vlaakith's wrath. The encounter with the Inquisitor was resolved (CREChainOfCommandStateInquisitorSituationFinished), the templar permanently defeated, and the upper checkpoint cleared by force. You entered the Astral Prison, met Daisy there, and escaped.
The pivotal moment: you spoke with Vlaakith herself (CREChainOfCommandStateSpokeToVlaakith), and she has now declared you hunted (CREChainOfCommandStateHuntedByVlaakith). The failed portrait check (CREGeneralStateVlaakithPortraitPlayerFailed) suggests something went wrong in her presence — you did not perform the ritual she demanded, or failed to satisfy her. The crèche turned hostile (CREGeneralStateCrecheTurnedHostile).
Lae'zel's arc shifted dramatically here. She was convinced to side with you against the Inquisitor (ORILaezelStateConvincedToSideWithPlayerAgainstInquisitor), used the device in the infirmary with your encouragement, and has now been betrayed by Vlaakith (ORILaezelStateBetrayedByVlaakith). She has met Voss and agreed with him (ORILaezelStateAgreedWithVossInAct2), and is now set on the Orpheus path (ORILaezelStateIsOnOrpheusPath). The second chapter of the Orpheus writings has been read. Lae'zel's entire worldview has cracked open.
The Shadow-Cursed Lands — Threshold
One flag from the Temple of Shar category is set: SHATempleOfSharQuestReadInstructionPaper. You have read the instructions for navigating Shar's trials. The pixie is inside the lantern (GLOPixieStateInsideLantern), granting protection from the shadow curse. Halsin has been briefed about Moonrise Towers. You stand at the edge of Act 2, the Shadow-Cursed Lands stretching before you.
3. Companion Status
Companion In Party Approval Notes
Shadowheart ✅ ≥ 50 (High) Romance started (ORIShadowheartStateStartedRomance). She has discussed her incurable wound with you, been shown the wolf dream, and you've been supportive of her path — she knows about the Justiciar route and the Mother Superior. The wolf dream point threshold has been reached. A deep bond is forming.
Karlach ✅ ≥ 35 Her heart is upgraded. She fought alongside you from the start. Approval is warm but not yet devoted.
Wyll ✅ ≥ 30 His infernal situation has unfolded at camp. Approval is positive. He and Karlach have confronted their shared history (GLOWyllConfrontationEventWyllConfrontedKarlach), resolved peacefully (ORIWyllConfrontationStateResolvedPeacefuly).
Lae'zel ❌ (camp) ≥ 50 (High) Veteran of the crèche betrayal, now on the Orpheus path. Romance is unlocked (ORILaezelStateCanAskStartRomance). Strong approval despite — or because of — everything.
Astarion ❌ (camp) ≥ 50 (High) His vampiric nature is known to you. The bite scene is unlocked. You know about the boar hunt. High approval.
Gale ❌ (camp) ≥ 50 (High) His bomb has been disarmed for now, Elminster has visited camp, and you know his backstory and his Netherese orb. He's been swayed toward the Crown (ORIGaleStateSwayedTowardsCrown) — a note to watch. You've given him at least one magic item.
Halsin ❌ (camp) ≥ 20 Returned from the goblin camp, now a camp companion. His heart is in the Shadow-Cursed Lands and the art student who haunts it.
Shadowheart romance is the centrepiece relationship of this run. The wolf dream, the wound, the conversations — you've invested in her story, and she in yours. Her path forward, tied to Shar's temple ahead, will test that bond.
4. Notable Decisions
Sparing Auntie Ethel is the most morally charged choice on the record. You sided with her against her "family," followed her into the lair, and when she broke and begged, you let her walk. A hag who harvests misery now owes you a favour — or simply walks free to find new victims. The pragmatism is clear; the cost is someone else's.
Saving the Emerald Grove was thorough and deliberate. You didn't merely prevent the raid — you engaged every subplot, resolved every tension, and left the grove intact and its people on the road to safety. This is a player who does the work.
Siding with Lae'zel against the Inquisitor and Vlaakith was the defining crèche choice. You didn't give Vlaakith what she wanted. You walked into her presence, failed her test, made her your enemy, and walked out with Lae'zel's loyalty transformed. Now you carry the queen of the githyanki's vendetta.
The Zhentarim survivors died — whether through inaction, a fight gone wrong, or deliberate choice isn't certain from the flags alone, but no rescue was mounted in time.
Volo's lobotomy — you let him try his experimental "cure" for the tadpole. It didn't work as intended. You now have a slightly different eye socket and a wandering author in your camp.
5. Trajectory
This is a principled, thorough Tactician run with a strong heroic throughline — you saved the grove, you freed captives, you killed the goblin leaders, you protected refugees. The moral ledger is broadly positive. But it's not a naive playthrough: you made the cold calculation with Ethel, you played politics in the Underdark, and you've kept your options open.
The Shadowheart romance gives this run an emotional core that will be tested severely in the Temple of Shar ahead. Everything you've built with her — the wolf dream, the wound, the trust — leads directly into her goddess's house. How you handle what you find there will define her story.
Lae'zel's Orpheus arc is fully in motion. She's broken with Vlaakith, aligned with Voss, and is looking to you to see it through. This is not a small thing to carry into the Shadow-Cursed Lands alongside Shadowheart's Shar mission — two companions with enormous, conflicting destinies, both looking to you.
Gale has been nudged toward the Crown. That thread is quiet now but it is open.
The pixie is in the lantern. Halsin knows what waits at Moonrise. The shadow curse stretches ahead of you. You've done everything right so far — on Tactician, that earns you the right to find out what comes next.