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Follow the Convoy: Difference between revisions
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During the trek, a group of Harpers ambush the convoy. The party can betray the convoy and help the Harpers, or fight alongside the convoy in the hopes of being more convincing at Moonrise. If siding with the Harpers, they take the drider's Moonlantern and refer the party to the [[Last Light Inn]]. If avoiding making {{CharLink|Jaheira}} hostile at the Inn, then they can gain the Moonlantern by speaking with {{CharLink|Isobel}}. If sticking with the convoy, then Kar'niss safely guides the party to the front entrance to [[Moonrise Towers]]. | During the trek, a group of Harpers ambush the convoy. The party can betray the convoy and help the Harpers, or fight alongside the convoy in the hopes of being more convincing at Moonrise. If siding with the Harpers, they take the drider's Moonlantern and refer the party to the [[Last Light Inn]]. If avoiding making {{CharLink|Jaheira}} hostile at the Inn, then they can gain the Moonlantern by speaking with {{CharLink|Isobel}}. If sticking with the convoy, then Kar'niss safely guides the party to the front entrance to [[Moonrise Towers]]. | ||
If the party had already been at the Last Light Inn and avoided making Jaheira hostile at the Inn and sided with the Harpers, the harpers will question the party after defeating the convoy and demand "Jaheira's godsend" explain their presence: the party can either blame the ambush for ruining their infiltration (persuasion DC16) or lie that they were captured by the convoy (deception | If the party had already been at the Last Light Inn and avoided making Jaheira hostile at the Inn and sided with the Harpers, the harpers will question the party after defeating the convoy and demand "Jaheira's godsend" explain their presence: the party can either blame the ambush for ruining their infiltration (persuasion DC16) or lie that they were captured by the convoy (deception DC16). Failing either will turn the ambushing Harpers hostile (only them). Succeeding either will lead to the Harpers handing over the {{SmRarityItem|Moonlantern}}. | ||
If resolving {{CharLink|Marcus Falgor|Marcus'}} attempt to abduct Isobel before meeting the convoy at the rendezvous point the convoy will have despawned and can only be encountered by going to the house where the convoy ambush takes place. This will trigger the ambush event where the party is the ambusher. | If resolving {{CharLink|Marcus Falgor|Marcus'}} attempt to abduct Isobel before meeting the convoy at the rendezvous point the convoy will have despawned and can only be encountered by going to the house where the convoy ambush takes place. This will trigger the ambush event where the party is the ambusher. |
Latest revision as of 13:00, 5 September 2024
Follow the Convoy is a sub-quest of in Act Two of Baldur's Gate 3. It can be started by speaking with Goblin near the entrance to the Shadowlands from aboveground in the Mountain Pass.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
If the party used the Mountain Pass route, as part of , then a goblin greets them and asks if they are the True Soul the goblin is expecting. The goblin tells the party to grab a torch, stick to the light as much as possible, and go to the rendezvous point to wait for the guide to Moonrise Towers. This starts the quest.
If approaching the rendezvous point, an orc named Kansif asks if they have what is needed to summon the guide. To summon the Drider guide, Vez explains that a special lyre is needed - the Spider's Lyre. This lyre can be looted off Minthara's corpse if she was killed or knocked out during , gifted by Minthara if she was sided with during , or by rescuing Nere in and siding with him. Once the lyre has been produced, a Performance check (DC 16) is prompted, but the result is the same whether it's passed or failed - the guide just makes a snide comment if it was played poorly. If the party does not have the lyre, then they can summon the guide using illithid powers (Wisdom DC 14). Additionally, Barbarians, Sorcerers, Bards, Clerics, and Paladins all have special dialogue to summon the guide.
The guide in question is a Drider named Kar'niss. He owns a functioning Moonlantern and has been tasked with shuttling cultist initiates to Moonrise Towers. He'll ferry the party to Moonrise. Once agreeing, Kar'niss takes off and the party must remain in the glow of his Moonlantern to stave off the shadow curse.
During the trek, a group of Harpers ambush the convoy. The party can betray the convoy and help the Harpers, or fight alongside the convoy in the hopes of being more convincing at Moonrise. If siding with the Harpers, they take the drider's Moonlantern and refer the party to the Last Light Inn. If avoiding making Jaheira hostile at the Inn, then they can gain the Moonlantern by speaking with Isobel. If sticking with the convoy, then Kar'niss safely guides the party to the front entrance to Moonrise Towers.
If the party had already been at the Last Light Inn and avoided making Jaheira hostile at the Inn and sided with the Harpers, the harpers will question the party after defeating the convoy and demand "Jaheira's godsend" explain their presence: the party can either blame the ambush for ruining their infiltration (persuasion DC16) or lie that they were captured by the convoy (deception DC16). Failing either will turn the ambushing Harpers hostile (only them). Succeeding either will lead to the Harpers handing over the Moonlantern.
If resolving Marcus' attempt to abduct Isobel before meeting the convoy at the rendezvous point the convoy will have despawned and can only be encountered by going to the house where the convoy ambush takes place. This will trigger the ambush event where the party is the ambusher.