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|description=Investigate the Beach is a quest in Act One of Baldur's Gate 3. It can be started by approaching the Secluded Cove at the North-Eastern region of the Druid Grove. | |description=Investigate the Beach is a quest in Act One of Baldur's Gate 3. It can be started by approaching the Secluded Cove at the North-Eastern region of the Druid Grove. | ||
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[[File:Investigate the Beach Quest.jpg|thumb|The beach holds a sinister secret.]] | [[File:Investigate the Beach Quest.jpg|thumb|{{noexcerpt|The beach holds a sinister secret.}}]] | ||
'''Investigate the Beach''' is a [[Quest]] in [[Act One]] of Baldur's Gate 3. It can be started by approaching the [[Secluded Cove]] at the North-Eastern region of the [[Druid Grove]]. | '''Investigate the Beach''' is a [[Quest]] in [[Act One]] of Baldur's Gate 3. It can be started by approaching the [[Secluded Cove]] at the North-Eastern region of the [[Druid Grove]]. |
Revision as of 21:33, 22 July 2024
Investigate the Beach is a Quest in Act One of Baldur's Gate 3. It can be started by approaching the Secluded Cove at the North-Eastern region of the Druid Grove.
Objectives
Objectives and journal entries may vary pending player decisions and outcomes.
Walkthrough
The Secluded Cove is north-east of the druidic ritual circle in the Emerald Grove area of the Druid Grove. Strange singing is heard on approach (X:271, Y:523). Near the water, a child, Mirkon, is enchanted by the singing (X:327, Y:549). The party can either tell Mirkon to get back to shore or try to focus on the singing. If the latter is chosen, a successful Nature check (DC 10) reveals that the singing is a Harpies' song. If the check fails, the party can also use a Wisdom check (DC 5) to resist against the song's pull (Bards have the option to make a Performance check instead (DC 5). They can continue the song for another Performance check (DC 10), which results in the lead harpy continuing to sing for each round of combat while the entire party resists it). In this instance, Mirkon can be warned to stay away.
After this, a group of Harpies fly down, ready for their next meal. They attack and are able to enchant party members with their song. Once the Harpies are defeated, speak to Mirkon and they thank the party for the help. Before running off, Mirkon says to tell Doni to let them into the "Dragon's Den" so that Mol, the leader of the tiefling children, can properly thank them for their help.
The tiefling child will die if the party long rests after triggering the quest. Additionally, resolving
- either with the Rite of Thorns completed or the goblin attack evaded, leads to the child dying.Quest Rewards
- Entrance into the "Dragon's Lair" - the Tiefling children's hideout
Notes
- The quest is triggered when crossing X:299 Y:542.
- Helping Mirkon is an easy way to gain favor with Mol, and start the quest.
- Although he has no notable possessions, pickpocketing Mirkon while he is entranced will grant Inspiration for characters with the Criminal background.
- Long rests will not fail the quest after discovery.
- Killing the three goblin leaders before completing this quest will result in its failure.
- The Bard's ability to use Performance against the Harpies is a reference to the Bard's ability in past editions called "Counter Song".