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Find Your Belongings
Find Your Belongings is a quest in the Druid Grove in Act One of Baldur's Gate 3. It occurs by browsing the wares of Mattis.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Mattis (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum together with his partner Silfy. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter.
There is a sequence of three ability checks before this quest starts:
- DC 15 Perception check: Mattis signalling to Silfy. Happens when opening the trading window. Can be passed or failed to trigger the next check.
- DC 10 Perception check: Silfy pickpocketing the talking party member. Happens when closing the trading window. Must be failed to trigger the next check.
- DC 5 Perception check: The talking party member notices the pickpocketing. Happens when ending the conversation. Must be passed to start this quest.
To consistently trigger the second check (i.e. Silfy pickpocketing the talking party member), the party must wait about 30 seconds in the trading window before closing it. Otherwise the check doesn't always happen, making the quest impossible to start.
The party can speak to Silfy, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, Mol, for more information on the stolen goods. The party can also speak to Mattis about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to Doni and he disappears. With an insight check, the party notices that he entered into a secret hatch.
The hole to the secret lair is down a ladder behind Mattis (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is. It's also possible to use
orIf the party completes Mirkon, he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with Meli in and saving Arabella from the snake in can also put the party in Mol's good graces. If the party is neutral to her, she'll ask for a finder's fee to return some of the belongings.
and manages to saveQuest Rewards[edit | edit source]
- Pickpocket's Bag - if the stolen goods were returned.
Notes[edit | edit source]
- There is a glitch that can occur where the option to ask Mol for their belongings back never appears.
- Mattis can actually steal from the party more than once, if they return to buy from him before the quest has been resolved.