Ad placeholder

South Span Checkpoint

From bg3.wiki
Jump to navigation Jump to search
Rivington
Wyrm's Crossing
Western Beach South Span Checkpoint
Sword Coast Couriers
The South Span Checkpoint is a Location within Rivington in Act Three of Baldur's Gate 3. It serves as a intermediate checkpoint just before Wyrm's Crossing.

Overview[edit | edit source]

The guard towers at the checkpoint

If choosing to enter Wyrm's Crossing via the bridge checkpoint Edwynna Gauntlet Edwynna must be be spoken to. She demands 200 gold, then asks the party approach the nearby Steel Watcher Steel Watcher to be scanned. Allowing the scan results in the party being identified and confronted and grants the inspiration New Normal New Normal to party members with the Sage Sage background.

If Wulbren Bongle Wulbren Bongle and the other Clan Ironhand gnomes were saved in Moonrise Towers, then Nimble Nimble and possibly Laridda Laridda make an appearance, using a Flashblinder bomb to disable the guards, allowing the party to enter. Afterwards, the gnomes flee to Angleiron's Cellar, and the Steel Watcher's optical circuits are overloaded, preventing any future scans at this checkpoint.

If the gnomes were not saved, the party can accept an imprisonment in Wyrm's Rock Prison, or attack. However, if Karlach Karlach is present, the Steel Watcher recognizes the technology in her as that of a malfunctioning prototype Steel Watcher, directing her to report to the Steel Watch Foundry and allowing the party to bypass the checkpoint.

If trying to sneak past the checkpoint and caught, the party is imprisoned or forced to fight, although it is also possible to force the Steel Watcher to stand down with a successful illithid based DC 20 Wisdom check.

Falcäo Manip Falcäo can be found just inside the gate (he may have moved to chase Nimble) and can be spoken to to begin the quest Deal with the Gnomes Deal with the Gnomes.

Finally, the checkpoint can be bypassed by climbing the eastern side of Wyrm's Crossing or having a character invisible invisible as they walk through.[1] Once Wyrm's Crossing has been reached, the guards allow the party to pass freely.

Related locations[edit | edit source]

Related literature[edit | edit source]

Related quests[edit | edit source]

Characters[edit | edit source]

Notable loot[edit | edit source]

Notes[edit | edit source]

  1. Passing the checkpoint by use of invisibility invisibility is considered a trespassing crime, and causes the Fist guards to investigate.