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Travel through the Mountain Pass

Travel through the Mountain Pass is a sub-quest of in Act One of Baldur's Gate 3. It can be acquired after speaking to either Halsin or Minthara after resolving by siding with either the tieflings or the goblins.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
It is not necessary to choose between exploring the Underdark and the Mountain Pass. Both can be visited before going to the Shadow-Cursed Lands.
If meeting with Halsin as part of Absolute cult's activities and knows that they are sending people en-masse to Moonrise Towers. He suggests that the party head there to seek answers. During , if the Druid Grove was protected, Halsin speaks with the party after the night of celebration. He explains that there are two paths to Moonrise Towers - one through the Underdark and one overland through the Rosymorn Monastery Trail. The area around Moonrise Towers is known as the Shadow-Cursed Lands, and is suffering under a dangerous curse which can drive people mad. Halsin recommends the Underdark route, as it means travelling over less of the areas infected by the shadow curse.
and , he explains that he cannot heal the party, but has been studying theIf the party side with Minthara, she tells them only about the Rosymorn Monastery Trail, providing a Spider's Lyre so the party can summon one of her minions to cross the Shadow-Cursed Lands overland. She states that the party must go to Moonrise Towers to find their pace in the Absolute's Grand Design. However, the party is still free to go to the Underdark instead.
Entering the Mountain Pass[edit | edit source]
There are several ways to enter the Rosymorn Monastery Trail. Only one of these paths needs to be pursued to enter the Pass.
The Goblin Camp[edit | edit source]
From the front gate of the camp, where Sentinel Olak and his worgs are, the party must move west to where Warlock Tud, Devout Wasp, and Sharp-Eye Sluck are drinking. If they continue moving west the party can find the entrance to the Rosymorn Monastery Trail at X: -160 Y: 332.
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the party can use to approach these, including but not limited to:
- Carrying out a frontal attack
- This approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.
- Using a mixture of diplomacy checks, such as Intimidation and Deception
- Alternatively, a player character can brute force through all diplomacy checks by utilizing .
- Drow, or characters disguised as one via the spell, also have special dialogue options which assist in bypassing diplomacy checks.
- Avoiding the check-points through Stealth or finding an alternative path (i.e. approaching the camp from the North-West)
- Approaching from the North-Western path requires the party find methods to deal with a sleeping Bugbear (who can be woken if the jumping character lands near him). A spell can effectively cover this.
- Saving Sazza in and allowing her to smooth the way through
The Risen Road[edit | edit source]
The path to the Rosymorn Monastery Trail is west of the Risen Road. If choosing this route, the party must face a githyanki patrol at X: -101 Y: 555 led by Kith'rak Voss, as part of .

Upon approaching the patrol, the githyanki are arguing with a group of Flaming Fists. Suddenly, a red dragon comes down from the sky and sets the fists aflame. If Lae'zel is in the party, she notes that the crèche must be near and goes to meet with the patrol. If going with her a conversation is triggered with the dragon's rider, Kith'rak Voss. A more detailed overview of the conversations follows below:
Lae'zel Speaks with Voss[edit | edit source]
If Lae'zel is in the party, the encounter becomes much simpler.
- Nod to Lae'zel. Go ahead.
- I will be speaking on her behalf, gith.
Choosing the first option allows Lae'zel to speak, and Voss reveals the search for a githyanki artefact. He asks if Lae'zel has seen anything like that.
- Mouth a silent command to Lae'zel: 'truth'.
- [PERSUASION] Mouth a silent command to Lae'zel: 'play along'. (DC 10)
- Produce the odd artefact. You're looking for this, I take it?
- I have my own mandate. Time to die, gith.
If anything but the second option is chosen, the githyanki become hostile. Otherwise, he commands Lae'zel to go to the crèche and aid the search for the artefact.
Origin Character Speaks with Voss[edit | edit source]
If Lae'zel is not in the party, Voss asks why he should not run them through.
- [SLEIGHT OF HAND] Silently hold his stare and discreetly prepare to attack. (DC 15)
- [INSIGHT] You would've done so already if you didn't want something from me first. (DC 10)
- [INTIMIDATION] I just want passage - if I have to go through you, so be it. (DC 15)
- [PERSUASION] I don't know you. I pose no threat. (DC 15)
Succeeding in any of the checks and Voss remains neutral.
- I'll help if I can.
- You'll need to start from the beginning - what is this weapon you're after?
- Produce the artefact. Ask if this is what he seeks.
- I might know something. But it'll cost you.
- Say nothing.
Whatever the party say, unless the party produce the artefact, Voss tells them to be silent, while doing rapid hand gestures:
- Do nothing.
- [ARCANA] Silently interpret the meaning of the gestures. (DC 10)
Succeeding this check and choosing to resist the probing through passing Wisdom check causes Voss to get frustrated at the uselessness of their thoughts. Otherwise, he learns that they have a mind flayer tadpole and the githyanki become hostile.
DC 10- [PERSUASION] I could help if you let me live - search for this weapon perhaps. (DC 15)
- [PERSUASION] You ought to just leave. You've no right to decide my fate. (DC 15)
- [INTIMIDATION] Why are you hesitating, then? Try it, I dare you. (DC 15)
- [ROGUE] A corpse is useless. But a living informant might unearth something.
- [DETECT THOUGHTS] Read his thoughts.
- Don't be too hasty. I could prove very useful.
Passing of any of these checks avoids conflict with Voss. He tells them to go to the crèche - ahead, at the Rosymorn Monastery Trail. Otherwise, if Voss become suspicious that the party is infected with tadpoles or carries the artefact, he flies off on his dragon and orders the githyanki soldiers to kill the party. Sarth Baretha, Raider Chost, Raider Zastri, and Gish For'reth then attack.
At the Mountain Pass[edit | edit source]

Once the Rosymorn Monastery Trail has been entered, the party must continue north along the road until there is a fork in the road by the Trielta Crags Waypoint where the party must venture on the westward fork. The party members are attacked by two Death Shepherds, a Ghast and four Ghouls. After the attack, they must continue moving west, and then south, to reach the entrance to the Shadow-Cursed Lands at X: -143 Y: -129.
There are several additional quests in the Rosymorn Monastery Trail, including a story-relevant quest - Lady Esther near the Trielta Crags Waypoint who provides the quest and a quest found in Rosymorn Monastery called . However, completing these quests is not necessary to proceed to the Shadow-Cursed Lands.
and Lae'zel's companion quest . There is also a trader namedConsequences[edit | edit source]
Once the party enters the Mountain Pass for the first time, many quests automatically resolve, notably Act One and starts Act Two. As such, entering the path to the Shadow-Cursed Lands results in several quests automatically updating or even failing. Before proceeding forward, it is recommended to progress all desired quests.
. Additionally, entering the Shadow-Cursed Lands is considered the "point of no return" forFor more details, see Time sensitive activities.
Notes[edit | edit source]
- Both the Rosymorn Monastery Trail and the Underdark have unique quests and loot. For the most complete playthrough, it is recommended to explore all of the Rosymorn Monastery Trail, Underdark, and Grymforge before venturing to the Shadow-Cursed Lands.