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Ravaged Beach

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Wilderness
Emerald Grove
Ravaged Beach Dank Crypt
The Ravaged Beach is a Location within the Wilderness in Act One of Baldur's Gate 3. This is the location the player character finds themselves immediately after the events of the Prologue.


You're alive. I'm alive. How is this possible...?
Shadowheart, after coming to her senses on the beach

Overview[edit | edit source]

The crash site at the Ravaged Beach, as seen from the top of the Overgrown Ruins

The Ravaged Beach is the starting point of Act One, where the player character wakes up after the Nautiloid crashes down. It is located on the bank of the River Chionthar; the area is dominated by bulky wreckage from the crash. The crashed ship is stretched from northwest to northeast; its giant tentacles are still pulsing, and the sand and rocks around littered with tissue splashes and hull shards.

Corpses of mangled fishers, Intellect Devourer intellect devourers and less fortunate abductees from the craft also dot the area. Several fishing docks line the coast, but they as well as the fishing boats which used them are destroyed. To the east is an ancient door leading to the Dank Crypt. To the North is the Roadside Cliffs area (see below), which eventually leads to the Emerald Grove.

Astarion Astarion, Gale Gale, Lae'zel Lae'zel and Shadowheart Shadowheart can be recruited to the party in various places at this region.

Southern and eastern beach[edit | edit source]

The player character begins Act One on the beach, on a bank of a wide river,approximately at X: 262 Y: 208.[1]

If saved from her pod on the Nautiloid, then Shadowheart Shadowheart lies unconscious on the beach at X: 273 Y: 223, her hand clenching the Mysterious Artefact. The player character can try and reach for the artefact, or wake her up. If not saved from the pod, Shadowheart can be found attempting to open an ancient door next to the Overgrown Ruins waypoint. Either way, in the dialogue with Shadowheart the player character can immediately recruit her to the party, adding the quest Daughter of Darkness Daughter of Darkness to the journal.

The locked ancient door leads into the Dank Crypt, which can be accessed by passing a DC 20 Sleight of Hand check or by entering through the Overgrown Ruins (see below). Several corpses are also scattered along the eastern beach, which can be spoken to with Speak with Dead Speak with Dead.

If Lae'zel Lae'zel died on the Nautiloid, her corpse can be found on the Ravaged Beach; she can then be revived and recruited.

On a stone arch overlooking the ancient door is a cartilaginous chest at X: 272 Y: 277. The chest can be accessed by jumping down from the cliffs near X: 255 Y: 300 or by climbing up at X: 260 Y: 285. It contains a Caustic Bulb, an Elixir of Fire Resistance, and a random common ring.

Nautiloid Wreck[edit | edit source]

The Nautiloid Wreck contains several injured enemies. The southern section is guarded by three Intellect Devourer intellect devourers at X: 230 Y: 274.[2] The Intellect devourers become hostile to the party on sight. However, it is possible to avoid the fight by climbing up the cliff at X: 260 Y: 285 close to the point where Gale Gale awaits to be tagged out from an unstable waypoint sigil. Thus, it is possible to recruit more companions and fight the creatures more effectively.

At X: 180 Y: 320 a Mind flayer (nautiloid wreck) dying mind flayer has been crushed by debris. Approaching closely results in it trying to exert telepathic control over the interacting party member to sustain itself with their brain. Failing to resist it, or submitting to its will, causes the immediate death of the interacting party member. It then recovers hit points, becoming a "weakened mind flayer", and grows hostile to any remaining party members. Killing the mind flayer earns the To Sleep, Perchance To Dream Tentacled Dreams To Sleep, Perchance To Dream Tentacled Dreams inspiration for the characters with Haunted One Haunted One background.

After exploring the shipwreck, there are several options to proceed: to the west to another piece of the rivershore, to the east to the Roadside Cliffs area and waypoint, and to the northeast, near the Emerald Grove environs.

Western Beach[edit | edit source]

The Western Beach is higher and much more rocky than the southern, though it has a path leading to the wooden dock. One of the crates near the dock contains a set of Thieves' Tools, which can immediately be tested on a locked wooden trunk nearby with a DC 5 Sleight of Hand check; the chest contains a Leather Helmet and some gold.

Upon venturing up the slope from the dock, the party can hear Astarion Astarion's cries for help. He is standing near a broken Mind Flayer Pod at X: 170 Y: 288, and a dialogue with him is triggered upon approaching. Regardless of their choices, the party can quickly find out that Astarion does not want help, but information. At this point, it is possible to recruit him to the party, adding the quest The Pale Elf The Pale Elf to the journal.

After speaking with Astarion (regardless of the result), the party can interact with a nearby Scared Boar Scared Boar.

Under the high side of the beach, is a hidden Harper cache. The cache can be retrieved by jumping down the ledges near the water at X: 168 Y: 263. Passing a DC 10 Nature check near the cache reveals deep grooves around a scuffed rock at X: 143 Y: 281, indicating it was previously moved. A character with sufficient Strength can move the rock to reveal a chest with two Potions of Speed, a Ruby, and also a Harper's Map and Harper's Notebook. Upon reading, the former adds a map marker for a hidden treasure at Harpers' outpost (see below).

Roadside Cliffs[edit | edit source]

The Roadside Cliffs sprawl to the north of the Nautiloid Wreck and to the south of the Emerald Grove. This area is littered with broken goblin traps, suggesting the presence of a nearby camp. Also, three goblin corpses lie near the breach of the Nautiloid hull at X: 205 Y: 330; if Shadowheart is recruited, she suggests looting them for anything useful.

The waypoint sigil at X: 222 Y: 326 initially looks unstable, on which any party member comments. Interacting with the waypoint reveals Gale Gale, who needs a hand after his arcane escape from the falling Nautiloid went awry. The interaction requires several ability checks of various DC. If passing the checks, Gale is extracted from the sigil and can be recruited to the party, adding the quest The Wizard of Waterdeep The Wizard of Waterdeep to the journal. If failing all rolls, Gale remains inside the sigil and eventually dies.[3]

The Dark Urge Dark Urge has a unique interaction with Gale's hand protruding from the sigil. If fantasizing about hacking off his hand, the Dark Urge actually does so, killing Gale and permanently preventing his recruitment as a companion.[4] Giving in to or resisting the urge grants respectively either Indulge Thine Appetites Indulge Thine Appetites or Subdue Thine Appetites Subdue Thine Appetites to the Dark Urge. Chopping off Gale's hand as the Dark Urge Dark Urge is considered an oathbreaking action for Paladins of any Oath subclass Paladins of any Oath subclass.

Once Gale's fate is resolved in whatever way, the Ancient sigil stabilizes and becomes a regular waypoint which can be used to navigate the region.

Walking deeper West and up the cliffs, the party can encounter two Tiefling Tiefling scouts, Damays Damays and Nymessa Nymessa at X: 242 Y: 370. They have found Lae'zel Lae'zel, who stumbled into one of the few still operational goblin traps, and are arguing on what to do next. Upon approaching, a dialogue with Lae'zel and the tieflings is triggered. Unless the player character is a Drow Drow, Duergar Duergar or Githyanki Githyanki themselves, the conversation may run peacefully, and the tieflings can be convinced to leave. After that, Lae'zel can be freed by destroying her cage and, possibly, recruited to the party, adding the quest The Githyanki Warrior The Githyanki Warrior to the journal.

Attacking Damays and Nymessa, even if using the respective dialogue option, is considered an oathbreaking action for Paladins of any Oath subclass Paladins of any Oath subclass.

The path where the encounter with the tiefling occurs stretches along the nautiloid wreckage, leading to the Overgrown Ruins to the South and to the Emerald Grove environs to the North.

Overgrown Ruins[edit | edit source]

The Overgrown Ruins is an ancient crumbling temple-like building in the south-eastern section of the region, to various entrances of which eventually come all paths of the Roadside Cliffs and the southern part of the River Chionthar beach.

The ancient door at X: 285 Y: 305 is locked and requires DC 20 Sleight of Hand check to lockpick. It leads into the room with the trapped sarcophagus of the Dank Crypt.

Paths crossing the Roadside Cliffs lead to another part of the ruins, the Chapel Entrance. A gang of looters led by Gimblebock Gimblebock are trying to explore the ruins as the party approaches. If coming close to them without any means of stealth, the dialogue with Gimblebock is triggered, and he tries to chase the party away, mistaking them for rival plunderers. The looters can be fought or convinced to leave. Otherwise, the party may simply use stealth to walk around the bandits and then use the hatch at X: 318 Y: 364 to descend right into the Dank Crypt; the hatch is locked and requires DC 20 Sleight of Hand check to lockpick. A Potion of Healing can be taken from a skeleton nearby.

Two buried chests can be found around the Chapel Entrance at X: 289 Y: 310 and X: 303 Y: 337. It is possible to dig up and loot both without drawing the looters' attention.

Emerald Grove environs[edit | edit source]

When the party approach the Emerald Grove, Aradin Beno Aradin and two of his fellows are fleeing from a pack of goblins led by goblin boss Za'krug Za'krug, attempting to enter the Grove before being caught up to. Combat starts, and Wyll Wyll and Zevlor Zevlor help the party and Aradin's group against the goblins. If all allied defenders survive the following battle, the No One Left Behind No One Left Behind inspiration is granted to characters with Soldier Soldier background. After the battle, the party can enter the Emerald Grove.

A buried chest can be found at X: 202 Y: 386, along with a shovel which can be used to unearth hidden loot.

Harper outpost[edit | edit source]

The Harper outpost is located at the westmost part of the Roadside Cliffs, near the path that leads from the Emerald Grove entrance to the Forest. To reach it, the party must jump on a steep rock, climb up the cragged rock, and then a wooden ladder. The outpost features a campfire, a wooden watchtower and several wooden barrels. A heavy chest under the watchtower, which is marked as a stash after reading the Harper's Map, contains random alchemical ingredients. One of the barrels contains several random potions. Next to the campfire a Silver Pendant can be looted from a skeleton. Passing a DC 12 History check allows the character who recovers it to recognize the Harpers' sigil on the trinket.

The Harper outpost is one of the possible locations where Raphael Raphael may be encountered for the first time in the walkthrough.

A small spider-filled crevice is at X: 160 Y: 373, requiring a DC 10 Perception check to notice. Interacting with the crevice triggers a cutscene, where the player character sees a pouch with coins inside swarmed with spiders.

Initial options:

  • [DRUID] Watch the spiders, and remain ready to strike.
  • [RANGER] Attune yourself to the spiders' natural rhythm.
  • [NATURE] Survey the spiders. (DC 10)

On attempting to calm the spiders:

  • [ANIMAL HANDLING] Speak softly to the spiders in hopes of calming them. (DC 15)
  • [DRUID] [RANGER] [ANIMAL HANDLING] Speak softly to the spiders in hopes of calming them. (DC 10)
  • [BARD] Soothe the spiders with a calming lullaby.
  • [SLEIGHT OF HAND] Dart your hand in, hoping to snatch the bag. (DC 15)
  • [ROGUE] [SLEIGHT OF HAND] Dart your hand in, hoping to snatch the bag. (DC 15)

If the first attempt to grab the pouch fails, the interacting party member in question is bitten by spiders, receiving 1d4-1PiercingPiercing and 2d4PoisonPoison damage, where a a DC 10  Constitution saving throw can be made against the attack.

If bitten, the party member can try again:

  • [DRUID] [RANGER] Speak softly to the spiders in hopes of calming them.
  • [ANIMAL HANDLING] Speak softly to the spiders in hopes of calming them. (DC 15)
  • [ROGUE] [SLEIGHT OF HAND] Dart your hand in once more, hoping to snatch the bag. (DC 10)
  • [SLEIGHT OF HAND] Dart your hand in once more, hoping to snatch the bag. (DC 15)

The pouch contains Spider Egg Sac and some gold. If a party member interacts with the crevice once the bag is taken, they can try to crush the spiders. This causes a pack of four Crag Spider Aggressive Crag Spiders to appear and attack the party.

Securing the pouch earns the Sticky Fingers Sticky Fingers inspiration for the characters with Outlander Outlander background.

Waypoints[edit | edit source]

This location contains the following Waypoints Waypoints:

  • caption = Emerald Grove Environs Emerald Grove Environs X: 246 Y: 424
  • caption = Overgrown Ruins Overgrown Ruins X: 276 Y: 298
  • caption = Roadside Cliffs Roadside Cliffs X: 222 Y: 326

Related locations[edit | edit source]

Characters[edit | edit source]

Available to Speak with Dead[edit | edit source]

  • Ellie Ellie (Dead Fisher) - south of the Overgrown Ruins waypoint X: 284 Y: 281
  • Francis Francis (Abducted Nobleman) - near the Intellect Devourers X: 230 Y: 271
  • Marcus (dead fisher) Marcus (Dead Fisher) - north of the where the player character wakes up X: 296 Y: 253

Notable loot[edit | edit source]

  • Random loot from a cartilaginous chest X: 234 Y: 261
  • Random loot from dead mind flayers X: 180 Y: 320/X: 210 Y: 300/X: 215 Y: 275/X: 230 Y: 260

Hidden Treasure[edit | edit source]

  • Buried chest at X: 202 Y: 386
  • Buried chest at X: 289 Y: 310
  • Buried chest at X: 303 Y: 337

Alchemical ingredients[edit | edit source]

Ravaged Beach allows the player character to gather several common alchemical ingredients that allow to uncover a small set of the easiest recipes:

Literature[edit | edit source]

Related quests[edit | edit source]

Notes[edit | edit source]

  1. Of all possible origins only Wyll Wyll immediately recognizes his whereabouts. All others, including Tav, just mention that a source of fresh water implies a settlement existing nearby.
  2. If Shadowheart is not saved on the Nautiloid or is chosen as Origin, then there are only two of them.
  3. By default, the dialogue starts with the party leader. If they failed the rolls, any other member of the party may try in turn, too.[Needs Verification]
  4. In this case, Gale's Severed Hand is left in the Dark Urge's inventory, and can possibly be used later in Act Three.