Find Zorru
From where you rescued Lae'zel and from the little ravine where she was (going east takes you back to the ruins) go west and north at the broken wheel cart to reach a fork in the path. Go northeast all the way until you unlock the Silvanus' Grove waypoint.
Save your game here and go northwest now down the ravine and a scene will play out. Several NPCs are being chased and attacked by a group of Goblins and a Worg. It looks like an intimidating fight because there are many enemies, but the NPCs will help out, including the ones on top of the gate. Focus on the Worg and the goblin boss (Za'krug) since the NPCs will easily kill the weaker ones.
After the fight, make sure to loot the corpses, especially the boss Za'krug since you can get Gloves of Power off his body. If you finish the fight without anyone dying, Lae'zel will get an Inspiration Point.
Enter the settlement behind the gate: Emerald Grove. Approach the Tiefling Zevlor to the north for a scene. If everyone survived the goblin attack (namely Aradin), he will argue with Zevlor. You get a few checks, which increase if you pass an Insight check:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Strength | 16 | Punch Aradin | Veldor punches Aradin |
Strength | 17 | Punch Veldor | Veldor punches Aradin |
Intimidation | 10 | Calm the argument down | Aradin punches Veldor |
Persuasion | 15 | Calm the argument down | Aradin punches Veldor |
Both Shadowheart and Gale approve either Intimidation or Persuasion. Lae'zel approves punching Aradin or Zevlor. If you punched Zevlor, you get the Find the Nightsong quest from Aradin if you ask about the druid Halsin.
After the scene, talk to Zevlor alone (you do this right away if Aradin died). He tells you about the situation in the grove, asking you for help in talking to the acting leader: Kagha. Your goal is to ask for more time before you are kicked out. Agreeing to seeing her gets approval from Gale while Astarion disapproves. Shadowheart will approve a refusal.
Whatever you decide, you gain some new quests:
Before you proceed, to the south is a ladder leading to the top of the gate. Climb up, then go up the southeastern hill to find a Tiefling (Nadira) with an attacking Bugbear. Kill it before she dies and you can speak after the rescue.
During the talk, you can use a Deception check to get a Soul Coin from her.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Deception | 5 | Get the Soul Coin | Don't get the Soul Coin |
If you choose the first two options, you have more checks:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Persuasion | 5 | Get the Soul Coin | Don't get the Soul Coin |
Intimidation | 10 | Get the Soul Coin | Don't get the Soul Coin |
If you choose the third option, you get a check which Shadowheart approves:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Intimidation | 5 | Get the Soul Coin | Don't get the Soul Coin |
If you didn't save Nadira, you can get the Soul Coin from her corpse.
Return to where we talked to Zevlor and head north to The Hollow. The first NPC on your right, Arron, is probably the first merchant you've met. There are several here in the grove; use them to sell all your unnecessary items. The path splits going north and west. Go north to find three more Tieflings in a conversation.
Telling them to leave while they can will increase Shadowheart's approval but make the Tieflings leave. You can use a Persuasion check to convince them to stay.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Persuasion | 10 | The Tieflings stay | The Tieflings decide to leave |
Should you fail the Persuasion check, select the option about money to get the Tieflings to stay. If you are a Dragonborn, you get a special check that automatically works which Gale approves of. However, Rolan isn't supportive of the decision.
Go north of the Tieflings' initial position to see a group of NPCs training. You will find Wyll, who fought against the Goblins. Talk to him and he will join the party (or go to camp if the party's full). Speaking as a Dragonborn gives you a unique speech option. Lae'zel disapproves of bringing Wyll on board, while Gale approves.
After the talk with them, you can talk to Rolan who walks down a level to the northwest. Ask why he's eager to reach Baldur's Gate to learn about the great wizard Lorroakan. If you select the option "Good idea: powerful acquaintances never hurt" will increase Gale and Wyll's approval. There's a Baldurian check but it doesn't do much.
From here open your map and look north/northwest to find your quest marker. You will find Zorru, who Lae'zel is looking for. Put her in your party and speak to him to get information about the healer. He may move near a wooden house in the same area if you can't find him.
Find the Githyanki patrol
Tell Zorru to listen to Lae'zel both times. You can give Zorru a menacing glare if you are a Dragonborn for both actions. Lae'zel approves of both actions but Shadowheart doesn't. You learn of a githyanki patrol to the northwest. Head back to the Emerald Grove Environs Waypoint and make your way northwest. You will encounter a group with one man on the ground.
You will meet Bryanna and Andrick who are looking for survivors, though they were attacked by an owlbear. Saving Edowin is impossible despite your choices. Bryanna and Andrick will be hostile if:
- You mention you are not a True Soul
- You mention you are a survivor of the Nautiloid (ship)
Talk about fighting the owlbear to have the two get revenge, which Lae'zel approves of.
You can inspect Edowin's corpse for a scene. You get the Mind Flayer Parasite Specimen if you accept the tadpole. Otherwise, you have two checks:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Strength | 10 | You resist the call | You get the Mind Flayer Parasite Specimen |
Wisdom | 12 | You resist the call | You get the Mind Flayer Parasite Specimen |
Search Edowin's corpse again to get some regular items.
Chase the owlbear (optional)
Go past Edowin and you will see the path split to the left and right. Go right across the river, then left to reach the Owlbear Nest. Enter the cave and head down the path, eventually running into the Owlbear. You have three checks you can use:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Animal Handling | 15 | Learn the owlbear is protecting its young | Don't get any clues |
Survival | 15 | You don't fight the owlbear | You fight the owlbear |
Performance | 15 | You don't fight the owlbear | You fight the owlbear |
A successful Animal Handling check will give you the option to back away or fight if you move towards the cub.
If you successfully back away or puff your chest, Gale approves but Lae'zel disapproves. Lae'zel approves of your failure when you puff your chest. A successful Survival or Performance check makes the owlbear non-hostile unless you approach the Owlbear Egg near the tree. If you fight the owlbear after telling Bryanna and Andrick to avenge Edowin, they will assist you when you fight.
The owlbear is powerful and is usually assisted by an owlbear cub. Bryanna and Andrick can draw the attention of the owlbear and provide good support. Defeat the cub first, then focus your attention on the owlbear. Having a tank like Lae'zel in front will help protect your party. A constant ranged/magical assault should bring it down, especially if the owlbear is alone.
Talk to Bryanna and Andrick if you brought them along to either send them back to the Druid Camp or keep exploring.
Head northwest down to the cave's lower level to will see a Gilded Chest and some other magical items. You must lift the seal or be attuned to the religion of Selune. If you don't, you will take damage if you try to open the chest. That's all you can do and it's safe to leave the cave now.
Entering the Blighted Village
Go back to the path split and head right, going up the Cragged Rock. Head northwest and you will encounter a dog named Scratch patrolling a dead body. You can't reach the corpse without interacting with Scratch, and you have a few checks:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Animal Handling | 10 | Scratch calms down | Scratch remains hostile |
Perception | 10 | You learn Scratch's name | You don't learn Scratch's name |
Intimidation | 10 | Scratch calms down | Scratch remains hostile |
A successful check allows you to recruit Scratch to your camp, finishing by letting him sniff your hand. The Perception check has an additional step of calling Scratch's name, but the outcome is the same. You can always ignore Scratch or attack it. Whatever you choose, loot Gomwick's corpse before proceeding.
Continue west and then southwest, following the path until you reach a split going left and right. You will see a Boar corpse along the way, along with other fallen adventurers. You can loot the corpses, then head right across the bridge to find a cart with crates. Head left and stop as your Perception checks try to uncover a Goblin ambush in the Blighted Village.
You can try to sneak past the Goblins with the Hide command. If you get caught, you can use a few checks:
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Intimidation | 15 | You can pass through safely | The Goblins attack |
Persuasion | 15 | You can pass through safely | The Goblins attack |
Wisdom (Illithid) | 2 | You can pass through safely | The Goblins attack |
Gale approves of a peaceful resolution. If you fail, you must fight the Goblins on the rooftops. They have the high ground and have powerful attacks. There are ladders on the side of the houses which let you reach the Goblins. Don't fight them with ranged attacks on the ground as it puts you at a disadvantage. There are more Goblins around the village; don't let your guard down when you take out the first five.
However you resolve the situation, head further west and activate the Waypoint for the Blighted Village. If you head southwest of the Waypoint, you will find some Ogres named Fank, Chock, and Lump the Enlightened. You can fight them or tell them that you are the Absolute.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Deception | 10 | You don't have to fight | You fight the Ogres |
You can still attack the Ogres even if you resolve the situation peacefully. If you ask about their lack of brand, you can eventually try and recruit the Ogres to fight for you.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Deception | 10 | Ogres take the offer | Offer turned down |
Persuasion | 20 | Ogres take the offer | Offer turned down |
A successful check will give you Lump's War Horn, which allows you to call the Ogres whenever you like. Failure permanently locks the War Horn away; it's best to reload if you want it.
Head northwest to find some Goblins torturing a Gnome, which starts the Rescue the Gnome quest. Head south from the Blighted Village to find the Save Mayrina quest.
Head north of the Blighted Village and you will see a broken bridge. Use the Jump command (Z key) to get across.
Traveling along Risen Road
Head northwest of the broken bridge and follow the path. Along the way you will encounter Waukeen's Rest. You can take on the following quests there:
Continue southwest of Waukeen's Rest, activating the Waypoint along the way. You must see a Tiefling named Ellyka who you can talk to but nothing interesting happens. Walk the path around her and go through the gate to reach the bridge.
A scene will play and Lae'zel will temporarily leave your party. Head towards the githyanki that are now at the bridge for another scene. Lae'zel can talk to Kith'rak Voss or you can try talking on her behalf. Lae'zel and Karlach approve of letting Lae'zel talk.
The conversation eventually produces four options. You can let Lae'zel tell the truth, produce the artefact, or attack Voss. Either option leads to combat against powerful Level 5-6 enemies. Lae'zel will also disapprove of producing the artefact. There's also a Persuasion check you can pass to avoid combat.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Persuasion | 10 | You roll a Deception save | You fight the githyanki |
If you fail the following Deception save, you fight anyway. Passing the Deception save gets you Lae'zel's approval and you avoid combat. Either outcome leads to a Perception save that tells you about Kith'rak's destination.
It will be tough to win the fight since the githyanki will likely move first. Try to keep Baretha occupied with a tank while you fight Raiders Zastri and Chost. Turn your attention towards Baretha to win.
Regardless of the outcome, Lae'zel proposes heading to the creche anyway. Head west towards a stone bridge that wasn't damaged during the scene. You will go through the Mountain Pass to continue. If you aren't powerful enough, the game will give you a warning, telling you to resolve loose ends first.
Find the Githyanki Creche's entrance
Head to the Mountain Pass and make your way northeast. You will find a Cable Car Wheel which you can pull as a Strength check. You need to roll a 15 to pass but you get unlimited tries. Lae'zel has enough Strength to succeed easily.
Alternatively, there's a path to the left starting with a Cragged Rock. You will jump across gaps to traverse the path, but it's great for those who can't or don't use the cable car.
Either path will bring you close to the Rosymorn Monastery Waypoint as you head northeast. This also lets you fast travel to the Trielta Crags, making it easy to quickly explore more of the Mountain Pass.
Once you follow the marker to the monastery entrance, a scene will play. The entrance will be locked and you must find an alternate path. Head back to the Rosymorn Monastery Waypoint and look for vines you can climb. This leads to a path into the monastery, covered by a Barricade. Break it down with ranged attacks and jump inside.
There will be some Gremiskha enemies that you might see before you jump inside. Attack them from a distance if you can. Magic can trigger a random effect thanks to their magic allergy, but you should be safe from a distance.
After defeating the Gremishka, jump across (if you haven't already) and head northeast through the door. Break down the nearby barricade and go through. Look for some vines you can climb up to reach the roof of the monastery.
Head straight into the water and look to your left for some vines, letting you reach the northeast part of the roof. At the top is a Giant Eagle that tries to defend its nest. An Animal Handling check can defuse the situation.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Animal Handling | 18 | Eagle leaves you alone | Eagle attacks |
If you choose to fight or fail the check, there will be a Giant Eagle and an Ancient Giant Eagle. The Ancient Giant Eagle can use Gale to push your team off the ledge. Try to ensure you aren't facing an open ledge and position yourself to avoid getting pushed off. The Ancient Giant Eagle can also summon more Giant Eagles and you must pay attention to where they appear.
The Giant Eagles will mostly attack with their Talons as a melee attack while using Gale. They don't use it as often but it's still something to watch out for. After the battle, you can search the nest to get a Ceremonial Warhammer.
Climb back down and head east of the Barricade, going down the hallway. It leads to a room with a stained glass window on the floor. You can examine it and those with high Religion can learn more information. There is a glowing Ceremonial Longsword you can grab on one of the pedestals.
Head to the right of the hallway and jump across to the other side. Go southeast to find a door you can open. There's another door blocked by a Permanent Guardian of Faith; take the next door down. There is a Crumbling Wall you can break down, but be careful as that pits you against a Guardian of Faith.
The Guardian won't attack you unless you grab something beneath it like a Ceremonial Battleaxe. It's a powerful Level 7 opponent and you may want to skip it for now. It is capable of counterattacking melee attacks and can hit anyone in its range. Defeat it quickly or it will take someone out.
After the battle, leave the room and head southeast, jumping down the stairs. Head to the northwest part of the room and break down the Barricade. Follow the path and you will find yourself in a large room with the locked entrance door behind you. Head west to find some stairs going down into the Monastery Basement.
Find the Githyanki cure
You will enter the Crehe Y'llek and must go down the hallway guarded by sentries. If Lae'zel is in your party (as she would be for the quest), she can take command of the conversation. Lae'zel approves of you letting her talk while Shadowheart disapproves.
If you didn't bring Lae'zel, you can use an Intimidation or Persuasion check to make the sentries stand down.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Intimidation | 18 | No combat, told to seek the Inquisitor | Dragged into combat |
Persuasion | 18 | No combat, told to seek the Inquisitor | Dragged into combat |
If you mention you are infected with Lae'zel in your party, that also gets you through without conflict. Otherwise, you must make a Persuasion check to avoid conflict. It's an easier check than the first Persuasion option.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Persuasion | 14 | No combat, told to go to Infirmary | Dragged into combat |
You can also mention Captain Voss sent you about the artefact. Presenting it will allow you to pass but Shadowheart disapproves. You can use a Performance or Persuasion check to get by without showing the artefact, though you risk combat.
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Performance | 30 | No combat, told to seek the Inquisitor | Dragged into combat |
Persuasion | 18 | No combat, told to seek the Inquisitor | Dragged into combat |
Fighting the githyanki isn't too bad, but watch out for the sentry on the floor above you. They have the high ground and aren't easily accessible.
However you resolve the situation, go forward to the center of a four-way split. Head southwest to reach the Infirmary. Head west through the doors and speak to Ghustil Stornugoss.
If Lae'zel is in your party, you can let her speak on your behalf which gains her approval.
Follow Stornugoss up the stairs to the Zaith'isk statue, where she can cure you. Interact with the statue to gain Lae'zel's approval. You can make an Investigation check to learn more about the machine. You can go first or let Lae'zel do it. Letting Lae'zel go first gets her approval. If you insist on going first, Lae'zel will leave your party and you must fight her along with the doctor.
There are multiple opportunities to stop the device, but ultimately the procedure will fail. Encouraging Lae'zel the entire time will get you her approval with each encouragement. The quest will be complete once the procedure is over and Stornugoss leaves. You can use a Deception check to convince the doctor that it's gone,
Check Type | Difficulty To Clear | Success | Failure |
---|---|---|---|
Deception | 18 | The doctor believes you | The doctor doesn't believe you |
Passing the check also prevents the doctor from running off and summoning guards to fight you. Lae'zel also changes her mind about targeting the doctor.