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[[File:Help the Cursed Monk Quest.jpg|thumb|The cursed monk wishes to return to his granddaughter.]]


'''Help the Spirit of the Amulet is a''' [[quest]] attained in [[Act One]] of [[Baldur's Gate 3]]. It can be initiated by activating the [[Sentient Amulet]]. It cannot be completed until Act Three.


'''Help the Spirit of the Amulet''' is a [[quest]] attained in [[Act One]] of [[Baldur's Gate 3]]. It can be started in [[Grymforge]], by reading the [[Dark Justiciar's Journal]] or by picking up the [[Sentient Amulet]]. It cannot be completed until [[Act Three]] of the game.
{{SpoilerWarning}}
[[File:Help the Cursed Monk Quest.jpg|thumb|Monk's Manifestation]]
<br><br/>
== Objectives ==
== Objectives ==
''Objectives and journal entries may vary pending story decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Find the lost amulet.</div>
<div style="font-weight: bold; line-height: 1.6;">Find the lost amulet.</div>
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<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
* If the player character refuses to bear the monk's curse:
* If the player refuses to bear the monk's curse:
**The spirit possessed Shirra's body. We refused to take on his madness, putting a stop to him instead. His spirit will forever remain cursed.
**The spirit possessed Shirra's body. We refused to take on his madness, putting a stop to him instead. His spirit will forever remain cursed.
* If the player character agrees to bear the monk's curse:
* If the player agrees to bear the monk's curse:
**The spirit possessed Shirra's body. We agreed to take on the curse of his madness, allowing his spirit to pass on.
**The spirit possessed Shirra's body. We agreed to take on the curse of his madness, allowing his spirit to pass on.
*If the party leaves Act Two without the amulet:
**We no longer have the amulet.
</div></div>
</div></div>


== Walkthrough ==
== Walkthrough ==
=== Act One ===
=== The Adamantine Forge ===
==== The Grymforge ====
Within [[Grymforge]], the skeleton of a Dark Justiciar (X:-654, Y:424) contains a [[Dark Justiciar's Journal]]. Reading the journal, it mentions a cursed amulet that provided great power but also caused the wearer to laugh uncontrollably. The Justiciar threw the amulet into the lava, starting the quest to track it down. The cursed monk can be found possessing a sentient amulet within [[The Adamantine Forge (Location)|the Adamantine Forge]]. The amulet is inside a locked adamantine chest (DC 20) that is guarded by a [[Lava Elemental]].
Within [[Grymforge]], the party may find a skeleton of a Dark Justiciar ({{Coords|-654|424}}), which contains a [[Dark Justiciar's Journal]]. Journal's entry mentions a cursed amulet that provided great power but also caused the wearer to laugh uncontrollably. The Justiciar wrote that he threw the amulet into the lava. Reading the journal starts the quest to track the precious magical item down.


==== The Adamantine Forge ====
Once the amulet is picked up, they feel the urge to laugh, which needs to be resisted:
 
To find the amulet, the party must reach the forge itself. There, from the forge platform in its upper position, the party can jump to reach the side cave half-full of molten lava ({{Coords|-570|229}}). The lava here is unlike all other places where it is close: boiling and bursting, popping bubbles that leave Fire surface behind. A sequence of successful passive checks ({{Ability check|Nature|10}}, {{Ability check|Arcana|15}}) will allow to understand the reason of this phenomena: a [[Lava Elemental]] wandering around the cave.
 
The elemental itself is non-aggressive, it doesn't react to party's presence or any actions, but defeating it will make the way to the amulet much easer because the boiling and bursting, popping bubbles that leave Fire surface behind will stop after its death. However, fighting it might be troublesome, because it restores full health each turn while it is standing in lava. Spells like {{SAI|Bone Chill}} might be useful.
[[File:Chest Elemental.png|300px|thumb|right|Remains of a building with the chest]]
In the middle of the cave there is a rocky 'island', where a locked Adamantine chest stands. Inside the chest lies the [[Sentient Amulet]], along with small amount of gold, a random gem and two Uncommon elixirs (see below). The chest can be opened with the Adamantine Key found on a skeleton on the sides of the lava lake ({{Coords|-619|244}}) or can be picked ({{Ability check|Sleight of Hand|20}}).
 
If the party hasn't found the [[Dark Justiciar's Journal]] before, the quest is triggered by picking up the amulet.
 
Once the amulet is picked up, the party member will feel the urge to laugh, which needs to be resisted:
* Give in to the laughter.
* Give in to the laughter.
* Drop the amulet.
* Drop the amulet.
* [WISDOM] Fight the urge.
* [WISDOM] Fight the urge. (DC 10)
* [DWARF][WISDOM] Squash all cheer and summon memories of your ancestral enemy - the mind flayers.
* [DWARF][WISDOM] Squash all cheer and summon memories of your ancestral enemy - the mind flayers. (DC 10)
* [MONK][WISDOM] Quiet your mind. Let everything be still.
* [MONK][WISDOM] Quiet your mind. Let everything be still.
* [WARLOCK][WISDOM] Call on the power of your pact and resist the urge.
* [WARLOCK][WISDOM] Call on the power of your pact and resist the urge. (DC 10)
* [BARBARIAN][WISDOM] Kill the mirth. RESIST.
* [BARBARIAN][WISDOM] Kill the mirth. RESIST. (DC 10 with Advantage)
* [CLERIC/PALADIN OF (Evil Deity)] Grit your teeth. Summon your god's wrath.
* [CLERIC OF SHAR] Grit your teeth. Summon your god's wrath. (DC 10)
* [CLERIC/PALADIN OF (Good Deity)][WISDOM] Summon your light and devotion as you push back.
* [CLERIC OF LATHANDER][WISDOM] Summon your light and devotion as you push back. (DC 10)
* [SORCERER][WISDOM] Close your eyes and let your magic flow through you in all its wild and beautiful glory.
* [SORCERER][WISDOM] Close your eyes and let your magic flow through you in all its wild and beautiful glory (DC 10)
All these are {{Ability check|Wisdom|10}}s (though Barbarian characters will roll the dice with Advantage).


If the party manages to keep from laughing, the spirit of the amulet - the Monk's Manifestation - appears with a request. The Sharrans tortured him to death, and he laughed at their pathetic (but not quite futile) attempts to break his spirit. After passing over, manic laugh became his curse. He wants to become free, and to that end wants his granddaughter [[Shirra Clarwen]] to take the curse over from him.
If the party manages to avoid laughing, the spirit of the amulet appears with a request. The Sharrans cursed him with eternal madness, a laughing curse. He wants to bestow the curse onto his granddaughter, Shirra, who lives in [[Wyrm's Crossing]] at the [[Open Hand Temple]]. He promises blessings unto the party if they agree to undertake this journey.


The spirit tells the party that Shirra lives in [[Wyrm's Crossing]] and serves at the [[Open Hand Temple]] as a cleric of [[Ilmater]]. The monk promises to bestow blessings upon the party if they agree to undertake this journey.
=== The Open Hand Temple ===
[[File:Open Hand Hatch.jpg|thumb|Location of the crypt's hatch.]]
The Open Hand Temple (X:-19, Y:-5) where Shirra worships is in [[Rivington]], north of the [[Circus of the Last Days]].


However, should the player character choose to succumb to the urge bestowed by the amulet, it won't bring any negative consequences or effects, and the quest can still be continued.
Within the Open Hand Temple, Sister [[Yannis]] (X:-44, Y:-6) will be having a conversation with Investigator [[Valeria]]. They are discussing the recent murder of [[Father Lorgan]], which Valeria is investigating. Allow them to finish their conversation, then answer some questions regarding the investigation. After this, there is a chance to ask where Shirra can be found. Yannis explains that Shirra passed away last year and they buried her in the crypt under the temple.


The dialogue with the spirit contains several unnecessary Ability checks that may shed some light on the Monk's Manifestation story.
The crypt can be found via a hatch in the kitchen (X:-62, Y:3). Enter the double doors to the south, then enter the door to the west to find the resting place of Shirra Clarwen. Interact with the plaque on the sarcophagus in the southwestern area of the room, then open the lid of the sarcophagus. The monk's spirit automatically possesses the withered husk of Shirra's corpse and jumps out of the sarcophagus. Speak with him and he laments the death of his granddaughter, as she would have been willing to bear the curse on the wishes of her god, Ilmater. He asks who will bear the curse now, perhaps the party?
* {{Ability check|Investigation|10}} and subsequent {{Ability check|Religion|10}} will reveal that the monk worshipped [[Lathander]] - god of dawn and renewal.
* {{Ability check|Insight|10}} will tell that the spirit has no deliberate intent to harm its bearer.


If the party agrees to help the spirit, Monk's Manifestation says he shall travel with them and grant some help on their way.
[[File:Shirra Clarwen Sarcophagus.jpg|thumb|Shirra's tomb.]]
Sentient Amulet can be worn by any party member, providing them with the ability to cast {{SAI|Shatter}} once per Short Rest, [[Ki Restoration (Lesser)]] and an ability [[Talk to the Sentient Amulet]], which allows to reconsider the decision about helping the spirit at any time. Simply keeping the amulet in the inventory doesn't grant any of these.
From here, the party can decide to volunteer to bear the curse or reject his offer:
* If it will bring you peace, I will bear the madness.
* Gods, no. I don't want to inherit your curse.
* And what happens if I say yes?
* [ARCANA] Ponder what you know of the monk's affliction. What are the consequences of accepting it?


The quest cannot be ultimately resolved until the beginning of the [[Act Three]] of the game.
If the party choose to bear the curse, there are three options to avoid negative consequences - a wisdom check, a constitution check, or an Illithid wisdom check.


=== Act Three ===
* [WISDOM] Call on your wits and shield your mind's most vulnerable reaches. (DC 15)
==== The Open Hand Temple ====
* [CONSTITUTION] Steel yourself and guide the sensations elsewhere. (DC 15)
* [ILLITHID][WISDOM] Call on the parasite to absorb the strike. (DC 2)
* Accept the inevtiable. Allow your wisdom to drain.
* Enough! I want no part of this!


The [[Open Hand Temple]] where Shirra Clarwen worships is in [[Rivington]] ({{Coords|-19|-5}}), north of the [[Circus of the Last Days]].
The player must succeed in these checks twice, it is possible to select the same check twice (except the Illithid one). Each failed check results in a permanent loss of 1 Wisdom.


Within the Open Hand Temple, the party will find its second-in-charge cleric [[Sister Yannis]] ({{Coords|-44|-6}}) having an argument with Investigator [[Valeria]]. They are discussing the recent murder of [[Father Lorgan]], which Valeria is charged with. After they finish their conversation, Valeria leaves, and the party can speak to Yannis about the murder. Through the dialogue, there is an option to ask the Ilmaterian where to find Shirra Clarwen. Yannis explains that Shirra passed away last year and was buried in the temple crypt.
If the party refuses to bear the curse, or stops partway through absorbing the curse, the monk becomes hostile. He raises the three other corpses in the crypt to attack the party and must be slain.


==== The Crypt ====
[[File:Shirras Tomb.png|300px|thumb|right|Shirra Clarwen's tomb.]]
The crypt can be reached through the hatch in the kitchen ({{Coords|-62|:3}}). Enter the prayer hall to the south, then take the door to the west to find the passed clerics' resting place. Shirra Clarwen is buried in the sarcophagus in the far-left corner of the room (the one bathed in sunlight). To 'find' her, first read the plaque, then open the lid of the sarcophagus.
After that, the conversation starts automatically. To trigger the cutscene, the party doesn't even need to have the [[Sentient Amulet]] itself present in the inventory, let alone wear it. Monk's Manifestation will possess the withered husk of Shirra's corpse. He laments the death of his granddaughter, as she would have been willing to bear the curse on the wishes of her god, Ilmater. As it is, the spirit needs now another volunteer to get rid of the curse.
At that point of the quest the party can decide whether to agree to bear the curse or reject the offer. Also, one of the side options here is to try and guess the truth about the spirit's affliction through {{Ability check|Arcana|15}}. If successful, it will be revealed that the curse nature is actually tantamount to {{SAI|Tasha's Hideous Laughter}} spell.
==== Dealing with the curse ====
If the party choose to bear the curse, there are three options to avoid negative consequences - {{Ability check|Wisdom|15}}, {{Ability check|Constitution|15}} or {{Ability check|Wisdom|2}} (Illithid). The party must succeed in these checks twice (with same DC). It is possible to select the same check twice (except the Illithid one). Each failed check or choosing to succumb to the spell results in a permanent loss of 1 [[Wisdom]] point.
If the curse has been removed, the party member that endured it (no matter of the Wisdom loss) will gain the ability to cast {{SAI|Tasha's Hideous Laughter}} once per Long Rest.
If the party refuses to bear the curse, or stops partway through absorbing it, the monk becomes hostile. He raises the three other corpses in the crypt (all four will have Lvl. 9 Zombie stats and feats) to attack the party and must be defeated.


== Rewards ==
== Rewards ==
The quest rewards experience several times while progressing the quest, for a total of 200 xp:
* {{SAI|Tasha's Hideous Laughter}} as an action once per long rest (if the player agrees to bear the monk's curse)
* Finding the lost amulet: 80 xp
**Agreeing to bear the monk's curse will present the player with two [[Saving Throw|Saving Throws]] (see above). Each failure will subtract 1 point of [[Wisdom]] from your character permanently.
* {{SAI|Tasha's Hideous Laughter}} as an action once per Long Rest (if a party member agrees to bear the monk's curse)
**This path also removes any magical effects from the {{RarityItem|Sentient Amulet}} in the player's inventory.
* This path removes any magical effects from the {{MdRarityItem|Sentient Amulet}}.
*{{RarityItem|Sentient Amulet (Very Rare)}} a version of the amulet that does not require you to make [[Wisdom]] [[Saving Throw|Saving Throws]] after using its powers (if the player refuses to bear the monk's curse and fights him)
* {{MdRarityItem|Sentient Amulet (Very Rare)}} a version of the amulet that does not require making [[Wisdom]] [[Saving Throw|Saving Throws]] after using its powers (if the party refused to bear the monk's curse and fights him).
*200 XP


== Companion approval ==
== Companion approval ==
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** Withstand the monk's madness and earn Tasha's Hideous Laughter {{Approval|Astarion|+3}} {{Approval|Gale|+3}} {{Approval|Halsin|+3}} {{Approval|Lae'zel|+3}} {{Approval|Karlach|+3}} {{Approval|Jaheira|+3}} {{Approval|Minsc|+3}} {{Approval|Minthara|+3}} {{Approval|Shadowheart|+3}} {{Approval|Wyll|+3}}
** Withstand the monk's madness and earn Tasha's Hideous Laughter {{Approval|Astarion|+3}} {{Approval|Gale|+3}} {{Approval|Halsin|+3}} {{Approval|Lae'zel|+3}} {{Approval|Karlach|+3}} {{Approval|Jaheira|+3}} {{Approval|Minsc|+3}} {{Approval|Minthara|+3}} {{Approval|Shadowheart|+3}} {{Approval|Wyll|+3}}
* Refuse to inherit the curse {{Approval|Gale|+1}} {{Approval|Lae'zel|+1}} {{Approval|Minthara|+1}} {{Approval|Shadowheart|+1}}
* Refuse to inherit the curse {{Approval|Gale|+1}} {{Approval|Lae'zel|+1}} {{Approval|Minthara|+1}} {{Approval|Shadowheart|+1}}
== Quotes ==
{{Q|I am sunlight on water, dew on grass|Monk's Manifestation}}


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{{NavQuests}}
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[[Category:Baldur's Gate Quests]]
[[Category:Baldur's Gate Quests]]
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