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Find the Blood of Lathander
Find the Blood of Lathander is a quest in Act One of Baldur's Gate 3. It can be started at the Rosymorn Monastery.
Objectives
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough
Accessing the monastery
The Rosymorn Monastery is accessed from the Mountain Pass. Find the Cable Car Wheel X: -47 Y: -74 and succeed in a Strength check (DC 15) to summon the cable car. Climb on the cable car and use the wheel to move towards the Monastery. Follow the path east until a cutscene triggers where a group of githyanki warriors shoot down some cultists. Unfortunately, the Rosymorn Monastery Doors are locked and magically enchanted, but there are broken windows that can be climbed through (X:64, Y:31) just west of the doors. Once inside, a number of drunk Kobolds must be dealt with to continue - one holds an item that starts this quest.
The Dawnmaster's Crest
One way to acquire the Blood of Lathander is to acquire the Dawnmaster's Crest. To do this, the party can acquire three weapons: a mace, a warhammer, and a battleaxe. The party can find ceremonial versions of all three items, but also simply use generic versions of the weapons (i.e. a Battleaxe). Completing the puzzle bestows the beneficial effect Morninglord's Radiance on all members the party. Alternatively, passing a passive DC 10 Perception check reveals the hidden chamber containing the crest, and a DC 30 Sleight of Hand check can unlock it, bypassing the puzzle and the beneficial effect Morninglord's Radiance entirely.
Ceremonial Mace
The Ceremonial Mace is held by a Kobold Looter on the ground floor X: 40 Y: 28. Loot the mace from its body. An alternative Mace can be found to the southeast on the upper floor, by accessing the gravesite of Dawnmaster Stockhold X: 127 Y: -5.
Ceremonial Battleaxe
From the Kobold room, move north to the giant crack in the wall. From here, jump up the rocks to get higher up on the Monastery. Once atop of the rocks, jump across to the Monastery's roof. Move south-east to find an enchanted door X: 95 Y: 46. The door can be lockpicked (DC 15) and the barricades jumped over. Otherwise, the wall to the south can be destroyed with force or bludgeoning damage X: 106 Y: 38. Once inside, there is a Guardian of Faith. On the ground below it is the Ceremonial Battleaxe. Picking it up causes the Guardian to attack.
Ceremonial Warhammer
The Ceremonial Warhammer is on the topmost floor of the Monastery, in the centre of a Giant Eagle's nest. There are two sets of Knotted Roots that can be climbed - one to the north X: 54 Y: 55 and one to the west X: 89 Y: 41.
Once the party arrives on the roof, an eagle warns them off, requiring either a DC 18 Animal Handling check or a Persuasion check (with Speak with Animals active). If the party succeeds, the Ancient Giant Eagle and Giant Eagle remain neutral, although they attack if the party moves too close to the nest. With the help of Fog Cloud or Darkness and Invisibility, the party can sneak and grab the warhammer while the eagles are unaware. Alternatively, the party can kill the giant eagles and pick up the warhammer after they are dead.
Placing the weapons
On the same floor as the Guardian of Faith, there is a room with a giant stained-glass window X: 74 Y: 68. Examining the window indicates which Dawnmaster uses what weapon, although one of the panels is too shattered to read.
An optional hint is available down the hall; northeast, there are a set of two doors X: 54 Y: 41 where crying can be heard. Opening the door, nine gremishka attack. Once they are defeated, move to the southwest corner of the room. Lockpick the gated area to find a book The Parables of Dawnmaster Vaseid on Dawnmaster Vaseid, wielding a battleaxe.
There are four stone tables with plaques that list the names of Dawnmasters. One of them is already complete, with a Ceremonial Longsword. Drag the weapons to the correct tables:
Dawnmaster Seed | Warhammer |
Dawnmaster Stockhold | Mace |
Dawnmaster Vaseid | Battleaxe |
Once the weapons are placed on the correct table, a secret section of the wall opens up with a pouch that contains the Dawnmaster's Crest and Note to the Next Dawnmaster. Completing the puzzle bestows the beneficial effect Morninglord's Radiance upon all members the party.
Placing the weapons on the correct tables grants 35 experience. Reading the note progresses the quest and grants 30 experience.
The Githyanki Crèche
From the stained glass room, move South up the hall, then jump across the gap to the East, where the enchanted door was. Move South, then East to find a set of crumbling stairs. Jump past the gaps to follow the stairs down. Once down the stairs, move north to a barricade on the west wall. Destroy it and walk through. Move north through the oak door, then keep moving west past the statue of Lathander. (Note: There is a lever on the wall X: 78 Y: 49 that opens the monastery doors, which can make re-entering the monastery easier). Reading the plaque Holy Blood of Lathander under the statue progresses the quest and grants 30 xp.
After moving west, follow the stairs to north to reach the Monastery Basement X: 74 Y: 80 where Crèche Y'llek resides. The githyanki are suspicious to outsiders - Lae'zel can smooth the way without any checks if she's in the party, or the party can gain access by persuading, intimidating, or deceiving the guards.
Enter the Captain's Chambers, where the Kith'rak of the creche is arguing with an Inquisitor. The way forward is blocked by a shield generated by the Githyanki Barrier Disruptor X: 1390 Y: -757. A Gith Shard is needed to open the way, which is on the person of Kith'rak Therezzyn. Steal it, or fight the Kith'rak to gain the shard. Inquisitor Ch'r'ai recognises the party and tells them to enter, opening the way.
WARNING: Speaking to the Inquisitor makes the entire crèche hostile, and Steal a Githyanki Egg will be unable to be completed peacefully.
Move into the Inquisitor's Chambers, where the Inquisitor, Ch'r'ai W'wargaz is waiting to speak to the party. For this quest, it is possible to ignore him to avoid making the crèche hostile and move straight to the western hallway X: 1330 Y: -660. Two statues here must be rotated - the south one requires a passive DC 25 Athletics check check to move and must be turned westward, while the other must be turned eastward. If the Athletics check was failed, the statue can be covered in Grease or attacked instead. A path opens in the wall, with some barrels that can be jumped over, moved aside, or destroyed. Proceed west to the Secret Stairway. Use ranged attacks to destroy the Energy Source crystal on the south side of the barrier.
In the next room is a Dawnbreaker that shoots out Turn-based mode will automatically activate, allowing the party to run up to and disarm it with a DC 14 Sleight of Hand check. Unfortunately, the path forward is still blocked. Move to some rocks and climb them, then follow the path around to find another energy source X: 1118 Y: -790. The final energy is on the rocks to the north. Avoid the pulses of the Dawnbreaker and consider disarming it to easily destroy the Energy Source.
to knock the party away. TheMoving forward, the party finally encounters the Blood of Lathander. From here, there are several outcomes.
Using the Dawnmaster's Crest
If the Dawnmaster's Crest was obtained, place it in the altar's item slot to safely take the Blood of Lathander. Placing the crest after taking the mace also deactivates the trap.
Taking the Mace by Force
If the Blood of Lathander is taken without the Dawnmaster's Crest, it activates a deadly trap that risks the destruction of the entire Monastery. The party has only four turns to either escape the Monastery or destroy the four Lathander Solar Machines that activate the trap. Whichever party member grabbed the mace is trapped behind a forcefield and cannot act until they've escaped (Misty Step or Dimension Door work here). Alternatively, the party can destroy the energy source X: 1063 Y: -788 below the platform powering the forcefield. If the Solar Machines are destroyed the creche will still be intact, otherwise the creche will destroyed by the blast. Some companions who get stuck in the blast have unique dialogue afterwards.
Quest rewards
Achievements
Notes