More actions
Investigate the Beach is a Quest in Act One of Baldur's Gate 3. It can be started by approaching the Secluded Cove at the North-Eastern region of the Druid Grove.
Objectives
Objectives and journal entries may vary pending player decisions and outcomes.
Walkthrough
The Secluded Cove is north-east of the druidic ritual circle in the Emerald Grove area of the Druid Grove. Strange singing is heard on approach X: 271 Y: 523. Near the water, a child, Mirkon, is enchanted by the singing X: 327 Y: 549. The party can either tell Mirkon to get back to shore or try to focus on the singing.
If the latter is chosen, the party can try to resist the song:
- [WISDOM] Struggle against the music's pull. (DC 5)
- [WISDOM] Struggle against the music's pull. (DC 5 ) (if passive DC 10 Nature roll passed)
- [DRACONIC BLOODLINE] [CHARISMA] Foul creatures - mere carrion birds compared to your bloodline. Focus the will of the dragon against their song. (DC 5)
- [SORCERER] [CHARISMA] Focus your will. Improvise a magical shell to dampen the music. (DC 5)
- [BARD] [PERFORMANCE] Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...' (DC 5)
If the party resists the song, the party can then attempt to overpower or distract Mirkon:
- [BARD] [PERFORMANCE] Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...' (DC 5)
- [BARD] [PERFORMANCE] '... Her man would not listen, he thought it tall tales, until he rubbed up against all of her scales!' (DC 10 )
- [BERSERKER] [PERFORMANCE] ROAR. OVER. THE VOICE.' (DC 10 )
- [BARBARIAN] [PERFORMANCE] Drown out the harpies with a ROAR. (DC 10 )
Simply telling Mirkon to get back will not be enough, and he will move closer to the harpies.
After this, a group of Harpies fly down, ready for their next meal. They attack and are able to enchant party members with their song. Once the Harpies are defeated, speak to Mirkon and they thank the party for the help. Before running off, Mirkon says to tell Doni to let them into the "Dragon's Den" so that Mol, the leader of the tiefling children, can properly thank them for their help.
Mirkon will die if the party long rests after triggering the quest. Additionally, resolving
- either with the Rite of Thorns completed or the goblin attack evaded, leads to the child dying.Quest Rewards
- Entrance into the "Dragon's Lair" - the Tiefling children's hideout
Notes
- The quest is triggered when crossing X:299 Y:542.
- Helping Mirkon is an easy way to gain favor with Mol, and start the quest.
- Although he has no notable possessions, pickpocketing Mirkon while he is entranced will grant Inspiration for characters with the Criminal background.
- Long rests will not fail the quest after discovery.
- Killing the three goblin leaders before completing this quest will result in its failure.
- The Bard's ability to use Performance against the Harpies is a reference to the Bard's ability in past editions called "Counter Song".
- While talking to Mirkon, using Improvised Melee Weapon with another character and moving him away from the beach actually breaks him from the Harpies' trance and completes the quest without requiring to fight them. The Harpies will be revealed in the map after that.