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Arfur's Mansion

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Rivington
Abandoned Windmill
Circus of the Last Days Arfur's Mansion Requisitioned Barn
Arfur's Mansion is a Location within Rivington in Act Three of Baldur's Gate 3.
None of this would have happened if you had a butler manning the house.
Dark Urge character's opinion on the conflict

Overview[edit | edit source]

Arfur's Mansion is a large two-storied building at X: 11 Y: -95, across the main road immediately after entering Rivington for the first time. Otherwise, the mansion's entrance can be approached from both sides via side paths at X: 26 Y: -100 and X: 1 Y: -77.

The house has two entrances: the main door where its owner can be found stuck in an argument with a family of refugees (see below), and a door on a small terrace at X: 20 Y: -78, which can be used to investigate the house interior without interfering in the conflict, if approached with care.

The mansion is the home of Arfur GregorioArfur Gregorio, a wealthy merchant, who returned to Rivington to find his demesne occupied by squatters. As the party approach, a cutscene begins where Arfur tries to resolve the situation with the help of a small gang of bandits called the Rivington Rats, whom he hired to guard his caravan with merchandise.

Conflict with the squatters[edit | edit source]

Upon arrival, the party finds Arfur arguing with Ben GolewitsBen Golewits, the head of the squatters' family, threatening to remove them by force with the help of Rivington Rats, led by Zenovia DawgZenovia Dawg.

The party has several options to resolve the conflict, which require various ability checks. Particular lines and DC of the rolls depend on the player character's Class. They can also try to find out why Arfur is so keen on throwing the refugees out of the house via detecting his thoughtsdetecting his thoughts or investigating the building prior.

If the party convince the merchant to let the refugees stay, they must also stand up to the bandits who are not happy with them meddling in the affair. The party can pay off the thugs or intimidateintimidate them to leave.

If the party has successfully read Arfur's mind, or investigated the mansion (particularly the basement), they can try to interrogate him about it. In this case (as well as if failing the Detect Thoughts roll),[1] Arfur immediately pays Zenovia the extra money she demands, and a fight with Rivington Rats begins. This can be prevented by pickpocketing Arfur of gold preemptively, prior to starting the dialogue. If Arfur has no money on him, Zenovia and her thugs leave, but this outcome leaves the conflict unresolved.

Resolving the conflict in one or another way may earn one or more of the following inspirations:

Offering to kick out the squatters for lower price than Rivington Rats demand grants the inspiration Supply and DemandSupply and Demand for characters with the CriminalCriminal background.

An attempt to kick the squatters family out of the mansion (regardless of the roll result) is considered an oathbreaking action for Ancients' PaladinsAncients' Paladins and Paladins of DevotionPaladins of Devotion, if a Paladin character is the one talking to Ben about it.

Inside the mansion[edit | edit source]

The mansion interior has three levels: the ground floor with a hall, a kitchen, and a workshop; the upper floor with Arfur's bedroom, and the basement.

If the squatters are allowed to stay, the parents remain in the mansion hall bantering, while their daughter Cinta GolewitsCinta Golewits is in the kitchen. If the party chose to chase them off, Arfur stays in the hall, while Marpha GolewitsMarpha Golewits and Cinta disappear.

Regardless, all containers within the hall and the kitchen are red-outlined; looting them is considered a trespassing (refugees react to it as if they were the house owners). On a bottle shelf in the kitchen at X: 32 Y: -61 is the Toymaker's House Key, which opens the upstairs bedroom. Otherwise, the bedroom door can be lockpicked with a DC 10 Sleight of Hand check DC 10 Sleight of Hand check.

Upstairs, there is gold in the desk, and the Toymaker's Basement Key inside a row of books on a bookshelf in the bedroom, which opens the hatch in the workshop. Also, the letter draft in the desk gives a hint on where to look for Arfur if the conflict with the squatters was resolved to their avail.

Workshop and Basement[edit | edit source]

Double doors on the northern side of the house lead to Arfur's workshop, where he works on his toys. The room can be looted for several pieces of Fire Amber, a random precious gem in the wooden chest, and a Trap Disarm Toolkit. Partially concealed by rug and crates is a hatch, spotted with a DC 10 Perception check DC 10 Perception check, which leads to the basement. It can be opened with the Toymaker's Basement Key from the bedroom. Otherwise, it requires a DC 18 Sleight of Hand check DC 18 Sleight of Hand check to lockpick.

The main area of the basement resembles a small labyrinth with paths fitted up with tripwires and rigged fireworks; these can be exposed with Perception checks. At the farmost part of the basement is another workshop, which has a trapped and locked metal chest (DC 15 Sleight of Hand check DC 15 Sleight of Hand check to disarm, DC 20 Sleight of Hand check DC 20 Sleight of Hand check to lockpick), containing gold and a letter, which begins or progresses the quest Investigate the Suspicious ToysInvestigate the Suspicious Toys.

The basement workshop can be looted for several more pieces of Fire Amber, two boxes of fireworks, a Trap Disarm Toolkit and a set of Thieves' Tools. Also, each successfully disarmed firework trap adds a Wogglims to the character's inventory.

Abandoned sidehouse[edit | edit source]

This small house looks like another part of the mansion, but actually is not connected to it. There is no way to creep inside Arfur's mansion through this side-building.

Its locked entrance is at X: 20 Y: -56 (requires DC 15 Sleight of Hand check DC 15 Sleight of Hand check to lockpick). Inside, a passive DC 15 Perception check DC 15 Perception check check is made near the fireplace to find Abandoned House Chest Key. This key is needed to open a trapped and locked chest in the next room, containing gold and a random arrow. Without the key, the chest requires DC 15 Perception check DC 15 Perception check to detect a trap, DC 15 Sleight of Hand check DC 15 Sleight of Hand check to disarm it, and DC 20 Sleight of Hand check DC 20 Sleight of Hand check to lockpick.

A note on the table near entrance explains why the house is empty. A Trap Disarm Toolkit can be found on a cupboard shelf in the far corner.

Other encounters around[edit | edit source]

There are several NPC vignettes placed around the mansion.

  • Two dwarven women, SolrasSolras and NisvanNisvan, argue about the refugees' influx to the town. Nisvan has a business idea concerning the refugees, while Solras tries to talk her out of it.
  • A family of refugees, Fyl BaragezianFyl Baragezian and Nonah BaragezianNonah Baragezian are trying to convince their son CharlCharl to continue their journey to Baldur's Gate.

Related locations[edit | edit source]

Characters[edit | edit source]

Refugees[edit | edit source]

Rivington Rats[edit | edit source]

Outside the mansion[edit | edit source]

Related quests[edit | edit source]

Loot[edit | edit source]

Related Literature[edit | edit source]

Footnotes and References[edit | edit source]

  1. If the ability check to read Arfur's thoughts failed, the interacting player character can still try and put the matters right by rolling a DC 15 Deception check DC 15 Deception check. If successful, they turn the blame on Ben Golewits, and Arfur commands the thugs to attack refugees.
  2. If the player character enlists Rivington Rats to chase off refugees, this inspiration is not granted.