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Find the Missing Shipment
Find the Missing Shipment is a Quest in Chapter One of Baldur's Gate 3. It can be started by approaching the trapped Rugan and Olly at the Risen Road, finding the Zhentarim Basement and speaking with Zarys there, or reading a note found on the corpse of one of her missing agents.

Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Finding the Missing Shipment is started either by encountering Rugan and Olly on The Risen Road or by entering the Zhentarim Hideout in Waukeen's Rest and speaking with Zarys. Either approach leads to the same result - encountering the Gnolls attacking the guards and deciding what to do with the locked chest.
Rugan and Olly[edit | edit source]
The two Zhentarim guards are trapped in a cave near the Risen Road, surrounded by Gnolls. Rugan and Olly's reaction varies depending on how the party encounters them. If the party enter the cave from the back entrance at X: 50 Y: 576, then Rugan remarks that they are just as trapped as him and Olly and they all need to band together to fight. If the party enter from the front at X: 38 Y: 618, Rugan tells Olly to stand down and leave the heroics to those who don't value their own skin.
If the duo are saved (regardless of how the party enter), they are both grateful for the assistance.
Aside from saving the pair, the party can also let them die. This can occur by Long Resting instead of confronting the gnolls, by sneaking past Rugan and Olly through the back entrance (stealing their belongings and then returning to the main cave mouth), or by commanding the gnoll Warlord Flind to kill the humans inside the cave. The option to commune with Flind's tadpole occurs within the first few rounds of combat. Flind can also be commanded to feast on herself, her pack, or to retreat.
- Search her mind for the source of the Voice.
- You are of the same pack - command her to devour the other gnolls. (DC 2)
- Use the power within you to make her obey the Voice; to brave the flames and feast on the meat in the cave. (DC 2)
- Conjure the mewlings of easy prey into her mind, centring it within the nearby cave. (DC 12)
- Withdraw from her mind, and prepare to strike.
- Divert her attention to the cave - perhaps there's more meat inside?
Locating the shipment[edit | edit source]
Once the Gnolls are dealt with, it is revealed what the sacrifice was for - a shipment of items to be brought to Baldur's Gate for a rich and powerful individual.
- You're Zhentarim. Your people deal in more than just 'baubles.'
- You're Zhent - I'd wager more than just your crew have died over these 'baubles'.
- Many people lost their lives for those baubles.
- Whatever your cargo is, I'll consider it as payment. (DC 15)
- The cargo. Give it to me. Or else. (DC 15)
- Darkhold was getting concerned. I've been sent to retrieve the shipment. (DC 15 )
If pressuring Rugan for the chest, he still hesitates to relinquish it. He says his bosses will do worse to him than any of the Gnolls could have. He requires another speech check to give up the goods:
- ROAR. (DC 15 )
- Enough talking. I'll have that cargo, or I'll have your head. (DC 15 )
- No, this is where I stop asking and start cutting. (DC 15)
- This is your employer's mess - but we can profit. Let's sell the cargo ourselves. (DC 15)
- You're missing a golden opportunity. Report the cargo lost - and we can sell it ourselves. (DC 15 )
- You serve your oath to the Zhent impressively, but I'm afraid I'll be taking that cargo. Now. (DC 15)
- You'll find I'm very persuasive. We can make much more coin than you would with your employers. (DC 12)
After this successful check, Rugan relinquishes the chest to the party. It is possible to intimidate Rugan further into relinquishing some gold in exchange for saving his life:
- Fair. But I expect to be paid for saving your life. (DC 5)
- You can leave - but your cargo stays. (DC 10)
- PAY UP. (DC 5 )
- Coin first. Then I go. (DC 5 )
- CARGO'S MINE NOW. GET OUT. (DC 10 )
- Cargo's mine now. Goodbye. (DC 10 )
Doing so will also grant the inspiration Hero for Hire for party members with the Urchin background.
If Rugan is not persuaded, the party can also steal the chest or lockpick it open ( DC 20 Sleight of Hand check. If the Iron Flask inside is taken, the chest is considered stolen. If the chest was unlocked, even without taking anything out of it, Zarys considers this a violation of the agreement and orders her henchmen to attack.
If Rugan dies, Olly simply hands over the shipment, saying it's bad luck. He runs off afterwards.
The Zhentarim hideout[edit | edit source]
The entry to the hideout is marked on the map if it was learned from Rugan; either through normal dialogue after saving him, or by using Speak with Dead on his corpse. Regardless, it is easily found with a thorough investigation of the surroundings of Waukeen's Rest: The entry is in the basement of a barn, to the west of the main building of the inn.
When the shabby door of the barn, which has some crates in front of it, is first approached, a passive DC 15 Perception check is triggered. Upon success, the party notice someone moving around inside. The person in question is Salazon, crouched behind some shelves and waiting to ambush the party. Regardless of whether he was noticed, entering the barn automatically initiates dialogue.
If Salazon was already noticed with the passive perception check, and the party had learned the passphrase from Rugan, it can be recited immediately without further checks. If Salazon was noticed, but the party do not know the passphrase, then a DC 10 Dexterity check must be passed to convince him to wait and listen.
If Salazon is not noticed, but the passphrase is known, then a DC 10 Dexterity check must be passed to recite it in time. If he is not noticed, and the passphrase is not known, then a DC 15 Persuasion check check must be passed to convince him to wait and hear the party out.
When not using the passphrase, but convincing Salazon to wait and listen, the following dialogue options are possible to make him stand down:
- Read his mind.
- Do NOT make me angry! (DC 15 )
- Careful. You won't kill me, but you will make me mad. (DC 15)
- Just calm down - I'm not here to fight. (DC 15)
- This is all pretty crude, as traps go - you'll probably kill us both. (DC 15 )
- I am magic. Cast that spell - you'll only hurt yourself. (DC 15 )
- Fire is in my blood. Do it. Let's see who survives. (DC 15)
- Every spell I cast could be my last. You think I fear death? (DC 15)
- That spell, in close quarters? You're going to hurt yourself. (DC 15 )
With or without passphrase, convincing Salazon to stand down results in him handing over a key, and telling that the entry is hidden behind a wardrobe in the basement. He remains upstairs, unaware of any fights that the party may start inside the hideout. Another copy of the key is found within a crate in the same room as the wardrobe itself.
If any check during the dialogue with Salazon fails, he blows up a large number of Firewine Barrels near the entry, dealing 6d6 fire damage in an area, and setting the ground on fire. The explosion's damage can be halved with a dexterity saving throw, whose DC depends on Salazon's stats, as he is considered the attacker. (DC 8 + intelligence bonus + proficiency bonus; total DC 12 in balanced difficulty.) He then disappears immediately, later appearing inside the hideout near Zarys, meaning that there is one more opponent if starting a fight. In this case, going down into the barn's basement triggers a DC 15 Investigation check, though this has no significance: Failing it lets the player character wonder where Salazon went, and succeeding it lets them notice a breeze, wondering where it comes from. The wardrobe hiding the hideout's entry is visible either way. It can be unlocked with a key found in a crate nearby, lock picked, or destroyed to reveal the entry.
Even if Salazon had attacked the party with the explosion, the Zhents are not immediately hostile when the hideout is entered. The same dialogue options are available regardless of how the encounter with Salazon went. Befriending the Zhents and then talking to him in the hideout, after he had tried to blow up the party, lets him apologize.
Returning the shipment[edit | edit source]
Depending on the fate of Rugan and the Shipment, the party may receive access to Brem's special stock, access to the special stock and Harold, or no reward:
- If Rugan and Olly die, at the hands of the gnolls or the party,[1] the party can return the shipment for both rewards.
- If the party opens the shipment[verify] and then returns it, the Zhentarim become hostile, rendering both rewards unobtainable. This occurs whether or not the iron flask was removed.
- If the party informs Zarys of Rugan and Olly's fate, but does not reveal that they recovered the shipment, Brem opens his special stock, but Harod is not given to the party.
- If Rugan is killed by the gnolls but Olly survives, he flees and the quest proceeds as if both had been killed.
- If Rugan is spared and:
- is allowed to leave with the chest, he returns it to the basement.[2] Olly accompanies him, if he survives. Zarys thanks the party for their aid, considers them a friend of the Zhentarim, and grants both rewards.
- is intimidated into giving up the chest or persuaded to split the profits with the party, Olly is killed and Rugan is captured by the Zhentarim. The party can then either:
- Join the Zhentarim by killing Rugan as a gesture, after which they are tasked with delivering the shipment to Baldur's Gate. Brem opens his special stock, but Harod is not given to the party.
- Rescue Rugan by killing the Zhentarim, yielding no rewards.
Becoming a friend of the Zhentarim also grants the inspiration Friend of the Family to party members with the Criminal background.
The Guildhall[edit | edit source]
In Act Three, the unopened chest can be delivered to Zhentarim agents in the Guildhall in the Lower City Sewers. The party must turn the shipment over to Slick Inatra to receive a reward consisting of a larger sum of Gold and her thanks. It is not possible to deliver the shipment to Nine-Fingers.
If the Zhentarim successfully recovered the shipment back in Act One (either if Rugan is saved and allowed to leave with it, or if it is returned to Zarys unopened by the party themselves), Slick Intara still carries the strongbox and it may be looted from her corpse.
Quest rewards[edit | edit source]
- Special Stock of Brem, if Zarys is befriended[3]
- Harold - if the chest is returned to Zarys unopened[4]
- Iron Flask - if the chest is opened
Notable loot[edit | edit source]
- Mind Flayer Parasite Specimen, on Flind's body
- Reason's Grasp, in a locked chest in the cave, behind Rugan and Olly, after climbing a ladder
- Shattered Flail, on Flind's body
- Speedy Reply, on a dead caravan agent killed by the gnolls
Notes[edit | edit source]
- ↑ If the party Long Rests after approaching the cave, the gnolls kill both Zhentarim agents.
- ↑ If they are not in the basement when the party visits, taking a long rest unblocks the progression.
- ↑ Even if one had initially intended to steal the shipment, with or without Rugan's cooperation
- ↑ Not possible if it was taken from Rugan without killing him (by force or by making a deal with him), unless he is killed immediately afterwards.