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Murder Tribunal

Overview[edit section | visual editor]

The Murder Tribunal is a secret part of the Undercity of Baldur's Gate. It is the entry point for any follower of the Dread Lord who aspires to earn the title of Unholy Assassin.
It is accessible only from Candulhallow's Tombstones, a small trade establishment which serves as a front for the Cult of Bhaal's activity within the city. It is located on the fringes of the Eastway district of Baldur's Gate, in an alley behind the Elfsong Tavern, with the entrance at X: 74 Y: 25.
One of main quests of Act Three is locating and confronting one of the Chosen of the Dead Three, Orin the Red, the current leader of the Cult of Bhaal in Baldur's Gate. Also, by the time they reach the Lower City, the party may already have been tasked with investigating the bloody trail left by a serial killer (though they might want to earn the Unholy Assasin title themselves).
Both quest lines eventually collide into the task of getting access to and exploring the Bhaalist Crypt hidden under Candulhallow's Tombstones. Here, both Impress the Murder Tribunal and Get Orin's Netherstone quests can be progressed.
Access[edit section | visual editor]
To enter the Bhaalist Crypt, the party must find and open the secret door at the far end of the Candulhallow Tombstones. The ways to do it are described on the shop's page.
As the party enter the basement, they find themselves on a brick path over a pool of dirty water. Across the entrance stands a metal shield emblazoned with the Flaming Fist symbol. Following the brick path in the eastern direction leads to the antechamber door of the Murder Tribunal halls at X: -1302 Y: 520.
While the party are in the basement of the Candulhalow's Tombstones and in the Murder Tribunal halls, they cannot fast travel or move to the Campsite.
The Murder Tribunal halls consist of an antechamber, a Tribunal chamber, an Abbatoir and a prison.
Location layout[edit section | visual editor]
Bhaalist crypt and the antechamber[edit section | visual editor]
Along the brick path are four human skulls affixed to the wall in a row, with inscriptions on them. If read one by one, they form a roughly-rhymed stanza by Invoker Grimlark.[1]
If the party come down to the water, they can see an unlocked elegant chest in the far corner at X: -1324 Y: 549 with minor loot. The path along the opposite wall is safe, unlike crossing the water: the area closer to the brick path is trapped with a Tripwire ( DC 18 Perception Check to find) and smeared with Grease.
Beyond a wooden door is an antechamber, with three undead Death Knights: That Which Guards, That Which Watches and That Which Lurks. When the party approach, That Which Guards initiates a dialogue, providing a riddle, "Present me well from gifts thine own, or I shall rend thy flesh from bone." The party must choose "I killed to be here - and took the victim's hand as proof" to proceed. No ability checks are needed to convince the guards, but choosing any other option results in a fight, and the other characters in the Murder Tribunal become hostile as well.
There is a possibility to face the serial killer Dolor in the antechamber. The conditions to achieve this and the possible consequences are listed on the quest description page.
If the interacting party member answers correctly to the guards, the party can peacefully enter the Tribunal chamber. If the party start a fight in the Tribunal chamber and the doors to the antechamber remain open, the three guards join the battle against the party. However, if the party defeat the Tribunal members behind the closed doors, they will find the knights already dead upon leaving.
Tribunal chamber[edit section | visual editor]

The central hall of the crypt resembles a court hall, with a high stone dais along the far wall with a judge's throne, three seats a bit below for the members of the Tribunal, and a stone pulpit for aspirants. Bright-red carpets cover the dais, hanging down from it to pave around the three seats, and laying a path to the pulpit, imitating streams of blood. Just behind the pulpit is a small basin used directly in the judgement process.
In the Judicial Seat at the far end of the hall sits Sarevok Anchev, accompanied by the Echoes of Amelyssan, Illasera and Sendai, in the form of blood-splattered ghosts, as lesser judges. If the player character chooses to become an Unholy Assassin, then Echo of Abazigal also appears near the pulpit and acts as a trader, selling unique Bhaalist-themed gear.See the List of references to previous Baldur's Gate games to find out more on these characters.
At X: -1282 Y: 496 a small staircase begins, which leads to a perch on the eastern side of the Tribunal chamber. This way can provide stealthy access to the Abattoir (see below). The symmetrical perch on the opposite side is partly ruined, with nothing significant around.
Abattoir[edit section | visual editor]

To the south of the Tribunal chamber is the Abattoir, hidden behind a movable wall section. The entrance is locked, requiring DC 20 Sleight of Hand Check to lockpick, or the Abattoir Key carried by Sarevok to open. If a party member chooses to explore the Tribunal halls stealthily, spotting the keyhole (despite it is clearly visible on the wall) requires DC 7 Perception Check as well.
If the party does not instigate a fight during judgement, Sarevok and the three judges move to the Abattoir (the ghosts teleport instantly, while Sarevok walks by foot, which gives an opportunity to attack him while his minions are at a distance).
The abbatoir is a cavern with an octagonal stepped stone perch lining up the walls, coming down to the deep pool, filled with blood to the brim. In the middle is a round ritual ground with chains for victims and vales for blood to fill the basin. The victim prepared for the next contendent for the Unholy Assassin title is none other than Investigator Valeria. Her chains can be lockpicked with DC 15 Sleight of Hand Check. Freeing Valeria while the members of the Tribunal are alive turns them all hostile. If set loose, Valeria flees from the fight.
Once the party enter the Abattoir, twelve Tribunal Ghosts appear on the perch to witness the installation of a new Unholy Assassin, chanting words "SICARIUS" and "PROFANUS" during the ceremony. If the party start a fight in the abbatoir, they join it, siding with Sarevok and his minions.
At X: -1284 Y: 464, behind the stone slab is a locked Small Gilded Chest (requires DC 20 Sleight of Hand Check to lockpick), containing a random arrow, gold, random potions or very rare spell scroll. It also keeps Sarevok's memoirs. The Traveller's Chest, half-drowned in the blood basin at X: -1260 Y: 482, contains Valeria's personal effects, including her diary.
Prison and private chambers[edit section | visual editor]
The northern part of the crypt is a small prison behind the doors at X: -1259 Y: 524. Near the door is an unlocked wooden chest containing a book titled Mason's Journal, some gold and a skull. The prison consists of a small antechamber and four cells, one of them seemingly used by jailers. The cells can be unlocked via the Tribunal Prison Key found on a keychain on the wall in the far end of the prison, at X: -1253 Y: 554.[2]
Inside one of the cells lies the beheaded corpse of Flaming Fist Orvil with an unfinished note addressed to Quil Grootslang on it.
Between the main hall and the prison, a door leads east to Sarevok's personal quarters. Inside is Sarevok Anchev's samll office. An Opulent Chest and a Heavy Chest here contain gold, a random gem and alchemical ingredients. Inside the desk is A page from Sarevok's book, revealing Orin's incestuous ancestry.
Several pieces of Camp Clothing are in the wardrobe and on the floor near the bookcase.
Involvement[edit section | visual editor]
The Murder Tribunal chamber is a location where both Impress the Murder Tribunal and Get Orin's Netherstone quests can be progressed.
If the party approach the pulpit openly, dialogue with Sarevok Anchev starts. Initially he is neutral to the party, considering the interacting party member an aspirant for the Unholy Assassin title. The player character can then ask Sarevok about his connection to Orin the Red[3] or proceed to the ceremony itself. However, Sarevok will not satisfy the player character's curiosity to the full, and turns the conversation to the trial after three or four questions.
Sarevok and the Bhaalspawn Echoes summon a ghost of a recent murder victim, based on the set of severed hands the party have on them. Most commonly, it is Father Lorgan, but can also be Gale or Gortash, depending on the current playthrough. He then asks the interacting party member about the circumstances of this particular murder. If the party did not kill the victim, they must pass a DC 20 Deception Check to placate Sarevok; if they indeed killed the victim, no check is needed. The correct options which allow to pass the Tribunal are listed on the quest page.
If the interacting party member passes the trial, Sarevok opens the door to the Abattoir and 'suggests' they kill Valeria as final proof of their truly following Bhaal's ways. Refusing to do this starts a fight with Sarevok, three Echoes and those Tribunal ghosts who have already spawned on the stone perch. If the party agree, the ceremony proceeds, and the interacting party member receives the Amulet of Bhaal, which is necessary to enter the Bhaal Temple for any character except the Dark Urge. The Amulet cannot be pickpocketed from Sarevok, only looted or gained as his reward.
The party can also choose the dialogue option to start the fight with Sarevok. Choosing any incorrect option or failing the ability check also spills into a fight. If the party intend to fight Sarevok, it is advisable to prevent his reaching the Abattoir, lest the Tribunal ghosts appear and join the battle.
The dialogue with Sarevok changes significantly if the interacting player character is the Dark Urge. Sarevok then explains what exactly happened between the Dark Urge and Orin when both were devout followers of Bhaal. The Dark Urge's past history does not prevent them from being judged by the Tribunal, though it does add an option to bypass the trial by succeeding a DC 15 Intimidation Check. Also, if the Urge becomes an Unholy Assassin, he invites them to "revel in divine memories" after killing Orin.
However, if the party indeed return and report to Sarevok (regardless of the Dark Urge participating in the current playthrough), he says they actually cleared the way for himself and attacks.
Inspirations and oathbreaking[edit section | visual editor]
Meeting Sarevok grants the Villain of the Ages inspiration to characters with the Entertainer background.
Refusing to kill Valeria grants one or more of the following inspirations:
- A Step Too Far ( Haunted One background)
- End of the Tribunal ( Folk Hero background)
- Revulsion of Blood ( Acolyte background)
If Valeria is killed, and the player becomes an Unholy Assassin, one or more of the following inspirations are earned:
- Death of Innocence ( Haunted One background)
- Liturgy of Blood ( Acolyte background)
- Titles for the Collection ( Noble background)
If Sarevok is killed (regardless of whether the Unholy Assassin title was instated), Dark Urge characters earn the Spawn Cleanup Crew inspiration as well.
Gaining the title of Unholy Assassin is considered an oathbreaking action for Paladins of any Oath subclass, if they deal the killing blow.[verify] However, Paladins of the Crown can break their Oath earlier, choosing any of the options describing how they killed the victim during the trial.[4]
Related locations[edit section | visual editor]
Related quests[edit section | visual editor]
Characters[edit section | visual editor]
Notable[edit section | visual editor]
Other[edit section | visual editor]
- Echo of Abazigal - trader
- Echo of Amelyssan
- Echo of Illasera
- Echo of Sendai
- Flaming Fist Orvil - deceased
Creatures[edit section | visual editor]
Loot[edit section | visual editor]
Sold by Echo of Abazigal:
Related literature[edit section | visual editor]
Notes and references[edit section | visual editor]
- ↑ Grimlark himself is in the Temple of Bhaal. More of his Bhaal-inspired poetical creations are in the Undercity Ruins and the Abandoned Cistern.
- ↑ This key does not inlock Valeria's chains.
- ↑ Shedding light on their family connection can be useful when dealing with Orin herself.
- ↑ This only breaks the Oath if the Paladin character is the tried party member, and if the party indeed killed the victim. The Deception options do not break the Oath.
- ↑ Dolor only appears if he was not killed previously.










































































