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Follow the Convoy
Follow the Convoy is a sub-quest of in Act Two of Baldur's Gate 3. It can be started by speaking with the Goblin Brawler near the entrance to the Shadowlands from aboveground in the Mountain Pass.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
If arriving from the Rosymorn Monastery Trail route, as part of , then a goblin brawler named Rizzle greets the party and asks if they are the True Souls the goblin is expecting. The goblin tells the party to grab a torch, stick to the light as much as possible, and go to the rendezvous point to wait for the guide to Moonrise Towers. This starts the quest.
If arriving from Grymforge, the caravan is encountered mid-transit without the Harper ambush. But the trigger can be avoided by jumping to a smaller ruined building and reaching Kansif's camp.
When approaching the rendezvous point, an orc named Kansif asks if they have what is needed to summon the guide. To summon the Drider guide, Vez explains that a special lyre is needed - the Spider's Lyre. This lyre can be obtained by:
- Looting it off Minthara's corpse, if she is killed or knocked out during
- Getting it as gift from Minthara, if she is sided with during
- Rescuing Nere during and siding with him
Once the lyre has been produced, a DC 16 Performance check is prompted, but the result is the same whether it is passed or failed - the guide just makes a snide comment if it was played poorly. Performing using the lyre also grants the to characters with the background.
If not having the lyre, then the party can summon the guide using illithid powers ( DC 14 Wisdom check). Additionally, Barbarians, Sorcerers, Bards, Clerics, and Paladins all have special dialogue options to summon the guide. If killing Kansif and the cultists before summoning the guide, the guide can still be summoned through the action.
Travelling to Moonrise Towers[edit | edit source]
The guide in question is a Drider named Kar'niss. He owns a functioning Moonlantern and has been tasked with shuttling cultist initiates to Moonrise Towers. He ferries the party to Moonrise. Once agreeing, Kar'niss takes off and the party must remain in the glow of his Moonlantern to stave off the shadow curse.
During the trek, a group of Harpers ambush the convoy. The party can betray the convoy and help the Harpers, or fight alongside the convoy in the hopes of being more convincing at Moonrise Towers. If siding with the Harpers, they take the drider's Moonlantern and refer the party to the Last Light Inn. If not making Jaheira hostile at the Inn, then the party can obtain the Moonlantern by speaking with Isobel. If sticking with the convoy, then Kar'niss safely guides the party to the front entrance to Moonrise Towers.
If having visited the Last Light Inn and avoided making Jaheira hostile at the Inn before siding with the Harpers, they question the party after defeating the convoy and demand "Jaheira's godsend" explain their presence: the party can either blame the ambush for ruining their infiltration ( DC 16 Persuasion check) or lie that they were captured by the convoy (
DC 16 Deception check). Failing either turns the ambushing Harpers hostile (only them). Succeeding either results in the Harpers handing over the
Moonlantern.
Alternatively, the party can also attack the cultists and the Drider guide before they move to Moonrise Towers, which allows to take the Moonlantern from Kar'niss' corpse.
If resolving Marcus' attempt to abduct Isobel before meeting the convoy at the rendezvous point the convoy has despawned and can only be encountered by going to the house where the convoy ambush takes place. This triggers the ambush event where the party members are among the harper ambushers.