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Ravaged Beach

Wilderness | ||||
Emerald Grove | ||||
↑ | ||||
Ravaged Beach | → | Dank Crypt | ||
Overview[edit | edit source]

The Ravaged Beach is the initial location of the Act One, where the player character wakes up after the Nautiloid crashes down. Located on the bank of the River Chionthar, the area is dominated by bulky wreckage from the crash. The dying ship is stretched from northwest to southeast, its giant tentacles still pulsing, and the sand and rocks around littered with the tissue splashes and hull shards.
Corpses of mangled fishers, intellect devourers and less fortunate illithids' abductees also dot the area. Several fishing docks line the coast, but both them and the fishing boats that used them are destroyed. To the east is an ancient door leading to the Dank Crypt. To the north is the Roadside Cliffs area (see below), which eventually leads to the Emerald Grove.
Astarion, Gale, Lae'zel and Shadowheart can be recruited to the party in various parts of this region.
Southern and eastern beach[edit | edit source]
The player character begins Act One on the beach, on a bank of a wide river[1], approximately at X: 262 Y: 208.
If the player character saved Shadowheart from her pod on the Nautiloid, she lies unconscious on the beach at X: 273 Y: 223, her hand clenching the Mysterious Artefact. The player character can try and reach for the artefact, or to wake her. If the player character left Shadowheart in her pod on the ship, she is attempting to open an ancient door next to the Overgrown Ruins waypoint. Either way, in the dialogue with Shadowheart the player character may immediately recruit her into the party, adding the quest to their journal.
The door she is bashing into leads to the Dank Crypt, which can be accessed by passing a DC 20 Sleight of Hand check or by entering through the Overgrown Ruins (see below). Several corpses are also scattered along the eastern beach, which can be spoken to with .
If Lae'zel died on the Nautiloid, her body is on the Ravaged Beach, and she can be revived and recruited early.
On a stone arch overlooking the ancient door is a cartilaginous chest at X: 272 Y: 277. The chest can be accessed by jumping down from the cliffs near X: 255 Y: 300 or climbing up at X: 260 Y: 285. It contains a Caustic Bulb, an Elixir of Fire Resistance, and a random common ring.
Nautiloid Wreck[edit | edit source]
The Nautiloid Wreck contains several injured enemies. The southern section is guarded by three intellect devourers at X: 230 Y: 274 [2]. The Intellect devourers become hostile to the party on sight. However, it is possible to avoid the fight by climbing up the cliff at X: 260 Y: 285 close to the point where Gale awaits to be tagged out from an unstable waypoint sigil. Thus, it is possible to recruit more companions and fight the creatures more effectively.
At X: 180 Y: 320 a dying mind flayer is crushed by debris. Upon approaching, it tries to exert telepathical control over the interacting player character to sustain itself with their brain. Failing to resist the mind flayer, or submitting to its will, causes the immediate death of the interacting party member. The mind flayer then recovers hit points, becoming a "weakened mind flayer", and grows hostile to any remaining party members. Killing the mind flayer earns for the characters with background.
After exploring the shipwreck, the party has several options to proceed: to the west to another piece of the rivershore, to the east to the Roadside Cliffs area and waypoint, and to the northeast, where they come close to the Emerald Grove environs.
Western beach[edit | edit source]
Western beach is higher and much more rocky than the southern, though it has a path leading to the wooden dock. One of the crates near the dock contains a set of Thieves' Tools, which can immediately be tested on a locked wooden trunk nearby with a Leather Helmet and some gold inside (requires DC 5 Sleight of Hand check to lockpick).
Climbing up the slope from the dock, the party can hear Astarion's cries for help. He is standing near a broken Mind Flayer Pod at X: 170 Y: 288, and the dialogue with him starts automatically upon approaching. Regardless of their choices, the player quickly finds out that Astarion wants not help, but information. At this point, it is possible to recruit him into the party, adding quest to the journal.
After speaking with Astarion (regardless of the result), the party can interact with a nearby Scared Boar.
Under the high side of the beach, is a hidden Harper cache. The cache can be retrieved by jumping down the ledges near the water at X: 168 Y: 263. Passing a DC 10 Nature check near the cache reveals deep grooves around a scuffed rock at X: 143 Y: 281, indicating it was previously moved. A character with sufficient Strength can move the rock to reveal a chest with two Potions of Speed, a Ruby, and also a Harper's Map and Harper's Notebook. Upon reading, the former adds a map marker for a hidden treasure at Harpers' outpost (see below).
Roadside Cliffs[edit | edit source]
The Roadside Cliffs sprawl to the north of the Nautiloid Wreck and to the south of the Emerald Grove. This area is littered with broken goblin traps, suggesting the presence of a nearby camp. Also, three goblin corpses lie at X: 205 Y: 330 near the breach of the Nautiloid hull; if Shadowheart was recruited, she suggests to loot them for everything useful.
The waypoint sigil at X: 222 Y: 326 initially looks unstable, on which any party member comments. Interacting with the waypoint reveals Gale, who needs a hand after his wizardry escape from the falling Nautiloid went awry. The interaction requires several check rolls of various DC. If the rolls succeed[3], the player character extracts Gale from the sigil and may recruit him in their party, adding quest to their journal. On a fail of all rolls, Gale remains inside the sigil and eventually dies.
The Dark Urge characters have unique interaction with Gale's hand protruding from the sigil. If fantasizing about hacking off his hand, the Dark Urge will actually do so, killing Gale and precluding his recruitment as a companion[4]. Giving in or resisting the urge earns respectively either or for the background.
Chopping off Gale's hand while playing as The Dark Urge is considered an oathbreaking action for .
Once Gale's fate is resolved in whatever way, the Ancient sigil calms down and turns into a regular waypoint which can be used to navigate the region.
Walking deeper west (and up the cliffs), the party may encounter at X: 242 Y: 370 two scouts, Damays and Nymessa. They have found Lae'zel, who stumbled into one of few still operational goblins' traps, and are arguing on what to do next. Upon approaching, the dialogue with Lae'zel and the tieflings starts automatically. Unless the player character is a , a or a themselves, the conversation may run peacefully, and the tieflings can be convinced to leave. After that, Lae'zel can be freed by destroying her cage and, possibly, recruited into the party, adding quest to their journal.
Attacking Damays and Nymessa, even if using the respective dialogue option, is considered an oathbreaking action for .
The path where the encounter with the tiefling occurs stretches along the nautiloid wreckage, leading to the Overgrown Ruins to the south and to the Emerald Grove Environs to the north.
Overgrown Ruins[edit | edit source]
Overgrown Ruins is an ancient crumbling temple-like building in the south-eastern section of the region, to various entrances of which eventually come all paths of the Roadside Cliffs and the southern part of the River Chionthar beach.
The ancient door at X: 285 Y: 305 is locked (requires DC 20 Sleight of Hand check to lockpick). It leads into the room with the trapped sarcophagus of the Dank Crypt.
Paths crossing the Roadside Cliffs lead to another part of the ruins, the Chapel Entrance. A gang of looters led by Gimblebock try to explore the ruins as the party approaches. If coming close to them without any means of stealth, the dialogue with Gimblebock starts automatically, and he tries to chase the party away, mistaking them for rival plunderers. The looters can be fought or convinced to leave. Otherwise, the party may simply crouch and walk the bandits around, and use the hatch at X: 318 Y: 364 to descend right into the Dank Crypt (the hatch is locked and requires DC 20 Sleight of Hand check to lockpick), taking the Potion of Healing from the skeleton on their way.
Two buried chests (at X: 289 Y: 310 and X: 303 Y: 337) can be found around the Chapel Entrance. It is possible to dig up and loot both without drawing the looters' attention.
Emerald Grove environs[edit | edit source]
When the party approach the Emerald Grove, Aradin and two of his fellow mercenaries are fleeing from a pack of goblins led by goblin boss Za'krug, attempting to enter the Grove before they are caught up. When they fail to pass through the gate, Wyll leaps from the ramparts into the fray. If all allied defenders survive in the following battle, the inspiration is granted to the characters with background. After the battle, the party gain entry into the Grove.
A buried chest and a shovel are at X: 202 Y: 386, which can be used to unearth hidden loot.
Harper outpost[edit | edit source]
The Harper outpost is located at the westmost part of the Roadside Cliffs, near the path that leads from the Emerald Grove entrance to the Forest. To reach it, the player character must jump on a steep rock at X: Y: , climb up the cragged rock, and then a wooden ladder. The outpost features a campfire, a wooden watchtower and several wooden barrels. A heavy chest under the watchtower (marked as a stash after reading the Harper's Map) contains random alchemical ingredients, and one of the barrels - several random potions. Next to the firecamp, a skeleton can be looted to obtain a Silver Pendant. A DC 12 History check roll allows to recognize the Harpers' sigil on the trinket.
Harper outpost is one of the possible points where Raphael may be encountered for the first time in the walkthrough.
A small spider-filled crevice is at X: 160 Y: 373, requiring a DC 10 Perception check check to notice. Interacting with the crevice triggers a cutscene, where the player character sees a pouch with coins inside swarmed with spiders.
Initial options:
- [DRUID] Watch the spiders, and remain ready to strike.
- [RANGER] Attune yourself to the spiders' natural rhythm.
- [NATURE] Survey the spiders. (DC 10)
On attempting to calm the spiders:
- [ANIMAL HANDLING] Speak softly to the spiders in hopes of calming them. (DC 15)
- [DRUID] [RANGER] [ANIMAL HANDLING] Speak softly to the spiders in hopes of calming them. (DC 10)
- [BARD] Soothe the spiders with a calming lullaby.
- [SLEIGHT OF HAND] Dart your hand in, hoping to snatch the bag. (DC 15)
- [ROGUE] [SLEIGHT OF HAND] Dart your hand in, hoping to snatch the bag. (DC 15)
If the first attempt to grab the pouch failed, the character in question is bitten by spiders, receiving 1d4-1 and 2d4 damage, with a DC 10 Constitution saving throw made against the attack.
If being bitten, the player character may try again:
- [DRUID] [RANGER] Speak softly to the spiders in hopes of calming them.
- [ANIMAL HANDLING] Speak softly to the spiders in hopes of calming them. (DC 15)
- [ROGUE] [SLEIGHT OF HAND] Dart your hand in once more, hoping to snatch the bag. (DC 10)
- [SLEIGHT OF HAND] Dart your hand in once more, hoping to snatch the bag. (DC 15)
The pouch contains Spider Egg Sac and some gold. If the player character interacts with the crevice once the bag was taken, they can try to crash the spiders. This causes a pack of four Aggressive Crag Spiders to appear and attack the party.
Securing the pouch earns the inspiration for the characters with background.
Waypoints[edit | edit source]
This location contains the following
:Related locations[edit | edit source]
Characters[edit | edit source]
Available to Speak with Dead[edit | edit source]
- Ellie (Dead Fisher) - south of the Overgrown Ruins waypoint X: 284 Y: 281
- Francis (Abducted Nobleman) - near the Intellect Devourers X: 230 Y: 271
- Marcus (Dead Fisher) - north of the where the player character wakes up X: 296 Y: 253
Notable loot[edit | edit source]
- Gloves of Power dropped by Za'krug
- Potion of Speed - 2x
- Rapier from an Abducted Nobleman X: 230 Y: 271
- Silver Pendant
- Spider Egg Sac
- Random loot from a cartilaginous chest X: 234 Y: 261
- Random loot from dead mind flayers X: 180 Y: 320/X: 210 Y: 300/X: 215 Y: 275/X: 230 Y: 260
Hidden Treasure[edit | edit source]
- Buried chest at X: 202 Y: 386
- Buried chest at X: 289 Y: 310
- Buried chest at X: 303 Y: 337
Alchemical ingredients[edit | edit source]
Ravaged Beach allows the player character to gather several common alchemical ingredients that allow to uncover a small set of the easiest recipes:
- Balsam - 5x
- Belladonna - 3x
- Daggerroot - 1x
- Dragon Egg Mushroom - 2x
- Mergrass - 4x
- Rogue's Morsel - 2x
Literature[edit | edit source]
- Harper's Map
- Harper's Notebook
- Perfumed Letter
- Shanties for the Bitch Queen on the dock X: 308 Y: 267
Related quests[edit | edit source]
Notes[edit | edit source]
- ↑ Of all possible origins only Wyll immediately recognizes his whereabouts. All others, including Tav, just mention that a source of fresh water implies a settlement existing nearby.
- ↑ If the player character did not save Shadowheart on the Nautiloid, there will be only two of them
- ↑ By default, the dialogue starts with the party leader. If they failed the rolls, any other member of the party may try in turn, too.[Needs Verification]
- ↑ In this case, Gale's Severed Hand is left in the Dark Urge's inventory, to be possibly used later in Act Three.