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Requisitioned Barn

| Rivington | ||||
| Gur Camp | ||||
| ↑ | ||||
| Arfur's Mansion | ← | Requisitioned Barn | ||
“This isn't a glorious post, Fists, but it isn't a hard one, either. If you can't even guard a blasted shed, it's no wonder we're being replaced by Steel Watchers.„
Overview[edit | edit source]
The Requisitioned Barn is located at X: 83 Y: -108. It is currently in use as a storehouse for donations collected to be distributed among the refugees.
The large rectangular building has several means of entry except the main one. At X: 99 Y: -114 are double doors, locked and guarded by a Flaming Fist. At X: 59 Y: -146 is the unguarded side door from a small balcony, overlooked from time to time by a patrolling guard inside.
Guards[edit | edit source]
The barn is guarded by a squad of the Flaming Fist under command of Manip Nestor. His subordinates are Fist Broadhorn, Fist Lochan, Fist Madigan, Fist Poole, Fist Rowan, and Fist Varone. Nestor (and presumably his whole squad) was previously based at Basilisk Gate Barracks, but has been temporarily assigned to Rivington.
Fists Poole, Rowan and Varone guard the entrances to the barn outside, while Fists Madigan and Broadhorn patrol the building inside. Fist Lochan stands nearby, preoccupied with attempts to calm down a group of protesters led by Saer Grotpoll who demand the refugees be driven from Baldur's Gate.
Fist Rowan is one of characters who might be chosen by Orin the Red as a disguise to threaten the party.[1] In this case, the corpse of real Rowan can be later found in the Bhaal Temple in Lower City.
As with other possible disguises in Rivington, Orin tries to make the player character understand or agree with her mindset, but invariably takes her true form and, after some spiteful phrases, disappears.
Donations[edit | edit source]

Nestor and his squad are primarily charged with collecting and preserving various donations and distributing them among the refugees. The party can share some of their gold or food as a donation. While the money share is defined strictly as 500 gold, offering to share rations opens the generic barter window with Nestor.
Passing a donation to Nestor may grant one or more of the following inspirations, depending on the party's choice:
- Alms for the Unfortunate ( Noble background) - either money or food (any amount)
- Food for the Soul ( Acolyte background) - food (at least 40 Camp Supplies)[2]
- Gifts of the Wilds ( Outlander background) - food only (any amount)
- Sharing the Spoils ( Soldier background) - either money or food (any amount)
- Spare What You Can ( Urchin background) - either money or food (any amount)
Nestor can additionally be persuaded to gain passage into the barn, which would otherwise be considered trespassing. If the party have already started the Investigate the Suspicious Toys quest (see below), the roll requires DC 10. If they have not, they can ask Nestor to let them place their donations inside the barn themselves (and thus gain the entrance), but this requires a DC 20 roll.
Any "donation" dialogue options are available when speaking to Nestor only before the party convinced him to grant access inside the barn. This possibility disappears as well if the party manage to sneak into the barn and are caught there.
There are also several DC 20 checks on dialogue options for the party to explain their presence in the barn (or their need to enter); doing so grants the inspiration Never Trust an Honest Person to party members with the Charlatan background. Fighter characters can also attempt a DC 18 Deception check to convince Nestor that they are Flaming Fists reporting for duty.
Looting the barn[edit | edit source]
Inside the barn various containers are strewn about, keeping mainly Camp Supplies or simple camp garments. A live Pig occupies a small fold near the entrance, sincerely believing in his "emotional support role". The party can praise him, or call him "bacon".
The party can try to stock up their own supplies from the barn, though all containers inside are red-outlined. Several of them may provide random Camp Clothing of Rich and / or Patriar grade.[3] Also, a backpack at X: 82 Y: -105 contains random potions and / or elixirs.
If any guard spots a party member inside the barn, a dialogue is started automatically. Regardless of what is offered as an explanation, they are snapped to the main entrance, and the conversation continues with Nestor. If they are caught a second time, the only options left are to consent to arrest or to attack.[4]

The two major points of interest inside the barn are the Donations chest at X: 76 Y: -111 and the toy crate nearby.
The Donations chest contains gold and random valuables. It is locked and requires DC 20 Sleight of Hand check to lockpick, or it can be opened with the Donation Chest Key kept by Nestor.
Stealing donations from the chest may grant one or both of the following inspirations:
- Donations Means 'Free' ( Criminal background)
- Give Nothing Back ( Urchin background)
The crate with stuffed bears nearby is a material part of the Investigate the Suspicious Toys quest. Upon approaching, a passive DC 15 Investigation check is made; success marks the crate as a trap. If the quest has not been initiated yet, a successful check starts it. Disarming the chest requires DC 20 Sleight of Hand check.
Finding a box with the rigged toys grants the Immoral Ingenuity inspiration to the characters with Guild Artisan background.
If the trap was triggered, the explosion alerts all guards, and the player character almost inevitably needs to provide explanation for their presence in the barn. The Dark Urge in this case has an additional option to activate one of the remaining bears and toss it to Manip Nestor.
Other encounters nearby[edit | edit source]
There are several NPC vignettes placed around the barn.
- Near the main entrance stands a locked, red-outlined heavy chest. It can be opened with a DC 18 Sleight of Hand check, or with a Munition Chest Key kept by Fist Poole. Inside is a Potion of Superior Healing, a Remedial Potion, an Elixir of Heroism and a Longsword +1.
- Across the barn stands the trader Ferg Drogher. Interactions with him depend on whether Shadowheart is present in the active party - and if she is, on whether she remains loyal to Shar.
- If Shadowheart is not present, Ferg can be questioned about the source of his stock, and confesses to "purchasing" precious items from the refugees, in exchange providing them with real coin to meet their immediate needs. He then can be convinced through several ability checks to show his special goods.
- If Shadowheart is present and remains loyal to Shar, no convincing is needed. Regardless of her loyalties, interacting with him progresses Shadowheart's personal quest (both companion and origin).
- If Shadowheart is present and has abandoned Shar, he threatens her and directs her to the House of Grief to receive punishment. When this dialogue finishes, he walks away forever, locking the party out of the option to trade for his goods.
- At X: 59 Y: -126 stand Mattis and Mirkon (if they survived the events of Act One and Two). Mattis recognizes the player character and confesses that he found some useful items to refill his stock in Moonrise Towers. He can be traded with afterwards.
- Several refugee children - Billy, Bobby, Elsa and Steffy play tag, running around a tree in front of Nestor's post. None of them can be spoken to, though if picked any of them cries out a random phrase as if the player character were playing with them.
- The refugee family Flintsplitter are standing around the bonfire near the barn. If spoken to, each of them reveal arguably stereotypical looks onto relationship between spouses and parents-in-law: Ramona Flintsplitter grumbles about her son marrying Kristeen Hazel, with Gizelle Flintsplitter echoing along on the matter. Garron Flintsplitter tries to talk down them both.
- At X: 108 Y: -109 a hobgoblin Toadbreath sleeps on a low wooden deck. A Traveller's chest near him contains gold and random valuables; it can be opened with Toadbreath Stash Key. The letter inside states that the hobgoblin tried to get inside the city on the ground of placing his fortunes into the Counting House vault, but was denied to do so.
Related Locations[edit | edit source]
Related Quests[edit | edit source]
Characters[edit | edit source]
Flaming Fist[edit | edit source]
Traders[edit | edit source]
Refugees[edit | edit source]
Other[edit | edit source]
Loot[edit | edit source]
Ferg Drogher sells:
Mattis sells:
Related Literature[edit | edit source]
Footnotes and References[edit | edit source]
- ↑ This can be determined with a right-click on the character and choosing to 'Examine' him. If Rowan is actually disguised Orin, the character is level 12 and Orin's passive features replace those filled in the infobox on his page.
- ↑ Despite the formulation, donating at least 40 Camp Supplies is enough to earn inspiration on Tactics difficulty level (presumably, on Honour as well).
- ↑ Garbs can be found in a wooden crate at X: 66 Y: -141, in Traveller's chest at X: 82 Y: -105, and in the pile of sacks inside near the main entrance.
- ↑ As the trespassers arrested within Rivington, as well as in Wyrm's Crossing, are jailed into the Wyrm's Rock Prison, this is another option to bypass the Steel Watch scanning at the South Span Checkpoint. However, this may cause a bug with the Necromancy of Thay tome (see here for details of the bug).
- ↑ 5.0 5.1 If survived the events of Act One and Two.
- ↑ 6.0 6.1 6.2 In Ferg Drogher's special stock