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The Blushing Mermaid

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Lower City
Bloomridge Park
The Lodge Blushing Mermaid Crimson Draughts
Flymm Cargo
The Blushing Mermaid is a Location within the Lower City in Act Three of Baldur's Gate 3.
* No magic decanters (the only BYOB we endorse is Break Your Own Bones)
* You don't have to tip, but it does help us verify you aren't an asshole
* Adventurers, leave your cares at the door - this is where you let your hair down, alright?
— Excerpts from the Blushing Mermaid Rules

Overview[edit | edit source]

The entrance to the tavern from the foredeck

The Blushing Mermaid is a tavern in the Steeps district of Baldur's Gate, located to the south of Bloomridge Park and looking upon the Grey Harbour embankment. The building resembles an old seaship hulk, with its foredeck serving as outer terrace, and its stempost almost shooting out into the bay.[1]

Ownership of the place is in the hands of Captain Quenora GrislyCaptain Quenora Grisly, although the HlathHlath family is a silent partner with minority stake.[2]

Captain Grisly claims the Blushing Mermaid is indeed her old pirate ship dragged onto the beach and refashioned into a tavern.

Compared to other eateries and places of recreation in the city, The Blushing Mermaid is described as a lower-class establishment, mainly focused on serving drink and entertainment. Some citizens who live close to it complain to the Flaming Fist, reporting the tavern patrons as a constant source of noise, trouble-making and vandalism for the whole neighbourhood.[3]

The only entrance into the tavern is from its "deck" at X: -142 Y: -98, which continues into wooden terraces lining the building from both sides.

Inside, The Blushing Mermaid has a single split-levelled hall with a bar counter near the entrance, and the area for clientele on the upper level. Part of the upper level is separated by curtains, forming a makeshift captain's stateroom. The tavern has a basement as well, which serves as storage. A carved wooden statue of a mermaid hangs above the main bar, its tail painted to resemble rosy flush.

Tavern Layout[edit | edit source]

The main bar at the Blushing Mermaid with its namesake statue

Outer decks and the ground floor[edit | edit source]

Outside on the ship foredeck and terraces are several patrons of the tavern. Some of them are drunk and lie unconsciousunconscious. Near the entrance stands Nesha LeeshaNesha Leesha, one of the citizens who has been marked as quarry for a serial killer.[4] If Investigate the MurdersInvestigate the Murders is not yet completed the party can, depending on their preferred progression of the Impress the Murder TribunalImpress the Murder Tribunal quest, either warn her (passing certain ability checks in the dialogue) or take her life themselves.

Nesha can be pickpocketed for a Potion of Invisibility and a Potion of Speed. If a fight starts inside the tavern, Nesha runs away and returns only after a long rest.[verify] If the party attack her, she likely uses one of these potions on her turn.

On the embankment under the Mermaid's foredeck News Hawker ChalaraNews Hawker Chalara cries out gazette slogans, attracting customers.

The lower level of the tavern hall hosts a few tables and a bar where the bartender Bosun GannetBosun Gannet sells a variety of food and drinks. Next to the bar at X: -132 Y: -96 is an Oak Door which leads to the basement. In the middle, an open stairs lead to the upper floor.

Upper floor[edit | edit source]

Tavern interior

Upstairs is the entertainment area, featuring more tables along the walls, a stage with a small dressing room aside and a large open space in front of it. Several patrons are having a good time here, with two of them are already drunk and unconsciousunconscious. One of passout patrons, Vin DorgoVin Dorgo, has a pouch of Terazul on her.

The gallery behind the stage is apparently given to gambling, with several lined tables standing there. In the far end of the gallery Bruno IndomicusBruno Indomicus is working to close his debts on a drinking tab. Apparently, he has been tasked with cutting raw food for cooking tavern meals.

To the right of the main room is a separated area, part of which is seemingly designed for private entertainment: several lavish armchairs, a dancing pole and a copy of The Quarta Sune fill the interior. The opposite part has a table with feast meals served, and a makeshift office of a desk and a red-outlined, unlocked opulent chest containing gold and Valuables. In the far corner is a small stairway leading to the basement. The tavern owner Captain GrislyCaptain Grisly paces back and forth in the room.

Roof[edit | edit source]

View on the Grey Harbour from The Blushing Mermaid roof

The roof consists of several levels with skylight windows covering various parts of the tavern. At X: -128 Y: -105 a DC 15 Perception Check DC 15 Perception Check highlights a plank hiding a Trap Disarm Toolkit, Thieves' Tools (1 to 3 sets), random potions and / or grenades and a Disguise Kit. On the "crow's nest" ground at the top of the mainmast lies a Scroll of Cloud of Daggers - red-outlined and in plain sight; taking it is considered a crime.

Storage[edit | edit source]

The basement is mostly filled with firewine barrels, but a small stone porch in the back can be jumped towards. The further exploration of the basement depends on certain choices made by the party in Act One (see below).

Involvement[edit | edit source]

The actual state of the tavern directly depends on the party's decisions throughout the quest Save MayrinaSave Mayrina in Act One.

  • If the party let Auntie EthelAuntie Ethel go and allowed her take Mayrina, the tavern is functioning as a regular (if bustling and bawdy) drinking spot.[verify]
  • If the party did not permit the hag to keep MayrinaMayrina (regardless of them choosing to kill or spare Auntie in the Overgrown Tunnel), then during the Avenge the Hag SurvivorsAvenge the Hag Survivors quest the party find out that Auntie has turned the tavern into her city lair, and has already made her move to find a replacement for Mayrina's unborn child.
The cellar storage of the Mermaid, with the illusory wall in the upper-right corner

In the second case, exploring the Blushing Mermaid is much more eventful.

After the Save VanraSave Vanra quest is initiated, the party can speak with the tavern staff for more information on Vanra'sVanra's disappearance. The bartender Bosun Gannet gives a hint that Captain Grisly dealt with Lora BergauzLora Bergauz herself when the latter rushed into the tavern searching for her daughter.

Captain Grisly is in the separated part of the hall, ranting aloud about her heavy hangover. As becomes clear later, she actually is the hagthe hag in disguise.[5] If a party member speaks to her, she may offer money for killing Lora. If the party have already explored the tavern basement (see below) and ask about it, Ethel sheds the disguise and retreats, leaving the party to deal with her "crew": six Tipplesome Patrons loitering inside the Blushing Mermaid turn out to be Redcaps and immediately attack. Of them, Two-Toes RischerTwo-Toes Rischer keeps Ethel's Chest Key. The same outcome occurs if the party refuse to kill Lora or confront the hag, insisting on investigating the kidnapping.

After the fight with the redcaps is resolved, the party can talk to Gannet once more. This time speaking to him may reveal that he is under the memory-tampering charms.[6]

Chasing the hag[edit | edit source]

The basement of the Mermaid, styled by the hag to her tastes

The party can chase Auntie Ethel to her lair, which is located under the Blushing Mermaid. In the storage area a successful DC 15 Investigation Check DC 15 Investigation Check approximately at X: -2358 Y: -118 reveals an illusory wall which leads further into the basement.

Behind the illusory wall is another storage space with an unlocked wooden chest containing gold and alchemical ingredients. A locked metal door leads to the main part of the basement. It can be unlocked with the DC 15 Sleight of Hand Check DC 15 Sleight of Hand Check or Ethel's Lair Key, which can be looted from another Auntie Ethel's minion JatloJatlo throughout the Avenge the Hag SurvivorsAvenge the Hag Survivors quest.

The first part of the basement resembles the Overgrown Tunnel back in Act One. Four new victims of the hag – the Mask of ServitudeMask of Servitude, Mask of TerrorMask of Terror and Mask of VengeanceMask of Vengeance and the real Captain GrislyCaptain Grisly (who wears the Mask of Regret and is able to cast the corresponding curse) patrol the swamp-like area littered with Peculiar Flowers.

Unless party members wear Ethel's Whispering Masks (along with the Protection from Evil and GoodProtection from Evil and Good) the masked guards are hostile. To this end, a table with a spare mask on it is near the entrance and several more can be looted from redcaps in the tavern hall. The guards can also be bypassed with stealthstealth.

To the east from the entrance is a stone-paved ground which lead to the trapped area by the doors of the hag's lair proper; two vents and a tripwire set them off. As with the Overgrown Tunnel, on the shelves are bottles with Lost Time, A Mother's Loathing and Butterflies in the Stomach. In one of cages across the door are rare alchemical ingredients: a Beholder Iris, a Gauth Eyestalk and a Nothic Eye.

At the far end of the swamped area is a series of giant mushrooms which can serve as a ladder to a rocky ridge hugging the far wall. The ridge features several Peculiar Flowers as well. At its end is a locked and trapped Heavy Chest which holds gold and / or random precious gems and alchemical ingredients. The chest requires DC 15 Arcana Check DC 15 Arcana Check to detect its trap (armed with Ray of SicknessRay of Sickness), and two DC 20 Sleight of Hand Check DC 20 Sleight of Hand Checks to disarm and lockpick it. It can also be opened with Ethel's Chest Key. From the ridge a wooden platform with the Gnarly Cauldron can be reached. On a fane next to it are three Worg Fangs, a Mind Flayer Parasite Specimen and a Vitriol of Shadowroot Sac.

Ethel's Lair[edit | edit source]

Hag's lair in the basement of the Mermaid

The Hag's Lair is behind the locked door which requires DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to lockpick or the Mottled Key carried by Mask of Terror. The door itself is trapped with a Vicious MockeryVicious Mockery spell which cannot be disarmed; it affects the first character who tries to open it without a key.

The lair itself is a split-level room where multiple stairways, ladders and barrels can be used to move up or down. Next to the entrance, a DC 15 Perception Check DC 15 Perception Check highlights a lever on the left wall. It opens a hidden doorway to the original basement room which is entered from the tavern, allowing a swift exit.

In the far corners of the room grow three Pearlspore Bells. A Barrelstalk in the middle of the room's upper level grants Haste SporesHaste Spores while standing next to it. On the western side is a large Gilded Chest, containing gold, Valuables, random potions and / or arrows.

The party can confront Auntie EthelAuntie Ethel in her lair. She appears when they move up the second stairs un-hidden and, after a short dialogue, attacks. If the party did not reveal Ethel's identity prior, this area is empty – unless the party attack and destroy one or more of the Pearlspore Bells. As long as at least one of these mushroom remains intact Auntie Ethel resurrects on every long rest.

If the party did not dispatch the masked guards in the swamp area, Ethel summons them as minions when the fight in the lair starts. However, sparing enslaved Captain Grisly throughout the fight and thus freeing her grants The Returned Cap'nThe Returned Cap'n inspiration to characters with SageSage background.

Provoking the fight with the swamp area guards and knocking Grisly out there also saves her, but prevents the party from acquiring this inspiration.

Tactics on fighting Auntie Ethel can be found on her page. Possible outcomes of the fight are listed on the Save VanraSave Vanra quest page.

Encounters in the tavern and around[edit | edit source]

There are several NPC vignettes inside the tavern and around it.

  • In the middle of the ground floor two friends SvendSvend and SiggySiggy argue whether Svend should go on a date while their ship is leaving early the next morning. Nudging Svend to accept Siggy's proposition awards the Playing SunePlaying Sune inspiration to characters with EntertainerEntertainer background.
  • In the entertainment area on the upper floor MadalitsoMadalitso tries to convince his daughter NafulaNafula to accept a marriage to a wealthier man, which he has already arranged.
  • To the east Cashguard GuriraCashguard Gurira scolds his colleague Cashguard TaslimCashguard Taslim for being drunk while working.
  • A drunkard named Syllabub 'Shimmer' FranSyllabub 'Shimmer' Fran is UnconsciousUnconscious on the pavement under the ship hulk. Papers in his backpack hint that he is a local stage celebrity but, having recently fallen into a drinking habit, he is neglecting his duties. A Potion of Superior Healing can be stolen from his backpack.
  • Behind the tavern two commoners, OaknuzzleOaknuzzle and BleeriBleeri, have taken their fellow DickonDickon to the fresh air and are trying to calm down his nausea after a drinking spree in the tavern.
  • Wrint SprigleyWrint Sprigley, a field reporter for the Baldur's Mouth gazette, goes constantly around the tavern, trying to find the right juicy lines to describe the establishment. His attitude to the party changes depending on the outcome of the Stop the PressesStop the Presses quest. Regardless of this, his opinion on the tavern is noticeably less than positive.

Related locations[edit | edit source]

Related quests[edit | edit source]

Characters[edit | edit source]

Auntie Ethel, her mask-charmed victims, Redcaps and Vanra appear only if Mayrina was saved from Auntie Ethel in Act One.

Notable[edit | edit source]

Patrons[edit | edit source]

Redcaps[edit | edit source]

Outside the building[edit | edit source]

Loot[edit | edit source]

Hidden Treasure[edit | edit source]

Related literature[edit | edit source]

Gallery[edit | edit source]

External links[edit | edit source]

Footnotes and references[edit | edit source]

  1. The Blushing Mermaid in Baldur's Gate 3 appears to be a composite figure made of two taverns from the first Baldur's Gate game: The first is the extremely rowdy Blushing Mermaid, located in a regular building in the Upper City, and the second is the Low Lantern, located inside an old merchant ship at the docks in the Lower City and run by a "captain".
  2. As mentioned in The Patriar Blackmail Files collected by Sharrans.
  3. Referring dialogue file is /LOW_BasiliskGate_CrimeComplainer003.
  4. Nesha is the final target in Dolor's list. But, as his plot line suggests, he inevitably encounters the party at Figaro's and never gets around to killing her.
  5. Party members who attempt to pickpocket the false captain find she carries several precious gems, alchemical ingredients, a Potion of Angelic Slumber and some items from Auntie Ethel's stock from Act One.
  6. The effect of these charms resembles those cast on Blaze PortyrBlaze Portyr in Basilisk Gate Barracks.
  7. 7.0 7.1 Carried by Captain Grisly
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 Only if Mayrina was saved from Auntie Ethel in Act One
  9. 9.0 9.1 Dropped by Auntie Ethel
  10. 10.0 10.1 Carried by Nesha Leesha
  11. Dropped by Auntie Ethel, if it was not looted from her in Act One
  12. Carried by Vin Dorgo