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The Counting House

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Lower City
Rainforest's Home
Flymm Cargo Counting House Old Garlow's Place
The Counting House is a Location within the Lower City in Act Three of Baldur's Gate 3.
A litlle coin in the right purse. A soft word in the right ear. It's not glory that spins these planes, lad - it's gold.
Rakath Glitterbeard, on the power of gold contrasted with heroes

Overview[edit section | visual editor]

The Counting House is the major financial and banking facility in Baldur's Gate, participating in one way or another in most parts of the monetary flows in and out of the city.

The Counting House is found along the southern coast of the Lower City, in the Steeps district, occupying a small separate rocky island between Flymm Cargo and Old Garlow's Place, connected with the embankment with a wide stone bridge. It encompasses the three-storied main building, its subaqual storage facilities,[1] and the docks to the south-west, separated from the main harbour.

The Counting House building is guarded inside and outside (including the dock area) by a small army of "Cashguards" (the specific term for the security staff of the facility). The docks are patrolled as well by two Steel WatcherSteel Watchers. However, there are no automatons inside the building. In addition, all areas of the Counting House are equipped with Alarm Machines, unique trap-like devices which turn on in case of emergency and bellow a signal, attracting all nearby guards for three turns. This resulting behaviour of the guards (where they are attracted to any triggered alarm machine for three turns, then turn it off if no one is found) can also be used to the party's advantage for traversing certain building areas.

Trespassing in any restricted area prompts a dialogue with the nearest Cashguard. The conflict may be resolved if the interacting party member succeeds a DC 15 Persuasion or Deception Check DC 15 Persuasion or Deception Check or a DC 25 Intimidation Check DC 25 Intimidation Check. In this case the party is transported to the building entrance. Otherwise, the guards become hostile.

Access[edit section | visual editor]

There are several possible ways to enter the building, but the only legal one is crossing the bridge from the southern embankment of the Lower City at X: -97 Y: -155.

There are other entrances, using any of which is considered a crime:

  • Gates to the lower storage area, leading straight to the docks (X: -116 Y: -196). As the docks are considered a restricted area, opening these gates from any side makes all the guards hostile.
  • A hole on the roof at X: -114 Y: -183 which is revealed with a successful DC 15 Perception Check DC 15 Perception Check leads into the Head Clerk's office (see the First floor section below). This option is available only for Tiny characters and creatures (including those disguiseddisguised and wildshapedwildshaped as such).

Building layout[edit section | visual editor]

Teller area[edit section | visual editor]

Clients' hall of the Counting House
(by Tim Coddens)

When the party enter the main entrance, they find themselves in a large hall – the first floor of the whole building. It serves as the teller area for the Counting House clientele. Several visitors wait, with varying degrees of patience, to be served by the staff behind the counters: two clerks, a cashier and the Head Clerk MeadhoneyHead Clerk Meadhoney, who issues banking passes to the vaults and registers them. Most of the clients are anxious about the armies of the Absolute approaching the city and discontented with the slow service.

In the middle of the counter at X: -98 Y: -176 is an iron-cast gate which leads to the lower storage area – the ground floor of the building. To get past it, the party must obtain a Bank Pass (see the Involvement section below).

In the western part of the hall is a door which leads to the area behind the counter. It is off-limits for anyone except the staff, but contains no remarkable items, except three accounting books (all red-outlined), where the owners of safes and vaults are listed. The list of owners of the High Security Vaults is free to read, resting on the desk at X: -119 Y: -171.

At the end of the western part of the hall are stairs leading to the first floor. The door to the first floor is unlocked, but off-limits to enter.

Several display cases posted around the clients' hall are red-oulined and contain common or +1 enchanted uncommon weapons and / or pieces of armour, or common valuables. The larger ones are locked, requiring DC 10 Sleight of Hand Check DC 10 Sleight of Hand Check to open.

First floor[edit section | visual editor]

The corridor of the first floor

The first floor is considered off-limits to enter. It consists of a corridor guarded by two Cashguards, and two locked rooms: the Head Clerk's Office at X: -103 Y: -188 and the Head Banker's Office at X: -91 Y: -188. Both offices require DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to break in.

However, there are ways to explore each room without lockpicking the entrance doors. The aforementioned hole from the roof is actually a ventpipe for the chimney in the Head Clerk's office. The Head Banker's Office can be entered through another pipe from the ground floor of the building (see below).

In the Head Clerk's Office the party can steal a Bank Pass. Also, in a cabinet at X: -102 Y: -183 is A Private Stash Key.

In the Head Banker's Office is a Scroll of Conjure Minor Elemental in a stack of scrolls near the entrance. Next to it, a DC 5 Perception Check DC 5 Perception Check reveals a pipe (apparently for paper waste) which can be used by Tiny creatures to sneak down to the lower storage area and back. Inside the rosewood desk is another key. On the desk is the book titled Flintdigger's Abridged Dwarven History. It is used by the Head Banker as a source of four-digit passcodes for the High Security Vaults door; the party can learn the current code from it.

Roof[edit section | visual editor]

The roof of the Counting House can be explored using spatial movement such as FlyFly, Misty StepMisty Step, or Dimension DoorDimension Door. The roof of the main part has nothing remarkable, but on the western roof ground is the aforementioned hole leading inside. Also, at X: -120 Y: -178 a DC 15 Perception Check DC 15 Perception Check reveals a cracked tile. Underneath it is a stash with Thieves' Tools (1 to 3 sets), a Trap Disarm Toolkit, a Disguise Kit and two random Rare potions.

Lower storage area[edit section | visual editor]

The stairs from the teller area lead to a small landing ground, from where two more stairways descend to the east and to the west.

The western part apparently is an office for receiving valuables for custody. The area is not guarded, and looting it bears no consequences for the party. Several containers here (all red-outlined) keep precious and useful items:

The eastern stairs lead to the door to the Loading Docks storage. This is actually the ground floor of the building, and the double doors at X: -116 Y: -196 lead to the docks. The docks are off-limits for civilians, and opening these doors without any means of concealment immediately makes all the guards inside and outside hostile.

In the opposite end of the room is the counter, and near it at X: -113 Y: -169 is the door to paper waste room – also red-outlined. Inside a DC 5 Perception Check DC 5 Perception Check allows the party to notice a pipe leading to the Head Banker's Office. This way is available only for Tiny characters (including those disguiseddisguised and wildshapedwildshaped as such).

In the middle of this room is another guarded pair of cast-iron gates (both initially open). To proceed, the guards demand they be shown the Bank Pass again. Between the gates several DC 18 Perception Check DC 18 Perception Checks detect four Marble Plates. Triggering any of them causes both gates to close and lock, and fill the area between with a Poison CloudPoison Cloud from a gas vent. If the trap is triggered, each gate requires DC 25 Sleight of Hand Check DC 25 Sleight of Hand Check to lockpick. Otherwise, a button behind the counter at X: -123 Y: -172 disables the trap and opens both gates.

Behind the gates more stairs down lead to the subaqual storage with safes, vaults, and high security vaults.

A Wooden Chest in the middle of the room requires DC 15 Sleight of Hand Check DC 15 Sleight of Hand Check to lockpick, but can also be opened with one of the Loading Dock Chest Keys, which lies in the counter #3 (going from the entrance) on the northern balcony in the High Security Vaults hall (see below). The chest contains gold and 1-3 random rare spell scrolls.

Subaqual storage[edit section | visual editor]

Safes[edit section | visual editor]

Safes in the Counting House
(by Konstantin Melnik)

The Counting House Safes are found immediately after proceeding down the stairs and through the Vault Door at X: -91 Y: -158.

Safes are tucked behind ornate iron grates which cannot be interacted with and have no doors to enter. The grates group the safes as numbers 1-3 and 6-8, while numbers 4 and 5 are separated from all others. Bypassing the grates requires means of teleportation like Misty StepMisty Step, Dimension DoorDimension Door, an Arrow of Transposition, or intangibility effects like Gaseous FormGaseous Form. Means of flightflight, however, are not helpful, as the grates block all the way to the ceiling.

  • Each safe require a DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check lock or can be opened with the corresponding key.
  • The keys to these safes follow the naming convention "Counting House Safe nºX Key". The contents of each safe and where to find its key are listed in an expandable table in the Loot section of this article. Referring to it first is recommended to choose the desirable loot and not waste scrolls, arrows and / or spell slots.
  • Lockpicking and looting these vaults does not trigger any security response.

A Wooden Chest outside the grates contains only gold and can be opened with the Vault Chest Key, which lies inside a Wooden Desk at X: 5 Y: 46. The chest inside, near safe #1, requires DC 10 Sleight of Hand Check DC 10 Sleight of Hand Check to lockpick and keeps gold and minor random loot.

Vaults[edit section | visual editor]

Vaults in the Counting House
(by Konstantin Melnik)

Through the door directly opposite the safes, on the left-hand side from the entry corridor are the Counting House Vaults. Two large Glyphs of Transposition protect the vault room, teleporting trespassers back to the entryway should they try to walk, fly, or jump over them. Detecting each glyph requires a DC 15 Investigation Check DC 15 Investigation Check.

These circles can be bypassed with instantaneous movement such as Misty StepMisty Step, Arrow of Transposition as well as very precise jumps around their edges. They can also be disabled by activating the two buttons located at X: -971 Y: 797 and X: -975 Y: 797 or by shooting them with ranged attacks. The sigils remain present on the floor after being deactivated, but cease functioning.

  • Each vault require a DC 25 Sleight of Hand Check DC 25 Sleight of Hand Check lock or can be opened with the corresponding key.
  • The keys to these safes follow the naming convention "Counting House Vault nºX Key". The contents of each safe and where to find its key is listed in an expandable table in the Loot section of this article. Referring to it first is recommended to choose the desirable loot and not waste sets of Thieves' Tools and / or spell slots.
  • Lockpicking and looting these vaults does not trigger any security response.

High Security Vaults[edit section | visual editor]

Door to the High Security Vaults in the Counting House
(by Konstantin Melnik)

At the deepest part of the Counting House are the High Security Vaults. The hall where these are located is cordoned beyond a vault door. In front of it are nine pressure plates with DethekDethek numerals from 1 to 9 engraved on them.[2] Above the door are four lamps, hinting on the 4-digit code to open; each turns on after pressing the plate with a correct digit.

The door requires a DC 99 Sleight of Hand Check DC 99 Sleight of Hand Check to lockpick. However, this "impossible" lock can be bypassed in several ways:

  • Entering the passcode by walking over four of the pressure plates in a correct order of 1-3-5-6; this can be learned from a tome of Flintdigger's Abridged Dwarven History in the Head Banker's Office at X: -93 Y: -181.[3].
  • Creating an Electrified Watersurface and thus short-circuiting the lock. This can be accomplished by using Create WaterCreate Water or throwing Water on the floor, then dealing LightningLightning damage to the wet surface. This method is hinted in the Vault Visitor Log on a desk at X: -995 Y: 781, and in the Cleaning Staff Note and the Counting House Vault Rules (several copies of both documents can be found around the room).
  • Lockpicking the door with Thieves' Tools until a critical success is rolled; there are as many attempts possible as many sets of Thieves' Tools the party possess.
  • Trying out the pressure plates until all four symbols are entered in the correct order; there is no limit to attempts allowed.
The interior of the High Security Vaults chamber
(by Konstantin Melnik)

After entering the room, the party come out onto the balcony above the main hall. Two stairs lead from it to the northern and southern lesser balconies with numerous counters on each. These counters contain several Loading Dock Chest Keys. Despite looking identical, each key opens a single certain treasure chest from those strewn about the Counting House Docks.

The hall below the balcony features eight massive safe doors along the walls with Enchanted SecurityEnchanted Security cast on them to prevent use of the KnockKnock spell to open them. The ninth safe if located in the far part of the chamber behind another round vault door, which is always open.

  • Each high security vault require a DC 30 Sleight of Hand Check DC 30 Sleight of Hand Check lock or can be opened with the corresponding key.
  • The keys to these safes follow the naming convention "High Security Vault nºX Key". The contents of each safe and where to find its key is listed in an expandable table in the Loot section of this article. Referring to it first is recommended to choose the desirable loot and not waste sets of Thieves' Tools and / or inspiration points.
  • Lockpicking and looting these vaults does not trigger any security response.
  • Opening any of these vaults for the first time using lockpicking grants the following inspiration:

Docks[edit section | visual editor]

Docks of the Counting House

The docks line the south-western perimeter of the Counting House. They can be reached from several points:

  • Through the double door at X: -116 Y: -196 connecting to the ground floor of the Counting House
  • From the southern end of the Flymm Cargo pier, jumping to the boat moored across it.
  • From the eastern end of the Water Queen's House, via jumping to the Lustrous Lass and then to another ship moored near the watchtower.

The docks are considered a restricted area. Being spotted by any of the dock patrols, including the two Steel WatcherSteel Watchers, at best results in ejection to the bridge outside the main entrance of the Counting House, and at worst in a fight. Multiple Alarm Machines are positioned on the docks, which can be turned on by a guard to alert all other guards within the vicinity, making them hostile towards the party.

Two cargo boats are moored at the docks' berths. Multiple treasure chests are strewn about the docks and ships' decks, most of them locked. The chests can be opened with the aforementioned Loading Dock Chest Keys.[4] Otherwise, each chest requires either a DC 10 or 15 Sleight of Hand Check DC 10 or 15 Sleight of Hand Check to unlock.

Though none of the chests contain unique loot, claiming them all garners a windfall of Valuables, Scrolls, Potions, and Gold. Two Smokepowder Barrels and an excellent vista of the city's port and beyond can be reached by climbing to the top of the locked watchtower at X: -161 Y: -219. The lock on the door can be opened with the Docktower Key carried by Cashguard Basher BrammelsCashguard Basher Brammels, or with a DC 15 Sleight of Hand Check DC 15 Sleight of Hand Check. Travelling west from there leads to the Lustrous Lass, a ship steeped in disease and carrying a deadly Cursed ImpCursed Imp stowaway.

Involvement[edit section | visual editor]

Obtaining a Bank Pass[edit section | visual editor]

To enter the Counting House past the teller area, the party must show a Bank Pass to Cashguard Captain FarilCashguard Captain Faril or offer her a bribe, which opens the dialogue options with ability checks to convince her let the party in. If they confess they do not have a pass, Faril points at Head Clerk MeadhoneyHead Clerk Meadhoney who issues the passes. Once obtained, the Bank Pass allows access to the lower levels of the bank, including the safes and vaults.

The pass can be obtained in several ways:

  • Talking to Head Clerk Meadhoney. In the beginning of the conversation, a passive DC 10 Insight Check DC 10 Insight Check allows the interacting party member to feel that something is off. Otherwise, they can cast Detect ThoughtsDetect Thoughts on Meadhoney to get the same result. A success in any of these options allows them to convince Meadhoney into giving a "temporary" pass (which is, in fact, just a normal pass) to the party via various ability checks. All possible dialogue options are listed on Meadhoney's page.
  • Alternatively, if JaheiraJaheira is in the party, she chimes in, which allows the party to bypass the aforementioned initial checks, and lower the DC on subsequent convincing checks as well.
  • The Bank Pass can also be purchased from Meadhoney for 10,000 gp 10,000 gp,[5] or pickpocketed from him, if a party member manages to get undetected into the cashiers' zone behind the counter.
  • Finally, the Bank Pass can be stolen from the Head Clerk's Office on the first floor, on a cabinet at X: -102 Y: -180.

Obtaining the Bank Pass by any of described ways grants the Key to the VaultKey to the Vault inspiration to characters with the CriminalCriminal background.

Vault events[edit section | visual editor]

The trap for the Stone Lord that did not work

On the Loading Dock area (the ground floor) Cashguard Basher NickelowCashguard Basher Nickelow asks for the pass one more time. She can also be convinced to let the party pass via various ability checks with DC from 15 to 30, or bribed. Full list of options to deal with Nickelow can be found on her page. After passing this guarding post, the party is free to explore and / or loot the Counting House safes and vaults.

Venturing into the High Security Vaults hall for the first time triggers a cutscene which shows the trap prepared by Nine-Fingers KeeneNine-Fingers Keene for the Stone LordStone Lord. During the cutscene, the false 'Jaheira''Jaheira' shows up and teleports away together with Minsc, leaving a group of Bhaal Cultists behind. They immediately attack the party and the Counting House staff. Several Reapers of Bhaal start the fight InvisibleInvisible and hidden in the hall alcoves, and attempt to flank their opponents. The cultists concentrate their forces on killing foremost the party and the Head Banker Rakath GlitterbeardRakath Glitterbeard. If the party want to initiate the quest Return Rakath's GoldReturn Rakath's Gold afterwards, he must survive.[verify]

Winning the fight and speaking to Rakath Glitterbeard starts the quest to return the stored hoard. He allows the party to explore the hall to find any clues. Investigating the pile of smashed chests in the far end of the hall, behind the vault door, gives such a clue on a successful DC 10 Perception Check DC 10 Perception Check, where the party notice the mud is similar to the Undercity sewers' filth.

A shapeshifter under Jaheira's disguise

If the party complete The High HarperThe High Harper quest by recruiting Minsc and take him back to the Counting House, all notable interactable characters like Meadhoney, Rakath, and cashguards recognize him and express caution bordering with fear towards him. Minsc, however, does not remember anything of his deeds under the control of the tadpole, which makes him react mostly with surprise.

Nonetheless, having Minsc in the party when the party visit the Counting House again to complete the Return Rakath's GoldReturn Rakath's Gold quest might be useful. When the party speak with Rakath Glitterbeard about returning the stolen gold (the amount is 10,000 gp 10,000 gp), the party can accuse him of the lax security and then convince Rakath to compensate losses to the Guild and take only 5,000 gp 5,000 gp. All ability checks to do it require DC 20, but with Minsc present the DC is lowered to 15.

Related locations[edit section | visual editor]

Related quests[edit section | visual editor]

Characters[edit section | visual editor]

Notable[edit section | visual editor]

Counting House staff[edit section | visual editor]

Clerks and Cashiers[edit section | visual editor]

Cashguards[edit section | visual editor]

Cashguard Artillerists[edit section | visual editor]

Cashguard Bashers[edit section | visual editor]

Creatures[edit section | visual editor]

Civilians[edit section | visual editor]

Cultists of Bhaal[edit section | visual editor]

Loot[edit section | visual editor]

Loot not found in safes and vaults:

Safes[edit section | visual editor]

Safe No. Key name Key owner Key location Loot
1 Counting House Safe nº1 Key D.W. Martin [6] Szarr PalaceSzarr Palace

In an Opulent Chest at X: -1308 Y: 1020, in the left sideroom from the ballroom. The door can be opened by pressing a button in the right sideroom.

2 Counting House Safe nº2 Key Gorus Elgin [6]

Sold by Skittle

Heapside PrisonHeapside Prison
3 Counting House Safe nº3 Key Derryth and Baelen Bonecloak Bonecloak's ApothecaryBonecloak's Apothecary

In a Heavy Chest at X: 1459 Y: 841 in the basement

  • Pouch containing:
alchemical ingredients - x1-3 random
Elixirs - x1-3 random
100 - 130 gp 100 - 130 gp
4 Counting House Safe nº4 Key None[6] Counting HouseCounting House

Carried by Head Clerk Meadhoney in the lobby.
This key is passed to the party if they choose to "open a bank account" when talking to Meadhoney and pay him 10,000 gp 10,000 gp.

  • None
5 Counting House Safe nº5 Key Harvard Willoughby Elfsong TavernElfsong Tavern
  • 467-528 gp 467-528 gp
6 Counting House Safe nº6 Key "Anonymous client" [7] Vonayn's HomeVonayn's Home

In a Backpack at X: 978 Y: 1203 in a hidden part of the basement

  • 1st Backpack contains:
Mug
Rope
Potions of Healing (1-2 of random grade)
Elixirs - x2 random
10 - 15 gp 10 - 15 gp
  • 2nd Backpack contains:
Random Potion
Coatings - x1-2 random
Disguise Kit
Thieves' Tools
20 - 25 gp 20 - 25 gp
7 Counting House Safe nº7 Key Oliver Tefoco Beehive General GoodsBeehive General Goods
8 Counting House Safe nº8 Key Ava Morlay [7] Guildhall EntranceGuildhall Entrance

In a mailbox X: 65 Y: -95 above the entrance to the Guildhall

Vaults[edit section | visual editor]

Safe No. Key name Key owner Key location Loot
1 Counting House Vault nº1 Key Quenora Grisly The Blushing MermaidThe Blushing Mermaid

(the tavern or the hag's lair in the tavern basement)

  • Opulent chest containing:
Diamond
Random minor loot
  • 250 gp 250 gp
  • 580 gp 580 gp
2 Counting House Vault nº2 Key Oloric Witmirth Elfsong TavernElfsong Tavern,
in the side alcove near main entrance
3 Counting House Vault nº3 Key Alan Alyth Elfsong TavernElfsong Tavern

(the amount is total, some sorts may be x2)

4 Counting House Vault nº4 Key Roger Highberry Highberry's HomeHighberry's Home
5 Counting House Vault nº5 Key Avery Sonshal Felogyr's FireworksFelogyr's Fireworks
  • Pouch containing:
Jacinth
Random minor loot
6 Counting House Vault nº6 Key Omotola The Glitter GalaThe Glitter Gala
  • Gilded chest containing:
Diamond
Ruby
Sapphire
Plate
Gold Ingot - x1-3
Silver Ingot- x1-2
200 - 230 gp 200 - 230 gp
Random minor valuables
  • On the ground:
Bronze Goblet
Polished Necklace
Silver Glass
Silver Goblet
Silver Tray





High security vaults[edit section | visual editor]

Safe No. Key name Key owner Key location Loot
1 High Security Vault nº1 Key Lorroakan Ramazith's TowerRamazith's Tower
In a trapped display case at X: 4972 Y: 704 on the lower floor
2 High Security Vault nº2 Key Lady Jannath Lady Jannath's EstateLady Jannath's Estate
3 High Security Vault nº3 Key Cazador Szarr Cazador's DungeonCazador's Dungeon,
in Cazador's sarcophagus at X: -1926 Y: 947
4 High Security Vault nº4 Key Allandra Grey Water Queen's HouseWater Queen's House,
In an Opulent Chest at X: -246 Y: -249 on the first floor
5 High Security Vault nº5 Key Ulder Ravengard[8] Wyrm's Rock FortressWyrm's Rock Fortress,
In a hidden safe at X: -34 Y: 203 in Gortash's private chambers
6 High Security Vault nº6 Key Enver Gortash Iron ThroneIron Throne,
In an Opulent Chest at X: -48 Y: 102 (northwestern section)
7 High Security Vault nº7 Key GuildhallGuildhall Nine-Fingers Keene
Ball
Practice Sword
Stuffed Bear
Training Shield
Toy Block - x4
  • 528 gp 528 gp
8 High Security Vault nº8 Key Viconia DeVir Cloister of Sombre EmbraceCloister of Sombre Embrace,
In a Jewellery Box at X: -398 Y: -1591
9 High Security Vault nº9 Key Rakath Glitterbeard The Counting HouseThe Counting House
Can be pickpocketed, looted or received as a reward for completing Return Rakath's GoldReturn Rakath's Gold

Related literature[edit section | visual editor]

Gallery[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. The invoice in the mailbox near the bridge end relates on draining the seawater from the lower levels of the building, conducted by the Gondian artificers.
  2. There is a book titled Basics of Beginner's Dwarvish in a backpack behind the clerks' counter, which hints on this Dwarvish runic script being used somewhere in the facility.
  3. After reading the book, the code is recorded in the update line of the The High HarperThe High Harper quest.
  4. Each chest can be opened with a certain key. The list of the keys and the correspondent chests can be found on the item page.
  5. This option starts with the party's request to open an account. Meadhoney then demands the gold as the "Waukeen's Wage""Waukeen's Wage" and gives a Bank Pass and the Counting House Safe nº4 Key (he refers it to the "Strongbox Five", which probably is a mistake). This safe apparently seems to be preserved for the party's operations, as it is always empty. However, having the key does not allow the party to bypass the iron grates in the safe section.
  6. 6.0 6.1 6.2 As stated in Accounting Book - I
  7. 7.0 7.1 As stated in Accounting Book - II
  8. Though the vault belongs to the Ravengard family according to the Counting House Family Vault List, the key is in posession of Enver Gortash throughout the game events, until he is defeated.

External links[edit section | visual editor]