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Waukeen's Rest

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Wilderness
Mountain Pass Waukeen's Rest Risen Road
Goblin Camp
Waukeen's Rest is a Location within the Wilderness in Act One of Baldur's Gate 3. It is an inn that serves passing travellers but has recently been sacked by goblins.
Portrait Yeva.png
Your kind happened! Unless you're here to finish the job, get over here and push!
Yeva, to a Drow or a Drow Half-Elf player character asking what has happened

Overview[edit | edit source]

Waukeen's Rest is a two-storied inn with a central building and two wings to the both sides. Neatly built in the natural rock concavity, its territory makes a secluded pocket of space, divided from the outer world by gate. Such a layout could provide additional defence - or turn out to be a deadly trap for anyone caught off guard inside.

If the party do not discover the Waukeen's Rest themselves while exploring, they can first hear about it from Rugan Rugan, a Zhentarim agent cornered by a pack of gnolls on the Risen Road.

After the assault[edit | edit source]

The inn is on fire when the party first arrive here. Any party member may sense smoke and hear cries from afar and comment on this. Saving the possible survivors is one of the Time sensitive activities in the game. The timer is set upon entering the inner yard of the inn. If using fast travel (including simply returning to camp and back) or taking a long rest after it has been started, the flames progress and all characters blocked inside the inn die.

There are many corpses of drow, goblins and Flaming Fists lying around. On one of the drow corpses the party can find a Faded Drow Leather Armour. Succeeding in identifying the armour grants the The Spider's Gift The Spider's Gift inspirational event to party members with the Guild Artisan background.

When approaching, the player character sees several members of the Flaming Fist - Yeva Gauntlet Yeva, as well as the recruits Ito Ito, Aelis (Fist Recruit) Aelis, and Pavel Pavel - trying to beat the main door in. Two more Fists, Tristan Tristan and Dain Gauntlet Dain can be found running around: they try to douse the fires, by taking water from fountain in the middle of the inner yard. Near the gate, Ephren Ephren sits knelt over the corpse of Jacek Jacek, praying to Helm Helm for his soul. Paladins Paladins (except Oathbreakers Oathbreakers) and Clerics Clerics of good-aligned deities have an option to pray with her, earning A Unified Spirit A Unified Spirit inspiration for characters with Acolyte Acolyte background.

Talking to Yeva near the main door starts the quest Rescue the Grand Duke Rescue the Grand Duke. If Wyll Wyll is played as an origin or has been recruited as a companion, this also adds the The Grand Duke The Grand Duke subquest to his personal / companion quest.

The player character then can help the Flaming Fists to break the door by passing a DC 10 Strength check. Paladin Paladin characters roll it with advantage, while Bard Bard characters use Performance Performance instead. There is only one attempt; if it fails, Yeva suggests to find another way in. The task actually is to get inside the building and free Florrick Counsellor Florrick, who is trapped behind a broken door in a room on the first floor of the western wing.[1] Following Yeva's orders grants the Chain of Command Chain of Command inspiration for characters with Soldier Soldier background.

Possible other ways inside are through the western side wing of the building (through Benryn Benryn's room, see below). Alternatively, a character with enough Strength Strength may jump up inside the gallery above the main door (e.g., at X: -72 Y: 605) and break in through a nailed-up window. It is also possible to destroy the big wine barrel blocking the way into the eastern wing and jump up onto the first floor there or ascend by building improvised stairs with the crates in the room. On the first, there is a locked door, which can be opened by a Suite Key found on the corpse of a dead halfling outside at X: -88 Y: 610. Otherwise, the door can be destroyed or lockpicked with DC 18 Sleight of Hand check.

Once freed, regardless the way it is done, Florrick moves down to the inn entrance, telling the player character that she is going to explain everything outside.

Florrick and the Grand Duke[edit | edit source]

When following Florrick outside the building near the main entrance, the dialogue with her starts automatically.[2]

The player character may then find out that Florrick Counsellor Florrick is the closest assistant to Ulder Ravengard Ulder Ravengard, the Grand Duke of the city of Baldur's Gate. If Wyll Wyll is played as an origin or is present in the party as a companion, he and Florrick recognize each other at once. After that, Florrick confirms that Duke Ravengard had been in the inn, but got kidnapped by goblins and drow who assaulted the inn. She asks the player character to track down the attackers and free the Duke. At this point, refusing her or choosing to leave the dialogue is considered an oathbreaking action for Paladins of the Crown Paladins of the Crown.

If saved, Florrick awards the player character with one of the weapons that deal LightningLightning damage (see below), regardless of whether they agree or refuse to rescue Ulder Ravengard. Also, saving her grants the Rescued from the Flames Rescued from the Flames inspiration for characters with Folk Hero Folk Hero background[3] and the Protector of the Duke Protector of the Duke inspiration for characters with Noble Noble background. After that, she departs, ordering the Flaming Fist to report to the Gauntlet and follow the kidnappers' tracks, too. All members of the Flaming Fist, except Ephren, leave the scene too. None of them, save for Yeva, can be met further in the game.

If the party missed their chance to save Florrick (due to fast travel or taking a long rest), they return to smoldering ruins of the inn. All the Fists are gone, except Ephren (still praying) and Gauntlet Dain, who is wandering around the inner yard, trying to read the tracks of the assaulters. The party may offer their help, which requires passing a DC 10 Investigation check, or try to question her. Dain tries to conceal the real state of matters, but the party can still find out that Duke Ravengard was the raid's target, and his councellor is dead, through various checks. The party can also find Florrick's corpse upstairs, but it cannot be spoken with via Speak with Dead Speak with Dead.

Benryn and Mirileth[edit | edit source]

When coming to the first floor of the burning inn at X: -71 Y: 624 the player character feels the heat emerging from behind the doors nearby and comments on it. From behind the door they can hear cries for help. However, breaking or opening the doors causes the back draft effect: all party members are thrown back for approximately 12 m, possibly gaining Burning Burning and / or falling downstairs, while the fires behind the door flare up and engulf both rooms.

Inside, Benryn Benryn is pinned pinned to the ground with a fallen beams. Entering the room starts the quest Rescue the Trapped Man Rescue the Trapped Man. A party member then must make their way through the burning room to Benryn, help him up by removing the beams, which requires passing a DC 10 Strength check (Barbarians Barbarians have an advantage), and escort him out of the room. All this must be done quickly, because Benryn has only 8 HP, the flames cover the whole room in nigh but three turns, and the only other way out is blocked with a wooden barricade. Therefore, it is recommended to use a single party member with high Strength and long stride, and also enact a Turn-Based mode.

Once freed, Benryn runs past the player character to the next room in the eastern side wing, where a corpse of a half-elven woman lies at X: -85 Y: 600. Benryn recognizes her as Mirileth "Miri" and kneels beside her, crushed with grief. The player character may then ask him about her, or interrogate the corpse via Speak with Dead Speak with Dead, to find out what happened. If the party find her corpse and talk with her prior to Benryn, she asks to save him, thus initiating Rescue the Trapped Man Rescue the Trapped Man.

Letting Benryn burn to death under the fallen beams grants the Fresh Kindle for the Fire Fresh Kindle for the Fire inspiration for characters with Haunted One Haunted One background.

In the room adjacent to the one where Benryn was trapped, there is a wooden chest with some gold and also a locked gilded chest with Hamarhraft inside. The hammer and the gold can be obtained safely after a long rest, when the inn is burned down and the fire is extinguished. The chest is then destroyed but the loot is still there and intact.

Zhentarim Hideout[edit | edit source]

Behind the western side wing of the inn there are three barns. One of them contains a secret enntrance to a Zhentarim Hideout.

In the one to the right, at X: -102 Y: 621, a hay stack may be inspected by passing a DC 15 Perception check to find a Gilded Chest containing the dowry belonging to Benryn and Mirileth.

The left barn is a cow shed, with one ox killed, and the other one alive. When approaching, the dialogue with the Frightened Ox survived Ox starts. If the player character does not placate it with Persuasion Persuasion vai Speak with Dead Speak with Dead, or by using Animal Handling Animal Handling, it attacks the party. If the player character is a Drow Drow or Half-Elf Drow Half-Elf Drow themselves, the ox attacks without speaking.

The barn in the middle is actually the access to the Zhentarim Hideout. Upon approaching, a DC 15 Perception check allows to detect movement inside. Behind the shelves, Salazon Salazon is crouched, who asks for a password, threating to hurl a Fire Bolt. As there are several Oil and Firewine Barrels stacked inside near the entrance, the consequences may be severe. The password ("Little serpent, long shadow") can be obtained from Rugan Rugan if the party save him during the quest Find the Missing Shipment Find the Missing Shipment, or via Speak with Dead Speak with Dead if he is killed.

Alternatively, passing any of the dialogue ability checks with Salazon has him stand down. Rogue Rogue characters have an additional option: to show him a "profit" hand gesture, with earns approval from Gale approves +1, Karlach approves +1, Shadowheart approves +5, and Wyll approves +1. If Salazon is successfully dealt with, he gives the party an Engraved Key and welcomes them to enter the basement through the trapdoor. The key opens a secret passage behind the wardrobe at the back of the basement, which leads to the hideout.

If the attempt to convince Salazon was not successful, he ignites the barrels and flees back to the hideout. In this case, the spare key to the secret passage may be found in a wooden crate at X: 382 Y: -258.

Waypoints[edit | edit source]

  • caption = Waukeen's Rest Waukeen's Rest at X: -78 Y: 572

Related locations[edit | edit source]

Characters[edit | edit source]

Available to Speak with Dead[edit | edit source]

Loot[edit | edit source]

Quest rewards[edit | edit source]

Hidden treasure[edit | edit source]

  • Buried chest containing gold and camp supplies at X: -98 Y: 632
  • Succeeding a Perception check when interacting with the hay bale at X: -102 Y: 621 reveals a chest containing the Dowry Ring
  • Hidden rocky crevice outside the inn walls along the eastern most path at X: -28 Y: 586

Other[edit | edit source]

The kitchen and storerooms of the inn in its eastern wing, initially blocked by the huge wine barrel, provides the party with decent amount of Camp Supplies.

Related quests[edit | edit source]

External links[edit | edit source]

Notes[edit | edit source]

  1. If the party get inside via a side route, the door remains blocked and requires a DC 15 Strength check to open instead, but with a chance for every party member to try.
  2. The conversation actually starts as soon as she reaches the main door, so if the party was divided, the dialogue may be initiated with the nearest party member. If no party member is close, Florrick waits near the main door, and the dialogue must be initiated by the player character.
  3. While the inspiration formula says "save whoever you can from Waukeen's Rest", saving either Florrick or Benryn (see below) grants it, even if the other one is still blocked inside.