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Western Beach

| Rivington | ||||
| Western Beach | → | South Span Checkpoint | ||
Overview[edit | edit source]
The beach is an unnamed location accessed by travelling west down the paths from both sides of the South Span Checkpoint, and then following along the shore of the River Chionthar. The steep slope descends from the grounds of the Gur Camp and the Sword Coast Couriers to the south from the checkpoint, and from the Open Hand Temple to the north of it.
The slope consists of numerous rocky ledges connected with winding paths and patches of knotted roots, and has several entrances into cave which can be used to access some locations in Rivington.
The northern end of the beach butts against the high rocky ridge; a tunnel leads through it to a secluded bay which is being used for smuggling operations by the Stone Lord and his men.
Eastern slope[edit | edit source]
This part of the western beach runs down to the river shore from the Gur Camp and the Sword Coast Couriers. There are several points of interest here, including the entrances leading into caves under various locations in Rivington:
- At X: 58 Y: 48 is the exit from the cave area under Rivington Well. It is initially blocked with a winch mechanism and must be opened from inside to be used in both directions. If none of the party members succeed a passive DC 20 Perception check near the well, the area remains inaccessible.
- At the beach near the water end there are two buried treasures: the one at X: 67 Y: 88 requires DC 10 Survival check to detect, and another at X: 46 Y: 82 requires DC 15 Survival check. Near the first one, a backpack with gold and random valuables lie.

- At X: 30 Y: 29 is the exit from the cave leading to the Angleiron's Cellar. When the party first approach the cave mouth, a passive DC 15 Survival check is made. Success results in noticing small footprints leading into the cave. A character belonging to an Underdark race, i.e. a Drow, Duergar or a Deep Gnome unmistakably recognizes them as footprints of a deep gnome.
- The cellar can be explored only if the deep gnomes of the Clan Ironhand survived the events of Act One and Act Two. If they were killed in Grymforge or perished in Moonrise Towers Prison, the cave mouth is laden with unmovable boulders, and the cave is inaccessible.
- At X: 46 Y: 67 a Refugee Corpse lies, which can be interrogated via Speak with Dead. He claims to have been murdered by a trader who wanted to purchase his valuable ring. Certain conversation choices with Ferg can reveal he is indeed the killer merchant of whom the corpse speaks. A Gemless Ring can be looted from the corpse, which can be combined with the gem bought or stolen from Ferg into a common ring.
- The rocky ledge at X: 32 Y: 45 provides a convenient point to traverse to the scaffolds surrounding the Wyrm's Crossing bridge - either by jumping, flying, or using any means of spatial movement like Misty Step. Once Wyrm's Crossing is reached, the guards at the South Span Checkpoint allow the party to pass freely back and forth, even if the initial dialogue with the checkpoint patrol was never initiated.
- At X: 3 Y: 71 (under the Wyrm's Crossing bridge) is the exit from the cave under the Open Hand Temple. To get close and enter, several boulders need to be moved aside. Near the cave entrance, some Valuables lay on the ground.
Western slope[edit | edit source]
The northern part of the beach runs mostly along the Open Hand Temple grounds. This part of the Western Beach also has its points of interest.
- At X: -51 Y: 72 knotted roots allow the party to ascend to the path which eventually leads either up to the South Span Checkpoint or down to the old remains of a shipwreck. The roots end up on a small ground with a defaced statue, where a DC 20 Survival check allows one to notice a buried chest with gold, a random arrow, and a random spell scroll of Very rare grade. Halfway up to the temple at X: -34 Y: 23 a pouch with gold and a Trap Disarm Toolkit lies.
- The path down leads to a wrecked ship at X: -90 Y: 85, where on the foredeck a trapped Traveller's Chest can be found. It requires DC 15 Perception check to detect the trap and two DC 15 Sleight of Hand checks to disarm and lockpick the chest. Inside is a Necklace of Elemental Augmentation, gold and one or two healing potions of various grade. Another Heavy chest with minor loot is hidden under the opposite half of the wreck. It is visible only after highlighting it with "Show Item Labels" button.
- Near the broken statue at X: -118 Y: 103 a veritable obstacle course starts. The path here is covered with a Steam Cloud from a Vent, concealing 5 Blast Mines and several Tripwires which trigger them. The tripwires here require DC 18 Sleight of Hand check instead of regular DC 10 to disarm. Several fresh corpses are strewn about, but none of them can be interrogated via Speak with Dead.
- At X: -141 Y: 73 the party can find the Dying Stone Lord Thug. He is sitting leaned against a low hedge with a knife deep in his guts. On approaching him, the party can speak to the Thug, only to watch him inevitably die after a few phrases.
- However, Dying Stone Lord Thug is one of the characters who might be chosen by Orin the Red as a disguise to threaten the party.[1] In this case, the corpse of real Thug can be later found in the Bhaal Temple in Lower City.
- If this is the case, the dialogue with the Thug is longer and more meaningful. Throughout the dialogue, the player character rolls a passive DC 20 Perception check. If successful, they feel that the dying thug for some reason seems to be reveling in his miserable Gravely Wounded condition. Whatever the player character chooses to say or to do, after three or four phrases Orin reverts to her true appearance and teleports away.
[edit | edit source]
At X: -233 Y: 84 is an opening to a passageway under the rocky ridge. Inside, the straight path forward is littered with tripwires (each requires DC 15 Sleight of Hand check), also concealed with a Steam Cloud. Any of these tripwires trigger the eagle statue at the end of the passage to cast a Chain Lightning spell. The statue cannot be interacted with or disarmed.
The safest way is to bypass the tripwired path using the wooden platform nearby (presumably used by the guards). The backpack left there contains minor loot. At the foot of the ladder lies a beheaded corpse; a DC 10 Medicine check tells the party members this is a fresh kill.
Although not all victims of a fierce fight are disfigured or decapitated, non of them is available to interrogating via Speak with Dead.
When the party first approach the bay, they see a ship moored there and recognize it as previously seen at Moonrise Towers. On the shore they witness an argument between the Stone Lord's thugs and the members of The Guild, who have tracked the thugs down to the place. Regardless of the party's actions, a fight between two groups starts.
If the party comes to the spot openly and quick enough, they can participate in the dialogue between the two groups leaders, Caïros and Farlin. By this moment Farlin sees she has underestimated the strength of her rivals, and asks the party to help, who then must pick a side.[2]
If the party is hiding or remain far enough from the action, they can watch from a safe distance. Otherwise, they are engaged in the battle against the Stone Lord's men, with the Guild gang as neutrals. The party can then pick a side, confronting both gangs,[3] or resolving the fight in initial balance of forces.
If the party supported the Guild or remained neutral, and Farlin survives the fight, a dialogue with her starts automatically. She awards the party with 665 gold. Questioning her about the operations in the bay starts or progresses the Aid the Underduke quest.[4] The interacting character can also choose to instigate a fight with Farlin as well after taking the reward from her. If Farlin did not survive, the rest of her crew run away, and no reward is granted; the gold cannot be looted from her corpse.
Depending on the party's choices, some of the following inspirations may be earned:
- Backing the Established Players ( Noble background) - for supporting the Guild
- Cleaning up the Scum ( Haunted One background) - for killing both groups
- Easy Pickings ( Criminal background) - for killing both groups
- Stacking the Deck ( Criminal background) - for supporting the Guild [5]
If Minsc has already been recruited prior to this moment, siding with the Guild is considered an oathbreaking action for Paladins of Devotion. If he is present as party member, then some additional dialogue options are available.
After the battle is resolved, the ship from Moonrise can be explored. Despite Farlin's claims that its cargo now belongs to the Guild, she does not object to looting the ship. At coords X: -214 Y: 131 on the deck is the ship's storage, where two Mind Flayer Parasite Specimen can be taken (they disappear after a Long Rest [verify]). One more tadpole stands atop a barrel at X: -225 Y: 107.
Smugglers' cave[edit | edit source]
At X: -234 Y: 85 is the entrance to the cave which is used by Caïros and his crew to smuggle cargo from Moonrise into the city.
Inside a trapped chest at X: -1339 Y: -859 contain the Bonespike Boots. The trap requires DC 15 Perception check to detect and DC 15 Sleight of Hand check to disarm; the chest itself is not locked. From a tresure heap nearby gold and random Valuables can be looted.
At the southern end of the cave a series of cragged rocks lead to the small dock with a rowboat. It cannot be used to travel to the city. A map on one of the barrels here adds a marker on the map of the Wyrm's Rock Fortress where a wall breach can be used to infiltrate the prison. Also here a pouch with Silkroot and a bottle of Dream Mist can be found.
Related Locations[edit | edit source]
Related Quests[edit | edit source]
Characters[edit | edit source]
The Guild[edit | edit source]
Stone Lord's men[edit | edit source]
Other[edit | edit source]
Loot[edit | edit source]
Related Literature[edit | edit source]
Footnotes and References[edit | edit source]
- ↑ This can be determined with right-click on the character, choosing to 'Examine' him. If the Thug is actually disguised Orin, the character is level 12 and Orin's passive features replace those in the infobox on his page.
- ↑ Bard characters have a unique line here suggesting that the conflict be resolved by flyting. Flyting is a formal exchange of insults or taunts, often in verse form, typically between two individuals. It is a ritualistic practice of verbal sparring, sometimes found in ancient Norse myths and early English poems. The term evolved from the Norse word "flyta," meaning provocation. Choosing this option causes both sides to become hostile.
- ↑ Supporting Caïros in the dialogue results in fighting both gangs.
- ↑ Speaking with Farlin's corpse if she died does not start the quest. The corpses of the Stone Lord envoys do not answer the Speak with Dead spell.
- ↑ The two inspirations for characters with the Criminal background are mutually exclusive.
- ↑ 6.0 6.1 6.2 Available to Speak with Dead
- ↑ Upon interrogating Velicia's corpse, she confesses that she actually is a Harper who infiltrated the Guild to dig up information on the Stone Lord
- ↑ Lies at X: -215 Y: 120. Can be used as a Shield