Key takeaways
- The barn is a Rivington location, not a separate region or a building in Baldur’s Gate proper. Its recorded position is approximately X: 83, Y: -108.
- Manip Nestor and a squad of Flaming Fists guard it Entering without permission can lead to arrest or combat.
- The central quest content is the rigged toy crate A successful Investigation check identifies the trap, while a successful Sleight of Hand check can disarm it.
- The quickest peaceful route inside is usually to speak to Nestor and pass a DC 10 Persuasion check by explaining that dangerous material may be among the donations. Other options include donating gold or supplies, or using a more difficult Persuasion route.
- The locked Donations chest contains gold and random valuables It can be opened with DC 20 Sleight of Hand or the Donation Chest Key held by Nestor.
- The barn’s nearby encounters include Ferg Drogher, Mattis, the Strange Ox in a separate stable, refugee families and children, and a possible kidnapping scene involving Fist Rowan.
About this guide
Base-game guide. Act Three, Rivington. Spoilers for the Rivington refugee storyline, Investigate the Suspicious Toys, Shadowheart’s personal quest and Orin the Red’s kidnapping plot.
Overview
The Requisitioned Barn is a guarded Flaming Fist storehouse in Rivington, Act Three’s first major exterior area in Baldur’s Gate 3. It holds donations intended for displaced refugees, but the barn is also the centre of several easy-to-miss encounters: the Investigate the Suspicious Toys quest, a locked donations chest, an ammunition chest, background refugee activity, two traders and a possible appearance by Orin the Red.
Although the building itself is small, it sits in a busy part of Rivington. The nearby stable, Gur Camp, Arfur’s Mansion, Rivington General and Ferg Drogher’s trading position are separate locations or encounters and should not be treated as interchangeable parts of the barn. The barn’s most important content is fixed, while much of its ordinary loot is randomised or consists of low-value camp supplies and clothing.
Overview and boundaries
The Requisitioned Barn is the large rectangular building used to store donations collected for refugees. The main entrance is on the eastern side, around X: 99, Y: -114, and is locked and watched by a Flaming Fist. A side entrance is available from a small balcony at approximately X: 59, Y: -146. This side route is less conspicuous, although a guard patrols inside the building and can still discover an intruder.
This distinction matters because the barn is only one stage in a larger chain of refugee, toy and Bhaalist plot threads.
Reaching the barn
The barn is encountered naturally while exploring the central refugee area of Rivington. It lies near Arfur’s Mansion and the road leading towards the rest of the Act Three map.
Recommended approach
The side balcony entrance provides an alternative approach, but it is not a guaranteed stealth solution. The interior patrol can still see characters entering or moving between the storage areas.
Recommended approach
- 01Enter Rivington and explore the refugee settlement before forcing your way inside.
- 02Speak with the people outside the barn, including Nestor and the nearby refugees.
- 03If you have already found evidence connected with the suspicious toys, return to Nestor and mention that dangerous objects may be among the donations.
- 04Use the peaceful dialogue option if possible.
- 05Once inside, avoid running through the building. The Flaming Fists patrol the interior and may automatically start a conversation if they catch you.
- 06Examine the toy crate and the Donations chest before leaving.
Guards, law and security
The barn is under the control of a Flaming Fist squad led by Manip Nestor. The guards are not presented as enemies by default. The barn’s security is instead built around trespassing rules.
The exterior guards include Fist Poole, Fist Rowan and Fist Varone. Fist Madigan and Fist Broadhorn patrol inside, while Fist Lochan is positioned nearby and is occupied with the refugee protesters led by Saer Grotpoll.
If a character is caught inside without permission, the guards can relocate the party member to the main entrance and continue the confrontation with Nestor. The first detection can still be resolved through dialogue, depending on the circumstances. A second detection is much less forgiving and can leave the party with the choice of accepting arrest or attacking.
Orin event
Fist Rowan is one of the possible Rivington characters selected by Orin the Red for her kidnapping and disguise plot. If Rowan is chosen, the apparent Fist Rowan encountered by the party is not necessarily the genuine guard. The real Rowan’s body can later be found in the Bhaal Temple in the Lower City. This is progression-dependent and should not be expected in every playthrough.
Entering peacefully
Nestor initially frames the interaction as a request for donations. The dialogue can lead to several different approaches:
The most useful general route is the DC 10 Persuasion option stating that something dangerous may be among the donations. A more direct request to take a donation inside has a higher DC 20 Persuasion requirement. The dialogue also includes a gold donation option costing 500 gold.
If you are following the suspicious-toys quest, gaining permission is preferable to sneaking in. It lets you investigate the crate without immediately turning the entire barn hostile.
Main interior points of interest
The suspicious toy crate
The stuffed-bear crate is the barn’s most important object. It is connected to Investigate the Suspicious Toys, a quest involving explosive toys intended for refugee children.
When the party approaches, a passive DC 15 Investigation check can identify the crate as trapped. If the quest has not already been started, this discovery can initiate it. The trap can then be disarmed with DC 20 Sleight of Hand.
The crate is not simply a container of ordinary toys. It is the physical evidence linking the donations to a deliberate attempt to harm refugees. Discovering it advances the investigation towards the people and organisations responsible for distributing the explosives.
A successful discovery also grants the Immoral Ingenuity inspiration to characters with the Guild Artisan background.
If the trap is triggered
Triggering the trap causes an explosion and alerts the guards. The party will then need to explain its presence in the barn, and the situation can quickly become hostile. The Dark Urge has an additional unusual dialogue option involving one of the remaining bears.
Donations chest
The Donations chest is near the toy crate, around X: 76, Y: -111. It contains gold and random valuables. It is locked and requires:
Stealing from it may grant one or both of the following background inspirations:
The chest is therefore useful both as loot and as a role-playing test. It is deliberately placed beside material intended for refugees, and the game recognises the moral and background implications of taking it.
Munition chest
A locked heavy chest near the main entrance contains a fixed group of useful consumables and equipment. It can be opened with DC 18 Sleight of Hand or with the Munition Chest Key, which is held by Fist Poole.
The chest is one of the better reasons to search the guard-controlled entrance area carefully. It is separate from the Donations chest and uses a different key.
Ordinary storage
Most of the other containers hold camp supplies, simple camp garments or random clothing. Some containers can provide Rich or Patriar camp clothing. A backpack around X: 82, Y: -105 contains random potions and/or elixirs.
These contents are not all guaranteed in the same form on every playthrough. Treat them as ordinary randomised or low-value storage rather than a fixed treasure cache.
Munition chest
| Item | Status |
|---|---|
| Potion of Superior Healing | Fixed |
| Remedial Potion | Fixed |
| Elixir of Heroism | Fixed |
| Longsword +1 | Fixed |
Traders and nearby businesses
Ferg Drogher
Ferg Drogher stands across from the barn and is a trader dealing in weapons and armour. His presence is particularly important for Shadowheart’s storyline.
If Shadowheart is not in the active party, Ferg can be questioned about his merchandise. He admits that he obtains valuable items from refugees, giving them coin in return for goods they need to sell. His stock is therefore tied thematically to the economic pressure on Rivington’s displaced population.
Ferg’s dialogue changes significantly depending on whether Shadowheart is present and whether she remains loyal to Shar. Do not assume that the same conversation or stock access will occur in every party configuration.
Status: functional trader, outside the barn’s main interior.
Mattis
Mattis, the tiefling trader encountered earlier in the game, may appear near the barn depending on the party’s earlier progression. He is listed as a wealthy trader selling consumables and miscellaneous junk. His exact presence is connected to the outcome of his earlier appearances in the Emerald Grove and Last Light Inn.
Status: progression-dependent trader, associated with the barn area rather than the barn’s storage inventory.
Nearby stable and Strange Ox
The Strange Ox can be found in a stable near the Requisitioned Barn, around X: 41, Y: -143. This is a separate sub-location, not an interior part of the barn. Its appearance and quest availability depend on the ox surviving earlier stages of the game, including the Emerald Grove and Last Light Inn.
The Strange Ox’s Act Three content is associated with Help the Devilish Ox, and players who are following that thread should inspect the stable before moving deeper into Rivington.
Residents, visitors and background characters
The barn area contains a mixture of Flaming Fists, refugees, traders and story-linked visitors. Not every named character is a conventional resident of the building. Some are placed outside or nearby as part of Rivington’s refugee-camp scenes.
Named characters associated with the barn area
Flaming Fist
Traders
Refugees
Other named figures
This directory reflects named entries associated with the Requisitioned Barn page and its immediate scenes. It should not be read as proof that every listed character remains permanently inside the building or is available for a full dialogue encounter in every progression state.
The pig
A live Pig occupies a small fold near the entrance. It has dialogue that treats it as an “emotional support” animal. The party can praise it or make an unpleasant comment about bacon. This is a small environmental interaction rather than a major quest, but it helps establish the barn’s mixture of misery, bureaucracy and absurdity.
Investigate the Suspicious Toys: barn walkthrough
The barn is one stage of a larger investigation. The exact starting point can vary, but the following is the safest general route.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Investigate the events around Arfur’s Mansion. The suspicious-toys thread is connected to the troubled house and the information found there. If you have already discovered the relevant evidence, return to Nestor.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Speak to Manip Nestor. Ask what the donations are for and explain that dangerous material may be among them.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Pass the DC 10 Persuasion check if possible. This is generally more economical than paying 500 gold and less risky than trespassing.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Enter the barn and approach the toy crate. Allow the passive Investigation check to resolve. If the crate is marked as trapped, avoid opening or interacting with it carelessly.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Disarm the trap with DC 20 Sleight of Hand. A failed attempt or deliberate interaction can trigger the explosion and summon the guards.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Search the surrounding evidence. Check the nearby storage, the Donations chest and the route through the barn. The chest is optional and may create an additional confrontation if the guards notice.
Investigate the Suspicious Toys: barn walkthrough: steps
- 01Continue the investigation outside the barn. The quest eventually points towards the wider conspiracy and the connection with Felogyr’s Fireworks. The barn is not the final destination.
Practical order of operations: For a low-risk visit
- 01Talk to Nestor.
- 02Gain permission.
- 03Inspect and disarm the toy crate.
- 04Speak to any nearby quest characters.
- 05Save the game.
- 06Decide whether to rob the Donations chest.
- 07Open the munition chest if you can do so without starting a fight.
- 08Leave before repeatedly crossing the guards’ patrol paths.
Inspiration and background interactions
The barn offers several background-sensitive inspiration opportunities.
These triggers are not interchangeable with general quest rewards. They depend on the character’s background and on the way the party interacts with the barn’s contents.
Inspiration and background interactions
| Inspiration | Background | Trigger |
|---|---|---|
| Donations Means ‘Free’ | Criminal | Steal from the Donations chest |
| Give Nothing Back | Urchin | Steal from the Donations chest |
| Immoral Ingenuity | Guild Artisan | Discover the rigged toy crate |
Hazards and common mistakes
Entering without permission
Sneaking through the side entrance is possible, but the interior patrol means that it is not automatically safe. If caught, the party can be moved to the main entrance for questioning. A second detection can remove peaceful options.
Opening the wrong container first
The toy crate is trapped, while the Donations chest is merely locked. Do not treat every chest as equivalent. Identify the toy trap before trying to loot the area.
Triggering the explosives
The explosion alerts the guards and can turn a controlled investigation into an immediate security incident. If you are playing a character with weak Dexterity or Sleight of Hand, bring a suitable party member before examining the crate.
Treating nearby encounters as part of the barn
The Strange Ox’s stable, Ferg Drogher’s position and the wider refugee camp are close enough to blur together on the map. They have different dialogue conditions, quests and progression rules. Search them separately.
Advancing too quickly through Act Three
The barn contains characters tied to Orin’s disguise and kidnapping plot. Some scenes are progression-dependent, so a later visit may not reproduce an earlier configuration. Fist Rowan’s possible abduction is the clearest example.
Suggested exploration route
This route keeps the barn’s quest evidence connected to the surrounding refugee storyline without incorrectly folding the stable, Gur Camp or windmill into the barn itself.
A thorough but efficient Rivington route is
- 01Start at the main road into Rivington.
- 02Visit the refugee activity around Arfur’s Mansion.
- 03Approach the Requisitioned Barn and speak to Nestor.
- 04Resolve the suspicious-toys evidence.
- 05Check the nearby stable for the Strange Ox.
- 06Visit Ferg Drogher and compare his dialogue with and without Shadowheart in the active party.
- 07Explore the Gur Camp.
- 08Continue north towards the Abandoned Windmill.
- 09Return to any unresolved barn conversations before crossing into the next major section of Act Three.
Sources
- Requisitioned Barn - bg3.wiki — bg3.wiki
- Investigate the Suspicious Toys - bg3.wiki — bg3.wiki
- Help the Devilish Ox - bg3.wiki — bg3.wiki