Key takeaways
- Karlach is recruited here She is found near the river below the road, close to the Toll House. Her recruitment overlaps with Wyll’s personal quest and the Hunt the Devil quest.
- The Toll House contains hostile “paladins” of Tyr Anders and his companions actually serve Zariel. Their leader carries the Sword of Justice.
- The gnoll encounter is tied to Find the Missing Shipment Rugan and Olly are trapped in a cave, and the outcome affects access to the Zhentarim Hideout and Brem’s stock.
- Waukeen’s Rest is time-sensitive Benryn and Counsellor Florrick can die if the party leaves, rests or takes too long after entering the burning inn.
- The Zhentarim Hideout is beneath Waukeen’s Rest It contains the Black Network’s regional base, a trader, unique equipment and a route towards the Underdark.
- The western road does not continue directly to Baldur’s Gate in Act One A collapsed section blocks the road near the Toll House, so overland travel continues through the Mountain Pass instead.
About this guide
Scope: Base game, Act One. This guide treats The Risen Road as the named Wilderness location surrounding the road, the gnoll attack site and the Toll House. Waukeen’s Rest is covered as a connected subarea because it is part of the Risen Road region in practical exploration terms. The Mountain Pass, Blighted Village, Emerald Grove, Forest and Underdark are treated as neighbouring areas rather than silently folded into the location.
About this guide
Major spoilers: This guide discusses Karlach’s recruitment, the fake paladins of Tyr, Waukeen’s Rest, the Zhentarim, the missing shipment and several time-sensitive rescues.
Overview
The Risen Road is one of the most eventful areas in Act One of Baldur’s Gate 3. It is not simply the stretch of road near the gnolls. The broader location includes the ravaged caravan, the river paths, Karlach’s recruitment site, the abandoned Toll House, Waukeen’s Rest and the hidden Zhentarim operation beneath the inn.
In the setting, the Risen Road is an overland trade route running parallel to the River Chionthar between Elturel and Baldur’s Gate. In the game, the road has become dangerous and partly unusable. A gnoll attack has destroyed a caravan, the Toll House has been occupied by Zariel’s agents posing as paladins of Tyr, and Waukeen’s Rest is burning after an attack by goblins and drow. The area combines exploration, companion recruitment, faction choices, rescue quests, hidden treasure and routes into later parts of Act One.
Boundaries and hierarchy
The Risen Road is a named location within the Wilderness. It lies north of the Blighted Village and connects eastward towards the Emerald Grove region and westward towards Waukeen’s Rest and the Mountain Pass. The game’s location structure can be confusing because the road, Waukeen’s Rest and the Mountain Pass sit very close together, while their map labels and loading boundaries do not always match the way players describe them conversationally.
For this guide, the scope is divided as follows:
Neighbouring, but not included as Risen Road subareas
The Mountain Pass is especially easy to misclassify. It is immediately adjacent to Waukeen’s Rest and functions as the western continuation of the journey, but it is a separate location with its own encounters, waypoint and later subareas.
Neighbouring, but not included as Risen Road subareas
Access and routes
The Risen Road can be entered in several ways.
From the Blighted Village, the party can jump across the broken bridge. From the Forest, the party can cross the stream using the stones near the area where Scratch can first be found. From the Emerald Grove, an indirect route leads down from the Secluded Chamber, although Feather Fall, Misty Step or another way to mitigate fall damage is useful.
The road’s eastern and southern approaches are less dangerous than the gnoll area, but the terrain is deliberately arranged so that players can overlook lower river paths, buried chests and the route to Karlach.
The most natural first route is
- 01Enter from the Blighted Village or the Forest.
- 02Search the Ravaged Caravan.
- 03Follow the road towards the gnoll encounter and the river.
- 04Recruit or confront Karlach.
- 05Explore the Toll House.
- 06Travel west to Waukeen’s Rest.
- 07Resolve the burning inn before leaving.
- 08Search the barns and enter the Zhentarim Hideout.
- 09Decide whether to continue through the Mountain Pass or return to the Wilderness and explore the Underdark by another route.
Waypoint and facilities
The named The Risen Road waypoint is located near the Toll House. It provides fast travel after discovery and is useful for moving between the Toll House, Waukeen’s Rest, the Emerald Grove region and other Act One locations.
The Zhentarim Hideout also contains a waypoint. It is located beneath Waukeen’s Rest and is especially useful if the party intends to travel between the surface, the Zhentarim base and the Underdark.
Waypoints
Geography and landmarks
The Risen Road is a broken, rocky route beside the River Chionthar. It is less a maintained highway than a series of exposed tracks, bridges, banks and natural ledges. The road’s visual identity comes from abandoned wagons, bloodied caravan remains, collapsed masonry and gnoll activity.
Named and recognisable landmarks
The river paths are worth exploring rather than treating them as scenery. A skeleton beneath the broken bridge carries the Smuggler’s Ring, while other locations contain buried chests that require successful Survival checks to reveal.
Ravaged Caravan
The Ravaged Caravan lies east of the broken bridge. The area contains destroyed wagons, blood pools, corpses and bloated hyenas. The scene establishes that the caravan was attacked by gnolls and provides an early lead into Find the Missing Shipment.
A dead caravan agent can be questioned with Speak with Dead. The lower path contains a skeleton carrying the Smuggler’s Ring, which grants a bonus to Sleight of Hand. Beneath the bridge, two corpses can be examined; a successful History check identifies their armour as belonging to a Harper and a druid. This can grant a background inspiration event for Sage characters.
Ravaged Caravan directory
The encounter can develop into combat as the hyenas transform or as the party approaches the gnoll-controlled section. Characters with area damage, forced movement and ranged attacks are valuable here because the road and slopes can separate the party.
Gnoll cave and the missing shipment
The gnoll cave is one of the area’s most consequential encounters. Rugan and Olly, Zhentarim agents, are trapped inside while Flind and a pack of gnolls attack them. This is the central event of Find the Missing Shipment.
The party can enter openly, approach from above, use dialogue options, or manipulate the combat. Flind’s presence introduces a major tactical and narrative choice because her connection to Yeenoghu can affect how the encounter unfolds. The party can attempt to help the trapped agents, allow them to die, or exploit the situation for the Caravan Strongbox.
Characters associated with the gnoll encounter
The gnoll battle is also a useful place to conserve resources. The party does not need to fight every creature simultaneously if it can use high ground, doors, line-of-sight breaks and explosive objects to divide the pack.
Karlach and the Toll House
Karlach can be found near the river, below the road and close to the bridge leading towards the Toll House. She is struggling with the heat of her infernal engine and has been pursued by Anders and his companions.
If Wyll is present, he recognises Karlach as the target he has been sent to hunt. The party can side with Wyll, side with Karlach or defuse the confrontation through dialogue. Karlach can be recruited if the party agrees to help deal with Anders and his group. She may refuse to join if the party has already committed to destroying the Emerald Grove’s refugees or allowed certain grove-related progression states to resolve against her interests.
Karlach’s encounter is connected to
Karlach directory
Toll House
The Toll House was once used to collect payment from travellers. By the time the party arrives, the toll collectors are dead and the building has been occupied by Anders, Trynn and Cyrel. They claim to be paladins of Tyr hunting a dangerous devil. They are actually serving Zariel.
If Karlach is already recruited and present, the group reacts aggressively. If she is not in the party, the party can speak with Anders before deciding what to do. Killing Anders grants the Sword of Justice and can provide a Soldier inspiration event. Paladins should pay attention to their oath, as different approaches can trigger oathbreaking.
The Toll House also contains a balcony with a Soul Coin, a useful item for Karlach’s storyline and certain camp interactions.
Toll House residents and associated characters
Toll House basement
The basement can be entered through a trapdoor in the room used by Anders. Before the false paladins are dealt with, the route is treated as restricted. Once the area is safe, the basement becomes an optional loot and puzzle space.
The Toll Collector’s Key, found near the river route, opens the basement vault. The vault can also be destroyed rather than lockpicked. Inside are containers holding valuables, alchemical ingredients, camp supplies and ordinary equipment.
The basement contains vents that can be detected and disarmed. A hidden treasury is revealed by placing characters or objects on the two stone thrones at the end of the basement. The treasury contains:
A nearby pressure mechanism can cause the vents to release Simple Toxin if it is triggered rather than disarmed. The basement also contains a Burrow Hole connecting towards the exterior.
Toll House basement
Toll House basement directory
Waukeen’s Rest
Waukeen’s Rest is an inn in the north-western part of the Risen Road area. It has a central building, two side wings, a courtyard and several barns. It is burning when the party arrives after an assault by goblins and drow.
The area is the location’s most time-sensitive sequence. The party is not meant to treat the fire as a normal dungeon that can be left and revisited at leisure.
Rescue the trapped people
Florrick is a senior advisor connected to Ulder Ravengard and Wyll’s story. Rescuing her gives the party a choice of one of three lightning-themed weapons and preserves her later role in the campaign. If she dies, later opportunities involving her can be lost.
Benryn is trapped beneath fallen beams. The party can help him up, destroy a barricade and control his movement long enough to get him out. He then searches for Miri, his deceased wife. The party can use Speak with Dead on Miri to learn about the dowry ring, which is hidden in a barn.
The Dowry Ring is found in a gilded chest hidden in a haystack. A Perception check reveals the chest, although information obtained from Miri can reduce the difficulty. Returning the ring to Benryn completes Rescue the Trapped Man. The ring can also be kept, but Benryn reacts angrily.
Time-sensitive warning
The burning inn’s rescue sequence has strict practical limits:
The safest approach is to rescue Florrick and Benryn before exploring the surrounding barns or searching containers.
Waukeen’s Rest access routes
The front entrance is not the only route into the burning building. Alternative approaches include:
The Suite Key can be found on a halfling corpse outside.
Items and collectibles
The gilded chest containing Hamarhraft can be safely looted after the fire has gone out, as the chest is destroyed but its contents remain.
Items and collectibles
The barns and the Zhentarim entrance
Three barns stand behind the western wing of Waukeen’s Rest.
One contains the dowry chest hidden in hay. Another contains frightened cattle, including an ox that may attack if the party fails to calm it. The central barn conceals a route into the Zhentarim Hideout. The entrance can be found by searching the barn and locating the basement access.
Barn directory
The animals are not simply decorative. Speak with Animals, Persuasion and Animal Handling can affect whether the frightened ox becomes hostile.
Zhentarim Hideout
The Zhentarim Hideout is a large cave beneath Waukeen’s Rest. It is occupied by the Zhentarim, the Black Network, who use the area as a base for trade, smuggling and mercenary operations.
The hideout contains bridges, wooden walkways, ladders and deep basins. Its far end has a route down towards the Underdark, although the party must deal with the hideout’s access requirements and security first.
The entrance is guarded by Salazon, who can threaten the party with nearby Firewine Barrels. The party may gain entry through the password, dialogue checks, information obtained from Rugan or suitable magical abilities. Entering as an obvious enemy can turn the entire hideout hostile.
Zarys and the Caravan Strongbox
Zarys leads the Zhentarim presence in the hideout. If the party delivers the unopened Caravan Strongbox, she can become favourably disposed towards them. This unlocks Brem’s better stock.
If the shipment was opened or mishandled, the Zhentarim react differently. The party should decide whether it values:
Do not open the strongbox casually if you intend to receive the best Zhentarim trading outcome.
Brem’s stock
After gaining the Zhentarim’s trust, Brem can sell distinctive equipment, including:
The hideout also contains or is associated with:
The exact availability of some equipment depends on the party’s dealings with Zarys and the state of the missing shipment.
Businesses and services
The hideout’s merchants are not automatically friendly. The availability of Brem’s more valuable stock is progression-dependent, so the name “trader” should not be treated as proof that all equipment is available on first entry.
Brem’s stock
| Item | Notes |
|---|---|
| Titanstring Bow | Benefits from the wielder’s Strength modifier |
| Gloves of Thievery | Advantage on Sleight of Hand checks |
| Giantbreaker | Zhentarim trade stock |
| Gloves of Hail of Thorns | Zhentarim trade stock |
| Rupturing Blade | Zhentarim trade stock |
| The Jolty Vest | Zhentarim trade stock |
Brem’s stock
Factions and security
Zhentarim
The Zhentarim are the dominant faction in Waukeen’s Rest beneath the surface. Their operation combines trade, smuggling and armed enforcement. They are interested in recovering the Caravan Strongbox and maintaining control of the route into their hideout.
Flaming Fist
The Flaming Fist are present at Waukeen’s Rest during the rescue. They are attempting to break into the burning inn and are associated with Florrick’s political position and the missing Duke Ravengard.
Zariel’s agents
Anders, Trynn and Cyrel pose as paladins of Tyr while hunting Karlach. They are not ordinary law enforcement. Their claims are cover for a pursuit connected to Zariel and Karlach’s history in Avernus.
Gnolls
The gnolls attacking the caravan are linked to Yeenoghu. Their presence turns the road into an active hunting ground rather than a simple travel route. Their bodies can also supply Hyena Ear, an alchemical ingredient that is less common elsewhere.
Enemies and tactical hazards
The most dangerous environmental hazard is the fire at Waukeen’s Rest, not because it deals unusually high damage in a normal battle, but because it advances while the party is trying to solve several objectives at once. Use turn-based mode immediately after the rescue scene begins.
Items and collectibles directory
Hidden or buried finds
The buried and hidden chests require Perception or Survival checks depending on the object. Some checks can be missed by characters who are not positioned near the search area, so spread the party when deliberately combing the road.
Fixed or notable items
Recommended exploration route
For a first playthrough, this order keeps the most fragile content safe:
Recommended exploration route: steps
- 01Enter the Risen Road from the Blighted Village or Forest.
- 02Search the Ravaged Caravan and collect the Smuggler’s Ring.
- 03Approach the gnoll cave and resolve Find the Missing Shipment.
- 04Travel down to the river and recruit Karlach before confronting Anders.
- 05Visit the Toll House and expose the false paladins.
- 06Search the Toll House basement using the Toll Collector’s Key.
- 07Travel to Waukeen’s Rest.
- 08Rescue Florrick and Benryn immediately.
- 09Speak with Miri’s corpse and recover the Dowry Ring.
- 10Search the barns and calm or avoid the frightened ox.
- 11Enter the Zhentarim Hideout.
- 12Decide whether to deliver the Caravan Strongbox, preserve the Zhentarim alliance or take the shipment for yourself.
- 13Buy from Brem before changing the hideout’s faction state.
- 14Use the hideout’s route towards the Underdark or leave through the surface and continue towards the Mountain Pass.
Practical checklist
Before leaving the region, check that you have:
Progression changes and missable content
The Risen Road changes mainly through quest outcomes rather than a separate world-state system.
Waukeen’s Rest
The burning inn is the clearest missable sequence. Leaving the area, fast travelling or going to camp can cause Benryn to die. Florrick can also be lost if the party fails to reach her in time. Rescuing Florrick is important for later story availability.
Karlach
Karlach’s availability depends on the party’s Grove-related choices and whether the party has already committed to destroying the refugees. Wyll’s presence changes the first conversation but does not make combat inevitable.
Missing shipment
The fate of Rugan, Olly and the Caravan Strongbox determines how the Zhentarim treat the party. Opening or stealing the shipment can remove the most favourable version of Brem’s trading outcome.
Anders
Karlach’s presence changes the Toll House confrontation. With Karlach in the party, the false paladins are more likely to attack immediately or reveal their hostility. After the fight, Karlach can enter a destructive rage inside the building, creating a temporary hazard.
Sources
- The Risen Road - bg3.wiki — bg3.wiki
- The Risen Road - bg3.wiki — bg3.wiki
- Zhentarim - bg3.wiki — bg3.wiki
- Waukeen's Rest - bg3.wiki — bg3.wiki
- Zhentarim Basement - bg3.wiki — bg3.wiki
- Wilderness - bg3.wiki — bg3.wiki
- Ancient Sigil Circle - bg3.wiki — bg3.wiki
- Karlach - bg3.wiki — dev.bg3.wiki
- Rescue the Trapped Man - bg3.wiki — bg3.wiki
- Mountain Pass - bg3.wiki — bg3.wiki
- Our Fiery Friend - bg3.wiki — old.bg3.wiki