Help the Spirit of the Amulet

Help the Spirit of the Amulet is a Quest attained in Act One of Baldur's Gate 3. It can be started in Grymforge, by reading the or by picking up the . It cannot be completed until Act Three of the game. 
== Objectives ==
Objectives and journal entries may vary pending story decisions and outcomes.
== Walkthrough ==
=== Act One ===
==== The Grymforge ====
Within Grymforge, the party can find a skeleton of a Dark Justiciar at (), which contains a . The Journal's entry mentions a cursed amulet that provided great power but also caused the wearer to laugh uncontrollably. The Justiciar wrote that he threw the amulet into the lava. Reading the journal starts the quest to track the precious magical item down.
==== The Adamantine Forge ====
To find the amulet, the party must reach the forge itself. There, from the forge platform in its upper position, the party can jump to reach the side cave half-full of molten lava at . The lava here is unlike all other places where it is close: boiling and bursting, popping bubbles that leave Fire surface behind. Successful passive checks (, ) allow to understand the reason of this phenomena: a Lava Elemental is wandering around the cave.
The elemental itself is non-aggressive, it does not react to party's presence or any actions, but defeating it makes the way to the amulet much easier because the boiling and bursting, popping bubbles that leave Fire surface behind stop after its death. However, fighting it might be troublesome, because it restores full health each turn while it is standing in lava. Spells like might be useful.
 
In the middle of the cave there is a rocky 'island', where a locked Adamantine chest stands. Inside the chest lies the , along with small amount of gold, a random gem and two Uncommon elixirs (see below). The chest can be opened with the found on a skeleton on the sides of the lava lake at or lockpicked ().
If the is not found before, the quest is then triggered by picking up the amulet.
Once the amulet is picked up, the interacting party member feels the urge to laugh, which needs to be resisted:
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If managing to keep from laughing, the spirit of the amulet - the Monk's Manifestation - appears with a request. The Sharrans tortured him to death, and he laughed at their pathetic (but not quite futile) attempts to break his spirit. After passing over, manic laugh became his curse. He wants to become free, and to that end wants his granddaughter to take the curse over from him.
The spirit tells the party that Shirra lives in Wyrm's Crossing and serves at the Open Hand Temple as a cleric of . The monk promises to bestow blessings upon the party if they agree to undertake this journey.
However, should the player character choose to succumb to the urge bestowed by the amulet, it does not bring any negative consequences or effects, and the quest can still be continued.
The dialogue with the spirit contains several Ability checks that may shed some light on the Monk's Manifestation story.
* and subsequent will reveal that the monk worshipped - god of dawn and renewal.
* will tell that the spirit has no deliberate intent to harm its bearer. 
If agreeing to help the spirit, the Monk's Manifestation says he shall travel with the party and grant some help on their way.
The Sentient Amulet can be worn by any party member, providing them with the ability to cast once per Short Rest, and an ability , which allows to reconsider the decision about helping the spirit at any time. Keeping the amulet in the inventory does not grant any of these.
The quest cannot be ultimately resolved until the beginning of Act Three of the game.
=== Act Three ===
==== The Open Hand Temple ====
The Open Hand Temple where Shirra Clarwen worships is in Rivington (), north of the Circus of the Last Days.
Within the Open Hand Temple, the party can encounter its second-in-charge at having an argument with Investigator . They are discussing the recent murder of , which Valeria is charged with investigating. After they finish their conversation, Valeria leaves, and the party can speak to Yannis about the murder. Through the dialogue, there is an option to ask the Ilmaterian where to find Shirra Clarwen. Yannis explains that Shirra passed away last year and was buried in the temple crypt.
==== The Crypt ====
The crypt can be reached through the hatch in the kitchen at . The party must enter the prayer hall to the south, then take the door to the west to find the passed clerics' resting place. Shirra Clarwen is buried in the sarcophagus in the far-left corner of the room (the one bathed in sunlight). To 'find' her, the party must first read the plaque, and then open the lid of the sarcophagus.
After that, the conversation starts automatically. To trigger the cutscene, it is not necessary to have the itself present in the inventory, let alone wear it. The Monk's Manifestation possesses the withered husk of Shirra Clarwens's corpse. He laments the death of his granddaughter, as she would have been willing to bear the curse on the wishes of her god, Ilmater. As it is, the spirit needs now another volunteer to get rid of the curse.
At that point of the quest the party can decide whether to agree to bear the curse or reject the offer. Also, one of the side options here is to try and guess the truth about the spirit's affliction through . If successful, it is revealed that the curse nature is actually tantamount to spell.
==== Dealing with the curse ====
If choosing to bear the curse, there are three options to avoid negative consequences - , or (Illithid). The party must succeed in these checks twice (with same DC). It is possible to select the same check twice (except the Illithid one). Each failed check or choosing to succumb to the spell results in a permanent loss of 1 Wisdom point.
If the curse has been removed, the party member that endured it (no matter of the Wisdom loss) gains the ability to cast once per Long Rest. 
If refusing to bear the curse, or stopping partway through absorbing it, the Monk's Manifestation inside Shirra Clarwen's corpse becomes hostile. He raises the three other corpses in the crypt as Greater Zombies to attack the party:
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== Rewards ==
The quest rewards experience several times while progressing the quest, for a total of 200 xp:
* Finding the lost amulet: 80 xp
* as an action once per Long Rest (if a party member agrees to bear the monk's curse)
* This path removes any magical effects from the .
* a version of the amulet that does not require making Wisdom Saving Throws after using its powers (if the party refused to bear the monk's curse and fights him).
== Companion approval ==
* Agree to bear the monk's madness 
** Withstand the monk's madness and earn Tasha's Hideous Laughter 
* Refuse to inherit the curse 
== Quotes ==
== Notes ==
* If a party member keeps the in their inventory over the course of the game, the Monk's manifestation will voice his opinion on different occasions when completing certain quests.
* Bug: The version of rewarded by the quest resets not only on a long rest, but everytime you change equipment. (It uses the cooldown setting that is supposed to be used for once per long rest items, but without an item that is on cooldown, the spell resets)
Category:Quests