Baldur’s Gate 3 is filled with quests. Big, improtant ones that have you saving the weak, and smaller ones that have you following clues to some promised treasure. These usually take the form of equippable magic items, such as weapons or rings.
The Blood of Lathander is one such treasure, and you can learn of its existence at Rosymorn Monastery, which sits above what is now a Githyanki Creche. You’re in for quite an extended series of puzzles, though, but the reward at the end is quite worth it – especially if you like maces!
Solving The Ceremonial Weapon Puzzle
While it’s possible that your first hint that there’s something to be found at Rosymorn Monastery is obtained by examining the plaque underneath the statue of Lathander in the central courtyard, you’ll also be tipped off by the obvious puzzle room with four pedestals in it, one of them glowing with light.
The puzzle here involves scouring the Monastery for Ceremonial weapons, each of which has a specific pedestal that you must place them on. These weapons correspond with the stained glass window in the center of the room.
- The southwest pedestal requires the Ceremonial Battleaxe. You’ll find this in the small room with a Guardian of the Faith inside it to the southeast (X:105, Y:45). You’ll have to fight the Guardian after picking up the Battleaxe, but it’s not too difficult to put down.
- The northwest pedestal already has the Ceremonial Longsword on it. Leave it where it is.
- The northeast pedestal requires the Ceremonial Warhammer. This is found in the Giant Eagle nest on the Monastery roof (X:81, Y:40), which is accessible via the Knotted Roots just outside the room with the Guardian. Trying to negotiate with the eagles is difficult, so you may have to accept that you’ll need to put them down.
- Alternatively, you could use a stealth-focused character to try and steal the weapon without the eagles noticing. Invisibility would help!
- The southeast pedestal requires any weapon. We used a Rusty Mace that we found lying around in the Monastery.
With all the weapons collected, place them on their respective pedestals. This will reveal a pouch – inside, pick up the Dawnmaster’s Crest. This is crucial for simplifying a later puzzle.
Opening The Secret Passage
The next step in this quest comes a bit later in the sequence of events at the Monastery. No matter how you deal with the Githyanki and their creche below, you’ll need to make your way to the dilapidated room to the north of the Captain’s Quarters.
After dealing with Ch’r’ai W’wargaz and the events here, you’ll need to head to the eastern alcove (X:1333, Y:-660). There are two statues here that you can interact with – doing so requires a high Strength check, so it’s a very good idea to save your game here and reload if all of your characters fail at them – a character who fails will not be able to try again, and the DC is quite high at 25.
The Strange Chunk of Amber that you can find here is actually a decoy! You can ignore this – or better yet, loot and sell it.
Turn the northern statue until it is facing back the way you came, and the southern statue until it is facing the wall to the west. This will open up a new passage that leads to the next stage of this quest.
The Daybreak Chamber
The Daybreak Chamber is a new area that has a series of obstacles for you to overcome.
- In the first chamber, you’ll be presented with a barrier in front of the doorway. Destroy the blue crystals to the left with ranged attacks to be able to progress.
- The second chamber contains a trap that emits waves of light. Separate your best trap disarmer to be able to move towards the trap without walking into the waves. You’ll need to pass a DC14 Sleight of Hand check to disarm the trap.
- To get to the third chamber, you’ll need to take the path to the left of the trap, which leads around the next barrier.
- The third chamber has another Dawnbreaker trap. Disarm this one.
- To disable the barrier here, you’ll need to climb down to the ledge to the north and then destroy the nearby Energy Source crystal with ranged attacks.
After bypassing these obstacles, you’ll be in the final room, which holds the Blood of Lathander itself! It’s a mace hovering above a pedestal surrounded with light. If you try to simply take the mace at this point, you’ll be warned multiple times by the game that it’s a bad idea.
Instead, you’ll need to disable the protective traps. Interact with the Control Panel just underneath the levitating mace, and you’ll be prompted to insert an item into the slot. This is where you’ll use the Dawnmaster’s Crest that you picked up in the first half of this quest.
Your Reward: The Blood Of Lathander
The Blood of Lathander is a suitably magical weapon – a Legendary-tier +3 mace. Apart from the usual stats a mace has (dealing 1d6 + your Strength modifier damage and allowing you to use the Concussive Smash ability if you have proficiency with maces), it has some powerful magical effects:
- Lathander’s Blessing: Once per Long Rest, the character equipping the weapon will regain 2d6 hit points instead of dying. Nearby allies (within nine meters) will also gain 1d6 hit points.
- Lathander’s Light: The mace emits six meters of holy light. This light will Blind fiends and the undead unless they succeed a Constitution Saving Throw.
- Sunbeam: The mace also allows the character equipping it to cast Sunbeam, which is a sixth-level Evocation spell that deals 6d8 radiant damage and Blinds targets.
Needless to say, this weapon is fantastic for many types of characters. Clerics will enjoy the additional firepower against the undead (of which you’ll be up against many in the coming hours) and anyone can benefit from Lathander’s Blessing – especially squishier characters.