How to Find and Open the Harper’s Stash in Baldur’s Gate 3

I’ve found the Harper’s Stash in Baldur’s Gate 3 more times than I can count, and I still smile when I open it. It’s tucked inside the Druid Grove near the Sacred Pool, close to where Kagha meets people. The entrance hides behind a vine-covered stone wall with tiny harp symbols carved nearby — look closely. Honestly, it’s easy to miss if you’re rushing.

🗺️ Exact spot (Act 1)

Go through the grove’s main gate, head northwest toward the Sacred Pool. The area with the meeting stones is your marker. I mark it on 2025-11-25 play sessions by checking for harps in crescents on rocks. Want coordinates? Think roughly X:-443, Y:25 (approx.). Use Left Alt to reveal interactables if you have it bound.

Item Where
Harper’s Pin Pickpocket Aradin or earn it through certain talk options
Harper’s Map Toll House basement or buy from Roah Moonglow (about 500 gp)

🔍 What you actually need

We found that the Pin or Map usually opens the ward. Thieves’ tools help. A character with Perception ~15 and Investigation ~13 makes life simpler. I sometimes boost checks with Guidance or Enhance Ability — it helps and it’s not cheating. This doesn’t always work (depends on your party makeup).

🎭 Talk first — it pays

Talk to Aradin after the goblin fight. If you pass a DC 12 Persuasion (yes, that one), he’ll hint about “old caches.” Talk to Rath after you calm the tiefling/druid tension and you might get extra context about protections. Failed checks aren’t permanent; come back later. By the way, pickpocketing Aradin can anger people — it’s risky and sometimes unnecessary.

“If you value a clean conscience, choose dialogue. If you like risk, try stealth.” — my usual advice

🔓 Opening the stash — quick process

Approach the vine wall and interact. There’s a small slot shaped like the Pin. Use it. Either pass a Sleight of Hand check (DC 15) or cast Knock. If you fail, expect a trap (lightning damage is common). Stand back during attempts — seriously. (I learned this the annoying way.)

  1. Clear area of hostiles.
  2. Have one character try the slot.
  3. Use Pin or Map, then Sleight of Hand or Knock.
  4. Open and loot quickly.
// tip: press Left Alt to highlight interactables on PC

💰 Typical contents

The stash often has a mix of early-game gear and consumables. Exact loot can vary with level, but you can expect: a useful amulet, an uncommon weapon, a cloak that helps stealth, a journal, gold (roughly 450–650 gp), 3 superior healing potions, and a few spell scrolls like Misty Step or Counterspell. There’s about a 15% chance for a very rare item — Ring of Free Action or Boots of Speed sometimes—surprising, I know.

Item Why it matters
Harper’s Amulet Boosts saves; helps when saves decide fights
Cloak of Elvenkind Makes stealth actually work

⚔️ Encounters and avoidance

Failing checks can wake Grove Defenders — animated armor and other constructs. They resist non-magical damage. A Shield Guardian shows up only if you really mess up (alarm triggered). To avoid fights: use invisibility, Pass Without Trace, or Silence and have one person interact. If combat begins, target construct vulnerabilities (Heat Metal, Shatter, ranged kiting).

Controversial point: many players obsess over grabbing every stash. I think that’s overrated — sometimes you gain more by saving resources for scripted fights. Another point folks argue about: buying the Map from Roah is wasteful. I disagree; buying saves tons of time unless you enjoy pickpocketing.

Practical tips

  • Do it during daytime patrols if you want fewer NPCs.
  • Bring at least one caster for Knock or utility spells.
  • If you lack skills, buffing spells are a cheap workaround.

Here’s the funny part: even when you know the spot it still feels like discovering something new — which is why I keep replaying. Oddly enough, the hunt teaches you more about the grove than the contents sometimes. Go get it — and may your rolls behave! — from me, a long-time player who’s second-guessing every pickpocket move.

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