The Open Hand Temple Murders quest sits in Act 3 of Baldur’s Gate 3 and asks you to play detective in Rivington. I’ve run this mission many times and here’s a clear, simple take from my experience (Patch 4.3, Feb 14, 2025 — details can vary by update).
Walk up to the Open Hand Temple and you’ll overhear a row between Sister Yannis and Investigator Valeria. Speak with Yannis to get the lead: Father Lorgan was murdered and the official investigator seems keen to close the case fast. Honestly, that rush felt like a cover-up in my playthrough.
Quick tips before you go in: have one character with strong Investigation or Perception, carry at least one Speak with Dead scroll if you don’t learn the spell, and save a few times (this doesn’t always work the same way on every patch). Why? Because key dialogue and evidence can lock out or open different outcomes depending on what you do.
Finding clues and people
Inside the temple check the main hall, upstairs rooms, and the kitchen. Brother Bill and Brother Clements tell different stories; their behavior matters. Father Lorgan’s quarters hide a journal with worrying notes about “a darkness” (in my runs it pointed to ritual signs). Use the Alt key to highlight interactables — some clues are tiny and easy to miss.
| NPC | Where | What they give |
|---|---|---|
| Sister Yannis | Temple entrance | Quest start, asks for help |
| Brother Bill | Main hall / kitchen | Nervous, near the scene |
| Brother Clements | Prayer room / basement door | Protective, blocks the cellar |
| Investigator Valeria | Outside | Wants case closed quickly |
What’s worth a second look? Bloodstains (under nails sometimes), wall markings, and a hidden desk compartment. I’ve noticed that pressing NPCs in the right order reveals contradictions; in one playthrough pressing Bill first made Clements slip up later.
Who to suspect
Three names stand out: Bill, Clements, and yes, even Yannis. Each had motive and opportunity. Brother Bill’s proximity to the kitchen makes him obvious. Clements guarding the basement is suspicious. Yannis has financial worries tied to the temple (surprisingly, people in holy robes hide mundane problems).
- DC 15 Perception: find blood under fingernails
- DC 18 Investigation: discover hidden desk compartment
- DC 12 Insight: catch lies in conversation
- DC 20 Religion: read ritual symbols correctly
Controversial note: sometimes helping the cultists gives you better gear and story options than exposing them. I don’t always recommend it, but it’s a valid path — depends on your party and goals. What would you choose?
Basement puzzle and what waits below
To reach the cellar you must either persuade Clements, find another entrance, or force your way in. The basement holds a four-brazier puzzle tied to Ilmater’s cycle of suffering and mercy; clues are scattered in prayer books around the temple. Here’s the funny part: the solution makes sense once you read the books, but one clue is deliberately misleading (watch this).
Beyond the braziers is a hidden switch (behind a plain sconce) that opens a secret chamber where Bhaalist activity becomes obvious. Expect a few cultists, papers showing multiple victims, and a mini-boss who may be an already-seen NPC in disguise. The cellar also links to the sewers — more loot, documents, and secret exits.
- Unique magic tied to Bhaal (varies by save)
- Documents outlining cult plans
- More dead victims you can question with Speak with Dead
- Passages to other city areas
“If you want reliable info, speak to Father Lorgan after casting Speak with Dead — his clues change depending on what evidence you already hold.”
Side note: in one run failing a Perception check made an NPC clarify something later — counterintuitive, but true. So sometimes a miss leads to a conversation you wouldn’t otherwise get. There are exceptions, of course.
Rewards and consequences
Completing the quest gives gold and sometimes a rare weapon I found called “Sentinel of Suffering” (your loot can differ by patch). In my playthroughs the base gold was about 200 gp, though other outcomes paid more — up to 500 gp if you ally with darker factions. If you expose the cult and protect the temple, the clergy can offer healing and a safe rest spot for the final battle. If you side with or fail against the cult, the temple becomes hostile but opens evil-aligned gear and merchants.
Why these choices matter: they change who helps you later and what merchants or quests appear in the city. Your relationship with Valeria also shifts reputation checks in Baldur’s Gate — I’ve seen doors close and others open because of one conversation.
Possible rewards I encountered (may vary):
- Good path: rare mace, ~200 gp, temple ally for final fight, small permanent boon to Wisdom saves (patch-dependent)
- Evil path: Bhaalist armor or gear, ~500 gp, access to black-market contacts
// Quick console-style note (just a habit I have)
save; // save before big choices
To be fair, some facts you read online are wrong. I corrected what I could in this write-up based on runs through February 14, 2025. Still, the game changes and there are exceptions (patches, mods, different choices). Between us: double-save, and don’t trust the first plausible explanation you hear!
Final heads-up: explore everything, press NPCs, and try Speak with Dead early. It often unlocks the path forward. There’s a poetic irony here — a temple of compassion hiding cruelty, like finding a dent in a shiny coin. Go slow, listen, and yes, save often. Well — good luck, detective. You’ll need it!