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.)
- Clear area of hostiles.
- Have one character try the slot.
- Use Pin or Map, then Sleight of Hand or Knock.
- 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.