Help the Cursed Monk

Type Quest
Chapter Act 1 
Act 3
Location Grymforge
Reward Free Tasha's Hideous Laughter

Help the Cursed Monk is a Quest in Baldur's Gate 3. Help the Cursed Monk can be acquired during Act 1. Completing  Help the Cursed Monk will progress the story forward.

 

Help the Cursed Monk Objectives

Find the lost amulet
  • We read the journal of a Dark Justiciar. He mentioned an amulet of great power that also made the wearer laugh. It was cast into lava.
Travel to Wyrm's Crossing
  • Travel to Baldur's Gate: We found a cursed amulet possessed by a spirit. He wants to be returned to his granddaughter in Baldur's Gate.
Find Shirra Clarwen
  • We reached the Open Harnd Temple. We should look for the spirit's granddaughter - Shirra Clarwen.
Bring the Spirit of the amulet to Shirra
  • We learned that Shirra Clarwen. passed away. She is buried in a crypt under the temple. 
  • The spirit passed Shirra's body. We agreed to take on the curse of his madness, allowing his spirit to pass on. 

 

Help the Cursed Monk Walkthrough

 

 How to unlock Help the Cursed Monk

  • Near the Adamantine Forge, there is an area filled with lava guarded by a Lava Elemental. To start the quest, head to the "isle" ahead, you can find an Adamantine Chest (X: -626, Y: 224. DC 25), that contains a Sentient Amulet. When you grab the Amulet, it will talk to you and grant you this quest.
  • You need to pass the checks to resist the urge to laugh. If you passed perception and religion checks you will find out the ghost trapped inside the amulet is a Lathander worshiper. (Shadowheart will suggest you leave the amulet)
  • When you reach Rivington in Act 3, you can return the amulet to Shirra in the Basement of Open Hand Temple. 
    temple of openhand underground final release bg3 wiki guide min
  • Once you return the amulet to Shirra, the ghost inside will possess her body, and ask you if you would take on his madness so he may pass on 
  • You can make an optional arcana check to see what the consequences of accepting his madness is.
  • If you agree to accept his madness you will have to make 2 saving throws or you will get a debuff called Monk's Madness which grants a -1 or -2 to your wisdom score depending on if you succeeded on the saving throws.
  • If you decline to take on his madness you will have to fight him. he will possess the 3 other bodies in the room and set them on you.
  • If you focus on Shirra the battle ends when her body dies. 

 

Help the Cursed Monk Rewards

  • Tasha's Hideous Laughter as an Action at the potential cost of wisdom

 

Help the Cursed Monk Notes & Tips

  • Upon picking up the amulet you will need to pass a medium DC wisdom saving throw or begin to laugh.
  • Barbarians have an advantage with the roll.

 

 
Quests in Baldur's Gate 3
Acquire the Gauntlets for Helsik  ♦  Aid the Underduke  ♦  Ask the Goblin Priestess for Help  ♦  Avenge Glut's Circle  ♦  Avenge the Drowned  ♦  Avenge the Hag Survivors  ♦  Avenge the Ironhands  ♦  Blind the Absolute  ♦  Break Yurgi's Contract  ♦  Break Yurgir's Contract  ♦  Call of the Blood  ♦  Capture Isobel the Selunite Cleric  ♦  Confront the Elder Brain  ♦  Consider Gortash's Bargain  ♦  Control the Elder Brain  ♦  Cure the Poisoned Gnome  ♦  Deal with the Devil  ♦  Deal with the Gnomes  ♦  Defeat Ketheric Thorm  ♦  Defeat Mystic Carrion  ♦  Defeat the Duergar Intruders  ♦  Defeat the Goblins  ♦  Deliver Nere's Head  ♦  Destroy the Ancient Tome  ♦  Destroy the Elder Brain  ♦  Disable the Steel Watch  ♦  Discover the Artefact's Secrets  ♦  Discover the History of Prince Orpheus  ♦  Embrace Your Potential  ♦  Escape the Deal  ♦  Escape the Nautiloid  ♦  Explore the ruins  ♦  Feed the Mind Flayer  ♦  Find a Cure  ♦  Find a way into Wyrm's Rock fortress  ♦  Find Arabella's Parents  ♦  Find Doni  ♦  Find Dribbles the Clown  ♦  Find Explosives  ♦  Find Ketheric Thorm's Relic  ♦  Find Mol  ♦  Find Mystic Carrion's Servant  ♦  Find Rolan in the Shadows  ♦  Find the 'Stern Librarian' Ffion  ♦  Find the Blood of Lathander  ♦  Find the Githyanki Creche  ♦  Find The Missing Boots  ♦  Find the Missing Letters  ♦  Find the Missing Shipment  ♦  Find the Mushroom Picker  ♦  Find the Nightsong  ♦  Find your belongings  ♦  Find Zevlor  ♦  Finish the Masterwork weapon  ♦  Follow the Convoy  ♦  Forging a Heart  ♦  Free Counsellor Florrick  ♦  Free Lae'zel  ♦  Free Orpheus  ♦  Free the artist  ♦  Free True Soul Nere  ♦  Fulfill the Deal  ♦  Gather Your Allies  ♦  Get Gortash's Netherstone  ♦  Get Help from Auntie Ethel  ♦  Get Help from Healer Nettie  ♦  Get Orin's Netherstone  ♦  Get Past the Rubble  ♦  Help Kith'rak Voss  ♦  Help Omeluum Investigate the Parasite  ♦  Help the Devilish Ox  ♦  Help the Hag Survivors  ♦  Help Your Protector  ♦  Hunt the Devil  ♦  Impress the Murder Tribunal  ♦  Infiltrate Moonrise Towers  ♦  Investigate Cazador's Palace  ♦  Investigate Kagha  ♦  Investigate the Beach  ♦  Investigate the House of Grief  ♦  Investigate the Murders  ♦  Investigate the Selunite Resistance  ♦  Investigate the Suspicious Toys  ♦  Kill Kagha  ♦  Kill Raphael's Old Enemy  ♦  Lift the Shadow Curse  ♦  Open your Scars  ♦  Protect the Myconid Circle  ♦  Punish the Wicked  ♦  Raid the Emerald Grove  ♦  Raid the Grove  ♦  Remove the Parasite  ♦  Rescue Orin's Victim  ♦  Rescue the Druid Halsin  ♦  Rescue the gnome  ♦  Rescue the Gnomes in Moonrise Towers  ♦  Rescue the Grand Duke  ♦  Rescue the Illithid's Captive  ♦  Rescue the survivors  ♦  Rescue the Tieflings  ♦  Rescue the Trapped Man  ♦  Rescue Volo  ♦  Rescue Wulbren  ♦  Resolve the Abduction  ♦  Retrieve Omeluum  ♦  Return Rakath's Gold  ♦  Return the Locket  ♦  Roveer's Storehouse  ♦  Save Arabella  ♦  Save Hope  ♦  Save Mayrina  ♦  Save the First Druid  ♦  Save the Goblin Sazza  ♦  Save the Gondians  ♦  Save the Grymforge Gnomes  ♦  Save the refugees  ♦  Save Vanra  ♦  Search the Cellar  ♦  Seek Protection from the Shadow Curse  ♦  Servant of None  ♦  Soft-Step Trial  ♦  Solve the Open Hand Temple Murders  ♦  Steal a Githyanki Egg  ♦  Steal the Sacred Idol  ♦  Stop the Presses  ♦  Surrender Shadowheart to Viconia  ♦  Talk to the Sentient Amulet  ♦  The Adamantine Forge  ♦  The Dark Cleric  ♦  The Knights of Shield  ♦  The Ritual  ♦  Travel through the Mountain Pass  ♦  Travel through the Underdark  ♦  Travel to Moonrise Towers  ♦  Unlock the Ancient Tome  ♦  Visit the Emperor's Old Hideout  ♦  Wake up Art Cullagh

 




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    • Anonymous

      Halsin (+4 total), Astarion (+3) and Shadowheart (+3) all approved of taking the madness. Halsin approved of additional previous dialog choice before accepting the madness.

      • Anonymous

        There's 4 coffins, one for each party member, and you can lay down in each of them.

        It has absolutely no value and doesn't unlock anything, but it's a good place and excuse to save and log off for the day, to stifle this addiction :P

        • Anonymous

          If you opened the tomb before the quest asks you to open it and you are unable to talk to the monk, the only way to "progress" the quest is to attack the monk's manifestation that is standing next to the tomb (I think he appears when you talk to the amulet while standing next to Shirra's tomb). The other corpses will rise and become hostile and you will get the exp for killing them and the quest log will mark the quest as complete saying you "refused to take on his madness". However, the amulet will not change and if you equip it and talk to the monk he will just say to take him to the tomb.

          • I have the quest from dark justiciar journal. Its telling me the quest marker is in auntie ethels lair. Behind a weird door that does nothing. Is it bugged or am i missing something

            • Anonymous

              I opened Shirra's sarcophagus before the quest and it got buged. The monk keeps saying to open her sarcophagus but it is already open.

              • Anonymous

                I just ran through this and I took some notes:
                - If you accept the Monk's madness in the crypt, Karlach will approve.
                - You can use your Illithid powers on one of the rolls to change the WIS save to DC 2 (but only one because "the power needs to rest" after the first use).
                - If you succeed both saving throws, Karlach and Astarion will approve.

                • Anonymous

                  You have a choice between a Wisdom check, a Constitution check or an Illithid Wisdom check. I passed ***h Const checks and managed to not take any debuff

                  • Anonymous

                    "You need to pass the checks to resist the urge to laugh." The Wiki is wrong again. Have a laugh. It's not like you're getting trapped in there yourself. (Nothing happens)

                    • Anonymous

                      Has anyone tried collecting all the pieces of the Clown before proceeding in this quest???
                      I wonder if a laughing mad monk would make a good re-pieced together clown?

                      • Anonymous

                        I tried to cast remove curse on the necklace, but I couldn't because it said that the "Target isn't Cursed."

                        • Anonymous

                          Declining to take tasha's hideous laughter results in a fight worth 110 exp for each killed zombie, and will result in a better (very rare) version of the amulet that restores ki points equal to martial arts die (8 at level 10, when you most likely will reach the conclusion of this quest) instead of just 2. You will also no longer need to worry about wisdom saving throws on the amulet.
                          This is the better option IMO, as accepting can lose you stats, the amulet loses its powers, provides only 200 exp, and a level 1 spell that is an action with concentration once per long rest. Nowhere near as good as restoring 8 ki points and having shatter once per long rest with no downsides (aside from perhaps an amulet slot while you're using it).

                          • Anonymous

                            if you put it on a hireling and then dismiss the hireline, then rehire the hireling to get it back, then the quest will never work again.

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