Baldur's Gate 3: How To Investigate Kagha And The Shadow Druids

The Druid's Grove holds a plethora of secrets in Baldur's Gate 3. As the ritual to close it off from the rest of the world commences, one woman stands behind a plot so thick you'd think Mud Mephits lived in there: Kagha. But what secrets is she hiding, and will you be able to stop her in time?
RelatedBaldur's Gate 3: How To Get The Oakfather's Embrace Armor
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PostsFor a woman who so quickly garnered the hate of everyone she's ever met, the investigations of her actions couldn't have happened to a nicer person. Once you uncover the truth, it'll be up to you to decide what the consequences of her selfish actions hath wrought.
Updated January 30, 2024 by Alexis Campbell: Added warnings and workaround for notorious Broodmother's Revenge bug that caused players to permanently lose the item when looting it from Kagha. Additional formatting changes and post-release updates to Kagha and Rath's stat blocks have also been added.
How To Find Kagha's Secret Chest
To begin Kagha's quest, you'll need to have completed her first dialogue with the tiefling girl, Arabella. Whether completed for good or ill, speak with Kagha again and pry about the druidic rite being performed outside.
Once she's done speaking, you can either try to:
- Pickpocket the key for the chest off of her now
- Attempt lockpicking the chest later
It is important to note that there is special dialogue for this questline as a Druid. Additionally, only a Druid can receive a special item from Kagha at the end.
Also, this quest automatically fails if Halsin has been rescued and returned to the Druid's Grove or, if you sided with the Goblins, the Druid's Grove has been attacked.
Venture into the Servants' Quarters behind where Kagha usually stands. Travel around the bookshelf to the back of the room where some natural stairs are partially hidden in the shadows.
Climb those stairs to a small alcove in the back where Kagha's chest sits. Either use the key or lockpick to open it.
Inside, read the book and the Half-Torn note to advance the quest and learn about a tree at the "swamp-docks." Your quest destination will now be set to the Sunlit Wetlands and Fetid Bog area.
How To Find The Swamp-Docks Tree And Beat The Wood Woads
If you've already completed Auntie Ethel's questline or reached her home, teleport to the Riverside Teahouse Waypoint. If not, you'll need to travel past the Blighted Village and to the south (the left side of town).
Travel to the far southeastern corner (Coordinates: X:84, Y:248), where you'll discover a set of wooden docks that fell into the water. You can jump from the end of them onto a series of rocky islands to the left.
Basic Information - Wood WoadBasic Information - Ancient Mud MephitHP
42
10
AC
18
12
Speed
12m
12m
Size/Weight
Medium/100kg
Small/1kg
Wood Woads' Stats
Mephits' Stats
Str
Dex
Con
Int
Wis
Cha
Str
Dex
Con
Int
Wis
Cha
18 (+4)
12 (+1)
16 (+3)
10 (0)
13 (+1)
8 (-1)
8 (-1)
12 (+1)
12 (+1)
9 (-1)
11 (0)
7 (-2)
Resistances:
Piercing, Bludgeoning
Poison
Vulnerabilities:
Fire
None
Wood Woads' Features
Mephits' Features
Darkvision
See in the dark up to 12m
Darkvision
See in the dark up to 12m
Tree Walk
Can walk into one tree and out another a short distance away.
Summon Young Mephit
Can summon a young, weaker version of this creature.
Wood Woads' Attacks
Mephits' Attacks
Club (Multiattack)
Make two attacks. +6 to hit, 5ft; deals 1d8 + 4 Bludgeoning damage each.
Fists
+3 to hit, 5ft; deals d6 + 1 Bludgeoning damage.
Mud Breath
Mephit belches mud in a 2m cone in front of it. If the target is Medium or smaller, it must make a Dexterity save (DC 11) or be Restrained.
read moreOn the other end of the islands, stop when you see the tree trunk and begin hiding while your camera surveys the area. You'll notice two Wood Woads and a few Ancient Mud Mephits. Place your party over to the right with one person over on the left with a ranged fire option.
Once in position, you should light the Twisting Vines beneath the Wood Woad on fire.
The best spell to use here is Scorching Ray or Fireball, giving you the chance to multitask and hit several targets, while Fire Arrows work nicely as well.
When all the enemies have gathered, prioritize taking out the Ancient Mud Mephits if you can (or at least drawing their aggression). These enemies will continuously spawn Younger Mephits, prolonging the fight and creating enemies that create further mud hazards.
The Wood Woads can deal far more damage, but they're easily taken care of because of their Vulnerability to Fire damage. The Everburn Blade and other fiery weapons work exceedingly well here for your melee combatants, while your spellcasters should be casting Fire spells.
Beware of the Mud Mephits exploding after death. They can cause significant damage, especially in Tactician mode. If they're near someone who is weak or low health, you can toggle Non-Lethal to knock them out with a melee attack. Knocking out the Mud Mephits prevents them from exploding.
Once all of these enemies are defeated, loot the nearby chest for some Thieves' Tools and a nice pair of magical gloves called " The Sparkle Hands."
Walk over to the trunk where the Wood Woad was standing when you're done, getting close enough to touch it. Once close enough and in position, your character will remark that they spy something strange in the trunk. This will reveal a "Wooden Crevice."
Investigate the crevice to find a "Letter to Kagha," incriminating her with the Shadow Druids.
Confronting Kagha - Should I Fight Or Spare Kagha?
Once you've found the letter in the tree and read it, you can return to Kagha at the Druid's Grove. Speak to her and expose her and the Shadow Druids' plans for the Circle.
Here, you have a few options:
- Attack Kagha and kill her and the Shadow Druids.
- Convince Kagha to mend her ways and join you in killing the Shadow Druids.
Beyond determining Kagha's fate, this decision will determine the difficulty of the upcoming fight and the rewards you receive (if any):
Attack Kagha
- Must fight Kagha and two extra Druid Circle members
- Fight becomes a 6v6 with only Rath and Silver as your allies
- Kagha dies
- You cannot receive Kagha's staff (Druid Only)
- You gain the Broodmother's Revenge
Spare Kagha
- Kagha and two Circle companions join the fight on your side
- Fight becomes a 9v3
- You cannot receive Kagha's Broodmother's Necklace
- You might receive Kagha's staff (Druid Only)
If Kagha has been spared, her ending with Halsin remains largely unaffected. Regardless of her repentance, if Kagha killed Arabella, she will still be dismissed from the Circle and potentially killed by Arabella's parents at the Tiefling celebration at Camp.
Fighting Kagha
KaghaHP
57
AC
14
Speed
9m
Size/Weight
Medium/50kg (Humanoid - Wood Elf)
Stats
Str
Dex
Con
Int
Wis
Cha
16 (+3)
16 (+3)
14 (+2)
14 (+2)
16 (+3)
14 (+2)
Feats
Darkvision
Kagha can see in the dark up to 12m.
Fey Ancestry
Kagha cannot be put to sleep by magical means and has advantage against being Charmed.
Venomous (Broodmother's) Revenge
Whenever the wielder of this amulet is healed, the wielder deals extra Poison damage with their strikes.
Wild Shape
Kagha can wild shape into a Wolf.
Spellcasting
Kagha can cast the following spells with a Spell Attack modifier of +6:
- Cure Wounds
- Thunderwave
- Heat Metal
- Moonbeam
Attacks
Scimitar
+5 to hit, 5ft; deals 1d6 + 3 Slashing damage.
Dagger (Off-hand)
+5 to hit, 5ft; deals 1d4 Slashing damage. Wielded as a Multi/Off-hand Attack.
read moreFighting Kagha and the Shadow Druids is far from easy. The Shadow Druids act more like Rangers than Druids on the first turn, using trick arrows like the Acid Arrow and the spell Entangle. You'll need high-Dexterity fighters in your party to have the upper hand here.
Unfortunately, the map is also very crowded, and you'll likely be starting battle in melee range with all of your characters if you didn't position your fighters before starting dialogue, so ensure even your spellcasters have good melee options.
Rath and Silver are practically damage sponges for this fight and do very little to help except chipping away at the druids' wild shapes. If you want to keep them alive, however, you'll want to choose a goal:
- Team-up on Kagha first, or
- Quickly remove all the other enemies before engaging Kagha (especially Olodan)
Either can work, but beware that Kagha's Moonbeam will probably be your biggest hurdle. This spell can one-shot Silver and deal significant damage.
The main threat here is in numbers, so start picking off enemies as quickly as possible.
Rath used to have the spell Hold Person. However, after release and through multiple tests on Tactician and Honour modes, it does not appear like Rath uses this spell consistently anymore. There are reports of those who have seen it, but the chances of him casting it appear to be strangely low.
When fighting Kagha, she's best dealt with by having a tank character or two placed in her melee to trap her down and ensure you get Attacks of Opportunity if she decides to run. Pin her down to that spot and fire over your tank character(s)'s shoulders.
Since she has no real ranged spellsafter she's used all her Moonbeam casts, as long as you are aware of keeping your ranged line away from the Thunderwave and not piling people around her, your ranged support will be fine.
When Kagha's dealt with, you can speak with Rath and loot her body for the Broodmother's Revenge necklace.
There is a known bug that causes Broodmother's Revenge to disappearwhen picked up. This makes it impossible to take the necklace. If you are afraid of this happening, you can bypass this bug by selecting the Broodmother's Revenge and immediately equip it to a character. This will safely transfer the necklace into your inventory, and you can freely move it around later.
Persuading And Sparing Kagha
To spare Kagha, you'll need to pass two checks:
- One Persuasion (DC 15)
- Choice of Persuasion or Religion (DC 10)
Failing these checks will result in combat with Kagha, so this is the time to pull out all the stops if you'd like the benefits of sparing her.
After her willpower falters, you can turn on the three Shadow Druids.
You'll have the overwhelming advantage here in terms of skill and numbers. Focus on Olodan first to remove all her pesky tricks. She likes to wild shape into a badger, but you can easily chew through the extra HP.
With Olodan gone, that leaves the lesser, not-so-intimidating subordinates. You can make quick work of them easily.
Speak to Kagha after the fight to be thanked for your help. If - and only if - you are a Druid, she will give you a special item known as " Pale Oak." It is one of the best staff items in the early game:
Pale Oak (Rare Magic Weapon) - 1d8 + Strength modifier Bludgeoning damage. Druidic vines cannot Entangle the wielder and do not count as Difficult Terrain. Wielder gains the Faithwarden's Vines, a free Level 1 casting variation of Entangle.
Speak With Zevlor
Whether you have spared or killed Kagha, report to Zevlor to finish the quest. He will thank you for your aid, and you'll be given the reward for the quest: the " Hellrider's Pride."
Hellrider's Pride (Uncommon Gloves; Medium Armor) - When you heal another creature, it gains resistance against Bludgeoning, Slashing, and Piercing damage from weapon attacks and +1 to Strength saving throws.
It is one of the best early-game items for a support character, especially Clerics. While a Druid cannot wear them due to their metal quality, they are worth the trouble of finishing this quest.
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