Act 1 of is filled to the brim with choices, but there's one junction point that happens on a uniquely large scale. After finishing up the party's business in the Emerald Grove and nearby Goblin Camp, the time eventually comes to move on to a new area, and two paths offer divergent methods of kicking off the journey toward the city of Baldur's Gate. The Mountain Pass and the Underdark both sound threatening in their own ways, but both the hazards and rewards of taking either approach are ultimately radically different.
The Mountain Pass, true to its name, is an overland approach that brings the party through winding hills that can be found to the east of the Goblin Camp. The Underdark, on the other hand, plunges the journey into a dangerous subterranean environment that can be accessed through the Goblin Camp's Defiled Temple or several other entry points. Although there's nothing wrong with just picking whichever path is the most convenient, careful consideration can reveal a lot more about the nature of the decision.
The number one reason to consider taking the Mountain Pass comes from what it adds to the story of Lae'zel, the irritable githyanki companion who can be saved from militant tieflings and recruited to the party. Lae'zel spends a good chunk of time in Act 1 talking about how the solution to the parasite problem can likely be found in a nearby githyanki crèche, and as it turns out, that base of operations is found along the Mountain Pass. Getting rid of the Illithid worms ultimately isn't that simple, but the crèche is a key location for her personal story.
Devora Wilde discusses playing githyanki companion Lae'zel, the complexity of Baldur's Gate 3's narrative and githyanki culture clashes.
Even if the party doesn't have Lae'zel on hand, the Mountain Pass still plays host to some interesting areas and helpful loot. The abandoned Rosymorn Monastery found along the way contains several mighty weapons, most notably the The Blood of Lathander, which imbues
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