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Note: There's a 24 hours timer in this quest.

Idle hands in Imnesvale is a side quest that can be acquired in the Umar Hills.

Overview[]

Dirbert, Neler and Valsben are aspiring young adventurers, though they are too eager—and far too immature—to have any measure of success, but this fact is lost on them, and they insist that someone should fetch them swords and swill.  They can be found just north of Jermien's Home.

Walkthrough[]

Dirbert will approach the nearest party member in his sight range and initiate dialogue. He and his two friends request that the party buy them some bastard swords and a 'keg' of De'Tranion's Baalor Ale to 'get them started' on their adventuring career. These youngsters are even available after their bedtime, so this encounter can occur in the dead of night as well - seems parenting is lacking for this group.

Note that the ale can be purchased from Min Minling (you can also find some at the Shadow Thief Guildhall) and the swords from Elence Fielding - these merchants are available over near the entrance to the Imnesvale Inn during daylight hours and inside the inn during the night.

If the party isn't interested in this, they can just reply to the request with "Forget it boys, I've got better things to do", and they'll complain, and that will be the end of it. However, the trio remains in the same place, should the party reconsider and initiate dialogue with them again at a later time.

Accept the boy's request and you can promise to

  • Agree to buy them the swords and the ale then Dirbert gives you 200gp to cover the cost.
  • Agree to purchase only the swords, or only the ale, then Dirbert gives you 100gp to cover the cost.

Once the choice is made and the money received, this choice is locked in and can't be changed later.

At this point, you have these quest options:

  • Wait 24-hours or more before returning to speak with the boys (see next paragraph)
  • Give them the ale
  • Give them the swords
  • Give them both

Waiting 24 hours will cause the three would-be adventurers to accuse the party of being thieves, and demand to have their gold back, thus failing the quest. The gold can then be returned, kept as a lesson for their foolishness or one can threaten them, causing them to run away.

If you deliver the promised swords, ale, or both, the lads will be excited, and 1,000 XP is awarded for one item or 2,000 XP for both. Regardless, the boys will say a few words about going adventuring and move off the area map.

It seems that this is the end of the quest, but there are potential additional appearances of the young trio.

Should the party visit the Umar Cave 24-hours after delivering the promised item(s), then they'll be encountered inside the cave.

If the party only provided ale to them, the lads are passed out drunk in the northern side of the cave. Speaking with Dirbert barely rouses a slurred reply, and he passes out again. That's all there is to this encounter and quest appearance.

On the other hand, if the party provided only swords, then inside the cave after the 24-hour period is observed some excitement from the fledgling adventurers, who are fleeing a Shadow who is chasing them down, the boys flee the cave never to be seen in the Umar Hills again by the party.

And if the party purchased them ale and swords, they'll be a bit drunk, and are fleeing a Diseased Gibberling, which they have mistakenly identified as a dragon. The bumbling fools run away never to be encountered again.

Should the party speak with Nelleck, he'll delliver a scolding to the party for their irresponsibility, but otherwise face no consequences.

Journal entries[]

  • Triggered By: Speaking to Dirbert
  • Journal Section: Quests
  • Quest Title: Idle hands in Imnesvale
  • Entry Title: Idle hands in Imnesvale
  • The following entry is registered if the party changes its mind, and returns the money to Dilbert:

Well, I didn't get the three kids in Imnesvale what they'd asked for. I don't need the grief I would get from their parents. I gave their money back, just to be fair.

  • The following entry is registered if the party changes its mind, doesn't get any of their gear, and lets Dirbert know that the money is being kept to trach them a life lesson:

Well, I didn't get the three kids in Imnesvale what they'd asked for. I don't need the grief I would get from their parents. I kept their money too, just to teach the brats a lesson.

  • The following entry is added to the Journal upon starting the quest:

I have, perhaps foolishly, agreed to purchase three bastard swords and some Baalor Ale for three youngsters in the village of Imnesvale. Mind you, how much trouble could they get into? One of the local merchants named Min Minling should have what they need.

  • After delivering any or all of the requested items to them, the following entry is added:

Well, I bought the three kids in Imnesvale what I promised them, and they've run off to enjoy it. Hopefully they don't get into too much trouble... and here's to hoping their parents don't get wind of this.

  • Upon entering the Umar Cave for the first time after giving them any or all of the items, the quest is completed with the addition of the following entry:

Did I ask how much trouble they could get into? I just ran into the three kids from Imnesvale that I bought the ale and swords for, and they were being chased across the forest by a gibberling which they drunkenly mistook for a dragon Ah, youth...

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