You’ve finally made it to the outskirts of Baldur’s Gate. Rivington is a mess. It's crowded, muddy, and full of refugees who are just trying to survive the Absolute’s march. But if you’re like me, you aren't just here for the scenery; you’re here because your quest log is screaming about missing letters. That leads you straight to the Sword Coast Couriers, a small, blink-and-you’ll-miss-it operation that is far more important than its humble storefront suggests.
Located just across from the Open Hand Temple, the courier station is basically the postal hub for the region. It’s run by a guy named Danzo Arfur. He’s stressed. He’s losing mail. Specifically, his carrier pigeons are being picked off mid-flight, and he’s desperate enough to pay a bunch of ragtag adventurers to figure out why. Honestly, it’s one of those Act 3 side quests that feels small but ends up connecting to some of the biggest narrative threads in the game.
Where Exactly is the Sword Coast Couriers Building?
Finding the place isn't hard once you know what to look for, but Rivington is layout-heavy. Look for the building with the large wooden sign featuring a winged envelope. It sits on the main road, north of the checkpoint where the Steel Watchers are harassing everyone. If you hit the bridge leading to Wyrm’s Rock, you’ve gone way too far.
Inside, the vibe is chaotic. There are bird cages everywhere. Crate piles reach the ceiling. Danzo is usually standing behind the counter looking like he hasn't slept since the Second Sundering. When you talk to him, he’ll trigger the quest "Find the Missing Letters." It’s a classic investigator role. You need to find out what happened to the pigeons—especially the one carrying a specific set of sensitive documents.
The Mystery of the Missing Pigeons
The birds aren't just getting lost. Something is hunting them. If you head to the roof of the Open Hand Temple nearby, you'll find evidence of the carnage. If you have "Speak with Animals" active—and let’s be real, why wouldn't you in this game?—you can talk to the surviving birds. They are terrified.
The culprit isn't a dragon or a monster. It’s a Tressym. Specifically, a winged cat named Tara who happens to be a very close friend of a certain Wizard of Waterdeep. If Gale is in your party, the interaction is gold. He’ll recognize her immediately. Tara isn't being malicious; she’s just hungry and has a very refined palate for messenger pigeons. You can persuade her to stop, or if you're feeling mean, you can try to intimidate her.
Dealing with Danzo Arfur
Once you get the letters back from Tara’s nest, you have a choice. This is where the Sword Coast Couriers questline gets interesting from a role-playing perspective. The letters aren't just boring updates from someone’s grandma in Neverwinter. They contain some pretty damning information about the Zhentarim and their involvement with certain explosive toys being distributed to refugees.
You can:
- Give the letters back to Danzo for a modest reward.
- Open the letters, read them, and then blackmail Danzo for more gold.
- Keep the letters to use as evidence in the "Investigate the Suspicious Toys" quest.
Personally? I think Danzo is a bit of a sleazebag. He knows more than he's letting on about the contents of that mail. If you read the letters first, you realize he’s basically a middleman for some very dangerous people. Leveraging that information usually nets you a better outcome, even if it feels a little "morally gray."
Why This Quest Matters for Act 3
The Sword Coast Couriers isn't just a fetch quest. It’s a breadcrumb. It links directly to Arfur Gregorio’s basement and the whole "Investigate the Suspicious Toys" saga. If you ignore the courier station, you might miss the context for why there are exploding teddy bears showing up in refugee camps. It’s a dark turn, but that’s Baldur’s Gate 3 for you.
The game does a great job of making the world feel interconnected. The mail system is the literal connective tissue between the NPCs. You see letters from characters you met in Act 1, updates on the war effort, and even some flavor text that explains why the city is in such a panic.
Beyond the Quest: Using the Couriers
Interestingly, the Sword Coast Couriers building serves as more than just a quest hub. It’s a great spot for thievery if you’re low on supplies. The back room and the upper levels have a decent amount of loot, though you’ll need to be sneaky. The NPCs there don't take kindly to people rummaging through the undelivered mail.
There’s also a dog outside named Scratch... wait, no, Scratch is at your camp. But there is a kennel nearby run by a woman named Angry Mar'hyah. She’s technically separate from the couriers but she's right there in the same neighborhood. If you’ve been wondering where Scratch came from or if you can find his original "owners," this is the area. Warning: she is awful. Dealing with her is one of the most satisfying "justice" moments in Rivington.
Technical Tips for the Area
- Speak with Animals is Mandatory: Seriously. You miss 50% of the content in this quest without it. Use a potion or have a Druid/Ranger handy.
- Check the Roofs: In Rivington, the "verticality" is real. Use Misty Step or Fly to get onto the temple roof easily.
- Don't Rush the Bridge: It’s tempting to run straight to the city, but the Sword Coast Couriers quest provides early XP that makes the upcoming fights in Wyrm’s Crossing much easier.
Dealing with the post office in a fantasy world sounds mundane, but Larian turned it into a hub of espionage and cat-related drama. Whether you’re helping Danzo out of the goodness of your heart or just looking for a way to extort some gold out of a desperate clerk, the Sword Coast Couriers station is an essential stop.
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Actionable Next Steps:
- Cast Speak with Animals before entering the courier building or the temple.
- Locate Danzo Arfur at the main counter to trigger the "Find the Missing Letters" quest.
- Climb to the roof of the Open Hand Temple (coordinates X:-45, Y:-3) to find the Tressym nest.
- Confront Tara and use a Persuasion check to get the letters without a fight.
- Read the letters in your inventory before talking to Danzo again to unlock the blackmail or investigation dialogue options.
- Follow the trail to Arfur Gregorio's house nearby to continue the "Investigate the Suspicious Toys" questline using the evidence you found.