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{{ up to date | 2023-09-03 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{Location page
[[File:Blighted Village.jpg|thumb|400px|{{NoExcerpt|The long abandoned blighted village, Moonhaven.}}]]
| prefix = The
The '''Blighted Village''' is a [[Location]] within the [[Wilderness]] in [[Chapter One]]. The village is situated roughly midway between the [[Druid Grove]] and the [[Goblin Camp]].
| name = Blighted Village
| alt name = Moonhaven
| image = Blighted Village.jpg
| image description = The long abandoned blighted village, Moonhaven.
| act = one
| summary  = The village is situated roughly midway between the [[Druid Grove]] and the [[Goblin Camp]].
| region prefix = the
| region  = Wilderness
| south    = Sunlit Wetlands
| north    = Risen Road
| east    = Forest
| west    = Goblin Camp
}}
==Overview==
This location's former name was Moonhaven{{ref|{{SmRarityItem|Moonhaven Logbook}}}}{{ref|{{SmRarityItem|Map of Moonhaven}}}}  and it is also called '''Bogrot''' by a goblin guard. It was founded by Selûnite settlers from the [[Defiled Temple|nearby temple]],{{ref|{{SmRarityItem|Regarding Strange Riders in These Parts}} by {{CharLink|Dammon}}}}{{ref|{{SmRarityItem|Logbook of Sendings}}}} raided by Sharran forces{{ref|{{SmRarityItem|Map of Moonhaven}}}} and razed by Dark Justiciars led by Ketheric Thorm.{{ref|{{SmRarityItem|Old Letter}}}}{{ref|{{SmRarityItem|Moonhaven Logbook}}}}{{ref|{{SmRarityItem|Apprentice's Journal}}}} The village was visited at some point by Hellriders from Elturgard whom the locals feared would threaten their independence.{{ref|{{SmRarityItem|Regarding Strange Riders in These Parts}} by {{CharLink|Dammon}}}}


This location is also called ''Moonhaven'' or ''Bogrot'' by a goblin guard.
=== Entrance interactions ===
{{Relative location
Arriving at the village awards the party 60 XP at character level 3, 75 XP at level 4. Various Goblins have taken informal guard duty, including:
|region = Wilderness
 
|location = Blighted Village
* Blacksmith building (NE): A [[Goblin Booyahg]] and a [[Goblin Tracker]] on the roof, and an additional Goblin Tracker on the lower floor.
|south    = Sunlit Wetlands
* Apothecary building (SE): A Goblin Booyahg and a [[Goblin Sharp-Eye]] on the roof.
|north    = Risen Road
* Western gate: A [[Goblin Brawler]] who sometimes wanders into the center part of town.
|east    = Forest
* Southern gate: A [[Goblin Warrior]] and a Goblin Sharp-Eye at the gate. Inside the gate, in the SE corner of town, {{CharLink|Slice|Tracker Slice}} can be found {{CharLink|Brek|Brawler Brek}} and another Goblin Warrior.
|west    = Goblin Camp
}}
{{SpoilerWarning}}


== Entrance interactions ==
There are several possible interactions, depending on which direction the party approaches the village.
{{SpoilerBox|Arriving at the village will reward the party with 60 exp. Depending which direction the village is entered, there are multiple possibilities are given to make a peaceful entrance.
Talking their way through gives 170 exp
=== East ===
When entering the [[Blighted Village]] from the East, a goblin booyahg is preparing an ambush.
* Attack the Goblins
:: {{Approval|Astarion|+1}}
* Intimidation DC 15 OR Persuasion DC 15 OR Illithid Wisdom DC 2 OR Be or disguise as a [[Drow]] to talk your way past.
:: {{Approval|Gale|+1}}  {{Approval|Shadowheart|+1}}


Saying you spotted them in the first dialogue gives advantage to the persuasion check.
==== East ====
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
* Attacking the Goblins - {{Approval|Astarion|+1}}
* Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully - {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}}
* Drow - Inspiration: [[Charlatan]]


Disguising as a Drow gives an inspiration for characters with the [[Charlatan]] background such as [[Astarion]].
Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.


=== South ===
==== South ====
On the Southern gate, a goblin warrior guards the entrance to what he now calls Bogrot village. He wants to rob the adventurers, though 50 gold is enough for him to let them pass or he might be persuaded otherwise.
At the Southern gate, a Goblin Warrior guards the entrance to what he now calls Bogrot village. He wants to rob the adventurers, though 50 gold is enough for him to let them pass or he might be persuaded otherwise.
* Persuasion DC 20
* Persuasion DC 20 - Inspiration: [[Charlatan]] - {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
* Intimidation DC 15 - {{Approval|Gale|+1}} - {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}}
* Intimidation DC 15
:: {{Approval|Gale|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}}
* Illithid Wisdom DC 2
* Illithid Wisdom DC 2
:: (No Approval change)
* Attacking
* Attack
* Drow - Inspiration: [[Charlatan]]
:: (No Approval change)
* Bard Performance DC 15 - ''Bogrot, fair Bogrot - with hills as green as goblin snot.'' - Inspiration: [[Charlatan]] - {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
* Drow
* Bard Performance DC 10 - ''Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'' - Inspiration: [[Charlatan]] - {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
:: Inspiration:[[Charlatan]] (No Approval change)
* Bard Performance DC 15 - "'Bogrot, fair Bogrot - with hills as green as goblin snot.'"
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
* Bard Performance DC 10 - "'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'"
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}


To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise yourself as a Drow.
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
Notice: some of these approvals are not marked in conversation.


=== West ===
==== West ====
At the pathway to the West, a [[Goblin Brawler]] will catch to the adventurers if they walk in. Unlike the other gates, being a drow here is no help.
At the West pathway, a [[Goblin Brawler]] will intercept the adventurers if they walk in. Unlike other gates, being a Drow is unhelpful. There are also no companion approval interactions at this pathway.


Unlike the other gates, there are no companion approval interactions from here.
* Deception DC 15 - Inspiration: [[Charlatan]]
 
* Deception DC 15  
:: Inspiration:[[Charlatan]]
* Intimidation DC 10
* Intimidation DC 10
:: -
* Persuasion DC 15 - Inspiration: [[Charlatan]]
* Persuasion DC 15
* Detect Thoughts Intelligence DC 9 - Inspiration: [[Charlatan]]
:: Inspiration:[[Charlatan]]
*Detect Thoughts Intelligence DC 9  
:: Inspiration:[[Charlatan]]
* Illithid Wisdom DC 2
* Illithid Wisdom DC 2
:: -


To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawlers thoughts.
To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts.
}}


==Waypoints==
=== Windmill===
This location contains the following {{SmIconLink|Waypoint Map Icon.png|Waypoint}}:
At the northern side of the village is a windmill surrounded by {{CharLink|Fezzerk}} and his band of Goblins and [[Worg]]s, who have tied {{CharLink|Barcus Wroot}} to a windmill blade. After either fighting Fezzerk and friends or otherwise convincing them to leave peacefully, the windmill can be stopped or sped up by interacting with the levers inside the windmill.
*Blighted Village {{Coords|34|393}}


==Related quests==
Behind the windmill is a small shrine to {{CharLink|Selûne}}, which will have a unique interaction for {{CharLink|Shadowheart}}, unless the interaction with the diary at the Schoolhouse is activated first.
*[[The Blade of Frontiers]]
*[[Finish the Masterwork Weapon]]
*[[The Hellion's Heart]]
*[[Rescue the Gnome]]
*[[Search the Cellar]]


==Related locations==
* [[Apothecary's Cellar]]
* [[Whispering Depths]]
== Sub areas ==
===Windmill Cellar===
===Windmill Cellar===
Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for [[Barcus Wroot]]. Here you can find his heavy backpack containing various camp supplies and a [[Smokepowder Satchel]]. His more valuable belongings can be found in a heavy chest nearby, most notably [[The Speedy Lightfeet]].
Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for {{CharLink|Barcus Wroot}}. Here the party can find his heavy backpack containing various camp supplies and a {{SmRarityItem|Smokepowder Satchel}}. His more valuable belongings can be found in a heavy chest nearby, most notably {{SmRarityItem|The Speedy Lightfeet}}.


=== Blacksmith's Forge ===
=== Blacksmith's Forge ===
[[File:Blacksmiths Forge.jpg|thumb|right|The Forge's blue fire from sussur bark.]]
[[File:Blacksmiths Forge.jpg|thumb|right|The Forge's blue fire from sussur bark.]]
Behind the locked '''Shabby Wooden Doors''' of one of the buildings in the Blighted Village is the Blacksmith's Forge. This is a long-abandoned forge that can be used to create one of the sussur weapons and complete the quest [[Finish the Masterwork Weapon]].
Behind the locked '''Shabby Wooden Doors''' of a building in the Blighted Village is the Blacksmith's Forge. This long-abandoned forge can be used to create a sussur weapon to complete the quest {{Quest|Finish the Masterwork Weapon}}.
The doors are locked and cannot be picked or destroyed, but they can be opened from the inside. There are two ways to gain entry into the forge:
The doors are locked and cannot be picked or destroyed, but they can be opened from the inside, or from the outside with the {{SmRarityItem|Old Key}}, which is found inside the blacksmith building, sitting atop a crate (in the room with the Calcified Web). There are two other ways to enter the forge:
* Destroy the '''Calcified Web''' {{Coords|46|426}} covering a hole in the floor, found inside the same building with the Shabby Wooden Doors. Jumping into the hole will take the player into the forge.
* Destroy the '''Calcified Web''' {{Coords|46|426}} covering a hole in the floor, found inside the same building with the Shabby Wooden Doors. Jumping into the hole takes the party into the forge.
* Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-367}}. This will reveal an entrance into the Forge.
* Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-367}}. This reveals an entrance into the Forge.


Inside, [[Sussur Tree Bark]] can be combined with [[Greatsword]], [[Sickle]], or [[Dagger]] at the forge to create one of the following weapons and complete the quest [[Finish the Masterwork Weapon]]:
{{SmRarityItem|Sussur Tree Bark}} can be combined with a {{SmRarityItem|Dagger}}, a {{SmRarityItem|Greatsword}}, or a {{SmRarityItem|Sickle}}, or at the forge to create one of the following weapons to complete the quest {{Quest|Finish the Masterwork Weapon}}:
*{{MdRarityItem|Sussur Dagger}}
*{{MdRarityItem|Sussur Greatsword}}
*{{MdRarityItem|Sussur Greatsword}}
*{{MdRarityItem|Sussur Sickle}}
*{{MdRarityItem|Sussur Sickle}}
*{{MdRarityItem|Sussur Dagger}}
 
A Heavy Key found on the ground outside the Forge building opens a locked chest up a ladder in the Forge's basement containing {{SmRarityItem|Infernal Iron}} and a {{SmRarityItem|Steelforged Sword}}.
 
===Apothecary===
At the south-eastern corner of the village is an Apothecary. Many alchemical ingredients can be found here, as well as a hatch leading to the [[Apothecary's Cellar]].
 
=== Schoolhouse ===
A trio of ogres, {{CharLink|Lump|Lump the Enlightened}}, {{CharLink|Chock}}, and {{CharLink|Fank}}, are here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will give the party {{SmRarityItem|Lump's War Horn}}, which allows the party to call on Lump and the ogres for aid during one combat in Act One. On a shelf in the Schoolhouse is an {{SmRarityItem|Old Schoolbook}}. Reading it initiates a unique interaction with {{CharLink|Shadowheart}}, unless the interaction behind the Windmill was activated first.
 
===Well and Town Center===
Near the town center is a Mossy Chest, the Mossy Key for which is held by the Goblin Booyahg that starts atop the Apothecary building. Just west of the center of town is an old Well. Interacting with it allows the party to discover one of the entrances to the [[Whispering Depths]] (the other two entrances are inside the Blacksmith's Forge).
 
===Barn===
In the north-eastern corner of the village is a barn with strange noises coming from it. Opening the doors initiates a conversation and likely fight with the occupants, {{CharLink|Grukkoh}} and {{CharLink|Buthir}}.
 
Beside the barn and up a small incline is a piece of meat with a {{SmRarityItem|Dagger +1}} lodged in it. The dagger can be removed with a [[Strength]], [[Dexterity]] or [[Intelligence]] check.
 
==Waypoints==
This location contains the following {{SmIconLink|Waypoint Map Icon.png|Waypoint}}:
*Blighted Village {{Coords|34|393}}
 
==Related locations==
* {{Loc|Apothecary's Cellar}}
* {{Loc|Whispering Depths}}
 
==Notable characters==
{{div_col}}
* {{MdCharLink|Barcus Wroot}}
* {{MdCharLink|Brawler Brek}}
* {{MdCharLink|Buthir}}
* {{MdCharLink|Chock}}
* {{MdCharLink|Fank}}
* {{MdCharLink|Fezzerk}}
* {{MdCharLink|Grukkoh}}
* {{MdCharLink|Lump|Lump the Enlightened}}
* {{MdCharLink|Slice|Tracker Slice}}
{{div_col_end}}
 
==Related quests==
* {{Quest|Finish the Masterwork Weapon}}
* {{Quest|Rescue the Gnome}}
* {{Quest|Search the Cellar}}
* {{Quest|The Blade of Frontiers}}
* {{Quest|The Hellion's Heart}}
 
== Related literature ==
* {{MdRarityItem|Apprentice's Journal}}
* {{MdRarityItem|Logbook of Sendings}}
* {{MdRarityItem|Map of Moonhaven}}
* {{MdRarityItem|Moonhaven Logbook}}
* {{MdRarityItem|Old Letter}}
* {{MdRarityItem|Regarding Strange Riders in These Parts}}


==Notable loot==
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
*{{MdRarityItem|Dagger +1}} lodged in a piece of meat near the barn
*{{MdRarityItem|Haste Helm}} (Found inside the locked chest near the [[Ancient Sigil Circle]] [[waypoint]] {{Coords|32|403}}.)
*{{MdRarityItem|Haste Helm}} (Found inside the locked chest near the [[Ancient Sigil Circle]] [[waypoint]] {{Coords|32|403}}.)
*{{MdRarityItem|Highcliff's Journal}} (Starts [[Finish the Masterwork Weapon]] quest when read.)
*{{MdRarityItem|Highcliff's Journal}} (Starts [[Finish the Masterwork Weapon]] quest when read.)
*{{MdRarityItem|Lump's War Horn}} (Given or dropped by [[Lump the Enlightened]].)
*{{MdRarityItem|Lump's War Horn}} - given or dropped by [[Lump the Enlightened]]
*{{MdRarityItem|Portrait of Ifan ben-Mezd}} - in the schoolhouse above the ogres at {{Coords|16|363}} (Only available if the [[Digital Deluxe Upgrade]] was purchased)
*{{MdRarityItem|Smokepowder Satchel}}
*{{MdRarityItem|Smokepowder Satchel}}
*{{MdRarityItem|The Speedy Lightfeet}} (Found inside the heavy chest in the Windmill Cellar.)
*{{MdRarityItem|Sussur Dagger}}
*{{MdRarityItem|Warped Headband of Intellect}} (Dropped by Lump the Enlightened.)
*{{MdRarityItem|Sussur Greatsword}}
*{{MdRarityItem|Sussur Greatsword}}
*{{MdRarityItem|Sussur Sickle}}
*{{MdRarityItem|Sussur Sickle}}
*{{MdRarityItem|Sussur Dagger}}
*{{MdRarityItem|The Speedy Lightfeet}} (Found inside the heavy chest in the Windmill Cellar.)
*{{MdRarityItem|Very Heavy Greataxe}} - dropped by [[Fezzerk]]
*{{MdRarityItem|Warped Headband of Intellect}} - dropped by [[Lump the Enlightened]]


== Hidden treasure ==
== Hidden treasure ==
A buried chest behind the schoolhouse where Lump the Enlightened and his ogres lurk. {{Coords|-4|371}} {{SkillCheck|Survival|15}} locate dig spot.
A buried chest behind the schoolhouse where Lump the Enlightened and his ogres lurk. {{Coords|-4|371}} {{SkillCheck|Survival|15}} locate dig spot.


==Notable NPCs==
== References ==
*[[Barcus Wroot]]
{{Reflist}}
*[[Fezzerk]]
*[[Lump the Enlightened]]


== External links ==
== External links ==
* {{FRWiki|Moonhaven|long}}
* {{FRWiki|Moonhaven|long}}
[[Category:Locations]]
 
[[Category:Act One Locations]]
{{Forest}}
{{NavGoblinCamp|nocat=1}}

Revision as of 09:58, 7 September 2024

Wilderness
Risen Road
Goblin Camp Blighted Village Forest
Sunlit Wetlands
The Blighted Village (also known as Moonhaven) is a Location within the Wilderness in Act One of Baldur's Gate 3. The village is situated roughly midway between the Druid Grove and the Goblin Camp.

Overview

This location's former name was Moonhaven[1][2] and it is also called Bogrot by a goblin guard. It was founded by Selûnite settlers from the nearby temple,[3][4] raided by Sharran forces[5] and razed by Dark Justiciars led by Ketheric Thorm.[6][7][8] The village was visited at some point by Hellriders from Elturgard whom the locals feared would threaten their independence.[9]

Entrance interactions

Arriving at the village awards the party 60 XP at character level 3, 75 XP at level 4. Various Goblins have taken informal guard duty, including:

There are several possible interactions, depending on which direction the party approaches the village.

East

When entering the Blighted Village from the East, two Goblin Booyahgs are preparing an ambush.

  • Attacking the Goblins - Astarion approves +1
  • Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully - Gale approves +1 Shadowheart approves +1
  • Drow - Inspiration: Charlatan

Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.

South

At the Southern gate, a Goblin Warrior guards the entrance to what he now calls Bogrot village. He wants to rob the adventurers, though 50 gold is enough for him to let them pass or he might be persuaded otherwise.

  • Persuasion DC 20 - Inspiration: Charlatan - Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1
  • Intimidation DC 15 - Gale approves +1 - Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1
  • Illithid Wisdom DC 2
  • Attacking
  • Drow - Inspiration: Charlatan
  • Bard Performance DC 15 - Bogrot, fair Bogrot - with hills as green as goblin snot. - Inspiration: Charlatan - Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1
  • Bard Performance DC 10 - Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS! - Inspiration: Charlatan - Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1

To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.

West

At the West pathway, a Goblin Brawler will intercept the adventurers if they walk in. Unlike other gates, being a Drow is unhelpful. There are also no companion approval interactions at this pathway.

  • Deception DC 15 - Inspiration: Charlatan
  • Intimidation DC 10
  • Persuasion DC 15 - Inspiration: Charlatan
  • Detect Thoughts Intelligence DC 9 - Inspiration: Charlatan
  • Illithid Wisdom DC 2

To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts.

Windmill

At the northern side of the village is a windmill surrounded by Fezzerk Fezzerk and his band of Goblins and Worgs, who have tied Barcus Wroot Barcus Wroot to a windmill blade. After either fighting Fezzerk and friends or otherwise convincing them to leave peacefully, the windmill can be stopped or sped up by interacting with the levers inside the windmill.

Behind the windmill is a small shrine to Selûne Selûne, which will have a unique interaction for Shadowheart Shadowheart, unless the interaction with the diary at the Schoolhouse is activated first.

Windmill Cellar

Accessed through a Wooden Hatch X: -11 Y: 436 behind the windmill, the cellar served as a hideout for Barcus Wroot Barcus Wroot. Here the party can find his heavy backpack containing various camp supplies and a Smokepowder Satchel. His more valuable belongings can be found in a heavy chest nearby, most notably The Speedy Lightfeet.

Blacksmith's Forge

The Forge's blue fire from sussur bark.

Behind the locked Shabby Wooden Doors of a building in the Blighted Village is the Blacksmith's Forge. This long-abandoned forge can be used to create a sussur weapon to complete the quest Finish the Masterwork Weapon Finish the Masterwork Weapon. The doors are locked and cannot be picked or destroyed, but they can be opened from the inside, or from the outside with the Old Key, which is found inside the blacksmith building, sitting atop a crate (in the room with the Calcified Web). There are two other ways to enter the forge:

  • Destroy the Calcified Web X: 46 Y: 426 covering a hole in the floor, found inside the same building with the Shabby Wooden Doors. Jumping into the hole takes the party into the forge.
  • Descend into the Whispering Depths and destroy the Cracked Wall X: -447 Y: -367. This reveals an entrance into the Forge.

Sussur Tree Bark can be combined with a Dagger, a Greatsword, or a Sickle, or at the forge to create one of the following weapons to complete the quest Finish the Masterwork Weapon Finish the Masterwork Weapon:

A Heavy Key found on the ground outside the Forge building opens a locked chest up a ladder in the Forge's basement containing Infernal Iron and a Steelforged Sword.

Apothecary

At the south-eastern corner of the village is an Apothecary. Many alchemical ingredients can be found here, as well as a hatch leading to the Apothecary's Cellar.

Schoolhouse

A trio of ogres, Lump Lump the Enlightened, Chock Chock, and Fank Fank, are here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will give the party Lump's War Horn, which allows the party to call on Lump and the ogres for aid during one combat in Act One. On a shelf in the Schoolhouse is an Old Schoolbook. Reading it initiates a unique interaction with Shadowheart Shadowheart, unless the interaction behind the Windmill was activated first.

Well and Town Center

Near the town center is a Mossy Chest, the Mossy Key for which is held by the Goblin Booyahg that starts atop the Apothecary building. Just west of the center of town is an old Well. Interacting with it allows the party to discover one of the entrances to the Whispering Depths (the other two entrances are inside the Blacksmith's Forge).

Barn

In the north-eastern corner of the village is a barn with strange noises coming from it. Opening the doors initiates a conversation and likely fight with the occupants, Grukkoh Grukkoh and Buthir Buthir.

Beside the barn and up a small incline is a piece of meat with a Dagger +1 lodged in it. The dagger can be removed with a Strength, Dexterity or Intelligence check.

Waypoints

This location contains the following Waypoint Waypoint:

  • Blighted Village X: 34 Y: 393

Related locations

Notable characters

Related quests

Related literature

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Hidden treasure

A buried chest behind the schoolhouse where Lump the Enlightened and his ogres lurk. X: -4 Y: 371 DC 15 Survival check locate dig spot.

References

External links