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Blighted Village: Difference between revisions

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* {{Dialogue option|Spare them the trouble and just let me pass - I'll be gone in no time.|roll=Persuasion|dc=15}}
* {{Dialogue option|Spare them the trouble and just let me pass - I'll be gone in no time.|roll=Persuasion|dc=15}}
* {{Dialogue option|Stand down. Now.|tags=True Soul, Illithid|roll=Wisdom|dc=5}}
* {{Dialogue option|Stand down. Now.|tags=True Soul, Illithid|roll=Wisdom|dc=5}}
Bypassing the ambush, using the ladder to the left and getting caught by the Goblin Sharp-Eye on the roof:
* {{Dialogue option|What? The guard let me pass.|roll=Deception|dc=15}}
* {{Dialogue option|Or you could let me pass, and live to see nightfall.|roll=Intimidation|dc=10}}
* {{Dialogue option|I bypassed your guards. If I meant you harm, I could've just killed you all.|roll=Persuasion|dc=15}}
* {{Dialogue option|I'm here to see Fezzerk.|tags=Detect Thoughts}}


===== Companion approval =====
===== Companion approval =====
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* {{MdCharLink|Slice|Tracker Slice}}
* {{MdCharLink|Slice|Tracker Slice}}
{{div_col_end}}
{{div_col_end}}
=== Available to Speak with Dead ===
* {{MdCharLink|Dead Tiefling|icon=Portrait Ghost.png}}


==Related quests==
==Related quests==

Revision as of 01:20, 13 November 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.

The party can demand to be let through with some checks depending on the response.

Spotting the Goblins first:

  • [TRUE SOUL] [ILLITHID] [WISDOM] Stand down. Now. (DC 5 Advantage Icon.png)
  • [BERSERKER] [INTIMIDATION] ROAR. (DC 15 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] I said. Let. Me. PASS. (DC 15 Advantage Icon.png)
  • [INTIMIDATION] Out of my way, or I'll cut you down first. (DC 15)
  • [HALF-ORC] [INTIMIDATION] Either you stand aside, or I go right through you. (DC 15 Advantage Icon.png)
  • [PERSUASION] Just let me by and we'll pretend this never happened. (DC 15 Advantage Icon.png)
  • [BRANDED] Show your brand.

Keeping quiet:

  • [BERSERKER] [INTIMIDATION] ROAR. (DC 15 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] Not scared of your pinpricks. (DC 15 Advantage Icon.png)
  • [INTIMIDATION] I'm not running, and their aim's not good enough to save you. (DC 15)
  • [PERSUASION] Spare them the trouble and just let me pass - I'll be gone in no time. (DC 15)
  • [TRUE SOUL] [ILLITHID] [WISDOM] Stand down. Now. (DC 5)

Bypassing the ambush, using the ladder to the left and getting caught by the Goblin Sharp-Eye on the roof:

  • [DECEPTION] What? The guard let me pass. (DC 15)
  • [INTIMIDATION] Or you could let me pass, and live to see nightfall. (DC 10)
  • [PERSUASION] I bypassed your guards. If I meant you harm, I could've just killed you all. (DC 15)
  • [DETECT THOUGHTS] I'm here to see Fezzerk.
Companion approval

Successfully passing through:

Gale approves +1 Shadowheart approves +1

Starting combat:

Astarion approves +1

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.

  • How about a donation instead? Some coin for the town.
  • How about a donation...?
  • [PERSUASION] It's a fine day, my friend. Why spoil it with killing? (DC 20) Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1
  • [INTIMIDATION] Nice town. I'll wipe my feet on your corpse before entering. (DC 15) Gale approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1
  • [BERSERKER] [INTIMIDATION] ROAR. (DC 15 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] You get nothing. (DC 15 Advantage Icon.png)
  • [BARD] Then my search is over - I'm actually here to write the Ballad of Bogrot.
    • [PERFORMANCE] 'Bogrot, fair Bogrot - with hills as green as goblin snot.' (DC 15) Astarion approves +1 Lae'zel disapproves -1 Karlach approves +1
    • [PERFORMANCE] 'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!' (DC 15) Astarion approves +1 Lae'zel disapproves -1 Karlach approves +1
  • [DROW] I'll give you another chance. Look at me again and choose your words carefully.
  • [TRUE SOUL] [ILLITHID] [WISDOM] You do not give orders to me. (DC 5)

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:

  • caption = Blighted Village Blighted Village X: 34 Y: 393

Related locations

Notable characters

Available to Speak with Dead

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