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{{ up to date | 2023-09-09 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
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|description=Defeat the Goblins is a sub-quest of the Druid Grove's main quest Save the Refugees in Act One. It can be initiated by speaking with Zevlor after Kagha asks the party to aid them.
|description=Defeat the Goblins is a sub-quest of the Druid Grove's main quest Save the Refugees in Act One. It can be initiated by speaking with Zevlor after Kagha asks the party to aid them.
}}
}}
[[File:Defeat the Goblins Kagha Quest.jpg|thumb|Kagha wants the outlanders gone.]]
[[File:Defeat the Goblins Kagha Quest.jpg|thumb|{{noexcerpt|Kagha wants the outlanders gone.}}]]
[[File:Dror Ragzlin Quest.webp|thumb|Dror Ragzlin wants the druids and the tieflings gone.]]
[[File:Dror Ragzlin Quest.webp|thumb|{{noexcerpt|Dror Ragzlin wants the druids and the tieflings gone.}}]]
'''Defeat the Goblins''' is a sub-[[quest]] of the [[Druid Grove|Druid Grove's]] main quest [[Save the Refugees]] in [[Act One]]. It can be initiated by speaking with [[Zevlor]] after [[Kagha]] asks the party to aid them.  
'''Defeat the Goblins''' is a sub-[[Quest]] of the [[Druid Grove|Druid Grove's]] main quest {{Quest|Save the Refugees}} in [[Act One]]. It can be initiated by speaking with {{CharLink|Zevlor}} after {{CharLink|Kagha}} asks the party to aid them.  
__TOC__
{{clear}}


{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending story decisions and outcomes.''
<div class="toccolours mw-collapsible mw-collapsed">
{{Quest objective|Travel to the Goblin Camp.|
<div style="font-weight: bold; line-height: 1.6;">Travel to the Goblin Camp.</div>
* If the tieflings are to make their way to Baldur's Gate, we will need to deal with the goblins. Zevlor thinks someone must be organising them. We should investigate their camp.
<div class="mw-collapsible-content">
* There were three figures in the drawing we found. The goblins must have more than one leader.
* There were three figures in the drawing we found. The goblins must have more than one leader.
* If the tieflings are to make their way to Baldur's Gate, we will need to deal with the goblins. Zevlor thinks someone must be organising them. We should investigate their camp.
}}
</div></div>
{{Quest objective|Find the leader of the Goblin Camp.|
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Find the leader of the Goblin Camp.</div>
<div class="mw-collapsible-content">
* Travel to the Goblin Camp.
* Travel to the Goblin Camp.
* We arrived at the Goblin Camp. Now we need to find who's in charge and deal with them.
* We arrived at the Goblin Camp. Now we need to find who's in charge and deal with them.
</div></div>
}}
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
{{Quest objective|Search for the leaders.|
<div style="font-weight: bold; line-height: 1.6;">Search for the leaders.</div>
<div class="mw-collapsible-content">
* We learned that there are three people in charge, but we need more information.
* We learned that there are three people in charge, but we need more information.
* We've arrived in the Goblin Camp. Now to find the three leaders.
* We've arrived in the Goblin Camp. Now to find the three leaders.
Line 34: Line 27:
* We killed Minthara, the drow commander. But she can't have been the only one keeping the goblins in line - we need to find more leaders.
* We killed Minthara, the drow commander. But she can't have been the only one keeping the goblins in line - we need to find more leaders.
* We killed the goblins' spiritual leader, Priestess Gut. Someone else must have led them into battle - we need to find them.
* We killed the goblins' spiritual leader, Priestess Gut. Someone else must have led them into battle - we need to find them.
</div></div>
* The goblins' spiritual leader, Priestess Gut, was defeated. Someone else must have led them into battle - we need to find them.
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
}}
<div style="font-weight: bold; line-height: 1.6;">Kill all three leaders.</div>
{{Quest objective|Kill all three leaders.|
<div class="mw-collapsible-content">
* There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and a drow.
* The drow is called Minthara. With this, we can cripple the goblins.
* There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and the drow Minthara.
* There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and the drow Minthara.
* We killed the goblin king Dror Ragzlin.
* We killed the goblin king Dror Ragzlin.
* We killed one of the goblin leaders, a drow named Minthara.
* We killed one of the goblin leaders, a drow named Minthara.
* A drow named Minthara, one of the goblin leaders, was defeated.
* We killed Priestess Gut, one of the goblin leaders.
* We killed Priestess Gut, one of the goblin leaders.
</div></div>
}}
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
{{Quest objective|Speak with Zevlor.|
<div style="font-weight: bold; line-height: 1.6;">Speak with Zevlor.</div>
<div class="mw-collapsible-content">
* With Dror Ragzlin dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Dror Ragzlin dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Dror Ragzlin defeated, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Minthara dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Minthara dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Minthara defeated, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Priestess Gut dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Priestess Gut dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
</div></div>
}}
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
{{Quest objective|Quest Complete|
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
* The roads are safe, and the tieflings are ready to leave. Tonight, we celebrate at camp.
* The roads are safe, and the tieflings are ready to leave. Tonight, we celebrate at camp.
* Killing the goblin leaders no longer matters. Minthara left with her band of raiders, and they're going to attack the grove.
* Killing the goblin leaders no longer matters. Minthara left with her band of raiders, and they're going to attack the grove.
* The tieflings were forced out of the grove before we could deal with the goblins. They'll likely die on the road.
* The tieflings were forced out of the grove before we could deal with the goblins. They'll likely die on the road.
</div></div>
}}


== Walkthrough ==
== Walkthrough ==
Defeat the Goblins can be obtained by speaking to Kagha in the Inner Sanctum of the Druid Grove. Kagha blames the outlanders for bringing trouble to the Grove and wants them gone. Seeing how the party defeated the goblin raiders at the Grove's entrance, Kagha believes they could work as hired swords. She orders the party to offer their services to the tieflings so that they will leave, and states they have until the end of the [[Rite of Thorns]] to do so.
Defeat the Goblins can be obtained by speaking to Kagha in the Inner Sanctum of the Druid Grove. Kagha blames the outlanders for bringing trouble to the Grove and wants them gone. Seeing how the party defeated the goblin raiders at the Grove's entrance, Kagha believes they could work as hired swords. She orders the party to offer their services to the tieflings so that they will leave, and states they have until the end of the [[Rite of Thorns (ritual)|Rite of Thorns]] to do so.


Speak to Zevlor in the Secluded Chamber in the Hollow. Choose "Leaving the grove is the best option. How can I help?" Zevlor explains that while he and his refugees want to leave, the roads are infested with goblins. It'd be a death sentence for them to go back on the roads. He explains that defeating the goblin leaders would cause enough disarray for the tieflings to safely leave. This starts the journey to the goblin camp to defeat the leaders.
Speak to Zevlor in the Secluded Chamber in the Hollow. Choose "Leaving the grove is the best option. How can I help?" Zevlor explains that while he and his refugees want to leave, the roads are infested with goblins. It'd be a death sentence for them to go back on the roads. He explains that defeating the goblin leaders would cause enough disarray for the tieflings to safely leave. This starts the journey to the goblin camp to defeat the leaders.


=== Entering the Goblin Camp ===
=== Entering the Goblin Camp ===
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including but not limited to:
There are various check-point encounters on the path to the proper Goblin Camp. There are several different options to approach these encounters, including but not limited to:


* A full-frontal assault.
* A full-frontal assault.
** Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.  
** Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.  
* A mixture of diplomacy checks, such [[Persuasion]] and [[Deception]].
* A mixture of diplomacy checks, such as [[Persuasion]] and [[Deception]].
** Alternatively, a player can brute force through all diplomacy checks by utilizing the dialogue [[Tadpole Power]].
** Alternatively, it's possible to pass all diplomacy checks by utilizing the dialogue [[Tadpole Power]].
** [[Drow]], or characters disguised as one via the [[Disguise Self]] spell, also have special dialogue options that helps you bypass diplomacy checks.
** [[Drow]], or characters disguised as one via the {{SAI|Disguise Self}} spell, also have special dialogue options that helps bypassing diplomacy checks.
* Avoiding the check-points through [[stealth]] or finding an alternative path (i.e. approaching the camp from the North-West).
* Avoiding the check-points through [[Stealth]] or finding an alternative path (i.e. approaching the camp from the North-West).
** Note, approaching from the North-Western path requires the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A [[Silence]] spell can effectively cover this.
** Approaching from the north-western path requires to deal with some sleeping guards, who can be woken accidentally if a jumping party member lands near them. A {{SAI|Silence}} spell on the guards can effectively cover this.


Once the player successfully bypasses the check-points and enters the camp proper, they are free to partake in the camp activities, converse with the partying Goblins, and take on various side quests (more information on the [[Goblin Camp]] page). Specifically for this quest, we must continue and venture into the interior of the temple.  
If successfully bypassing the check-points and entering the camp proper, it's possible to freely partake in the camp activities, converse with the celebrating Goblins, and take on various side quests (more information on the [[Goblin Camp]] page). Specifically for this quest, the party must continue and venture into the interior of the temple.


=== The Shattered Sanctum ===
=== The Shattered Sanctum ===
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
There are two entrances into the Shattered Sanctum - the main door, or through the cracked wall on the 2nd level of the camp (X:-106, Y:481).
There are three entrances into the Shattered Sanctum - the Heavy Oak Doors {{coords|105|454}}, the Passageway {{coords|51|476}}, or through the Cracked Wall on the 2nd level of the camp {{coords|-106|481}}.


''The main entrance:''
''The Heavy Oak Doors:''


* The entrance is guarded by [[Warrior Trinzas]], who can be persuaded through diplomacy, [[Tadpole Power|Tadpole Powers]], or Drow special dialogue like the previous check-points.  
* This entrance is guarded by {{CharLink|Trinzas|Warrior Trinzas}}, who can be persuaded through diplomacy, [[Tadpole Power|Tadpole Powers]], or Drow special dialogue like the previous check-points.  
* Violence is always a viable alternative, however, there is a risk the fighting draws the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.  
* Violence is always a viable alternative, however, there is a risk the fighting draws the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.  


''The cracked wall:''
''The Passageway:''
 
* The path to this entrance is "guarded" by 2 [[Poison Mine]] and 1 [[Blast Mine]]. Entering by this way places the party at the southeast corner of the Shattered Sanctum.
 
''The Cracked Wall:''


* The wall is an object with 22 [[Hit Points]], [[Sturdy]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).  
* The wall is an object with 22 [[Hit Points]], [[Sturdy]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).  
* This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like [[Smokepowder Bomb|Smokepowder Bombs]] or [[Eldritch Blast]] - ideal for breaking this wall.
* This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like {{SmRarityItem|Smokepowder Bomb|Smokepowder Bombs}} or {{SAI|Eldritch Blast}} - ideal for breaking this wall.
* As there are sleeping guards situation close to the wall, using the [[Silence]] spell on the explosion or the guards to cover the noise is recommended, if you wish to avoid a confrontation.  
* There are sleeping guards situation close to the wall. If using the {{SAI|Silence}} spell on the explosion or the guards to cover the noise, a confrontation can be avoided.  


There is technically a 3rd entrance to the temple from the [[Selûnite Outpost]] in the [[Underdark]], but that door is inaccessible externally, and requires the player to have opened it from inside of the Shattered Sanctum first.  
There is technically a fourth entrance to the temple from the [[Selûnite Outpost]] in the [[Underdark]], but that door is inaccessible externally, and requires to be opened from inside of the Shattered Sanctum first via the Stone Discs or the wall Lever.


=== Priestess Gut ===
=== Priestess Gut ===
[[Priestess Gut]] (X:297, Y:-18) is in front of the giant throne immediately north of the front entrance. She offers to brand the party with the [[Brand of the Absolute]], which can be accepted or rejected. Regardless of whether the brand is taken or not, Gut recognizes the party as fellow True Souls. She attempts to probe into the party's minds with her illithid powers. Allow her to do this, and she notices something is amiss. Explain that it's the result of the tadpoles and ask if she can help, commencing [[Ask the Goblin Priestess for Help]]. Gut says that the party should join her in her private chambers.
{{CharLink|Gut|Priestess Gut}} (X:297, Y:-18) is in front of the giant throne immediately north of the front entrance. She offers to brand the party with the [[Brand of the Absolute]], which can be accepted or rejected. Regardless of whether the brand is taken, Gut recognizes the party as fellow True Souls. She attempts to probe the party's minds with her illithid powers. If allowing her to do this, she notices something is amiss. If explaining that it's the result of the tadpoles and asking if she can help, commences {{Quest|Ask the Goblin Priestess for Help}}. Gut says that the party should join her in her private chambers.


Follow her to her chambers, where she says she has a cure for the tadpole. She says that a special cleansing potion must be taken first. However, an [[Arcana]] check reveals this is a sleeping potion. If she's called out on this, or if the party member in question is resistant to sleeping potions (ie an elf, half-elf, or paladin), she becomes hostile and also triggers several nearby goblins to become hostile. However, if the potion is taken, she chains up the party member and says she intends for them to become her pet squid. It's possible to either break free with an [[Acrobatics]] or [[Strength]] check, but a special scene plays if nothing is done at all. Wait, and [[Korrilla Hearthflame|Korrilla]] appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.
If following her to her chambers, she says she has a cure for the tadpole but a special cleansing potion must be taken first. However, an [[Arcana]] check reveals this is a sleeping potion. If she's called out on this, or if the party member in question is resistant to sleeping potions (for example is an elf, half-elf, or paladin), she becomes hostile and also triggers several nearby goblins to become hostile. However, if the potion is taken, she chains up the party member and says she intends them to become her pet squid. It's possible to either break free with an [[Acrobatics]] or [[Strength]] check. However a special scene plays if nothing is done at all. {{CharLink|Korrilla}} appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.


=== Minthara ===
=== Minthara ===
The drow Minthara (X:333, Y:42) is in the northeastern corner of the Shattered Sanctum. There is a [[Scrying Eye]] that must be dealt with before defeating her, otherwise the camp is alerted. Minthara can easily be taken out after speaking with her, as she runs across the bridge to gather the troops. While she is running on the bridge, attack the bridge's posts and she falls into the chasm below (note: as with any action that takes an enemy off the map, this will make her valuable loot inaccessible). Otherwise, once the scrying eye is dealt with, only Minthara and her minions in the room become hostile, so the other two leaders can still be dealt with stealthily.
The drow {{CharLink|Minthara}} (X:333, Y:42) is in the northeastern corner of the Shattered Sanctum. There is a {{CharLink|Scrying Eye}} that must be dealt with before defeating her, otherwise the camp is alerted. Once the scrying eye is dealt with, only Minthara and her minions in the room become hostile, so the other two leaders can still be dealt with stealthily. If Minthara is knocked out with non-lethal melee attacks instead of being killed, then she could be recruited as a [[Companion]] in [[Moonrise Towers]] in Act Two.


=== Dror Ragzlin ===
=== Dror Ragzlin ===
[[Dror Ragzlin]] is unique in that he is the only member of the trio that cannot be killed with stealth. If the party kills Ragzlin, no matter where they are, the entire camp becomes hostile. For this reason, it's best to wrap up all business in the goblin camp and acquire the waypoint in the Selune Outpost below the Shattered Sanctum before killing him.
{{CharLink|Dror Ragzlin}} is unique in that he is the only member of the trio that cannot be killed with stealth. If the party kills Ragzlin, no matter where they are, the entire camp becomes hostile. For this reason, it's best to wrap up all business in the goblin camp and acquire the waypoint in the Selune Outpost below the Shattered Sanctum before killing him.


Dror Ragzlin is in the throne room to the north, casting [[Speak with Dead]] on an illithid corpse (X:296, Y:40). A cutscene automatically plays as the party enters the room, with Ragzlin asking if they'd like to speak to a squid.
Dror Ragzlin is in the throne room to the north, casting {{SAI|Speak with Dead}} on an illithid corpse (X:296, Y:40). A cutscene automatically plays as the party enters the room, with Ragzlin asking if they'd like to speak to a squid.


If Ragzlin is allowed to commune with the illithid on his own, its killer is revealed to be the party after the second question. This can be avoided by taking control of Ragzlin's questions with a wisdom check (DC 10) and asking questions other than who is the killer such as "Why was the Nautiloid in Faerûn?" Asking an obvious question like "Who is the Absolute?" causes Ragzlin to be suspicious of the party. Otherwise, if the party is caught out at being the illithid's killer, they can talk Ragzlin down through a Persuasion check or by using Detect Thoughts to reveal he likes being called the Absolute's Right Hand.
If Ragzlin is allowed to commune with the illithid on his own, its killer is revealed to be the party after the second question. This can be avoided by taking control of Ragzlin's questions with a wisdom check (DC 10) and asking questions other than who is the killer such as "Why was the Nautiloid in Faerûn?" Asking an obvious question like "Who is the Absolute?" causes Ragzlin to be suspicious of the party. Otherwise, if the party is caught out at being the illithid's killer, they can talk Ragzlin down through a Persuasion check or by using Detect Thoughts to reveal he likes being called the Absolute's Right Hand.
A very simple way to kill Ragzlin is to shove him before he returns to his throne after the illithid conversation. However, this makes the whole room become hostile and escaping is more difficult. There is a stealthier way to kill Ragzlin by separating out one party member while the others wait elsewhere. Sneak up to the wooden beams above the throne and hit him with something that kills him instantly, such as a [[Void Bulb]]. Then, quickly fast travel outside of the camp.


=== Returning to the Grove ===
=== Returning to the Grove ===
Upon returning to the Grove, Zevlor approaches the party and states his scouts brought news that the goblin leaders have been defeated. He thanks the party and states that the refugees pooled up their gold to reward the party, which the party can either accept or refuse (note: the reward includes a nice item ([[Wapira's Crown]]) in addition to gold, which can't be acquired otherwise). Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately.
Upon returning to the Grove, Zevlor approaches the party and states his scouts brought news that the goblin leaders have been defeated. He thanks the party and states that the refugees pooled up their gold to reward the party, which the party can either accept the reward (includes gold in addition to a helmet {{SmRarityItem|Wapira's Crown}}, which can't be acquired otherwise) or refuse. Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately or later.


If Halsin has not been rescued as part of [[Rescue the Druid Halsin]] then he escapes on his own and appears back in the Grove.
If Halsin has not been rescued as part of {{Quest|Rescue the Druid Halsin}} then he escapes on his own and appears back in the Grove.


== Notes ==
== Notes ==

Latest revision as of 16:49, 25 October 2024

Defeat the Goblins is a sub-Quest of the Druid Grove's main quest Save the Refugees Save the Refugees in Act One. It can be initiated by speaking with Zevlor Zevlor after Kagha Kagha asks the party to aid them.

Objectives[edit | edit source]

Objectives and journal entries may vary pending story decisions and outcomes.

Travel to the Goblin Camp.
  • If the tieflings are to make their way to Baldur's Gate, we will need to deal with the goblins. Zevlor thinks someone must be organising them. We should investigate their camp.
  • There were three figures in the drawing we found. The goblins must have more than one leader.
Find the leader of the Goblin Camp.
  • Travel to the Goblin Camp.
  • We arrived at the Goblin Camp. Now we need to find who's in charge and deal with them.
Search for the leaders.
  • We learned that there are three people in charge, but we need more information.
  • We've arrived in the Goblin Camp. Now to find the three leaders.
  • We've killed the goblin king, a hobgoblin named Dror Ragzlin. The goblins are still celebrating, though - there must be more leaders.
  • We killed Minthara, the drow commander. But she can't have been the only one keeping the goblins in line - we need to find more leaders.
  • We killed the goblins' spiritual leader, Priestess Gut. Someone else must have led them into battle - we need to find them.
  • The goblins' spiritual leader, Priestess Gut, was defeated. Someone else must have led them into battle - we need to find them.
Kill all three leaders.
  • There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and a drow.
  • The drow is called Minthara. With this, we can cripple the goblins.
  • There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and the drow Minthara.
  • We killed the goblin king Dror Ragzlin.
  • We killed one of the goblin leaders, a drow named Minthara.
  • A drow named Minthara, one of the goblin leaders, was defeated.
  • We killed Priestess Gut, one of the goblin leaders.
Speak with Zevlor.
  • With Dror Ragzlin dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
  • With Dror Ragzlin defeated, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
  • With Minthara dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
  • With Minthara defeated, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
  • With Priestess Gut dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
Quest Complete
  • The roads are safe, and the tieflings are ready to leave. Tonight, we celebrate at camp.
  • Killing the goblin leaders no longer matters. Minthara left with her band of raiders, and they're going to attack the grove.
  • The tieflings were forced out of the grove before we could deal with the goblins. They'll likely die on the road.

Walkthrough[edit | edit source]

Defeat the Goblins can be obtained by speaking to Kagha in the Inner Sanctum of the Druid Grove. Kagha blames the outlanders for bringing trouble to the Grove and wants them gone. Seeing how the party defeated the goblin raiders at the Grove's entrance, Kagha believes they could work as hired swords. She orders the party to offer their services to the tieflings so that they will leave, and states they have until the end of the Rite of Thorns to do so.

Speak to Zevlor in the Secluded Chamber in the Hollow. Choose "Leaving the grove is the best option. How can I help?" Zevlor explains that while he and his refugees want to leave, the roads are infested with goblins. It'd be a death sentence for them to go back on the roads. He explains that defeating the goblin leaders would cause enough disarray for the tieflings to safely leave. This starts the journey to the goblin camp to defeat the leaders.

Entering the Goblin Camp[edit | edit source]

There are various check-point encounters on the path to the proper Goblin Camp. There are several different options to approach these encounters, including but not limited to:

  • A full-frontal assault.
    • Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.
  • A mixture of diplomacy checks, such as Persuasion and Deception.
    • Alternatively, it's possible to pass all diplomacy checks by utilizing the dialogue Tadpole Power.
    • Drow, or characters disguised as one via the Disguise Self Disguise Self spell, also have special dialogue options that helps bypassing diplomacy checks.
  • Avoiding the check-points through Stealth or finding an alternative path (i.e. approaching the camp from the North-West).
    • Approaching from the north-western path requires to deal with some sleeping guards, who can be woken accidentally if a jumping party member lands near them. A Silence Silence spell on the guards can effectively cover this.

If successfully bypassing the check-points and entering the camp proper, it's possible to freely partake in the camp activities, converse with the celebrating Goblins, and take on various side quests (more information on the Goblin Camp page). Specifically for this quest, the party must continue and venture into the interior of the temple.

The Shattered Sanctum[edit | edit source]

The cracked wall on the second-level of the Goblin Camp.

There are three entrances into the Shattered Sanctum - the Heavy Oak Doors X: 105 Y: 454, the Passageway X: 51 Y: 476, or through the Cracked Wall on the 2nd level of the camp X: -106 Y: 481.

The Heavy Oak Doors:

  • This entrance is guarded by Trinzas Warrior Trinzas, who can be persuaded through diplomacy, Tadpole Powers, or Drow special dialogue like the previous check-points.
  • Violence is always a viable alternative, however, there is a risk the fighting draws the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.

The Passageway:

  • The path to this entrance is "guarded" by 2 Poison Mine and 1 Blast Mine. Entering by this way places the party at the southeast corner of the Shattered Sanctum.

The Cracked Wall:

  • The wall is an object with 22 Hit Points, Sturdy, and immunity to all damage types except piercing (resistant), and force (vulnerable).
  • This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like Smokepowder Bombs or Eldritch Blast Eldritch Blast - ideal for breaking this wall.
  • There are sleeping guards situation close to the wall. If using the Silence Silence spell on the explosion or the guards to cover the noise, a confrontation can be avoided.

There is technically a fourth entrance to the temple from the Selûnite Outpost in the Underdark, but that door is inaccessible externally, and requires to be opened from inside of the Shattered Sanctum first via the Stone Discs or the wall Lever.

Priestess Gut[edit | edit source]

Gut Priestess Gut (X:297, Y:-18) is in front of the giant throne immediately north of the front entrance. She offers to brand the party with the Brand of the Absolute, which can be accepted or rejected. Regardless of whether the brand is taken, Gut recognizes the party as fellow True Souls. She attempts to probe the party's minds with her illithid powers. If allowing her to do this, she notices something is amiss. If explaining that it's the result of the tadpoles and asking if she can help, commences Ask the Goblin Priestess for Help Ask the Goblin Priestess for Help. Gut says that the party should join her in her private chambers.

If following her to her chambers, she says she has a cure for the tadpole but a special cleansing potion must be taken first. However, an Arcana check reveals this is a sleeping potion. If she's called out on this, or if the party member in question is resistant to sleeping potions (for example is an elf, half-elf, or paladin), she becomes hostile and also triggers several nearby goblins to become hostile. However, if the potion is taken, she chains up the party member and says she intends them to become her pet squid. It's possible to either break free with an Acrobatics or Strength check. However a special scene plays if nothing is done at all. Korrilla Korrilla appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.

Minthara[edit | edit source]

The drow Minthara Minthara (X:333, Y:42) is in the northeastern corner of the Shattered Sanctum. There is a Scrying Eye Scrying Eye that must be dealt with before defeating her, otherwise the camp is alerted. Once the scrying eye is dealt with, only Minthara and her minions in the room become hostile, so the other two leaders can still be dealt with stealthily. If Minthara is knocked out with non-lethal melee attacks instead of being killed, then she could be recruited as a Companion in Moonrise Towers in Act Two.

Dror Ragzlin[edit | edit source]

Dror Ragzlin Dror Ragzlin is unique in that he is the only member of the trio that cannot be killed with stealth. If the party kills Ragzlin, no matter where they are, the entire camp becomes hostile. For this reason, it's best to wrap up all business in the goblin camp and acquire the waypoint in the Selune Outpost below the Shattered Sanctum before killing him.

Dror Ragzlin is in the throne room to the north, casting Speak with Dead Speak with Dead on an illithid corpse (X:296, Y:40). A cutscene automatically plays as the party enters the room, with Ragzlin asking if they'd like to speak to a squid.

If Ragzlin is allowed to commune with the illithid on his own, its killer is revealed to be the party after the second question. This can be avoided by taking control of Ragzlin's questions with a wisdom check (DC 10) and asking questions other than who is the killer such as "Why was the Nautiloid in Faerûn?" Asking an obvious question like "Who is the Absolute?" causes Ragzlin to be suspicious of the party. Otherwise, if the party is caught out at being the illithid's killer, they can talk Ragzlin down through a Persuasion check or by using Detect Thoughts to reveal he likes being called the Absolute's Right Hand.

Returning to the Grove[edit | edit source]

Upon returning to the Grove, Zevlor approaches the party and states his scouts brought news that the goblin leaders have been defeated. He thanks the party and states that the refugees pooled up their gold to reward the party, which the party can either accept the reward (includes gold in addition to a helmet Wapira's Crown, which can't be acquired otherwise) or refuse. Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately or later.

If Halsin has not been rescued as part of Rescue the Druid Halsin Rescue the Druid Halsin then he escapes on his own and appears back in the Grove.

Notes[edit | edit source]

  • While it was believed that the quest would transition after a certain number of long rests, this has been proven false.[url 1]

References[edit | edit source]

  1. Proxy Gate Tactician (2023-09-08). Busting More Myths in Baldur's Gate 3. YouTube. Retrieved 2023-10-21.