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Act One: Difference between revisions
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While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the [[Wilderness]] in search of Emerald Grove and the survivors of the [[Nautiloid]] crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute". | While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the [[Wilderness]] in search of Emerald Grove and the survivors of the [[Nautiloid]] crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute". | ||
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their {{CharLink|Halsin|First Druid Halsin}} has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid {{CharLink|Kagha}} has initiated the [[Rite of Thorns]], a dangerous ritual that will seal the Grove from the outside world and expel the [[Tiefling Refugees]] seeking shelter. | The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their {{CharLink|Halsin|First Druid Halsin}} has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid {{CharLink|Kagha}} has initiated the [[Rite of Thorns (ritual)|Rite of Thorns]], a dangerous ritual that will seal the Grove from the outside world and expel the [[Tiefling Refugees]] seeking shelter. | ||
'''Deciding the Fate of the Emerald Grove''' | '''Deciding the Fate of the Emerald Grove''' |
Latest revision as of 16:46, 25 October 2024
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Overview | Approval |
Act One of Baldur's Gate 3 begins immediately after the events of the Prologue, following the Nautiloid crash and the player character waking up on the Ravaged Beach.
While the player character gathers allies and searches for a cure from their Illithid tadpole, a conflict is building between the Emerald Grove and a Goblin army that is gathering under the banner of the Absolute. Within the Grove, tensions are high between the Tieflings who have sought refuge and the Grove's Druidic protectors, who believe the refugees' presence is attracting external threats.
It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for Baldur's Gate.
Summary[edit | edit source]
is the main quest at the beginning of Act One. This quest tracks any leads to remove the mind flayer parasite. As the player character interacts with the world, more subquests are added. These subquests will lead to characters with unique insights into the party's condition.
While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the Wilderness in search of Emerald Grove and the survivors of the Nautiloid crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute".
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid Halsin has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid Kagha has initiated the Rite of Thorns, a dangerous ritual that will seal the Grove from the outside world and expel the Tiefling Refugees seeking shelter.
Deciding the Fate of the Emerald Grove
The Emerald Grove is sealed with the Rite of Thorns if...
- The party provoke the druids by attacking/killing a druid or attempting to complete
- The party enter the Mountain Pass or Shadow-Cursed Lands before ending the Rite of Thorns
- Zevlor and a large number of other tieflings have been killed
The Rite of Thorns will be cancelled if...
- The party complete and expose her allegiances
- The party complete and help Halsin return to the Emerald Grove
If Minthara learns of the Grove's location, the goblins will . The party can assist Minthara and betray the Grove or defend the area with the tieflings.
Investigations into a cure will eventually direct the party toward Moonrise Towers. This will open another main quest: . Traveling into the Mountain Pass or Shadow-Cursed Lands before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.
Companions[edit | edit source]
The following companions can be recruited in Act One, with each of them also having an associated quest.
Quests[edit | edit source]
Main quests[edit | edit source]
Locations[edit | edit source]
Act One consists of the Wilderness, Underdark, Grymforge, and Rosymorn Monastery. Entering Rosymorn Monastery concludes the Rite of Throns, meaning if Kagha is not dealt with, then the tiefling refugees are expelled and the Emerald Grove becomes inaccessible to the party. Entering the Shadow-Cursed Lands advances time to Act Two, causing the resolution of several events based on the party's progress.
Wilderness[edit | edit source]
The Wilderness is a Region comprised of multiple locations in Act One of Baldur's Gate 3. In-game, it is also the name of one of the largest locations on the Act One main map, connecting most of the other locations in this region.
Risen Road is a long track connecting Baldur's Gate and Elturel, running parallel to the River Chionthar through the Wilderness. Notable settlements in the region include the Emerald Grove, the former village of Moonhaven, and Waukeen's Rest.
The Wilderness also contains several entrances to the Underdark.
Emerald Grove[edit | edit source]
The Emerald Grove, also known as Silvanus' Grove and Druid's Grove, is an area and location in the Wilderness of Act One of Baldur's Gate 3. It encompasses the large cavern known as the The Hollow and the Sacred Pool.
The druids of the Emerald Grove are led by Kagha, who serves as their leader in the absence of First Druid Halsin. The druids are providing temporary refuge for the Tiefling Refugees from Elturel, though tensions between the two groups are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns to shut the grove off, which would displace the tieflings.
Goblin Camp[edit | edit source]
The Goblin Camp is an old, re-purposed temple, now filled with goblins and cultists who are scouring the area for an item. The Shattered Sanctum is inside the camp, where the goblin leaders reside: Minthara, Dror Ragzlin and Priestess Gut.
Underdark[edit | edit source]
The Underdark is a Region in Act One. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms. This area contains a multitude of alchemical ingredients that are hard to find elsewhere. The Drow, Duergar and Deep Gnomes are native to the Underdark.
The Underdark also contains four transition points to the Wilderness.
Rosymorn Monastery[edit | edit source]
The Rosymorn Monastery is a location that can be found in the region northeast of the Rosymorn Monastery Trail. The original occupants, the Lathanderian clergy, were slaughtered by a group of Githyanki, who now claim the underground area of the monastery as their Crèche Y'llek.
Around the monastery, several groups of creatures have taken up residence, including a group of Kobold looters, some Gremishkas, and two Giant Eagles.
Notes[edit | edit source]
- Early Access took place entirely in Act One, excluding Rosymorn Monastery.[Needs Verification]