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A new age is dawning, with goblins atrust!|Volo| desperately trying to entertain the goblin raiders.}}
A new age is dawning, with goblins atrust!|Volo| desperately trying to entertain the goblin raiders.}}
{{TOC|limit=3}}
{{TOC|limit=3}}
== Overview ==
== Overview ==
[[File:Goblin Camp.jpg|thumb|The entrance to the Shattered Sanctum from the Goblin Camp.]]
[[File:Goblin Camp.jpg|thumb|The entrance to the Shattered Sanctum from the Goblin Camp.]]
===Access===
=== Access ===
The '''Goblin Camp''' has a main entrance that is reached after crossing the wooden bridge at {{coords|-50|369}} in the [[Forest]]. Alternate entries are possible.
The main entrance of the '''Goblin Camp''' can be reached after crossing the wooden bridge at {{Coords|-50|369}} in the [[Forest]]. Alternate entries are possible.
*Leaping off the road beside a Hunter's Stash in the Forest south of the wooden bridge. Feather Fall is recommended. Then crossing the fallen log at {{coords|-28|315}}. Reaching the entrance of the trapped tunnels will reward the party with 15 exp.
* Leaping off the road beside a Hunter's Stash in the Forest south of the wooden bridge, then crossing the fallen log at {{Coords|-28|315}}. Feather Fall is recommended. Reaching the entrance of the trapped tunnels rewards 15 xp.
*Leaping off the cliff west of the windmill, behind the broken shrine of {{CharLink|Selûne}}, in the [[Blighted Village]]. Feather Fall is required. Then crossing the stone bridge at {{coords|-53|455}}. This will reward the party with 15 exp.
* Leaping off the cliff west of the windmill, behind the broken shrine of {{CharLink|Selûne}} in the [[Blighted Village]], then crossing the stone bridge at {{Coords|-53|455}}. Feather Fall is required. This rewards 15 xp.


=== Forest Road Checkpoint ===
=== Forest road checkpoint ===
To reach the camp, there is a guard post along the main road that has to be bypassed. A passive {{Ability Check|Intelligence|10}} will point out this is a goblin outpost and highlight the war drum.
To reach the camp, the guard post along the main road must be bypassed. A passive {{Ability Check|Intelligence|10}} reveals this is a goblin outpost and highlights the war drum.


==== Trapped Tunnel ====
==== Trapped tunnel ====
To bypass the check point, or if entered via the fallen log bridge, there is a tunnel to the south rigged with blast mines with a passive {{Ability Check|Perception|17}} to notice them. They deal {{DamageText|2d6|Fire}} with a {{Saving Throw|DEX|dc=12}} to halve the damage. The mines can be disabled with a {{Ability Check|Sleight of Hand|10}}. Jumping over a small bottomless pit will get around the checkpoint.
To bypass the check point, or if entering via the fallen log bridge, passing a passive {{Ability Check|Perception|17}} reveals a tunnel to the south rigged with blast mines. The mines deal {{DamageText|2d6|Fire}} with a {{Saving Throw|DEX|dc=12}} to halve the damage. The mines can be disabled with a {{Ability Check|Sleight of Hand|10}}. It is also possible to travel around the checkpoint by jumping over a small bottomless pit.


==== Check Point Interactions ====
==== Check point interactions ====
When approaching the guard post, {{CharLink|Olak|Sentinel Olak}} will be quick to question and threaten the party. There are a few ways to bypass him without starting a fight:
When approaching the guard post, {{CharLink|Olak|Sentinel Olak}} is quick to question and threaten the party. There are a few ways to bypass him without fighting:


* {{CharLink|Sazza}} will vouch for the party as part of the {{Quest|Save the Goblin Sazza}} quest.  
* {{CharLink|Sazza}} vouches for the party as part of the {{Quest|Save the Goblin Sazza}} quest.
* As a [[Drow]], or with the use of {{SAI|Disguise Self}} to look like one, the party will be let through without issue.  
* As a [[Drow|drow]], or appearing as a drow using {{SAI|Disguise Self}}, the party is allowed passage without issue.  
* {{Dialogue option|Stand aside.|tags=Illithid|roll=Wisdom|dc=5}}
* {{Dialogue option|Stand aside.|tags=Illithid|roll=Wisdom|dc=5}}
* {{Dialogue option|I'm a hired sword - employer's inside. Stand aside. ''Now.''|roll=Intimidation|dc=15}}
* {{Dialogue option|I'm a hired sword - employer's inside. Stand aside. ''Now.''|roll=Intimidation|dc=15}}
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** {{Dialogue option|I'm a messenger - here to see Minthara.}}
** {{Dialogue option|I'm a messenger - here to see Minthara.}}


Succeeding in bypassing the checkpoint through most of these methods will reward 140 exp and the '''Very Important Parasite''' [[Inspiration]] for [[Charlatan|Charlatans]]. If the party fail any of the checks or pick certain ones, Olak will try to goad them into rubbing Worg dung on their face.
Bypassing the checkpoint through most of these methods rewards 140 xp and [[File:Inspiration Icon.png|24px|link=]][[Inspiration|Very Important Parasite]] for [[Charlatan|charlatans]]. If the party fail any of the checks or pick certain ones, Olak tries to goad them into rubbing worg dung on their face.


* {{Dialogue option|''Grimace and do what you have to do.''}} {{Approval|Astarion|-1}} {{Approval|Lae'zel|-1}} {{Approval|Shadowheart|1}} {{Approval|Wyll|-1}} {{Approval|Karlach|1}}
* {{Dialogue option|''Grimace and do what you have to do.''}} {{Approval|Astarion|-1}} {{Approval|Lae'zel|-1}} {{Approval|Shadowheart|1}} {{Approval|Wyll|-1}} {{Approval|Karlach|1}}
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* {{Dialogue option|''Scoop up the warm dung and fling it at Olak's face.''|roll=Athletics|dc=10}} (This will start a fight but leave Olak [[Blinded (Condition)|Blinded]] for {{Duration|3}}.)
* {{Dialogue option|''Scoop up the warm dung and fling it at Olak's face.''|roll=Athletics|dc=10}} (This will start a fight but leave Olak [[Blinded (Condition)|Blinded]] for {{Duration|3}}.)
* {{Dialogue option|'''I said. EAT IT.'''|tags=Berserker|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|'''I said. EAT IT.'''|tags=Berserker|roll=Intimidation|dc=15|advantage=y}}
* If the party refuse or try to leave, it will start a fight.
* If the party refuse or try to leave, a fight is initiated.


If the party approach the checkpoint from the the other side, they will be spotted by Rindle who will quickly confront them. Besides attacking, the party can try to talk their way out of trouble:
If the party approach the checkpoint from the the other side, they are spotted by Rindle, who quickly confronts them. The party can attack or try to talk their way out of combat:


* {{Dialogue option|Stand down. I'll go where I please.|tags=Illithid|roll=Wisdom|dc=2}}
* {{Dialogue option|Stand down. I'll go where I please.|tags=Illithid|roll=Wisdom|dc=2}}
* {{Dialogue option|Or you could let me pass and live to see nightfall.|roll=Deception|dc=10}} (If the party knows about Moonrise Towers)
* {{Dialogue option|Or you could let me pass and live to see nightfall.|roll=Deception|dc=10}} (if the party know about Moonrise Towers)
* {{Dialogue option|I'm in a hurry. I have an important message from your boss.|roll=Deception|dc=15}}
* {{Dialogue option|I'm in a hurry. I have an important message from your boss.|roll=Deception|dc=15}}
* {{Dialogue option|Remove yourself from my presence, or pay the price.|tags=Drow}}
* {{Dialogue option|Remove yourself from my presence, or pay the price.|tags=Drow}}
* {{Dialogue option|Move. I'm from ''Moonrise Towers.''|tags=Drow}} (if party knows about Moonrise Towers)
* {{Dialogue option|Move. I'm from ''Moonrise Towers.''|tags=Drow}} (if the party know about Moonrise Towers)


Even if a fight breaks out, it will not alert the goblins beyond the checkpoint or in the main camp.
If combat occurs, the goblins beyond the checkpoint and in the main camp are not alerted.


==== Boulder Trap ====
==== Boulder trap ====
On the south rocky hill is a barricade that if destroyed will let loose a large rolling boulder that will roll across the checkpoint. It will do {{DamageText|3d6|Bludgeoning}} with a chance to hit multiple times if someone is in an unfortunate position. {{CharLink|Rindle|Tracker Rindle}} or {{CharLink|Bal|Tracker Bal}} will likely target it if none of their allies are threatened by the trap.
On the south rocky hill is a barricade that, if destroyed, causes a large boulder to roll across the checkpoint. It causes {{DamageText|3d6|Bludgeoning}} with a chance to hit multiple times if someone is in an unfortunate position. {{CharLink|Rindle|Tracker Rindle}} or {{CharLink|Bal|Tracker Bal}} are likely to target the boulder if none of their allies are threatened by the trap.


==== War Drum ====
==== War drum ====
If a fight breaks out, {{CharLink|Snurd|Sharp-Eye Snurd}} or another goblin will focus on reaching the drum, ignoring attacking to focus on movement. If they reach the drum while having an action, they will alert {{CharLink|Sluck|Sharp-eye Sluck}}, {{CharLink|Wasp|Devout Wasp}} and {{CharLink|Tud|Warlock Tud}} from their small camp further west who will come and join the fight. This, however, won't alert the main camp. It can be destroyed with an attack, disabling it. It can also be interacted with.
If a fight breaks out, {{CharLink|Snurd|Sharp-Eye Snurd}} or another goblin focuses on reaching the drum, which alerts {{CharLink|Sluck|Sharp-eye Sluck}}, {{CharLink|Wasp|Devout Wasp}} and {{CharLink|Tud|Warlock Tud}} from their small camp farther west and causes them to join the fight. However, the drum does not alert the main camp. The party can destroy it with an attack or interact with it.


* {{Dialogue option|''Bang the drum with an open palm.''}} (This will make all the goblins at the checkpoint and beyond it hostile.)
* {{Dialogue option|''Bang the drum with an open palm.''}} (This causes all goblins at the checkpoint and beyond to become hostile.)
* {{Dialogue option|''Imitate the beat of a popular goblin drinking anthem.''|tags=Bard|roll=Performance|dc=10}} (That leads to a funny scene of the player character playing the drums. While it alerts the goblins from the small camp, no fight will break out as Olak enjoyed the music but gives a warning. Can be repeated again which will cause a fight to break out.)
* {{Dialogue option|''Imitate the beat of a popular goblin drinking anthem.''|tags=Bard|roll=Performance|dc=10}} (This leads to a funny scene of the player character playing the drums. While it alerts the goblins from the small camp, no fight breaks out as Olak enjoyed the music but gives a warning. Can be repeated again which causes a fight to break out.)
* {{Dialogue option|''Rap out a simple rhythm.''|roll=Performance|dc=10}} (Same result as above.)
* {{Dialogue option|''Rap out a simple rhythm.''|roll=Performance|dc=10}} (Same result as above.)
* {{Dialogue option|''Tear the drumhead open.''}} (Disables the drum, making it unusable.)
* {{Dialogue option|''Tear the drumhead open.''}} (Disables the drum, making it unusable.)


==== Reinforcement Camp ====
==== Reinforcement camp ====
{{CharLink|Sluck|Sharp-eye Sluck}}, {{CharLink|Wasp|Devout Wasp}} and {{CharLink|Tud|Warlock Tud}} hang out at this small camp further west of the checkpoint. They aren't hostile, even if the party snuck around the other goblins. Further west leads to the [[Rosymorn Monastery Trail]] (labelled as [[Mountain Pass]]), which will progress certain quests in the area, making some fail or be incompletable.
{{CharLink|Sluck|Sharp-eye Sluck}}, {{CharLink|Wasp|Devout Wasp}} and {{CharLink|Tud|Warlock Tud}} hang out at this small camp farther west of the checkpoint. They are not hostile, even if the party snuck around the other goblins. The western road leads to the [[Rosymorn Monastery Trail]] (labelled as [[Mountain Pass]]), which progresses certain quests in the area, causing some to fail or be incomplete.


=== Goblin Camp ===
=== Goblin camp ===
Across a crumbling bridge is the main section of the camp and beyond that further north, the entrance to the [[Shattered Sanctum]].
Across a crumbling bridge is the main section of the camp. Farther north is the entrance to the [[Shattered Sanctum]].


==== Goblin Tunnels ====
==== Goblin tunnels ====
Scattered around the various areas of the camp are tunnels (usable only by the goblins) linking the ground level areas of the camp to the upper level areas (primarily the ramparts and terrace). The goblins will use these tunnels during combat to quickly move between areas. Usage of these tunnels can be prevented by placing sufficiently large items on top of them, such as barrels or boxes.  
Scattered around the camp are tunnels (usable only by the goblins) linking the ground level areas of the camp to the upper level areas (primarily the ramparts and terrace). The goblins use these tunnels during combat to quickly move between areas. Usage of these tunnels can be prevented by placing sufficiently large items on top of them, such as barrels or boxes.


==== Center Courtyard ====
==== Centre courtyard ====
Most of the goblins hang around this area, which has scattered tables set before a crude stage where {{CharLink|Volo}} is struggling to perform to keep the raiders entertained, under the watchful eye of {{CharLink|Gribbo}}. Volo will keep singing, mostly randomizing his lines, until the party try to talk to him, in which case he'll be dragged off into the Shattered Sanctum.  
Most of the goblins are in this area, which contains scattered tables set before a crude stage where {{CharLink|Volo}} struggles to entertain the raiders through his performance, under the watchful eye of {{CharLink|Gribbo}}. Volo continues singing, randomizing his lines, until the party try to talk to him, which results in Gribbo dragging him into the Shattered Sanctum.
Bards can attempt a continuation of the song with Volo - which results in the same, beginning {{quest|Rescue Volo}} - for 15xp
Bards can attempt to continue Volo's song, which results in 15 XP and initiates {{Quest|Rescue Volo}}.
*{{Ability Check|Performance|10}} ''Continue rhyming'' "For a soul's not been truer than the Ragzlin named Dror..."
*{{Ability Check|Performance|10}} ''Continue rhyming'' "For a soul's not been truer than the Ragzlin named Dror..."
*{{Ability Check|Performance|12}} "I heard Ragzlin casts shadows that are 20 leagues wide!"
*{{Ability Check|Performance|12}} "I heard Ragzlin casts shadows that are 20 leagues wide!"
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In the south eastern corner is {{CharLink|Grat|Grat the Trader}} who sells a small yet useful selection of magic items and supplies.
In the south eastern corner is {{CharLink|Grat|Grat the Trader}} who sells a small yet useful selection of magic items and supplies.


Talking to the other goblins can also give the party details about their group, information about {{CharLink|Halsin}} and other secrets within the temple.
Talking to the other goblins reveals details about their group, information about {{CharLink|Halsin}}, and other secrets within the temple.


[[The Dark Urge]] can eat the roast dwarf belly, earning the [[Inspiration|Inspirational Event]] '''Good Ol' Long Pig''' ([[Haunted One]] background).
[[The Dark Urge]] can eat the roast dwarf belly, earning the [[File:Inspiration Icon.png|24px|link=]][[Inspiration|Good Ol' Long Pig]] for the [[Haunted One|haunted one]].


==== Booze Tub ====
==== Booze tub ====
Just northeast of the cooking split is a large skull upside down {{Coords|-95|442}} that the goblins use to store their booze. If interacted with, the party can combine a {{SmRarityItem|Basic Poison}}, {{SmRarityItem|Wyvern Toxin}} or {{SmRarityItem|Drow Poison}} to spike it. It is best to try this in turn based mode while also [[Hiding (Condition)|Hiding]] and/or having someone [[Perform|Performing]] as a [[Distracted (Condition)|Distraction.]] If the party member interacting with the tub is noticed, the party will be confronted by the goblins. The party can do a variety of skills checks to get by:
Northeast of the cooking spit is a large, upside down skull at {{Coords|-95|442}} that the goblins use to store their booze. If interacted with, the party can spike it with a {{SmRarityItem|Basic Poison}}, {{SmRarityItem|Wyvern Toxin}} or {{SmRarityItem|Drow Poison}}. It is best to try this in turn based mode while [[Hiding (Condition)|Hiding]] and/or having someone [[Perform]] as a [[Distracted (Condition)|Distraction.]] If the party member interacting with the tub is noticed, the party are confronted by goblins. The party can pass a variety of skills checks to avoid combat:


* {{Dialogue option|A lethal poison. Enough to take the lot of you down.}} (This will turn the whole camp hostile.)
* {{Dialogue option|A lethal poison. Enough to take the lot of you down.}} (This will turn the whole camp hostile.)
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** {{Dialogue option|Don't be stupid. You can barely see straight}}
** {{Dialogue option|Don't be stupid. You can barely see straight}}


If the drinks are spiked, a toast will begin with party pushed into joining in. Once more, there are different ways to handle things.
If the drinks are spiked, a toast begins and the party are pushed to join. There are different ways to respond:


* {{Dialogue option|''Down the beer.''}} ({{SavingThrow|CON|dc=15}} to avoid taking {{DamageText|1d6|Poison}} for {{Duration|10}}, Dwarves automatically pass)
* {{Dialogue option|''Down the beer.''}} ({{SavingThrow|CON|dc=15}} to avoid taking {{DamageText|1d6|Poison}} for {{Duration|10}}. Dwarves automatically pass)
* {{Dialogue option|''Spill the beer, then pretend to drink from the empty cup.''|roll=Sleight of Hand|dc=10}}
* {{Dialogue option|''Spill the beer, then pretend to drink from the empty cup.''|roll=Sleight of Hand|dc=10}}
* {{Dialogue option|After you! I shouldn't drink before the host.|roll=Deception|dc=10}}
* {{Dialogue option|After you! I shouldn't drink before the host.|roll=Deception|dc=10}}
* {{Dialogue option|''Show off an elaborate bartending trick.''|tags=Bard|roll=Performance|dc=10|advantage=y}}
* {{Dialogue option|''Show off an elaborate bartending trick.''|tags=Bard|roll=Performance|dc=10|advantage=y}}


Failing any of the checks above will give the party another chance to avoid suspicion:
Failing any of the checks above results in another chance to avoid suspicion:


* {{Dialogue option|''Drink quickly to squash their suspicions.''}} (Leading to the save as drinking above.)
* {{Dialogue option|''Drink quickly to squash their suspicions.''}} (Leading to the save as drinking above.)
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** {{Dialogue option|Don't be stupid. You might be able to drink all day - the Absolute needs me sober.}}
** {{Dialogue option|Don't be stupid. You might be able to drink all day - the Absolute needs me sober.}}


If the party avoid suspicion, the goblins will all drink up. {{CharLink|Mirg}}, {{CharLink|Grikka}}, {{CharLink|Sul}}, {{CharLink|Puli}}, {{CharLink|Aggy}}, {{CharLink|Gurk}} and {{CharLink|Breg}} will all die from the poison quickly. A few other will also be lowered to half their health as well. Successfully poisoning the goblins earns the [[Inspiration|Inspirational Event]] '''Now It's a Party!''' ([[Haunted One]] background) and '''Spiked!''' ([[Charlatan]] background). If the player character later shares a drink with {{CharLink|Shadowheart}} during her first romance scene, a unique dialogue option referencing this event will be available.
If the party avoid suspicion, the goblins all drink up. {{CharLink|Mirg}}, {{CharLink|Grikka}}, {{CharLink|Sul}}, {{CharLink|Puli}}, {{CharLink|Aggy}}, {{CharLink|Gurk}} and {{CharLink|Breg}} quickly die from the poison. A few others have their health halved. Successfully poisoning the goblins earns [[File:Inspiration Icon.png|24px|link=]][[Inspiration|Now It's a Party!]] for the [[Haunted One|haunted one]] and [[File:Inspiration Icon.png|24px|link=]][[Inspiration|Spiked!]] for [[Charlatan|charlatans]]. If the player character later shares a drink with {{CharLink|Shadowheart}} during her first romance scene, a unique dialogue option referencing this event is available.


After the goblins drop dead, the party will gain experience as if they killed the seven goblins. The survivors will swiftly accuse the party to be responsible for the poisoning. The party will be forced to attempt a few possible skill checks to avoid an outright fight.
After the goblins drop dead, the party gain experience as if they killed the seven goblins. The survivors swiftly accuse the party for the poisoning, forcing them to attempt a few possible skill checks to avoid combat.


* {{Dialogue option|If I'd poisoned you, do you really think I'd still be here?|roll=Deception|dc=15}}
* {{Dialogue option|If I'd poisoned you, do you really think I'd still be here?|roll=Deception|dc=15}}
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** {{Dialogue option|You poisoned yourselves. This is Elderberry Beer - goblins are allergic to it.}}
** {{Dialogue option|You poisoned yourselves. This is Elderberry Beer - goblins are allergic to it.}}


If a fight is avoided, the goblins will go into high alert, thinking they're under attack as they take defensive positions around the camp. The booze tub will also get destroyed to avoid any more mishaps. If [[Andrick]] and [[Brynna]] are at the camp, they will immediately turn hostile when spoken to afterwards which can get the whole camp involved depending on their position.
If a fight is avoided, the goblins take defensive positions around camp, believing they are under attack. The booze tub is destroyed to prevent further incidents. If {{CharLink|Andrick}} and {{CharLink|Brynna}} are at the camp, they immediately turn hostile when spoken to, which can involve the entire camp depending on their position.


==== Western Courtyard ====
==== Western courtyard ====
This area is dedicated to the chicken chasing game the goblins have set up, organized by {{CharLink|Krolla}}. She won't start any games until Volo has been dragged off from his performing. If the party haven't gone to the [[Owlbear Nest]] or if the {{CharLink|Owlbear Cub}} is dead, the party plays against the [[Dishevelled Chicken]]. Otherwise the cub will be in its place since it ate the fearful poultry. Playing the game is an easy way to earn 300 [[Gold]] if the party can pass the right skill checks. The full details on how to succeed in the game can be found [[Krolla|here]].
This area is dedicated to the chicken chasing game that is organized by {{CharLink|Krolla}}. She does not start any games until Volo is imprisoned after his performance. If the party have not gone to the [[Owlbear Nest]] or if the {{CharLink|Owlbear Cub}} is dead, the party play against the [[Dishevelled Chicken]]. Otherwise, the cub takes its place after eating the poultry. Playing the game is an easy way to earn 300 [[Gold]] if the party can pass the right skill checks. The full details on how to succeed can be found [[Krolla|here]].


On the north side of this courtyard are climbable vines that can reach the upper tier of the camp.
On the north side of this courtyard are climbable vines that lead to the upper tier of the camp.


==== Eastern Courtyard ====
==== Eastern courtyard ====
On this side of the camp is the camp's Waypoint along with a small stage where {{CharLink|Crusher}} is boasting to three other goblins. The {{SmRarityItem|Crusher's Ring}} that he wears on his toe can be acquired in several ways.
The camp's Waypoint is on the eastern side of the camp, along with a small stage where {{CharLink|Crusher}} boasts to three other goblins. The {{SmRarityItem|Crusher's Ring}} that he wears on his toe can be acquired in several ways.


Behind the stage is a ladder that leads up to a secluded cliffside area that can reach the upper tier of the camp.  
Behind the stage is a ladder that leads up to a secluded cliffside area to the upper tier of the camp.


==== Eastern Cliffs ====
==== Eastern cliffs ====
Following up from the eastside courtyard, there will be a trail leading up to some rockfaces that can be climbed and jumped to reach the secluded
Following up from the eastside courtyard, a trail leads to climbable rockfaces that lead to the secluded cliffside.


Beware of poison and blast mines, both requiring a passive {{Ability Check|Perception|15}} to notice. {{Ability Check|Sleight of Hand|10}} to disable both types of mines. Blast mines can deal {{DamageText|2d6|Fire}} with a {{Saving Throw|DEX|dc=12}} to halve the damage, while poison mines {{DamageText|2d6|Poison}} with a {{Saving Throw|DEX|dc=11}} to halve the damage, though leave a {{AOE|Radius|m=3|ft=10}} {{SAI|Poison Cloud}} for {{Duration|3}}. The party can use {{DamageType|Force}} to bypass the [[Sturdy (Condition)|Sturdy]] condition the mines have. Bypassing them will reach a locked chest holding the {{SmRarityItem|Glowing Shield}}.
Beware of poison and blast mines, both requiring a passive {{Ability Check|Perception|15}} to notice. {{Ability Check|Sleight of Hand|10}} is required to disable both types of mines. Blast mines deal {{DamageText|2d6|Fire}} with a {{Saving Throw|DEX|dc=12}} to halve the damage, while poison mines deal {{DamageText|2d6|Poison}} with a {{Saving Throw|DEX|dc=11}} to halve the damage, which also leaves behind a {{AOE|Radius|m=3|ft=10}} {{SAI|Poison Cloud}} for {{Duration|3}}. The party can use {{DamageType|Force}} to bypass the [[Sturdy (Condition)|Sturdy]] condition of the mines. At the end of this path, there is a locked chest containing the {{SmRarityItem|Glowing Shield}}.


==Wayfinding==
== Wayfinding ==
This location contains the following {{SmIconLink|Waypoint Header Map Icon.png|Waypoint}}:
This location contains the following {{SmIconLink|Waypoint Header Map Icon.png|Waypoint}}:
{{WpCo|Goblin Camp|-75|445}}
{{WpCo|Goblin Camp|-75|445}}


== Connected Locations ==
== Connected Locations ==
* {{Loc|Shattered Sanctum}}
* {{Loc|Shattered Sanctum}}
** {{SubLoc|Defiled Temple}}
** {{SubLoc|Defiled Temple}}
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* {{MdCharLink|Grat|Grat the Trader}}
* {{MdCharLink|Grat|Grat the Trader}}


===Other characters===
=== Other characters ===
{{div_col|colwidth=20em}}
{{div_col|colwidth=20em}}
* {{MdCharLink|Eight}}
* {{MdCharLink|Eight}}
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{{div_col_end}}
{{div_col_end}}


==Notable items==
== Notable items ==
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:


=== Sold by [[Grat the Trader]] ===
=== Sold by Grat the Trader ===
{{Div_col}}
{{Div_col}}
*{{MdRarityItem|Boots of Aid and Comfort}}
*{{MdRarityItem|Boots of Aid and Comfort}}
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=== Looted ===
=== Looted ===
*{{MdRarityItem|Crusher's Ring}} (Looted from [[Novice Crusher]] or stealing it from him through an interaction.)
*{{MdRarityItem|Crusher's Ring}} looted from [[Novice Crusher]] or stolen from him through an interaction
*{{MdRarityItem|Glowing Shield}} (See Hidden Treasure section for location.)
*{{MdRarityItem|Glowing Shield}} in a locked chest at {{Coords|-57|467}}


== Hidden treasures ==
== Hidden treasures ==
 
* Buried chest on the ledge south of the chicken chasing arena, containing some scrolls at {{Coords|-131|425}}
* A buried chest on the ledge south of the chicken chasing arena, containing some scrolls. {{Coords|-131|425}}
* Buried chest on the northeastern ledge, overlooking the sleeping [[Bugbear (Race)|bugbears]] on the upper level, requiring a {{SkillCheck|Survival|10}} to locate at {{Coords|-77|466}}
* A buried chest on the northeastern ledge, overlooking the sleeping [[Bugbear (Race)|Bugbears]] on the upper level. {{SkillCheck|Survival|10}} to locate. {{Coords|-77|466}}
* Buried chest on the east road leading to the [[Rosymorn Monastery Trail]], requiring a {{SkillCheck|Survival|15}} to locate at {{Coords|-154|329}}
* A buried chest on the east road from leading to the [[Rosymorn Monastery Trail]], just before the mountain pass. {{SkillCheck|Survival|15}} to locate. {{Coords|-154|329}}
* Buried chest on a ledge below Rancer, requiring a {{SkillCheck|Survival|15}} to locate at {{Coords|-76|402}}
* A buried chest on a ledge just below where Rancer is stationed. {{SkillCheck|Survival|15}} to locate.{{Coords|-76|402}}
* Heavy chest in the southeastern tower of the camp entrance, which can be reached with [[Jump]] and contains a {{SmRarityItem|Smokepowder Bomb}} at {{Coords|-99|416}}
* A heavy chest up in the southeastern tower at the camp entrance. Can be reached with [[Jump]] and having decent [[Strength]]. Has a {{SmallIcon|Throwable Bomb Icon.png}} [[Smokepowder Bomb]] in it. {{Coords|-99|416}}
* Locked chest along the cliffs in the northeastern corner, requiring a {{SkillCheck|Sleight of Hand|10}} and guarded by blast and poison mines. Contains the {{SmRarityItem|Glowing Shield}} {{Coords|-57|467}}
*A locked chest {{SkillCheck|Sleight of Hand|10}} located in the cliffs in the northeastern corner. Guarded by Blast and Poison Mines. Contains the {{SmallIcon|Glowing Shield Icon.png}} [[Glowing Shield]]. {{Coords|-57|467}}


== Related quests ==
== Related quests ==
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Dan-iorgulescu-goblin-camp-entrance-2.jpg|Concept art by Dan Iorgulescu
Dan-iorgulescu-goblin-camp-entrance-2.jpg|Concept art by Dan Iorgulescu
</gallery>
</gallery>
{{Goblin Camp}}
{{Goblin Camp}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]

Latest revision as of 22:33, 11 December 2024

Wilderness
Shattered Sanctum
Rosymorn Monastery Trail Goblin Camp Blighted Village
Sunlit Wetlands
The Goblin Camp is a Location within the Wilderness in Act One of Baldur's Gate 3. It is the exterior area of the Shattered Sanctum.
Portrait Volo.png
Hear Volo! I cry far and wide for great glory!

Mountains' great mortals, all ginders to quake. Laugh if you dare! Recoil, as you must! The True Souls are coming, their louders awake. His name is Dror Ragzlin, his voice Absolute. Dror Ragzlin's best make is a blade in the quarry! His troops will disarm you and groar you the truth! Be you beguiled or be you beheaded - - goblinkind will attease and frelk you, areaded!

A new age is dawning, with goblins atrust!
Volo desperately trying to entertain the goblin raiders.

Overview[edit | edit source]

The entrance to the Shattered Sanctum from the Goblin Camp.

Access[edit | edit source]

The main entrance of the Goblin Camp can be reached after crossing the wooden bridge at X: -50 Y: 369 in the Forest. Alternate entries are possible.

  • Leaping off the road beside a Hunter's Stash in the Forest south of the wooden bridge, then crossing the fallen log at X: -28 Y: 315. Feather Fall is recommended. Reaching the entrance of the trapped tunnels rewards 15 xp.
  • Leaping off the cliff west of the windmill, behind the broken shrine of Selûne Selûne in the Blighted Village, then crossing the stone bridge at X: -53 Y: 455. Feather Fall is required. This rewards 15 xp.

Forest road checkpoint[edit | edit source]

To reach the camp, the guard post along the main road must be bypassed. A passive DC 10 Intelligence check reveals this is a goblin outpost and highlights the war drum.

Trapped tunnel[edit | edit source]

To bypass the check point, or if entering via the fallen log bridge, passing a passive DC 17 Perception check reveals a tunnel to the south rigged with blast mines. The mines deal 2d6Damage TypesFire with a DC 12  Dexterity saving throw to halve the damage. The mines can be disabled with a DC 10 Sleight of Hand check. It is also possible to travel around the checkpoint by jumping over a small bottomless pit.

Check point interactions[edit | edit source]

When approaching the guard post, Olak Sentinel Olak is quick to question and threaten the party. There are a few ways to bypass him without fighting:

  • Sazza Sazza vouches for the party as part of the Save the Goblin Sazza Save the Goblin Sazza quest.
  • As a drow, or appearing as a drow using Disguise Self Disguise Self, the party is allowed passage without issue.
  • [ILLITHID] [WISDOM] Stand aside. (DC 5)
  • [INTIMIDATION] I'm a hired sword - employer's inside. Stand aside. Now. (DC 15)
  • [FIGHTER] [INTIMIDATION] To offer my sword to your boss. You can be my first demonstration, if you like. (DC 10 Advantage Icon.png)
  • [DECEPTION] Your leader summoned me. (DC 15)
  • [MONK] [INTIMIDATION] I could best all of your sentinels with my bare hands. Let me pass. (DC 15 Advantage Icon.png)
  • [NATURE] Glossy coat on that animal. Does she belong to the Nordiland worgata family? (DC 10)
  • [RANGER] [DRUID] [NATURE] Glossy coat on that animal. Does she belong to the Nordiland worgata family? (DC 5)
  • [DETECT THOUGHTS] [INTELLIGENCE] Read the goblin's mind. (DC 9)
    • I'm a messenger - here to see Minthara.

Bypassing the checkpoint through most of these methods rewards 140 xp and Inspiration Icon.pngVery Important Parasite for charlatans. If the party fail any of the checks or pick certain ones, Olak tries to goad them into rubbing worg dung on their face.

  • Grimace and do what you have to do. Astarion disapproves -1 Lae'zel disapproves -1 Shadowheart 1 Wyll disapproves -1 Karlach 1
  • Smear the dung across your face. It's not your first time. Astarion disapproves -1 Lae'zel disapproves -1 Shadowheart 1 Wyll disapproves -1 Karlach 1
  • Wink, gather the dung, and fling it at all four guards. Astarion 1 Lae'zel 1 Wyll 1 Karlach 1 (Starts a fight)
  • [BARBARIAN] [INTIMIDATION] That's nature's bounty. Helps the tress grow. Eat it, or else. (DC 15)
  • [ATHLETICS] Scoop up the warm dung and fling it at Olak's face. (DC 10) (This will start a fight but leave Olak Blinded for Duration: 3 turns.)
  • [BERSERKER] [INTIMIDATION] I said. EAT IT. (DC 15 Advantage Icon.png)
  • If the party refuse or try to leave, a fight is initiated.

If the party approach the checkpoint from the the other side, they are spotted by Rindle, who quickly confronts them. The party can attack or try to talk their way out of combat:

  • [ILLITHID] [WISDOM] Stand down. I'll go where I please. (DC 2)
  • [DECEPTION] Or you could let me pass and live to see nightfall. (DC 10) (if the party know about Moonrise Towers)
  • [DECEPTION] I'm in a hurry. I have an important message from your boss. (DC 15)
  • [DROW] Remove yourself from my presence, or pay the price.
  • [DROW] Move. I'm from Moonrise Towers. (if the party know about Moonrise Towers)

If combat occurs, the goblins beyond the checkpoint and in the main camp are not alerted.

Boulder trap[edit | edit source]

On the south rocky hill is a barricade that, if destroyed, causes a large boulder to roll across the checkpoint. It causes 3d6Damage TypesBludgeoning with a chance to hit multiple times if someone is in an unfortunate position. Rindle Tracker Rindle or Bal Tracker Bal are likely to target the boulder if none of their allies are threatened by the trap.

War drum[edit | edit source]

If a fight breaks out, Snurd Sharp-Eye Snurd or another goblin focuses on reaching the drum, which alerts Sluck Sharp-eye Sluck, Wasp Devout Wasp and Tud Warlock Tud from their small camp farther west and causes them to join the fight. However, the drum does not alert the main camp. The party can destroy it with an attack or interact with it.

  • Bang the drum with an open palm. (This causes all goblins at the checkpoint and beyond to become hostile.)
  • [BARD] [PERFORMANCE] Imitate the beat of a popular goblin drinking anthem. (DC 10) (This leads to a funny scene of the player character playing the drums. While it alerts the goblins from the small camp, no fight breaks out as Olak enjoyed the music but gives a warning. Can be repeated again which causes a fight to break out.)
  • [PERFORMANCE] Rap out a simple rhythm. (DC 10) (Same result as above.)
  • Tear the drumhead open. (Disables the drum, making it unusable.)

Reinforcement camp[edit | edit source]

Sluck Sharp-eye Sluck, Wasp Devout Wasp and Tud Warlock Tud hang out at this small camp farther west of the checkpoint. They are not hostile, even if the party snuck around the other goblins. The western road leads to the Rosymorn Monastery Trail (labelled as Mountain Pass), which progresses certain quests in the area, causing some to fail or be incomplete.

Goblin camp[edit | edit source]

Across a crumbling bridge is the main section of the camp. Farther north is the entrance to the Shattered Sanctum.

Goblin tunnels[edit | edit source]

Scattered around the camp are tunnels (usable only by the goblins) linking the ground level areas of the camp to the upper level areas (primarily the ramparts and terrace). The goblins use these tunnels during combat to quickly move between areas. Usage of these tunnels can be prevented by placing sufficiently large items on top of them, such as barrels or boxes.

Centre courtyard[edit | edit source]

Most of the goblins are in this area, which contains scattered tables set before a crude stage where Volo Volo struggles to entertain the raiders through his performance, under the watchful eye of Gribbo Gribbo. Volo continues singing, randomizing his lines, until the party try to talk to him, which results in Gribbo dragging him into the Shattered Sanctum. Bards can attempt to continue Volo's song, which results in 15 XP and initiates Rescue Volo Rescue Volo.

  • DC 10 Performance check Continue rhyming "For a soul's not been truer than the Ragzlin named Dror..."
  • DC 12 Performance check "I heard Ragzlin casts shadows that are 20 leagues wide!"

In the south eastern corner is Grat Grat the Trader who sells a small yet useful selection of magic items and supplies.

Talking to the other goblins reveals details about their group, information about Halsin Halsin, and other secrets within the temple.

The Dark Urge can eat the roast dwarf belly, earning the Inspiration Icon.pngGood Ol' Long Pig for the haunted one.

Booze tub[edit | edit source]

Northeast of the cooking spit is a large, upside down skull at X: -95 Y: 442 that the goblins use to store their booze. If interacted with, the party can spike it with a Basic Poison, Wyvern Toxin or Drow Poison. It is best to try this in turn based mode while Hiding and/or having someone Perform as a Distraction. If the party member interacting with the tub is noticed, the party are confronted by goblins. The party can pass a variety of skills checks to avoid combat:

  • A lethal poison. Enough to take the lot of you down. (This will turn the whole camp hostile.)
  • [DECEPTION] Just a drop of firewine. It'll give the brew a real kick. (DC 5)
  • [INTIMIDATION] I'll slip a knife between your ribs if you don't piss off. (DC 10)
  • [BARBARIAN] [INTIMIDATION] You saw nothing, or I'll crush your eyes like grapes. Got it? (DC 10 Advantage Icon.png)
  • [ROGUE] [SLEIGHT OF HAND] Palm the poison vial and feign innocence. (DC 10 Advantage Icon.png)
  • [ILLITHID] [INTELLIGENCE] Turn around and walk away. Do not question the will of the Absolute. (DC 2)
  • [INTELLIGENCE] Read their mind. (DC 12)
    • Don't be stupid. You can barely see straight

If the drinks are spiked, a toast begins and the party are pushed to join. There are different ways to respond:

  • Down the beer. (DC 15  Constitution saving throw to avoid taking 1d6Damage TypesPoison for Duration: 10 turns. Dwarves automatically pass)
  • [SLEIGHT OF HAND] Spill the beer, then pretend to drink from the empty cup. (DC 10)
  • [DECEPTION] After you! I shouldn't drink before the host. (DC 10)
  • [BARD] [PERFORMANCE] Show off an elaborate bartending trick. (DC 10 Advantage Icon.png)

Failing any of the checks above results in another chance to avoid suspicion:

  • Drink quickly to squash their suspicions. (Leading to the save as drinking above.)
  • You've caught me. It's poisoned. (This will turn the whole camp hostile.)
  • [PERSUASION] I'm simply being a good guest, that's all. (DC 10)
  • [DECEPTION] I was checking none of you idiots had spilled anything foul in there. (DC 10)
  • [PERFORMANCE] Aw, c'mon. I've already had a few cups... can barely see straight (DC 7)
  • [INTELLIGENCE] Read her mind. (DC 12)
    • Don't be stupid. You might be able to drink all day - the Absolute needs me sober.

If the party avoid suspicion, the goblins all drink up. Mirg Mirg, Grikka Grikka, Sul Sul, Puli Puli, Aggy Aggy, Gurk Gurk and Breg Breg quickly die from the poison. A few others have their health halved. Successfully poisoning the goblins earns Inspiration Icon.pngNow It's a Party! for the haunted one and Inspiration Icon.pngSpiked! for charlatans. If the player character later shares a drink with Shadowheart Shadowheart during her first romance scene, a unique dialogue option referencing this event is available.

After the goblins drop dead, the party gain experience as if they killed the seven goblins. The survivors swiftly accuse the party for the poisoning, forcing them to attempt a few possible skill checks to avoid combat.

  • [DECEPTION] If I'd poisoned you, do you really think I'd still be here? (DC 15)
  • [INTIMIDATION] I did, but I can slit your throat if you'd prefer a quick death. (DC 20)
  • [BERSERKER] [INTIMIDATION] I should have ripped your arms off! (DC 20 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] Could've done a lot worse. A lot worse. (DC 20 Advantage Icon.png)
  • [DROW] [INTIMIDATION] Consider it a privilege. I could have just gutted you. (DC 10)
  • [ILLITHID] [WISDOM] And why would I do that? I'm a True Soul. (DC 5)
  • [DETECT THOUGHTS] [WISDOM] Read his/her mind.
    • You poisoned yourselves. This is Elderberry Beer - goblins are allergic to it.

If a fight is avoided, the goblins take defensive positions around camp, believing they are under attack. The booze tub is destroyed to prevent further incidents. If Andrick Andrick and Brynna Brynna are at the camp, they immediately turn hostile when spoken to, which can involve the entire camp depending on their position.

Western courtyard[edit | edit source]

This area is dedicated to the chicken chasing game that is organized by Krolla Krolla. She does not start any games until Volo is imprisoned after his performance. If the party have not gone to the Owlbear Nest or if the Owlbear Cub Owlbear Cub is dead, the party play against the Dishevelled Chicken. Otherwise, the cub takes its place after eating the poultry. Playing the game is an easy way to earn 300 Gold if the party can pass the right skill checks. The full details on how to succeed can be found here.

On the north side of this courtyard are climbable vines that lead to the upper tier of the camp.

Eastern courtyard[edit | edit source]

The camp's Waypoint is on the eastern side of the camp, along with a small stage where Crusher Crusher boasts to three other goblins. The Crusher's Ring that he wears on his toe can be acquired in several ways.

Behind the stage is a ladder that leads up to a secluded cliffside area to the upper tier of the camp.

Eastern cliffs[edit | edit source]

Following up from the eastside courtyard, a trail leads to climbable rockfaces that lead to the secluded cliffside.

Beware of poison and blast mines, both requiring a passive DC 15 Perception check to notice. DC 10 Sleight of Hand check is required to disable both types of mines. Blast mines deal 2d6Damage TypesFire with a DC 12  Dexterity saving throw to halve the damage, while poison mines deal 2d6Damage TypesPoison with a DC 11  Dexterity saving throw to halve the damage, which also leaves behind a AoE: 3 m / 10 ft (Radius) Poison Cloud Poison Cloud for Duration: 3 turns. The party can use Damage TypesForce to bypass the Sturdy condition of the mines. At the end of this path, there is a locked chest containing the Glowing Shield.

Wayfinding[edit | edit source]

This location contains the following Waypoint Waypoint: caption = Goblin Camp Goblin Camp X: -75 Y: 445

Connected Locations[edit | edit source]

Characters[edit | edit source]

The NPCs in this location may vary based on storyline choices and progress.

Notable characters[edit | edit source]

Merchants[edit | edit source]

Other characters[edit | edit source]

Notable items[edit | edit source]

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

Sold by Grat the Trader[edit | edit source]

Looted[edit | edit source]

Hidden treasures[edit | edit source]

  • Buried chest on the ledge south of the chicken chasing arena, containing some scrolls at X: -131 Y: 425
  • Buried chest on the northeastern ledge, overlooking the sleeping bugbears on the upper level, requiring a DC 10 Survival check to locate at X: -77 Y: 466
  • Buried chest on the east road leading to the Rosymorn Monastery Trail, requiring a DC 15 Survival check to locate at X: -154 Y: 329
  • Buried chest on a ledge below Rancer, requiring a DC 15 Survival check to locate at X: -76 Y: 402
  • Heavy chest in the southeastern tower of the camp entrance, which can be reached with Jump and contains a Smokepowder Bomb at X: -99 Y: 416
  • Locked chest along the cliffs in the northeastern corner, requiring a DC 10 Sleight of Hand check and guarded by blast and poison mines. Contains the Glowing Shield X: -57 Y: 467

Related quests[edit | edit source]

Gallery[edit | edit source]