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==== 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. 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 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.


==== Check Point Interactions: ====
==== Check Point Interactions ====
When approaching the guard post, then {{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}} will be quick to question and threaten the party. There are a few ways to bypass him without starting a fight:


* {{CharLink|Sazza}} will vouch for the party as part of the {{Quest|Save the Goblin Sazza}} quest.  
* {{CharLink|Sazza}} will vouch for the party as part of the {{Quest|Save the Goblin Sazza}} quest.  
* As [[Drow]] or with the use {{SAI|Disguise Self}} to look like one, the party will be let through without issue.  
* As a [[Drow]], or with the use of {{SAI|Disguise Self}} to look like one, the party will be let through without issue.  
* [[Illithid Persuasion]] {{Ability Check|Wisdom|2}}. "Stand aside."
* {{SAI|Illithid Persuasion}} {{Ability Check|Wisdom|2}}. "Stand aside."
* {{Ability Check|Intimidation|15}}. "I'm a hired sword - employer's inside. Stand aside. ''Now.''"
* {{Ability Check|Intimidation|15}}. "I'm a hired sword - employer's inside. Stand aside. ''Now.''"
* [[Monk]] {{Ability Check|Intimidation|15}} with {{Advantage}}. "I could best all of your sentinels with my bare hands. Let me pass."  
* As a [[Monk]], {{Ability Check|Intimidation|15}} with {{Advantage}}. "I could best all of your sentinels with my bare hands. Let me pass."  
* {{Ability Check|Nature|10}}. "Glossy coat on that animal. Does she belong to the ''Nordiland worgata'' family?" (This will lead to the dung approach if successful.)
* {{Ability Check|Nature|10}}. "Glossy coat on that animal. Does she belong to the ''Nordiland worgata'' family?" (This will lead to the dung approach if successful.)
* {{Ability Check|Deception|15}}. "Your leader summoned me." (This will lead to the dung approach if successful.)
* {{Ability Check|Deception|15}}. "Your leader summoned me." (This will lead to the dung approach if successful.)
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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.
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.


* Do as he asks, much to the disapproval of most of the [[Companions]]. The party will be let through at least along with 20 exp.
* Do as he asks, much to the disapproval of most of the [[Companions]]. The party will be let through along with 20 exp.
* {{Ability Check|Athletics|10}} . ''Scoop up the warm dung and fling it at Olak's face.'' (This will start a fight but leave Olak [[Blinded (Condition)|Blinded]] for {{Duration|3}}.)
* {{Ability Check|Athletics|10}} . ''Scoop up the warm dung and fling it at Olak's face.'' (This will start a fight but leave Olak [[Blinded (Condition)|Blinded]] for {{Duration|3}}.)
* ''Wink, gather the dung and fling it at all four guards.'' (Starts a fight but gains the approval of most companions.)
* ''Wink, gather the dung and fling it at all four guards.'' (Starts a fight but gains the approval of most companions.)
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Even if a fight breaks out, it will not alert the goblins beyond the checkpoint or in the main camp.
Even if a fight breaks out, it will not alert the goblins beyond the checkpoint or in the main camp.


==== 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 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.


==== 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 of the party being a threat. It can be destroyed with an attack, disabling it. It can also be interacted as well.
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.


* ''Bang the drum with an open palm.'' (This will make all the goblins at the checkpoint and beyond it hostile.)
* ''Bang the drum with an open palm.'' (This will make all the goblins at the checkpoint and beyond it hostile.)
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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 and beyond that further north, 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 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.  


==== Center Courtyard ====
==== Center Courtyard ====
Most of the goblin's hang around this area which has scattered tables set before a crude stage where {{CharLink|Volo}} is struggling to preform 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 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.  


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


Eating the roast dwarf belly earns the [[Inspiration|Inspirational Event]] '''Good Ol' Long Pig''' ([[Haunted One]] background).
[[The Dark Urge]] can eat the roast dwarf belly, earning the [[Inspiration|Inspirational Event]] '''Good Ol' Long Pig''' ([[Haunted One]] background).


==== Booze Tub ====
==== Booze Tub ====
Just right 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:
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:


* "A lethal poison. Enough to take the lot of you down." '''This will turn the whole camp hostile.'''
* "A lethal poison. Enough to take the lot of you down." '''This will turn the whole camp hostile.'''

Revision as of 20:26, 9 August 2024

The Goblin Camp Overview.
Wilderness
Shattered Sanctum
Rosymorn Monastery Trail Goblin Camp Blighted Village
Sunlit Wetlands

The Goblin Camp is a Location within the Wilderness in Chapter One. It is the exterior area of the Shattered Sanctum.

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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

The entrance to the Shattered Sanctum from the Goblin Camp.

Access

The Goblin Camp has a main entrance that is reached after crossing the wooden bridge X: -50 Y: 369 in the Forest. Alternate entries are possible.

  • Leap off the road beside a Hunter's Stash in the Forest south of the wooden bridge. Feather Fall is recommended. Then cross the fallen log X: -28 Y: 315. Reaching the entrance of the trapped tunnels will reward the party with 15 exp.
  • Leap off the cliff west of the windmill, behind the broken shrine of Selûne Selûne, in the Blighted Village. Feather Fall is required. Then cross the stone bridge X: -53 Y: 455. This will reward the party with 15 exp.

Forest Road Checkpoint

To reach the camp, there is a guard post along the main road that has to be bypassed. A passive DC 10 Intelligence check will point out this is a goblin outpost and highlight the war drum.

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 DC 17 Perception check to notice them. They 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. Jumping over a small bottomless pit will get around the checkpoint.

Check Point Interactions

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

Succeeding in bypassing the checkpoint through most of these methods will reward 140 exp and the Very Important Parasite Inspiration for 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.

  • Do as he asks, much to the disapproval of most of the Companions. The party will be let through along with 20 exp.
  • DC 10 Athletics check . Scoop up the warm dung and fling it at Olak's face. (This will start a fight but leave Olak Blinded for Duration: 3 turns.)
  • Wink, gather the dung and fling it at all four guards. (Starts a fight but gains the approval of most companions.)
  • If the party refuse or try to leave, it will start a fight.

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:

Even if a fight breaks out, it will not alert the goblins beyond the checkpoint or in the main camp.

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 3d6Damage TypesBludgeoning with a chance to hit multiple times if someone is in an unfortunate position. Rindle Tracker Rindle or Bal Tracker Bal will likely target it if none of their allies are threatened by the trap.

War Drum

If a fight breaks out, 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 Sluck Sharp-eye Sluck, Wasp Devout Wasp and 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.

  • Bang the drum with an open palm. (This will make all the goblins at the checkpoint and beyond it hostile.)
  • Bard DC 10 Performance check. Imitate the beat of a popular goblin drinking anthem. (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.)
  • DC 10 Performance check. Rap out a simple rhythm. (Same result as above.)
  • Tear the drumhead open. (Disables the drum, making it unusable.)

Reinforcement Camp

Sluck Sharp-eye Sluck, Wasp Devout Wasp and 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.

Goblin Camp

Across a crumbling bridge is the main section of the camp and beyond that further north, the entrance to the Shattered Sanctum.

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.

Center Courtyard

Most of the goblins hang around this area, which has scattered tables set before a crude stage where Volo Volo is struggling to perform to keep the raiders entertained, under the watchful eye of Gribbo 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.

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 can also give the party 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 Inspirational Event Good Ol' Long Pig (Haunted One background).

Booze Tub

Just northeast of the cooking split is a large skull upside down X: -95 Y: 442 that the goblins use to store their booze. If interacted with, the party can combine a Basic Poison, Wyvern Toxin or Drow Poison to spike it. It is best to try this in turn based mode while also Hiding and/or having someone Performing as a 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:

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

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

  • Down the drink. Leading to the save as above.
  • "You've caught me. It's poisoned." This will turn the whole camp hostile.
  • DC 10 Persuasion check. "I'm simply being a good guest, that's all."
  • DC 10 Deception check. "I was checking none of you idiots had spilled anything foul in there."
  • Detect Thoughts DC 12 Intelligence check. "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. Mirg Mirg, Grikka Grikka, Sul Sul, Puli Puli, Aggy Aggy, Gurk Gurk and Breg 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 Inspirational Event Now It's a Party! (Haunted One background) and Spiked! (Charlatan background). If the player character later shares a drink with Shadowheart Shadowheart during her first romance scene, a unique dialogue option referencing this event will be 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. .

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.

Western Courtyard

This area is dedicated to the chicken chasing game the goblins have set up, organized by Krolla 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 Owlbear Cub Owlbear Cub is dead, the party play 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 here.

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

Eastern Courtyard

On this side of the camp is the camp's Waypoint along with a small stage where Crusher Crusher is boasting 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 that can reach the upper tier of the camp.

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

Beware of poison and blast mines, both requiring a passive DC 15 Perception check to notice. DC 10 Sleight of Hand check to disable both types of mines. Blast mines can deal 2d6Damage TypesFire with a DC 12  Dexterity saving throw to halve the damage, while poison mines 2d6Damage TypesPoison with a DC 11  Dexterity saving throw to halve the damage, though leave 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 the mines have. Bypassing them will reach a locked chest holding the Glowing Shield.

Wayfinding

This location contains the following Waypoint Waypoint:

caption = Goblin Camp Goblin Camp X: -75 Y: 445

Sub-Locations

Characters

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

Notable NPCs

Merchants

Other NPCs

Notable Items

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

Sold by Grat the Trader

Looted

Hidden Treasures

  • A buried chest on the ledge south of the chicken chasing arena, containing some scrolls. X: -131 Y: 425
  • A buried chest on the northeastern ledge, overlooking the sleeping Bugbears on the upper level. DC 10 Survival check to locate. X: -77 Y: 466
  • A buried chest on the east road from leading to the Rosymorn Monastery Trail, just before the mountain pass. DC 15 Survival check to locate. X: -154 Y: 329
  • A buried chest on a ledge just below where Rancer is stationed. DC 15 Survival check to locate.X: -76 Y: 402
  • A heavy chest up in the southeastern tower at the camp entrance. Can be reached with Jump and having decent Strength. Has a Smokepowder Bomb in it. X: -99 Y: 416
  • A locked chest DC 10 Sleight of Hand check located in the cliffs in the northeastern corner. Guarded by Blast and Poison Mines. Contains the Glowing Shield. X: -57 Y: 467

Related Quests