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Goblin Camp: Difference between revisions
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=== 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 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 ==== | ==== Center Courtyard ==== |
Revision as of 20:45, 30 January 2024
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
The Goblin Camp is a Location within the Wilderness in Chapter One. It is the exterior area of the Shattered Sanctum.
Wilderness | ||||
Shattered Sanctum | ||||
↑ | ||||
Rosymorn Monastery Trail | ← | Goblin Camp | → | Blighted Village |
↓ | ||||
Sunlit Wetlands |
Location summary
Access
The Goblin Camp has a main entrance that is reached when crossing the bridge X: -43 Y: 373 in the Forest. Alternate entry is possible through where the Sunlit Wetlands and Forest meet by crossing the fallen tree bridge X: -23 Y: 319. Entering this area 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 sneak past the check point, there is a tunnel to the south rigged with blast mines with a passive DC 17 Perception check to notice them.. They deal 2d6Fire with a DC 12 Dexterity saving throw to halve the damage. 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 you approach the guard post Sentinel Olak will be quick to question and threaten you. There are a few ways to bypass him without starting a fight:
- Sazza will vouch for you as part of the Save the Goblin Sazza quest.
- If you are a Drow or use Disguise Self to look like one, you'll be let through without issue.
- Illithid Persuasion DC 2 Wisdom check. "Stand aside."
- DC 15 Intimidation check. "I'm a hired sword - employer's inside. Stand aside. Now."
- Monk DC 15 Intimidation check with Advantage. "I could best all of your sentinels with my bare hands. Let me pass."
- DC 10 Nature check. "Glossy coat on that animal. Does she belong to the Nordiland worgata family?" (This will lead to the dung approach if successful.)
- DC 15 Deception check. "Your leader summoned me." (This will lead to the dung approach if successful.)
- Detect Thoughts DC 9 Intelligence check. "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 Charlatans. If you fail any of the checks or pick certain ones, Olak will try to goad you into rubbing Worg dung on your face.
- Do as he asks, much to the disapproval of most of your Companions. You'll be let through at least 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 you refuse or try to leave, it will start a fight.
If you approach the checkpoint from the the other side, you'll be spotted by Rindle who will quickly confront you. Besides attacking, you can try to talk your way out of trouble:
- Illithid Persuasion DC 2 Wisdom check. "Stand down. I'll go where I please."
- DC 10 Deception check. "Or you could let me pass and live to see nightfall."
- DC 15 Deception check. "I'm in a hurry. I have an important message from your boss."
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 3d6Bludgeoning with a chance to hit multiple times if someone is in an unfortunate position. Tracker Rindle or Bal will likely target it if none of their allies are threatened by the trap.
War Drum:
If a fight breaks out, 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 Sharp-eye Sluck, Devout Wasp and Warlock Tud from their small camp further west who will come and join the fight. This however won't alert the main camp of you being a threat. It can be destroyed with an attack, disabling it. It can also be interacted as well.
- 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. (Leads to a funny scene of the player 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
Sharp-eye Sluck, Devout Wasp and Warlock Tud hang out at this small camp further west of the checkpoint. They aren't hostile, even if you snuck around the other goblins. Further west leads to the Mountain Pass and to the Rosymorn Monastery Trail, 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 goblin's hang around this area which has scattered tables set before a crude stage where Volo is struggling to preform to keep the raiders entertained, under the watchful eye of Gribbo. Volo will keep singing, mostly randomizing his lines which can become quite annoying, until you try talking to him in which case he'll be dragged off into the Shattered Sanctum.
“ | Hear Volo! I cry far and wide for great glory! |
„ |
— Volo desperately trying to entertain the goblin raiders. |
In the south eastern corner is Grat the Trader who sells a small yet useful selection of magic items and supplies.
Talking to the other goblins can also gives you details about their group, information about Halsin and other secrets within the temple.
Eating the roast dwarf meat earns the Inspirational Event Good Ol' Long Pig (Haunted One background).
Booze Tub
Just right 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, you 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 you are noticed interacting with the tub, you'll be confronted on what you are doing. You 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.
- DC 5 Deception check. "Just a drop of firewine. It'll give the brew a real kick."
- DC 10 Intimidation check. "I'll slip a knife between your ribs if you don't piss off."
- Illithid Persuasion DC 2 Intelligence check. "Turn around and walk away. Do not question the will of the Absolute."
- Detect Thoughts DC 12 Intelligence check. "Don't be stupid. You can barely see straight."
If the drinks are spiked, a toast will begin with you pushed into joining in. Once more, you have different ways to handle things.
- Down the drink. DC 15 Constitution saving throw to avoid taking 1d6 (1~6) Poisonfor Duration: 10 turns.
- DC 10 Sleight of Hand check. Spill the beer, then pretend to drink from the empty cup.
- DC 10 Deception check. "After you! I shouldn't drink before the host."
- Bard DC 10 Performance check. Show off an elaborate bartending trick.
Failing any of the checks above will give you 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 you avoid suspicion, the goblins will all drink up. Mirg, Grikka, Sul, Puli, Aggy, Gurk, Klagga and Breg will all quickly die from the poison. A few 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).
After the goblins drop dead, the survivors will swiftly accuse the party to be responsible for the poisoning. You will be forced to attempt a few possible skill checks to avoid an outright fight. You will gain experience as if you killed the seven goblins yourself.
- DC 15 Deception check. "If I'd poisoned you, do you really think I'd still be here?"
- Drow DC 10 Intimidation check. "Consider it a privilege. I could have just gutted you."
- Detect Thoughts DC 12 Intelligence check. "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.
Western Courtyard
This area is dedicated to the chicken chasing game the goblins have set up, organized by Krolla. She won't start any games until Volo has been dragged off from his performing. If you haven't gone to the Owlbear Nest or the Owlbear Cub is dead, you'll 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 make 300 Gold if you 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 is boasting to three other goblins. The useful 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 2d6Fire with a DC 12 Dexterity saving throw to halve the damage, while poison mines 2d6Poison with a DC 11 Dexterity saving throw to halve the damage, though leave a AoE: 3 m / 10 ft (Radius) Poison Cloud for Duration: 3 turns. It is best to use Force 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
:Sub-Locations
Characters
The NPCs in this location may vary based on player storyline choices and progress.
Notable NPCs
Merchants
Other NPCs
- Eight
- Five
- Four
- Bao'ek'nuk
- Booyahg Culk
- Booyahg Piddle
- Brawler Tiny
- Brawler Rancer
- Brawler Rot
- Devout Wasp
- Devout Mezzka
- Guard Gurgon
- Klaw
- Sentinel Olak
- Sharp-eye Aggy
- Sharp-eye Breg
- Sharp-eye Mirg
- Sharp-eye Raagg
- Sharp-eye Snurd
- Sharp-eye Sluck
- Stimk
- Small Klaw
- Tracker Bal
- Tracker Dullwill
- Tracker Kirz
- Tracker Klagga
- Tracker Puli
- Tracker Rindle
- Tracker Tak
- Teghun
- Warlock Tud
- Warlock Gurk
- Warrior Sul
- Warrior Puce
Loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Sold by Grat the Trader
- The Whispering Promise
- Boots of Aid and Comfort
- Returning Pike
- Longbow +1
- Greatsword +1
- Greatclub +1
- War Pick +1
Looted
- Crusher's Ring (Looted from Novice Crusher or stealing it from him through an interaction.)
- Glowing Shield (See Hidden Treasure section for location.)
Hidden Treasure.
- 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