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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.
Succeeding in bypassing the checkpoint through most of these methods will reward 140 exp 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}}

Revision as of 05:02, 4 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

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 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. Feather Fall is recommended. Then crossing the fallen log at X: -28 Y: 315. Reaching the entrance of the trapped tunnels will reward the party with 15 exp.
  • Leaping off the cliff west of the windmill, behind the broken shrine of Selûne Selûne, in the Blighted Village. Feather Fall is required. Then crossing the stone bridge at 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:

  • Sazza Sazza will vouch for the party as part of the Save the Goblin Sazza Save the Goblin Sazza quest.
  • As a Drow, or with the use of Disguise Self Disguise Self to look like one, the party will be let through 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.

Succeeding in bypassing the checkpoint through most of these methods will reward 140 exp 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, 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:

  • [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 knows 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 party knows about Moonrise Towers)

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] [PERFORMANCE] Imitate the beat of a popular goblin drinking anthem. (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.)
  • [PERFORMANCE] Rap out a simple rhythm. (DC 10) (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. Bards can attempt a continuation of the song with Volo - which results in the same, beginning Rescue Volo Rescue Volo - for 15xp

  • 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 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:

  • 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 will begin with party pushed into joining in. Once more, there are different ways to handle things.

  • 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 will give the party 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 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.

  • [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 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.

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 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 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

Connected Locations

Characters

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

Notable characters

Merchants

Other characters

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

Gallery