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Rescue the Gnome
Rescue the Gnome is a Quest in Act One of Baldur's Gate 3. It is initiated by discovering a group of goblins in the Blighted Village laughing at having tied Barcus Wroot to the blade of a windmill.
Objectives
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough
The only objective of this quest is to free Barcus Wroot. Approaching the Windmill (X:13, Y:418) automatically initiates a conversation with Fezzerk the goblin leader of the group. There are several options to resolve the situation.
Solving the encounter peacefully
If demanding to free the gnome, there will be the following choices:
- [BRANDED] [DECEPTION] We're allies - I have the Absolute's Brand. Leave the gnome to me. (DC 5)
- [DECEPTION] We're allies, you and I. Servants of the Absolute. (DC 15)
- [LAE'ZEL] [INTIMIDATION] You dare refuse a githyanki warrior? (DC 15)
- [INTIMIDATION] I won't let you harm a defenseless being - not without a fight. (DC 15)
- [WISDOM] Read the goblin's mind.
- You don't have the stomach for a fight.
- [INTIMIDATION] Negotiations are over. Either leave or die. (DC 15)
- [BERSERKER] [INTIMIDATION] ROAR. (DC 15 )
- [BARBARIAN] [INTIMIDATION] Mine. (DC 15 )
- [PALADIN] [INTIMIDATION] I'm not bargaining with you. Free him, or I swear on my oath, you will die. (DC 15 )
- [PERSUASION] All of you lot against one deep gnome? You should go find a better target. (DC 15)
- [PERSUASION] You've had your fun - it's high time you found someone else to torment. (DC 15)
- [HALF-ORC] [INTIMIDATION] Don't utter a word. Just stare down the goblin. (DC 10)
- [PALADIN] [INTIMIDATION] I consider the gnome under my protection. You don't want to fight me for him. (DC 15 )
- [BRANDED] [DECEPTION] Show him your brand and say you're taking the gnome. The Absolute wills it. (DC 5)
- [BARBARIAN] Your skull will make a fine chalice one I plug those beady eye sockets.
- [FIGHTER] You're making a mistake. You can think it over in the Fugue Plane.
If using the tadpole:
- [TRUE SOUL] [ILLITHID] [WISDOM] You will release the gnome. That's an order. (DC 2)
- [TRUE SOUL] [ILLITHID] [WISDOM] I am a True Soul. Now once again - release the gnome. (DC 2)
If convinced to walk away, the party will be rewarded experience as if the party had defeated the whole group.
If the party just tries to pass, Fezzerk will say that's what Barcus wanted too and will demand 1000 gold, leading to a variety of choices:
- Pay the goblin.
- [PERSUASION] I might be willing to part with a more reasonable sum. (100) (DC 15)
- [PERSUASION] Here's my counter-offer: a far more reasonable sum. (500) (DC 10)
- [PERSUASION] That's a ridiculous amount. I'll make you a realistic offer. (250) (DC 10)
- [PERSUASION] Haggle with the goblin, though you lack even a modest sum of gold. (DC 15)
- [WISDOM] Read the goblin's mind.
- Your price is absurd and you know it.
- [DECEPTION] I can pay twice that much. I just have to go and fetch it. (DC 15)
- [PERSUASION] Here's my counter-offer: you can all live so long as you leave right now. (DC 15)
- [MONK] This will lead only to pain, not fulfillment.
- [ROGUE] Provide directions to a non-existant cache of gold.
- [BERSERKER] [INTIMIDATION] OR YOU CAN LEAVE. ALIVE. (DC 15 )
- [BARBARIAN] [INTIMIDATION] Leave. Or die. (DC 15 )
No matter which of the above checks succeed, Fezzerk will lower the price to 5 because he can't count. The Illithid Persuasion check can be done to pay nothing and have his group leave. If paid, the party will be allowed to leave, but if approaching again a fight will break out.
- [BARD] Not an orator, eh? I could teach you how to talk gold out of any purse, for free passage.
- [PERFORMANCE] Wait! Just let me go...please. (DC 5)
- [ILLITHID] [WISDOM] I'm going to pay nothing and you and your cronies are going to leave. (DC 5)
This will make Fezzerk and his group leave, rewarding experience as if the party had defeated them all.
Attacking the goblins
If attacking the goblins without attempting to convince them to stop or let the party pass (it is possible to ask what and why he is doing this first) nets +5 +1 -1.
If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. It's possible then to interrogate him, to demand that he gives up his belongings and / or kill him. There won't be experience for those who run away, however, so to get the most experience while still engaging in his surrender the party must kill all others first.
Barbarians have a unique dialogue path:
- [WISDOM] Ignore the rage. Listen to your head. There is nothing to gain from being rash. (DC 10 )
- [BERSERKER] Give in. KILL THE MAGGOT.
- Leave reason to the reasonable. Kill the runt.
Otherwise, the party can interrogate him:
- I want the gold you took. Now.
- Give me my gold back - and anything else you have, too.
- Talk and you might live. If it's worth my while.
- Your valuables - now.
- I want everything of value you have.
- Your valuables are mine now. Hand them over.
... or potentially just kill him or release him:
Freeing Barcus
Once the Goblins have been dealt with, the party needs to go to the interior of the windmill to stop it from spinning, allowing them to free Barcus. There are two levers inside the Windmill, amd the "Brake" lever must be chosen to safely stop the Windmill. Using the "Release Brake" lever instead causes the windmill machinery to spin much faster, resulting in Barcus being launched into the sky by inertia, and subsequently dying. His body can then be found on the western road leading out of Blighted Village.
If the windmill is stopped properly, the party can then free Barcus by interacting with him. Barcus offers the party his luggage (which contains various goods, including a Smokepowder Satchel) in the basement of the windmill, reasoning that lugging around the extra weight was what got him caught in the first place. Saving Barcus is not required to obtain this quest reward, as his luggage will be in the basement regardless.
Quest rewards
- Smokepowder Bomb, if Fezzerk is killed and didn't use it
- Smokepowder Satchel
- The Speedy Lightfeet in the heavy chest next to Barcus' satchel
- Very Heavy Greataxe, if Fezzerk is killed
- 75 xp for saving Barcus Wroot
Consequences
Saving Barcus has far reaching consequences for many quests, including Acts Two and Three if he is rescued.
, , and . He can be seen throughout