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Save the Goblin Sazza is a quest in Act One. It is initiated by going to the Druid Grove prison and intervening during the confrontation between Arka and Sazza.
Objectives
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough
When entering the Druid Grove for the first time, Sazza is in cage in the Makeshift Prison (X:189, Y:587). If the party first entered the grove through the main gate, Arka will be in the prison threatening to shoot her in revenge for the death of her brother, Kanon, while Memnos is trying to talk her down, explaining that Sazza is not the goblin that killed her brother. The party has several options on how to proceed:
- Shut up. Those words could be your last.
- Step between the crossbow and the goblin.
- This- This is wrong, isn't it?
- Paladin. This goblin is in need of judgement. I should decide her fate.
- Stand back, and admire the guard's overflowing hate.
- Do nothing.
If the party chooses to stand between Arka and Sazza, Arka tells them to get out of the way:
- What would Kanon think of you now?
- DC 10 intimidation check. Lower the crossbow, or I'll deliver you right to your brother.
- DC 10 Persuasion check. No, shoot me. Should be easy, right?
- DC 10 Persuasion check. This won't avenge Kanon. It won't change anything.
- If the Intimidation or one of the Persuasion rolls fail, the player character is allowed to make another roll that they did not choose before.
- If that roll is also failed, both Arka and Memnos become hostile.
- If the Intimidation or one of the Persuasion rolls fail, the player character is allowed to make another roll that they did not choose before.
- DC 12 Detect Thoughts check. Read the tiefling's thoughts.
- If the Detect Thoughts roll fails, both Arka and Memnos gain the Temporarily Hostile status and initiate combat with the party.
- Barbarian DC 10 Intimidation check. Take your shot. Go on.
- Cleric DC 10 Persuasion check. Killing this goblin won't help you. Let the gods provide comfort.
- Monk DC 10 Insight check. I sense the pain you carry - but killing this creature will not ease your burden
- Step out of the way.
If Arka is not successfully persuaded to stop, she shoots Sazza and the quest is not received. Otherwise, she walks off and Sazza calls out to the party. Either select Sazza or interact with her cage.
Alternatively, the party could head West of the grove's main gate following the initial goblin attack instead of immediately entering the grove, until they come across a hidden stone door. A Perception check will highlight the door itself, while a Survival check will reveal goblin tracks leading up to it. This route is considerably more dangerous than entering the grove normally, guarded by statues that continuously shoot fire bolts at anyone within range, flammable explosives, and a small party of goblins holding the druid Findal captive. The statues are activated by runes in the walls, which can be turned off either by directly walking up to them or using a Mage Hand. On the opposite side of the tunnel is an exit into the prison. Reaching it this way allows the party to find Sazza before Arka does, skipping the dialogue with her.
Free Sazza
If Sazza survives through either approach, the party can then talk to the goblin who will try to convince them to help her escape. She explains that her goddess, the Absolute, protects her and that the goblins are going to wreck the entire Grove. The party will be spared, if they aid Sazza in returning to her camp. The party can either free Sazza or leave her to her fate. To free Sazza, the cage must be lockpicked with ( DC 10 Sleight of Hand check) or smashed by force. Doing so will also reward 15 experience.
Escorting Sazza
Once free, Sazza must be escorted from the Grove. The party can stealthily escape the Grove by jumping on the rocks behind Sazza's cage, then open the stone door to the underground passage behind the prison. If the party had not previously gone through the tunnels, they will have to deactivate the statues and deal with the goblins further ahead.
Warrior Gresh recognizes Sazza and blames her for the failure of the Grove raid. He and his group become hostile and must be defeated to proceed. Follow the path to the stone door at the other end of the passage (X:-422, Y:-236).
It is also possible to take Sazza out through the front gate, by passing several Deception or Persuasion checks, or simply slaughtering the tieflings.
Reach the Goblin Camp
If Sazza is successfully escorted from the Grove, she leaves while saying she will meet the party again at the Goblin Camp. She can later be found at the wooden bridge near the camp (X:-60, Y:364) where she convinces the guards to allow the party entrance. Continue to the Shattered Sanctum where Sazza will yet again handle the negotiations to allow the party through.
Speak to Sazza and the Drow
Once inside the Shattered Sanctum, Sazza can be found talking to Minthara (X:331, Y:43). Sazza explains that the raiders Minthara is after are at the Grove. Minthara is angered that Sazza didn't slaughter the raiders and the Grove and threatens to feed her to her spiders. In an attempt to spare her life, Sazza turns on the party and presents them as prisoners. Minthara knows they are True Souls, though, and is even more determined to feed Sazza to her spiders. The party can either vouch for Sazza, call her an idiot, or just stand by as Sazza is dealt with. If Sazza is fed to the spiders the party can later intervene once more to save her.
Rewards
- Assassin's Touch for escorting Sazza to the Goblin Camp
Companion approval
Dealing with captive Sazza in the Emerald Grove prison:
- Allow Arka to shoot Sazza: +1 +1
- Successfully stop Arka from shooting Sazza (successful intimidation or persuasion DC roll): +1 -1 +1 -1 +1
Talking to Sazza while she is in the cage: "Deal. I'll get you out of there." +1 -1 -1
Talking to Sazza after freeing her from her cage:
In the Goblin camp:
- Defend Sazza before Minthara: -1 -1 -1 0 +1 +1
- Do not defend Sazza before Minthara "I explained everything to her.": +1 +1 +1 0 -1
Achievements
She Cannot Be Caged!
Rescue Sazza from the Emerald Grove, Goblin Camp and Moonrise Towers in one playthrough.