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Blighted Village
The Blighted Village, formerly known as Moonhaven, is a location within the Wilderness in Act One. The village is situated roughly midway between the Druid Grove and the Goblin Camp. This location is also called Bogrot by a goblin guard.
Wilderness | ||||
Risen Road | ||||
↑ | ||||
Goblin Camp | ← | Blighted Village | → | Forest |
↓ | ||||
Sunlit Wetlands |
Overview
Waypoints
This location contains the following
:- Blighted Village X: 34 Y: 393
Connected locations
Entrance interactions
Arriving at the village awards the party 60 XP. Various Goblins have taken informal guard duty, including:
- Blacksmith building (NE): A Goblin Booyahg and a Goblin Tracker on the roof, and an additional Goblin Tracker on the lower floor.
- Apothecary building (SE): A Goblin Booyahg and a Goblin Sharp-Eye on the roof.
- Western gate: A Goblin Brawler who sometimes wanders into the center part of town.
- Southern gate: A Goblin Warrior and a Goblin Sharp-Eye at the gate. Inside the gate, in the SE corner of town, Tracker Slice can be found Brawler Brek and another Goblin Warrior.
There are several possible interactions, depending on which direction the party approaches the village.
East
When entering the Blighted Village from the East, two Goblin Booyahgs are preparing an ambush.
- Attack the Goblins
- Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully. Being or disguising as a Drow also let the party pass. Disguising as a Drow gives an inspiration for characters with the Charlatan background such as Astarion.
Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.
South
At the Southern gate, a Goblin Warrior guards the entrance to what he now calls Bogrot village. He wants to rob the adventurers, though 50 gold is enough for him to let them pass or he might be persuaded otherwise.
- Persuasion DC 20
- Inspiration:Charlatan +1 +1 -1
- Intimidation DC 15
- Illithid Wisdom DC 2
- (No Approval change)
- Attack
- (No Approval change)
- Drow
- Inspiration:Charlatan (No Approval change)
- Bard Performance DC 15 - "'Bogrot, fair Bogrot - with hills as green as goblin snot.'"
- Inspiration:Charlatan +1 +1 -1
- Bard Performance DC 10 - "'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'"
- Inspiration:Charlatan +1 +1 -1
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
West
At the West pathway, a Goblin Brawler will intercept the adventurers if they walk in. Unlike other gates, being a Drow is unhelpful. There are also no companion approval interactions at this pathway.
- Deception DC 15
- Inspiration:Charlatan
- Intimidation DC 10
- -
- Persuasion DC 15
- Inspiration:Charlatan
- Detect Thoughts Intelligence DC 9
- Inspiration:Charlatan
- Illithid Wisdom DC 2
- -
To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts.
Windmill
At the northern side of the village is a windmill surrounded by Fezzerk and his band of goblins and worgs, who have tied Barcus Wroot to a windmill blade. After either fighting Fezzerk and friends or otherwise convincing them to leave peacefully, the windmill can be stopped or sped up by interacting with the levers inside the windmill.
Behind the windmill is a small shrine to Selûne, which will have a unique interaction for Shadowheart, unless the interaction with the diary at the Schoolhouse is activated first.
Windmill Cellar
Accessed through a Wooden Hatch X: -11 Y: 436 behind the windmill, the cellar served as a hideout for Barcus Wroot. Here the party can find his heavy backpack containing various camp supplies and a Smokepowder Satchel. His more valuable belongings can be found in a heavy chest nearby, most notably The Speedy Lightfeet.
Blacksmith's Forge
Behind the locked Shabby Wooden Doors of one of the buildings in the Blighted Village is the Blacksmith's Forge. This is a long-abandoned forge that can be used to create one of the sussur weapons to complete the quest Finish the Masterwork Weapon. The doors are locked and cannot be picked or destroyed, but they can be opened from the inside, or from the outside with the Old Key, which is found inside the blacksmith building, sitting on top of a crate (in the same room as the Calcified Web). There are two other ways to gain entry into the forge:
- Destroy the Calcified Web X: 46 Y: 426 covering a hole in the floor, found inside the same building with the Shabby Wooden Doors. Jumping into the hole takes the party into the forge.
- Descend into the Whispering Depths and destroy the Cracked Wall X: -447 Y: -367. This reveals an entrance into the Forge.
Sussur Tree Bark can be combined with Greatsword, Sickle, or Dagger at the forge to create one of the following weapons to complete the quest Finish the Masterwork Weapon:
A Heavy Key found on the ground outside the Forge building opens a locked chest up a ladder in the Forge's basement containing Infernal Iron and a Steelforged Sword.
Apothecary
At the south-eastern corner of the village is an Apothecary. Many alchemical ingredients can be found here, as well as a hatch leading to the Apothecary's Cellar.
Schoolhouse
A trio of ogres, Lump the Enlightened, Chock, and Fank, can be found here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will give the party Lump's War Horn, which allows the party to call on Lump and the ogres for aid during one combat in Act One. On a shelf in the Schoolhouse is an Old Schoolbook: reading it initiates a unique interaction with Shadowheart, unless the interaction behind the Windmill was activated first.
Well and Town Center
Near the town center is a Mossy Chest, the Mossy Key for which is held by the Goblin Booyahg that starts atop the Apothecary building. Just west of the center of town is an old Well. Interacting with it allows the party to discover one of the entrances to the Whispering Depths (the other two entrances being inside the Blacksmith's Forge).
Barn
In the north-eastern corner of the village is a barn with strange noises coming from it. Opening the doors initiates a conversation and likely fight with the occupants, Grukkoh and Buthir.
Beside the barn and up a small incline is a piece of meat with a Dagger +1 lodged in it. The dagger can be removed with a Strength, Dexterity or Intelligence check.
Notable characters
Related quests
- The Blade of Frontiers
- Finish the Masterwork Weapon
- The Hellion's Heart
- Rescue the Gnome
- Search the Cellar
Hidden treasure
A buried chest behind the schoolhouse where Lump the Enlightened and his ogres lurk. X: -4 Y: 371 DC 15 Survival check locate dig spot.
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
- Haste Helm (Found inside the locked chest near the Ancient Sigil Circle waypoint X: 32 Y: 403.)
- Highcliff's Journal (Starts Finish the Masterwork Weapon quest when read.)
- Smokepowder Satchel
- The Speedy Lightfeet (Found inside the heavy chest in the Windmill Cellar.)
- Sussur Greatsword
- Sussur Sickle
- Sussur Dagger
- Dagger +1 lodged in a piece of meat near the barn
- Very Heavy Greataxe - dropped by Fezzerk
- Lump's War Horn (Given or dropped by Lump the Enlightened.)
- Warped Headband of Intellect - dropped by Lump the Enlightened
- Portrait of Ifan ben-Mezd - in the schoolhouse above the ogres at X: 16 Y: 363 (Only available if the Digital Deluxe Upgrade was purchased)
External links
- Moonhaven on the Forgotten Realms Wiki