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Blighted Village
The Blighted Village is a Location within the Wilderness in Chapter One. The village is situated roughly midway between the Druid Grove and the Goblin Camp.
This location is also called Moonhaven or Bogrot by a goblin guard.
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Entrance Interactions
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Depending which direction the village is entered, multiple possibilities are given to make a peaceful entrance. Talking their way through gives 170 exp
East
When entering the Blighted Village from the East, a goblin booyahg is preparing an ambush.
- Attack the Goblins
- Intimidation DC 15 OR Persuasion DC 15 OR Illithid Wisdom DC 2 OR Be or disguise as a Drow to talk your way past.
Saying you spotted them in the first dialogue gives advantage to the persuasion check.
Disguising as a Drow gives an inspiration for characters with the Charlatan background such as Astarion. (Need confirmation if being an actual drow works)
South
On 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!'"
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise yourself as a Drow. Notice: some of these approvals are not marked in conversation.
West
At the pathway to the West, a Goblin Brawler will catch to the adventurers if they walk in. Unlike the other gates, being a drow here is no help.
Unlike the other gates, there are no companion approval interactions from here.
- 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 brawlers thoughts.
Waypoints
This location contains the following
:- Blighted Village X: 34 Y: 393
Related Quests
- The Blade of Frontiers
- Finish the Masterwork Weapon
- The Hellion's Heart
- Rescue the Gnome
- Search the Cellar
Related Locations
Sub Areas
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 and 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. There are two 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 will take the player into the forge.
- Descend into the Whispering Depths and destroy the Cracked Wall X: -447 Y: -367. This will reveal an entrance into the Forge.
Inside, Sussur Tree Bark can be combined with a Greatsword, Sickle, or Dagger at the forge to create one of the following weapons and complete the quest Finish the Masterwork Weapon:
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)
- Lump's War Horn (Give or dropped by Lump the Enlightened.)
- Smokepowder Satchel
- Warped Headband of Intellect (Dropped by Lump the Enlightened.)
- Sussur Dagger
- Sussur Greatsword
- Sussur Sickle
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.