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Blighted Village
Wilderness | ||||
Risen Road | ||||
↑ | ||||
Goblin Camp | ← | Blighted Village | → | Forest |
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Sunlit Wetlands |
Overview[edit | edit source]
This location's former name was Moonhaven[1][2] and it is also called Bogrot by a goblin guard. It was founded by Selûnite settlers from the nearby temple,[3][4] raided by Sharran forces[5] and razed by Dark Justiciars led by Ketheric Thorm.[6][7][8] The village was visited at some point by Hellriders from Elturgard whom the locals feared would threaten their independence.[9]
Entrance interactions[edit | edit source]
Arriving at the village awards the party 60 XP at character level 3, 75 XP at level 4. 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[edit | edit source]
When entering the Blighted Village from the East, two Goblin Booyahgs are preparing an ambush.
The party can demand to be let through with some checks depending on the response.
Spotting the Goblins first:
- [TRUE SOUL] [ILLITHID] [WISDOM] Stand down. Now. (DC 5 )
- [BERSERKER] [INTIMIDATION] ROAR. (DC 15 )
- [BARBARIAN] [INTIMIDATION] I said. Let. Me. PASS. (DC 15 )
- [INTIMIDATION] Out of my way, or I'll cut you down first. (DC 15)
- [HALF-ORC] [INTIMIDATION] Either you stand aside, or I go right through you. (DC 15 )
- [PERSUASION] Just let me by and we'll pretend this never happened. (DC 15 )
- [BRANDED] Show your brand.
Keeping quiet:
- [BERSERKER] [INTIMIDATION] ROAR. (DC 15 )
- [BARBARIAN] [INTIMIDATION] Not scared of your pinpricks. (DC 15 )
- [INTIMIDATION] I'm not running, and their aim's not good enough to save you. (DC 15)
- [PERSUASION] Spare them the trouble and just let me pass - I'll be gone in no time. (DC 15)
- [TRUE SOUL] [ILLITHID] [WISDOM] Stand down. Now. (DC 5)
Bypassing the ambush, using the ladder to the left and getting caught by the Goblin Sharp-Eye on the roof:
- [DECEPTION] What? The guard let me pass. (DC 15)
- [INTIMIDATION] Or you could let me pass, and live to see nightfall. (DC 10)
- [PERSUASION] I bypassed your guards. If I meant you harm, I could've just killed you all. (DC 15)
- [DETECT THOUGHTS] I'm here to see Fezzerk.
Companion approval[edit | edit source]
Successfully passing through:
Starting combat:
South[edit | edit source]
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.
- How about a donation instead? Some coin for the town.
- How about a donation...?
- [PERSUASION] It's a fine day, my friend. Why spoil it with killing? (DC 20) +1 +1 -1
- [INTIMIDATION] Nice town. I'll wipe my feet on your corpse before entering. (DC 15) +1 +1 +1 +1
- [BERSERKER] [INTIMIDATION] ROAR. (DC 15 )
- [BARBARIAN] [INTIMIDATION] You get nothing. (DC 15 )
- [BARD] Then my search is over - I'm actually here to write the Ballad of Bogrot.
- [DROW] I'll give you another chance. Look at me again and choose your words carefully.
- [TRUE SOUL] [ILLITHID] [WISDOM] You do not give orders to me. (DC 5)
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
West[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Behind the locked Shabby Wooden Doors of a building in the Blighted Village is the Blacksmith's Forge. This long-abandoned forge can be used to create a sussur weapon to complete the quest Old Key, which is found inside the blacksmith building, sitting atop a crate (in the room with the Calcified Web). There are two other ways to enter the forge:
. The doors are locked and cannot be picked or destroyed, but they can be opened from the inside, or from the outside with the- 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 a Dagger, a Greatsword, or a Sickle, or at the forge to create one of the following weapons to complete the quest :
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[edit | edit source]
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[edit | edit source]
A trio of ogres, Lump the Enlightened, Chock, and Fank, are 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[edit | edit source]
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 are inside the Blacksmith's Forge).
Barn[edit | edit source]
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.
Waypoints[edit | edit source]
This location contains the following Waypoint:
Related locations[edit | edit source]
Notable characters[edit | edit source]
Available to Speak with Dead[edit | edit source]
Related quests[edit | edit source]
Related literature[edit | edit source]
- Apprentice's Journal
- Logbook of Sendings
- Map of Moonhaven
- Moonhaven Logbook
- Old Letter
- Regarding Strange Riders in These Parts
Notable loot[edit | edit source]
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
- Dagger +1 lodged in a piece of meat near the barn
- 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 - given or 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)
- Smokepowder Satchel
- Sussur Dagger
- Sussur Greatsword
- Sussur Sickle
- The Speedy Lightfeet (Found inside the heavy chest in the Windmill Cellar.)
- Very Heavy Greataxe - dropped by Fezzerk
- Warped Headband of Intellect - dropped by Lump the Enlightened
Hidden treasure[edit | edit source]
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.
References[edit | edit source]
External links[edit | edit source]
- Moonhaven on the Forgotten Realms Wiki