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Blighted Village: Difference between revisions
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==Overview== | ==Overview== | ||
=== Entrance interactions === | === Entrance interactions === | ||
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: | 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: | ||
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* Apothecary building (SE): A Goblin Booyahg and a [[Goblin Sharp-Eye]] on the roof. | * 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. | * 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, | * Southern gate: A [[Goblin Warrior]] and a Goblin Sharp-Eye at the gate. Inside the gate, in the SE corner of town, {{CharLink|Slice|Tracker Slice}} can be found {{CharLink|Brek|Brawler Brek}} and another Goblin Warrior. | ||
There are several possible interactions, depending on which direction the party approaches the village. | There are several possible interactions, depending on which direction the party approaches the village. | ||
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* Attack the Goblins | * Attack the Goblins | ||
:: {{Approval|Astarion|+1}} | :: {{Approval|Astarion|+1}} | ||
* 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 | * 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 {{CharLink|Astarion}}. | ||
:: {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}} | :: {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}} | ||
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=== Windmill=== | === Windmill=== | ||
At the northern side of the village is a windmill surrounded by | At the northern side of the village is a windmill surrounded by {{CharLink|Fezzerk}} and his band of Goblins and [[Worg]]s, who have tied {{CharLink|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 | Behind the windmill is a small shrine to {{CharLink|Selûne}}, which will have a unique interaction for {{CharLink|Shadowheart}}, unless the interaction with the diary at the Schoolhouse is activated first. | ||
===Windmill Cellar=== | ===Windmill Cellar=== | ||
Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for | Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for {{CharLink|Barcus Wroot}}. Here the party can find his heavy backpack containing various camp supplies and a {{SmRarityItem|Smokepowder Satchel}}. His more valuable belongings can be found in a heavy chest nearby, most notably {{SmRarityItem|The Speedy Lightfeet}}. | ||
=== Blacksmith's Forge === | === Blacksmith's Forge === | ||
[[File:Blacksmiths Forge.jpg|thumb|right|The Forge's blue fire from sussur bark.]] | [[File:Blacksmiths Forge.jpg|thumb|right|The Forge's blue fire from sussur bark.]] | ||
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 [[Finish the Masterwork Weapon]]. | 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 [[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 | 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 atop a crate (in the room with the Calcified Web). There are two other ways to enter the forge: | ||
* Destroy the '''Calcified Web''' {{Coords|46|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. | * Destroy the '''Calcified Web''' {{Coords|46|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''' {{Coords|-447|-367}}. This reveals an entrance into the Forge. | * Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-367}}. This reveals an entrance into the Forge. | ||
{{SmRarityItem|Sussur Tree Bark}} can be combined with {{SmRarityItem|Greatsword}}, {{SmRarityItem|Sickle}}, or {{SmRarityItem|Dagger}} at the forge to create one of the following weapons to complete the quest {{Quest|Finish the Masterwork Weapon}}: | |||
*{{MdRarityItem|Sussur Greatsword}} | *{{MdRarityItem|Sussur Greatsword}} | ||
*{{MdRarityItem|Sussur Sickle}} | *{{MdRarityItem|Sussur Sickle}} | ||
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=== Schoolhouse === | === Schoolhouse === | ||
A trio of ogres, | A trio of ogres, {{CharLink|Lump|Lump the Enlightened}}, {{CharLink|Chock}}, and {{CharLink|Fank}}, are here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will give the party {{SmRarityItem|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 {{SmRarityItem|Old Schoolbook}}. Reading it initiates a unique interaction with {{CharLink|Shadowheart}}, unless the interaction behind the Windmill was activated first. | ||
===Well and Town Center=== | ===Well and Town Center=== | ||
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===Barn=== | ===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, [[ | 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, {{CharLinkl|Grukkoh}} and {{CharLink|Buthir}}. | ||
Beside the barn and up a small incline is a piece of meat with a {{SmRarityItem|Dagger +1}} lodged in it. The dagger can be removed with a [[Strength]], [[Dexterity]] or [[Intelligence]] check. | |||
===Waypoints=== | |||
This location contains the following {{SmIconLink|Waypoint Map Icon.png|Waypoint}}: | |||
*Blighted Village {{Coords|34|393}} | |||
===Connected locations=== | |||
* [[Apothecary's Cellar]] | |||
* [[Whispering Depths]] | |||
==Notable characters== | ==Notable characters== |