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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.


==== East ====
=== East ===
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
* Attack the Goblins
* Attack the Goblins
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Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.
Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.


==== South ====
=== 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.
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
* Persuasion DC 20
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To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.


==== West ====
=== 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.
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.


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At the northern side of the village is a windmill surrounded by [[Fezzerk]] and his band of goblins and [[worg]]s, 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.  
At the northern side of the village is a windmill surrounded by [[Fezzerk]] and his band of goblins and [[worg]]s, 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.
Behind the windmill is a small shrine to [[Selûne]], which will have a unique interaction for [[Shadowheart]], unless the one with the diary at the Schoolhouse is activated first.


===Windmill Cellar===
===Windmill Cellar===
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