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[[File:Blighted Village.jpg|thumb|400px|{{NoExcerpt|The long abandoned blighted village, Moonhaven.}}]] | [[File:Blighted Village.jpg|thumb|400px|{{NoExcerpt|The long abandoned blighted village, Moonhaven.}}]] | ||
The '''Blighted Village''' | The '''Blighted Village''' 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 ''Moonhaven'' or ''Bogrot'' by a goblin guard. | |||
{{Relative location | {{Relative location | ||
|region = Wilderness | |region = Wilderness | ||
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|west = Goblin Camp | |west = Goblin Camp | ||
}} | }} | ||
{{SpoilerWarning}} | |||
==Overview== | ==Overview== | ||
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=== Entrance interactions === | === Entrance interactions === | ||
Arriving at the village | {{SpoilerBox|Arriving at the village rewards the party with 60 exp. There are multiple possibilities to peacefully enter, depending on which direction the player approaches the village. | ||
=== East === | |||
When entering the [[Blighted Village]] from the East, a goblin booyahg is preparing an ambush. | |||
There are | |||
When entering the [[Blighted Village]] from the East, | |||
* Attack the Goblins | * Attack the Goblins | ||
:: {{Approval|Astarion|+1}} | :: {{Approval|Astarion|+1}} | ||
* Intimidation DC 15 | * Intimidation DC 15 OR Persuasion DC 15 OR Illithid Wisdom DC 2 OR Be or disguise as a [[Drow]] to talk your way past. | ||
:: {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}} | :: {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}} | ||
Saying | 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]]. | |||
=== South === | |||
At the Southern gate, a | 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 | ||
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}} | :: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}} | ||
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:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}} | :: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}} | ||
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 yourself as a Drow. | ||
Note: some of these approvals are not marked in conversation. | |||
=== 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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To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts. | To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts. | ||
}} | |||
=== 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 goblins and [[worg]]s, who have tied [[Barcus Wroot]] to a windmill blade. The windmill can be stopped or sped up by interacting with a lever inside the windmill. | ||
Behind the windmill is a small shrine to [[Selûne]], which will have a unique interaction for [[Shadowheart]] | Behind the windmill is a small shrine to [[Selûne]], which will have a unique interaction for [[Shadowheart]]. | ||
===Windmill Cellar=== | ===Windmill Cellar=== | ||
Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for [[Barcus Wroot]]. Here | Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for [[Barcus Wroot]]. Here you 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 === | === 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 | 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 | 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''' {{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 | * 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 player 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. | ||
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*{{MdRarityItem|Sussur Sickle}} | *{{MdRarityItem|Sussur Sickle}} | ||
*{{MdRarityItem|Sussur Dagger}} | *{{MdRarityItem|Sussur Dagger}} | ||
===Apothecary=== | ===Apothecary=== | ||
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=== Schoolhouse === | === Schoolhouse === | ||
A trio of ogres, [[Lump the Enlightened]], [[Chock]], and [[Fank]], | A trio of ogres, [[Lump the Enlightened]], [[Chock]], and [[Fank]], can be found here. Lump can be persuaded into parting with [[Lump's War Horn]], which allows the player to call on Lump and the ogres for aid during combat in Act One. | ||
===Barn=== | ===Barn=== | ||
In the north-eastern corner of the village is a barn with strange noises coming from it. Opening the doors initiates a | In the north-eastern corner of the village is a barn with strange noises coming from it. Opening the doors initiates a fight with the occupants. | ||
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. | 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. | ||
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==Notable characters== | ==Notable characters== | ||
*[[Barcus Wroot]] | *[[Barcus Wroot]] | ||
*[[ | *[[Fezzerk]] | ||
*[[ | *[[Lump the Enlightened]] | ||
*[[Chock]] | *[[Chock]] | ||
*[[Fank]] | *[[Fank]] | ||
*[[ | * [[Buthir]] | ||
*[[Grukkoh | * [[Grukkoh]] | ||
==Related quests== | ==Related quests== |