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{{ up to date | 2023-09-09 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{PageSeo
{{PageSeo
|title=Defeat the Goblins
|title=Defeat the Goblins
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|description=Defeat the Goblins is a sub-quest of the Druid Grove's main quest Save the Refugees in Act One. It can be initiated by speaking with Zevlor after Kagha asks the party to aid them.
|description=Defeat the Goblins is a sub-quest of the Druid Grove's main quest Save the Refugees in Act One. It can be initiated by speaking with Zevlor after Kagha asks the party to aid them.
}}
}}
[[File:Defeat the Goblins Kagha Quest.jpg|thumb|Kagha wants the outlanders gone.]]
[[File:Dror Ragzlin Quest.webp|thumb|Dror Ragzlin wants the druids and the tieflings gone.]]
'''Defeat the Goblins''' is a sub-[[quest]] of the [[Druid Grove|Druid Grove's]] main quest [[Save the Refugees]] in [[Act One]]. It can be initiated by speaking with [[Zevlor]] after [[Kagha]] asks the party to aid them.  
'''Defeat the Goblins''' is a sub-[[quest]] of the [[Druid Grove|Druid Grove's]] main quest [[Save the Refugees]] in [[Act One]]. It can be initiated by speaking with [[Zevlor]] after [[Kagha]] asks the party to aid them.  


[[File:Defeat the Goblins Kagha Quest.jpg|thumb|Kagha wants the outlanders gone.]]
{{SpoilerWarning}}
{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
{{Quest objective|Travel to the Goblin Camp.|
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Travel to the Goblin Camp.</div>
<div class="mw-collapsible-content">
* There were three figures in the drawing we found. The goblins must have more than one leader.
* If the tieflings are to make their way to Baldur's Gate, we will need to deal with the goblins. Zevlor thinks someone must be organising them. We should investigate their camp.
* If the tieflings are to make their way to Baldur's Gate, we will need to deal with the goblins. Zevlor thinks someone must be organising them. We should investigate their camp.
* There were three figures in the drawing we found. The goblins must have more than one leader.
</div></div>
}}
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
{{Quest objective|Find the leader of the Goblin Camp.|
<div style="font-weight: bold; line-height: 1.6;">Find the leader of the Goblin Camp.</div>
<div class="mw-collapsible-content">
* Travel to the Goblin Camp.
* Travel to the Goblin Camp.
* We arrived at the Goblin Camp. Now we need to find who's in charge and deal with them.
* We arrived at the Goblin Camp. Now we need to find who's in charge and deal with them.
}}
</div></div>
{{Quest objective|Search for the leaders.|
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Search for the leaders.</div>
<div class="mw-collapsible-content">
* We learned that there are three people in charge, but we need more information.
* We learned that there are three people in charge, but we need more information.
* We've arrived in the Goblin Camp. Now to find the three leaders.
* We've arrived in the Goblin Camp. Now to find the three leaders.
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* We killed Minthara, the drow commander. But she can't have been the only one keeping the goblins in line - we need to find more leaders.
* We killed Minthara, the drow commander. But she can't have been the only one keeping the goblins in line - we need to find more leaders.
* We killed the goblins' spiritual leader, Priestess Gut. Someone else must have led them into battle - we need to find them.
* We killed the goblins' spiritual leader, Priestess Gut. Someone else must have led them into battle - we need to find them.
* The goblins' spiritual leader, Priestess Gut, was defeated. Someone else must have led them into battle - we need to find them.
</div></div>
}}
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
{{Quest objective|Kill all three leaders.|
<div style="font-weight: bold; line-height: 1.6;">Kill all three leaders.</div>
* There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and a drow.
<div class="mw-collapsible-content">
* The drow is called Minthara. With this, we can cripple the goblins.
* There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and the drow Minthara.
* There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and the drow Minthara.
* We killed the goblin king Dror Ragzlin.
* We killed the goblin king Dror Ragzlin.
* We killed one of the goblin leaders, a drow named Minthara.
* We killed one of the goblin leaders, a drow named Minthara.
* A drow named Minthara, one of the goblin leaders, was defeated.
* We killed Priestess Gut, one of the goblin leaders.
* We killed Priestess Gut, one of the goblin leaders.
}}
</div></div>
{{Quest objective|Speak with Zevlor.|
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Speak with Zevlor.</div>
<div class="mw-collapsible-content">
* With Dror Ragzlin dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Dror Ragzlin dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Dror Ragzlin defeated, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Minthara dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Minthara dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Minthara defeated, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Priestess Gut dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
* With Priestess Gut dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
}}
</div></div>
{{Quest objective|Quest Complete|
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
* The roads are safe, and the tieflings are ready to leave. Tonight, we celebrate at camp.
* The roads are safe, and the tieflings are ready to leave. Tonight, we celebrate at camp.
* Killing the goblin leaders no longer matters. Minthara left with her band of raiders, and they're going to attack the grove.
* Killing the goblin leaders no longer matters. Minthara left with her band of raiders, and they're going to attack the grove.
* The tieflings were forced out of the grove before we could deal with the goblins. They'll likely die on the road.
* The tieflings were forced out of the grove before we could deal with the goblins. They'll likely die on the road.
}}
</div></div>


== Walkthrough ==
== Walkthrough ==
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Speak to Zevlor in the Secluded Chamber in the Hollow. Choose "Leaving the grove is the best option. How can I help?" Zevlor explains that while he and his refugees want to leave, the roads are infested with goblins. It'd be a death sentence for them to go back on the roads. He explains that defeating the goblin leaders would cause enough disarray for the tieflings to safely leave. This starts the journey to the goblin camp to defeat the leaders.
Speak to Zevlor in the Secluded Chamber in the Hollow. Choose "Leaving the grove is the best option. How can I help?" Zevlor explains that while he and his refugees want to leave, the roads are infested with goblins. It'd be a death sentence for them to go back on the roads. He explains that defeating the goblin leaders would cause enough disarray for the tieflings to safely leave. This starts the journey to the goblin camp to defeat the leaders.


=== Entering the Goblin Camp ===
== Entering the Goblin Camp ==
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including but not limited to:
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including but not limited to:


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=== The Shattered Sanctum ===
=== The Shattered Sanctum ===
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
There are three entrances into the Shattered Sanctum - the Heavy Oak Doors {{coords|105|454}}, the Passageway {{coords|51|476}}, or through the Cracked Wall on the 2nd level of the camp {{coords|-106|481}}.
There are two entrances into the Shattered Sanctum - the main door, or through the cracked wall on the 2nd level of the camp (X:-106, Y:481).


''The Heavy Oak Doors:''
''The main entrance:''


* This entrance is guarded by [[Warrior Trinzas]], who can be persuaded through diplomacy, [[Tadpole Power|Tadpole Powers]], or Drow special dialogue like the previous check-points.  
* The entrance is guarded by [[Warrior Trinzas]], who can be persuaded through diplomacy, [[Tadpole Power|Tadpole Powers]], or Drow special dialogue like the previous check-points.  
* Violence is always a viable alternative, however, there is a risk the fighting draws the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.  
* Violence is always a viable alternative, however, there is a risk the fighting draws the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.  


''The Passageway:''
''The cracked wall:''
 
* The path to this entrance is "guarded" by 2 [[Poison Mine]] and 1 [[Blast Mine]]. Entering by this way places the party at the southeast corner of the Shattered Sanctum.
 
''The Cracked Wall:''


* The wall is an object with 22 [[Hit Points]], [[Sturdy]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).  
* The wall is an object with 22 [[Hit Points]], [[Sturdy]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).  
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* As there are sleeping guards situation close to the wall, using the [[Silence]] spell on the explosion or the guards to cover the noise is recommended, if you wish to avoid a confrontation.  
* As there are sleeping guards situation close to the wall, using the [[Silence]] spell on the explosion or the guards to cover the noise is recommended, if you wish to avoid a confrontation.  


There is a 4th "entrance" to the temple from the [[Selûnite Outpost]] in the [[Underdark]]. Technically, it is an exit only until the player opens the hidden door (and leaves it open) via the Stone Discs or the wall Lever.
There is technically a 3rd entrance to the temple from the [[Selûnite Outpost]] in the [[Underdark]], but that door is inaccessible externally, and requires the player to have opened it from inside of the Shattered Sanctum first.  


=== Priestess Gut ===
=== Priestess Gut ===
[[Priestess Gut]] (X:297, Y:-18) is in front of the giant throne immediately north of the front entrance. She offers to brand the party with the [[Brand of the Absolute]], which can be accepted or rejected. Regardless of whether the brand is taken, Gut recognizes the party as fellow True Souls. She attempts to probe the party's minds with her illithid powers. Allow her to do this, and she notices something is amiss. Explain that it's the result of the tadpoles and ask if she can help, commencing [[Ask the Goblin Priestess for Help]]. Gut says that the party should join her in her private chambers.
[[Priestess Gut]] (X:297, Y:-18) is in front of the giant throne immediately north of the front entrance. She offers to brand the party with the [[Brand of the Absolute]], which can be accepted or rejected. Regardless of whether the brand is taken or not, Gut recognizes the party as fellow True Souls. She attempts to probe into the party's minds with her illithid powers. Allow her to do this, and she notices something is amiss. Explain that it's the result of the tadpoles and ask if she can help, commencing [[Ask the Goblin Priestess for Help]]. Gut says that the party should join her in her private chambers.


Follow her to her chambers, where she says she has a cure for the tadpole. She says that a special cleansing potion must be taken first. However, an [[Arcana]] check reveals this is a sleeping potion. If she's called out on this, or if the party member in question is resistant to sleeping potions (ie an elf, half-elf, or paladin), she becomes hostile and also triggers several nearby goblins to become hostile. However, if the potion is taken, she chains up the party member and says she intends them to become her pet squid. It's possible to either break free with an [[Acrobatics]] or [[Strength]] check, but a special scene plays if nothing is done at all. Wait, and [[Korrilla Hearthflame|Korrilla]] appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.
Follow her to her chambers, where she says she has a cure for the tadpole. She says that a special cleansing potion must be taken first. However, an [[Arcana]] check reveals this is a sleeping potion. If she's called out on this, or if the party member in question is resistant to sleeping potions (ie an elf, half-elf, or paladin), she becomes hostile and also triggers several nearby goblins to become hostile. However, if the potion is taken, she chains up the party member and says she intends for them to become her pet squid. It's possible to either break free with an [[Acrobatics]] or [[Strength]] check, but a special scene plays if nothing is done at all. Wait, and [[Korrilla Hearthflame|Korrilla]] appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.


=== Minthara ===
=== Minthara ===
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If Ragzlin is allowed to commune with the illithid on his own, its killer is revealed to be the party after the second question. This can be avoided by taking control of Ragzlin's questions with a wisdom check (DC 10) and asking questions other than who is the killer such as "Why was the Nautiloid in Faerûn?" Asking an obvious question like "Who is the Absolute?" causes Ragzlin to be suspicious of the party. Otherwise, if the party is caught out at being the illithid's killer, they can talk Ragzlin down through a Persuasion check or by using Detect Thoughts to reveal he likes being called the Absolute's Right Hand.
If Ragzlin is allowed to commune with the illithid on his own, its killer is revealed to be the party after the second question. This can be avoided by taking control of Ragzlin's questions with a wisdom check (DC 10) and asking questions other than who is the killer such as "Why was the Nautiloid in Faerûn?" Asking an obvious question like "Who is the Absolute?" causes Ragzlin to be suspicious of the party. Otherwise, if the party is caught out at being the illithid's killer, they can talk Ragzlin down through a Persuasion check or by using Detect Thoughts to reveal he likes being called the Absolute's Right Hand.


A very simple way to kill Ragzlin is to shove him before he returns to his throne after the illithid conversation. However, this makes the whole room become hostile and escaping is more difficult. There is a stealthier way to kill Ragzlin by separating out one party member while the others wait elsewhere. Sneak up to the wooden beams above the throne and hit him with something that kills him instantly, such as a [[Void Bulb]]. Then, quickly fast travel outside of the camp.
A very simple way to kill Ragzlin is to shove him before her returns to his throne after the illithid conversation. However, this makes the whole room become hostile and escaping is more difficult. There is a stealthier way to kill Ragzlin by separating out one party member while the others wait elsewhere. Sneak up to the wooden beams above the throne and hit him with something that kills him instantly, such as a [[Void Bulb]]. Then, quickly fast travel outside of the camp.


=== Returning to the Grove ===
=== Returning to the Grove ===
Upon returning to the Grove, Zevlor approaches the party and states his scouts brought news that the goblin leaders have been defeated. He thanks the party and states that the refugees pooled up their gold to reward the party, which the party can either accept the reward (includes gold in addition to a helmet [[Wapira's Crown]], which can't be acquired otherwise) or refuse. Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately or later.
Upon returning to the Grove, Zevlor approaches the party and states his scouts brought news that the goblin leaders have been defeated. He thanks the party and states that the refugees pooled up their gold to reward the party, which the party can either accept or refuse. Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately.


If Halsin has not been rescued as part of [[Rescue the Druid Halsin]] then he escapes on his own and appears back in the Grove.
If Halsin has not been rescued as part of [[Rescue the Druid Halsin]] then he escapes on his own and appears back in the Grove.


== Notes ==
== Notes ==
* While it was believed that the quest would transition after a certain number of long rests, this has been proven false.{{cite web
* There are a finite number of long rests until the Ritual of Thorns is completed, and the tieflings forced out of the Grove, ending the quest automatically. This time limit can be removed by completing [[Investigate Kagha]] and revealing Kagha's ties to the Shadow Druids.
|author = Proxy Gate Tactician
|date = 2023-09-08
|url = https://youtu.be/kGbLSKtMkLk?si=gVpUuSKRZPgMPAeh&t=11
|title = Busting More Myths in Baldur's Gate 3
|publisher = YouTube
|accessdate = 2023-10-21
}}
 
== References ==
{{reflist|url}}


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