Goblin Camp: Difference between revisions

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(Added camp checkpoint interactions and skill checks.)
(Added more sublocations. Skill checks. Dig spots.)
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=== Forest Road Checkpoint ===
=== Forest Road Checkpoint ===
To reach the camp, there is a guard post along the main road that has to be bypassed. Besides approaching directly, there is a side path through a tunnel filled with traps that can be avoided or disabled.
To reach the camp, there is a guard post along the main road that has to be bypassed. A passive {{Ability Check|Intelligence|10}} will point out this is a goblin outpost and highlight the war drum.


==== Trapped Tunnel ====
To sneak past the check point, there is a tunnel to the south rigged with blast mines with a passive {{Ability Check|Perception|17}} to notice them.. They deal {{DamageText|2d6|Fire}} with a {{Saving Throw|DEX|dc=12}}. Can be disabled with a {{Ability Check|Sleight of Hand|10}}. Jumping over a small bottomless pit will get around the checkpoint.
==== Check Point Interactions: ====
When you approach the guard post [[Sentinel Olak]] will be quick to question and threaten you. There are a few ways to bypass him without starting a fight:
When you approach the guard post [[Sentinel Olak]] will be quick to question and threaten you. There are a few ways to bypass him without starting a fight:


* [[Sazza]] will vouch for you as part of the [[Save the Goblin Sazza]] quest.
* [[Sazza]] will vouch for you as part of the [[Save the Goblin Sazza]] quest.
* If you are a [[Drow]] or use [[Disguise Self]] to look like one, you'll be let through without issue.  
* [[Illithid Persuasion]] {{Ability Check|Wisdom|2}}. "Stand aside."
* [[Illithid Persuasion]] {{Ability Check|Wisdom|2}}. "Stand aside."
* {{Ability Check|Intimidation|15}}. "I'm a hired sword - employer's inside. Stand aside. ''Now.''"
* {{Ability Check|Intimidation|15}}. "I'm a hired sword - employer's inside. Stand aside. ''Now.''"
* [[Monk]] {{Ability Check|Intimidation|15}} with {{Advantage}}. "I could best all of your sentinels with my bare hands. Let me pass."
* [[Monk]] {{Ability Check|Intimidation|15}} with {{Advantage}}. "I could best all of your sentinels with my bare hands. Let me pass."  
* {{Ability Check|Nature|10}}. "Glossy coat on that animal. Does she belong to the ''Nordiland worgata'' family?" (This will lead too the dung approach if successful.)
* {{Ability Check|Nature|10}}. "Glossy coat on that animal. Does she belong to the ''Nordiland worgata'' family?" (This will lead too the dung approach if successful.)
* {{Ability Check|Deception|15}}. "Your leader summoned me." (This will lead too the dung approach if successful.)
* {{Ability Check|Deception|15}}. "Your leader summoned me." (This will lead too the dung approach if successful.)
* [[Detect Thoughts]] {{Ability Check|Intelligence|9}}. "I'm a messenger - here to see [[Minthara]]."
* [[Detect Thoughts]] {{Ability Check|Intelligence|9}}. "I'm a messenger - here to see [[Minthara]]."  


If you fail any of the checks or pick certain ones, Olak will try to goad you into rubbing Worg dung on your face.
Succeeding in bypassing the checkpoint through most of these methods will reward 140 exp and the '''Very Important Parasite''' [[Inspiration]] for [[Charlatan|Charlatans]]. If you fail any of the checks or pick certain ones, Olak will try to goad you into rubbing Worg dung on your face.


* Do as he asks, much to the disapproval of most of your [[Companions]]. You'll be let through at least.
* Do as he asks, much to the disapproval of most of your [[Companions]]. You'll be let through at least along with 20 exp.


* {{Ability Check|Athletics|10}} . ''Scoop up the warm dung and fling it at Olak's face.'' (This will start a fight but leave Olak [[Blinded (Condition)|Blinded]] for {{Duration|3}}.)
* {{Ability Check|Athletics|10}} . ''Scoop up the warm dung and fling it at Olak's face.'' (This will start a fight but leave Olak [[Blinded (Condition)|Blinded]] for {{Duration|3}}.)
* ''Wink, gather the dung and fling it at all four guards.'' (Starts a fight but gains the approval of most companions.)
* ''Wink, gather the dung and fling it at all four guards.'' (Starts a fight but gains the approval of most companions.)
* Keep refusing or trying to leave with start a fight.
* Keep refusing or trying to leave with start a fight.
If you approach the checkpoint from the the other side, you'll be spotted by Rindle who will quickly confront you. Besides attacking, you can try to talk your way out of trouble:
* [[Illithid Persuasion]] {{Ability Check|Wisdom|2}}. "Stand down. I'll go where I please."
* {{Ability Check|Deception|10}}. "Or you could let me pass and live to see nightfall."
* {{Ability Check|Deception|15}}. "I'm in a hurry. I have an important message from your boss."
Even if a fight breaks out, it will not alert the goblins beyond the checkpoint or in the main camp.
==== Boulder Trap: ====
On the south rocky hill is a barricade that if destroyed will let loose a large rolling boulder that will roll across the checkpoint. It will do {{DamageText|3d6|Bludgeoning}} with a chance to hit multiple times if someone is in an unfortunate position. [[Tracker Rindle]] or [[Tracker Bal|Bal]] will likely target it if none of their allies are threatened by the trap.


==Story Interactions==
==== War Drum: ====
{{SpoilerWarning}}
If a fight breaks out, [[Sharp-Eye Snurd]] or another goblin will focus on reaching the drum, ignoring attacking to focus on movement. If they reach the drum while having an action, they will alert [[Sharp-eye Sluck]], [[Devout Wasp]] and [[Warlock Tud]] from their small camp further west who will come and join the fight. This however won't alert the main camp of you being a threat. It can be destroyed with an attack, disabling it. It can also be interacted as well.


* Negotiate at the main entrance for entry
* ''Bang the drum with an open palm.'' (This will make all the goblins at the checkpoint and beyond it hostile.)
* [[Bard]] {{Ability Check|Performance|10}}. ''Imitate the beat of a popular goblin drinking anthem.'' (Leads to a funny scene of the player playing the drums. While it alerts the goblins from the small camp, no fight will break out as Olak enjoyed the music but gives a warning. Can be repeated again which will cause a fight to break out.)
* {{Ability Check|Performance|10}}. ''Rap out a simple rhythm.'' (Same result as above.)
* ''Tear the drumhead open.'' (Disables the drum, making it unusable.)


* Interact with Volo
==== Reinforcement Camp ====
[[Sharp-eye Sluck]], [[Devout Wasp]] and [[Warlock Tud]] hang out at this small camp further west of the checkpoint. They aren't hostile, even if you snuck around the other goblins. Further west leads to the [[Mountain Pass]] and to the [[Rosymorn Monastery Trail]], which will progress certain quests in the area, making them fail or be incompletable.


* Speak with Crusher
=== Goblin Camp ===
Across a crumbling bridge is the main section of the camp and beyond that further north, the entrance to the [[Shattered Sanctum]].


* Chase the chicken or owlbear cub
==== Center Courtyard ====
Most of the goblin's hang around this area which has scattered tables set before a crude stage were [[Volo]] is struggling to preform to keep the raiders entertained. In the south eastern corner is [[Grat the Trader]] who sells a small yet useful selection of magic items and supplies.


=== Booze Tub ===
==== Booze Tub ====
Just right of the cooking split is a large skull upside down {{Coords|-95|442}} that the goblins use to store their booze. If interacted with, you can combine a [[Basic Poison]], [[Wyvern Toxin]] or [[Drow Poison]] to spike it. It is best to try this in turn based mode while also [[Hiding (Condition)|Hiding]] and/or having someone [[Perform|Performing]] as a [[Distracted (Condition)|Distraction.]] If you are noticed interacting with the tub, you'll be confronted on what you are doing. You can do a variety of skills checks to get by:
Just right of the cooking split is a large skull upside down {{Coords|-95|442}} that the goblins use to store their booze. If interacted with, you can combine a [[Basic Poison]], [[Wyvern Toxin]] or [[Drow Poison]] to spike it. It is best to try this in turn based mode while also [[Hiding (Condition)|Hiding]] and/or having someone [[Perform|Performing]] as a [[Distracted (Condition)|Distraction.]] If you are noticed interacting with the tub, you'll be confronted on what you are doing. You can do a variety of skills checks to get by:


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If a fight is avoided, the goblins will go into high alert, thinking they're under attack as they take defensive positions around the camp. The booze tub will also get destroyed to avoid any more mishaps.
If a fight is avoided, the goblins will go into high alert, thinking they're under attack as they take defensive positions around the camp. The booze tub will also get destroyed to avoid any more mishaps.
==== Eastern Courtyard ====
This area is dedicated to the chicken chasing game the goblins have set up.
==Wayfinding==
==Story Interactions==
{{SpoilerWarning}}
* Negotiate at the main entrance for entry
* Interact with Volo
* Speak with Crusher
* Chase the chicken or owlbear cub


==Wayfinding==
==Wayfinding==
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* A buried chest on the northeastern ledge, overlooking the sleeping [[Bugbear (Race)|Bugbears]] on the upper level. {{SkillCheck|Survival|10}} to locate. {{Coords|-77|466}}
* A buried chest on the northeastern ledge, overlooking the sleeping [[Bugbear (Race)|Bugbears]] on the upper level. {{SkillCheck|Survival|10}} to locate. {{Coords|-77|466}}
* A buried chest on the east road from leading to the [[Rosymorn Monastery Trail]], just before the mountain pass. {{SkillCheck|Survival|15}} to locate. {{Coords|-154|329}}
* A buried chest on the east road from leading to the [[Rosymorn Monastery Trail]], just before the mountain pass. {{SkillCheck|Survival|15}} to locate. {{Coords|-154|329}}
* A buried chest on a ledge just below where Rancer is station. {{SkillCheck|Survival|15}} to locate.{{Coords|-76|402}}
* A heavy chest up in the southeastern tower at the camp entrance. Can be reached with [[Jump (Bonus Action)|Jump]] and having decent [[Strength]]. Has a {{SmallIcon|Throwable Bomb Icon.png}} [[Smokepowder Bomb]] in it. {{Coords|-99|416}}
* A heavy chest up in the southeastern tower at the camp entrance. Can be reached with [[Jump (Bonus Action)|Jump]] and having decent [[Strength]]. Has a {{SmallIcon|Throwable Bomb Icon.png}} [[Smokepowder Bomb]] in it. {{Coords|-99|416}}
*A locked chest {{SkillCheck|Sleight of Hand|10}} located in the cliffs in the northeastern corner. Guarded by Blast and Poison Mines. Contains the {{SmallIcon|Glowing Shield Icon.png}} [[Glowing Shield]].
*A locked chest {{SkillCheck|Sleight of Hand|10}} located in the cliffs in the northeastern corner. Guarded by Blast and Poison Mines. Contains the {{SmallIcon|Glowing Shield Icon.png}} [[Glowing Shield]].