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Blighted Village: Difference between revisions

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(→‎Blacksmith's Forge: Jeez the Blacksmith's Forge might oughta get split out to its own page soon...)
(→‎Windmill: Fezzerk)
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=== Windmill===
=== Windmill===
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.
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, 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 one 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.

Revision as of 20:31, 8 May 2024

The Blighted Village, formerly known as Moonhaven, 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.

Wilderness
Risen Road
Goblin Camp Blighted Village Forest
Sunlit Wetlands

Overview

Waypoints

This location contains the following Waypoint Waypoint:

  • Blighted Village X: 34 Y: 393

Connected locations

Entrance interactions

Concentration Icons.png Spoiler warning! This section reveals details about the story of Baldur's Gate 3.

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.

  • Attack the Goblins
Astarion approves +1
  • Intimidation DC 15 OR Persuasion DC 15 OR Illithid Wisdom DC 2 OR Be or disguise as a Drow to talk your way past.
Gale approves +1 Shadowheart approves +1

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 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
Inspiration:Charlatan Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1
  • Intimidation DC 15
Gale approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1
  • Illithid Wisdom DC 2
(No Approval change)
  • Attack
(No Approval change)
  • Drow
Inspiration:Charlatan (No Approval change)
  • Bard Performance DC 15 - "'Bogrot, fair Bogrot - with hills as green as goblin snot.'"
Inspiration:Charlatan Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1
  • Bard Performance DC 10 - "'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'"
Inspiration:Charlatan Astarion approves +1 Karlach approves +1 Lae'zel disapproves -1

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.

  • Deception DC 15
Inspiration:Charlatan
  • Intimidation DC 10
-
  • Persuasion DC 15
Inspiration:Charlatan
  • Detect Thoughts Intelligence DC 9
Inspiration:Charlatan
  • Illithid Wisdom DC 2
-

To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts.

Windmill

At the northern side of the village is a windmill surrounded by Fezzerk and his band of goblins and worgs, who have tied Barcus Wroot to a windmill blade. After either fighting Fezzerk and friends or otherwise convincing them to leave, 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 one with the diary at the Schoolhouse is activated first.

Windmill Cellar

Accessed through a Wooden Hatch X: -11 Y: 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

The Forge's blue fire from sussur bark.

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, or from the outside with the Old Key, which is found inside the blacksmith building, sitting on top of a crate (in the same room as the Calcified Web). There are two other ways to gain entry into the forge:

  • Destroy the Calcified Web X: 46 Y: 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 X: -447 Y: -367. This reveals an entrance into the Forge.

Sussur Tree Bark can be combined with Greatsword, Sickle, or Dagger at the forge to create one of the following weapons to complete the quest Finish the Masterwork Weapon:

A Heavy Key found on the ground outside the Forge building opens a locked chest containing Infernal Iron up a ladder in the Forge's basement.

Apothecary

At the south-eastern corner of the village is an Apothecary. Many alchemical ingredients can be found here, as well as a hatch leading to the Apothecary's Cellar.

Schoolhouse

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. On a shelf in the Schoolhouse is an Old Schoolbook: reading it initiates a unique interaction with Shadowheart, unless the interaction behind the Windmill was activated first.

Well and Town Center

Near the town center is a Mossy Chest, the Mossy Key for which is held by the Goblin Booyahg that starts atop the Aopthecary building. Just west of the center of town is an old Well. Interacting with it allows the party to discover one of the entrances to the Whispering Depths (the other two entrances being inside the Blacksmith's Forge).

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, Grukkoh and Buthir.

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.

Notable characters

Related quests

Hidden treasure

A buried chest behind the schoolhouse where Lump the Enlightened and his ogres lurk. X: -4 Y: 371 DC 15 Survival check locate dig spot.

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

External links