More actions
The Hollow is a Location contained within the Druid Grove in Act One.
Primary entry to The Hollow is through the large cavern opening at X: 204 Y: 500
This area notably provides main entry points for the Sacred Pool, the Makeshift Prison, and the Tiefling Hideout.
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Story interactions
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Available story interactions vary based on the player's choice of actions in the game. The following is a list of some elements impacting the story that may occur in this area.
- Speak to the tiefling children training to fight.
- Speak to the man and the child arguing over a stolen locket.
- Speak to the tiefling child trying to sell goods.
- Speak to Aradin about why they went to the goblin camp.
- Speak to the three arguing tieflings about if they should leave or not.
- Speak to Komira as you head into the Sacred grove about her daughter.
Notable characters
Companions
- Shadowheart may be found and recruited at X: 223 Y: 544 near the oxen, if not previously recruited on the Ravaged Beach.
- Wyll can be found and recruited near the combat training at X: 204 Y: 550
Traders
Several Traders may be found in the Hollow.
NPCs
- Meli Model.png
Related quests
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Hidden treasure
- The haystack by the two oxen tended by Toron. To reveal this location, players who are under the effect of Speak with Animals may talk to the Bored Ox or else pass a DC 7 Perception check.
- Past the oxen, where Doni loiters, there's a pair of Metallic Gloves lying on the horse cart. They can be picked up without it counting as stealing. The locked Travel-Worn Chest right aside the cart is also worth checking.
- Behind the storage shed where you find Pandirna there's a pouch on the ground with a good amount of riches. The player can access the storage from both sides: either by using a lockpick action on the front door (a forbidden action), or climbing into the roof on the back via the Makeshift Prison. Caution: there's exploding plants along this path that are only revealed by an ability check.