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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.
Wilderness | ||||
Risen Road | ||||
↑ | ||||
Goblin Camp | ← | Blighted Village | → | Forest |
↓ | ||||
Sunlit Wetlands |
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview
Waypoints
This location contains the following
:- Blighted Village X: 34 Y: 393
Connected locations
Entrance interactions
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
East
When entering the Blighted Village from the East, a goblin booyahg is preparing an ambush.
- Attack the Goblins
- Intimidation DC 15 OR Persuasion DC 15 OR Illithid Wisdom DC 2 OR Be or disguise as a Drow to talk your way past.
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 +1 +1 -1
- Intimidation DC 15
- 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 +1 +1 -1
- Bard Performance DC 10 - "'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'"
- Inspiration:Charlatan +1 +1 -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 goblins and worgs, 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.
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
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. There are two 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:
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.
Barn
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.
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:
- Haste Helm (Found inside the locked chest near the Ancient Sigil Circle waypoint X: 32 Y: 403.)
- Highcliff's Journal (Starts Finish the Masterwork Weapon quest when read.)
- Lump's War Horn (Given or dropped by Lump the Enlightened.)
- Smokepowder Satchel
- The Speedy Lightfeet (Found inside the heavy chest in the Windmill Cellar.)
- Warped Headband of Intellect (Dropped by Lump the Enlightened.)
- Sussur Greatsword
- Sussur Sickle
- Sussur Dagger
- Dagger +1 lodged in a piece of meat near the barn
- Very Heavy Greataxe (Dropped by Fezzerk.)
- Portrait of Ifan ben-Mezd - in the schoolhouse above the ogres at X: 16 Y: 363
External links
- Moonhaven on the Forgotten Realms Wiki