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Goblin Camp

From bg3.wiki
Revision as of 09:45, 15 October 2023 by DrakeCross22 (talk | contribs) (Added more sublocations. Skill checks. Dig spots.)
The entrance to the Shattered Sanctum from the Goblin Camp.
The Goblin Camp is a Location within the Wilderness in Chapter One. It is the exterior area of the Shattered Sanctum.

Location Summary

Access

The Goblin Camp is has a main entrance that is reached when crossing the bridge X: -43 Y: 373 in the Forest. Alternate entry is possible through where the Sunlit Wetlands and Forest meet by crossing the fallen tree bridge X: -23 Y: 319. Entering this area will reward the party with 15 exp.

Forest Road Checkpoint

To reach the camp, there is a guard post along the main road that has to be bypassed. A passive DC 10 Intelligence check 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 DC 17 Perception check to notice them.. They deal 2d6Damage TypesFire with a DC 12  Dexterity saving throw. Can be disabled with a DC 10 Sleight of Hand check. 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:

Succeeding in bypassing the checkpoint through most of these methods will reward 140 exp and the Very Important Parasite Inspiration for 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 along with 20 exp.
  • DC 10 Athletics check . Scoop up the warm dung and fling it at Olak's face. (This will start a fight but leave Olak Blinded for Duration: 3 turns.)
  • 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.

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:

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 3d6Damage TypesBludgeoning with a chance to hit multiple times if someone is in an unfortunate position. Tracker Rindle or Bal will likely target it if none of their allies are threatened by the trap.

War Drum:

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.

  • Bang the drum with an open palm. (This will make all the goblins at the checkpoint and beyond it hostile.)
  • Bard DC 10 Performance check. 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.)
  • DC 10 Performance check. Rap out a simple rhythm. (Same result as above.)
  • Tear the drumhead open. (Disables the drum, making it unusable.)

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.

Goblin Camp

Across a crumbling bridge is the main section of the camp and beyond that further north, the entrance to the Shattered Sanctum.

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

Just right of the cooking split is a large skull upside down X: -95 Y: 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 and/or having someone Performing as a 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:

If the drinks are spiked, a toast will begin with you pushed into joining in. Once more, you have different ways to handle things.

Failing any of the checks above will give you another chance to avoid suspicion:

  • Down the drink. Leading to the save as above.
  • "You've caught me. It's poisoned." This will turn the whole camp hostile.
  • DC 10 Persuasion check. "I'm simply being a good guest, that's all."
  • DC 10 Deception check. "I was checking none of you idiots had spilled anything foul in there."
  • Detect Thoughts DC 12 Intelligence check. "Don't be stupid. You might be able to drink all day - the Absolute needs me sober."

If you avoid suspicion, the goblins will all drink up. Mirg, Grikka, Sul, Puli, Aggy, Gurk, Klagga and Breg will all quickly die from the poison. A few will also be lowered to half their health as well. You will be quickly accused of being behind it. You will be forced to attempt a few possible skill checks to avoid an outright fight. You will gain experience as if you killed the seven goblins yourself.

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

  • Negotiate at the main entrance for entry
  • Interact with Volo
  • Speak with Crusher
  • Chase the chicken or owlbear cub

Wayfinding

This location contains the following Waypoint Waypoint:

caption = Goblin Camp Goblin Camp X: 75 Y: 445

Sub-Locations

Characters

The NPCs in this location may vary based on player storyline choices and progress.

Notable NPCs

Merchants

Other NPCs

Loot

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

Sold by Grat the Trader

Looted

Hidden Treasure.

  • A buried chest on the ledge south of the chicken chasing arena, containing some scrolls. X: -131 Y: 425
  • A buried chest on the northeastern ledge, overlooking the sleeping Bugbears on the upper level. DC 10 Survival check to locate. X: -77 Y: 466
  • A buried chest on the east road from leading to the Rosymorn Monastery Trail, just before the mountain pass. DC 15 Survival check to locate. X: -154 Y: 329
  • A buried chest on a ledge just below where Rancer is station. DC 15 Survival check to locate.X: -76 Y: 402
  • A heavy chest up in the southeastern tower at the camp entrance. Can be reached with Jump and having decent Strength. Has a Smokepowder Bomb in it. X: -99 Y: 416
  • A locked chest DC 10 Sleight of Hand check located in the cliffs in the northeastern corner. Guarded by Blast and Poison Mines. Contains the Glowing Shield.

X: -57 Y: 467

Related Quests