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Defeat the Goblins

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Revision as of 10:57, 21 October 2023 by Kaedys (talk | contribs) (→‎Notes: Replaced false myth about long rests progressing the quest with a link to proof, pulled from the Save the Refugees page)

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Kagha wants the outlanders gone.

Defeat the Goblins is a sub-quest of the Druid Grove's main quest Save the Refugees in Act One. It can be initiated by speaking with Zevlor after Kagha asks the party to aid them.



Objectives

Objectives and journal entries may vary pending player decisions and outcomes.

Travel to the Goblin Camp.
  • There were three figures in the drawing we found. The goblins must have more than one leader.
  • If the tieflings are to make their way to Baldur's Gate, we will need to deal with the goblins. Zevlor thinks someone must be organising them. We should investigate their camp.
Find the leader of the Goblin Camp.
  • Travel to the Goblin Camp.
  • We arrived at the Goblin Camp. Now we need to find who's in charge and deal with them.
Search for the leaders.
  • We learned that there are three people in charge, but we need more information.
  • We've arrived in the Goblin Camp. Now to find the three leaders.
  • We've killed the goblin king, a hobgoblin named Dror Ragzlin. The goblins are still celebrating, though - there must be more leaders.
  • We killed Minthara, the drow commander. But she can't have been the only one keeping the goblins in line - we need to find more leaders.
  • We killed the goblins' spiritual leader, Priestess Gut. Someone else must have led them into battle - we need to find them.
Kill all three leaders.
  • There are three leaders of the Goblin Camp: Dror Ragzlin, Priestess Gut, and the drow Minthara.
  • We killed the goblin king Dror Ragzlin.
  • We killed one of the goblin leaders, a drow named Minthara.
  • We killed Priestess Gut, one of the goblin leaders.
Speak with Zevlor.
  • With Dror Ragzlin dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
  • With Minthara dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
  • With Priestess Gut dead, the goblins have no leadership. They won't be a threat now - we should tell the tieflings.
Quest Complete
  • The roads are safe, and the tieflings are ready to leave. Tonight, we celebrate at camp.
  • Killing the goblin leaders no longer matters. Minthara left with her band of raiders, and they're going to attack the grove.
  • The tieflings were forced out of the grove before we could deal with the goblins. They'll likely die on the road.

Walkthrough

Defeat the Goblins can be obtained by speaking to Kagha in the Inner Sanctum of the Druid Grove. Kagha blames the outlanders for bringing trouble to the Grove and wants them gone. Seeing how the party defeated the goblin raiders at the Grove's entrance, Kagha believes they could work as hired swords. She orders the party to offer their services to the tieflings so that they will leave, and states they have until the end of the Rite of Thorns to do so.

Speak to Zevlor in the Secluded Chamber in the Hollow. Choose "Leaving the grove is the best option. How can I help?" Zevlor explains that while he and his refugees want to leave, the roads are infested with goblins. It'd be a death sentence for them to go back on the roads. He explains that defeating the goblin leaders would cause enough disarray for the tieflings to safely leave. This starts the journey to the goblin camp to defeat the leaders.

Entering the Goblin Camp

There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including but not limited to:

  • A full-frontal assault.
    • Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.
  • A mixture of diplomacy checks, such Persuasion and Deception.
    • Alternatively, a player can brute force through all diplomacy checks by utilizing the dialogue Tadpole Power.
    • Drow, or characters disguised as one via the Disguise Self spell, also have special dialogue options that helps you bypass diplomacy checks.
  • Avoiding the check-points through stealth or finding an alternative path (i.e. approaching the camp from the North-West).
    • Note, approaching from the North-Western path requires the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A Silence spell can effectively cover this.

Once the player successfully bypasses the check-points and enters the camp proper, they are free to partake in the camp activities, converse with the partying Goblins, and take on various side quests (more information on the Goblin Camp page). Specifically for this quest, we must continue and venture into the interior of the temple.

The Shattered Sanctum

The cracked wall on the second-level of the Goblin Camp.

There are two entrances into the Shattered Sanctum - the main door, or through the cracked wall on the 2nd level of the camp (X:-106, Y:481).

The main entrance:

  • The entrance is guarded by Warrior Trinzas, who can be persuaded through diplomacy, Tadpole Powers, or Drow special dialogue like the previous check-points.
  • Violence is always a viable alternative, however, there is a risk the fighting draws the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.

The cracked wall:

  • The wall is an object with 22 Hit Points, Sturdy, and immunity to all damage types except piercing (resistant), and force (vulnerable).
  • This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like Smokepowder Bombs or Eldritch Blast - ideal for breaking this wall.
  • As there are sleeping guards situation close to the wall, using the Silence spell on the explosion or the guards to cover the noise is recommended, if you wish to avoid a confrontation.

There is technically a 3rd entrance to the temple from the Selûnite Outpost in the Underdark, but that door is inaccessible externally, and requires the player to have opened it from inside of the Shattered Sanctum first.

Priestess Gut

Priestess Gut (X:297, Y:-18) is in front of the giant throne immediately north of the front entrance. She offers to brand the party with the Brand of the Absolute, which can be accepted or rejected. Regardless of whether the brand is taken or not, Gut recognizes the party as fellow True Souls. She attempts to probe into the party's minds with her illithid powers. Allow her to do this, and she notices something is amiss. Explain that it's the result of the tadpoles and ask if she can help, commencing Ask the Goblin Priestess for Help. Gut says that the party should join her in her private chambers.

Follow her to her chambers, where she says she has a cure for the tadpole. She says that a special cleansing potion must be taken first. However, an Arcana check reveals this is a sleeping potion. If she's called out on this, or if the party member in question is resistant to sleeping potions (ie an elf, half-elf, or paladin), she becomes hostile and also triggers several nearby goblins to become hostile. However, if the potion is taken, she chains up the party member and says she intends for them to become her pet squid. It's possible to either break free with an Acrobatics or Strength check, but a special scene plays if nothing is done at all. Wait, and Korrilla appears from a portal to assassinate both Gut and her Ogre guard. Then she disappears after a brief conversation, warning the party to be more careful.

Minthara

The drow Minthara (X:333, Y:42) is in the northeastern corner of the Shattered Sanctum. There is a Scrying Eye that must be dealt with before defeating her, otherwise the camp is alerted. Minthara can easily be taken out after speaking with her, as she runs across the bridge to gather the troops. While she is running on the bridge, attack the bridge's posts and she falls into the chasm below (note: as with any action that takes an enemy off the map, this will make her valuable loot inaccessible). Otherwise, once the scrying eye is dealt with, only Minthara and her minions in the room become hostile, so the other two leaders can still be dealt with stealthily.

Dror Ragzlin

Dror Ragzlin is unique in that he is the only member of the trio that cannot be killed with stealth. If the party kills Ragzlin, no matter where they are, the entire camp becomes hostile. For this reason, it's best to wrap up all business in the goblin camp and acquire the waypoint in the Selune Outpost below the Shattered Sanctum before killing him.

Dror Ragzlin is in the throne room to the north, casting Speak with Dead on an illithid corpse (X:296, Y:40). A cutscene automatically plays as the party enters the room, with Ragzlin asking if they'd like to speak to a squid.

If Ragzlin is allowed to commune with the illithid on his own, its killer is revealed to be the party after the second question. This can be avoided by taking control of Ragzlin's questions with a wisdom check (DC 10) and asking questions other than who is the killer such as "Why was the Nautiloid in Faerûn?" Asking an obvious question like "Who is the Absolute?" causes Ragzlin to be suspicious of the party. Otherwise, if the party is caught out at being the illithid's killer, they can talk Ragzlin down through a Persuasion check or by using Detect Thoughts to reveal he likes being called the Absolute's Right Hand.

A very simple way to kill Ragzlin is to shove him before her returns to his throne after the illithid conversation. However, this makes the whole room become hostile and escaping is more difficult. There is a stealthier way to kill Ragzlin by separating out one party member while the others wait elsewhere. Sneak up to the wooden beams above the throne and hit him with something that kills him instantly, such as a Void Bulb. Then, quickly fast travel outside of the camp.

Returning to the Grove

Upon returning to the Grove, Zevlor approaches the party and states his scouts brought news that the goblin leaders have been defeated. He thanks the party and states that the refugees pooled up their gold to reward the party, which the party can either accept or refuse (note: the reward includes a nice item in addition to gold, which can't be acquired otherwise). Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately.

If Halsin has not been rescued as part of Rescue the Druid Halsin then he escapes on his own and appears back in the Grove.

Notes

  • While it was believed that the quest would transition after a certain number of long rests, this has been proven false.[1]