Blighted Village: Difference between revisions

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[[File:Blighted Village.jpg|thumb|400px|{{NoExcerpt|The long abandoned blighted village, Moonhaven.}}]]
[[File:Blighted Village.jpg|thumb|400px|{{NoExcerpt|The long abandoned blighted village, Moonhaven.}}]]
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]].
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 '''Bogrot''' by a goblin guard.


This location is also called ''Moonhaven'' or ''Bogrot'' by a goblin guard.
{{Relative location
{{Relative location
|region = Wilderness
|region = Wilderness
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|west    = Goblin Camp
|west    = Goblin Camp
}}
}}
{{SpoilerWarning}}


==Overview==
==Overview==
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=== Entrance interactions ===
=== Entrance interactions ===
{{SpoilerBox|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.
Arriving at the village awards the party 60 XP. Various Goblins have taken informal guard duty, including:
=== East ===
 
When entering the [[Blighted Village]] from the East, a goblin booyahg is preparing an ambush.
* Blacksmith building (NE): A [[Goblin Booyahg]] and a [[Goblin Tracker]] on the roof, and an additional Goblin Tracker on the lower floor.
* Apothecary building (SE): A Goblin Booyahg and a [[Goblin Sharp-Eye]] on the roof.
* Western gate: A [[Goblin Brawler]] who sometimes wanders into the center part of town.
* Southern gate: A [[Goblin Warrior]] and a Goblin Sharp-Eye at the gate. Inside the gate, in the SE corner of town, [[Tracker Slice]] can be found [[Brawler Brek]] and another Goblin Warrior.
 
There are several possible interactions, depending on which direction the party approaches the village.
 
==== East ====
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
* Attack the Goblins
* Attack the Goblins
:: {{Approval|Astarion|+1}}
:: {{Approval|Astarion|+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.
* Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully. Being or disguising as a [[Drow]] also let the party pass. Disguising as a Drow gives an inspiration for characters with the [[Charlatan]] background such as [[Astarion]].  
:: {{Approval|Gale|+1}}  {{Approval|Shadowheart|+1}}
:: {{Approval|Gale|+1}}  {{Approval|Shadowheart|+1}}


Saying you spotted them in the first dialogue gives advantage to the persuasion check.
Saying that the party spotted the Goblins 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 ===
==== 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.
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
* Persuasion DC 20
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
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:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}


To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise yourself as a Drow.
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
Note: some of these approvals are not marked in conversation.


=== West ===
==== 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.
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.


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


=== 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 peacefully, 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]].
Behind the windmill is a small shrine to [[Selûne]], which will have a unique interaction for [[Shadowheart]], unless the interaction with the diary at the Schoolhouse is activated first.


===Windmill Cellar===
===Windmill Cellar===
Accessed through a '''Wooden Hatch''' {{Coords|-11|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]].
Accessed through a '''Wooden Hatch''' {{Coords|-11|436}} behind the windmill, the cellar served as a hideout for [[Barcus Wroot]]. Here the party 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 ===
=== Blacksmith's Forge ===
[[File:Blacksmiths Forge.jpg|thumb|right|The Forge's blue fire from sussur bark.]]
[[File:Blacksmiths Forge.jpg|thumb|right|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]].
Behind the locked '''Shabby Wooden Doors''' of a building in the Blighted Village is the Blacksmith's Forge. This long-abandoned forge can be used to create a sussur weapon 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:
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 atop a crate (in the room with the Calcified Web). There are two other ways to enter the forge:
* Destroy the '''Calcified Web''' {{Coords|46|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.
* Destroy the '''Calcified Web''' {{Coords|46|426}} covering a hole in the floor, found inside the same building with the Shabby Wooden Doors. Jumping into the hole takes the party into the forge.
* Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-367}}. This reveals an entrance into the Forge.
* Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-367}}. This reveals an entrance into the Forge.


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*{{MdRarityItem|Sussur Sickle}}
*{{MdRarityItem|Sussur Sickle}}
*{{MdRarityItem|Sussur Dagger}}
*{{MdRarityItem|Sussur Dagger}}
A Heavy Key found on the ground outside the Forge building opens a locked chest up a ladder in the Forge's basement containing {{RarityItem|Infernal Iron}} and a {{RarityItem|Steelforged Sword}}.


===Apothecary===
===Apothecary===
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=== Schoolhouse ===
=== 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.
A trio of ogres, [[Lump the Enlightened]], [[Chock]], and [[Fank]], are here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will give the party [[Lump's War Horn]], which allows the party to call on Lump and the ogres for aid during one 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 Apothecary 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 are inside the Blacksmith's Forge).


===Barn===
===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.
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.
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.
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==Notable characters==
==Notable characters==
*[[Barcus Wroot]]
*[[Barcus Wroot]]
*[[Brawler Brek]]
*[[Buthir]]
*[[Chock]]
*[[Fank]]
*[[Fezzerk]]
*[[Fezzerk]]
*[[Grukkoh]]
*[[Lump the Enlightened]]
*[[Lump the Enlightened]]
*[[Chock]]
*[[Tracker Slice]]
*[[Fank]]
* [[Buthir]]
* [[Grukkoh]]


==Related quests==
==Related quests==

Latest revision as of 22:37, 13 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 Bogrot by a goblin guard.

Wilderness
Risen Road
Goblin Camp Blighted Village Forest
Sunlit Wetlands

Overview[edit | edit source]

Waypoints[edit | edit source]

This location contains the following Waypoint Waypoint:

  • Blighted Village X: 34 Y: 393

Connected locations[edit | edit source]

Entrance interactions[edit | edit source]

Arriving at the village awards the party 60 XP. Various Goblins have taken informal guard duty, including:

There are several possible interactions, depending on which direction the party approaches the village.

East[edit | edit source]

When entering the Blighted Village from the East, two Goblin Booyahgs are preparing an ambush.

  • Attack the Goblins
Astarion approves +1
  • Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully. Being or disguising as a Drow also let the party pass. Disguising as a Drow gives an inspiration for characters with the Charlatan background such as Astarion.
Gale approves +1 Shadowheart approves +1

Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.

South[edit | edit source]

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 as a Drow.

West[edit | edit source]

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[edit | edit source]

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 peacefully, 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 interaction with the diary at the Schoolhouse is activated first.

Windmill Cellar[edit | edit source]

Accessed through a Wooden Hatch X: -11 Y: 436 behind the windmill, the cellar served as a hideout for Barcus Wroot. Here the party 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[edit | edit source]

The Forge's blue fire from sussur bark.

Behind the locked Shabby Wooden Doors of a building in the Blighted Village is the Blacksmith's Forge. This long-abandoned forge can be used to create a sussur weapon 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 atop a crate (in the room with the Calcified Web). There are two other ways to enter 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 party 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 up a ladder in the Forge's basement containing Infernal Iron and a Steelforged Sword.

Apothecary[edit | edit source]

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[edit | edit source]

A trio of ogres, Lump the Enlightened, Chock, and Fank, are here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will give the party Lump's War Horn, which allows the party to call on Lump and the ogres for aid during one 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[edit | edit source]

Near the town center is a Mossy Chest, the Mossy Key for which is held by the Goblin Booyahg that starts atop the Apothecary 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 are inside the Blacksmith's Forge).

Barn[edit | edit source]

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[edit | edit source]

Related quests[edit | edit source]

Hidden treasure[edit | edit source]

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[edit | edit source]

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

External links[edit | edit source]