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Blighted Village

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Wilderness
Risen Road
Goblin Camp Blighted Village Forest
Sunlit Wetlands
The Blighted Village (also known as Moonhaven) is a Location within the Wilderness in Act One of Baldur's Gate 3. The village is situated roughly midway between the Druid Grove and the Goblin Camp.
Portrait Karlach.png
Looks like this town was ransacked - by soldiers, if my eyes don't deceive me.<...> Must've been an awful day for the people who lived here.
Karlach, upon looking around the village

Overview[edit | edit source]

The Blighted Village is a small location surrounded by the Forest, through which the party can reach the Goblin Camp, the Risen Road, and the Sunlit Wetlands, as well as Whispering Depths (and the Underdark through it). The buildings are half-ruined and neglected, though there are several points of interest to find and take several minor quests.

Also, exploring the Blighted Village can progress Shadowheart Shadowheart's personal quest, either as origin or companion.

History[edit | edit source]

Currently, the goblin guards refer to village as Bogrot, claiming that the former villagers have been dead for a hundred years. The settlement's former name was Moonhaven, and it was inhabited by followers of Selûne Selûne - the congregate of the nearby temple of the Moonmaiden. By the time the party can explore it, the village has been long since razed and ransacked. Also, the village was visited at some point by Hellriders from Elturgard whom the locals feared would threaten their independence. The village's history may be partly recovered by exploring its ruins: a small fane to Selûne Selûne and a Selûnite Necklace can be found. Also, reading some documents found in the village and later in the walkthrough can be helpful.[1] From these, it may be concluded that the attackers were Sharran Sharran raiders dispatched by Ketheric Thorm Ketheric Thorm.

Entrance interactions[edit | edit source]

Approaching the village for the first time awards the party 60 XP. Several goblins have taken a guard duty, openly or in preparation to ambush ambush trespassers. To sense an ambush, a passive Perception check must be passed. The goblins can be found at the following places in the Blighted Village:

  • Near the eastern gate:
    • On and in the Blacksmith building to the north west: a Goblin Booyahg and a Goblin Tracker on the roof, and an additional Goblin Tracker on the lower floor.
    • On the Apothecary building to the south west: a Goblin Booyahg and a Goblin Sharp-Eye on the roof.
  • Near the western gate: a Goblin Brawler who sometimes wanders into the center part of town.
  • Near the southern gate: a Goblin Warrior and a Goblin Sharp-Eye at the gate.

There are several possible interactions, depending on the way the party approach and enter the village. Upon first approaching the village openly from south or east directions, the dialogue with goblin guards starts automatically.

Eastern gate[edit | edit source]

Spotting the goblins first with a successful check:

  • [TRUE SOUL] [ILLITHID] [WISDOM] Stand down. Now. (DC 5 Advantage Icon.png)
  • [INTIMIDATION] Out of my way, or I'll cut you down first. (DC 15)
  • [BARBARIAN] [INTIMIDATION] I said. Let. Me. PASS. (DC 15 Advantage Icon.png)
  • [BERSERKER] [INTIMIDATION] ROAR. (DC 15 Advantage Icon.png)
  • [HALF-ORC] [INTIMIDATION] Either you stand aside, or I go right through you. (DC 15 Advantage Icon.png)
  • [PERSUASION] Just let me by and we'll pretend this never happened. (DC 15 Advantage Icon.png)
  • [BRANDED] Show your brand.

If no party member spots an ambush:

  • [TRUE SOUL] [ILLITHID] [WISDOM] Stand down. Now. (DC 5)
  • [INTIMIDATION] I'm not running, and their aim's not good enough to save you. (DC 15)
  • [BARBARIAN] [INTIMIDATION] Not scared of your pinpricks. (DC 15 Advantage Icon.png)
  • [BERSERKER] [INTIMIDATION] ROAR. (DC 15 Advantage Icon.png)
  • [PERSUASION] Spare them the trouble and just let me pass - I'll be gone in no time. (DC 15)

Southern gate[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. Otherwise, a successful skill check convinces him to let the party pass:

  • How about a donation instead? Some coin for the town.
  • How about a donation...?
  • [TRUE SOUL] [ILLITHID] [WISDOM] You do not give orders to me. (DC 5)
  • [INTIMIDATION] Nice town. I'll wipe my feet on your corpse before entering. (DC 15)
  • [BERSERKER] [INTIMIDATION] ROAR. (DC 15 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] You get nothing. (DC 15 Advantage Icon.png)
  • [PERSUASION] It's a fine day, my friend. Why spoil it with killing? (DC 20)
  • [BARD] Then my search is over - I'm actually here to write the Ballad of Bogrot.
    • [PERFORMANCE] 'Bogrot, fair Bogrot - with hills as green as goblin snot.' (DC 15)
    • [PERFORMANCE] 'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!' (DC 10)
  • [DROW] I'll give you another chance. Look at me again and choose your words carefully.

Sneaking in[edit | edit source]

There are several possibilities to enter the village unnoticed (for example, from the unguarded gate to the north). In that case, getting spotted by any goblin guard within the village prompts a dialogue with following options:

  • [TRUE SOUL] [ILLITHID] [WISDOM] Let's try again, shall we? Address me properly. (DC 10)
  • [DECEPTION] What? The guard let me pass. (DC 15)
  • [DETECT THOUGHTS] [INTELLIGENCE] I'm here to see Fezzerk. (DC 9)
  • [INTIMIDATION] Or you could let me pass, and live to see nightfall. (DC 10)
  • [BARBARIAN] [INTIMIDATION] You keen on dying? Happy to help. (DC 10 Advantage Icon.png)
  • [BERSERKER] [INTIMIDATION] ARE YOU READY TO DIE? (DC 10 Advantage Icon.png)
  • [GITHYANKI] [INTIMIDATION] Perhaps I will take something from you. Suggestions? (DC 5)
  • [PERSUASION] I bypassed your guards. If I meant you harm, I could've just killed you all. (DC 15)
  • [DROW] Am I to explain myself to every slug that crosses my path?

Companion approval and Inspiration[edit | edit source]

  • Eastern gate:
    • Passing through peacefully: Gale approves +1 Shadowheart approves +1
    • Provoking a combat: Astarion approves +1 (except directly choosing an "Attack" option in the dialogue)

If having been spotted within the village already, no companion approval is gained.

Inspiration[edit | edit source]

Making the way through the guards at the southern or eastern gates (or pacifying them on being spotted) by Persuasion Persuasion, Deception Deception, reading goblins' minds reading goblins' minds or Performance Performance (at the southern gate) grants the Just Passing Through Just Passing Through inspiration to party members with the Charlatan Charlatan background. Using specific dialogue options available to Drow Drow, Drow Half-Elf Drow Half-Elf or to the characters disguised as a Drow also allows earning this inspiration point.

Points of interest[edit | edit source]

Village Center and the Well[edit | edit source]

On a huge stone near the apothecary building at X: 34 Y: 394 is a Waypoint for the Blighted Village.

Across it, near a wagon stands a Moss-Covered Chest. The Moss-Covered Key for this is held by the Goblin Booyahg who stands on the Apothecary building's roof. The chest contains some gold and the Haste Helm.

To the west of the village center is an old Well. Interacting with it requires a DC 10 Investigation check and allows the party to discover one of the entrances to the Whispering Depths; the other two entrances are inside the Blacksmith's Forge. While exploring the Whispering Depths, the party can find a way to reach the Underdark.

Around the village streets are numerous crates and boxes, mainly containing minor amounts of gold and various cookware left by former inhabitants.

Apothecary[edit | edit source]

At the south-eastern corner of the village is a ruined Apothecary. It consists of several rooms and has outer wooden platforms coming down to the southern village gates. Slice Tracker Slice, Brek Brawler Brek and another Goblin Warrior wander around between the apothecary and the village walls, gathering some loot (mostly various cookware) into the crates on the farmost platform. None of them stops the party from exploring the building.

Inside the apothecary, the party can gather some alchemical ingredients and potions, including a Potion of Sleep, which cannot be crafted from the game alchemy menu. Interacting with the old cauldron prompts a DC 10 Medicine check. Succeess reveals that it was used not only for the apothecary means, but for brewing powerful potions, as well.

On the counter lies the Apothecary's Ledger. The last entry in it mentions that the most precious ingredients were moved to the cellar. Reading the ledger adds the Search the Cellar Search the Cellar to the journal. The hatch leading to the cellar is half-covered under a broken cupboard.

Blacksmith's house[edit | edit source]

The Forge's blue fire from sussur bark.

The building of the village smithy stands right to the north from the eastern gate.

Its ground floor is open; in one room the party can find some books and documents concerning the village history, and a Selûnite Necklace on a table at X: 37 Y: 431. In the next room a huge breach in the floor is covered with calcified web. On a crate next to it at X: 50 Y: 240 lies an Old Key. The goblin guarding the room pays no attention to the party exploring and looting both rooms.

The smithy's cellar behind the locked shabby wooden doors, which can be opened with the aforementioned Old Key, is the Blacksmith's Forge of Sampson. The other ways to enter the cellar are:

  • Destroying the calcified web and jumping into the hole (takes the party into the forge)
  • Descending into the Whispering Depths through the well in the middle of the village and destroying the cracked walls either at X: -447 Y: -367 or at X: -455 Y: -389 (when searching around the cellar, the first one requires DC 10 Perception check to find).

Various crates and cupboards inside this long-abandoned forge contain a fair amount of plain weaponry, minor amounts of gold, and also no less than 6 sets of Thieves' Tools and / or Trap Disarm Toolkits.

On the wooden mezzanine at X: -435 Y: -374 stands a locked chest, with a piece of Infernal Iron and a Steelforged Sword inside. Also, a Smokepowder Barrel can be picked up nearby. The chest can be opened with a Heavy Key found on the ground outside of the Forge building at X: 58 Y: 429. The iron can be brought to Dammon Dammon to upgrade Karlach Karlach's heart and progress her personal quest, Forging a Heart Forging a Heart (origin) or The Hellion's Heart The Hellion's Heart (companion).[2]

On the ground below the mezzanine stands a trapped wooden chest which contains a parchment with Highcliff's Blueprints and some gold. Reading it initiates the Finish the Masterwork Weapon Finish the Masterwork Weapon quest. The first party member to read the parchment makes a DC 15 Nature check to recall where the Sussur Tree Bark can be obtained.

A piece of Sussur Tree Bark can be obtained in the Dread Hollow in the Underdark. It can be combined at the forge with a Dagger, a Greatsword, or a Sickle to create one of the following weapons to complete the quest Finish the Masterwork Weapon Finish the Masterwork Weapon:

Completing the quest grants the The Finest Ingredients The Finest Ingredients inspiration to the characters with the Guild Artisan Guild Artisan background.

Schoolhouse[edit | edit source]

The ruined schoolhouse is located at the south-western corner of the village. The signs of children's activity can be found about: a game of hopscotch drawn on the ground, as well as height markings on one of the beams inside. A 'Missing' Poster on the wall nearby contains several names of disappeared children.

Inside the old school a trio of ogres, Lump Lump the Enlightened, Chock Chock, and Fank Fank, are feasting on the body of a Dead Tiefling Dead Tiefling. Upon approaching, a dialogue with them starts automatically.

Lump tells the party that he has reached a bargain with the goblins: he and his fellows check any stranger for the Brand of the Absolute and are free to kill and eat whomever does not have it.

However, Lump and his crew can be persuaded to leave peacefully. More so, the player character has an option to sway the ogres to their side by promising them money or persuading persuading them to have their full of the enemies' meat. In the latter case, Lump gives the player character his bonehorn, which allows the party to call on Lump and his cohort for aid during combat in Act One.

Convincing the ogres to fight along the party earns the following inspirations:

Also, hiring Lump and his ogres grants approval from Karlach approves +1 and Shadowheart approves +1.

Otherwise, the dialogue may spill into a fight. In this case, any goblin who sees the party attacking the ogres, joins the fight, siding with Lump and the other ogres. The fight also starts immediately if the player character sneaks close to the ogres and destroys the cracked support beam in the middle of the former classroom (requires DC 3 Perception check to detect).

After Lump and his fellow ogres have been dealt with, the old school can be explored. The ogres' victim is available to Speak with Dead Speak with Dead. If not yet having found any clues to the githyanki presence in this region, an interrogation of the corpse can help with this.

In the far corner of the former classroom there is a nearly-intact bookshelf which contains an Old Schoolbook. Reading it initiates a unique interaction with Shadowheart Shadowheart, unless the similar interaction behind the windmill (see below) was activated first.

Three barrels near the bookshelf can be looted for Camp Supplies, seemingly stashed by the ogres.

Behind the building at X: -4 Y: 371 a Dirt Mound can be located with a DC 15 Survival check.

In the building attic at X: 15 Y: 360 a DC 10 Perception check allows to notice movable wooden floorboards. Inside, there are a Child's Drawing and a Handwritten Note.

Windmill[edit | edit source]

At the northern side of the village is a windmill surrounded by Fezzerk Fezzerk and his band of goblins and worgs. They have tied Barcus Wroot Barcus Wroot to a windmill vane. Upon approaching the windmill, the minor quest Rescue the Gnome Rescue the Gnome is added to the journal.

When the player character comes closer to Fezzerk, dialogue starts automatically. The full list of available options within the dialogue is presented on the quest description page. If the party members approach the windmill from the wall breach at X: -5 Y: -446, Fezzerk and all members of the gang turn hostile without any conversation.

The party can instigate the fight with the goblins or convince them to leave. Afterwards, the windmill can be operated by interacting with the levers inside: stopped with the "Brake" lever or sped further with the "Release Brake" lever. Using the latter causes the windmill vanes to turn faster, resulting in Barcus Wroot's bindings tearing off, and him being shot into the sky. His corpse can then be found on the path between the old school building and the well.

If Barcus is safely untied from the windmill vane, he explains that he has been searching to find his friend Wulbren Bongle Wulbren. Conversation can reveal that the reason he was caught by the goblins was his Heavy Backpack, and he then suggests the party look for it as a prize for saving him. The backpack has been stashed by goblins in the windmill cellar, accessible through a wooden hatch at X: -11 Y: 436. It contains some Camp Supplies and a Smokepowder Satchel. In a heavy chest nearby, some gold and The Speedy Lightfeet can be found.

Saving Barcus from Fezzerk and his gang grants the The Most Unfortunate Gnome The Most Unfortunate Gnome inspiration for the characters with the Folk Hero Folk Hero background. Also, rescuing Barcus has far reaching consequences for many quests, including Save the Grymforge Gnomes Save the Grymforge Gnomes, Rescue Wulbren Rescue Wulbren, and Avenge the Ironhands Avenge the Ironhands. If rescued, he can be encountered again throughout Acts Two and Three.

On the upper floor of the windmill several goblin weapons can be taken.

Behind the windmill at X: -25 Y: -431 is a small defiled shrine to Selûne Selûne, which has a unique interaction for Shadowheart Shadowheart, unless a similar interaction with the diary at the Schoolhouse is activated first.

Waypoints[edit | edit source]

This location contains the following Waypoint:

  • caption = Blighted Village Blighted Village at X: 34 Y: 393

Related locations[edit | edit source]

Characters[edit | edit source]

Available to Speak with Dead[edit | edit source]

Loot[edit | edit source]

Hidden treasure[edit | edit source]

  • A buried chest behind the schoolhouse where Lump the Enlightened and his ogres lurk at X: -4 Y: 371 ( DC 15 Survival check to locate the dig spot)

Related literature[edit | edit source]

Related quests[edit | edit source]

Notes[edit | edit source]

  1. For example, the Moonhaven Logbook, the Apprentice's Journal, the book Regarding Strange Riders in These Parts as well as a Logbook of Sendings in the Defiled Temple, a Map of Moonhaven and an Old Letter in Grymforge.
  2. The only other infernal iron available in the region is stored in the Shattered Sanctum.

External links[edit | edit source]