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Goblin Camp

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Wilderness
Shattered Sanctum
Rosymorn Monastery Trail Goblin Camp Blighted Village
Sunlit Wetlands
The Goblin Camp is a Location within the Wilderness in Act One of Baldur's Gate 3. It is the exterior area of the former temple of Selûne, adjacent to the Shattered Sanctum.
Portrait Volo.png
Hear Volo! I cry far and wide for great glory!

Dror Ragzlin's best make is a blade in the quarry!
Be you beguiled or be you beheaded -
- goblinkind will attease and frelk you, areaded!
Laugh if you dare! Recoil, as you must!

A new age is dawning, with goblins atrust!
Volo, desperately trying to entertain the goblin raiders

Overview[edit | edit source]

The Goblin Camp covers a vast territory beyond the gulch of the river, which separates it from the Blighted Village. The gulch has several crossings allowing the party to enter the camp either openly or covertly.

The camp consists of two parts: a forest checkpoint and the ruins of the temple of Selûne Selûne, which lies beyond a stone bridge studded with wooden barricades. The main Goblin Camp can be ventured through to reach the inner part of the former temple, the Shattered Sanctum.

The main camp layout consists of the central square and two lesser squares both to east and west, as well as small ground above the entrance to the Shattered Sanctum with a destroyable wall and a system of half-ruined archways running around the central square.

Disembodied Voice[edit | edit source]

Approaching the main territory of the goblin camp for the first time triggers a cutscene, where the party members for the first time feel the overwhelming psionic power of the Absolute, and receive a vague vision of its Chosen. Eventually, the Mysterious Artefact manifests itself and quells the voice of the Absolute.

The narration within the cutscene changes slightly depending on whether the player character has already exerted the illithid powers on any character in a dialogue, and also depending on whether Shadowheart Shadowheart was recruited and / or is present. In the end of the cutscene, if Shadowheart is not present, the player character receives the Mysterious Artefact into their inventory and becomes Bound Bound to it.[1] If this happens, the Artefact's transfer can be later discussed with Shadowheart, and she asks the character in question to keep it to themselves until the party reaches Baldur's Gate.

Access[edit | edit source]

There are several ways to enter the Goblin camp:

  • Venturing through the main entrance, which can be reached after crossing the wooden bridge at X: -50 Y: 369.
  • Jumping down the cliff at X: -17 Y: 327, from a road running around the Blighted Village, then crossing the fallen log. Using Feather Fall Feather Fall (spell or potion) is recommended.
  • Leaping off the cliff west of the windmill in the Blighted Village at X: -29 Y: 437, behind the broken statue of Selûne Selûne, then crossing the narrow stone bridge to reach the upper tier of the camp. Using Feather Fall Feather Fall is recommended.

The Goblin Camp is also connected to the Rosymorn Monastery Trail (labelled as Mountain Pass) at X: -160 Y: 332. Also, at X: -121 Y: 470 it is possible to climb up two stone cliffs one by one and jump over the chasm at X: -134 Y: 512 to reach the the Mountain Pass where the Githyanki patrol can be found. To go this way, means of spatial movement such as Misty Step Misty Step, Grant Flight Grant Flight, Enhance Leap Enhance Leap and / or sufficient Strength Strength to jump up the cliffs is required.

Reaching the territory of the Goblin Camp for the first time by any method normally rewards about 15 xp.

Forest road checkpoint[edit | edit source]

Olak[edit | edit source]

To reach the camp via this entrance point, the guard post along the main road must be passed. A passive DC 10 Intelligence check reveals that this is a goblin outpost and highlights a War Drum on a cliff.

At the outpost there are several goblin guards led by Olak Sentinel Olak and accompanied by two worgs, Klaw Klaw and Small Klaw Small Klaw. When approaching, Olak automatically starts a dialogue to stop and threaten the party. There are a few ways to bypass him without fighting through passing various skill checks.

If Sazza Sazza is freed from the Emerald Grove as part of the Save the Goblin Sazza Save the Goblin Sazza, she awaits the party at the far end of the bridge and vouches for them at the outpost.

Drow Drow and Drow Half-Elf Drow Half-Elf characters, as well as those disguised disguised as such, are allowed passage without issue.

Passing the checkpoint through most of these methods rewards 140 xp. Also, this is one of the points where the Very Important Parasite Very Important Parasite inspiration may be granted to party members with the Charlatan Charlatan background.

If failing any of the checks (or picking certain ones), Olak tries to goad the player character into smearing worg dung over their face. If refusing or trying to leave, a fight is initiated. Otherwise, the player character can obey, or fling the dung at Olak and / or other guards, also starting a fight with them.

War Drum[edit | edit source]

The war drum used to call allies

If combat occurs, one of the goblins at the checkpoint tries to reach the War Drum on their first turn and call for help. However, this alerts only three goblins who are feasting at the table westward of the checkpoint; the goblins in the main camp are not alerted.

The War Drum at the checkpoint is the only one in the whole camp that can be played by any party member once without goblins considering it a transgression. Interacting with it grants several options:

  • Bang the drum with an open palm. - causes all goblins at the checkpoint and beyond to become hostile.
  • [PERFORMANCE] Rap out a simple rhythm. (DC 10) - leads to a funny scene of the player character beating the membrane self-forgetfully. While it alerts three goblins mentioned above, no fight occurs on the first time. However, Olak gives the player character a warning, and if they repeat the music-making again, a fight breaks out. [2]
  • Tear the drumhead open. - disables the drum, making it unusable.

Playing the War Drum grants the Feel the Beat Feel the Beat inspiration to characters with the Entertainer Entertainer background. Also, any other party member comments on the drum-player's technique.

Boulder trap[edit | edit source]

On the southern rocky hill is a barricade which, if destroyed, causes a large boulder to roll across the checkpoint. It causes 3d6BludgeoningBludgeoning with a chance to hit multiple times if someone is in an unfortunate position. Rindle Tracker Rindle or Bal Tracker Bal are likely to target the boulder if none of their allies are threatened by the trap.

Trapped tunnel[edit | edit source]

To bypass the check point, or if entering via the fallen log bridge, the party can use a tunnel to the south rigged with Blast Mines, planted under the web surface. The closest mine to the checkpoint requires a passive DC 17 Perception check to detect, while all others require DC 10 Perception check. Travelling around the checkpoint requires jumping over a small chasm. The path right beyond the chasm is also trapped with mines. It is possible to sneak past all the guards using precise timing.

If approaching the checkpoint from the the other side without stealth or invisibility, the party members are spotted by Rindle Tracker Rindle. The party can attack or try to talk their way out of combat. Again, Drow characters can walk away without any further questions. Unlike talking to Olak, here the player character can appeal to hail from Moonrise Towers, if they already know of it.

Checkpoint reinforcement[edit | edit source]

Sluck Sharp-eye Sluck, Wasp Devout Wasp and Tud Warlock Tud hang out at the table westward of the checkpoint. They are not hostile, even if the party snuck around the other goblins, but attack if a fight at the checkpoint starts. The road further to the west leads to the Rosymorn Monastery Trail (though labelled as Mountain Pass). If exploring this part of the Goblin Camp before anything else, the aforementioned cutscene with the Absolute's voice occurs here.

Travelling towards the Rosymorn Monastery Trail from here automatically progresses certain quests, causing some to fail or remain incomplete.

Main area of the camp[edit | edit source]

The main entrance of the goblin camp
Portrait Astarion.png
Ah, drink it in - that sweet, sweet chaos. Not that I approve of goblins, of course - filthy little beasts - but I do like a good den of debauchery.
Astarion, sharing his impressions on the goblins' feast

The main area of the Goblin Camp is across a crumbling bridge.

Shadowheart[edit | edit source]

If Shadowheart Shadowheart has not been recruited to the party, her corpse can be found nearby the bridge. She cannot be resurrected but can be spoken with via Speak with Dead Speak with Dead. The Mysterious Artefact can be looted from her body or is transferred to the player character's inventory during the aforementioned cutscene.

Goblin tunnels[edit | edit source]

Some of the goblin tunnels exits in the outer camp (circled)

Scattered around the camp are tunnels, which are usable only by goblins. They link the ground level areas of the camp to the upper level areas, which are primarily the ramparts and terrace. They look like ground holes, but cannot be interacted with by summons or Small or reduced reduced characters. The goblins use these tunnels during combat to quickly move between areas. Usage of these tunnels can be prevented by placing sufficiently large items on top of them, such as barrels or crates.

Centre courtyard[edit | edit source]

The centre courtyard with stage

The central courtyard contains several scattered tables set before a crude stage where Volo Volo struggles to entertain the goblins through his performance, under the watchful eye of Gribbo Gribbo. Volo continues singing, mixing lines with unexisting but seemingly rousing words, until speaking with him. Whatever course of dialogue is chosen, Gribbo ultimately drags Volo into the Shattered Sanctum. This initiates Rescue Volo Rescue Volo quest. Bards Bards can attempt to continue Volo's song, which requires passing a Performance Performance check, and may grant the party additional 15 XP.

Most of the goblins are gathered at the courtyard, walking between the tables, the Booze Tub (see below) and the cooking pit. If Andrick Andrick and Brynna Brynna survived, they are also here, trying to blend in the raiders' company but feeling uneasy about it. If the encounter with them ended peacefully, both recognize the player character and greet them. Should the party start a fight, both side with goblins.

Also in the central courtyard is the cooking pit where the remains of the dwarf Brian Brian, an ill-fated fellow of Aradin Beno Aradin's are roasted on the fire. The Dark Urge Dark Urge can eat the Roasted Dwarf Belly, earning the Good Ol' Long Pig Good Ol' Long Pig inspiration.

Speaking with Grikka Tracker Grikka, Klagga Tracker Klagga and Gurk Warlock Gurk reveals details about Aradin's group. This also grants some information about Halsin Halsin and other secrets hidden within the temple. Klagga carries a Dwarf's Poem, which he found while looting Brian, and the player character can obtain it from the goblin passing various skill checks. Reading the poem updates the quest Find the Nightsong Find the Nightsong, giving a hint on the way to get below the temple.

In the south-eastern corner is Grat Grat the Trader who sells a small yet useful selection of magic items and supplies, including the Boots of Aid and Comfort, the Doom Hammer and the Gloves of Archery. Like all other goblins, Grat is very servile to Drow Drow or Drow Half-Elf Drow Half-Elf characters or those disguised as such.

In the far northern end of the courtyard is a Heavy Oak Door guarded by the Ogre Gurgon Guard Gurgon, which leads into the Shattered Sanctum.

Booze Tub[edit | edit source]

The booze tub, made from a large skull.

Northeast of the cooking spit is a large, upside down skull at X: -95 Y: 442 that the goblins use as Booze Tub. If interacted with, the party can spike it with a vial of Basic Poison, Wyvern Toxin or Drow Poison.

As soon as the booze is spiked, Mirg Mirg declares a toast, and all goblins gather around a wooden dais nearby. Any party members who happens to stand close enough are pushed to join. The party can either drink the beer, or distract the goblins to avoid suspicion.

If raising suspicion, there is another chance to down the beer or persuade/deceive the goblins.

If successfully avoiding suspicion, the goblins all drink up, causing Mirg, Grikka Grikka, Sul (goblin) Sul, Puli Puli, Aggy Aggy, Gurk Gurk and Breg Breg to quickly die from the poison. A few other goblins also have their health halved.

After the goblins die, the party gain experience as if killing them. The survivors swiftly accuse the party for the poisoning, but if convinced otherwise they take defensive positions around camp, believing they are under attack. Each party member may be questioned by any goblin and has to pass the checks separately. The booze tub is destroyed to prevent further incidents. However, there is enough time to walk far from the scene (even to reach the Shattered Sanctum) to avoid accusations at all.

Prerequisite Icon.png All interactions with the goblins in the outer camp the player character wishes to enact must be done before tampering with the beer in the booze tub. After the toasting goblins die, the surviving goblins are dismissive in their dialogue, so it is recommend to interact with them before (e.g. Grat Grat the Trader does no longer trade then).

Participating in the toast raised by Mirg grants the Life of the Party Life of the Party inspiration for characters with Entertainer Entertainer background.

Successfully poisoning the booze tub grants the following inspirations:

Western courtyard[edit | edit source]

This area is dedicated to the chicken chasing game organized by Krolla Krolla, though she does not start any games until Volo is imprisoned after his performance.

The game is a mix of tag and trim-trail, with the participant trying to corner the Dishevelled Chicken Dishevelled Chicken towards the finish posts. However, if the Owlbear Nest was explored before and the Owlbear Cub Owlbear Cub survived, he is here instead of the chicken, as he ate the poultry. Playing the game is an easy way to earn 300 Gold if passing the right skill checks; see Krolla's page for the full details on how to succeed.

To get the Owlbear Cub as a camp follower, he must be invited to the campsite by letting him sniff the player character's hand or by using Speak with Animals Speak with Animals on him, and convince Krolla to let him go with the party. Also, the player character should not set him on the goblins if they chose to play the game. Freeing the cub grants immediately the Born Innocent Born Innocent inspiration for characters with Urchin Urchin background, and also sets the conditions to earn the Cub Tamer Cub Tamer inspiration for party members with Outlander Outlander background, but the latter inspiration is actually granted when the cub fully joins the camp.

Winning a tour of chicken-chasing grants the Chicken Chase Extraordinaire Chicken Chase Extraordinaire inspiration for characters with Entertainer Entertainer background.

On the north side of this courtyard are climbable vines which lead to the upper tier of the camp. The barrels and crates which are used to line off the tracks are all empty.

Eastern courtyard[edit | edit source]

The eastern courtyard with small stage

The camp's Waypoint is on the eastern side of the camp, along with a small stage near a broken statue where Crusher Crusher boasts to three other goblins. If approached, he tries to bully the player character, provided they are not a Drow Drow or Drow Half-Elf Drow Half-Elf or disguised as such. The player character has several options to deal with Crusher, which include obeying his orders and kissing his feet, intimidating intimidating him do it instead, or provoking a fight with him.

In the fight, if it is initiated through the dialogue, only Crusher and his listeners confront the party. All his listeners flee after having their HP lowered under 50%, while Crusher tries to yield. The player character can let him go or kill him, but killing him this way results in the whole camp becoming hostile. If letting Crusher go, he can be found afterwards standing in the middle of the bridge between the camp and forest outpost.

Ordering Crusher to kiss their feet after he is defeated does not require any skill checks, but grants the Give Them a Show Give Them a Show inspiration for characters with Entertainer Entertainer background.

Degrading themselves to kneel and kiss Crusher's feet grants the player character a chance to obtain Crusher's Ring which he seemingly wears on his toe. It cannot be pickpocketed in regular way, only stolen within this dialogue or looted from his corpse. Successfully stealing the ring earns the following inspirations:

On the north side of the eastern courtyard are knotted roots that lead to the ledge above the waypoint. Unlike the western courtyard, the stairs further to the upper tier of the camp are ruined and blocked, and jumping or any spatial movement means is needed to proceed. However, behind the stage is a ladder which leads up on the wall and allows to bypass the ruined area. The small grassy ground adjacent to the top of the wall is the point approached by the party if they choose to reach the goblin camp from the Blighted Village outskirts behind the windmill.

The area under the stone bridge is trapped with three Blast Mines, two of them leaving a Poison Cloud Poison Cloud if triggered. At the end of this path is a locked chest containing the Glowing Shield. Also, at X: -51 Y: 476 is a Hidden Passage. It leads to the Torture Chamber in the Shattered Sanctum and can only be opened from within, but once explored, it provides an additional covert way to enter or leave the former temple.

Eastern cliffs[edit | edit source]

The south-eastern section of the wall is breached, opening onto a riverside cliff. Three goblin kids Four Four, Five Five and Eight Eight argue over the corpse of a dead adventurer. A locked chest nearby them can be looted without any hindrance. Rancer Brawler Rancer can be encountered a bit farther, wandering between a campfire and the cliff end to piss or puke down.

A ladder leads down the cliff to a fane to the Absolute under the bridge, hidden behind the waterfall. The way to reach it is trapped with a Tripwire. A locked Crude Chest here contains some alchemical ingredients and gold. Also, scattered around are several love letter drafts addressed from Klagga to Minthara Minthara.

This area can also be reached if venturing northward from the forest checkpoint to X: -65 Y: 373 and climbing down the knotted roots. It is yet another way to try and reach the camp bypassing the main entrance.

Upper tier and courtyard towers[edit | edit source]

This part of the camp lies above the entrance to the Shattered Sanctum and can be reached by climbing the vines in the Western courtyard or by using a ladder behind the stage in the eastern courtyard. The former path is arguably preferrable, as it can be walked without any hindrance.

Just above the main entrance is an open ground with a fountain. Several drunk goblins and bugbears sleep around it. They can wake up from any loud sound, including throwing an item or jumping close to them. If waked, they start an automated dialogue threatening the player character and must be placated by passing any skill check or by giving them a bottle of any wine. Waking them for the second time make them hostile, unless they were quelled with an illithid Wisdom skill check.

The wall at X: -104 Y: 479 can be destroyed; to detect it a DC 10 Perception check is required. However, it is Sturdy Sturdy, and the noise from hitting it by any means wakes the drunken goblins nearby with guarantee. Once destroyed, a Collapsed Corridor is opened which allows to enter the "attic" of the Shattered Sanctum. This corridor cannot be opened from inside.

From the upper tier it is possible to reach two courtyard towers. In the eastern one the party can find Piddle Booyahg Piddle, who does not take part in the feast, wishing to read On Goblins: My Life Among the Conquering Host he has recently obtained from Volo. While speaking with Piddle, the party may find additional information on Rescue Volo Rescue Volo, Save the First Druid Save the First Druid / Rescue the Druid Halsin Rescue the Druid Halsin and Defeat the Goblins Defeat the Goblins. Also, they can convince him to give them the book he is reading by passing various skill-checks (including illithid Wisdom check). Reading the book afterwards grants the Secrets of the High Chieftain Secrets of the High Chieftain inspiration for characters with Sage Sage background.

Piddle is arguably unique amoungst the goblin Absolute followers in that he is not eager to fight for its cause. If still alive while the party is fighting the whole goblin camp, he makes his escape, running away to disappear permanently. In this case, he leaves the book near the garbage heap in his tower, and the inspiration point can still be earned.

Any party member with enough Strength can jump from Piddle's tower further southward to loot a Heavy Chest at X: -98 Y: 413. The similar archway system to the west hides a Wooden Chest at X: -119 Y: 415.

Waypoints[edit | edit source]

This location contains the following Waypoints Waypoints:

  • caption = Goblin Camp Goblin Camp at X: -75 Y: 445

Related locations[edit | edit source]

Characters[edit | edit source]

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

Notable characters[edit | edit source]

Merchants[edit | edit source]

Bugbears[edit | edit source]

Goblins[edit | edit source]

Goblin Children[edit | edit source]

Ogres[edit | edit source]

Creatures[edit | edit source]

Items[edit | edit source]

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

Sold by Grat the Trader[edit | edit source]

Looted[edit | edit source]

Hidden treasures[edit | edit source]

  • Buried chest on the ledge south of the chicken chasing arena, containing some scrolls at X: -136 Y: 424
  • Buried chest on the northeastern ledge, overlooking the sleeping bugbears on the upper level, requiring a DC 10 Survival check to locate at X: -77 Y: 466
  • Buried chest on the east road leading to the Rosymorn Monastery Trail, requiring a DC 15 Survival check to locate at X: -154 Y: 329
  • Buried chest on a ledge below Rancer, requiring a DC 15 Survival check to locate at X: -76 Y: 402
  • Buried chest up on the rock cliff leading to the githyanki patrol meeting at X: -147 Y: 476, available only by the means of spatial movement
  • Heavy chest in the southeastern tower of the camp entrance, which can be reached with Jump and contains a Smokepowder Bomb at X: -99 Y: 416
  • Locked chest along the cliffs in the northeastern corner at X: -57 Y: 467, requiring a DC 10 Sleight of Hand check and guarded by blast and poison mines. Contains the Glowing Shield

Related literature[edit | edit source]

Related quests[edit | edit source]

Gallery[edit | edit source]

  1. By default, the artefact comes to the party leader or remains in Shadowheart's possession. However, if any other single party member explores the area separately from the party and triggers the cutscene, they receive the artefact and become bound to it.
  2. Bard Bard characters have unique line here, but roll the same check, without advantage.