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Blighted Village: Difference between revisions
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=== Entrance interactions === | === Entrance interactions === | ||
{{SpoilerBox|Arriving at the village | {{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. | ||
=== East === | === East === | ||
When entering the [[Blighted Village]] from the East, a goblin booyahg is preparing an ambush. | When entering the [[Blighted Village]] from the East, a goblin booyahg is preparing an ambush. | ||
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=== 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. | |||
* 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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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 yourself as a Drow. | ||
Note: some of these approvals are not marked in conversation. | |||
=== West === | === West === | ||
At the 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. | ||
* Deception DC 15 | * Deception DC 15 | ||
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:: - | :: - | ||
To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the | 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. | |||
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]]. | ||
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=== 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 | 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]]. | ||
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. There are two ways to gain entry 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 | * 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. | ||
* Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-367}}. This | * Descend into the [[Whispering Depths]] and destroy the '''Cracked Wall''' {{Coords|-447|-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]]: | |||
*{{MdRarityItem|Sussur Greatsword}} | *{{MdRarityItem|Sussur Greatsword}} | ||
*{{MdRarityItem|Sussur Sickle}} | *{{MdRarityItem|Sussur Sickle}} | ||
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===Apothecary=== | ===Apothecary=== | ||
At the south-western 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]]. | |||
Behind the shop is [[Lump the Enlightened]], [[Chock]] and [[Fank]]. Lump can be persuaded into giving [[Lump's War Horn]], which | Behind the shop is [[Lump the Enlightened]], [[Chock]] and [[Fank]]. Lump can be persuaded into giving [[Lump's War Horn]], which allows the player to call on Lump and the ogres for aid during combat in Act One. | ||
===Barn=== | ===Barn=== | ||
In the north-eastern corner of the village is a barn with strange noises coming from it. Opening the doors | 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. | ||
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. |