Ad placeholder

Defeat the Goblins: Difference between revisions

Jump to navigation Jump to search
Tags: Mobile edit Mobile web edit
(9 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{ up to date | 2023-09-09 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{PageSeo
{{PageSeo
|title=Defeat the Goblins
|title=Defeat the Goblins
Line 9: Line 8:
[[File:Dror Ragzlin Quest.webp|thumb|Dror Ragzlin wants the druids and the tieflings gone.]]
[[File:Dror Ragzlin Quest.webp|thumb|Dror Ragzlin wants the druids and the tieflings gone.]]
'''Defeat the Goblins''' is a sub-[[quest]] of the [[Druid Grove|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.  
'''Defeat the Goblins''' is a sub-[[quest]] of the [[Druid Grove|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.  
{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
Line 58: Line 54:


=== Entering the Goblin Camp ===
=== 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:
There are various check-point encounters on the path to the proper Goblin Camp. There are serveral different options to approach these encounters, including but not limited to:


* A full-frontal assault.
* A full-frontal assault.
** Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.  
** 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]].
* A mixture of diplomacy checks, such as [[Persuasion]] and [[Deception]].
** Alternatively, a player can brute force through all diplomacy checks by utilizing the dialogue [[Tadpole Power]].
** Alternatively, it's possible to pass 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.
** [[Drow]], or characters disguised as one via the [[Disguise Self]] spell, also have special dialogue options that helps bypassing diplomacy checks.
* Avoiding the check-points through [[stealth]] or finding an alternative path (i.e. approaching the camp from the North-West).
* 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.
** Approaching from the north-western path requires to figure out methods to deal with some sleeping guards, who can be woken accidently if a jumping party member lands near them. A [[Silence]] spell on the guards 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.  
If successfully bypassing the check-points and entering the camp proper, it's possible to freely partake in the camp activities, converse with the celebrating 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 Shattered Sanctum ===
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
There are three entrances into the Shattered Sanctum - the Heavy Oak Doors {{coords|105|454}}, the Passageway {{coords|51|476}}, or through the Cracked Wall on the 2nd level of the camp {{coords|-106|481}} .
There are three entrances into the Shattered Sanctum - the Heavy Oak Doors {{coords|105|454}}, the Passageway {{coords|51|476}}, or through the Cracked Wall on the 2nd level of the camp {{coords|-106|481}}.


''The Heavy Oak Doors:''
''The Heavy Oak Doors:''
Line 79: Line 75:
* 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.  
* 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 Passageway:"
''The Passageway:''


* The path to this entrance is "guarded" by 2 [[Poison Mine]] and 1 [[Blast Mine]]. Enter by this way places the party at tge southeast corner of the Shattered Sanctum.
* The path to this entrance is "guarded" by 2 [[Poison Mine]] and 1 [[Blast Mine]]. Entering by this way places the party at the southeast corner of the Shattered Sanctum.


''The Cracked Wall:''
''The Cracked Wall:''
Line 87: Line 83:
* The wall is an object with 22 [[Hit Points]], [[Sturdy]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).  
* The wall is an object with 22 [[Hit Points]], [[Sturdy]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).  
* This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like [[Smokepowder Bomb|Smokepowder Bombs]] or [[Eldritch Blast]] - ideal for breaking this wall.
* This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like [[Smokepowder Bomb|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 are sleeping guards situation close to the wall. If using the [[Silence]] spell on the explosion or the guards to cover the noise, a confrontation can be avoided.  


There is a 4th "entrance" to the temple from the [[Selûnite Outpost]] in the [[Underdark]]. Technically, it is an exit only until the player opens the hidden door (and leaves it open) via the Stone Discs or the Lever.
There is a 4th "entrance" to the temple from the [[Selûnite Outpost]] in the [[Underdark]]. Technically, it is an exit only until it is opened via the Stone Discs or the wall Lever.


=== Priestess Gut ===
=== 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.
[[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, Gut recognizes the party as fellow True Souls. She attempts to probe the party's minds with her illithid powers. If allowing her to do this, she notices something is amiss. If explaining that it's the result of the tadpoles and asking if she can help, commences [[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 Hearthflame|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.
If following her to her chambers, she says she has a cure for the tadpole but 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 (for example is 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 them to become her pet squid. It's possible to either break free with an [[Acrobatics]] or [[Strength]] check. However a special scene plays if nothing is done at all. [[Korrilla Hearthflame|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 ===
=== 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.
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. 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. If Minthara is knocked out with non-lethal melee attacks instead of being killed, then she could be recruited as a [[Companion]] in [[Moonrise Towers]] in Act Two.


=== Dror Ragzlin ===
=== Dror Ragzlin ===
Line 105: Line 101:


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.
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 he 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 ===
=== 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 ([[Wapira's Crown]]) 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.
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 the reward (includes gold in addition to a helmet [[Wapira's Crown]], which can't be acquired otherwise) or refuse. Then, he tells the party that the tieflings plan to celebrate and offers to go with the party to camp immediately or later.


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.
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.
12,060
edits

Navigation menu