Blighted Village: Difference between revisions

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


=== East ===
==== East ====
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
* Attack the Goblins
* Attack the Goblins
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Saying that the party spotted the Goblins 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.


=== 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
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To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.


=== 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 [[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.  
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]], unless the one with the diary at the Schoolhouse is activated first.
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===
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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 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, or from the outside with the [[Old Key]], which is found inside the blacksmith building, sitting on top of a crate (in the same room as the Calcified Web). There are two other 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 on top of a crate (in the same room as the Calcified Web). There are two other 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 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 Dagger}}
*{{MdRarityItem|Sussur Dagger}}


A Heavy Key found on the ground outside the Forge building opens a locked chest containing {{RarityItem|Infernal Iron}} and a {{RarityItem|Steelforged Sword}} up a ladder in the Forge's basement.
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. 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.
A trio of ogres, [[Lump the Enlightened]], [[Chock]], and [[Fank]], can be found here. Lump and his ogre fellows can be persuaded to leave peacefully. Lump will gibve 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===
===Well and Town Center===
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