Goblin Camp

== Overview ==
=== Access ===
The main entrance of the Goblin Camp can be reached after crossing the wooden bridge at in the Forest. Alternate entries are possible.
* Leaping off the road beside a Hunter's Stash in the Forest south of the wooden bridge, then crossing the fallen log at . Feather Fall is recommended. Reaching the entrance of the trapped tunnels rewards 15 xp.
* Leaping off the cliff west of the windmill, behind the broken shrine of in the Blighted Village, then crossing the stone bridge at . Feather Fall is required. This rewards 15 xp.
=== Forest road checkpoint ===
To reach the camp, the guard post along the main road must be bypassed. A passive reveals this is a goblin outpost and highlights the war drum.
==== Trapped tunnel ====
To bypass the check point, or if entering via the fallen log bridge, passing a passive reveals a tunnel to the south rigged with blast mines. The mines deal with a to halve the damage. The mines can be disabled with a . It is also possible to travel around the checkpoint by jumping over a small bottomless pit.
==== Check point interactions ====
When approaching the guard post, is quick to question and threaten the party. There are a few ways to bypass him without fighting:
* vouches for the party as part of the quest.
* As a drow, or appearing as a drow using , the party is allowed passage without issue. 
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Bypassing the checkpoint through most of these methods rewards 140 xp and Very Important Parasite for charlatans. If the party fail any of the checks or pick certain ones, Olak tries to goad them into rubbing worg dung on their face.
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* If the party refuse or try to leave, a fight is initiated.
If the party approach the checkpoint from the the other side, they are spotted by Rindle, who quickly confronts them. The party can attack or try to talk their way out of combat:
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If combat occurs, the goblins beyond the checkpoint and in the main camp are not alerted.
==== Boulder trap ====
On the south rocky hill is a barricade which, if destroyed, causes a large boulder to roll across the checkpoint. It causes with a chance to hit multiple times if someone is in an unfortunate position. or are likely to target the boulder if none of their allies are threatened by the trap.
==== War drum ====
If a fight breaks out, or another goblin focuses on reaching the drum, which alerts , and from their small camp farther west and causes them to join the fight. However, the drum does not alert the main camp. The party can destroy it with an attack or interact with it.
* (This causes all goblins at the checkpoint and beyond to become hostile.)
* (This leads to a funny scene of the player character playing the drums. While it alerts the goblins from the small camp, no fight breaks out as Olak enjoyed the music but gives a warning. Can be repeated again which causes a fight to break out.)
* (Same result as above.)
* (Disables the drum, making it unusable.)
==== Reinforcement camp ====
, and hang out at this small camp farther west of the checkpoint. They are not hostile, even if the party snuck around the other goblins. The western road leads to the Rosymorn Monastery Trail (labelled as Mountain Pass), which progresses certain quests in the area, causing some to fail or be incomplete.
=== Goblin camp ===
Across a crumbling bridge is the main section of the camp. Farther north is the entrance to the Shattered Sanctum.
==== Goblin tunnels ====
Scattered around the camp are tunnels (usable only by the goblins) linking the ground level areas of the camp to the upper level areas (primarily the ramparts and terrace). 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 boxes.
==== Centre courtyard ====
Most of the goblins are in this area, which contains scattered tables set before a crude stage where struggles to entertain the raiders through his performance, under the watchful eye of . Volo continues singing, randomizing his lines, until the party try to talk to him, which results in Gribbo dragging him into the Shattered Sanctum.
Bards can attempt to continue Volo's song, which results in 15 XP and initiates .
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In the south eastern corner is who sells a small yet useful selection of magic items and supplies.
Talking to the other goblins reveals details about their group, information about , and other secrets within the temple.
The Dark Urge can eat the roast dwarf belly, earning the Good Ol' Long Pig for the haunted one.
==== Booze tub ====
Northeast of the cooking spit is a large, upside down skull at that the goblins use to store their booze. If interacted with, the party can spike it with a , or . It is best to try this in turn based mode while Hiding and/or having someone Perform as a Distraction. If the party member interacting with the tub is noticed, they are confronted by goblins. A variety of skills checks can be passed to avoid combat:
* (This will turn the whole camp hostile.)
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If the drinks are spiked, a toast begins and the party are pushed to join. There are different ways to respond:
* ( to avoid taking for . Dwarves automatically pass)
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Failing any of the checks above results in another chance to avoid suspicion:
* (Leading to the save as drinking above.)
* (This will turn the whole camp hostile.)
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If the party avoid suspicion, the goblins all drink up. , , , , , and quickly die from the poison. A few others have their health halved. Successfully poisoning the goblins earns Now It's a Party! for the haunted one and Spiked! for charlatans. If the player character later shares a drink with during her first romance scene, a unique dialogue option referencing this event is available.
After the goblins drop dead, the party gain experience as if they killed the seven goblins. The survivors swiftly accuse the party for the poisoning, forcing them to attempt a few possible skill checks to avoid combat.
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If a fight is avoided, the goblins take defensive positions around camp, believing they are under attack. The booze tub is destroyed to prevent further incidents. If and are at the camp, they immediately turn hostile when spoken to, which can involve the entire camp depending on their position.
==== Western courtyard ====
This area is dedicated to the chicken chasing game that is organized by . She does not start any games until Volo is imprisoned after his performance. If the party have not gone to the Owlbear Nest or if the is dead, the party play against the . Otherwise, the cub takes its place after eating the poultry. Playing the game is an easy way to earn 300 Gold if the party can pass the right skill checks. The full details on how to succeed can be found here.
On the north side of this courtyard are climbable vines that lead to the upper tier of the camp.
==== Eastern courtyard ====
The camp's Waypoint is on the eastern side of the camp, along with a small stage where boasts to three other goblins. The he wears on his toe can be acquired in several ways.
Behind the stage is a ladder that leads up to a secluded cliffside area to the upper tier of the camp.
==== Eastern cliffs ====
Following up from the eastside courtyard, a trail leads to climbable rockfaces that lead to the secluded cliffside.
Beware of poison and blast mines, both requiring a passive to notice. is required to disable both types of mines. Blast mines deal with a to halve the damage, while poison mines deal with a to halve the damage, which also leaves behind a for . The party can use to bypass the Sturdy condition of the mines. At the end of this path, there is a locked chest containing the .
== Waypoints ==
This location contains the following :
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== Connected Locations ==
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== Characters ==
The NPCs in this location may vary based on storyline choices and progress.
=== Notable characters ===
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=== Merchants ===
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== Notable items ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
=== Sold by Grat the Trader ===
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=== Looted ===
* looted from Novice Crusher or stolen from him through an interaction
* in a locked chest at 
== Hidden treasures ==
* Buried chest on the ledge south of the chicken chasing arena, containing some scrolls at 
* Buried chest on the northeastern ledge, overlooking the sleeping bugbears on the upper level, requiring a to locate at 
* Buried chest on the east road leading to the Rosymorn Monastery Trail, requiring a to locate at 
* Buried chest on a ledge below Rancer, requiring a to locate at 
* Heavy chest in the southeastern tower of the camp entrance, which can be reached with Jump and contains a at 
* Locked chest along the cliffs in the northeastern corner, requiring a and guarded by blast and poison mines. Contains the 
== Related quests ==
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== Gallery ==
Dan-iorgulescu-goblin-camp-entrance-2.jpg|Concept art by Dan Iorgulescu
Category:Locations
Category:Act One Locations