Blighted Village
This abandoned settlement lies along the road toward the Goblin Camp, heavily patrolled and ambushed by goblins. Adventurers can clear out or negotiate with the occupiers, save a deep gnome tied to the rotating windmill, and investigate dark secrets hidden beneath the apothecary's cellar and blacksmith workshop.
- Region
- Wilderness (Act One)
- Levels
- 3–4
- Getting there
- West along the road from Emerald Grove Environs through the Forest, across the stone bridge (X: 34, Y: 394)
- Connects to
- Forest, Sunlit Wetlands, Goblin Camp, The Risen Road, Whispering Depths, Apothecary's Cellar
- Related quests
- Search the Cellar · Rescue the Gnome · Finish the Masterwork Weapon
- Services and people
- Barcus Wroot · Lump the Enlightened · Fezzerk · Buthir · Grukkoh · Scratch
- Enemy types
- Goblins · Ogres · Bugbear · Worgs · Phase Spiders
The short version
What matters
- •Infernal Iron in the forge mezzanine chest is vital for Karlach's questline.
- •Lump's War Horn offers powerful summonable ogre reinforcements for tough early-game Wilderness encounters.
- •Highcliff's Blueprints in the basement forge to forge masterwork equipment.
Common mistakes
- •Pulling the "Release Brake" lever at the Windmill controls instead of the "Brake" lever, which launches Barcus Wroot to his death.
- •Walking through the wall breach at X: -5 Y: -446 near the Windmill, which forces Fezzerk's pack to turn hostile immediately.
- •Forgetting to disarm the wooden chest on the ground level of the blacksmith forge before looting Highcliff's Blueprints.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
Approaching the Gates
As you travel west through the Forest toward the Goblin Camp, you will arrive at the Eastern Gate or Southern Gate of the ruined settlement. You can talk your way past the guards using dialogue checks or a bribe; failing these or initiating an assault triggers a battle with the sentries and rooftop snipers. Once they are pacified or dispatched, you can safely enter the settlement.
Key fight: Blighted Village Entrance AmbushTip: Try passing an Illithid or Persuasion check to enter peacefully without fighting high-ground snipers.
Watch out: Failing dialogue checks immediately triggers combat where your party can suffer the surprised condition from roof ambushers.
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2
Inspecting the Village Center
Head into the central plaza where you can activate the Waypoint and locate a locked Moss-Covered Chest across from it. Check the nearby well and pass a DC 10 Investigation check to uncover a path leading down to the Whispering Depths. Make sure to loot the key from the Goblin Booyahg on the Apothecary roof to unlock the chest and retrieve the Haste Helm.
Tip: Loot the Goblin Booyahg on the apothecary roof to obtain the key for the central plaza chest.
Watch out: Overlooking the well's Investigation check means missing an alternate entrance into the depths below.
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3
Exploring the Blacksmith's House and Basement Forge
Enter the Blacksmith's house to grab the Selûnite Necklace off a table at X: 37 Y: 431 and an Old Key from a crate near the breach at X: 50 Y: 420. Pick up the Heavy Key lying outside on the ground at X: 58 Y: 429, then destroy the calcified web covering the floor breach to drop straight down into the basement forge. On the ground level, disarm and unlock the trapped chest to claim Highcliff's Blueprints, then climb the wooden mezzanine to open the locked chest at X: -435 Y: -374 using your Heavy Key for the Steelforged Sword and Infernal Iron.
Tip: Burn the calcified web over the floor opening to skip finding an exterior cellar path.
Watch out: The chest holding Highcliff's Blueprints is trapped; trigger it recklessly and you will take blast damage.
-
4
Dealing with the Schoolhouse Ogres
Head into the ruined Schoolhouse where Lump the Enlightened, Chock, and Fank are feasting on a Dead Tiefling. You can persuade or bribe Lump to fight alongside you and earn Lump's War Horn, or choose to slay the trio to strip the Warped Headband of Intellect from Lump's corpse. Before departing, search the attic at X: 15 Y: 360 with a DC 10 Perception check for hidden floorboards containing a note and drawing, check X: 16 Y: 363 for the Portrait of Ifan ben-Mezd, and dig up the buried dirt mound chest behind the building at X: -4 Y: 371 with a DC 15 Survival check.
Key fight: Lump the EnlightenedTip: Destroying the cracked support beam from stealth can weaken the ogres or start the fight on your terms.
Watch out: Picking a fight with the ogres within view of neighboring goblins will pull those guards straight into the fray.
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5
Rescuing the Gnome at the Windmill
Continue northwest to the Windmill where Fezzerk and his crew are torturing a captive deep gnome named Barcus Wroot on the rotating sails. Defeat Fezzerk's pack—taking care not to approach via the wall breach at X: -5 Y: -446 if you wish to avoid an immediate hostile jump—and loot his body for the Very Heavy Greataxe. Head inside to pull the "Brake" lever to safely free Barcus, then check the windmill cellar hatch at X: -11 Y: 436 to grab The Speedy Lightfeet from the heavy chest and a Smokepowder Satchel from Barcus's Heavy Backpack.
Key fight: Fezzerk and the Windmill CrewTip: Loot Barcus's Heavy Backpack inside the cellar for a free Smokepowder Satchel.
Watch out: Pulling the "Release Brake" lever instead of the "Brake" lever flings Barcus across the settlement to his death.
Choices here
What you decide here and what it leads to.
Dealing with the entrance sentries
Approaching the village gates
- Pass dialogue checks (Illithid, Intimidation, Persuasion, Performance) or pay a bribe→ The guards stand down, granting peaceful passage through the settlement
- Fail checks or initiate combat→ Triggers a battle against the guards and rooftop goblin ambushers
Most players pick: Pass dialogue checks or bribe
Approaching through the southern or eastern gates triggers this interaction
Lump the Enlightened's proposal
Speaking with the three ogres in the ruined schoolhouse
- Bribe or persuade Lump to fight for your cause→ Lump gives you Lump's War Horn, enabling you to summon the ogres during Act One battles
- Attack them or break the support beam→ Starts combat with the ogres and nearby goblins, allowing you to kill Lump to loot the Warped Headband of Intellect and his horn
Most players pick: Bribe or persuade Lump to fight for your cause
Defeating Lump lets you loot the Warped Headband of Intellect directly
Operating the windmill mechanism
Interacting with the levers inside the windmill after handling Fezzerk's gang
- Pull the 'Brake' lever→ The spinning sails halt, allowing you to untie and rescue Barcus Wroot
- Pull the 'Release Brake' lever→ The machinery accelerates rapidly, launching Barcus across the village to his death
Most players pick: Pull the 'Brake' lever
Pulling 'Release Brake' immediately kills Barcus Wroot
Checklists
Don't miss 0/3
Achievements here
Items
0/8
Secrets
0/2
Key fights
Enemies: A goblin scout sentry and ambushers stationed across the rooftops (Goblin Trackers, Hunters, and Booyahgs)
Threats: High-ground ranged attacks, Enweb spells, dipped fire arrows, and surprise advantage if walking through the gate blindly
Weaknesses and resistances: Low AC and HP; vulnerable to crowd control, sleep, and push/shove mechanics; no damage resistances
Tactics: Flank via knotted vines or stacked crates around the eastern perimeter to bypass the killzone, ambush the goblins from their own rooftops, and use Shove or Thunderwave to knock them to the stone ground below
Rewards: Minor goblin gear, mundane weapons, and early alchemical consumables
Enemies: Lump the Enlightened, Chock, and Fank (three ogre mercenaries)
Threats: High bludgeoning melee damage, Tenacity (guaranteed minimum damage on a miss), Ogre's Mark bonus damage, and throwing large environmental debris
Weaknesses and resistances: Extremely poor Dexterity and low AC; high susceptibility to Dex-save crowd-control spells like Grease or Web, and susceptible to kiting
Tactics: Position ranged party members and spellcasters on the surrounding rooftops or climb the house's wooden ladders, attack from range, and use the narrow doorway choke point to prevent all three Large creatures from engaging simultaneously
Rewards: Warped Headband of Intellect (sets wearer's Intelligence to 17), Lump's War Horn (if bartered peacefully/tricked), random camp supplies, and gold
Enemies: Fezzerk (Goblin Boss) and his goblin pack (trackers, brawlers, and worg allies) tormenting Barcus Wroot
Threats: Multiattack, Opportunity Attacks, ranged acid/fire arrows, and a surrender threshold (he pleads for his life once dropped to low health)
Weaknesses and resistances: Low physical defenses; susceptible to area-of-effect spells (Shatter, Sleep) and prone effects
Tactics: Take the wooden platform and hill overlooking the windmill for high-ground attack bonuses, bottleneck approaching brawlers at the fence gap, and focus down Fezzerk to force him to yield and make his followers scatter
Rewards: Very Heavy Greataxe, assorted arrows, gold, access to the windmill brake lever to rescue Barcus Wroot, and Barcus's hidden heavy backpack in the cellar
Enemies: Grukkoh (Bugbear) and Buthir (Ogre)
Threats: Heavy melee smash attacks, Bugbear sneak/brute bonus damage, and Buthir's Wrath (a Barbarian-like rage granting bonus melee damage if Grukkoh is slain first)
Weaknesses and resistances: Buthir has low AC (10) and Grukkoh has low Wisdom/Intelligence; susceptible to Tasha's Hideous Laughter, Hold Person, and blindness
Tactics: Leave a durable melee character directly in the doorway bottleneck while ranged characters attack from outside the barn; alternatively, climb to the broken barn roof beams to rain down spells and arrows safely out of their melee reach
Rewards: Barn Key, mundane bugbear/ogre weapons, bones, minor gold, and meat
Enemies
Leads two other ogres (Chock and Fank) and can be negotiated with instead of fought.
Goblin leader tormenting the gnome at the windmill; surrenders when lowered to low health.
Bugbear caught in the village barn alongside Grukkoh the ogre.
Ogre encountered inside the village barn with Buthir.
Shops and people
- Lump the Enlightened: Mercenary services in Act One combat encounters via Lump's War Horn in exchange for gold or promises of flesh
Tips
- When stopping the windmill to free Barcus Wroot, pull the "Brake" lever rather than the "Release Brake" lever to avoid flinging him away into the distance.
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