What happens if I let the Goblins kill the Druids in Act 1 of Baldur's Gate 3?

In Baldur's Gate 3, the conflict between the Goblins and the Druids in Act 1 is a pivotal moment that can significantly alter the course of the story. If you choose to let the Goblins kill the Druids, it will have far-reaching consequences for the narrative, your companions, and the world around you. Here is a detailed explanation of how to achieve this outcome, the mechanics involved, and the implications of your choice.

To let the Goblins kill the Druids, you need to align yourself with the Goblins and their leaders, Minthara, Dror Ragzlin, and Priestess Gut. This means siding with them during the conflict at the Druid Grove. The first step is to reach the Goblin Camp, which is located to the west of the Blighted Village. You can either fight your way through or use dialogue options to gain their trust. Once inside the camp, you will need to speak with the Goblin leaders and agree to help them attack the Druid Grove.

When you return to the Druid Grove, you will have the option to open the gate for the Goblins. This is a critical moment where you must decide whether to betray the Tieflings and Druids or fight against the Goblins. If you choose to open the gate, the Goblins will storm the grove, leading to a large-scale battle. During this battle, you can either actively participate in killing the Druids and Tieflings or simply stand by and let the Goblins do the work. Either way, the outcome will be the same: the Druids will be killed, and the Tieflings will be driven out or slaughtered.

There are several important tips and considerations to keep in mind when pursuing this path. First, aligning with the Goblins will make you enemies with several key characters, including Wyll and Karlach, who will leave your party if they are with you. Additionally, this choice will lock you out of certain quests and storylines that involve the Tieflings and Druids. It is also worth noting that this path is considered the "evil" route, and it will affect your reputation with other factions and characters in the game.

One common mistake to avoid is not fully committing to the Goblin alliance. If you try to play both sides, you may find yourself in a difficult position where neither faction trusts you. It is important to be decisive and fully embrace your role as an ally to the Goblins if you want to see this storyline through to its conclusion. Another mistake is underestimating the difficulty of the battle at the Druid Grove. The Goblins are strong, but the Druids and Tieflings will put up a fierce resistance. Make sure your party is well-prepared with healing potions, scrolls, and powerful spells.

Advanced techniques for this path include using stealth and deception to your advantage. You can infiltrate the Druid Grove beforehand and sabotage their defenses, making it easier for the Goblins to overwhelm them. Additionally, you can use charm and persuasion to turn some of the Druids and Tieflings against each other, causing chaos and weakening their forces. This can make the battle much easier and allow you to achieve your goal with minimal effort.

From a D&D rules perspective, this choice reflects the alignment system, where your actions determine whether you are good, neutral, or evil. Aligning with the Goblins and allowing them to kill the Druids is an evil act, and it will shift your character's alignment towards evil. This can have implications for how other characters perceive you and how certain spells and abilities function. For example, some divine spells may become less effective if your alignment shifts too far towards evil.

In terms of specific examples and scenarios, one notable consequence of this choice is the impact on the companion Halsin. Halsin is a Druid and a key character in the story. If you let the Goblins kill the Druids, Halsin will either be killed or will refuse to join your party, depending on your actions. This will prevent you from completing his personal questline and gaining his support in later acts. Additionally, the Tieflings, who are refugees seeking safety, will be driven out or killed, which will affect the availability of certain merchants and quests in later acts.

In conclusion, letting the Goblins kill the Druids in Act 1 of Baldur's Gate 3 is a significant choice that will shape the narrative and your relationships with other characters. It requires careful planning, decisive action, and a willingness to embrace the consequences of your decisions. By following the steps outlined above and considering the tips and strategies provided, you can successfully navigate this path and experience a different side of the game's rich and complex story.