What are the consequences of letting the Goblins take over the Grove in Act 2 of Baldur's Gate 3?

Letting the Goblins take over the Grove in Act 2 of Baldur's Gate 3 is a significant story choice that has far-reaching consequences for the game's narrative, your companions, and the world around you. This decision is tied to the conflict between the Druids of the Emerald Grove and the Goblin forces led by Minthara, a Drow Paladin of the Absolute. To understand the mechanics and consequences of this choice, itÔÇÖs important to first explore how the situation unfolds and what steps are involved in allowing the Goblins to succeed.

The first step in this process is aligning yourself with the Goblins. This typically involves siding with Minthara during the early stages of the game, particularly in Act 1. To do this, you must infiltrate the Goblin Camp and speak with Minthara. She will task you with helping her attack the Grove. If you agree, you will need to return to the Grove and either open the gates for the Goblins or sabotage the defenses from within. This decision will immediately turn the Tieflings and Druids against you, and you will be forced to fight them if you choose to proceed.

Once the Goblins take over the Grove, the consequences are severe. The Tiefling refugees, including key characters like Zevlor, Dammon, and the children, will be slaughtered. The Druids, led by Kagha, will either be killed or forced to flee. This outcome drastically alters the game world, as the Grove becomes a hostile area controlled by the Goblins. The loss of the Tieflings also means that certain quests and storylines tied to them will no longer be available. For example, Dammon, the Tiefling blacksmith, plays a crucial role in KarlachÔÇÖs companion quest, and his death will prevent you from progressing her story.

Companion relationships are also heavily impacted by this choice. Characters like Wyll and Karlach, who have strong moral compasses, will disapprove of your decision to side with the Goblins. Wyll, in particular, may even leave your party permanently if you allow the Grove to fall. On the other hand, Minthara will join your party as a companion, but her presence comes at the cost of losing other potential allies. This trade-off is something to consider when making this choice, as it affects your party composition and the dynamics between your companions.

From a gameplay perspective, letting the Goblins take over the Grove can make certain areas of the game more challenging. The Goblin-controlled Grove becomes a hostile zone, meaning you will need to fight your way through if you return. Additionally, the loss of the Tieflings and Druids means you will miss out on valuable resources, such as DammonÔÇÖs blacksmithing services and the support of the Druids in future conflicts. This can make subsequent battles more difficult, as you will have fewer allies and resources to rely on.

One common mistake players make when choosing this path is underestimating the long-term consequences. While siding with the Goblins may seem like a quick way to gain Minthara as a companion, it comes at the cost of losing other companions and valuable storylines. ItÔÇÖs important to weigh the benefits and drawbacks before making this decision. Additionally, players should be prepared for the increased difficulty that comes with losing the support of the Tieflings and Druids.

Advanced techniques for this path involve optimizing your party composition to compensate for the loss of certain companions. For example, if Wyll leaves your party, you may want to recruit another spellcaster or melee fighter to fill the gap. Minthara is a powerful Paladin, but her alignment with the Absolute may limit her usefulness in certain situations. ItÔÇÖs also worth noting that this choice locks you into a more evil-aligned playthrough, which can affect your interactions with other factions and characters later in the game.

In terms of D&D rules, this choice reflects the alignment system and the concept of moral consequences. By siding with the Goblins, you are effectively choosing an evil path, which aligns with the chaotic or neutral evil alignments. This decision will influence how NPCs perceive you and can lead to different dialogue options and quest outcomes. For example, characters who value justice and compassion, like Wyll and Karlach, will react negatively to your actions, while those who are more pragmatic or self-serving, like Astarion, may be indifferent or even supportive.

Specific examples of the consequences include the loss of the Tiefling refugees, who play a significant role in Act 2 and beyond. Without them, you will miss out on key interactions and quests, such as helping them reach BaldurÔÇÖs Gate or aiding Dammon in his work. Additionally, the DruidsÔÇÖ absence means you will not have their support in future conflicts, such as the battle against the Absolute. This can make certain encounters more challenging, as you will have fewer allies to call upon.

In conclusion, letting the Goblins take over the Grove is a major decision that significantly impacts the story, your companions, and the game world. While it offers the opportunity to recruit Minthara and explore an evil-aligned path, it comes at the cost of losing other companions, valuable resources, and key storylines. Players should carefully consider the long-term consequences and be prepared for the increased difficulty that comes with this choice. By understanding the mechanics and implications of this decision, you can make an informed choice that aligns with your desired playthrough.