What happens if I let the Goblins kill the Druids in Act 3 of Baldur's Gate 3?
In Baldur's Gate 3, the conflict between the Goblins and the Druids is a central part of the story in Act 1, not Act 3. If you are referring to Act 1, allowing the Goblins to kill the Druids has significant consequences for the story, your companions, and the world around you. Here is a detailed explanation of what happens and how to achieve this outcome, along with tips and considerations.
To let the Goblins kill the Druids, you need to side with the Goblins during the conflict at the Emerald Grove. This involves aligning yourself with the Goblin leaders, Minthara, Priestess Gut, and Dror Ragzlin, who are based at the Goblin Camp. The first step is to reach the Goblin Camp, which is located to the west of the Emerald Grove. 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 Minthara, who is the key figure in this decision. She will ask you to help the Goblins attack the Druids and the Tieflings at the Grove.
To proceed, you must agree to Minthara's plan. This will trigger a sequence where the Goblins prepare for the assault. You can either lead the attack yourself or let the Goblins handle it. If you choose to lead the attack, you will be directly involved in the battle at the Grove. If you let the Goblins handle it, you can avoid combat, but the outcome will still be the same: the Druids and Tieflings will be slaughtered. This decision has far-reaching consequences, as it will alienate certain companions, such as Wyll and Karlach, who are sympathetic to the Tieflings. Gale may also disapprove, depending on your choices.
One important tip is to ensure that your party is well-prepared for the potential combat scenarios. If you choose to lead the attack, you will face resistance from the Druids and Tieflings, who will defend the Grove. Make sure your party is equipped with strong weapons, armor, and spells. Positioning is key in these battles, so use high ground and chokepoints to your advantage. If you have a character with high Charisma, you can use dialogue options to manipulate the situation and reduce the number of enemies you need to fight.
A common mistake to avoid is underestimating the strength of the Druids. They have powerful spells like Entangle and Call Lightning, which can quickly turn the tide of battle. Focus on taking out their spellcasters first, and use crowd control abilities to disable their melee fighters. Another mistake is not considering the long-term consequences of your actions. Killing the Druids and Tieflings will lock you out of certain quests and storylines, such as helping the Tieflings reach Baldur's Gate or resolving the conflict between the Druids and the Tieflings peacefully.
Advanced techniques include using stealth to your advantage. If you have a Rogue or a character with high Dexterity, you can sneak into the Grove and sabotage their defenses before the battle begins. This can make the fight much easier. You can also use environmental hazards, such as explosive barrels, to deal massive damage to groups of enemies. Additionally, if you have a character with the ability to summon creatures, such as a Druid or a Wizard with the Conjure Animals spell, you can use these summons to distract and overwhelm the enemy.
From a D&D rules perspective, this scenario involves alignment shifts and moral choices. Aligning with the Goblins and allowing the slaughter of innocent people is an evil act, which may shift your character's alignment towards evil. This can affect how certain NPCs and companions interact with you. For example, Wyll, who is a heroic character, may leave your party if you commit too many evil acts. On the other hand, characters like Astarion, who has a more neutral or evil alignment, may approve of your actions.
In summary, allowing the Goblins to kill the Druids in Act 1 of Baldur's Gate 3 is a significant decision that shapes the story and your relationships with companions. It requires careful planning, both in terms of combat strategy and understanding the consequences of your actions. By following the steps outlined above and considering the tips and techniques, you can achieve this outcome while minimizing the risks and maximizing your chances of success.
To let the Goblins kill the Druids, you need to side with the Goblins during the conflict at the Emerald Grove. This involves aligning yourself with the Goblin leaders, Minthara, Priestess Gut, and Dror Ragzlin, who are based at the Goblin Camp. The first step is to reach the Goblin Camp, which is located to the west of the Emerald Grove. 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 Minthara, who is the key figure in this decision. She will ask you to help the Goblins attack the Druids and the Tieflings at the Grove.
To proceed, you must agree to Minthara's plan. This will trigger a sequence where the Goblins prepare for the assault. You can either lead the attack yourself or let the Goblins handle it. If you choose to lead the attack, you will be directly involved in the battle at the Grove. If you let the Goblins handle it, you can avoid combat, but the outcome will still be the same: the Druids and Tieflings will be slaughtered. This decision has far-reaching consequences, as it will alienate certain companions, such as Wyll and Karlach, who are sympathetic to the Tieflings. Gale may also disapprove, depending on your choices.
One important tip is to ensure that your party is well-prepared for the potential combat scenarios. If you choose to lead the attack, you will face resistance from the Druids and Tieflings, who will defend the Grove. Make sure your party is equipped with strong weapons, armor, and spells. Positioning is key in these battles, so use high ground and chokepoints to your advantage. If you have a character with high Charisma, you can use dialogue options to manipulate the situation and reduce the number of enemies you need to fight.
A common mistake to avoid is underestimating the strength of the Druids. They have powerful spells like Entangle and Call Lightning, which can quickly turn the tide of battle. Focus on taking out their spellcasters first, and use crowd control abilities to disable their melee fighters. Another mistake is not considering the long-term consequences of your actions. Killing the Druids and Tieflings will lock you out of certain quests and storylines, such as helping the Tieflings reach Baldur's Gate or resolving the conflict between the Druids and the Tieflings peacefully.
Advanced techniques include using stealth to your advantage. If you have a Rogue or a character with high Dexterity, you can sneak into the Grove and sabotage their defenses before the battle begins. This can make the fight much easier. You can also use environmental hazards, such as explosive barrels, to deal massive damage to groups of enemies. Additionally, if you have a character with the ability to summon creatures, such as a Druid or a Wizard with the Conjure Animals spell, you can use these summons to distract and overwhelm the enemy.
From a D&D rules perspective, this scenario involves alignment shifts and moral choices. Aligning with the Goblins and allowing the slaughter of innocent people is an evil act, which may shift your character's alignment towards evil. This can affect how certain NPCs and companions interact with you. For example, Wyll, who is a heroic character, may leave your party if you commit too many evil acts. On the other hand, characters like Astarion, who has a more neutral or evil alignment, may approve of your actions.
In summary, allowing the Goblins to kill the Druids in Act 1 of Baldur's Gate 3 is a significant decision that shapes the story and your relationships with companions. It requires careful planning, both in terms of combat strategy and understanding the consequences of your actions. By following the steps outlined above and considering the tips and techniques, you can achieve this outcome while minimizing the risks and maximizing your chances of success.