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Baldur’s Gate 3: How to Poison the Goblin Camp in Act One

Poison the Goblin Camp’s Booze Tub with Basic Poison, Wyvern Toxin, Drow Poison, or Ray of Sickness—but finish Volo’s courtyard sequence first.
WorldAct One Length4 min Posted Quest giverVGSources Team
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To poison the Goblin Camp in Baldur’s Gate 3, combine Basic Poison, Wyvern Toxin, or Drow Poison with the skull-shaped Booze Tub in the outer courtyard. You can also cast Ray of Sickness on the tub. Do this only after handling Volo and any other courtyard interactions you want to preserve.

This sequence remains available in the current game build, Hotfix #36 (version 4.1.1.7209685). Larian has described Patch 8 as the final major content patch; subsequent updates are minor fixes. (Larian’s Hotfix #36 notes; Larian’s Patch 8 notes)

Do this before poisoning the tub

  • Speak to Volo and let his courtyard scene finish.
  • Allow Gribbo to take Volo to the Shattered Sanctum.
  • Trade with Grat and finish any outer-camp conversations, services, or other courtyard interactions you want.

Poisoning the tub too early can disrupt the Rescue Volo quest: Volo may not be taken to his cage, and interactions with Volo or Gribbo may stop working normally. Surviving outer-camp goblins also become dismissive after the poisoning, and Grat may no longer function as a normal merchant. (Rescue Volo; Volo)

What you need

Use one of these supported options:

  • Basic Poison — this is sufficient.
  • Wyvern Toxin
  • Drow Poison
  • Ray of Sickness

Acid, Firewine, and unrelated throwable substances do not substitute for the supported poison options. Stronger toxins do not produce a larger scripted massacre; the event’s outcome is essentially the same. (Booze Tub)

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Where to find the Booze Tub

Enter the Goblin Camp in Act One and go to the central courtyard where Volo performs. The target is the large, upside-down, skull-shaped tub northeast of the cooking spit, approximately at X: -95, Y: 442. (Goblin Camp)

How to poison the Goblin Camp

  1. Place the poison in the inventory of the character who will interact with the tub.
  2. Approach the skull-shaped Booze Tub.
  3. Use the normal object-interaction command on it.
  4. When the Combine interface opens, add Basic Poison, Wyvern Toxin, or Drow Poison.
  5. Confirm the combination. Alternatively, cast Ray of Sickness on the tub.

The interaction immediately begins the goblins’ toast sequence. The exact controller button varies by platform and control scheme; you need to interact with the tub, not throw poison at it. (Booze Tub)

How to avoid being caught while poisoning it

  • Enter Turn-Based Mode.
  • Hide the character adding the poison.
  • If possible, have another party member use Perform away from the tub as a distraction.
  • Keep the remaining party members away from the toast area.

If the character is noticed, dialogue can prevent immediate combat. The relevant options include Deception DC 5, Intimidation DC 10, a Barbarian-specific intimidation response, Rogue-specific Sleight of Hand DC 10, Illithid dialogue DC 2, and Detect Thoughts DC 12. Openly identifying the substance as lethal poison makes the camp hostile. (Booze Tub)

How to survive the poisoned toast

After the poison is added, Mirg calls for a toast and the goblins gather near the wooden dais. Characters close enough may be forced into the scene. You do not have to drink the poisoned beer.

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Option Check or result
Spill the beer and pretend to drink Sleight of Hand DC 10
“After you! I shouldn’t drink before the host.” Deception DC 10
Perform a bartending trick Performance DC 10, with Advantage
Drink the beer Constitution saving throw DC 15; failure causes 1d6 Poison damage for 10 turns

Dwarves automatically pass the Constitution saving throw associated with drinking the poisoned beer. If the first response fails, the scene offers another chance to avoid suspicion, including Persuasion DC 10, Deception DC 10, Performance DC 7, or Intelligence/Read Thoughts DC 12. Admitting that the drink is poisoned turns the camp hostile.

What happens after the goblins drink it?

The poison does not kill the entire Goblin Camp. If suspicion is avoided, these seven courtyard drinkers die:

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  • Mirg
  • Grikka
  • Sul
  • Puli
  • Aggy
  • Gurk
  • Breg

Some other goblins survive with reduced health. You receive experience as though you had killed the seven affected goblins directly. The event does not kill Minthara, Priestess Gut, Dror Ragzlin, the Shattered Sanctum occupants, or every goblin elsewhere in the camp. It also does not complete the objective of killing the three goblin leaders.

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Handling the accusation

After the deaths, surviving goblins accuse the party member associated with the poisoning. Possible responses include:

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  • Deception DC 15: “If I’d poisoned you, do you really think I’d still be here?”
  • Intimidation DC 20
  • Drow Intimidation DC 10
  • Illithid Wisdom DC 5
  • Detect Thoughts

Passing the accusation sequence causes the goblins to take defensive positions instead of immediately starting combat, and the tub is destroyed. Each party member may be questioned separately, so succeeding with one character does not necessarily protect the rest of the group.

Important edge cases

  • If Andrick and Brynna are present, speaking to them after the poisoning immediately makes them hostile. Their location can draw more of the camp into the fight.
  • The event can grant background inspiration: Culling the Crowd for Criminals, Life of the Party for Entertainers, Now It’s a Party! for Haunted Ones, and Spiked for Charlatans.
  • Poisoning the tub is a courtyard ambush, not a replacement for dealing with the goblin leaders or completing related grove objectives.

Common mistakes

  • Poisoning the tub immediately: this can break or disrupt Volo’s rescue quest.
  • Using any poison-like item: only the documented supported poisons and Ray of Sickness trigger the interaction.
  • Assuming you must drink: Sleight of Hand, Deception, Performance, and other dialogue choices let you avoid it.
  • Expecting a normal battle: avoiding suspicion produces a scripted toast and accusation sequence; combat depends on failed or hostile responses.

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