QuestmajorMain storyModerate

Help the Refugees in the Grove

A major Act One quest in which the party decides whether to protect the Tiefling refugees at the Emerald Grove from the goblin threat surrounding them.

RoleMajor Act One quest concerning the safety of the Tiefling refugees and the future of the Emerald Grove.
Statusavailable
Importancemajor
RewardQuest-dependent rewards and narrative consequences.
TimeVariable; depends on the order in which the party resolves related conflicts.
  • ActAct One
  • Quest typeMajor narrative quest
  • Primary locationEmerald Grove
  • Central conflictProtect the Tiefling refugees from the goblin threat
  • Key coordinatorZevlor
  • DifficultyModerateThe overall challenge varies with party level, preparation, and the order used to resolve related encounters.
  • Outcome sensitivityHighFaction decisions can change the grove's condition, companion approval, and later refugee stories.

No fixed mission duration, enemy count, or universal reward is supplied because the quest can unfold through different routes.

Key takeaways

The quest is best approached as a faction decision with immediate and long-term consequences.

  • Start with Zevlor Speak with Zevlor after arriving at the Emerald Grove. He provides the clearest introduction to the refugee crisis and helps establish the protection-focused route.
  • Address the goblin threat Helping the refugees generally requires dealing with the goblin leaders who threaten the grove. The quest's main conflict is broader than a single conversation inside the settlement.
  • Explore before committing Talking with Alfira, Rolan, Mol, and other refugees can provide additional context before the party decides how to handle the grove's conflict.
  • Expect lasting consequences The choice to help or hinder the refugees affects companion approval and the status of the grove, with some refugee stories continuing later in the game.

Overview

Help the Refugees in the Grove is a major Act One quest about the Tieflings sheltering at the Emerald Grove while goblin raiders threaten the settlement.

The quest begins after the party reaches the Emerald Grove, where a group of Tiefling refugees is trying to survive behind the settlement's defenses. The refugees want to continue toward Baldur's Gate, but their journey is blocked by the danger posed by nearby goblin forces. Speaking with Zevlor establishes the central conflict and places the party in a position to influence whether the grove remains safe. The quest is therefore both a protection effort and a decision about which community the party is willing to support.

The practical route for helping the refugees is tied to the goblin leaders who threaten the area. Rather than treating the grove's danger as an isolated encounter, the party must address the wider conflict surrounding the goblin presence. The quest can intersect with conversations and personal stories involving refugees such as Alfira, Rolan, and Mol, so exploring the grove before committing to a side can reveal more of the people whose futures are at stake. The exact sequence of events can vary with the party's choices.

This storyline has consequences beyond the immediate safety of the Emerald Grove. Helping or hindering the refugees can affect companion approval and the state of the grove, while the fate of the Tieflings contributes to later developments in the campaign. A hostile alternative is to side with the goblins and allow the grove's inhabitants to be massacred. Because later refugee stories can continue into Act Three, this is a consequential Act One decision rather than a self-contained local errand.

Where this sits

Act OneThe party reaches the Emerald Grove
Refugee crisisThe Tieflings seek safety and a route toward Baldur's Gate
Goblin threatThe party decides how to respond to the forces threatening the grove
Later consequencesRefugee stories can reappear during Act Three
  1. 1Arrive at the Emerald GrovelocationThe quest becomes relevant when the party encounters the grove and its refugee population.
  2. ●Speak with ZevlorobjectiveUse the conversation to learn about the refugees' position and the danger around the settlement.
  3. 3Investigate the groveoptionalMeet refugees whose individual stories add context to the larger decision.
  4. 4Resolve the goblin threatcombatThe protection route generally depends on defeating the goblin leaders threatening the area.
  5. 5Follow the consequencesaftermathThe status of the grove and the refugees can affect later narrative events.

This quest connects the first major settlement conflict in Act One with later consequences for the Tiefling refugees.

Requirements

The supplied material identifies arrival at the Emerald Grove and a conversation with Zevlor as the starting point for the refugee-focused route.

  • RequiredReach the Emerald GroveThe conflict becomes available when the party arrives at the grove and encounters the Tiefling refugees there.
  • RequiredSpeak with ZevlorZevlor is the key character to coordinate with when beginning the effort to help the refugees.
  • RequiredChoose a position in the grove conflictThe quest's outcome depends on whether the party helps the refugees, hinders them, or sides with the goblins.
  • RecommendedPrepare for related goblin encountersThe protection route generally requires the party to defeat the goblin leaders threatening the area.
  • OptionalTalk to refugees before decidingConversations with Alfira, Rolan, Mol, and others can add context to the stakes of the decision.

Objectives

  1. Learn why the Tiefling refugees are trapped at the Emerald Grove.The refugees are attempting to reach Baldur's Gate but face the danger posed by goblin raiders.
  2. Coordinate with Zevlor.Zevlor serves as the principal contact for understanding and advancing the refugee-focused route.
  3. Deal with the goblin leaders threatening the area.The party generally helps the refugees by removing the leadership behind the threat to the grove.
  4. Decide whether to protect or betray the grove.The party's faction choice affects the settlement, companion approval, and the future of the refugees.
  5. Understand the refugees' individual stakes.Speaking with people such as Alfira, Rolan, and Mol provides additional perspective on the broader quest.
  6. Carry the consequences into later acts.Some refugees can appear again during Act Three, making the Act One outcome relevant beyond the grove.Optional

Walkthrough

  1. 01

    Find the refugee settlement and learn what is happening.

    Reach the Emerald Grove

    Travel to the Emerald Grove and take time to understand the settlement before making a major commitment. The Tiefling refugees are at the center of the conflict, and the grove is the location where the competing interests first become visible.

    Location: Emerald Grove

    TipExplore and speak to residents before choosing a faction route; the quest contains several connected personal stories.

    Checkpoint
  2. 02

    Coordinate with Zevlor.

    Speak with Zevlor

    Find Zevlor in the grove and discuss the refugees' situation. His conversation establishes that the Tieflings are trying to reach Baldur's Gate while goblin raiders and the threat of an attack make remaining in place dangerous.

    Location: Emerald Grove

    Watch outDo not tell Zevlor to leave if the goal is to complete the refugee-protection path.

    Checkpoint
  3. 03

    Gather information about the refugees' circumstances.

    Talk to the refugees

    Speak with refugees including Alfira, Rolan, and Mol if you want a fuller picture of the settlement. These conversations are not merely background: they add context to the people whose safety and future are affected by the grove's outcome.

    Location: Emerald Grove

    TipTreat the grove as a community rather than rushing directly to the central combat objective; individual conversations can make later consequences easier to understand.

  4. 04

    Commit to a broad approach to the refugee crisis.

    Choose whether to help the grove

    Decide whether your party will support the Tiefling refugees and the grove or pursue a hostile alternative. This is the point at which the quest becomes a meaningful faction decision rather than only a request to defeat enemies.

    Location: Emerald Grove

    Watch outHelping and hindering the refugees lead to substantially different outcomes, including changes to companion approval and the status of the grove.

  5. 05

    Defeat the goblin leaders threatening the area.

    Confront the goblin leadership

    Follow the protection route by dealing with the goblin leaders responsible for the danger around the grove. The supplied material does not define one mandatory order or a single battlefield, so use the quest journal and your chosen approach to locate and confront them.

    TipPrepare for a sequence of related encounters rather than assuming the refugee crisis ends after one fight.

  6. 06

    See how the faction decision affects the refugees and the grove.

    Return to the grove's consequences

    After resolving the goblin threat or choosing the opposing route, revisit the grove and observe how the settlement has changed. The result determines whether the Tieflings are protected, endangered, or lost, and it can alter the direction of their later stories.

    Location: Emerald Grove

    Watch outThe goblin-aligned alternative can lead to a massacre of the grove's inhabitants; treat that route as a major spoiler.

    Checkpoint
  7. 07

    Carry the consequences of the grove decision into the wider campaign.

    Continue the refugees' stories

    Keep track of the Tiefling characters after the Act One conflict. The questline has long-term narrative consequences, and several refugees can appear later in Act Three depending on what happened at the grove.

    TipIf preserving refugee stories matters to your playthrough, record which route you chose and pay attention to later Tiefling encounters.

Mission mechanics

This quest is structured around a settlement-wide faction conflict rather than a linear mission corridor. Conversations establish the political and personal stakes, while combat against the goblin leadership addresses the external threat. The game allows the party to approach the situation through different choices, so the journal objective should be treated as a guide to the conflict rather than a promise that every player will see the same sequence.

The Emerald Grove also works as an information hub. Refugees such as Alfira, Rolan, and Mol are connected to the wider storyline, and speaking with them can reveal why the grove's safety matters beyond the immediate attack. Exploring first is especially useful for players who want to understand the consequences of their choice instead of treating the refugees as an abstract quest objective.

The most important mechanic is consequence management. Helping the refugees, hindering them, or siding with the goblins changes the condition of the grove and can influence companion approval. The decision also affects whether refugee characters remain available for later developments, including appearances during Act Three.

What works and what does not

Strengths

  • The quest gives the player a clear moral and political choice with visible consequences for a whole settlement.
  • Its refugee cast makes the grove's fate personal rather than purely strategic.
  • The quest connects Act One decisions to later character appearances and narrative developments.
  • The party can gather context through conversations before committing to a route.

Weaknesses

  • The quest's exact sequence can vary, making it harder to identify one universal walkthrough order.
  • The consequences of the faction choice can extend well beyond the initial grove encounter.
  • Players who rush past refugee conversations may miss context for why the settlement's outcome matters.

Best uses

  • Choose the refugee-protection route when preserving the Tieflings and their later stories is the priority.
  • Explore the grove before resolving the wider conflict if companion reactions and character context matter.
  • Use the goblin-leader objective as the practical focus after deciding to defend the settlement.

Encounter phases

  1. 1

    Settlement introduction

    Starts: Arrival at the Emerald Grove

    The party encounters the Tiefling refugees and learns that they are trying to reach Baldur's Gate while facing danger from goblin raiders.

    • Speak with Zevlor before deciding how to proceed.
    • Explore the settlement to identify refugee stories connected to the quest.
  2. 2

    Investigation and alignment

    Starts: Conversations with Zevlor and the refugees

    The party gathers information and determines whether to help the refugees, leave them vulnerable, or cooperate with the goblin side.

    • Talk to Alfira, Rolan, and Mol for additional context.
    • Avoid telling Zevlor to leave if pursuing the refugee-protection path.
  3. 3

    Goblin leadership conflict

    Starts: Choosing to defend the grove

    The party addresses the external threat by confronting the goblin leaders who endanger the settlement.

    • Prepare for related encounters rather than expecting a single isolated fight.
    • Use the quest journal to track the current objective and adapt to the chosen route.
  4. 4

    Settlement outcome

    Starts: Resolution of the faction conflict

    The grove's condition and the refugees' safety reflect the party's decision, with consequences for companion approval and future stories.

    • Revisit the grove after resolving the conflict.
    • Remember that some consequences may not appear until later acts.

Choices and consequencesSpoilers

  • Help the Tiefling refugees and address the goblin threat.

    This is the protection-focused route. It supports the safety of the grove and preserves the possibility of continuing refugee stories later in the campaign.

  • Hinder or abandon the refugees.

    The grove's safety and the refugees' future are put at risk, and companion approval can change in response to the party's behavior.

    Spoiler
  • Side with the goblins and allow the grove to be massacred.

    This is the dark alternative. The inhabitants of the grove can be killed, fundamentally changing the settlement and the later stories associated with its refugees.

    Spoiler
  • Tell Zevlor to leave.

    Doing so can prevent completion of the refugee-protection path described by the quest.

    Spoiler

Quest checklist

  • Arrive at the Emerald Grove.The refugee conflict is introduced at this settlement.
  • Speak with Zevlor.Use him as the main contact for the refugee-focused route.
  • Talk to Alfira.Her story adds personal context to the Tiefling refugees.Optional
  • Talk to Rolan.His situation is part of the grove's connected refugee stories.Optional
  • Talk to Mol.Her interactions provide another perspective on the settlement.Optional
  • Decide whether to protect the refugees.The decision affects the grove and companion approval.
  • Deal with the goblin leaders if defending the grove.The protection route generally requires defeating the leaders threatening the area.
  • Return to the grove after the conflict.Check the settlement's resulting condition.
  • Watch for refugee appearances in later acts.Some refugees can return during Act Three if they survive and remain in the story.Optional

Failure conditionsSpoilers

  • Tell Zevlor to leave while pursuing the refugee-protection route.The supplied quest guidance specifically warns that this choice can prevent completion of the path focused on helping the refugees.
  • Choose the goblin-aligned massacre route.Allowing the goblins to massacre the grove's inhabitants abandons the protection objective and removes or changes refugee stories tied to the settlement.
  • Let the grove's conflict resolve against the refugees.If the party does not protect the refugees and the hostile forces prevail, the safety of the Tieflings and the status of the grove can be permanently altered.
  • Advance without understanding the faction choice.The quest can move into a different outcome when the party commits to helping or hindering the refugees; there is no universally safe way to preserve every route after that decision.

On failure

The quest is outcome-sensitive. Save before major faction decisions if you want to compare routes, but exact reversal points and timing can vary with the party's actions.

Rewards and drops

  • Quest progression
    Resolving the refugee crisis advances a major Act One storyline centered on the Emerald Grove.
  • Companion approval changes
    Helping or hindering the refugees can significantly affect companion approval.
  • Grove outcome
    The settlement's condition reflects the party's chosen faction route.
  • Later refugee appearances
    Some refugees can appear again during Act Three when the protection route preserves their stories.

AftermathSpoilers

The grove decision continues beyond Act One

The outcome is not limited to whether the Emerald Grove survives the immediate conflict. Helping or hindering the Tiefling refugees can change companion approval and determine which refugee stories remain available. Several refugees may appear later during Act Three, so the choice made in the grove can continue to shape the campaign long after the original quest is resolved.

Trivia

  • The refugee storyline is described as central to the early game's morality because the party must decide how to respond to a vulnerable community under threat.
  • The quest brings together settlement politics, goblin conflict, companion reactions, and individual refugee stories rather than isolating those elements into separate plotlines.
  • Alfira, Rolan, and Mol are examples of refugees whose interactions provide additional depth to the ongoing story.
  • The refugees' attempted route toward Baldur's Gate explains why the grove's conflict has significance beyond the immediate settlement.

Sources

Relationships

Setting

  • Emerald GroveLocationThe quest begins and reaches its immediate settlement outcome at the Emerald Grove.

Characters

  • ZevlorQuest contactZevlor coordinates with the party about the Tiefling refugees.
  • AlfiraRefugeeAlfira's story adds context to the Tiefling community.
  • RolanRefugeeRolan is connected to the refugee storyline.
  • MolRefugeeMol provides another perspective on the grove's refugees.

Factions

  • Goblin leadersPrimary threatThe goblin leadership threatens the grove and must generally be defeated on the protection route.

Locations

  • Baldur's GateRefugee destinationThe Tiefling refugees are attempting to reach Baldur's Gate.