Save the Goblin Sazza

Type Quest
Act 1
Location Druid Grove
Reward Assassin's Touch

Save the Goblin Sazza is a Quest in Baldur's Gate 3. Save the Goblin Sazza can be acquired during ACT 1. Completing  Save the Goblin Sazza will progress the story forward.


Save the Goblin Sazza Objectives

  • Free Sazza
  • Escort Sazza out of Grove
  • Reach the Goblin camp


Save the Goblin Sazza Walkthrough

  • Stop the Tiefling Arka from killing Sazza at the makeshift prison of Druid Grove. (Persuasion or Intimidation checks) Allowing Arka to kill the caged goblin Sazza will break the paladin's oath of devotion.
  • Talk to Sazza, and learn the information of a Priestess. Sazza agrees to lead you to that priestess if you managed to free her from the prison.
  • Now you need to escort Sazza out of Grove.
  • druid grove2 bg3 wiki guide
    Near the makeshift prison, there's a platform you can jump on. Succeed in perception check will reveal a hidden door, which leads to Underground Passage. This passage can take you to the forest, the safest way to leave Grove without been caught.
  • The goblin camp is at the north of Blighted Villiage, inside the Shattered Sanctum you will meet the leaders of the goblin camp. The priestess agrees to help, if you manage to open the gate of Grove and help her slaughter the refugees.


 How to unlock Save the Goblin Sazza

  • Quest Giver / Location


Save the Goblin Sazza Rewards


Save the Goblin Sazza Notes & Tips

  • Notes & tips go here


Quests in Baldur's Gate 3
Acquire the Gauntlets for Helsik  ♦  Aid the Underduke  ♦  Ask the Goblin Priestess for Help  ♦  Avenge Glut's Circle  ♦  Avenge the Drowned  ♦  Avenge the Hag Survivors  ♦  Avenge the Ironhands  ♦  Blind the Absolute  ♦  Break Yurgi's Contract  ♦  Break Yurgir's Contract  ♦  Call of the Blood  ♦  Capture Isobel the Selunite Cleric  ♦  Confront the Elder Brain  ♦  Consider Gortash's Bargain  ♦  Control the Elder Brain  ♦  Cure the Poisoned Gnome  ♦  Deal with the Devil  ♦  Deal with the Gnomes  ♦  Defeat Ketheric Thorm  ♦  Defeat Mystic Carrion  ♦  Defeat the Duergar Intruders  ♦  Defeat the Goblins  ♦  Deliver Nere's Head  ♦  Destroy the Ancient Tome  ♦  Destroy the Elder Brain  ♦  Disable the Steel Watch  ♦  Discover the Artefact's Secrets  ♦  Discover the History of Prince Orpheus  ♦  Embrace Your Potential  ♦  Escape the Deal  ♦  Escape the Nautiloid  ♦  Explore the ruins  ♦  Feed the Mind Flayer  ♦  Find a Cure  ♦  Find a way into Wyrm's Rock fortress  ♦  Find Arabella's Parents  ♦  Find Doni  ♦  Find Dribbles the Clown  ♦  Find Explosives  ♦  Find Ketheric Thorm's Relic  ♦  Find Mol  ♦  Find Mystic Carrion's Servant  ♦  Find Rolan in the Shadows  ♦  Find the 'Stern Librarian' Ffion  ♦  Find the Blood of Lathander  ♦  Find the Githyanki Creche  ♦  Find The Missing Boots  ♦  Find the Missing Letters  ♦  Find the Missing Shipment  ♦  Find the Mushroom Picker  ♦  Find the Nightsong  ♦  Find your belongings  ♦  Find Zevlor  ♦  Finish the Masterwork weapon  ♦  Follow the Convoy  ♦  Forging a Heart  ♦  Free Counsellor Florrick  ♦  Free Lae'zel  ♦  Free Orpheus  ♦  Free the artist  ♦  Free True Soul Nere  ♦  Fulfill the Deal  ♦  Gather Your Allies  ♦  Get Gortash's Netherstone  ♦  Get Help from Auntie Ethel  ♦  Get Help from Healer Nettie  ♦  Get Orin's Netherstone  ♦  Get Past the Rubble  ♦  Help Kith'rak Voss  ♦  Help Omeluum Investigate the Parasite  ♦  Help the Cursed Monk  ♦  Help the Devilish Ox  ♦  Help the Hag Survivors  ♦  Help Your Protector  ♦  Hunt the Devil  ♦  Impress the Murder Tribunal  ♦  Infiltrate Moonrise Towers  ♦  Investigate Cazador's Palace  ♦  Investigate Kagha  ♦  Investigate the Beach  ♦  Investigate the House of Grief  ♦  Investigate the Murders  ♦  Investigate the Selunite Resistance  ♦  Investigate the Suspicious Toys  ♦  Kill Kagha  ♦  Kill Raphael's Old Enemy  ♦  Lift the Shadow Curse  ♦  Open your Scars  ♦  Protect the Myconid Circle  ♦  Punish the Wicked  ♦  Raid the Emerald Grove  ♦  Raid the Grove  ♦  Remove the Parasite  ♦  Rescue Orin's Victim  ♦  Rescue the Druid Halsin  ♦  Rescue the gnome  ♦  Rescue the Gnomes in Moonrise Towers  ♦  Rescue the Grand Duke  ♦  Rescue the Illithid's Captive  ♦  Rescue the survivors  ♦  Rescue the Tieflings  ♦  Rescue the Trapped Man  ♦  Rescue Volo  ♦  Rescue Wulbren  ♦  Resolve the Abduction  ♦  Retrieve Omeluum  ♦  Return Rakath's Gold  ♦  Return the Locket  ♦  Roveer's Storehouse  ♦  Save Arabella  ♦  Save Hope  ♦  Save Mayrina  ♦  Save the First Druid  ♦  Save the Gondians  ♦  Save the Grymforge Gnomes  ♦  Save the refugees  ♦  Save Vanra  ♦  Search the Cellar  ♦  Seek Protection from the Shadow Curse  ♦  Servant of None  ♦  Solve the Open Hand Temple Murders  ♦  Steal a Githyanki Egg  ♦  Steal the Sacred Idol  ♦  Stop the Presses  ♦  Surrender Shadowheart to Viconia  ♦  Talk to the Sentient Amulet  ♦  The Adamantine Forge  ♦  The Dark Cleric  ♦  The Knights of Shield  ♦  The Ritual  ♦  Travel through the Mountain Pass  ♦  Travel through the Underdark  ♦  Travel to Moonrise Towers  ♦  Unlock the Ancient Tome  ♦  Visit the Emperor's Old Hideout  ♦  Wake up Art Cullagh


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    • Anonymous

      ... I found the easiest way to rescue the goblin is to buy a potion of invisibility and throw it at her... then you just walk out the front door ^_^ you can get this potion from the crazy old potion lady in the druid camp

      • Anonymous

        Google search returned a few online articles claiming saving Sazza is evil and disapproved by most companions. However, that kind of information is not true. When Arka tries to kill the defenseless prisoner, she is committing a cold-blooded murder. There is zero justice in it. The sole reason that she wants to commit such a murder is bloodthirsty revenge, as her brother was shot to death while opening the Grove gate (you can talk to his body to extract that information right after the battle; note that the body disappears upon your party leaving the battlefield/gate). If you let Sazza be shot to death, you get absolutely nothing in return - not even the 9XP your party would receive should you kill Sazza yourself. If you intervene to let Sazza live, you get a full side quest that lasts quite a bit of time. Gale will even make a big scene out of your certain action. Also note: saving Sazza does not put your allegiance with the Goblins. You are free to kill any or all of the 3 factions: Goblins, Tieflings (refugees) and the Druids. You are also free to let all of them behind by choosing not to get involved. Look, your ultimate goal (at this point of time) is to get rid of the tadpole in your head, not to get involved in others people's struggles. If you are in the right mood, you may very well choose to ignore all of the non-hostile creatures, as long as you know how to move forward. The quest journal will always keeps itself updated, based on your actions or no-actions. As far as I know, regardless what you do, Sazza will never automatically turn hostile to your party.

        • Anonymous

          I killed her by pushing her into a chasm in my playthrough and the quest is still in my journal lol. Quite irritating

          • If you kill Minthara (the Priestess) and the other Goblin there before Sazza reaches them, she will become unresponsive, resulting in an unfinished quest and you out of an achievement.

            • Anonymous

              Quest might be bugged. After talking to the drow her marker stays on the map and she has no further dialog. Just kill her to get rid of the marker.

              • Anonymous

                Sazza just stands at the goblin camp and can't be interacted with even though there is a glowing quest marker right above her on the minimap.

                • Anonymous

                  She dies in the cage if you prevent Arkka from killing her but leave her in the cage then kill the goblin leaders

                  • Anonymous

                    disclaimer: this is second hand knowledge, imparted to me by a goblin-loving friend
                    MAJOR STORY SPOILERS:

                    if you bring Sazza before the Cleric (haven't tried the Warlord) of the Absolute inside the Shattered Sanctum, Sazza will insert herself into the conversation and try to throw you under the bus. She offers to lead the goblins to the grove (since she's been there, as has the PC as she reveals) and suggests to kill the PC ("poke this one full of holes").
                    The Cleric at least will have none of this since they recognize you as a true soul and condemns Sazza to death. You have the option to intercede on her behalf (persuasion check). Sazza is not grateful if she is saved.
                    After she is dealt with in one way or another, the Cleric turns to you and you have two options:
                    -don't give up the Grove, this leads to a fight against the Cleric and nearby goblins
                    -there might be another option which my goblin-loving friend has failed to mention
                    -give up the Grove, this essentially locks you into betraying the Tieflings and Druids. The next time you enter the grove, the Cleric spawns outside at the head of an army that is friendly towards the PC and the Tieflings immediately recognize your betrayal, Zevlor shows up, berates you a little and then starts a fight. The goblin army does NOT assist you against the Tieflings at the time of this posting (contrary to the dialogue, simply entering the grove is enough, no need to open the gate manually)

                    tl;dr taking Sazza all the way locks you into the "most evil" resolution to the refugee crisis and destroys the grove unless you are prepared to fight the goblin leaders before agreeing to the raid

                    • It helps if you deal with the goblin scouting party ahead of time, but I show you how to disarm the trap andthat you can just kill them the search aprty becasue they want to kill Sazza. Here is how to rescue sazza:

                      • Anonymous

                        after saving her and talking to the camp leader i hit a wall where you cant talk to the goblin to finish the quest, is that a bug?

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