Zevlor states that goblins now surely know where the grove is because Aradin led them to the grove. He is convinced that they'll have to leave now because of it. But then, he says later that they are leaving because the Rite of Thorns and the druids are kicking them out. So, he was going to have to leave anyway.
Yes they were about to leave "eventualy" ... or at least that is what Zevlor claim ...
I believe he was just stating his curent position ... to show our character that he is stuck between hammer and anvil probably to arouse compassion, and he was not actualy proposing that they should leave right now bcs of Aradin, nor Kagha.
Bcs if he would propose something like that he would not attack us the second we tells him that Kagha wants him to leave imediatly ...

So was Zevlor just freaking out for no good reason?
Either that, or it was all just act ...
Many tieflings (kinds mostly) seem to be quite skilled in deception.

Over and over again, it truly seems like the attack on the grove gate when the MC and his party first arrive should be a MUCH bigger event with lots more goblins and bugbears and worgs. I'm thinking we should see some additional cutscenes. Although we only battle the main force at the gate and kill the goblin captain, there should be something to indicate that goblins were swarming up the walls and fighting tieflings and maybe even some druids too.
Anyone noticed any indication for this? O_o
Bcs i didnt.
I mean, we learn that some chased Findel into the secret tunnels, and that's good.
Agreed ... but i still dont believe they were part of that group wich was chasing Aradin.
I mean sure, some would keep chasing his group, probably ... but it seem odd that so small group decided to explore secret tunel they just discovered.

I stick to that theory that Larian wanted us to take Long Rest in the Grove, but didnt find the way to force us ... therefore this group arived "next day".

We at least know there were more goblins there, but the way everyone acts, the goblin force should be at least twice the size it is in the game currently
Agreed ...
I would dare to double (maybe even triple) amount of Goblins in their camp ... they are kinda sad "army", if you count them all and concider how expendable they are for Minthara (with this attitude, she would soon have none to comand).

if not bigger, and there should be a bit more to indicate that the tieflings and druids helped to stem off the ones we don't see in the fight. So if not cutscenes, then we should find dead goblin carcasses on the walls and paths nearby, showing that goblins did, in fact, get in. We should have a few tieflings looking pretty banged up and have them state how they barely managed to kill the stragglers that made it over the walls.
Nah ...
This was not full raid, nor invasion ... just some scouting team chasing few fools.
I don't really know the best solution here, but the point is that something should be done to give us more of a reason to say, "Dang! Yeah! We saved the grove by killing the goblin captain and forcing them to retreat."
For one, forcing them to retreat is bad ... you dont want to reveal Grove location, kill them all is the only option here.
For two, we did save the Grove, since its location is still unknown to Minthara, even after Aradin screwed things up so bad.

So big nono for this one.
And, if they don't make it back to Minthara to report the grove's location, so that Sazza can get that honor, then we should find a whole lot of goblin bodies on the way to the goblin camp. Then someone at some point should explain how they were goblins from the raiding party that was chasing Aradin, but something killed them on their way back... like ettercaps or phase spiders or Ethel even, who may or may not have plans for the grove and its people.
Leave path of dead goblins would be just the same as placing huge neone sign "secret Druid Groove entrance right here" just abowe that gate.

Ok. Here's another. Druid Secret tunnels. Why is there a dead man with the key to the storage chest on some random rock island fried to a crisp? What's the story there? Some refugee tried to rob the grove storage area? And why is there so much oil spilled everywhere? What's the deal with the tunnels? What are they used for exactly? It's very unclear.
Totally agreed here, without any doubts.

Almost none on this place makes any sence ...
If that person make it so far, he would have to know how to avoid wrath of those statues ... why did he stop? O_o
There is nothing for him, so why did he even get there ... was he just trying to hide key from his treasure? (seems like only possible explanation)
Presence of both the Oil Barells and Oil Splash is just misstake if you ask me ... especialy since we have so many flamable and nature-friendly materials (resin for example!). :-/
Suggestion:
Now just imagine how easy it would be to fix this place.

> Instead of Oil Barells you give there roots of some tree ... one of them would be leaking resin ... trap maintained, now fits the whole Druidic wibe.
> *IMPORTANT* Add possibility to turn on/off those statues by click if you are wearing
Key to the Ancient !!!
> *Important* Make Findal horrified by what he did!!! After you ressurect him give him some dialogue ... sometig like "Silvanus mercy, i killed him!"
And in there give there some dice roll for calming him and persuating him to tell us what he did there ...
Then make him explain that he was there with his friend, hiding some valuable in natural trap (the resin leaking root) they discovered here ... after they hid it and lock the chest, his friend decided to go hide the key on bottom of that strange rock we see in the middle, so Findal deactivated the statues and he went there ... sudently Goblins came in ... Findal panicked and activated the statues ... and last thing he heared, was his friend agonizing screaming.>:]
Then its entirely on you that if you keep that statues dont attack goblins bcs they are too small to being recognized (but in that case include Sazza, Halflings, Gnomes, and Druids in cat form!) or if you let statues attack them, if they get too close ... wich would mean that Findal activated them too late. (my preffered option)

(Damn im totally going to copy this to sugestion feedback on launcher, bcs i REALLY like it.

)
And what's up with the waterfall entrance/ exit too?
Fun fact: Even if Druids complete Ritual of Thors, this particular entrance is still accesible.

As for me at the moment it is looking for problems by force. If you think about it, this is how you can break down any game.
Especially since these aren't some serious story holes.
+1