I don't think map itself is necessary bad - it's the story they are telling that isn't compatible with the map they created. If Larian removed the bit were Goblins can't find the grove - all would be fine. Why not have the grove being scared because goblins are at their door steps? Why would minthara couldn't look for a safe way to invade rather then wonder where the grove is? Make the perceived tighteness of the map be part of the story. Tieflings stuck at the grove, with goblin army right at their doorsteps ready to attack. Goblins trying to find their way in to open the games and attack without getting decimated at the gates. Make character aware that a massive ship just crushed outside the place. It's same issues D:OS2 suffered from, with each zones seemingly develop in its own bubble, with little thought put to how it will be all put together. It wouldn't be a problem if each zone existed in its own bubble, like it did in classic RPGs, but it just feels off here. You create continous world and yet not design it to be a continous world.