[quote=Leucrotta]Huh! I’ll have to see if I still have a save and try that again. I know I ended the day and went back to camp because I saw Volo and spoke to Gale afterwards, but perhaps I didn’t actually rest. ThI guess it does make sense, though, that having Sazza with you means Minthara finds out the grove location and forces you into a decision there and then whether to kill her or let the raid preparation commence. And to my mind Sazza does give you a fair enough warning that they’ve been looking for the grove and she’s hoping to be able to share the location so her gang can attack.
It's just a weird quest in general, IMO. 'Find the location of the grove' But as the player, you find the 'hidden' grove well before you find the goblin camp. So you can rescue a goblin who knows the location of it, and you can get the location of the grove out of the prisoner...knowledge that you, the player already know. It really doesn't feel like a quest that you ever actually, well
quest for, since you already have the solution to the quest fall in your lap basically a the beginning of the chapter, and don't get the actual 'quest' until later, which basically renders the method of acquiring the information (a potentially interesting quest) meaningless, which is a shame because Sazza/Spike constitute a sizeable chunk of the goblin-related content in the game.
Which would be disappointing by itself, except for the way completing either Sazza or Spike's quest (or just telling Minthara the information you already know at any point) immediately brings the conflict to a head. Goblins really need something else going on at the camp you could sink your teeth into. Something substantial like the Shadowdruid quest (which itself has a rather disappointing outcome for evil players) You can literally start the goblin/grove conflict endgame on your first talk with Minthara, and do it unintentionally.