Gullykin

Halfling village in the northwest; there is no store, only a Temple in the Winery. The secret entrances to the Firewine Ruins are shortcuts, of sorts, to Firewine Bridge, if the party can navigate the dungeon, with its incessant respawning of Kobolds, in under eight game hours.

'Secrets':
 * Entrance to Firewine Ruins at the Winery - 350, 315
 * Entrance to Firewine Ruins in the basement of Jenkal's house - 200, 900


 * Assassination Attempt: Southeast - 3715, 3575. Morvin and Halacan, each 650XP; Drakar, 1200XP, Morningstar +1; Molkar, 1200XP, Chainmail +2. A little like the party at the Cloakwood Mines entrance, in that there are two spellcasters, and the Mage casts Horror, and is thus the primary threat, at least until that spell is cast. He is the northern one of two Dwarves at the back of the party, and casts Mirror Image before Horror. If the party cannot take out the mage before casting, make a sacrifice of a single party member up front, to soak up the Fear (otherwise half the party gets the effect), and use Remove Fear, or just proceed with one less party member. Heavily armored but still spellcasting Molkar is not so big a threat as he might seem, as long as the party can interrupt his spells; if they can, he will spend a lot of time doing nothing but restarting his spellcasting.

Enemies: Kobolds, Ghasts.
 * It is said that in the northwest, there are Ankhegs. But the likelihood of the player finding any seems dubious to nil, for many reasons.
 * The area south of Wyrm Crossing is vast and open; Ankhegs need room to perform their most basic movement animations, and the Northwest of Gullykin is one of the more cramped and compact of areas in the entire game.
 * There is no reason for them to be there, and good reasons for them to not be. The Ankhegs serve the purpose of directing new players away from Baldur's Gate City, when the storytelling requirements of a linear storyline require the City to be closed to play. The northwest is where the Temple / Winery is, the primary objective of the village quest, with its secret entrance into the Firewine Ruins; there is no reason to have such a formidable obstruction to this simple and low level quest. Ankhegs are fearsome enemies, and do not fit alongside Kobolds; by the same token, they would be a far worse trouble for the Halflings; the party would have been surrounded by Halflings begging them to get rid of the Ankhegs, and the Kobolds would not have even been mentioned.
 * There is no confirmation of this that withstands scrutiny, and sources that should provide confirmation, do not. Dan Simpson does not mention them specifically; he probably got taken in like everyone else by this little ruse, and is just repeating what someone on a forum said. Forgotten Realms wiki just cites the game itself And none of the walkthroughs of that area show Ankhegs.

Halfling village

 * Journal entries:
 * "There are Kobolds in Gullykin, but they seem more organized than is typical for their race"
 * "The Firewine bridge is all that is left of an elven trading town that was destroyed over two hundred years ago" (in a magic duel, according to the dialogue of the Halfling townspeople)


 * Gandolar Luckyfoot - 720, 1210. Kobolds threaten the village; he will give 250GP to remove the threat. Has Leather Armor +1
 * Jenkal - 200, 900. "Surly" halfling who will admit to smuggling in Kobolds, and attack. Second entrance to Firewine Ruins appears, leading to the boss of the Kobolds.


 * Sling +1
 * Spell scrolls, various houses