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Dank Crypt: Difference between revisions
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* East of the room with the [[Entombed Scribe|Entombed Scribes]], near the water, is a ladder leading above to the [[Chapel Entrance]] through a locked trapdoor {{Coords|-252|-270}}. A lever next to the ladder will unlock the trapdoor. | * East of the room with the [[Entombed Scribe|Entombed Scribes]], near the water, is a ladder leading above to the [[Chapel Entrance]] through a locked trapdoor {{Coords|-252|-270}}. A lever next to the ladder will unlock the trapdoor. | ||
*It is possible to access the Dank Crypt from the outside by lockpicking the same hatch to the east of the [[Chapel Entrance]] {{Coords|318|362}}. | *It is possible to access the Dank Crypt from the outside by lockpicking the same hatch to the east of the [[Chapel Entrance]] {{Coords|318|362}}. | ||
=== | ===Encounters=== | ||
====Trapped sarcophagus==== | ====Trapped sarcophagus==== | ||
The southern room with a sarcophagus in the middle is heavily trapped. When the sarcophagus is opened, gargoyle heads lining the west and east walls will start firing firebolts into the room. Meanwhile, gas vents will start pouring flammable gas into the room, and [[Grease]] traps will flood the ground with [[Prone (Condition)|slippery]], [[difficult Terrain]] and additional flammable surfaces. All of these traps require [[Perception]] checks (DC: 15) to spot. On the middle pillar on the eastern side of the room is a button that will turn off the traps once triggered; it also requires a perception check to spot. | The southern room with a sarcophagus in the middle is heavily trapped. When the sarcophagus is opened, gargoyle heads lining the west and east walls will start firing firebolts into the room. Meanwhile, gas vents will start pouring flammable gas into the room, and [[Grease]] traps will flood the ground with [[Prone (Condition)|slippery]], [[difficult Terrain]] and additional flammable surfaces. All of these traps require [[Perception]] checks (DC: 15) to spot. On the middle pillar on the eastern side of the room is a button that will turn off the traps once triggered; it also requires a perception check to spot. | ||
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* The enemies can be thrown into a pile before triggering the battle. However, moving them causes the battle to start immediately. | * The enemies can be thrown into a pile before triggering the battle. However, moving them causes the battle to start immediately. | ||
=== | ==== Withers ==== | ||
[[Withers]] will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the player a question and then later join the player in their camp. [[Withers]] will offer resurrection, hireling, and respec services in the camp. | |||
* If you neglect to visit the Dank Crypt entirely, Withers will eventually show up in your camp regardless. | |||
[[Category:Locations]] | [[Category:Locations]] | ||
[[Category:Act One Locations]] | [[Category:Act One Locations]] |
Revision as of 18:52, 11 November 2023
Dank Crypt (also known as the Temple Ruins) is a Location in Chapter One strewn with ancient sarcophagi and largely overgrown. One of the walls has collapsed, revealing a seaside cave that leads back to the Roadside Cliffs. A large statue of the god Jergal sits in the lower courtyard.
This area can be reached from the Refectory and the Chapel Entrance, together forming the Overgrown Ruins dungeon.
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Related quests
Related locations
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable NPCs
- Withers (Camp Follower)
Other creatures and NPCs
Other information
- There is a sarcophagus in the southern trapped room X: -293 Y: -325 that contains an Engraved Key and The Watcher's Guide. The key opens the large locked heavy oak doors to the north.
- There is a Heavy Key on the body of an Entombed Scribe X: -311 Y: -252. This key unlocks the Ancient Door near the trapped sarcophagus that leads to the Ravaged Beach.
- The Amulet of Lost Voices can be found inside a chest X: -293 Y: -233 in the secret room behind the Shrine of Jergal.
- East of the room with the Entombed Scribes, near the water, is a ladder leading above to the Chapel Entrance through a locked trapdoor X: -252 Y: -270. A lever next to the ladder will unlock the trapdoor.
- It is possible to access the Dank Crypt from the outside by lockpicking the same hatch to the east of the Chapel Entrance X: 318 Y: 362.
Encounters
Trapped sarcophagus
The southern room with a sarcophagus in the middle is heavily trapped. When the sarcophagus is opened, gargoyle heads lining the west and east walls will start firing firebolts into the room. Meanwhile, gas vents will start pouring flammable gas into the room, and Grease traps will flood the ground with slippery, difficult Terrain and additional flammable surfaces. All of these traps require Perception checks (DC: 15) to spot. On the middle pillar on the eastern side of the room is a button that will turn off the traps once triggered; it also requires a perception check to spot.
- The gas vents can be blocked by placing crates, vases, and other similar items on top of them.
- The vents, grease traps, and gargoyle heads can also be disarmed using a Trap Disarm Toolkit. Given the number of traps, the dearth of toolkits the party will likely have at this early stage of the game, and the fact that a toolkit will be consumed and the trap will be triggered if the attempt fails, this can be a risky option.
Shrine of Jergal
Behind heavy oak doors to the north lies a large, overgrown chamber centered around an imposing, skeletal statue. A successful Religion check (DC: 15) identifies the statue as Jergal, the divine scribe and former greater deity of death. There is a hidden button to the west of the statue at X: 298 Y: -232; a Perception check (DC: 7) highlights the button, but is not necessary to reveal it. When pressed, a secret door beside the button will open and the skeletons in the room (four Entombed Scribes and one Entombed Warrior) will come to life and attack the party.
- The enemies can be disarmed before triggering the fight by looting their weapons. This is more useful against the warrior, as the scribes will rarely attack with their staves.
- The enemies can be thrown into a pile before triggering the battle. However, moving them causes the battle to start immediately.
Withers
Withers will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the player a question and then later join the player in their camp. Withers will offer resurrection, hireling, and respec services in the camp.
- If you neglect to visit the Dank Crypt entirely, Withers will eventually show up in your camp regardless.