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[[File:Dank Crypt.jpg|thumb|The statue within the Dank Crypt]]
[[File:Dank Crypt.jpg|thumb|The statue within the Dank Crypt]]
'''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.
'''Dank Crypt''' (also known as the '''Temple Ruins''') is a [[location]] in [[Act 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.
This area can be reached from the [[Refectory]] and the [[Chapel Entrance]], together forming the [[Overgrown Ruins]] dungeon.
{{Relative location
|region = Wilderness
|location = {{PAGENAME}}
|south    = Chapel Entrance
|west    = Refectory
|east    = Wilderness
}}


==Overview==
{{SpoilerWarning}}
{{SpoilerWarning}}
==Related quests==
=== Connected locations ===
*[[Explore the Ruins]]
 
== Related locations ==
* [[Ravaged Beach]]
* [[Ravaged Beach]]
* [[Chapel Entrance]]
* [[Chapel Entrance]]
* [[Refectory]]
* [[Refectory]]


==Notable loot==
===Trapped sarcophagus===
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
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 {{Ability check|Perception|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.
* {{MdRarityItem|The Amulet of Lost Voices}}
* The gas vents can be blocked by placing crates, vases, and other similar items on top of them.
* {{MdRarityItem|Book of Dead Gods}}
* 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.
* {{MdRarityItem|The Watcher's Guide}}
 
* {{MdRarityItem|Soul Coin}}
===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 {{Coords|298|-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 Scribe]]s 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.
* Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat.[[File:Withers Rises.png|thumb|Withers, being awoken from his slumber, asks the player a question.]]


==Notable NPCs==
=== Withers ===
*[[Withers]] (Camp Follower)
[[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.


== Other creatures and NPCs ==
* If you neglect to visit the Dank Crypt entirely, Withers will eventually show up in your camp regardless.
* [[Entombed Scribe]]
* [[Entombed Warrior]]


== Other information ==
=== Other information ===
* There is a sarcophagus in the southern trapped room {{Coords|-293|-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 sarcophagus in the southern trapped room {{Coords|-293|-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]] {{Coords|-311|-252}}. This key unlocks the Ancient Door near the trapped sarcophagus that leads to the [[Ravaged Beach]].
* There is a '''Heavy Key''' on the body of an [[Entombed Scribe]] {{Coords|-311|-252}}. This key unlocks the Ancient Door near the trapped sarcophagus that leads to the [[Ravaged Beach]].
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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====
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 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 {{Coords|298|-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 Scribe|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.
* Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat.[[File:Withers Rises.png|thumb|Withers, being awoken from his slumber, asks the player a question.]]


==== Withers ====
==Notable characters==
[[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.
*[[Withers]] (Camp Follower)
 
===Creatures ===
* [[Entombed Scribe]]
* [[Entombed Warrior]]
 
==Related quests==
*[[Explore the Ruins]]


* If you neglect to visit the Dank Crypt entirely, Withers will eventually show up in your camp regardless.
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{MdRarityItem|The Amulet of Lost Voices}}
* {{MdRarityItem|Book of Dead Gods}}
* {{MdRarityItem|The Watcher's Guide}}
* {{MdRarityItem|Soul Coin}}


[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]

Revision as of 11:49, 19 November 2023

Template:Up to date

The statue within the Dank Crypt

Dank Crypt (also known as the Temple Ruins) is a location in Act 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.

Wilderness
Refectory Dank Crypt Wilderness
Chapel Entrance

Overview

Connected locations

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 DC 15 Perception check 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.
  • Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat.
    Withers, being awoken from his slumber, asks the player a question.

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.

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.

Notable characters

Creatures

Related quests

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: