Ad placeholder

Overgrown Ruins: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
No edit summary
 
(60 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{PageSeo
{{Location page
| title = Overgrown Ruins
| prefix = The
| description = The Overgrown Ruins form a dungeon in Baldur's Gate 3. It consists of three locations: the Chapel Entrance, the Dank Crypt, and the Bedchamber.
| name = Overgrown Ruins
| alt name =
| image = Overgrown Ruins.png
| image = Overgrown Ruins.png
}}
| image description = The Overgrown Ruins, and associated waypoint. This screenshot shows both the lower entrance on the Ravaged Beach and the upper Chapel Entrance.
[[File:Overgrown Ruins.png|thumb|alt=The Overgrown Ruins, and associated waypoint. This screenshot shows both the lower entrance on the Ravaged Beach and the upper Chapel Entrance.|The Overgrown Ruins, and associated waypoint. This screenshot shows both the lower entrance on the Ravaged Beach and the upper Chapel Entrance.]]
| act = one
{{Relative location
| summary = There are the remnants of what appears to have once been a chapel, though time has eroded many of the clues as to who exactly was revered here.
|region = Wilderness
| region prefix = the
|location = Overgrown Ruins
| region = Wilderness
|south    = Ravaged Beach
|south    = Ravaged Beach
|north    = Emerald Grove
|north    = Emerald Grove
Line 13: Line 14:
|east    = River Chionthar
|east    = River Chionthar
}}
}}
The '''Overgrown Ruins''' is a [[location|location]] within the [[Wilderness]], and are the remnants of what appears to have once been a chapel, though time has eroded many of the clues as to who exactly was revered here.{{ref|The Overgrown Ruin is named after the Waypoint, for the convenience of connecting the related smaller locations.|note}}
{{TOC|limit=3}}
{{TOC|limit=3}}
==Overview==
== Overview ==
The ruins consist of the exterior location – the [[Chapel Entrance]] and the interior locations Refectory and Dank Crypt.
The ruins consist of the exterior [[Chapel Entrance]] and the interior [[Refectory]] and [[Dank Crypt]].{{ref|In early access, the Refectory was known as the Bedchamber.}} Four bandits guard the entrance while the other six are looting the Refectory.{{ref|If the party drop the foundation block through the floor of the Chapel Entrance, the looters inside are immediately hostile.}} Entering this area grants the party 10 [[Experience|XP]] at level 2, 30 XP at level 3, and 40 XP at level 4.


A group of looters are canvassing the Overgrown Ruins. [[Gimblebock]], [[Quelenna]], [[Taman]], and [[Warryn]] stand guard outside in the Chapel Entrance, while [[Andorn]], [[Barton]], [[Cefrey]], [[Haseid]], [[Mari]] and [[Torgga]] loot the Refectory.{{ref|If the party dropped the Foundation Block through the floor of the Chapel Entrance, the looters inside will automatically be hostile.|note}}
=== Accessing the ruins ===
Four entrances lead into the ruins, with several options for access:
* {{Coords|285|305|Ravaged Beach}}: {{Ability Check|Sleight of Hand|20}}, leading into the trapped sarcophagus room
* Chapel Entrance {{Coords|285|375}}: {{Ability check|Sleight of Hand|7}} or convince {{CharLink|Andorn}} to open the door
* Chapel Entrance {{Coords|315|365}}: {{Ability Check|Sleight of Hand|20}}, leading into the Shrine of Jergal
* Chapel Entrance {{Coords|285|350}}: Create en entrance by snapping the coiled rope holding up a foundation block, leading into the Refectory


=== Chapel Entrance ===
=== Chapel Entrance ===
Line 24: Line 29:
[[File:Chapel Entrance Ambush.png|thumb|The Chapel Entrance, showing the structure of the upper ruin, and looters prepared for an ambush.]]
[[File:Chapel Entrance Ambush.png|thumb|The Chapel Entrance, showing the structure of the upper ruin, and looters prepared for an ambush.]]


The Chapel Entrance is an exterior location in the Wilderness. It covers the upper section of the Overgrown Ruins. Four looters have set up base here, and are arguing whether to continue looting, or to check out the [[Nautiloid Wreck]] to the south. The Chapel Entrance contains a door to the Refectory, and a hidden hatch to the Dank Crypt.  
The Chapel Entrance spans the upper section of the Overgrown Ruins. Four looters argue whether to abandon their post to search the [[Nautiloid Wreck]] to the south. This area contains a door to the Refectory and a hidden hatch to the Dank Crypt. Patches of [[Twisting Vines]] and a loose cracked stone may punish the unwary.
 
There are also several patches of [[Twisting Vines]], and a loose Cracked Stone that may punish those who forget to watch their step.  


=== Refectory ===
=== Refectory ===
[[File:Bedchamber.jpg|thumb|The shrine inside the Refectory]]
[[File:Bedchamber.jpg|thumb|The shrine inside the Refectory]]
The Refectory can be accessed via the Chapel Entrance.{{ref|In early access this area was known as the Bedchamber|note}} If the party failed to convince Andorn, the looter guarding the entry to the ruins, to let them in peacefully, there will be a trap near the entrance door, and the looters inside will be alert, grouped, and ready for combat.  
Six bandits are inside the Refectory. This area can be accessed via the Chapel Entrance at {{Coords|285|375}} or speaking with the guard {{CharLink|Andorn}}. If the party fail to convince Andorn to open the door peacefully, he plants a trap in the entryway, and all looters inside are readied for combat. The bandits' exact locations vary based on whether they are alerted of the party's presence.
 
In the Refectory, a door leading to the Dank Crypt at {{Coords|-178|-322}} can be unlocked by activating the switch at {{Coords|-174|-362}}. The Dank Crypt can also be accessed by destroying the door or entering through the hatch or Ravaged Beach. This door can also be opened by entering the Refectory through the Dank Crypt and lighting the two candles adorning it.
 
=== Dank Crypt ===
The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi. This area consists of two rooms.
 
==== Trapped sarcophagus ====
The southern room containing several sarcophagi at {{coords|-293|-325}} is heavily trapped. The sarcophagus at the centre has an {{SmRarityItem|Engraved Key}} and {{SmRarityItem|The Watcher's Guide}}. This key opens the heavy oak doors to the north. If the trap is triggered by opening the sarcophagus, gargoyle heads lining the west and east walls shoot firebolts while [[Grease (surface)|grease]] vents flood the ground. After the trap is triggered, pressing the button on the middle pillar along the eastern side of the room will turn off all the traps.


An Ornate Door with no visible lock or handle leads into the Dank Crypt, and can be opened by using a hidden switch behind a statue {{Coords|-174|-362}}. Succeeding at a [[Perception]] check is required to spot the switch. If the party fails to spot this switch, Dank Crypt can still be accessed by either destroying the door, or by lockpicking the Ancient Door found at the [[Ravaged Beach]]. Alternatively, when approaching Refectory from the Dank Crypt, this ornate door can be opened by lighting up the two candles adorning it.
*The vent and sarcophagus traps require passing a {{Ability check|Perception|15}} to identify, while the gargoyle heads require a {{Ability check|Perception|10}}.
* Grease vents can be blocked by placing crates, vases, and other similar items on top of them.
* The sarcophagus, grease vents, and gargoyle heads can be individually disarmed by passing a {{Ability check|Sleight of Hand|10}} using a {{SmRarityItem|Trap Disarm Toolkit}}. However, only the centre sarcophagus needs to be disarmed to disable the entire trap.
* If the sarcophagus trap is not detected, disabling the vents or heads can also neuter the trap, but can be a risky proposition as trap disarm toolkits are in short supply early in the game. The trap also cannot be fully disabled in this manner as one of the gargoyle heads is out of reach, and only a single head is needed to trigger a chain reaction from the grease vents.


If the [[Digital Deluxe Upgrade]] was purchased, the [[Portrait of Fane]] can be found on the wall in the entrance chamber.
==== Shrine of Jergal ====
In the north room, an imposing skeleton statue towers at the centre of an overgrown chamber. Passing a {{Ability Check|Religion|15}} identifies the statue as {{CharLink|Jergal}}, the divine scribe and former deity of death.


=== Dank Crypt ===
The eastern wall is collapsed to reveal a seaside cave routing back to the [[Roadside Cliffs]], which can be accessed through a hatch at {{Coords|-250|-270}}. To unlock the hatch, the lever next to the ladder must be pulled.
The Dank Crypt (also known as Temple Ruins) is 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.


====Trapped sarcophagus====
The [[Entombed Scribe]] at {{coords|-311|-252}} carries a {{SmRarityItem|Heavy Key}} that unlocks the ancient door near the Overgrown Ruins [[Ancient Sigil Circle|waypoint]]. The room next to the entombed scribe contains a sarcophagus with a {{SmRarityItem|Soul Coin}} at {{Coords|-324|-274}} and a {{SmRarityItem|Book of Dead Gods}} at {{Coords|-321|-269}}. To read the book, a character must initially pass a {{Ability Check|Arcana, Strength|15}}. [[Wizard]]s may instead pass a {{Ability Check|Intelligence|10}} and [[cleric]]s can pass a {{Ability Check|Wisdom|10}}. After the initial check, the character must pass a {{Ability Check|Religion|10}}, which grants [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Secrets of the Sundering]] for [[sage]]s and [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Divinity Undone]] for [[acolyte]]s. Regardless of whether the character succeeds the religion check, a {{SmRarityItem|Scroll of Ray of Enfeeblement}} falls out of the book.
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.
* 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====
In the main room with the statue, a button can be pressed at {{Coords|-300|-235}} to reveal a hidden room. Pressing the button causes the four [[Entombed Scribe]]s and one [[Entombed Warrior]] in the room to attack the party.
Behind heavy oak doors to the north lies a large, overgrown chamber centered around an imposing, skeletal statue. A {{Ability Check|Religion|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 {{Ability Check|Perception|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.
* 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
* Lighting the braziers using spells such as {{SAI|Fire Bolt}} prevent the enemies from capitalizing on dim light via {{SAI|Darkvision}}.
* Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat
* Attempting to move the skeletons will instantly trigger combat regardless of whether the button is pressed.
In a small room west of the shrine can be found a [[Soul Coin]] in a sarcophagus. Reading the book [[Book of Dead Gods]] requires a successful Arcana or Intelligence Check, followed by a Religion ([[DC]] 10) and Investigation ([[DC]] 10) check; succeeding earns the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Inspirational Events]] ''Secrets of the Sundering'' ([[Sage]] background) and ''Divinity Undone'' ([[Acolyte]] background).
** However, using [[Improvised Melee Weapon]] on the bodies and interrupting before the attack hits does not trigger combat, as this is technically not an action, allowing for safe repositioning of the skeletons.


==== Withers ====
==== Withers ====
[[File:Withers Rises.png|thumb|Withers, being awoken from his slumber, asks a question.]]
[[File:Withers Rises.png|thumb|Withers, being awoken from his slumber, asks a question.]]
[[Withers]] will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the closest party member a question and then later join the party as a [[Camp follower|follower]] in their camp. Withers will offer resurrection, hireling, and respec services in the camp. Meeting Withers for the first time earns the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Inspirational Event]] ''Unfamiliar Unfamiliarity'' ([[Haunted One]] background).  
If interacting with the sarcophagus in the secret room, {{CharLink|Withers}} emerges to ask the interacting party member a question. He later joins the party as a [[Camp follower|camp follower]], offering resurrection, hireling, and respec [[Withers#Services|services]]. Meeting Withers for the first time grants [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Unfamiliar Unfamiliarity]] for the [[Haunted One]]. If not meeting Withers in the Dank Crypt, he eventually appears in the camp on his own.
 
If the party neglects to visit the Dank Crypt, Withers will eventually show up at camp, regardless.
 
=== 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 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.
*[[The Amulet of Lost Voices]] can be found inside a chest {{Coords|-293|-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 {{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}}.


=== Characters ===
=== Characters ===
==== Camp followers ====
==== Camp followers ====
* [[Withers]]
* {{CharLink|Withers}}
==== Looters (Chapel Entrance)====
{{div_col}}
* {{MdCharLink|Gimblebock}}
* {{MdCharLink|Quelenna}}
* {{MdCharLink|Taman}}
* {{MdCharLink|Warryn}}
{{div_col_end}}
==== Looters (Refectory)====
{{div_col}}
* {{MdCharLink|Andorn}}
* {{MdCharLink|Barton}}
* {{MdCharLink|Cefrey}}
* {{MdCharLink|Haseid}}
* {{MdCharLink|Mari}}
* {{MdCharLink|Torgga}}
{{div_col_end}}
==== Creatures ====
* {{MdCharLink|Entombed Scribe}}
* {{MdCharLink|Entombed Warrior}}


====Creatures ====
== Loot ==
* [[Entombed Scribe]]
* {{MdRarityItem|Ancient Scroll}} - in a vase at {{Coords|-189|-313}}
* [[Entombed Warrior]]
* {{MdRarityItem|Bandit's Key}} - carried by {{CharLink|Andorn}}, in the [[Refectory]] at {{coords|-160|-290}}
* {{MdRarityItem|Book of Dead Gods}} - {{Coords|-321|-269}}
* {{MdRarityItem|Engraved Key}} - {{Coords|-293|-323}}
* {{MdRarityItem|Heavy Key}} - carried by an [[Entombed Scribe]] at {{Coords|-310|-250}}
* {{MdRarityItem|Portrait of Fane}} - on the wall at {{Coords|-182|-296}}{{ref|Portrait of Fane is only available if the [[Digital Deluxe Upgrade]] was purchased.}}
* {{MdRarityItem|Scroll of Protection from Evil and Good}} - in a [[Gilded Chest]] at {{Coords|-281|-301}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus at {{Coords|-324|-274}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus near the south exit {{Coords|-304|-323}}
* {{MdRarityItem|Soul Coin}} - in Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|The Amulet of Lost Voices}} - in a [[Heavy Chest]] next to Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|The Watcher's Guide}} - {{Coords|-293|-323}}


==== Looters ====
== Related quests ==
* [[Andorn]]
* {{Quest|Explore the Ruins}}
* [[Barton]] (friend of Mari)<ref name="friends"
>Barton and Mari appear to be friends – Mari, upon finding Barton dead and looking for their killer: "You killed my friend. Answer to me. Now!"</ref>
* [[Cefrey]]
* [[Gimblebock]] (leader){{ref|Gimblebock appears to be the leader, or one of the leaders, of the operation – Andorn: "Think I'm stupid? Don't know who you are, or what you've done with the boss..."}}
* [[Haseid]]
* [[Mari]] (lockpick, friend of Barton){{ref|Mari is their lockpick, and has been working on unlocking the crypt door for days – Gimblebock: "And the crypt can wait! Mari and Barton have been trying to break in for days. Now we - Stop!"}}<ref name = "friends" />
* [[Quelenna]]
* [[Taman]]
* [[Torgga]]
* [[Warryn]]
 
== Quests ==
* [[Explore the Ruins]]
 
== Accessing the ruins ==
* A Locked Door in the {{Coords|285|375|Chapel Entrance}} can be lockpicked {{SkillCheck|Sleight of Hand|7}} or interacted with to access the [[Refectory]].
* The Ancient Door on the {{Coords|285|306|Ravaged Beach}} can be opened with {{SkillCheck|Sleight of Hand|20}}. This door leads to the [[Dank Crypt]].
* The Hatch by the {{Coords|319|367|Chapel Entrance}} can be opened with {{SkillCheck|Sleight of Hand|20}}. This hatch leads to the [[Dank Crypt]].
* Standing on the Cracked Stone {{Coords|283|340|}} in will drop the party down to {{Coords|-160|-315|Refectory}}. Alternatively the party can drop the Foundation Block hanging overhead and break the stone. This will allow them to jump rather than fall down.
 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
 
=== Refectory ===
 
*{{RarityItem|Portrait of Fane}} - on the wall at {{Coords|-182|-296}} (Only available if the [[Digital Deluxe Upgrade]] was purchased)
* {{RarityItem|Ancient Scroll}} - in a vase at {{Coords|-189|-313}}
 
=== Dank Crypt ===
* {{MdRarityItem|The Amulet of Lost Voices}}
* {{MdRarityItem|Book of Dead Gods}}
* {{MdRarityItem|The Watcher's Guide}}
* {{RarityItem|Soul Coin}} - in a sarcophagus at {{Coords|-324|-274}}
* {{RarityItem|Soul Coin}} - in a sarcophagus near the south exit
* {{RarityItem|Soul Coin}} - in Withers's sarcophagus at {{Coords|-293|-226}}
* {{RarityItem|Scroll of Protection from Evil and Good}} - in an gilded chest at {{Coords|-281|-301}}
* {{RarityItem|Heavy Key}} - on an [[Entombed Scribe|entombed scribe]] at {{Coords|-310|-252}}


== Notes ==
== Notes ==
{{notebegin}}
{{notelist}}
{{notelist}}
== References ==
{{reflist}}
{{reflist}}
 
{{noteend}}
{{Ravaged Beach}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]

Latest revision as of 01:33, 16 February 2025

Wilderness
Emerald Grove
Roadside Cliffs Overgrown Ruins River Chionthar
Ravaged Beach
The Overgrown Ruins is a Location within the Wilderness in Act One of Baldur's Gate 3. There are the remnants of what appears to have once been a chapel, though time has eroded many of the clues as to who exactly was revered here.

Overview[edit | edit source]

The ruins consist of the exterior Chapel Entrance and the interior Refectory and Dank Crypt.[1] Four bandits guard the entrance while the other six are looting the Refectory.[2] Entering this area grants the party 10 XP at level 2, 30 XP at level 3, and 40 XP at level 4.

Accessing the ruins[edit | edit source]

Four entrances lead into the ruins, with several options for access:

  • Ravaged Beach X: 285 Y: 305: DC 20 Sleight of Hand check, leading into the trapped sarcophagus room
  • Chapel Entrance X: 285 Y: 375: DC 7 Sleight of Hand check or convince Andorn Andorn to open the door
  • Chapel Entrance X: 315 Y: 365: DC 20 Sleight of Hand check, leading into the Shrine of Jergal
  • Chapel Entrance X: 285 Y: 350: Create en entrance by snapping the coiled rope holding up a foundation block, leading into the Refectory

Chapel Entrance[edit | edit source]

See main article: Chapel Entrance
The Chapel Entrance, showing the structure of the upper ruin, and looters prepared for an ambush.

The Chapel Entrance spans the upper section of the Overgrown Ruins. Four looters argue whether to abandon their post to search the Nautiloid Wreck to the south. This area contains a door to the Refectory and a hidden hatch to the Dank Crypt. Patches of Twisting Vines and a loose cracked stone may punish the unwary.

Refectory[edit | edit source]

The shrine inside the Refectory

Six bandits are inside the Refectory. This area can be accessed via the Chapel Entrance at X: 285 Y: 375 or speaking with the guard Andorn Andorn. If the party fail to convince Andorn to open the door peacefully, he plants a trap in the entryway, and all looters inside are readied for combat. The bandits' exact locations vary based on whether they are alerted of the party's presence.

In the Refectory, a door leading to the Dank Crypt at X: -178 Y: -322 can be unlocked by activating the switch at X: -174 Y: -362. The Dank Crypt can also be accessed by destroying the door or entering through the hatch or Ravaged Beach. This door can also be opened by entering the Refectory through the Dank Crypt and lighting the two candles adorning it.

Dank Crypt[edit | edit source]

The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi. This area consists of two rooms.

Trapped sarcophagus[edit | edit source]

The southern room containing several sarcophagi at X: -293 Y: -325 is heavily trapped. The sarcophagus at the centre has an Engraved Key and The Watcher's Guide. This key opens the heavy oak doors to the north. If the trap is triggered by opening the sarcophagus, gargoyle heads lining the west and east walls shoot firebolts while grease vents flood the ground. After the trap is triggered, pressing the button on the middle pillar along the eastern side of the room will turn off all the traps.

  • The vent and sarcophagus traps require passing a DC 15 Perception check to identify, while the gargoyle heads require a DC 10 Perception check.
  • Grease vents can be blocked by placing crates, vases, and other similar items on top of them.
  • The sarcophagus, grease vents, and gargoyle heads can be individually disarmed by passing a DC 10 Sleight of Hand check using a Trap Disarm Toolkit. However, only the centre sarcophagus needs to be disarmed to disable the entire trap.
  • If the sarcophagus trap is not detected, disabling the vents or heads can also neuter the trap, but can be a risky proposition as trap disarm toolkits are in short supply early in the game. The trap also cannot be fully disabled in this manner as one of the gargoyle heads is out of reach, and only a single head is needed to trigger a chain reaction from the grease vents.

Shrine of Jergal[edit | edit source]

In the north room, an imposing skeleton statue towers at the centre of an overgrown chamber. Passing a DC 15 Religion check identifies the statue as Jergal Jergal, the divine scribe and former deity of death.

The eastern wall is collapsed to reveal a seaside cave routing back to the Roadside Cliffs, which can be accessed through a hatch at X: -250 Y: -270. To unlock the hatch, the lever next to the ladder must be pulled.

The Entombed Scribe at X: -311 Y: -252 carries a Heavy Key that unlocks the ancient door near the Overgrown Ruins waypoint. The room next to the entombed scribe contains a sarcophagus with a Soul Coin at X: -324 Y: -274 and a Book of Dead Gods at X: -321 Y: -269. To read the book, a character must initially pass a DC 15 Arcana, or Strength check. Wizards may instead pass a DC 10 Intelligence check and clerics can pass a DC 10 Wisdom check. After the initial check, the character must pass a DC 10 Religion check, which grants Inspiration Icon.pngSecrets of the Sundering for sages and Inspiration Icon.pngDivinity Undone for acolytes. Regardless of whether the character succeeds the religion check, a Scroll of Ray of Enfeeblement falls out of the book.

In the main room with the statue, a button can be pressed at X: -300 Y: -235 to reveal a hidden room. Pressing the button causes the four Entombed Scribes and one Entombed Warrior in the room to attack the party.

  • The enemies can be disarmed before triggering the fight by looting their weapons.
  • Lighting the braziers using spells such as Fire Bolt Fire Bolt prevent the enemies from capitalizing on dim light via Darkvision Darkvision.
  • Attempting to move the skeletons will instantly trigger combat regardless of whether the button is pressed.
    • However, using Improvised Melee Weapon on the bodies and interrupting before the attack hits does not trigger combat, as this is technically not an action, allowing for safe repositioning of the skeletons.

Withers[edit | edit source]

Withers, being awoken from his slumber, asks a question.

If interacting with the sarcophagus in the secret room, Withers Withers emerges to ask the interacting party member a question. He later joins the party as a camp follower, offering resurrection, hireling, and respec services. Meeting Withers for the first time grants Inspiration Icon.pngUnfamiliar Unfamiliarity for the Haunted One. If not meeting Withers in the Dank Crypt, he eventually appears in the camp on his own.

Characters[edit | edit source]

Camp followers[edit | edit source]

Looters (Chapel Entrance)[edit | edit source]

Looters (Refectory)[edit | edit source]

Creatures[edit | edit source]

Loot[edit | edit source]

Related quests[edit | edit source]

Notes[edit | edit source]

  1. In early access, the Refectory was known as the Bedchamber.
  2. If the party drop the foundation block through the floor of the Chapel Entrance, the looters inside are immediately hostile.
  3. Portrait of Fane is only available if the Digital Deluxe Upgrade was purchased.