Ad placeholder

Overgrown Ruins: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
m (→‎Accessing the ruins: minor coord adjust)
 
(19 intermediate revisions by 5 users not shown)
Line 15: Line 15:
}}
}}
{{TOC|limit=3}}
{{TOC|limit=3}}
==Overview==
== Overview ==
The ruins consist of the exterior [[Chapel Entrance]] and the interior [[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. {{CharLink|Gimblebock}}, {{CharLink|Quelenna}}, {{CharLink|Taman}}, and {{CharLink|Warryn}}  guard the Chapel Entrance while {{CharLink|Andorn}}, {{CharLink|Barton}}, {{CharLink|Cefrey}}, {{CharLink|Haseid}}, {{CharLink|Mari}}, and {{CharLink|Torgga}} loot the Refectory.{{ref|If the party dropped the Foundation Block through the floor of the Chapel Entrance, the looters inside are immediately hostile.}}
 
Entering this area will grant the party 10 [[Experience|XP]] at level 2, 30 XP at level 3, and 40 XP at level 4.


=== Accessing the ruins ===
=== Accessing the ruins ===
There are four entrances into the ruins:
Four entrances lead into the ruins, with several options for access:
* {{coords|285|375|Chapel Entrance}} - The door can be opened with a {{Ability Check|Sleight of Hand|7}}. Alternatively, the party can convince the guard behind the door to grant them access into the [[Refectory]].
* {{Coords|285|305|Ravaged Beach}}: {{Ability Check|Sleight of Hand|20}}, leading into the trapped sarcophagus room
* {{coords|285|305|Ravaged Beach}} - The door can be opened with a {{Ability Check|Sleight of Hand|20}}. This entrance leads into a trapped room within the [[Dank Crypt]].
* Chapel Entrance {{Coords|285|375}}: {{Ability check|Sleight of Hand|7}} or convince {{CharLink|Andorn}} to open the door
* {{coords|315|365|Chapel Entrance}} - The hatch can be opened with a {{Ability Check|Sleight of Hand|20}}. The hatch leads into the Shrine of Jergal within the [[Dank Crypt]].
* Chapel Entrance {{Coords|315|365}}: {{Ability Check|Sleight of Hand|20}}, leading into the Shrine of Jergal
* {{coords|285|350|Chapel Entrance}} - The party can snap the '''Coiled Rope''' holding up a '''Foundation Block'''. The force of impact will break the stone ground, allowing the party to jump into the [[Refectory]].
* 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 33: 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, which spans the upper section of the Overgrown Ruins. Four looters have set up base and are arguing whether to hold their post, or to search 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.
 
Several patches of [[Twisting Vines]] and a loose Cracked Stone may punish the unwary.


=== 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.}} at {{coords|-160|-205}}. If the party fails to convince Andorn to open the door peacefully, he will plant a trap in the entryway, and all looters inside will be prepared 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.


Within the Refectory, a door leading to the Dank Crypt can be unlocked by passing a {{Ability check|Perception|1}} to activate a hidden switch behind a statue at {{Coords|-174|-362}}. The Dank Crypt can also be accessed by destroying the door, or by entering through the Ancient Door at the [[Ravaged Beach]]. Alternatively, this door can be opened by approaching the Refectory from the Dank Crypt and lighting the two candles adorning it.
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 ===
=== Dank Crypt ===
The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi. The eastern wall has collapsed to reveal a seaside cave routing back to the [[Roadside Cliffs]]. A large statue of the god {{CharLink|Jergal}} sits in the lower courtyard.
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 with a sarcophagus in the middle is heavily trapped. When the sarcophagus is opened, gargoyle heads lining the west and east walls will shoot firebolts. Meanwhile, gas vents will pour flammable gas and [[Grease]] traps will flood the ground with [[Prone (Condition)|slippery]], [[Difficult Terrain]] and additional flammable surfaces. All these traps require passing a {{Ability check|Perception|15}} to identify. Pressing the button on the middle pillar along the eastern side of the room will turn off the traps, but only after they have been triggered. The button does not require a perception check.


* The gas vents can be blocked by placing crates, vases, and other similar items on top of them.
==== Trapped sarcophagus ====
* The vents, grease traps, and gargoyle heads can be disarmed using a {{SmRarityItem|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 is consumed and the trap triggered on a failed attempt, this is a risky option.
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.
* The sarcophagus can be disarmed, which will remove the only trigger for all the traps in the room.


There is a sarcophagus in the same room  at {{Coords|-293|-325}} that contains an Engraved Key and {{SmRarityItem|The Watcher's Guide}}. The key opens the heavy oak doors to the north.
*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.


====Shrine of Jergal====
==== Shrine of Jergal ====
In the north room, an imposing skeleton statue stands at the centre of an overgrown chamber. A {{Ability Check|Religion|15}} identifies the statue as Jergal, the divine scribe and former deity of death.
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.


A {{SmRarityItem|Heavy Key}} can be looted from the [[Entombed Scribe|Entombed Scribes]] at {{Coords|-311|-252}} to unlock the Ancient Door near the Overgrown Ruins [[Ancient Sigil Circle|waypoint]]. South of the Entombed Scribe at {{coords|-310|-260}}, a separate room toward the west houses additional sarcophagi and a {{SmRarityItem|Book of Dead Gods}}, which can be obtained 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 the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|inspirations]] Secrets of the Sundering for [[Sage]]s and Divinity Undone for [[Acolyte]]s. A {{SmRarityItem|Scroll of Ray of Enfeeblement}} will fall out of the book after succeeding or failing the Religion check.
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.


Additionally, a {{SmRarityItem|Soul Coin}} can be found in this room within the sarcophagus at {{coords|-324|-274}}.
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.
 
In the main room with the statue, a button can be pressed at {{coords|-300|-235}} to reveal a hidden room. However, pressing the button will cause the four [[Entombed Scribe]]s and one [[Entombed Warrior]] in the room to attack the party.


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.
* 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.
* Lighting the candles and braziers throughout the room will prevent the enemies from capitalizing on dim light using {{SAI|Darkvision}}. Spells such as {{SAI|Fire Bolt}} can light the braziers near the ceiling.
* 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 skeletons' positions by picking up or moving the bodies will instantly trigger combat regardless of whether the button has been pressed.
* 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.
East of the the shrine near the water, a ladder leads up to the Chapel Entrance through a trapdoor at {{Coords|-250|-270}}. To unlock the trapdoor, pull the lever next to the ladder.


==== 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.]]
If the party enters the secret room and interacts with the sarcophagus within, {{CharLink|Withers}} will emerge to ask the interacting party member a question. He will 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 grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|inspiration]] Unfamiliar Unfamiliarity for the [[Haunted One]]. If the party does not meet Withers in the Dank Crypt, he will eventually appear in the camp.
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.


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


== Related quests ==
== Loot ==
* {{Quest|Explore the Ruins}}
 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{MdRarityItem|Ancient Scroll}} - in a vase at {{Coords|-189|-313}}
* {{MdRarityItem|Ancient Scroll}} - in a vase at {{Coords|-189|-313}}
* {{MdRarityItem|Bandit's Key}} - carried by {{CharLink|Andorn}}, in the [[Refectory]] at {{coords|-160|-290}}
* {{MdRarityItem|Book of Dead Gods}} - {{Coords|-321|-269}}
* {{MdRarityItem|Book of Dead Gods}} - {{Coords|-321|-269}}
* {{MdRarityItem|Heavy Key}} - carried by an [[Entombed Scribe|entombed scribe]] at {{Coords|-310|-250}}
* {{MdRarityItem|Engraved Key}} - {{Coords|-293|-323}}
* {{MdRarityItem|Portrait of Fane}} - on the wall at {{Coords|-182|-296}}{{ref|This is only available if the [[Digital Deluxe Upgrade]] was purchased.}}
* {{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|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 at {{Coords|-324|-274}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus near the south exit {{Coords|-304|-323}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus near the south exit {{Coords|-304|-323}}
* {{MdRarityItem|Soul Coin}} - in Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|Soul Coin}} - in Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|The Amulet of Lost Voices}} - in a [[Heavy Chest]] 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}}
* {{MdRarityItem|The Watcher's Guide}} - {{Coords|-293|-323}}
== Related quests ==
* {{Quest|Explore the Ruins}}


== Notes ==
== Notes ==

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.