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{{PageSeo|title=Ancient Lair|description=Ancient Lair is Location in the Lower City Sewers of Baldur's Gate in Baldur's Gate 3.|image=[[File:Map_AncientLair.png]]}}{{UnderConstruction}}
{{Location page
[[File:Map AncientLair.PNG|thumb|Overview of the Ancient Lair.]]
| prefix = The
Ancient Lair is [[Location]] in the [[Lower City Sewers]] of [[Baldur's Gate]] in [[Baldur's Gate 3]].
| name = Ancient Lair
| alt name =
| image = Ancient Lair.jpg
| image description = The Ancient Lair in the [[Undercity Ruins]]
| act = three
| summary = It is accessed through a passageway to the west of the '''Undercity Ruins''' waypoint.
| region prefix = the
| region = Undercity
| north =
| west =
| east = Undercity Ruins
| south =
}}
==Overview==
[[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]]
===Main chamber===
The main chamber is filled with chests surrounding an open sarcophagus. A hidden ({{Ability Check|Perception|10}}) locked ({{Ability Check|Sleight of Hand|20}}) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) triggers an ambush by a horde of undead. The party members are not {{cond|Surprised}}, but inflicted with the {{cond|Spell Rot}} curse (those with ties to undead, such as {{CharLink|Astarion}} and wizards of [[Necromancy School|Necromancy school]] do not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take {{DamageText|2d6|Necrotic}} damage per spell level every time they cast a spell ([[List_of_cantrips|cantrips]], not being spells proper, do not trigger the curse). The curse is removed upon leaving the lair.  While the curse can be {{SAI|Remove Curse|removed}}, it is re-applied after three combat rounds (or 18 seconds out of combat).
 
If a party member is strong enough, it is possible to pick up at least one enemy before they awaken, which effectively removes them from combat. This triggers the rest of the undead to rise. It is advisable to prioritize {{CharLink|Ancient_Servant|Ancient Servants}} for this, as they are the most dangerous opponents in the room. The corpse can be disposed of later at the party's discretion.
 
===Workshop===
The locked ({{Ability Check|Sleight of Hand|20}}) door hidden in the north wall can be revealed with a {{Skill|Perception}} check. It leads to a workshop with a chopped up body and {{CharLink|Taron}}, a dead half-elf. The {{SmRarityItem|Jar of Mystic Carrion's Brain}} is found on the central table, while {{SmRarityItem|Jar of Mystic Carrion's Liver}} is in the locked ({{Ability Check|Sleight of Hand|20}}) gilded chest. Destroying either of the jars causes a large explosion dealing {{DamageText|8d6|Fire}} damage. Reading the book {{SmRarityItem|Funerary Jar Form and Function}} on the nearby table, reveals {{CharLink|Mystic Carrion}} has hidden his heart in ({{CharLink|Thrumbo}}).
 
A ladder to the north of the workshop leads back to the [[Undercity Ruins]] in a small previously inaccessible room north of the {{CharLink|Bareki}}.
 
== Notable characters==
=== Available to Speak with Dead ===
* {{MdCharLink|Taron}}
 
==Related locations==
* {{Loc|Undercity Ruins}}
 
==Creatures==
*{{MdCharLink|Ancient Servant}}s
*{{MdCharLink|Crawling Claw}}s
*{{MdCharLink|Greater Zombie}}s
 
==Related quests==
* {{Quest|End Mystic Carrion's Immortality}}
* {{Quest|Find Mystic Carrion's Servant}}
 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
*{{MdRarityItem|Breaching Pikestaff}}
*{{MdRarityItem|Jar of Mystic Carrion's Brain}}
*{{MdRarityItem|Jar of Mystic Carrion's Liver}}
 
 
{{Undercity}}
[[Category:Locations]]
[[Category:Act Three Locations]]

Latest revision as of 01:33, 12 February 2025

Undercity
Ancient Lair Undercity Ruins
The Ancient Lair is a Location within the Undercity in Act Three of Baldur's Gate 3. It is accessed through a passageway to the west of the Undercity Ruins waypoint.

Overview[edit | edit source]

Map of the Ancient Lair.

Main chamber[edit | edit source]

The main chamber is filled with chests surrounding an open sarcophagus. A hidden ( DC 10 Perception check) locked ( DC 20 Sleight of Hand check) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) triggers an ambush by a horde of undead. The party members are not Surprised Surprised, but inflicted with the Spell Rot Spell Rot curse (those with ties to undead, such as Astarion Astarion and wizards of Necromancy school do not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take 2d6Damage TypesNecrotic damage per spell level every time they cast a spell (cantrips, not being spells proper, do not trigger the curse). The curse is removed upon leaving the lair. While the curse can be removed removed, it is re-applied after three combat rounds (or 18 seconds out of combat).

If a party member is strong enough, it is possible to pick up at least one enemy before they awaken, which effectively removes them from combat. This triggers the rest of the undead to rise. It is advisable to prioritize Ancient_Servant Ancient Servants for this, as they are the most dangerous opponents in the room. The corpse can be disposed of later at the party's discretion.

Workshop[edit | edit source]

The locked ( DC 20 Sleight of Hand check) door hidden in the north wall can be revealed with a Perception Perception check. It leads to a workshop with a chopped up body and Taron Taron, a dead half-elf. The Jar of Mystic Carrion's Brain is found on the central table, while Jar of Mystic Carrion's Liver is in the locked ( DC 20 Sleight of Hand check) gilded chest. Destroying either of the jars causes a large explosion dealing 8d6Damage TypesFire damage. Reading the book Funerary Jar Form and Function on the nearby table, reveals Mystic Carrion Mystic Carrion has hidden his heart in (Thrumbo Thrumbo).

A ladder to the north of the workshop leads back to the Undercity Ruins in a small previously inaccessible room north of the Bareki Bareki.

Notable characters[edit | edit source]

Available to Speak with Dead[edit | edit source]

Related locations[edit | edit source]

Creatures[edit | edit source]

Related quests[edit | edit source]

Notable loot[edit | edit source]

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