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(→Refectory: added info from 'bedchamber' article to this section, although most of the 'bedchamber' article is already covered within 'overgrown ruins'; did not include perception check bc it is dc=1; location of which bandits are outside/in the ruins are already provided in 'overview' section, so i did not include this here; all other info in the bedchamber article is now present somewhere in 'overgrown ruins' article) |
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* {{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]]. | * {{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]]. | ||
* {{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]]. | * {{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]]. | ||
* {{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]]. | * {{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 === | === Chapel Entrance === |