629
editsAd placeholder
Overgrown Ruins: Difference between revisions
Jump to navigation
Jump to search
→Accessing the ruins
(just checked on honour mode) |
|||
Line 27: | Line 27: | ||
* 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 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]]. | * 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]]. | ||
* The Foundation Block hanging overhead the cracked stone at {{Coords|283|340|}} | * The Foundation Block hanging overhead the cracked stone at {{Coords|283|340|}} can be dropped by attacking it. It will then break the stone. This will allow the party to jump down into the [[Refectory]]. | ||
=== Chapel Entrance === | === Chapel Entrance === | ||
Line 52: | Line 52: | ||
* The gas vents can be blocked by placing crates, vases, and other similar items on top of them. | * 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 {{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 will be consumed and the trap will be triggered if the attempt fails, this can be a risky option. | * The vents, grease traps, and gargoyle heads can also 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 will be consumed and the trap will be triggered if the attempt fails, this can be a risky option. | ||
* The sarcophagus itself can also be disarmed; since this is the only trigger for all of the traps in the room, this is usually a wiser choice than trying to disarm each trap individually. | |||
There is a sarcophagus in the same room {{Coords|-293|-325}} that contains an Engraved Key and {{SmRarityItem|The Watcher's Guide}}. The key opens the large locked heavy oak doors to the north. | There is a sarcophagus in the same room {{Coords|-293|-325}} that contains an Engraved Key and {{SmRarityItem|The Watcher's Guide}}. The key opens the large locked heavy oak doors to the north. | ||
Line 57: | Line 58: | ||
====Shrine of Jergal==== | ====Shrine of Jergal==== | ||
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. | 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. This is more useful against the warrior, as the scribes will rarely attack with their staves | * 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 | * Lighting the candles and braziers throughout the room before the fight will prevent the enemies from capitalizing on the dim light (they all have [[Darkvision]], while some party members may not). Spells such as {{SAI|Fire Bolt}} can be used to light the ones out of reach near the ceiling. | ||
* Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat. | |||
In a small room west of the shrine can be found a {{SmRarityItem|Soul Coin}} in a sarcophagus. Reading the book {{SmRarityItem|Book of Dead Gods}} requires a successful Arcana or Intelligence Check (if wizard) or Wisdom (if Cleric or Paladin), 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). | In a small room west of the shrine can be found a {{SmRarityItem|Soul Coin}} in a sarcophagus. Reading the book {{SmRarityItem|Book of Dead Gods}} requires a successful Arcana or Intelligence Check (if wizard) or Wisdom (if Cleric or Paladin), 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). A {{SmRarityItem|Scroll of Ray of Enfeeblement}} will fall out of the book upon either succeeding or failing the Religion check. | ||
East of the the shrine 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 that leads to the hidden hatch on the cliffs at {{Coords|318|362}}. | East of the the shrine 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 that leads to the hidden hatch on the cliffs at {{Coords|318|362}}. | ||
Line 68: | Line 70: | ||
==== 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.]] | ||
{{CharLink|Withers}} will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the | {{CharLink|Withers}} will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the interacting 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 not visiting the Dank Crypt, Withers will eventually show up at camp, regardless. | ||
{{SmRarityItem|The Amulet of Lost Voices}} can be found inside a chest {{Coords|-293|-233}} in the secret room behind the Shrine of Jergal. | {{SmRarityItem|The Amulet of Lost Voices}} can be found inside a chest {{Coords|-293|-233}} in the secret room behind the Shrine of Jergal. | ||