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Overgrown Ruins: Difference between revisions
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→Dank Crypt: attempted copyedit: removed dc bc it's not needed to activate the button; corrected coords; tried to clarify directions/map
(copyedited a bit so far, but will get back to this later) |
(→Dank Crypt: attempted copyedit: removed dc bc it's not needed to activate the button; corrected coords; tried to clarify directions/map) |
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====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. | |||
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. | |||
Additionally, a {{SmRarityItem|Soul Coin}} can be found in this room within the sarcophagus at {{coords|-324|-274}}. | |||
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. | |||
* 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. | |||
* 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. | |||
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.]] | ||
{{CharLink|Withers}} will emerge | 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. | ||
=== Other information === | === Other information === |