Dank Crypt: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
m (Updated Category Tag "Chapter > Act")
Line 33: Line 33:
* East of the room with the [[Entombed Scribe|Entombed Scribes]], 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.  
* East of the room with the [[Entombed Scribe|Entombed Scribes]], 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.  
*It is possible to access the Dank Crypt from the outside by lockpicking the same hatch to the east of the [[Chapel Entrance]] {{Coords|318|362}}.
*It is possible to access the Dank Crypt from the outside by lockpicking the same hatch to the east of the [[Chapel Entrance]] {{Coords|318|362}}.
===Traps===
===Rooms===
====Trapped Sarcophagus====
====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 start firing firebolts into the room. Meanwhile, gas vents will start pouring flammable gas into the room. Both the heads and the vents require a perception check to spot. On the middle pillar on the eastern side of the room is a button that will turn off the trap once triggered. This button also requires a perception check to spot.
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 start firing firebolts into the room. Meanwhile, gas vents will start pouring flammable gas into the room, and [[Grease]] traps will flood the ground with [[Prone (Condition)|slippery]], [[difficult Terrain]] and additional flammable surfaces. All of these traps require [[Perception]] checks (DC: 15) to spot. On the middle pillar on the eastern side of the room is a button that will turn off the traps once triggered; it also requires a perception check to spot.
* 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 gas vents and gargoyle heads can also be disarmed using a [[Trap Disarm Toolkit]].
* The vents, grease traps, and gargoyle heads can also be disarmed using a [[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.
====Shrine of Jergal====
====Shrine of Jergal====
There is a hidden button up the stairs on the western side of the statue of Jergal in the north room. When pressed, a secret door beside the button will open and the [[Entombed Scribe|Entombed Scribes]] and [[Entombed Warrior|Entombed Warriors]] in the room 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 successful [[Religion]] check (DC: 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}}. When pressed, a secret door beside the button will open and the [[Entombed Scribe|Entombed Scribes]] and [[Entombed Warrior|Entombed Warriors]] in the room will come to life and attack the party.
* The [[Entombed Scribe|Entombed Scribes]] and [[Entombed Warrior|Entombed Warriors]] can be disarmed before triggering the trap by looting their weapons.
* The [[Entombed Scribe|Entombed Scribes]] and [[Entombed Warrior|Entombed Warriors]] can be disarmed before triggering the trap by looting their weapons.
* The [[Entombed Scribe|Entombed Scribes]] and [[Entombed Warrior|Entombed Warriors]] can be thrown into a pile before triggering the trap. However, moving them causes the battle to start immediately.  
* The [[Entombed Scribe|Entombed Scribes]] and [[Entombed Warrior|Entombed Warriors]] can be thrown into a pile before triggering the trap. However, moving them causes the battle to start immediately.  


===Camp Followers===
===Camp Followers===
* [[Withers]] will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the player a question and then later join the player in their camp. [[Withers]] will offer resurrection, hireling, and respec services in the camp. '''Withers''' will eventually show up in camp even without visiting the '''Dank Crypt'''.
* [[Withers]] will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the player a question and then later join the player in their camp. [[Withers]] will offer resurrection, hireling, and respec services in the camp. Withers will eventually show up in camp even without visiting the Dank Crypt.


[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]

Revision as of 18:50, 11 November 2023

Template:Up to date

The statue within the Dank Crypt

Dank Crypt (also known as the Temple Ruins) is a Location in Chapter One. This area can be reached from the Refectory and the Chapel Entrance, together forming the Overgrown Ruins dungeon.

Related Quests

Related Locations

Notable Loot

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

Notable NPCs

Other Creatures and NPCs

Other Information

  • There is a sarcophagus in the southern trapped room X: -293 Y: -325 that contains an Engraved Key and The Watcher's Guide. The key opens the large locked heavy oak doors to the north.
  • There is a Heavy Key on the body of an Entombed Scribe X: -311 Y: -252. This key unlocks the Ancient Door near the trapped sarcophagus that leads to the Ravaged Beach.
  • The Amulet of Lost Voices can be found inside a chest X: -293 Y: -233 in the secret room behind the Shrine of Jergal.
  • East of the room with the Entombed Scribes, near the water, is a ladder leading above to the Chapel Entrance through a locked trapdoor X: -252 Y: -270. A lever next to the ladder will unlock the trapdoor.
  • It is possible to access the Dank Crypt from the outside by lockpicking the same hatch to the east of the Chapel Entrance X: 318 Y: 362.

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 start firing firebolts into the room. Meanwhile, gas vents will start pouring flammable gas into the room, and Grease traps will flood the ground with slippery, difficult Terrain and additional flammable surfaces. All of these traps require Perception checks (DC: 15) to spot. On the middle pillar on the eastern side of the room is a button that will turn off the traps once triggered; it also requires a perception check to spot.

  • 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 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.

Shrine of Jergal

Behind heavy oak doors to the north lies a large, overgrown chamber centered around an imposing, skeletal statue. A successful Religion check (DC: 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 X: 298 Y: -232. When pressed, a secret door beside the button will open and the Entombed Scribes and Entombed Warriors in the room will come to life and attack the party.

Camp Followers

  • Withers will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the player a question and then later join the player in their camp. Withers will offer resurrection, hireling, and respec services in the camp. Withers will eventually show up in camp even without visiting the Dank Crypt.