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The party encounters a group of bandits if the Chapel Entrance is used. Two of them, {{CharLink|Gimblebock}} and {{CharLink|Taman}}, are arguing over whether they should abandon guarding the crypt ahead to explore the fallen Nautiloid ship. If the party approaches the ruins from the platforms up the stairs, the mage or bowman guarding that respective platform stops them and calls over Gimblebock and Taman. Gimblebock believes the party is trying to loot the ship and tells them to back off.
The party encounters a group of bandits if the Chapel Entrance is used. Two of them, {{CharLink|Gimblebock}} and {{CharLink|Taman}}, are arguing over whether they should abandon guarding the crypt ahead to explore the fallen Nautiloid ship. If the party approaches the ruins from the platforms up the stairs, the mage or bowman guarding that respective platform stops them and calls over Gimblebock and Taman. Gimblebock believes the party is trying to loot the ship and tells them to back off.


* I mean no harm - I'm just looking around.
* {{Dialogue option|I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead.|tags=Dark Urge|roll=Strength|dc=5}}
* [PERSUASION] That ship is full of monsters. I wouldn't go near it. (DC 10)
* {{Dialogue option|I am not competition. I am annihilation.|tags=Dark Urge}}
* [DECEPTION] I think that ship's an invasion force. Run while you can! (DC 12)
* {{Dialogue option|I mean no harm - I'm just looking around.}}
* [INTIMIDATION] The only thing you own is your life. Leave before I take that, too. (DC 10)
* {{Dialogue option|That ship is full of monsters. I wouldn't go near it.|roll=Persuasion|dc=10}}
* [FIGHTER] Take your best shot - you'll only get one.
* {{Dialogue option|I think that ship's an invasion force. Run while you can!|roll=Deception|dc=12}}
* [WARLOCK] That ship's full of poisonous vapours. Probably demonic. I'd stay away.
* {{Dialogue option|The only thing you own is your life. Leave before I take that, too.|roll=Intimidation|dc=10}}
* [STRENGTH] I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead. (DC 5)
* {{Dialogue option|'''MINE.'''|tags=Berserker|roll=Intimidation|dc=10|advantage=y}}
* I am not competition. I am annihilation.
* {{Dialogue option|Not yours - mine. Leave. '''Now.'''|tags=Barbarian|roll=Intimidation|dc=10|advantage=y}}
* ''Attack.''
* {{Dialogue option|''Just grin, baring your fangs.|tags=Astarion|roll=Intimidation|dc=10|advantage=y}}
* {{Dialogue option|Your words hide fear, confusion. Looting that ship will bring you no peace.|tags=Monk|roll=Insight|dc=10}}
* {{Dialogue option|Selfish cur - there might be survivors, yet you think only of loot. Leave before I ''make'' you leave.|tags=Paladin|roll=Intimidation|dc=10}}
* {{Dialogue option|That's my kin's prize, not yours.|tags=Githyanki}}
* {{Dialogue option|Nothing's yours but your life - and I can take that from you just as easily.|tags=Half Orc}}
* {{Dialogue option|Take your best shot - you'll only get one.|tags=Fighter}}
* {{Dialogue option|That ship's full of poisonous vapours. Probably demonic. I'd stay away.|tags=Warlock}}
* {{Dialogue option|''Attack''}}


Successfully passing any skill check results in the bandits simply running off. Otherwise, they attack the party. Be wary of the cracked stone, as it can collapse from attacks. Characters who fall into the pit enter deeper into the crypt, where another large group of bandits lurks.
Successfully passing any skill check results in the bandits simply running off. Otherwise, they attack the party. Be wary of the cracked stone, as it can collapse from attacks. Characters who fall into the pit enter deeper into the crypt, where another large group of bandits lurks.

Revision as of 18:51, 31 July 2024

Explore the Ruins is a quest in Act One of Baldur's Gate 3. It can be started by approaching the ruins north of the Overgrown Ruins waypoint, or by reading the Disintegrating Journal.

Objectives

Objectives and journal entries may vary pending story decisions and outcomes.

Find a way into the ruins.
  • We met some bandits near some ruins. They've been trying to break into a crypt - with no success. Whatever they're after is probably still inside.
  • One of the druids' books mentioned a hidden cache in some abandoned ruins to the south of the grove. We should find a way into these ruins.
  • Shadowheart was trying to get into a building to look for supplies. We should see if there's anything useful in there.
Investigate the ruins.
  • We found a way into the abandoned ruins.
  • When entering via the trapdoor: We've entered some ruins through an underground cave. There's bound to be some interesting artefacts down here.
  • When entering via the locked door (down on the beach): We've entered some kind of crypt. It doesn't look like anyone has been here in a while - there might still be some valuable artefacts lying around.
  • We found a locked door, but it doesn't have a keyhole. There's got to be something interesting behind it.
  • The strange door led deeper into the ruins. There are bound to be some interesting artefacts down here.
Open the sarcophagus.
  • We found a large sarcophagus hidden in the ruins. Who lies within?
Talk to the strange figure.
  • A strange figure emerged from one of the sarcophagi we opened. Seems like he has something to say.
  • The plaque by the sarcophagus mentioned a 'Guardian of Tombs'. Could it be the strange figure who offered us help?
  • That strange figure found our camp. What does he want?
Quest Complete
  • The strange figure admitted he was the 'Guardian of Tombs' and that he'd been sealed within one of the ruins' sarcophagi. He was likely the ruins' greatest secret.
  • The strange figure said he would see us again soon. He was probably the ruins' greatest secret, but there's no harm in checking for more valuables.
  • That strange figure somehow found our camp. He was probably the ruins' greatest secret, but there could still be some treasure down there.
  • We never ended up exploring the abandoned ruins.

Walkthrough

Entering the Ruins

The ruins can be discovered in a variety of ways:

  • Approaching the Chapel Entrance north of the Overgrown Ruins X: 287 Y: 332, either falling through the cracked stone or using the door.
  • A hatch on a nearby cliff X: 317 Y: 363
  • Lockpicking the Ancient Door X: 284 Y: 305 northeast of the Overgrown Ruins waypoint (DC 20), then use the Heavy Oak Doors to enter the crypt.

The party encounters a group of bandits if the Chapel Entrance is used. Two of them, Gimblebock Gimblebock and Taman Taman, are arguing over whether they should abandon guarding the crypt ahead to explore the fallen Nautiloid ship. If the party approaches the ruins from the platforms up the stairs, the mage or bowman guarding that respective platform stops them and calls over Gimblebock and Taman. Gimblebock believes the party is trying to loot the ship and tells them to back off.

  • [DARK URGE] [STRENGTH] I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead. (DC 5)
  • [DARK URGE] I am not competition. I am annihilation.
  • I mean no harm - I'm just looking around.
  • [PERSUASION] That ship is full of monsters. I wouldn't go near it. (DC 10)
  • [DECEPTION] I think that ship's an invasion force. Run while you can! (DC 12)
  • [INTIMIDATION] The only thing you own is your life. Leave before I take that, too. (DC 10)
  • [BERSERKER] [INTIMIDATION] MINE. (DC 10 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] Not yours - mine. Leave. Now. (DC 10 Advantage Icon.png)
  • [ASTARION] [INTIMIDATION] Just grin, baring your fangs. (DC 10 Advantage Icon.png)
  • [MONK] [INSIGHT] Your words hide fear, confusion. Looting that ship will bring you no peace. (DC 10)
  • [PALADIN] [INTIMIDATION] Selfish cur - there might be survivors, yet you think only of loot. Leave before I make you leave. (DC 10)
  • [GITHYANKI] That's my kin's prize, not yours.
  • [HALF ORC] Nothing's yours but your life - and I can take that from you just as easily.
  • [FIGHTER] Take your best shot - you'll only get one.
  • [WARLOCK] That ship's full of poisonous vapours. Probably demonic. I'd stay away.
  • Attack

Successfully passing any skill check results in the bandits simply running off. Otherwise, they attack the party. Be wary of the cracked stone, as it can collapse from attacks. Characters who fall into the pit enter deeper into the crypt, where another large group of bandits lurks.

If the party goes through the front door, they encounter Andorn Andorn. Andorn can be tricked into believing the party is his boss or intimidated into letting the party through. Regardless, he is hostile once the party enters the crypt. Moving deeper into the crypt, the party encounters a new group of bandits, who are also immediately hostile.

Moving Deeper into the Ruins

The skull behind the statue leads the way below.

Within the crypt is a strange door with no knob or lock X: -178 Y: -322. To proceed, the door must be opened. To enter the passageway, there is a skull that hides a lever X: -174 Y: -359. Press the lever and the door will open. This leads to the Dank Crypt below.

Within the Dank Crypt are corpses of several Entombed Scribes. Move further north and go down the stairs, then move towards the northwestern section of the main room. There is a button on the wall X: -299 Y: -233 that opens up a small room with a sarcophagus. It also resurrects all the entombed scribes, who attack the party.

To the west is a side room, which contains a Book of Dead Gods which reveals more about who is entombed in the crypt. The sarcophagus within the room also contains a Soul Coin, a helpful item for those who recruit Karlach Karlach.

Withers

Withers is a helpful companion who provides hirelings, respecs characters, and resurrects dead companions for a fee.

Once the Entombed Scribes are defeated, return to the room with the Richly Adorned Sarcophagus. Read the plaque to learn that the being entombed within is known as a 'Guardian of Tombs.' Interact with the sarcophagus to encounter a new being. He asks a simple question - what is the worth of a mortal life? After answering the question, he says he knows the party's faces and will meet with them at the proper time and place.

The strange entity will introduce himself at camp, once a long rest has occurred. His name is Withers Withers and he will resurrect party members for a fee, as well a respec companions and provide hirelings.

Quest Rewards

Maps