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===Main chamber=== | ===Main chamber=== | ||
The main chamber is filled with chests surrounding an open sarcophagus. A hidden (DC 10) locked (DC 20) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) will trigger an ambush by a horde of undead. Your party won't be {{cond|Surprised}}, but will be inflicted with the {{cond|Spell Rot}} curse (undead, such as {{CharLink|Astarion}}, and wizards of [[Necromancy School|Necromancy school]] will not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take {{DamageText|2d6|Necrotic}} damage per spell level every time they cast a spell (cantrips don't trigger the curse). The curse will be removed when you leave the lair. While the curse can be removed using {{SAI|Remove Curse}}, it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied. | The main chamber is filled with chests surrounding an open sarcophagus. A hidden (DC 10) locked (DC 20) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) will trigger an ambush by a horde of undead. Your party won't be {{cond|Surprised}}, but will be inflicted with the {{cond|Spell Rot}} curse (undead, such as {{CharLink|Astarion}}, and wizards of [[Necromancy School|Necromancy school]] will not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take {{DamageText|2d6|Necrotic}} damage per spell level every time they cast a spell (cantrips don't trigger the curse). The curse will be removed when you leave the lair. While the curse can be removed using {{SAI|Remove Curse}}, it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied. | ||
If you character is strong enough, it is possible to pick up at least one enemy before they awaken, which will effectively remove them from combat. This will trigger the rest of the undead to rise, so it is wiser to prioritize Ancient Servants for this trick, as they are the most dangerous opponents in the room. The corpse can be disposed of later at the player's discretion. | |||
===Workshop=== | ===Workshop=== |
Revision as of 09:34, 12 January 2025
Undercity | ||||
Ancient Lair | → | Undercity Ruins | ||
Overview
Main chamber
The main chamber is filled with chests surrounding an open sarcophagus. A hidden (DC 10) locked (DC 20) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) will trigger an ambush by a horde of undead. Your party won't be , but will be inflicted with the curse (undead, such as Astarion, and wizards of Necromancy school will not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take 2d6Necrotic damage per spell level every time they cast a spell (cantrips don't trigger the curse). The curse will be removed when you leave the lair. While the curse can be removed using , it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied.
If you character is strong enough, it is possible to pick up at least one enemy before they awaken, which will effectively remove them from combat. This will trigger the rest of the undead to rise, so it is wiser to prioritize Ancient Servants for this trick, as they are the most dangerous opponents in the room. The corpse can be disposed of later at the player's discretion.
Workshop
The locked (DC 20) door hidden in the north wall can be revealed with a Perception check. It leads to a workshop with a chopped up body and a dead half-elf. The Jar of Mystic Carrion's Brain is found on the central table, while
Jar of Mystic Carrion's Liver is in the locked (DC 20) Gilded Chest. Destroying either of the jars will cause a large explosion dealing 8d6
Fire damage. Reading the book
Funerary Jar Form and Function on the nearby table, you will find out that Mystic Carrion has hidden his heart in a zombie ( Thrumbo).
A ladder to the north of the workshop leads back to the Undercity Ruins in a small previously inaccessible room north of the Bareki.
Connected locations
Creatures
Related quests
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: