Ad placeholder
Overgrown Ruins: Difference between revisions
m (→Shrine of Jergal: ability checks) Tags: Mobile edit Mobile web edit |
|||
Line 45: | Line 45: | ||
====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 | 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. | * Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat. |
Revision as of 19:06, 10 January 2024
Wilderness | ||||
Emerald Grove | ||||
↑ | ||||
Roadside Cliffs | ← | Overgrown Ruins | → | River Chionthar |
↓ | ||||
Ravaged Beach |
The Overgrown Ruins is a location within the Wilderness, and are the remnants of what appears to have once been a chapel, though time has eroded many of the clues as to who exactly was revered here.[note 1]
Overview
The ruins consist of the exterior location – the Chapel Entrance – and the interior locations Refectory and Dank Crypt.
A group of looters are canvassing the Overgrown Ruins. Gimblebock, Quelenna, Taman, and Warryn stand guard outside in the Chapel Entrance, while Andorn, Barton, Cefrey, Haseid, Mari and Torgga loot the Refectory.[note 2]
Chapel Entrance
The Chapel Entrance is an exterior location in the Wilderness. It covers the upper section of the Overgrown Ruins. Four looters have set up base here, and are arguing whether to continue looting, or to check out the Nautiloid Wreck to the south. The Chapel Entrance contains a door to the Refectory, and a hidden hatch to the Dank Crypt.
There are also several patches of Twisting Vines, and a loose Cracked Stone that may punish those who forget to watch their step.
Refectory
The Refectory can be accessed via the Chapel Entrance.[note 3] If the party failed to convince Andorn, the looter guarding the entry to the ruins, to let them in peacefully, there will be a trap near the entrance door, and the looters inside will be alert, grouped, and ready for combat.
An Ornate Door with no visible lock or handle leads into the Dank Crypt, and can be opened by using a hidden switch behind a statue X: -174 Y: -362. Succeeding at a Perception check is required to spot the switch.
If the party fails to spot this switch, the party can still access the Dank Crypt by either destroying the door, or by lockpicking the Ancient Door found at the Ravaged Beach.
Dank Crypt
The Dank Crypt (also known as Temple Ruins) is strewn with ancient sarcophagi and largely overgrown. One of the walls has collapsed, revealing a seaside cave that leads back to the Roadside Cliffs. A large statue of the god Jergal sits in the lower courtyard.
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 DC 15 Perception check 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 DC 15 Religion check 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; a DC 7 Perception check 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 Scribes 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.
- Attempting to manipulate the skeleton's positions by picking up or moving the bodies will instantly trigger combat.
Withers
Withers will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the closest party member a question and then later join the party as a follower in their camp. Withers will offer resurrection, hireling, and respec services in the camp.
- If the party neglects to visit the Dank Crypt, Withers will eventually show up at camp, regardless.
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.
Characters
Camp followers
Creatures
Looters
- Andorn
- Barton (friend)[1]
- Cefrey
- Gimblebock (leader)[2]
- Haseid
- Mari (lockpick)[3][1]
- Quelenna
- Taman
- Torgga
- Warryn
Quests
Accessing the ruins
- A Locked Door in the Chapel Entrance X: 285 Y: 375 can be lockpicked DC 7 Sleight of Hand check or interacted with to access the Refectory.
- The Ancient Door on the Ravaged Beach X: 285 Y: 306 can be opened with DC 20 Sleight of Hand check. This door leads to the Dank Crypt.
- The Hatch by the Chapel Entrance X: 319 Y: 367 can be opened with DC 20 Sleight of Hand check. This hatch leads to the Dank Crypt.
- Standing on the Cracked Stone X: 283 Y: 340 in will drop the player and party down to Refectory X: -160 Y: -315. Alternatively the player can drop the Foundation Block hanging overhead and break the stone. This will allow them to jump rather than fall down.
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Footnotes
- ↑ The Overgrown Ruin is named after the Waypoint, for the convenience of connecting the related smaller locations.
- ↑ If the party dropped the Foundation Block through the floor of the Chapel Entrance, the looters inside will automatically be hostile.
- ↑ In early access this area was known as the Bedchamber
References
- ↑ 1.0 1.1 Barton and Mari appear to be friends – Mari, upon finding Barton dead and looking for their killer: "You killed my friend. Answer to me. Now!"
- ↑ Gimblebock appears to be the leader, or one of the leaders, of the operation – Andorn: "Think I'm stupid? Don't know who you are, or what you've done with the boss..."
- ↑ Mari is their lockpick, and has been working on unlocking the crypt door for days – Gimblebock: "And the crypt can wait! Mari and Barton have been trying to break in for days. Now we - Stop!"