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Ancient Lair: Difference between revisions
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'''Ancient Lair''' is a [[location]] in the [[Lower City Sewers]] of [[Baldur's Gate]] in [[Act Three]]. It is accessed through a passageway to the west of the '''Undercity Ruins''' waypoint. | '''Ancient Lair''' is a [[location]] in the [[Lower City Sewers]] of [[Baldur's Gate]] in [[Act Three]]. It is accessed through a passageway to the west of the '''Undercity Ruins''' waypoint. | ||
== | ==Overview== | ||
[[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]] | [[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]] | ||
===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 | 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 [[Remove Curse]], it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied. | ||
===Workshop=== | ===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 {{DamageText|8d6|Fire}} damage. Reading the book [[Funerary Jar Form and Function]] on the nearby table, you will find out that | 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 {{DamageText|8d6|Fire}} damage. Reading the book [[Funerary Jar Form and Function]] on the nearby table, you will find out that {{CharLink|Mystic Carrion}} has hidden his heart in a zombie ({{CharLink|Thrumbo}}). | ||
A ladder to the north of the workshop leads back to the [[Undercity Ruins]] in a small previously inaccessible room north of the [[Voiceless Penitent Bareki]]. | A ladder to the north of the workshop leads back to the [[Undercity Ruins]] in a small previously inaccessible room north of the [[Voiceless Penitent Bareki]]. | ||
===Connected locations=== | |||
*[[Undercity Ruins]] | |||
==Creatures== | ==Creatures== |
Revision as of 09:44, 12 August 2024
Baldur's Gate | ||||
Ancient Lair | → | Undercity Ruins | ||
Ancient Lair is a location in the Lower City Sewers of Baldur's Gate in Act Three. It is accessed through a passageway to the west of the Undercity Ruins waypoint.
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 Remove Curse, it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied.
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 8d6Fire 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 Voiceless Penitent Bareki.
Connected locations
Creatures
Related quests
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: