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Overgrown Ruins

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Wilderness
Emerald Grove
Roadside Cliffs Overgrown Ruins River Chionthar
Ravaged Beach
The Overgrown Ruins is a Location within the Wilderness in Act One of Baldur's Gate 3. There 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.

Overview

The ruins consist of the exterior Chapel Entrance and the interior Refectory and Dank Crypt.

A group of looters are canvassing the Overgrown Ruins. Gimblebock Gimblebock, Quelenna Quelenna, Taman Taman, and Warryn Warryn guard the Chapel Entrance while Andorn Andorn, Barton Barton, Cefrey Cefrey, Haseid Haseid, Mari Mari, and Torgga Torgga loot the Refectory.[1]

Entering this area will grant the party 10 XP at level 2, 30 XP at level 3, and 40 XP at level 4.

Accessing the ruins

There are four entrances to the ruins:

Chapel Entrance

See main article: Chapel Entrance
The Chapel Entrance, showing the structure of the upper ruin, and looters prepared for an ambush.

The Chapel Entrance is an exterior location in the Wilderness, which spans the upper section of the Overgrown Ruins. Four looters have set up base and are arguing whether to hold their post, or to search the Nautiloid Wreck to the south. The Chapel Entrance contains a door to the Refectory and a hidden hatch to the Dank Crypt.

Several patches of Twisting Vines and a loose Cracked Stone may punish the unwary.

Refectory

The shrine inside the Refectory

The Refectory can be accessed via the Chapel Entrance[2] at X: -160 Y: -205. If the party fails to convince Andorn to open the door peacefully, he will plant a trap in the entryway, and all looters inside will be prepared for combat.

Within the Refectory, a door leading to the Dank Crypt can be unlocked by passing a DC 1 Perception check to activate a hidden switch behind a statue at X: -174 Y: -362. The Dank Crypt can also be accessed by destroying the door, or by entering through the Ancient Door at the Ravaged Beach. Alternatively, this door can be opened by approaching the Refectory from the Dank Crypt and lighting the two candles adorning it.

Dank Crypt

The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi. The eastern wall has collapsed to reveal a seaside cave routing back to the Roadside Cliffs. A large statue of the god Jergal 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 shoot firebolts. Meanwhile, gas vents will pour flammable gas and Grease traps will flood the ground with slippery, Difficult Terrain and additional flammable surfaces. All these traps require passing a DC 15 Perception check to identify. Pressing the button on the middle pillar along the eastern side of the room will turn off the traps, but only after they have been triggered. The button does not require a perception check.

  • 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 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 is consumed and the trap triggered on a failed attempt, this is a risky option.
  • The sarcophagus can be disarmed, which will remove the only trigger for all the traps in the room.

There is a sarcophagus in the same room at X: -293 Y: -325 that contains an Engraved Key and The Watcher's Guide. The key opens the heavy oak doors to the north.

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.
  • Lighting the candles and braziers throughout the room before the fight will prevent the enemies from capitalizing on the dim light (they all have Darkvision, while some party members may not). Spells such as Fire Bolt Fire Bolt can be used to light the ones out of reach near the ceiling.
  • Attempting to manipulate the skeletons' positions by picking up or moving the bodies will instantly trigger combat.

In a room west of the shrine, a sarcophagus houses a Soul Coin at X: -324 Y: -274.

To read the Book of Dead Gods, a character must initially pass a DC 15 Arcana, or Strength check. Wizards may instead pass a DC 10 Intelligence check and Clerics can pass a DC 10 Wisdom check. After the first check, the character must pass a DC 10 Religion check. Succeeding passing the Religion Check will grant Inspiration Icon.pngInspirational Events Secrets of the Sundering (Sage background) and Divinity Undone (Acolyte background). A Scroll of Ray of Enfeeblement will fall out of the book upon either succeeding or failing the Religion check.

East of the the shrine 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 that leads to the hidden hatch on the cliffs at X: 318 Y: 362.

On the body of one of the Entombed Scribes X: -311 Y: -252 a Heavy Key can be found. This key unlocks the Ancient Door near the trapped sarcophagus that leads to the Ravaged Beach.

Withers

Withers, being awoken from his slumber, asks a question.

Withers Withers will emerge from a sarcophagus in the secret room, if the sarcophagus is interacted with. He will ask the interacting 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. Meeting Withers for the first time earns the Inspiration Icon.pngInspirational Event Unfamiliar Unfamiliarity (Haunted One background). If not visiting the Dank Crypt, Withers will eventually show up at camp, regardless. The Amulet of Lost Voices can be found inside a chest X: -293 Y: -233 in the secret room behind the Shrine of Jergal.

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

Looters

Creatures

Related quests

Notable loot

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

Notes

  1. If the party dropped the Foundation Block through the floor of the Chapel Entrance, the looters inside are immediately hostile.
  2. In early access this area was known as the Bedchamber.
  3. This is only available if the Digital Deluxe Upgrade was purchased.