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Ancient Lair: Difference between revisions

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(added note about wearing off spell rot temporarily if climbing on nw pillar)
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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 unlocking the door 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 [[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.
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 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 [[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 [[Mystic Carrion]] has hidden his heart in a zombie ([[Thrumbo]]).
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 [[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]].
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]].

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