Overgrown Ruins
The Overgrown Ruins is an ancient temple to Jergal split across the exterior Chapel Entrance, the Refectory, and the Dank Crypt. Adventurers delve through bandit looters, trap-laden halls, and entombed undead to uncover valuable treasures and awaken a dormant entity. Reaching the deepest chamber and releasing Withers grants access to essential resurrection, respec, and hireling services at camp.
- Region
- Wilderness
- Levels
- 2-3
- Getting there
- North along the Ravaged Beach to the Overgrown Ruins waypoint and Ancient Door, or loop north past the crashed Nautiloid up to the Chapel Entrance (X: 278, Y: 294)
- Connects to
- Ravaged Beach, Roadside Cliffs
- Related quests
- Explore the Ruins
- Services and people
- Withers (respec, resurrection, hirelings)
- Enemy types
- Bandits (Looters) · Skeletons (Entombed Scribes, Entombed Warriors)
The short version
What matters
- •Unsealing the inner tomb awakens Withers, securing respecs, revivals, and hirelings for your camp after the next Long Rest.
- •Grabbing The Amulet of Lost Voices grants a once-per-long-rest cast of Speak with Dead, which can then be recast for free until the next rest.
- •Opening the trapped sarcophagus yields The Watcher's Guide spear and the Engraved Key to access the rest of the crypt.
Common mistakes
- •Opening the central sarcophagus in the southern crypt without dragging containers over the grease vents or pressing the pillar button.
- •Pressing the secret button in the Jergal shrine before stripping the slumbering Entombed Scribes and Warriors of their weapons.
- •Failing the skill check on the Book of Dead Gods with an unsuitable character, which permanently seals the tome.
What you can skip
- •Picking the DC 20 exterior Ancient Door on the beach; entering via the chapel courtyard or dropping the foundation block is much easier.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
Break into the Chapel Ruins
When you enter the ruins terrace from the upper Roadside Cliffs at the Chapel Entrance, approach Gimblebock and Taman arguing over the crashed nautiloid. You can pass a DC 10 Persuasion or Intimidation check (or DC 12 Deception) to drive all four looters off without bloodshed, or engage them in combat directly. Before descending, look up to shoot the coiled rope suspending a heavy foundation block above the cracked flagstones; the falling weight crushes through the floor to open a direct drop into the lower bedchamber.
Key fight: Gimblebock and the Chapel LootersTip: You can destroy the hanging stone block during combat to crush two bandits standing directly beneath it.
Watch out: If you fail the dialogue checks, all four bandits immediately attack you from high ground.
-
2
Infiltrate the Refectory
Descend the stone stairs from the courtyard to the Ornate Door and speak with Andorn through the wood. Pass a DC 10 Deception or Performance check to trick him into unlocking the door, granting you surprise when you enter, or pick the lock with a DC 7 Sleight of Hand check and defeat him alongside the rest of the gang across the mess hall. Loot the Bandit Key from Andorn's corpse to open the interior doors, then head into the southern library statue room.
Tip: Shoot the oil barrel in the center of the mess hall with fire to incinerate the bandits clustered around the tables.
Watch out: Picking the lock or failing the speech check alerts Andorn to flee inward and arm a fire blast trap in the hallway.
-
3
Unlock the Dank Crypt
Search behind the central statue at the southern end of the Refectory library at X: -174, Y: -359 to pass a passive Perception check and reveal a hidden lever crafted onto the back of a skull. Pull this switch to open the locked iron doors leading down into the Dank Crypt. Pass through the threshold into the quiet, waterlogged halls of the ancient Jergal temple.
Tip: If your party members all fail the Perception check on the skull switch, switch characters and re-examine the area closely.
-
4
Disarm the Sarcophagus Chamber
Head south into the central tomb where grease vents line the floor around a central sarcophagus and gargoyle heads mount the walls. Before touching the sarcophagus, drag heavy urns or crates over each floor vent to plug them, or disarm the sarcophagus directly with a Trap Disarm Toolkit. Disarm or survive the fire trap to open the sarcophagus, taking The Watcher's Guide spear and the Engraved Key; if triggered, press the pillar button at X: -288, Y: -327 to shut it down.
Tip: Entering Turn-Based Mode before interacting with the sarcophagus lets you press the disarm button before the fire darts ignite the grease.
Watch out: Tampering with the central sarcophagus without blocking the vents or pressing the disarm button instantly sets the entire room ablaze.
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5
Unseal the Book of Dead Gods
Travel into the side study alcove off the west side of the northern Jergal shrine hall to locate an ancient locked tome lying on an altar at X: -321, Y: -269 alongside an ornate sarcophagus containing a Soul Coin. Interact with the Book of Dead Gods and pass a DC 10 Strength, Arcana, or class check to force the locking clasp open, releasing a Scroll of Ray of Enfeeblement. Once opened, pass a DC 10 Religion check to decipher the holy texts of Jergal for bonus lore and inspiration.
Tip: Use a character with proficiency in Arcana or Religion to ensure you succeed on both consecutive checks.
Watch out: Failing the initial check to open the book permanently jams the locking mechanism, forfeiting the scroll and inspiration points.
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6
Plunder the Jergal Shrine
Unlock the heavy northern oak doors with the Engraved Key and step into the grand statue hall lined with the slumbering corpses of Entombed Scribes and Entombed Warriors. Walk up to each motionless skeleton before interacting with the environment to loot their gold, weapons, and the Heavy Key from an Entombed Scribe. Search the northwest wall alcove at X: -299, Y: -233 to pass a passive Perception check and discover a small wall button.
Tip: Disarming or taking the weapons out of the slumbering skeletons' inventories forces them to fight unarmed once awakened.
Watch out: Rushing to press the wall button without pre-looting the skeletons leaves them fully armed for the coming fight.
-
7
Awaken Withers
Press the concealed wall button to slide open the secret inner door, instantly reanimating the Entombed Scribes and Entombed Warriors throughout the grand hall. Defeat the undead casters and martial fighters, then enter the opened sanctum to loot a heavy chest containing The Amulet of Lost Voices. Finally, open the ornate gilded sarcophagus in the center of the chamber to release Withers, answering his philosophical riddle to finish exploring the ruins.
Key fight: Awakening the Entombed (Jergal's Scribes and Warriors)Tip: Focus down the Entombed Scribes first, as their Ray of Frost and Silence spells can severely cripple your party.
Choices here
What you decide here and what it leads to.
Gimblebock and the Chapel Bandits
Encountering the looters at the Chapel Entrance terrace
- Persuade, Deceive, or Intimidate them to flee→ looters depart peacefully and grant dialogue XP
- Attack and kill them→ loot their weapons, armor, and nearby supplies in combat
Most players pick: Persuade, Deceive, or Intimidate them to flee
Successfully talking them down awards Gale and Shadowheart approval (attacking grants Astarion approval); if spared, they leave the area entirely.
Infiltrating the Refectory Door
Speaking to Andorn through the locked ornate door from the exterior ruins
- Deceive or impersonate Gimblebock→ Andorn unlocks the door alone, granting your party a surprise round against him
- Lockpick or fail dialogue checks→ Andorn retreats to alert the entire mess-hall bandit gang and arms a blast-mine trap in the hallway
Most players pick: Deceive or impersonate Gimblebock
Failing makes the subsequent interior fight significantly harder by facing a grouped bandit squad with prepared traps.
Freeing Withers from his Sarcophagus
Discovering the hidden tomb inside the Dank Crypt
- Open the ornate sarcophagus and speak with Withers→ releases Withers immediately, who moves to your camp at the next Long Rest to provide resurrection, hirelings, and class respec services
- Ignore the sarcophagus→ Withers eventually frees himself and joins your camp anyway after several Long Rests or upon reaching Act Two
Most players pick: Open the ornate sarcophagus and speak with Withers
Looting the room grants The Amulet of Lost Voices; Withers' dialogue riddle about the value of mortal life alters his reactions but does not block his camp services.
Checklists
Don't miss 0/8
Achievements here
Secrets
0/5
Key fights
Enemies: Gimblebock, Taman, Quelenna, and Warryn
Threats: Ranged piercing attacks (Shortbow), Magic Missile and Ray of Frost (Quelenna), Action Surge and Pommel Strike (Gimblebock and Taman), ranged sneak attacks (Warryn)
Weaknesses and resistances: Normal humanoid defenses (no innate damage resistances); vulnerable to prone, environmental gravity damage, and surprise
Tactics: Shoot down the cracked foundation block/boulder hanging directly overhead to crush and instantly kill Gimblebock and Taman, then take the wooden stairs/high ground to eliminate the wizard Quelenna and archer Warryn at range
Rewards: Refectory Key, bandit equipment (Shortbows, Greatswords, Leather Armour), camp supplies, and miscellaneous gold
Enemies: Entombed Scribes (casters) and Entombed Warriors (martial skeletons)
Threats: Ray of Frost, Silence (spherical magic-blocking field), and Chill Touch (prevents healing) from Scribes; Cleave, Pommel Strike, and multi-attacks from Warriors
Weaknesses and resistances: Vulnerable to Bludgeoning damage; resistant to Necrotic, Piercing, and Slashing damage; immune to Poison damage and the Poisoned condition
Tactics: Loot the corpses of their weapons before pressing the secret wall button behind the Jergal statue, then retreat behind the chokepoint doorway or into the secret chamber to break line of sight, forcing the unarmed Scribes and Warriors through the door into Bludgeoning weapon swings and Turn Undead
Rewards: Amulet of Lost Voices (Speak with the Dead), Soul Coin, Heavy Key, and discovery/awakening of Withers
Enemies
Gnome bandit leader arguing outside near the foundation stone.
Undead spellcasters that reanimate in the statue hall when the secret wall button is pressed.
Reanimated melee skeletons armed with two-handed weapons inside the Dank Crypt.
Shops and people
- Withers: Does not run a storefront, but provides companion resurrection, character re-specialization, and party hirelings for gold once unlocked
Tips
- You can completely neutralize the fire arrow and grease traps around the central sarcophagus by placing heavy items, such as vases or crates, directly onto each floor vent before opening the coffin.
- Before pressing the button behind the statue, loot the inactive Entombed Scribes and Warriors lying on the floor to disarm their weapons ahead of combat.
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