Frequent foes include Forest Lurkers, Adra Beetles that use electrical projectile attacks, and Adragans that can cast high-level Druidic spells. The Forest Lurkers leave behind . The Adra Beetles leave behind Beetle Shells. The Adragans leave behind .
Here is the initial point of arrival. Dorvahl will take you back to Oldsong if you ask him to.
Here is where you'll have another vision of Iovarra, which details how in a past life you lured her into Thaos' trap.
You will get attacked by Pwgras and Menpwgras here. They leave behind Awakened Adras and Awakened Woods when killed.
There is a door here that is blocked off by a rockslide. You can either use a Prybar or a Might check of 19 to clear away the slide.
However, if you don't have a Constitution of at least 17, the rocks will tumble over the party and the character with the lowest Athletics score is likely to sustain Bruised Ribs (-4 Constitution) as an injury.
In any event, clearing away the slide now means that the door will lead to the door at #18.
This dead body will have a random potion and some coins.
Here you will get attacked by a Feral Druid or two, along with some Spectres and Shadows. Each Feral Druid leaves behind a Hood, a Fine Hide Armor, and a pair of Fine Flails when killed. The Spectres and Shadows leave behind Spirit Residues when killed.
Here you will get attacked by a horde of Will-O-Wisps, Spectres, and Swamp Lurkers, led by a pair of Cean Gwlas. The Lurkers leave behind Awakened Roots, while the spirit monsters leave behind Spirit Residues.
This dead body will have a random armor, plus some gems and coins.
You will encounter some Spectres, and a couple of Cean Gwlas here. They leave behind Spirit Residues when killed.
Assuming you opened the doorway at #5, this door and that door will lead back and forth to each other.
A hidden niche here will have an item from the "East Upper Bone Pile" section of the random drop list, plus a high-tier gem (e.g. Diamond) or two, plus Camping Supplies.
The top of the stairs marks the entrance of the space known as the Court of the Penitents, which is what the Court of the Penitents quest is named after.
Going past the top of the stairs will prompt a vision of Thaos torturing Iovarra, who stubbornly refuses to provide any confessions to Thaos' satisfaction.
Here is a pit, and you'll need to safely reach its bottom to make progress. *Note* If you do make it to the bottom of the pit, you cannot come back up. You are committing yourself to playing to the end of the game, and there's no turning back. Therefore, if there's any preparations you want to make beforehand, or if there's anything you've left unfinished but do want to attend to, make sure it's all done before committing yourself to a jump down the pit.
A prerequisite to landing safely at the bottom is have obtain the favor of one of the Gods in the course of the Council of Stars quest. If you do not have that favor, attempting the jump will result in the automatic death of your entire party and the end of your game.
Even if you do have that favor, getting to the bottom without sustaining any injures requires making certain choices during a scripted interaction.
First, you will be in danger of hitting one of the walls on your way down. Avoiding injury requires either grabbing hold of one of your companions, making an Athletics check of 7, or making a Resolve check of 16.
Next, one of your companions will be in danger of falling faster than he or she should. Saving your companion and avoiding injury requires either an Athletics check of 5 or a Resolve check of 18.
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"So it has come, my raven. I'll leave this foul partnership and it shall be as if we've never been accquainted. Try not to trip over yourself as you continue your dreary way, aye?" -Haer'Dalis, Baldur's Gate II