Here is where you'll encounter the Dwarven Chanter named Songsmith Roska and his band of Sappers while pursuing the bounty on him.
Here is the Looter's Camp. They will attack no matter what you say. Dialogue options based on Diplomacy and being a Priest of Magran are available, but only affect the specifics on the conversation itself. They leave behind a Padded Armor, a Fine Arbalest, a Fine Sabre, and an Exceptional Breastplate when killed.
Here you can jump across the bridge during a scripted interaction so as to reach the entrance at #8. The character with the lowest Athletics skill is likely to sustain an injury after the jump.
The entrance here allows entry into the first level of the ruins at #11.
Here you will find a group of Glanfathan Warriors led by Sleofhota. You can either back out of a fight, possibly with a Diplomatic option, or choose to fight him. Trying to move past them and to the entrance beyond will also result in them attacking you.
If you wish to avoid fighting them but still enter the ruins, the alternative is to jump across the bridge at #7 so as to take the entrace at #8.
This entrance allows entry into the first level of the ruins at #12.
There will plenty of Trolls, Forest Lurkers, Black Oozes and Swamp Slimes throughout the ruins of Cliaban Rilag. The Trolls leave behind Troll Skins when killed, the Forest Lurkers leave behind Awakened Woods, while the Black Oozes and Swamp Slimes leave behind Ooze Plasmas.
Furthermore, spots with traps will be marked with a 't'.
The door here leads back out to the exterior of Clian Rilag at #10.
The door here leads back out to the exterior of Clian Rilag at #8.
There is a hidden debris here that can be uncovered while in scouting mode. It will have random gems.
These spots will have the usual monsters, but led by at least a couple of Pwgras and a couple of Corrupted Druids. The Pwgras leave behind Awakened Woods when killed. Each Corrupted Druid can be looted for a Spears, a Hide Armor and a Hood.
This vase will have a random potion and a couple of random gems.
This room will have lots of Sporelings, and a few Dank Spores. It is advisable to lead the Sporelings away from the room so that you can kill them off first while the Dank Spores remain stationary. I then recommend taking out each Dank Spore one at a time with missile fire, as the room is also littered with a lot of traps throughout (too many even for 't's on the map in fact).
All of the monsters will leave behind Sporelings when killed.
There will also be a couple of corpses in the room that can be looted for random armor items.
The stairs here lead down to the second level at #29.
The stairs here lead down to the second level at #40.
Here is the Engwithan Machine that is relevant to the main storyline quest called Through Death's Gate. You can't interact with is directly, but you will get xp for discovering it.
Here is an ashen effigy. Using your Watcher abilities to interact with it will mark the completion of the main storyline quest called Through Death's Gate.
Here is the start of a submerged tunnel. Swimming through it will lead to two different choices when you glint some light halfway through the tunnel.
One choice is to keep swimming on, which will lead to the party going directly to the other end at #14.
Another choice is to designate either yourself or another party member to attempt to see what's at the other end of the glint of light. If that character can make a Constitution check, you'll end up obtaining the morning star called The Rose of Salthollow, and then you'll end up at the other end at #14.
The stairs here lead up to the first level at #24.
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