Locationmajor

Secret Chamber

The Secret Chamber is a hidden location beneath Rosymorn Monastery, inside the githyanki-controlled Crèche Y'llek.

Importancemajor

Key takeaways

  • The Secret Chamber is a child location of Crèche Y'llek, not a general area of Rosymorn Monastery.
  • Its entrance is in the western alcove of the Inquisitor's Chamber, beyond the githyanki barrier.
  • Two Lathander statues must be turned to face the directions indicated by their plaques.
  • The corridor contains three barriers and dangerous Dawnbreaker traps Destroy nearby energy sources to disable the barriers.
  • The safest way to claim The Blood of Lathander is to place the Dawnmaster's Crest in the pedestal before taking the mace.
  • Taking the mace without the crest starts a four-turn destruction sequence, although the party can interrupt the mechanism or escape through the roof portal.

About this guide

Base game, Act One. Major spoilers for Rosymorn Monastery, Crèche Y'llek and Find the Blood of Lathander.

Overview

The Secret Chamber is a hidden location beneath Rosymorn Monastery, inside the githyanki-controlled Crèche Y'llek. It is not a broad region or a separate wilderness map. It is a compact, self-contained dungeon branch reached from the Inquisitor's Chamber, consisting of:

The chamber is the conclusion, or one of the possible conclusions, to Find the Blood of Lathander. Its main reward is the legendary mace, but the location is also important because taking the relic incorrectly can trigger the destruction of the monastery and Crèche Y'llek.

Introduction

  1. 01
    A concealed entrance opened by two Lathander statues.
  2. 02
    A trapped corridor divided by three magical barriers.
  3. 03
    A large cavern containing a pedestal and The Blood of Lathander.
  4. 04
    A dangerous extraction mechanism connected to the monastery roof.

Scope and boundaries

Included in this guide

This guide covers the map section formally called Secret Chamber, including:

Not part of the Secret Chamber

The following nearby areas are related but separate:

These areas matter for access, quests and preparation, but they are not subareas of the Secret Chamber itself. Crèche Y'llek has two ordinary entrances, one through the monastery basement and another through the cliffs, while the Secret Chamber is a concealed branch reached only after entering the Inquisitor's Chamber.

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The chamber is an abandoned Lathanderian treasure vault that survived the githyanki occupation of the monastery. The githyanki conquered Rosymorn Monastery and established Crèche Y'llek beneath it, but apparently did not discover this particular relic chamber. The monastery's former worshippers concealed genuine blood associated with Lathander, and the chamber's architecture was designed to deter intruders with barriers, radiant traps and a final containment mechanism.

The area has a strong vertical design. The entry corridor crosses a chasm and is broken up by gilded archways, energy barriers and Dawnmaster portraits. Beyond it, the final cavern rises around a narrow rock formation. The mace sits at the centre of a ringed pedestal, suspended above the surrounding void.

The chamber has no ordinary inhabitants, merchant, camp facility or independent faction presence. Its importance is almost entirely tied to the relic and the consequences of taking it.

Named directory: locations and structures

The names above include the chamber's functional structures and major map features. The three barrier doors are part of the trapped corridor rather than separate locations in the wider world.

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Named directory: locations and structures

Prerequisites and route

The Secret Chamber's entrance is located in a western side alcove of the Inquisitor's Chamber. The crèche's internal waypoint is near the main corridor, but there is no waypoint inside the Secret Chamber itself.

Reaching the Inquisitor's Chamber

The Inquisitor's Chamber lies beyond the barrier in the Captain's Quarters. In the normal progression through Crèche Y'llek, the party encounters Kith'rak Therezzyn and the Githyanki Barrier Disruptor. Once the barrier is dealt with, a bridge leads to the Inquisitor's Chamber, where Ch'r'ai W'wargaz and his retinue are present. The chamber also contains the Planecaster and the two statues that conceal the route to the Secret Chamber.

The chamber can be approached while the crèche is peaceful or after the githyanki become hostile. The Inquisitor and his retinue do not automatically prevent the party from operating the statues, although other choices in the crèche can affect hostility, available dialogue and the safety of the return route.

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The entrance is sealed by two rotating statues of Lathander. Turn them to face the directions indicated by the plaques at their bases. When correctly positioned, the wall opens and reveals stairs leading to the Dawnbreak Gate and the Secret Chamber.

One statue turns normally. The other is jammed.

The practical route is

  1. 01
    Reach the Rosymorn Monastery Trail.
  2. 02
    Enter Rosymorn Monastery or use the cliffside access to reach Crèche Y'llek.
  3. 03
    Pass through the crèche and reach the Captain's Quarters.
  4. 04
    Disable or bypass the githyanki barrier.
  5. 05
    Enter the Inquisitor's Chamber.
  6. 06
    Solve the two-statue entrance puzzle.
  7. 07
    Cross the trapped corridor.

Ways to rotate the jammed statue

A spare grease bottle can be found outside the crèche's main entrance, behind the statue of Lathander. The party can also learn about the statue mechanism from Old Maintenance Records in the upper monastery.

Practical advice

Do not waste time trying to break the statue. The important interaction is with its rotating base. If the Athletics check is unreliable, use Grease or a Grease Bottle instead. This is also a good place to separate the party temporarily if you want one character to operate the mechanism while others remain positioned in the Inquisitor's Chamber.

Named directory: entrance objects and literature

The Old Maintenance Records and the grease bottle are outside the formal bounds of the Secret Chamber, but they are relevant preparation items for opening it.

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The corridor is the chamber's main traversal challenge. It contains three magical barriers. Each barrier is sustained by a nearby energy source. Destroying the relevant source opens the route forward.

The corridor is also protected by Dawnbreakers, radiant traps that activate if the party moves through them without disarming or avoiding them.

Dawnbreaker traps

A triggered Dawnbreaker uses Break of Dawn, a radiant attack that can:

The damage itself is usually manageable. The dangerous part is forced movement. A character pushed from the walkway may die immediately or become impossible to recover without resurrection magic.

Dawnbreakers can be disarmed with a DC 14 Sleight of Hand check. Send a character with high Dexterity, proficiency in Sleight of Hand or suitable bonuses ahead of the main group. Avoid bunching characters together because an activated trap can affect several party members at once.

Clearing the barriers

Each barrier has an energy source nearby. These sources can generally be attacked from a safe angle, allowing the party to destroy them without crossing the barrier itself.

The corridor's barrier layout is fixed. This is not a procedurally generated area, and the obstacles are not random encounters or randomised room arrangements.

A reliable approach is

  1. 01
    Enter with a trap specialist in front.
  2. 02
    Search the immediate area around the first barrier for its energy source.
  3. 03
    Destroy the source with ranged attacks if possible.
  4. 04
    Disarm or avoid the Dawnbreaker before moving on.
  5. 05
    Repeat for the second and third barriers.
  6. 06
    Keep the party away from the central edges of the walkways.

Navigation advice

The barriers are visually associated with gilded archways and Dawnmaster portraits. The portraits are atmospheric and reinforce the chamber's Lathanderian history, but they do not themselves provide a complete alternate solution to the corridor.

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Beyond the corridor lies a large vertical cavern. The central pedestal stands on a raised rock formation surrounded by a chasm. Stairs lead towards the relic, and the walls contain the machinery responsible for the chamber's final trap.

Landmarks

The chamber is richly decorated, but there are no shops, beds, quest-givers or conventional facilities here. Its only major acquisition is The Blood of Lathander.

Named directory: landmarks and mechanisms

Some of these names describe functional objects rather than formal map labels. They are included because they are distinct interactable elements within the final cavern.

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The Blood of Lathander is a legendary mace and the chamber's principal reward. It is tied to the quest Find the Blood of Lathander and can be obtained by interacting with the pedestal in the final cavern.

The mace is associated with the Lathanderian relic protected in the vault. The chamber's warning plaque makes the intended theme clear: the relic is not meant to be removed casually.

Named directory: landmarks and mechanisms

Recommended method

The crest provides the intended protection against the destruction sequence. The chamber page recommends retrieving it from the upper monastery first because it gives the party more options when finishing the quest.

The safest method is

  1. 01
    Obtain the Dawnmaster's Crest before entering the chamber.
  2. 02
    Reach the final pedestal.
  3. 03
    Place the crest in its slot.
  4. 04
    Take The Blood of Lathander.
  5. 05
    Confirm that the Lance mechanism has been safely disabled before leaving.

If the crest is missing

Taking the mace without placing the Dawnmaster's Crest activates the chamber's extraction mechanism. The metal rings form a forcefield around the pedestal, while the monastery's weapon, the Lance, begins charging on the roof.

The mechanism also turns the archway behind the pedestal into a portal to the monastery roof. However, fast travel is disabled while the destructive sequence is active.

Breaking the forcefield

The forcefield can be overcome by several methods, including:

The exact practical solution depends on party composition and initiative order. A character trapped inside the field can potentially teleport out, while companions outside can attack the relevant machinery. Make sure at least one character is prepared to continue the sequence if the group divides.

The roof route

If the mechanism activates, the archway behind the pedestal becomes a portal to the monastery roof. This can provide a route to the Lance, but it does not automatically make the party safe. A party member who goes to stop the sun cannon may need to return separately, and the portal closes if the mechanism is stopped using the crest.

If characters die in the destruction, Withers can revive them at camp. This is a recovery option, not a substitute for preventing the disaster if you want to preserve the crèche and any characters left inside.

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Find the Blood of Lathander

This is the chamber's defining quest. It can be completed by reaching the relic and obtaining The Blood of Lathander. The upper monastery provides the Dawnmaster's Crest and the wider historical context needed to approach the vault safely.

The quest can be advanced without immediately fighting every githyanki in Crèche Y'llek. The Secret Chamber is a useful side route once the party has gained access to the Inquisitor's Chamber.

The Githyanki Warrior

Lae'zel's personal storyline intersects with Crèche Y'llek and the Inquisitor's Chamber. The Secret Chamber itself is not a companion conversation area, but entering it and taking the relic can affect companion approval. Shadowheart, for example, has a recorded disapproval response to stealing The Blood of Lathander.

Discover the Artefact's Secrets

This quest is associated primarily with the Inquisitor's Chamber and the Planecaster. The Secret Chamber is nearby but is not the same location and should not be treated as a subarea of the artefact chamber.

Steal a Githyanki Egg

The Hatchery and its egg are elsewhere in Crèche Y'llek. They are relevant to the crèche's wider quest network but have no verified content inside the Secret Chamber itself.

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Residents

There are no confirmed permanent residents of the Secret Chamber. The Lathanderian monks who built and protected it are historical occupants, not living NPCs encountered in the current game.

Factions

No githyanki guards are stationed inside the chamber as a dedicated encounter. The main security comes from the architecture and the relic mechanism.

Named directory: story-associated people

These names are connected with the chamber's history or related literature rather than being present NPCs in the room. The chamber's related books include His Holy Blood, Vol. 1, His Holy Blood, Vol. 2 and His Holy Blood, Vol. 3.

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Fixed items

The three His Holy Blood volumes and Old Maintenance Records are associated with the chamber's lore, but their placements are outside the chamber proper where noted. The only major fixed loot item within the Secret Chamber is The Blood of Lathander.

Fixed items

Fixed items
ItemLocation or sourceNotes
The Blood of LathanderFinal pedestalLegendary mace; main reward
Dawnmaster's CrestUpper Rosymorn MonasteryPreparation item used to safely claim the mace
His Holy Blood, Vol. 1Related Lathanderian literatureAssociated with Dawnmaster Dovaer
His Holy Blood, Vol. 2Related Lathanderian literatureAssociated with Paladin Vaseid
His Holy Blood, Vol. 3Related Lathanderian literatureAssociated with Dawnmaster Vaseid
Old Maintenance RecordsUpper monasteryProvides information relevant to the statue entrance

Random or procedural content

No randomised chamber layout, random boss, random merchant inventory or procedural loot table is established for this location. Ordinary containers and incidental objects may vary by game state or patch, but the central progression objects are fixed.

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For a safe first visit

  1. 01
    Explore the upper monastery before entering the deepest parts of the crèche.
  2. 02
    Complete the Dawnmaster-related investigation and obtain the Dawnmaster's Crest.
  3. 03
    Bring a trap specialist with Sleight of Hand proficiency.
  4. 04
    Carry or purchase Grease, or collect the spare Grease Bottle near the crèche entrance.
  5. 05
    Enter the Inquisitor's Chamber through the Captain's Quarters.
  6. 06
    Rotate the statues to open the hidden wall.
  7. 07
    Enter turn-based mode in the trapped corridor.
  8. 08
    Disarm Dawnbreakers and destroy each barrier's energy source.
  9. 09
    Reach the final cavern.
  10. 10
    Place the Dawnmaster's Crest in the pedestal.
  11. 11
    Take The Blood of Lathander.
  12. 12
    Confirm that the destructive mechanism has not activated before leaving.

Quick checklist

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The Dawnbreakers

These are fixed traps, not random encounters. Failing to disarm them can cause forced movement into the chasm. A failed trap check can therefore be much more serious than the damage description suggests.

The Lance

The major missable consequence is taking the mace without the Dawnmaster's Crest and failing to stop the charging Lance within four turns. The result is the destruction of the monastery and Crèche Y'llek, with characters left behind killed in the blast.

The chamber page records that the mechanism can be stopped with the Dawnmaster's Crest and that the fast-travel restriction is removed once the mechanism has been halted.

Hostility in the crèche

If Crèche Y'llek becomes hostile, the Secret Chamber does not automatically become a restricted area unless the relic is stolen. This can make the chamber useful as a temporary refuge or escape point during a hostile crèche sequence. The party can normally fast travel from it while the extraction mechanism is inactive.

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The Secret Chamber preserves a small part of Rosymorn Monastery's Lathanderian past. According to the location's account, the monks hid genuine blood associated with Lathander, said to have been spilled during a battle with the necromancer Sammaster. The relic was protected by a warning system and a deliberately lethal extraction mechanism.

The githyanki occupation creates the chamber's central irony. Crèche Y'llek was established beneath the monastery, yet its occupants did not appear to understand the significance of the sealed vault. Their focus was on building a military and reproductive outpost, maintaining the crèche, studying the Astral Prism and searching for weapons against mind flayers.

The chamber's architecture also reflects the monastery's hierarchy. The barriers are accompanied by portraits of Dawnmasters, while the final relic is separated from the rest of the complex by chasms, radiant traps and machinery. It is less a simple treasure room than a sacred vault designed to punish unauthorised removal.

Unused or cut material

Game dialogue reportedly refers to a larger “Treasure Room” somewhere beyond or beside the trapped corridor, potentially containing a key, magically speaking statues and additional warnings. This material appears to have been cut or left unused in the released game. It should not be treated as an accessible subarea of the Secret Chamber.

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Is the Secret Chamber part of Rosymorn Monastery or Crèche Y'llek?

It is a location within Crèche Y'llek, which is itself beneath Rosymorn Monastery in the Rosymorn Monastery Trail. Its religious history belongs to the monastery, but its current map hierarchy places it under the crèche.

Do I need to complete the entire crèche first?

No. You need access to the Inquisitor's Chamber, which normally means dealing with the Captain's Quarters barrier. You do not need to complete every crèche activity before opening the chamber.

Can I open the chamber without Grease?

Yes. Grease is the easiest solution for the jammed statue, but a character can force it with a DC 25 Athletics check.

Is the Dawnmaster's Crest mandatory?

It is not strictly mandatory to take the mace, but it is the safest preparation item. Without it, the Lance mechanism activates and the party must escape or disable the sequence under a four-turn limit.

Is there a boss inside?

No unique boss encounter is associated with the Secret Chamber. The threats are traps, environmental hazards and the relic-extraction mechanism.

Can I fast travel out?

Normally yes, including if the crèche has become hostile. Fast travel is disabled while the Lance mechanism is active, then becomes available again once the mechanism is stopped.

Is there a waypoint inside?

No. The nearest relevant waypoint is the Crèche Y'llek waypoint in the main crèche area.

What happens if companions die in the explosion?

Characters killed by the destruction can be revived by Withers at camp, according to the location's documented mechanics. This does not make the explosion harmless, since it can still destroy the monastery and remove or kill characters left in the area.

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Sources