More actions
This page is in the process of being constructed or reformatted. You are welcome to contribute as well. Last edited on 2024-11-21. If multiple days have passed since, this template should be removed. |
A Peculiar Flower is a unique type of Trap that might be encountered in Act One and Act Three of the game.
A Peculiar Flower is an explosive object, resembling a terracotta-coloured water lily flower having blossomed directly on a hard ground.
These dangerous "blooms" will inevitably be encountered by the party if they choose to confront Auntie Ethel either about Mayrina's fate in Act One, or little Vanra's fate in Act Three, or both. Lots of them litter the way to the Ancient Abode through the Overgrown Tunnel and the antechamber of Ethel's lair in The Blushing Mermaid - Basement.
Once triggered, a Peculiar Flower deals 2d6Fire damage via Explosion to any party member who approached it. However, the main danger coming from Peculiar Flowers is that they most often (particularly in Act One) are placed in pair with a Vent emitting a cloud of Noxious Fumes, which are highly flammable. Thus, triggering or failing to disarm a tricky blossom will cause a volume explosion.
Planted Peculiar Flower can be seen on the ground in the plain sight and even through the cloud of Noxious Fumes, but to interact with it a party member must first detect it via passive Perception check.
A Peculiar Flower can be spotted with a DC 15 Perception check check and disarmed with the help of skill, but the character must have a Trap Disarm Toolkit in their inventory. Difficulty Class requirement is a DC 10 Sleight of Hand check roll.
Also, Peculiar Flowers can be destroyed by shooting or casting Force spells ( confirmed to be effective), although the character must hit the trap almost dead in the center.
After disarming, a Peculiar Flower will just disappear in a puff of smoke.