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→Act One: Typo
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== Act One == | == Act One == | ||
Walking past the Strange Ox will prompt a DC 10 [[Insight]] check to notice | Walking past the Strange Ox will prompt a DC 10 [[Insight]] check to notice its oddity. A character who passes the check can talk to the Strange Ox and make a DC 10 [[Arcana]] check to investigate further. Passing this check confirms the creature isn't what it appears to be. | ||
The player can talk to the Ox if the player has the ability to talk to animals, which player can get by drinking a potion from a closed chest at the cart near the ox. If the player successfully passes the dice roll checks, the Ox will say that he is heading to Baldur's gate. | The player can talk to the Ox if the player has the ability to talk to animals, which player can get by drinking a potion from a closed chest at the cart near the ox. If the player successfully passes the dice roll checks, the Ox will say that he is heading to Baldur's gate. |