Ad placeholder

Sunlit Wetlands: Difference between revisions

Jump to navigation Jump to search
132 bytes added ,  4 September 2023
m
Grammar and minor details.
(Added details on traps, including conditions they give and how to save against them.)
m (Grammar and minor details.)
Line 17: Line 17:
* By speaking to one of the sheep in the area, which is really a [[Redcap]] or [[Redcap Blood Sage]] in disguise. If successful on an [[Animal Handling]] check, the character will realize the sheep is an illusion, causing the location's illusion to fail.
* By speaking to one of the sheep in the area, which is really a [[Redcap]] or [[Redcap Blood Sage]] in disguise. If successful on an [[Animal Handling]] check, the character will realize the sheep is an illusion, causing the location's illusion to fail.
* Attacking one of the sheep, which will force the character into combat with the [[Redcap]]s, breaking the illusion.
* Attacking one of the sheep, which will force the character into combat with the [[Redcap]]s, breaking the illusion.
* Having [[Auntie Ethel]] reveal her true hag form.


===Barbed Bulrush ===
===Barbed Bulrush ===


===Spike Traps===
===Spike Traps===
Spread throughout the deeper water are spike traps that when triggered will inflict [[Bleeding (Condition)|Bleeding]] and [[Open Wound (Condition)|Open Wound]] with no [[Saving Throw]]. A {{SavingThrow|CON|dc=15}} is needed to overcome the Open Wound, which will progress to [[Rotting (Condition)|Rotting]] and lastly [[Flesh Rot (Condition)|Flesh Rot]] which have the same saving throw requirements. The traps also aren't removed when triggered, allowing them cause harm constantly unless disabled with a [[Sleight of Hand]] check with a [[Trap Disarm Toolkit]] at a [[Difficulty Class|DC]] 10. Considering how many traps there are, it is better to avoid them by staying away from deep water or waste toolkits which are hard to come by for now.
Spread throughout the deeper water are spike traps that when triggered will inflict [[Bleeding (Condition)|Bleeding]] and [[Open Wound (Condition)|Open Wound]] with no [[Saving Throw]]. A {{SavingThrow|CON|dc=15}} is needed to overcome the Open Wound, which will progress to [[Rotting (Condition)|Rotting]] and lastly [[Flesh Rot (Condition)|Flesh Rot]] which have the same saving throw requirements. Activating these traps doesn't remove the illusion on the wetlands.
 
The traps also aren't removed when triggered, allowing them cause harm constantly unless disabled with a [[Sleight of Hand]] check with a [[Trap Disarm Toolkit]] at a [[Difficulty Class|DC]] 10. Considering how many traps there are, it is better to avoid them by staying away from deep water instead of wasting toolkits which are hard to come by for now.


==Related Quests==
==Related Quests==
1,106
edits

Navigation menu