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Sunlit Wetlands: Difference between revisions
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Grammar and minor details.
DrakeCross22 (talk | contribs) (Added details on traps, including conditions they give and how to save against them.) |
DrakeCross22 (talk | contribs) m (Grammar and minor details.) |
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* 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 | 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== |