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edits→Act One
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Walking past the Strange Ox will prompt a DC 10 [[Insight]] check to notice it's 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. | Walking past the Strange Ox will prompt a DC 10 [[Insight]] check to notice it's 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. | ||
Attacking the Strange Ox in Act One will cause its caretaker and neighboring oxen to become hostile. Killing it will only provide the Shapeshifter's Boon Ring as loot. | Attacking the Strange Ox in Act One will cause its caretaker and neighboring oxen to become hostile. Killing it at this point will only provide the Shapeshifter's Boon Ring as loot. | ||
Note that even if you choose to [[Raid the Emerald Grove]] and attack the refugees, the Strange Ox disappears along with the other oxen when the grove goes into siege preparation mode, and will survive to be encountered later. | |||
== Act Two == | == Act Two == |