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v1.209.0
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@@ -8774,7 +8774,7 @@
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"page": 104,
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"id": "1f9",
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"entries": [
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"A hostile {@creature dryad} and seven {@creature Awakened Shrub||awakened shrubs} emerge from the undergrowth and surround the characters. Any character who has a passive Wisdom ({@skill Perception}) score of 13 or higher spots the dryad and the shrubs before they arrive, and all other characters are {@quickref Surprise|PHB|3|0|surprised}.",
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"A hostile {@creature dryad} and seven {@creature Awakened Shrub||awakened shrubs} emerge from the undergrowth and surround the characters. Any character who has a passive Wisdom ({@skill Perception}) score of 13 or higher spots the dryad and the shrubs before they arrive, and all other characters are {@status surprised}.",
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"The dryad, Meadowleaf, was bound to an enchanted tree that Granny Nightshade felled and used to make wooden toys. Believing the characters to be mercenaries hired by Granny Nightshade to capture Will of the Feywild and the Getaway Gang, the dryad points an accusing finger toward them and orders the awakened shrubs, \"Show these villains the true meaning of revenge!\"",
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"A character can use an action to make a DC 13 Charisma ({@skill Persuasion}) check in the hope of ending hostilities. On a successful check, the character convinces Meadowleaf (and, by extension, the shrubs) not to attack on their next turn, giving the characters a brief time in which to counter any false notions the dryad might have about the party's intentions and allegiances. If the characters make a sound argument in their defense, or if four or more shrubs are killed in the ensuing battle, Meadowleaf calls off the attack.",
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"The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see \"{@area Rules of Conduct|105|x}\" in {@adventure chapter 2|WBtW|2}) is enough to convince her that she should be nicer to travelers passing through the forest, which is the closest thing she has to a home now that her beloved tree is gone.",
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@@ -9296,7 +9296,7 @@
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"A cloaked figure springs from the forest and, with blades flashing, attacks the unicorn. Under the assassin's cowl, you see a wide, toothy smile."
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]
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},
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"Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher are not {@quickref Surprise|PHB|3|0|surprised} by {@creature Zarak|WBtW}. All other creatures in the area, including Lamorna, are {@quickref Surprise|PHB|3|0|surprised}.",
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"Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher are not {@status surprised} by {@creature Zarak|WBtW}. All other creatures in the area, including Lamorna, are {@status surprised}.",
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"On Lamorna's first turn after the surprise round, she teleports away, denying {@creature Zarak|WBtW} his prize and leaving him to face the characters alone. At this point, {@creature Zarak|WBtW} is disgusted with himself for not felling the unicorn immediately (\"I didn't know unicorns could do that,\" he mutters as Lamorna teleports away), but he's smart enough not to antagonize the characters any more than he already has. If the characters aren't spoiling for a fight, {@creature Zarak|WBtW} is satisfied to stand down and retreat back into the forest.",
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"{@creature Zarak|WBtW} is willing to give up his hunt in exchange for gold or if the characters seem likely to kill him. Characters who tell {@creature Zarak|WBtW} about the riches in Nib's cave (see \"{@area Nib's Cave|206|x}\" earlier in the chapter) pique his greed; if he is led there, he takes all the gold he can carry and falls prey to Nib's curse.",
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"The characters can try to capture {@creature Zarak|WBtW}, but he'd rather die than surrender his weapons and his freedom. He's not much use as a hostage, since no other member of the League of Malevolence cares what happens to him, and he refuses to divulge the secret ways to and from the Palace of Heart's Desire. But if a {@spell charm person} spell or similar magic is used to make him friendly toward one or more of the characters, he can be coaxed into sharing the following information with them:",
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@@ -11608,7 +11608,7 @@
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"A gnarled bridge formed by tangled tree roots spans a rocky, dried-up riverbed."
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]
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},
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"The bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity ({@skill Stealth}) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can't be {@quickref Surprise|PHB|3|0|surprised}."
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"The bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity ({@skill Stealth}) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can't be {@status surprised}."
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]
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},
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{
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@@ -13596,7 +13596,7 @@
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]
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},
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"The bridge is 5 feet wide, 100 feet long, and sturdy. Each 5-foot section of the wooden structure has AC 15, 30 hit points, and immunity to fire, poison, and psychic damage.",
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"The chasm is haunted by three {@creature Flameskull||flameskulls}\u2014the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge's halfway point. The flameskulls hide under the bridge's midpoint. Characters who have passive Wisdom ({@skill Perception}) scores of 10 or higher aren't {@quickref Surprise|PHB|3|0|surprised} when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.",
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"The chasm is haunted by three {@creature Flameskull||flameskulls}\u2014the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge's halfway point. The flameskulls hide under the bridge's midpoint. Characters who have passive Wisdom ({@skill Perception}) scores of 10 or higher aren't {@status surprised} when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.",
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"The flameskulls speak Elvish and Sylvan. Their names are Weaugh, Teaugh, and Peaugh. The flameskulls are hostile toward all other creatures in the chasm and attack without provocation. They become indifferent toward any creature that walks or runs across the bridge and makes it past the midpoint (regardless of the direction it is traveling). Weaugh, Teaugh, and Peaugh congratulate the creature on making it this far.",
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"A character toward whom the flameskulls are indifferent can use an action to try to convince the flameskulls to let the party pass, doing so with a successful DC 13 Charisma ({@skill Persuasion}) check. If the flameskulls are persuaded to allow safe passage, they apologize for their unprovoked hostility before returning to their hiding spots under the bridge. From that point on, all characters in the party can cross the chasm safely in either direction.",
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"There's no chance of a character accidentally falling off the bridge or being knocked off the bridge by the flameskulls. The chasm is 200 feet deep, and its bottom is strewn with hundreds of malignant wish stones that give off purple light. These wish stones are unrefined lumps of crystal that shed bright light in a 5-foot radius and dim light for an additional 5 feet; any good-aligned creature that has one or more of them in its possession feels mildly nauseated, although this nausea has no game effect. Hags, liches, and other evil spellcasters can find macabre uses for these malignant wish stones, which otherwise have no value."
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