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[[File:Sunlit Wetlands.jpg|thumb|right|The Sunlit Wetlands.]]
[[File:Sunlit Wetlands.jpg|thumb|right|The Sunlit Wetlands.]]
The '''Sunlit Wetlands''' is a [[Location]] within the [[Wilderness]] in [[Chapter One]]. It is south of the [[Blighted Village]], and consists of the [[Riverside Teahouse]] and the area around it.
{{Relative location
|region = Wilderness
|location = Sunlit Wetlands
|south    = River Chionthar
|north    = Blighted Village
|east    = Nautiloid Wreck
}}
The '''Sunlit Wetlands''' is a [[location]] within the [[Wilderness]] in [[Act One]]. It is south of the [[Blighted Village]], and consists of the [[Riverside Teahouse]] and the [[Decrepit Sanctuary]].


This location is also known as the ''Putrid Bog''.
This location becomes known as the '''Putrid Bog''' once the party is able to see past the illusion enchanting the area.


==Area Information==
==Overview==
{{SpoilerWarning}}
{{SpoilerWarning}}
[[File:Sunlit Wetland.jpg|thumb|The Putrid Bog once the illusion has broken.]]
[[File:Sunlit Wetland.jpg|thumb|The Putrid Bog once the illusion has broken.]]
The Sunlit Wetlands is a peaceful and picturesque location south of the [[Blighted Village]].
The Sunlit Wetlands is a peaceful and picturesque location south of the [[Blighted Village]].


The Sunlit Wetlands is actually an illusion; this location is really the '''Putrid Bog''', a foul bog laden with traps, poisoned food, [[Redcap]]s, and is the home of the hag, [[Auntie Ethel]].
The Sunlit Wetlands is actually an illusion; this location is really the '''Putrid Bog''', a foul bog laden with traps, poisoned food, [[Redcap]]s, home to the hag, [[Auntie Ethel]].


=== Breaking the Illusion ===
=== Locations ===
*[[Riverside Teahouse]]
**[[Overgrown Tunnel]]
*[[Decrepit Sanctuary]]


There are several ways to break the illusion and reveal the true appearance of this location:
=== The 'sheep' ===
* Upon entering the area, the character will be given the option to make an [[Investigation]] check to see through and break the illusion. [[Monk|Monks]], [[Sorcerer|Sorcerers]], [[Warlock|Warlocks]], and [[Wizard|Wizards]] will have an additional class-based option they can select which will reduce the difficulty of breaking the illusion.
Following the road east for the teahouse will pass by two islands where a bunch of sheep or in the case of the illusion broken, a bunch of redcaps pretending to be so. They won't be hostile at first, but if provoked or having angered Ethel, they will become hostile.
* 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.
* Having [[Auntie Ethel]] reveal her true hag form.


===Spike Traps===
=== Bloody campsite ===
Spread throughout the deeper water are spike traps that when triggered will inflict {{SmallIcon|Bleeding Condition Icon.webp}} [[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.  
On the north-eastern side of the wetlands is a campsite covered in blood and gore. Even if the illusion is still up, the carnage can still be seen. There are no hazards around beyond the bulrushes, with all sorts of cluttered treasure, food and other adventuring supplies.


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.
== Hazards ==


===Barbed Bulrush ===
=== Dispelling the illusion ===
Scattered around the wetlands are a bulrushs that hold poisonous apples. When the plants are interacted, the character will automatically do a [[Sleight of Hand]] check at [[Difficulty Class|DC]] 10 or risk getting an [[Open Wound (Condition)|Open Wound]] which can progressively become infected as detailed in the spike traps. It is best to avoid touching these plants as all.


== Decrepit Sanctuary ==
There are several ways to break the illusion and reveal the true appearance of this location:
In the southeastern most corner of the wetlands, there are some close islands that can be hopped across that leads to a secluded island infested with Mud Mephits and Wood Woads. Following the quest [[Investigate Kagha]] will lead you here where evidence of her conspiracy with the Shadow Druids can be discovered.  
* Upon entering the area, the character will be given the option to make an [[Investigation]] check to see through and break the illusion. [[Monk]]s, [[Ranger]]s, [[Sorcerer]]s, [[Warlock]]s, [[Wizard]]s, and Oath of the Ancients [[Paladin]]s will have an additional class-based option they can select which will reduce the difficulty of breaking the illusion
*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
*Having [[Auntie Ethel]] reveal her true hag form
Successfully dispelling the illusion grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Inspirational Event]] ''Eyes of the Wild'' ([[Outlander]] background).


==Related Quests==
===Spike traps===
*[[Remove the Parasite]]
Spread throughout the deeper water are spike traps that when triggered will inflict {{Cond|Bleeding}} and {{Cond|Open Wound}} with no [[Saving Throw]]. A {{SavingThrow|CON|dc=15}} is needed to overcome the Open Wound, which will progress to {{Cond|Rotting}} and lastly {{Cond|Flesh Rot}} which have the same saving throw requirements. Any form of healing will cure Open Wound, preventing it from getting worse. Activating these traps doesn't remove the illusion on the wetlands.
**[[Get Help from Auntie Ethel]]
*[[Save Mayrina]]
*[[The Pale Elf]]
*[[Save the Refugees]]
**[[Investigate Kagha]]
 
==Related Locations==
*[[Riverside Teahouse]]
**[[Entrance Gallery]] /  [[Riverside Teahouse|Overgrown Tunnel]] / [[Riverside Teahouse|Ancient Abode]] / [[Riverside Teahouse|Acrid Workshop]]
*[[Blighted Village]]


==Notable Loot==
The traps also aren't removed when triggered, allowing them cause harm constantly unless disabled with a {{ability check|Sleight of Hand|10}}. Considering how many traps there are, it is better to avoid them by staying away from deep water instead of wasting toolkits.
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
*[[Letter to Kagha]]
*{{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]


== Hidden Treasure ==
===Barbed Bulrush===
A buried chest on the beach just south of the [[Riverside Teahouse]] [[Waypoint]].
Scattered around the wetlands are bulrushes that hold poisonous apples. When the plants are interacted with, the character will automatically do a {{ability check|Sleight of Hand|10}} or risk getting {{Cond|Open Wound}} which can progressively become infected as detailed in the spike traps. It is best to avoid touching these plants at all.
{{Coords|2|215}}


==Notable NPCs==
==Characters==
*[[Auntie Ethel]]
*[[Auntie Ethel]]
*[[Demir]]
*[[Demir]]
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*[[Gandrel]]
*[[Gandrel]]


==Creatures==
===Creatures===
*[[Addled Frog]]
*[[Addled Frog]]
*[[Redcap (creature)|Redcap]]
*[[Redcap (creature)|Redcap]]
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*[[Wood Woad]]
*[[Wood Woad]]


==Related quests==
*[[Remove the Parasite]]
**[[Get Help from Auntie Ethel]]
*[[Save Mayrina]]
*[[The Pale Elf]]
*[[Save the Refugees]]
**[[Investigate Kagha]]
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{MdRarityItem|Letter to Kagha}} – In a hidden wooden crevice on the southern side of the massive tree stump in the [[Decrepit Sanctuary]].{{Coords|85|212}}
* {{MdRarityItem|The Sparkle Hands}} – In a chest at the base of the giant tree stump in the Decrepit Sanctuary.{{Coords|1=93|2=211}}
* {{MdRarityItem|Wood Woad Shield}} – On one of the [[Wood Woad|Wood Woads]] guarding the Decrepit Sanctuary.
==Hidden treasure==
* A buried chest on the beach just south of the [[Riverside Teahouse]] [[Waypoint]]. {{Coords|2|215}}
* A buried chest on the east-most end of the beach, just past a bloody camp site north of the [[Decrepit Sanctuary]]. {{Coords|90|281}} Contains four [[Orange Dye]].
==Notes ==
*Once the illusion has been broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.
== External links ==
* {{FRWiki|Sunlit Wetlands|long}}
{{NavForest|nocat=1}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]
==Notes and Trivia==
*Once the illusion has been broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.

Latest revision as of 16:45, 9 March 2024

The Sunlit Wetlands.
Wilderness
Blighted Village
Sunlit Wetlands Nautiloid Wreck
River Chionthar

The Sunlit Wetlands is a location within the Wilderness in Act One. It is south of the Blighted Village, and consists of the Riverside Teahouse and the Decrepit Sanctuary.

This location becomes known as the Putrid Bog once the party is able to see past the illusion enchanting the area.

Overview[edit | edit source]

The Putrid Bog once the illusion has broken.

The Sunlit Wetlands is a peaceful and picturesque location south of the Blighted Village.

The Sunlit Wetlands is actually an illusion; this location is really the Putrid Bog, a foul bog laden with traps, poisoned food, Redcaps, home to the hag, Auntie Ethel.

Locations[edit | edit source]

The 'sheep'[edit | edit source]

Following the road east for the teahouse will pass by two islands where a bunch of sheep or in the case of the illusion broken, a bunch of redcaps pretending to be so. They won't be hostile at first, but if provoked or having angered Ethel, they will become hostile.

Bloody campsite[edit | edit source]

On the north-eastern side of the wetlands is a campsite covered in blood and gore. Even if the illusion is still up, the carnage can still be seen. There are no hazards around beyond the bulrushes, with all sorts of cluttered treasure, food and other adventuring supplies.

Hazards[edit | edit source]

Dispelling the illusion[edit | edit source]

There are several ways to break the illusion and reveal the true appearance of this location:

  • Upon entering the area, the character will be given the option to make an Investigation check to see through and break the illusion. Monks, Rangers, Sorcerers, Warlocks, Wizards, and Oath of the Ancients Paladins will have an additional class-based option they can select which will reduce the difficulty of breaking the illusion
  • 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 Redcaps, breaking the illusion
  • Having Auntie Ethel reveal her true hag form

Successfully dispelling the illusion grants the Inspiration Icon.pngInspirational Event Eyes of the Wild (Outlander background).

Spike traps[edit | edit source]

Spread throughout the deeper water are spike traps that when triggered will inflict Bleeding Bleeding and Open Wound Open Wound with no Saving Throw. A DC 15  Constitution saving throw is needed to overcome the Open Wound, which will progress to Rotting Rotting and lastly Flesh Rot Flesh Rot which have the same saving throw requirements. Any form of healing will cure Open Wound, preventing it from getting worse. 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 DC 10 Sleight of Hand check. Considering how many traps there are, it is better to avoid them by staying away from deep water instead of wasting toolkits.

Barbed Bulrush[edit | edit source]

Scattered around the wetlands are bulrushes that hold poisonous apples. When the plants are interacted with, the character will automatically do a DC 10 Sleight of Hand check or risk getting Open Wound Open Wound which can progressively become infected as detailed in the spike traps. It is best to avoid touching these plants at all.

Characters[edit | edit source]

Creatures[edit | edit source]

Related quests[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Hidden treasure[edit | edit source]

Notes[edit | edit source]

  • Once the illusion has been broken, the map name changes from Sunlit Wetlands to Putrid Bog. The music also changes.

External links[edit | edit source]