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Sunlit Wetlands

Wilderness | ||||
Blighted Village | ||||
↑ | ||||
Riverside Teahouse | ← | Sunlit Wetlands | → | Nautiloid Wreck |
↓ | ||||
River Chionthar |
Overview[edit | edit source]
The Sunlit Wetlands appear to be a peaceful and picturesque location south of the Blighted Village and of the Forest. It features a calm water stream, finding its way into a bigger river via a widespread, branched delta, and a small Riverside Teahouse, where Auntie Ethel, a trader from the Hollow, is waiting to welcome even the unexpected guest.
The rivershore ends with a streak of sandy beach and a wooden dock, from which a series of jumps lead the party to the Druid Sanctuary on a small separate island.
Several quests can be initiated, progressed and resolved here, including the main quest Astarion is recruited in the party, his personal quest can also be evolved in the area.
, as well as and . IfAccess[edit | edit source]
The Sunlit Wetlands can be accessed through the path at X: 47 Y: 315, where the roads from the Blighted Village and from the Forest merge. Also, by progressing along the southern sidewalk to the Goblin Camp, through the fallen log at X: -20 Y: 319, and then jumping down the cliff at X: -37 Y: 307, using or to avoid damage.
At the border of the Sunlit Wetlands Auntie Ethel can be seen arguing with two brothers Demir and Johl. Upon approaching, the player character is automatically engaged in dialogue with all three. Both men press upon Ethel, demanding she surrender their sister Mayrina. The party can take any side or refrain from intervening; this choice decides the fate of both brothers.
Regardless of the outcome, in the end of the cutscene, Ethel disappears into the thin air. She can be found later in the Riverside Teahouse, along with Mayrina.
Dispelling the delight[edit | edit source]

Shortly after entering the Sunlit Wetlands, a cutscene triggers, where the player character feels something strange and unsettling about the environment, as it seems too pleasant to be natural. They can try to understand what disturbs them with a Investigation check. However, depending on the Class of the interacting character, the check might be easier:
DC 20- Search for any disruption in the Weave. (DC 15)
- Looks for signs of unnatural activity. (DC 15)
- Reach out with your senses - check the balance of this place. (DC 15)
- Tap into the preternatural awareness granted by your oath. Seek the truth. (DC 12)
- Something here is... unnatural. Reach out with your magic, seek its source. (DC 12)
- Attune your magic to find any disturbance. (DC 15)
- Draw on your pact to empower your sight. (DC 15)
- Carefully probe with your magic. Is the disturbance around you, or within you? (DC 15)
- Search for signs of magical interference. (DC 15)
If the initial attempt is failed, the illusion over the area can be broken later by any of the following actions:
- Speaking to one of the sheep pasturing in the middle of the wetlands, and passing a Animal Handling check. DC 15
- Attacking any "sheep".
- Causing Auntie Ethel to reveal her true form.
Once the character in question realises that the bliss around them is an illusion, a murky, fetid swamp (laden with many traps) and poisoned food is unveiled and the sheep are revealed as Redcaps in disguise. The druidic fane turns into the Decrepit Sanctuary, and the teahouse becomes a dilapidated hut.
The teahouse owner Auntie Ethel turns out to be a hag - a treacherous and ruthless Fey creature.
Successfully dispelling the illusion grants the inspiration for characters with the background.
Once the illusion is broken, the map name changes from Sunlit Wetlands to Putrid Bog; the background music also changes.
Riverside Teahouse[edit | edit source]


“If my breath couldn't kill people already, it certainly can now.„
The Riverside Teahouse is located on a small hill at X: -40 Y: 270. If the illusion over the area is broken, its map name changes to Gnarled Teahouse.
Upon entering, the dialogue with Auntie Ethel and Mayrina starts automatically. The party realize the young woman is the one sought by Demir and Johl. However, they can choose to drop the matter or to intervene, mentioning the results of the outcome of the dialogue with the brothers at the area entrance. Regardless, Ethel eventually teleports Mayrina away. Depending on the party's choices within the dialogue, Ethel can talk to them peacefully, or attack, dispelling the illusion if it is still intact.
In former case, Auntie Ethel makes her offer to try and heal the player character - in exchange for one of their "pretty little peepers." If the player character agrees, they receive the [1] Trading an eye to Ethel is considered an oathbreaking action for .
condition.Auntie Ethel can also act a Trader, featuring the same set of wares as in the Hollow, until the party annoy her somehow.[2][Needs Verification]
If combat is commenced, Auntie Ethel turns Overgrown Tunnel. The party is left to fight her minions: two Redcaps and two Redcap Blood Sages, previously disguised as sheep.
on her first turn and flees through the false fireplace (see below) to theEthel can also be attacked before the automatic conversation starts, with the same results: dispelling the illusion and Redcaps siding with her, while Mayrina also disappears from the teahouse. Attacking Ethel without first speaking with her is considered an oathbreaking action for .
After the battle is finished, the teahouse can be looted for several potions and alchemical ingredients, as well as some Camp Supplies. Eating any of Treacle Tarts (or both one by one) in the far corner of the house while the illusion is intact prompts a comment from the party member doing so; this varies widely depending on their origin and race. The locked door in the far end of the house leads to a small patch of the swamp with a Mushroom Circle and Connor Vinderblad's coffin (see below). It can be opened with a Teahouse Key, or with a DC 2 Sleight of Hand check.
False Fireplace[edit | edit source]
The back of the fireplace in the Riverside Teahouse is an illusion. Approaching the fireplace causes the active party member(s) to roll a Investigation check to notice the illusion. The wall can be walked through, and leads to the Entrance Gallery of the hag's lair in the Overgrown Tunnel. Passing this wall without any means of stealth causes Auntie Ethel to become hostile.
DC 10Connor's Coffin[edit | edit source]

The body of Connor Vinderblad, the husband of ill-fated Mayrina, lies in a coffin in the middle of a small ground at the backyard of the teahouse. While Auntie Ethel is still around, Connor's coffin is surrounded by an Arcane Barrier - a thick magical cocoon which stings back whomever attempts to touch it, resulting in 2d4 damage. The character in question also receives the condition for 10 turns.[3]
After Ethel is killed or ousted from her lair, the cocoon dispels, allowing to interact with the body. If Mayrina survives and is not snatched away by Ethel, she can be found here mourning over her husband's corpse.
Connor can be raised from dead using Bitter Divorce - a magical wand left by Ethel in her workshop in the Overgrown Tunnel. Doing this is considered an oathbreaking action for .
The Well[edit | edit source]
South of the Teahouse entrance is a well that is deceptively altered by the illusion of the area. Interacting with it when the illusion is up has it appearing fresh with sweet-smelling water gurgling gently below. Without the illusion, the well's true nature is shown, with a fetid smell, and full of dead flesh. Despite the truth of what is in the water, drinking from it gives the Hit Points by 10 until their next Long Rest, while any temporary hit points are removed at the same time. After a Long Rest, is replaced with the condition, which inflicts vulnerability to Psychic and Acid damage until another Long Rest. Drinking from the well again with the nauseated condition gives the condition. If drinking from the well prior to engaging in combat with Auntie Ethel, she changes the effect of refreshed to sickened during the fight.
condition, which increases the character's maximalDrinking from the well brings approval from +1 and +1 while the illusion is still intact, and -1 after the illusion is dispelled.
Marshlands[edit | edit source]
The Gur Hunter[edit | edit source]
On the hill to the south of Ethel's teahouse at X: -25 Y: 241 stands a man named Gandrel. He introduces himself as a monster hunter and claims that he came to the swamp to ask help from the hag. The layout of the dialogue with him depends heavily on several conditions:
- Whether Astarion has been recruited;
- Whether he is currently in the party or not;
- Lastly, whether it has already been revealed that he is a vampire.
If Astarion is in the party and his true nature is already known, Gandrel reveals the reason for his presence, explaining that he is hunting for a vampire spawn who attacked their camp and abducted the tribe's children. The player character can then choose to give up Astarion or to stand up for him. In the latter case, Gandrel becomes hostile.
If Astarion's nature is unknown yet, he picks the right moment and kills Gandrel, stabbing him in the eye. He does not explain much afterwards.
If Astarion is not in the party, the player character can convince Gandrel to reveal his target (requires a Persuasion check or DC 20 Intimidation check). Afterwards, they can choose to protect Astarion or betray him by showing Gandrel the way to their camp.
DC 15 Betraying Astarion in either way results in his permanent removal from the party. He can be met again in the Act Three as a zombie.
If defeated, Gandrel can be looted for the Gandrel's Aspiration, and his backpack for gold, three Trap Disarm Toolkits and several Garlic bulbs.
Local Fauna[edit | edit source]
At X: -27 Y: 304 in a small coomb[4] an Addled Frog hops around the water edge. Speaking to her via reveals her mental confusion. If pestered several times, the frog becomes hostile. Despite having a modest amount of HP, she is a dangerous enemy.
If Auntie Ethel is killed or forced out of the area, the frog regains its sanity and rewards the party. Otherwise, her hidden treasure at X: 7 Y: 294 can be found with a successful DC 20 Perception check.
To the east of the teahouse approximately at X: 0 Y: 253 the party pass by two islands where, if the illusion is intact, several sheep pasture. Speaking to any of them and passing the check dispels the illusion. If the illusion already broken, the party see a pack of Redcaps [5] still pretending to be sheep. They are not hostile at first and bleat if spoken to. Bleating back at them earns companions' approval: +1, +1 and +1. Provoking them or angering Auntie Ethel makes the Redcaps hostile.
If Demir and Johl survive the initial conversation with Auntie Ethel at the entrance to the Sunlit Wetlands, the corpses of both can be found near the Redcaps' "pasture".
At X: -3 Y: 277 a Reinforced Greatsword protrudes from the marsh, with a Reinforced Helmet aside it, both items highlighted by a successful DC 10 Investigation check. The party members comment on them upon noticing.
Campsite carnage[edit | edit source]
The marsh flares out to the river and a narrow sandy beach. At X: 85 Y: 273 is a campsite smeared in blood and gore, noticeable regardless of whether the illusion persists. The camp can be freely looted for Camp Supplies, gold, Valuables and random scrolls. Any party member comments on this, and the closest one to the carnage attempts a passive DC 10 Nature check to identify the Redcaps being responsible for the attack. The check is made regardless of whether the illusion is still intact.
In the far end of the camp a wooden chest is buried, containing the similar set of loot.
From the nearby dock the party can reach the Druid Sanctuary via a series of jumps.
Druid Sanctuary[edit | edit source]

The sanctuary occupies the largest one in a chain of rocky islands protruding from the water. If the illusion covering the area has been dispelled, its map name changes to Decrepit Sanctuary.
The island is guarded by two Wood Woads and several Ancient Mud Mephits, which attack the party on sight. The area where the battle takes place features Deep Water,
Twisting Vines and
Mud. The mephits summon Young Mud Mephits; both kinds create more mud patches through their .
In the sanctuary the note from the Shadow Druids in the notch at X: 83 Y: 211 (requires DC 15 Perception check to reveal).
quest can be initiated or progressed by finding and reading theA Wood Woad Shield can be looted from one of the Wood Woads. The chest under the tree in the centre on sanctuary contains The Sparkle Hands. Also, at X: 66 Y: 223 a wooden chest is buried, containing gold, random potions and Camp Supplies (requires DC 12 Survival check to detect).
Hazards[edit | edit source]
Spike traps[edit | edit source]
Numerous spike traps are spread throughout the deeper water in the waterstream arms and can be detected with a Perception check. Activating these traps does not remove the illusion on the wetlands.
DC 15When triggered, they inflict Saving Throw. After the duration of latter expires, a DC 15 Constitution saving throw is needed to overcome the condition, otherwise it progresses into , and then to . These conditions have the same saving throw requirements; Flesh Rot may be reapplied multiple times until a successful save is rolled. The Open Wound can be cured by any type of , preventing it from worsening, but further conditions require treatment for one who is , such as , , or Potion of Vitality.
and with noThe traps are not removed when triggered, allowing them to continue harming the party unless being disabled with a Sleight of Hand check. Due to the high number of traps, it is recommended to avoid them by staying away from deep water instead of potentially wasting Trap Disarm Toolkits while doing so.
DC 10Barbed bulrush[edit | edit source]
Barbed bulrushes are scattered around the Wetlands. When interacting with the plants, the interacting character automatically attempts a Sleight of Hand check or risks getting an , which can progressively worsen (as detailed above). It is recommended to avoid touching these plants. Regardless of the check result, the character in question loots an Juicy Apple (if the illusion is intact), which turns into Poisoned Apple after the illusion is dispelled. Consuming either type of apples applies condition for 10 turns.
DC 10Also, several wicker baskets scattered around the swamp also contain apples, which have the same aforementioned effects. These apples cannot be placed into the characters' Camp Supply Sack and thus cannot be consumed via Auto-Select function during the Long Rest.
Waypoints[edit | edit source]
This location contains the following
:Characters[edit | edit source]
Creatures[edit | edit source]
- Addled Frog
- Ancient Mud Mephit - 4x
- Redcap - 2x
- Redcap Blood Sage - 2x
- Wood Woad - 2x
- Young Mud Mephit - possibly summoned by Ancient Mud Mephits
Related Literature[edit | edit source]
This list contains only items which cannot be found elsewhere in the game.
- Letter from 'M'
- Letter from Mayrina - on Johl's body; before reading marked as "Tattered Letter"
- Letter to Kagha
- Loving Note
- Muddy Note - on a Stuffed Bear at X: 81 Y: 318
- Simple Poison Recipe
Loot[edit | edit source]
Hidden treasure[edit | edit source]
- Buried wooden chest at X: 2 Y: 215 (requires DC 20 Survival check to find)
- Buried wooden chest at X: 90 Y: 281 (requires DC 12 Survival check to find)
- Buried wooden chest at X: 66 Y: 223 (requires DC 12 Survival check to find)
- Traveller's Chest at X: -9 Y: 306
- Concealed pouch awarded by the Addled Frog atX: 7 Y: 294 (requires a DC 20 Perception check to find)
Related quests[edit | edit source]
Gallery[edit | edit source]
Images of several scapes within the swampland taken under illusion (up) and without it (below).
Notes[edit | edit source]
- ↑ This option is unavailable to Wyll, if played as an Origin, and to those characters who have already resorted to Volo's help to remove the tadpole.
- ↑ For example, not taking her side in the argument with Demir and Johl, or poking their noses into her deal with Mayrina.
- ↑ Trying to touch the barrier again while the condition is still applied deals more damage: first 3d4, then 4d4; it also resets the turn counter back to 10.
- ↑ A coomb is a short valley or hollow on a hillside or coastline.
- ↑ A passive Arcana check is made within the dialogue to define the type of the creature. DC 15