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Sunlit Wetlands: Difference between revisions

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There are several ways to break the illusion and reveal the true appearance of this location:
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. [[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
* Upon entering the area, the character will be given the option to make an ability check to see through and break the illusion:
** {{Dialogue option|''Look for anything out of the ordinary.''|roll=Investigation|dc=20}}
** {{Dialogue option|''Search for signs of magical interference.''|tags=Wizard|roll=Arcana|dc=15}}
** {{Dialogue option|''Attune your magic to find any disturbance.|tags=Sorcerer|roll=Arcana|dc=15}}
** {{Dialogue option|''Draw on your pact to empower your sight.''|tags=Warlock|roll=Arcana|dc=15}}
** {{Dialogue option|''Search for any disruption in the Weave.''|tags=Cleric of Mystra|roll=Arcana|dc=15}}
** {{Dialogue option|''Carefully probe with your magic. Is the disturbance around you, or within you?|tags=Wild Magic|roll=Arcana|dc=15}}
** {{Dialogue option|''Looks for signs of unnatural activity.''|tags=Druid, Ranger|roll=Nature|dc=15}}
** {{Dialogue option|''Reach out with your senses - check the balance of this place.|tags=Neutral Cleric, Monk, Neutral Paladin|roll=Wisdom|dc=15}}
** {{Dialogue option|''Something here is... unnatural. Reach out with your magic, seek its source.''|tags=Oath of Devotion|roll=Charisma|dc=12}}
** {{Dialogue option|''Tap into the preternatural awareness granted by your oath. Seek the truth.''|tags=Oath of the Ancients|roll=Charisma|dc=12}}
*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

Revision as of 08:35, 19 November 2024

Wilderness
Blighted Village
Riverside Teahouse Sunlit Wetlands Nautiloid Wreck
River Chionthar
The Sunlit Wetlands (also known as the Putrid Bog) is a Location within the Wilderness in Act One of Baldur's Gate 3. It is south of the Blighted Village, and consists of the Riverside Teahouse and the Decrepit Sanctuary.

Overview

The Putrid Bog once the illusion has broken.

The Sunlit Wetlands looks like a peaceful and picturesque location south of the Blighted Village but 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 Auntie Ethel.

The 'sheep'

Following the road east for the teahouse the party 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 provoking them or angering Ethel, they will become hostile.

Bloody campsite

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.

If the illusion hasn't been dispelled, the party will do an automatic DC 10 Nature check to identify that Redcaps were behind the attack.

Hazards

Dispelling the illusion

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 ability check to see through and break the illusion:
    • [INVESTIGATION] Look for anything out of the ordinary. (DC 20)
    • [WIZARD] [ARCANA] Search for signs of magical interference. (DC 15)
    • [SORCERER] [ARCANA] Attune your magic to find any disturbance. (DC 15)
    • [WARLOCK] [ARCANA] Draw on your pact to empower your sight. (DC 15)
    • [CLERIC OF MYSTRA] [ARCANA] Search for any disruption in the Weave. (DC 15)
    • [WILD MAGIC] [ARCANA] Carefully probe with your magic. Is the disturbance around you, or within you? (DC 15)
    • [DRUID] [RANGER] [NATURE] Looks for signs of unnatural activity. (DC 15)
    • [NEUTRAL CLERIC] [MONK] [NEUTRAL PALADIN] [WISDOM] Reach out with your senses - check the balance of this place. (DC 15)
    • [OATH OF DEVOTION] [CHARISMA] Something here is... unnatural. Reach out with your magic, seek its source. (DC 12)
    • [OATH OF THE ANCIENTS] [CHARISMA] Tap into the preternatural awareness granted by your oath. Seek the truth. (DC 12)
  • 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 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

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

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.

Locations

Characters

Creatures

Related quests

Notable loot

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

  • Letter to Kagha – In a hidden wooden crevice on the southern side of the massive tree stump in the Decrepit Sanctuary.X: 85 Y: 212
  • The Sparkle Hands – In a chest at the base of the giant tree stump in the Decrepit Sanctuary.X: 93 Y: 211
  • Wood Woad Shield – On one of the Wood Woads guarding the Decrepit Sanctuary.

Hidden treasure

  • A buried chest on the beach just south of the Riverside Teahouse Waypoint. X: 2 Y: 215
  • A buried chest on the east-most end of the beach, just past a bloody camp site north of the Decrepit Sanctuary. X: 90 Y: 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