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[[File:Sunlit Wetlands.jpg|thumb|right|The Sunlit Wetlands.]]
{{Location page
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.
| prefix = The
| name = Sunlit Wetlands
| alt name prefix = the
| alt name = Putrid Bog
| image = Sunlit Wetlands.jpg
| image description = The Sunlit Wetlands.
| act = one
| summary = It is south of the [[Blighted Village]], and consists of the [[Riverside Teahouse]] and the [[Decrepit Sanctuary]].
| region prefix = the
| region = Wilderness
| west    = Riverside Teahouse
| south  = River Chionthar
| north  = Blighted Village
| east    = Nautiloid Wreck
}}
==Overview==
[[File:Sunlit Wetland.jpg|thumb|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, [[Redcap]]s, home to the hag, {{CharLink|Auntie Ethel}}.


This location is also known as the ''Putrid Bog''.
=== 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.


==Area Information==
=== Bloody campsite ===
{{SpoilerWarning}}
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.
[[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]].
If the illusion hasn't been dispelled, the party will do an automatic {{Ability check|Nature|10}} to identify that [[Redcap|Redcaps]] were behind the attack.


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]].
== Hazards ==


=== Breaking the Illusion ===
=== Dispelling the illusion ===


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|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.
* Upon entering the area, the character will be given the option to make an ability check to see through and break 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.
** {{Dialogue option|''Look for anything out of the ordinary.''|roll=Investigation|dc=20}}
* Attacking one of the sheep, which will force the character into combat with the [[Redcap]]s, breaking the illusion.
** {{Dialogue option|''Search for signs of magical interference.''|tags=Wizard|roll=Arcana|dc=15}}
* Having [[Auntie Ethel]] reveal her true hag form.
** {{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
*Attacking one of the sheep, which will force the character into combat with the [[Redcap]]s, breaking the illusion
*Having {{CharLink|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).


===Spike Traps===
===Spike traps===
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.  
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.  


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.
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.


===Barbed Bulrush ===
===Barbed Bulrush===
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.
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.


== Decrepit Sanctuary ==
=== Locations ===
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.
*{{Loc|Decrepit Sanctuary}}
*{{Loc|Overgrown Tunnel}}
*{{Loc|Riverside Teahouse}}


==Related Quests==
==Characters==
*[[Remove the Parasite]]
*{{MdCharLink|Auntie Ethel}}
**[[Get Help from Auntie Ethel]]
*{{MdCharLink|Demir}}
*[[Save Mayrina]]
*{{MdCharLink|Gandrel}}
*[[The Pale Elf]]
*{{MdCharLink|Johl}}
*[[Save the Refugees]]
==Creatures==
**[[Investigate Kagha]]
*{{MdCharLink|Addled Frog}}
*{{MdCharLink|Ancient Mud Mephit}}
*{{MdCharLink|Redcap (creature)|Redcap}}
*{{MdCharLink|Redcap Blood Sage}}
*{{MdCharLink|Wood Woad}}
*{{MdCharLink|Young Mud Mephit}}


==Related Locations==
==Related quests==
*[[Riverside Teahouse]]
*{{Quest|Find a Cure}}
**[[Entrance Gallery]] /  [[Riverside Teahouse|Overgrown Tunnel]] / [[Riverside Teahouse|Ancient Abode]] / [[Riverside Teahouse|Acrid Workshop]]
**{{SubQuest|Get Help from Auntie Ethel}}
*[[Blighted Village]]
*{{Quest|Save Mayrina}}
*{{Quest|Save the Refugees}}
**{{SubQuest|Investigate Kagha}}
*{{Quest|The Pale Elf}}


==Notable Loot==
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
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 ==
* {{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}}
A buried chest on the beach just south of the [[Riverside Teahouse]] [[Waypoint]].  
* {{MdRarityItem|The Sparkle Hands}} – In a chest at the base of the giant tree stump in the Decrepit Sanctuary.{{Coords|1=93|2=211}}
{{Coords|2|215}}
* {{MdRarityItem|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]]. {{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 {{SmRarityItem|Orange Dye}}.


==Notable NPCs==
==Notes ==  
*[[Auntie Ethel]]
{{notebegin}}
*[[Demir]]
*Once the illusion has been broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.
*[[Johl]]
{{noteend}}
*[[Gandrel]]


==Creatures==
== External links ==
*[[Addled Frog]]
* {{FRWiki|Sunlit Wetlands|long}}
*[[Redcap (creature)|Redcap]]
*[[Redcap Blood Sage]]
*[[Ancient Mud Mephit]]
*[[Young Mud Mephit]]
*[[Wood Woad]]


{{Sunlit Wetlands}}
[[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 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[edit | edit source]

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'[edit | edit source]

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[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.

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[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 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[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.

Locations[edit | edit source]

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:

  • 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[edit | edit source]

  • 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[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]