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{{ up to date | 2023-09-06 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{Location page
[[File:Sunlit Wetlands.jpg|thumb|right|The Sunlit Wetlands.]]
| prefix = The
{{Relative location
| name = Sunlit Wetlands
|region = Wilderness
| alt name prefix = the
|location = Sunlit Wetlands
| alt name = Putrid Bog
|south   = River Chionthar
| image = Sunlit Wetlands.jpg
|north   = Blighted Village
| image description = The Sunlit Wetlands.
|east     = Nautiloid Wreck
| 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
}}
}}
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 [[Decrepit Sanctuary]].


This location is also known as the ''Putrid Bog''.
== Overview ==
 
==Area Information==
{{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 appear to be a peaceful and picturesque location south of the [[Blighted Village]], but is actually an illusion for the Putrid Bog. The foul bog is laden with traps, poisoned food, [[Redcap|redcaps]], and is home to the hag {{CharLink|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, and is the home of the hag, [[Auntie Ethel]].


=== Breaking the Illusion ===
=== The 'sheep' ===
Following the road east toward the teahouse, the party pass by two islands where several 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.


There are several ways to break the illusion and reveal the true appearance of this location:
=== Bloody campsite ===
* 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]], [[Wizard|Wizards]], and Oath of the Ancients [[Paladin|Paladins]] will have an additional class-based option they can select which will reduce the difficulty of breaking the illusion.
On the north-eastern side of the Wetlands is a campsite smeared in blood and gore. The carnage can be seen even if the illusion persists. There are no hazards around beyond the bulrushes, with all sorts of cluttered treasure, food and other adventuring supplies.
*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===
If the illusion is not dispelled, the party attempts an automatic {{Ability check|Nature|10}} to identify [[Redcap|redcaps]] as responsible for the attack.
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 the Open wound condition, 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.
== Hazards ==
=== Dispelling the illusion ===


===Barbed Bulrush===
There are several ways to break the illusion and reveal this location's true appearance:
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.
* Upon entering the area, the character has the option to make an ability check to see through 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 a [[Redcap|redcap]] or [[Redcap Blood Sage|redcap blood sage]] in disguise. If successful on an [[Animal Handling]] check, the character realises the sheep is an illusion, causing the illusion to fail
* Attacking one of the sheep, which forces the character into combat with the redcaps, breaking the illusion
* Revealing {{CharLink|Auntie Ethel|Auntie Ethel's}} true hag form
Successfully dispelling the illusion grants [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Eyes of the Wild]] for [[Outlander|outlanders]].


==Related Quests==
=== Spike traps ===
*[[Remove the Parasite]]
Spike traps are spread throughout the deeper water. When triggered, they inflict {{Cond|Bleeding}} and {{Cond|Open Wound}} with no [[Saving Throw]]. A {{SavingThrow|CON|dc=15}} is needed to overcome the Open Wound, which progresses to {{Cond|Rotting}} followed by {{Cond|Flesh Rot}}, which have the same saving throw requirements. Any form of healing cures Open Wound, preventing it from worsening. Activating these traps does not remove the illusion on the wetlands.
**[[Get Help from Auntie Ethel]]
*[[Save Mayrina]]
*[[The Pale Elf]]
*[[Save the Refugees]]
**[[Investigate Kagha]]


==Related Locations==
The traps also are not removed when triggered, allowing them to continue harming the party unless disabled with a {{Ability check|Sleight of Hand|10}}. Due to the high number of traps, it is recommended to avoid them by staying away from deep water instead of wasting toolkits.
*[[Riverside Teahouse]]
**[[Entrance Gallery]] /  [[Riverside Teahouse|Overgrown Tunnel]] / [[Riverside Teahouse|Ancient Abode]] / [[Riverside Teahouse|Acrid Workshop]]
*[[Decrepit Sanctuary]]
*[[Blighted Village]]


==Notable Loot==
=== Barbed bulrush ===
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Barbed bulrushes are scattered around the Wetlands and contain poisonous apples. When interacting with the plants, the character automatically attempts a {{Ability check|Sleight of Hand|10}} or risks getting {{Cond|Open Wound}}, which can progressively worsen (as detailed in the spike traps). It is recommended to avoid touching these plants.


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


* {{MdRarityItem|The Sparkle Hands}} - In a chest at the base of the giant tree stump in the Decrepit Sanctuary.{{Coords|1=93|2=211}}
== Notable characters ==
* {{MdRarityItem|Wood Woad Shield}} - On one of the [[Wood Woad|Wood Woads]] guarding the Decrepit Sanctuary.
* {{MdCharLink|Auntie Ethel}}
* {{MdCharLink|Demir}}
* {{MdCharLink|Gandrel}}
* {{MdCharLink|Johl}}


==Hidden Treasure==
== Creatures ==
A buried chest on the beach just south of the [[Riverside Teahouse]] [[Waypoint]]. 
*{{MdCharLink|Addled Frog}}
*{{MdCharLink|Ancient Mud Mephit}}
*{{MdCharLink|Redcap (creature)|Redcap}}
*{{MdCharLink|Redcap Blood Sage}}
*{{MdCharLink|Wood Woad}}
*{{MdCharLink|Young Mud Mephit}}


{{Coords|2|215}}
== Related quests ==
*{{Quest|Find a Cure}}
**{{SubQuest|Get Help from Auntie Ethel}}
*{{Quest|Save Mayrina}}
*{{Quest|Save the Refugees}}
**{{SubQuest|Investigate Kagha}}
*{{Quest|The Pale Elf}}


A buried chest on the east most end of the beach, just past a bloody camp site just north of the [[Decrepit Sanctuary]].
== 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]] at {{Coords|85|212}}
* {{MdRarityItem|The Sparkle Hands}} in a chest at the base of the giant tree stump in the Decrepit Sanctuary at {{Coords|93|211}}
* {{MdRarityItem|Wood Woad Shield}} carried by a Wood Woad guarding the Decrepit Sanctuary


{{Coords|90|281}}
== Hidden treasure ==
* Wooden Chest buried on the beach south of the [[Riverside Teahouse]] [[Waypoint]] at {{Coords|2|215}}
* Wooden Chest buried on the easternmost end of the beach, just past the bloody camp site north of the [[Decrepit Sanctuary]] at {{Coords|90|281}}


==Notable NPCs==
== Notes ==  
*[[Auntie Ethel]]
{{notebegin}}
*[[Demir]]
* Once the illusion is broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.
*[[Johl]]
{{noteend}}
*[[Gandrel]]
 
==Creatures==
*[[Addled Frog]]
*[[Redcap (creature)|Redcap]]
*[[Redcap Blood Sage]]
*[[Ancient Mud Mephit]]
*[[Young Mud Mephit]]
*[[Wood Woad]]
 
==Notes and Trivia ==
*Once the illusion has been broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.


== External links ==
== External links ==
* {{FRWiki|Sunlit Wetlands|long}}
* {{FRWiki|Sunlit Wetlands|long}}
{{NavForest|nocat=1}}
 
{{Sunlit Wetlands}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]

Latest revision as of 10:15, 13 December 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 appear to be a peaceful and picturesque location south of the Blighted Village, but is actually an illusion for the Putrid Bog. The foul bog is laden with traps, poisoned food, redcaps, and is home to the hag Auntie Ethel Auntie Ethel.

The 'sheep'[edit | edit source]

Following the road east toward the teahouse, the party pass by two islands where several 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 smeared in blood and gore. The carnage can be seen even if the illusion persists. There are no hazards around beyond the bulrushes, with all sorts of cluttered treasure, food and other adventuring supplies.

If the illusion is not dispelled, the party attempts an automatic DC 10 Nature check to identify redcaps as responsible for the attack.

Hazards[edit | edit source]

Dispelling the illusion[edit | edit source]

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

  • Upon entering the area, the character has the option to make an ability check to see through 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 a redcap or redcap blood sage in disguise. If successful on an Animal Handling check, the character realises the sheep is an illusion, causing the illusion to fail
  • Attacking one of the sheep, which forces the character into combat with the redcaps, breaking the illusion
  • Revealing Auntie Ethel Auntie Ethel's true hag form

Successfully dispelling the illusion grants Inspiration Icon.pngEyes of the Wild for outlanders.

Spike traps[edit | edit source]

Spike traps are spread throughout the deeper water. When triggered, they 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 progresses to Rotting Rotting followed by Flesh Rot Flesh Rot, which have the same saving throw requirements. Any form of healing cures Open Wound, preventing it from worsening. Activating these traps does not remove the illusion on the wetlands.

The traps also are not removed when triggered, allowing them to continue harming the party unless disabled with a DC 10 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 wasting toolkits.

Barbed bulrush[edit | edit source]

Barbed bulrushes are scattered around the Wetlands and contain poisonous apples. When interacting with the plants, the character automatically attempts a DC 10 Sleight of Hand check or risks getting Open Wound Open Wound, which can progressively worsen (as detailed in the spike traps). It is recommended to avoid touching these plants.

Locations[edit | edit source]

Notable 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]

  • Wooden Chest buried on the beach south of the Riverside Teahouse Waypoint at X: 2 Y: 215
  • Wooden Chest buried on the easternmost end of the beach, just past the bloody camp site north of the Decrepit Sanctuary at X: 90 Y: 281

Notes[edit | edit source]

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

External links[edit | edit source]