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Sunlit Wetlands: Difference between revisions

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==Overview==
 
== Overview ==
[[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 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}}.
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 'sheep' ===
=== 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.
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 ===
=== 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.
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 hasn't been dispelled, the party will do an automatic {{Ability check|Nature|10}} to identify that [[Redcap|Redcaps]] were behind the attack.
If the illusion is not dispelled, the party attempts an automatic {{Ability check|Nature|10}} to identify [[Redcap|redcaps]] as responsible for the attack.


== Hazards ==
== Hazards ==
=== Dispelling 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 this location's true appearance:
* Upon entering the area, the character will be given the option to make an ability check to see through and break the illusion:
* 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|''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|''Search for signs of magical interference.''|tags=Wizard|roll=Arcana|dc=15}}
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** {{Dialogue option|''Something here is... unnatural. Reach out with your magic, seek its source.''|tags=Oath of Devotion|roll=Charisma|dc=12}}
** {{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}}
** {{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 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 will force the character into combat with the [[Redcap]]s, breaking the illusion
* Attacking one of the sheep, which forces the character into combat with the redcaps, breaking the illusion
*Having {{CharLink|Auntie Ethel}} reveal her true hag form
* Revealing {{CharLink|Auntie Ethel|Auntie Ethel's}} true hag form
Successfully dispelling the illusion grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Inspirational Event]] ''Eyes of the Wild'' ([[Outlander]] background).
Successfully dispelling the illusion grants [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Eyes of the Wild]] for [[Outlander|outlanders]].


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


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.
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.


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


=== Locations ===
=== Locations ===
*{{Loc|Decrepit Sanctuary}}
* {{Loc|Decrepit Sanctuary}}
*{{Loc|Overgrown Tunnel}}
* {{Loc|Overgrown Tunnel}}
*{{Loc|Riverside Teahouse}}
* {{Loc|Riverside Teahouse}}
 
== Notable characters ==
* {{MdCharLink|Auntie Ethel}}
* {{MdCharLink|Demir}}
* {{MdCharLink|Gandrel}}
* {{MdCharLink|Johl}}


==Characters==
== Creatures ==
*{{MdCharLink|Auntie Ethel}}
*{{MdCharLink|Demir}}
*{{MdCharLink|Gandrel}}
*{{MdCharLink|Johl}}
==Creatures==
*{{MdCharLink|Addled Frog}}
*{{MdCharLink|Addled Frog}}
*{{MdCharLink|Ancient Mud Mephit}}
*{{MdCharLink|Ancient Mud Mephit}}
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*{{MdCharLink|Young Mud Mephit}}
*{{MdCharLink|Young Mud Mephit}}


==Related quests==
== Related quests ==
*{{Quest|Find a Cure}}
*{{Quest|Find a Cure}}
**{{SubQuest|Get Help from Auntie Ethel}}
**{{SubQuest|Get Help from Auntie Ethel}}
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*{{Quest|The Pale Elf}}
*{{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:
 
* {{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|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 at {{Coords|93|211}}
* {{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}} carried by a Wood Woad guarding the Decrepit Sanctuary
* {{MdRarityItem|Wood Woad Shield}} – On one of the Wood Woads guarding the Decrepit Sanctuary.


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


==Notes ==  
== Notes ==  
{{notebegin}}
{{notebegin}}
*Once the illusion has been broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.
* Once the illusion is broken, the map name changes from '''Sunlit Wetlands''' to '''Putrid Bog'''. The music also changes.
{{noteend}}
{{noteend}}


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