Sunlit Wetlands
The Sunlit Wetlands presents itself as an idyllic landscape masking the Putrid Bog through powerful hag magic, which unravels once an adventurer sees through the illusion. You traverse these waters to track down Auntie Ethel to rescue Mayrina, crossing paths with monster hunters, disguised redcaps, and corrupted wildlife. In the southeastern reaches, uncovering the dark pact within the Decrepit Sanctuary exposes Kagha's ties to the Shadow Druids.
- Region
- Wilderness
- Levels
- 3-5
- Getting there
- South of the Blighted Village or southwest through the Forest from the Emerald Grove Environs (X: 50, Y: 314)
- Connects to
- Blighted Village, Forest, Putrid Bog, Riverside Teahouse, Overgrown Tunnel, Decrepit Sanctuary
- Related quests
- Get Help from Auntie Ethel · Save Mayrina · Investigate Kagha · The Pale Elf
- Services and people
- Auntie Ethel · Gandrel · Addled Frog · Demir · Johl · Connor Vinderblad
- Enemy types
- Redcaps · Wood Woads · Mud Mephits · Ancient Mud Mephits · Addled Frog
The short version
What matters
- •Letter to Kagha in the Decrepit Sanctuary, which unlocks the non-violent resolution to the Shadow Druid grove conspiracy.
- •The Sparkle Hands and Wood Woad Shield from the southeastern island battle, essential for Act 1 monk and shield setups.
- •Sparing or slaying Gandrel depending on whether you want his +1 heavy crossbow now or want his clan alive in Act 3.
Common mistakes
- •Consuming any of the fresh-looking apples scattered throughout the swamp before the illusion is pierced, causing your party to become poisoned.
- •Giving Gandrel your campsite directions while Astarion is resting back at camp, which results in Astarion killing him when he arrives.
- •Finishing the Goblin Camp or freeing Halsin before retrieving Kagha's letter, permanently locking out the Investigate Kagha questline.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
The Threshold Dispute
When you cross south from the Blighted Village into the Sunlit Wetlands (X: 50, Y: 314), you find brothers Johl and Demir furiously confronting Auntie Ethel over their missing sister Mayrina. Choose whether to stay out of it or demand answers from Ethel, who teleports away in anger while the headstrong brothers refuse your aid and charge into the marsh. Regardless of how diplomatically you handle the encounter, the brothers cannot be persuaded to turn back and will meet their demise deeper in the wetlands.
Tip: Siding with Ethel forces you to kill the brothers on the spot, so stay neutral or question her to avoid unnecessary bloodshed.
-
2
Piercing the Veil
Step into the marsh water or interact with the grazing sheep to trigger a passive check that unravels the hag's enchantment, instantly replacing the sunny paradise with the putrid, trap-ridden waters of the Putrid Bog. If you fail the passive check, you can instead speak with a sheep and succeed on a DC 15 Animal Handling check, or simply attack one to shatter the illusion manually. Watch your footing from this point on, as hidden spiked bulbs and deep mud will now impede your path across the swamp.
Tip: Shattering the illusion exposes all the redcaps disguised as sheep, allowing you to position your party advantageously before initiating any fights.
Watch out: Do not consume the apples found in the idyllic state, as they turn out to be rotten and poisoned once the illusion is broken.
-
3
The Disguised Pasture
As you push into the central waters of the bog, you encounter four "sheep" that reveal themselves as Redcaps and Redcap Blood Sages once the illusion breaks or when Ethel turns hostile. Engage them on solid ground where their Bloodlust and high-damage melee attacks cannot easily flank you in the mud. Loot their corpses for camping supplies and Bloodstones after clearing the central clearing.
Tip: Redcaps hit exceptionally hard in melee; crowd-control them with spells like Grease or Web to prevent them from closing the distance.
-
4
Decrepit Sanctuary
Navigate the raised wooden walkways and jump across the stepping rocks to the isolated island in the far southeast (X: 85, Y: 212). The moment you set foot near the massive twisted tree, Ancient Mud Mephits and Wood Woads ambush you in a brutal battle where mephits burst and summon reinforcements upon death. Defeat the Wood Woads to claim the Wood Woad Shield from their remains, then open the wooden chest nestled at the base of the massive trunk to acquire The Sparkle Hands.
Key fight: Decrepit Sanctuary AmbushTip: Use fire spells or grease against the Wood Woads to negate their regeneration while focusing down the Ancient Mud Mephits before they duplicate.
Watch out: Mephits explode upon dying and deal area-of-effect damage, so avoid finishing them off with melee attackers standing in blast radius.
-
5
Kagha's Conspiracy
Approach the backside of the great hollow tree on the Decrepit Sanctuary island and succeed on a Perception check to reveal a hidden wooden crevice. Reach inside to retrieve the Letter to Kagha detailing a sinister alliance with the Shadow Druids. Tuck this evidence away immediately so you can return to the Emerald Grove and expose Kagha before resolving the goblin conflict.
Tip: You can read the letter directly from your inventory to update the "Investigate Kagha" quest log without triggering any negative reactions.
Watch out: Do not rescue Halsin or defeat the Goblin Camp leaders before finding this letter, or Kagha's conspiracy quest will immediately fail.
-
6
The Addled Frog
Head to the secluded pool just north of the Riverside Teahouse (X: 13, Y: 290) to discover an agitated green amphibian muttering to itself. If you approach or cast Speak with Animals now, it frantically warns you away and will attack with lethal reflective mucus and 22 AC if antagonized. Leave it completely unharmed until after you deal with Auntie Ethel in her subterranean lair; returning then lets you speak with the delighted creature, which hops toward a hidden treasure pouch and gifts you its contents.
Tip: Cast Speak with Animals before talking to the frog post-hag to understand its directions to the hidden cache.
Watch out: Attacking or provoking the Addled Frog before dealing with Ethel usually results in party wipes due to its Reflective Mucus returning ranged spells and attacks.
-
7
Riverside Hunter
Travel southwest toward the Riverside Teahouse waypoint (X: -10, Y: 250) to encounter Gandrel, a Gur monster hunter camped outside under the trees. Speak with him to learn he is tracking a vampire spawn named Astarion on orders from his patron in Baldur's Gate. You can mislead him, withhold your camp's location, or let Astarion assassinate him during dialogue to loot Gandrel's Aspiration from his body.
Tip: Gandrel can be pickpocketed for two Potions of Healing and special anti-beast arrows before you decide whether to fight him.
Watch out: If Astarion is not in your active party and you reveal your campsite to Gandrel, he will kidnap Astarion during your next long rest, permanently removing him from your playthrough.
Choices here
What you decide here and what it leads to.
Confrontation with Demir and Johl
Entering the wetlands from the north (X: 50, Y: 314)
- Side with Ethel→ Demir and Johl turn hostile and you must kill them on the spot
- Intervene against Ethel or stay out of it→ Ethel teleports away; the brothers rush into the bog and die to the hag's minions/traps anyway
Most players pick: Intervene against Ethel
Siding with Ethel nets immediate disapproval from good companions, but the brothers are scripted to die regardless.
Confronting Gandrel the Monster Hunter
Speaking to Gandrel south of the Riverside Teahouse (X: -10, Y: 250)
- Keep Astarion hidden / refuse to give camp location→ Gandrel remains non-hostile, acts as a minor merchant, and reappears in Act 3
- Let Astarion execute him or attack him yourself→ Gandrel dies and drops the heavy crossbow Gandrel's Aspiration (+1)
- Reveal Astarion's location and direct him to camp→ Gandrel goes to your camp, where Astarion kills him.
Most players pick: Keep Astarion hidden / refuse to give camp location
Gandrel returns with his children in Act 3 if spared.
Ethel's Cure: Giving Up an Eye
Inside the Riverside Teahouse before revealing Ethel's illusion or attacking
- Refuse the deal→ Ethel keeps Mayrina hostage and you fight her without penalty
- Surrender an eye for the cure→ Ethel fails to extract the parasite; you permanently gain the "Paid the Price" debuff (+1 Intimidation, but permanent Disadvantage on Perception checks and Disadvantage on attacks against all hags) and an unusable Hag's Eye item.
Most players pick: Refuse the deal
Taking the deal locks you out of Volo's Ersatz Eye operation on that character.
Checklists
Don't miss 0/3
Items
0/1
Secrets
0/2
Key fights
Enemies: Ancient Mud Mephits, Young Mud Mephits, and Wood Woads
Threats: Ancient Mud Mephits summon additional Young Mud Mephits and burst into a 2d6 Force damage explosion on death (Death Burst), while Wood Woads cast Woad's Ensnaring Strike and regenerate 10 HP per turn on plant/vine surfaces (Regeneration)
Weaknesses and resistances: Mud Mephits are immune to Poison; Wood Woads have Fire Vulnerability, which also disables their HP regeneration
Tactics: Position ranged attackers and spellcasters on the high ground of the surrounding dry rocks and entry chokepoint before crossing deep water, burst down Ancient Mud Mephits at range to stop reinforcement summons, and hit Wood Woads with Fire damage (Firebolt, Scorching Ray, or Alchemist's Fire) to negate their healing
Rewards: Letter to Kagha (advancing "Investigate Kagha"), Wood Woad Shield, Twisting Branch, and The Sparkle Hands (from the wooden chest at the ancient tree stump)
Enemies
Plant sentinels stationed on the Decrepit Sanctuary island that regenerate health on foliage
Bloodthirsty fey disguised as docile sheep that reveal their true forms when attacked or seen through
Flying elemental creatures that summon additional mephits and explode on death
Shops and people
- Auntie Ethel: Potions, lotions, alchemy ingredients, and guaranteed stacks of Elixir of Hill Giant Strength while inside the Riverside Teahouse before triggering hostiles
Tips
- Avoid conversing with the Addled Frog before dealing with the hag, as agitation will cause it to turn hostile and reflect devastating magical attacks back at the party.
Stuck somewhere in Baldur's Gate 3?
Quest Compendium sees your screen while you play: ask about exactly where you are, and keep this guide open right beside your game.
Get live help while you playSources checked: fextralife.com, bg3.wiki, steamcommunity.com, dualshockers.com, gamerant.com, youtube.com, thegamer.com, reddit.com, ign.com, fandom.com, facebook.com, gamepressure.com