Hex 01 - Cloakwood Grove
The heart of the ancient Cloakwood forest where druids are rumored to gather. Strangers are not welcome.
Biome: Old Growth Forest. Lush, autumnal, massive, tangled, strange noises.
Return to Map
Travel NW: Sea of Swords, N: Chiontar Estuary, NE: Chiontar Estuary
Travel SW: Sea of Swords, S: 06 - Centeol’s Lair, SE: 02 - Wyvern Fork
Click the button above to generate an encounter.
Encounter Rules
Generate an encounter the first time the party goes to one of this hex’s features and every 12 hours. Encounters can happen on the way to the location or at the destination. If an encounter would happen while the party rests, good survival skills while setting up camp make the encounter happen after the full rest is completed. Search the Baldur’s Gate Wiki for informations on named NPC. Do not hesitate to replace any named NPC by one the players have already met from time to time! It makes for a better story.
Feature A - Old Standing Stones
A meeting point for druids at the conflux of ancient leylines. Doing a specific ritual here allows communication through the other standing stones of the Southern Sword Coast, and some even say teleportation.
Feature B - Great Oak
The home of the Archdruid of Cloakwood. Recently taken over by the extremist Shadow Druids, led by Archdruid Amarande. They do not view the intrusion of civilized humanoids into the woods kindly.
Feature C - Wyvern Nursery
A hidden cave deep in the forest where an evil ranger is attempting to tame wyverns for the Black Talon mercenary company.