Hex 07 - Cloakwood Lodge

This part of Cloakwood is more tamed than the rest, with many pathes crossing it. It is a prime hunting ground for local aristocrats.

Biome: Old Growth Forest. Lush, autumnal, massive, tangled, strange noises.


Return to Map

Travel NW: 06 - Centeol’s Lair, N: 02 - Wyvern Fork, NE: 08 - Friendly Arm Inn
Travel SW: 11 - Candlekeep (by boat), S: 12 - Lion’s Way, SE: 13 - Coast Way



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 - Cloakwood Lodge

Used by the upper classes of Baldur’s Gate for hunting parties and discreet negotiations. Aldeth Sashenstar of the Merchant’s League is here until Wyrm’s Crossing is opened again.


Feature B - Cloakwood Bridge

This old wooden bridge is the only way to easily cross the Raeth river but leads into 06 - Centeol’s Lair.


Feature C - Old Mound

A burrow under the roots of an old sacred willow. Deposed archdruid Senyad hides here with his followers.