Hex 10 - Bandit Territory
In this section of the Woods of Sharp Teeth, rubbles from a god-forsaken city can be found. They are crawling with bandits.
Biome: Forest. Autumnal leaves, dead leaves, wet dirt, low fog, stone foundations, faraway ravens.
Return to Map
Travel NW: 04 - Fishing Hamlet, N: 05 - Wyrm’s Crossing, NE: Woods of Sharp Teeth
Travel SW: 09 - Peldvale, S: 15 - Woods of Sharp Teeth, SE: Woods of Sharp Teeth
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 - Forsaken Temple
This long forgotten city has been destroyed by a god centuries ago. Only overgrown rubbles are left.
Feature B - The Chill’s Camp
The hidden base of the Chill, a non-human mercenary group that has been terrorizing the Sword Coast.
Feature C - The Black Talons’ Camp
The hidden base of the Black Talon, a human-centric mercenary group that has been hired to terrorize the Sword Coast.