Hex 15 - Woods of Sharp Teeth

This dense forest extends from the Chiontar River to the North, to Beregost to the South. It is named after the many dangerous beasts that call it home.

Biome: Forest. Forest. Autumnal leaves, dead leaves, wet dirt, low fog, faraway ravens.


Return to Map

Travel NW: 09 - Peldvale, N: 10 - Bandit Territory, NE: Woods of Sharp Teeth
Travel SW: 14 - Larswood, S: 20 - Mutamin’s Garden, 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 information 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 - Temple Ruins

This long forgotten city has been destroyed by a god centuries ago. Only overgrown rubbles is left. This seems to be one of their temples.


Feature B - Ettercap Nest

Silk nests hanging like sacks from trees mark the breeding grounds of the local ettercap population.


Feature C - Old Dead Maple

This massive maple tree is long dead, and a big burrow under its roots seems empty. However, voices from beyond the grave seem coming from it.

Not in Baldur’s Gate but lore-accurate!