Hex 17 - High Hedge

Talanthir the Conjurer, a powerful mage from Beregost, has erected his abode here, where he trades arcane items to those he deems interesting enough.

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


Return to Map

Travel NW: 16 - Shipwreck’s Coast, N: 12 - Lion’s Way, NE: 13 - Coast Way
Travel SW: 21 - Seawatcher, S: 22 - Red Canyons, SE: 23 - Trade 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 - High Hedge Estate

Talanthir the Conjurer’s wizard abode, equiped with a library and a laboratory, and guarded by flesh golems. He will trade goods and knowledge with deserving adventurers.


Feature B - Overgrown Cabin

Judging by the thick layer of dust covering everything inside, this abandonned cabin has seen no usage in a while. The reason is that giant spiders have used it to lure curious humanoids.


Feature C - Flower Meadows

Wildflowers brightly colour these meadows, giving the appearance of being sheltered from the dangerous forest creatures. However, dozens of skeletons lie dormant under the shrubbery, waiting for an unknown trigger to rise again.