Hex 22 - Red Canyons
A strip of ochre badlands cuts through the evergreen forest at the base of the Cloud Peaks. For an unknown reason, plants refuse to grow there.
Biome: Evergreen and Badlands. Dark pines, silence disturbed by raven, cracked earth, crumbling cliffs.
Return to Map
Travel NW: 21 - Seawatcher, N: 17 - High Hedge, NE: 23 - Trade Way
Travel SW: 26 - Bear River Mouth, S: 27 - Fisherman’s Lake, SE: 28 - Nashkel Pass
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 - Red Canyon
Like a wound in the forest, the red dirt dirt collapse into a deep and dead canyon. Ghouls and wolves fight for control of the territory.
Feature B - Corrupted Standing Stones
This meeting point for druids at the conflux of ancient leylines has been corrupted by Bassilus the murderer. Doing a specific ritual here allows communication through the other standing stones of the Southern Sword Coast, and some even say teleportation.
Feature C - Sorlyn Shrine
The sorlyn priest Velmos Sonder has the peculiar power to make stones sing. He plans to build an abbey dedicated to god Milil here once the corruption is gone. The land has been granted to him by the Tharthyn merchant family of Amn.