PART 1
The North West
The High Forest
One of the last remaining great old woods of Faerûn, the high forest is a land full of dangers and long forgotten magics. Within it's depths are many sites of ancient lore, forbidden knowledge, and powerful foes.
Ambient Mood
The high forest is a rough region of coursing rivers, elevations that rise and fall frequently, and everything obscured by the thick overgrown forest encompassing everything.
- The constant struggle of moving down dells and up hills, with very few flat areas, will make the heroes feel like they cannot keep a good vantage of the lands around them.
- The forest teems with life: beasts are constantly seen or heard from fluttering birds to running foxes. There is a natural cacophony at all times.
- There is little to nothing about these woods that one would consider civilized. The few areas one would consider civilized are at the edges of the forest.
- There is an ever present feeling of being watched, regardless of how deep you go in the forest.
- Ruins are wide, sprawling things in the forest, thus you can see their presence without ever finding the actual ruins themselves.
Settlements
While settlements are outnumbered by ruins, at least two are active: Elvenport on the eastern side and Olostin's Hold to the west. However within the forest, there are many hidden refuges for those living there. The Emerald Enclave, Shadoweirs, and numerous elven scouts all protect the land and are quick to stop those who would harm it.
Additionally, many creatures such as gnolls, centaurs, and orcs, all have tribes that dwell within the woods and although they are less likely to have a permanent dwelling, it's not hard to find groups of these creatures within the forest. It's important to remember that all those who live here fight against the other groups to keep their own borders safe.
Ruins and Dungeons
Because of the ancient nature of the wood, there are many ruins to be found within.
- Old elven fortifications from the earliest of the elven wars. These are often haunted by the ghosts of those who fought in those days.
- Netherese ruins, particularly around the eastern edge and spreading from the ruins of Karse.
- All around the outer edge of the forest, it's not uncommon to find abandoned homes of loggers who fell prey to the dangers of the forest or those loggers who cut too greedily.
- Abandoned orc, goblin, or gnoll camps.
- Signs of fey revelries, gatherings, or fortifications.
The High Forest Exploration
The forest itself carries with it many dangers, but the threats dwelling within it are numerous. Dragons, fey, orcs, gnolls, goblins, centaurs, and hell-spawned elves are all very real threats to those who would venture within the trees.
The High Forest Summary
Navigation. The constantly shifting elevations makes finding your way difficult. Any navigation DC lower than 10 becomes 10. Foraging. DC 10; Water is plentiful, and both game and edible vegetation are common. Special Rules. Natural disasters are likely for such a wide ranging area. Whenever the players take a long rest, roll on the disaster table.
Natural Disasters
Parties that rest in the High Forest are likely to come across natural disasters. Whenever the characters complete a long rest here, roll a d20 and consult the table.
Natural Disaster
d20 | Result | |
---|---|---|
1 | Flash Fire - A DC 12 Perception roll is required to notice the fire long before it reaches your camp. If it gets closer, your survival checks DCs increase by 5 as you need to navigate around the fire. These happen infrequently in the warm dry months as well as occasionally are set by orcs and other malignant forces. | |
2 | Flash Flood - A DC 12 Perception roll is required to notice the flood and prepare for it. Success results in the players escaping the danger. Otherwise use the following: Players are near a river: make a DC 15 Athletics check to outrun the waters. Failure results in the players being lost. Players are not near water: The grounds are soaked and begin to shift. A DC 15 Acrobatics check is required. Failure results with falling into the sinkhole (1d6 x 10 feet). | |
4-8 | Dramatic shift in weather within the next 1d6 hours. | |
9-20 | No Natural Disasters |
Terrain
The high forest is filled with trees and hillocks. Thickets and streams. Ruins dot the shadowy ground floor of the forest. Occasionally ancient paths now long overgrown can be found.
Tactical Terrain
%% | Description |
---|---|
100% | 2d6 + 4 trees. |
100% | 1d2 - 1 hills. |
100% | 1d2 steep drops. |
50% | 1d4 large masses of brambles, roughly 2d6 x 5 feet wide and 1d6 x 5 feet deep each. |
50% | A slow moving river or stream. |
20% | Scattered, half destroyed walls. |
10% | A map, path, or clue to a ruin within the High Forest (roll at random). |
5% | The ancient treant Turlang, a powerful and hateful creature that despises those who would harm the forest. |
Ruins
DC | % | Location | DC | % | Location |
---|---|---|---|---|---|
NA | 1-3 | *Special | 10 | 4-6 | Former Myth Adofhaer |
10 | 7-9 | Uluvin | 15 | 10-12 | Tiru Orindaar |
15 | 13-15 | Baerel | 15 | 16-18 | Caelpiir |
15 | 19-21 | Endless Caverns | 15 | 22-24 | Evaliir |
15 | 25-27 | Lhuve | 15 | 28-30 | Mhilamniir |
15 | 31-33 | Morynarth | 15 | 34-36 | Reitheillaethor |
15 | 37-39 | Shining Falls | 15 | 40-42 | Tel'riincaer |
20 | 43-45 | Darmaerth | 20 | 46-48 | Dlardrageth Armory |
20 | 49-51 | Fhaorkerymkilr | 20 | 52-54 | Hellgate Keep |
20 | 55-57 | Karse | 20 | 58-60 | Kerymnaar |
20 | 61-63 | Morndinvuddrrin | 20 | 64-66 | The Nameless Dungeon |
20 | 67-69 | Nithrithyinae | 20 | 70-72 | Xammux |
25 | 73-75 | Mukerymhuarth | 25 | 76-78 | Nar'kerymhoarth |
25 | 79-81 | Nithrithvinae's Tomb | 25 | 82-84 | Orlgotha |
25 | 85-87 | Othrilaenthor | 30 | 88-90 | Shilrua |
NA | 91+ | *Special |
Special:
- 1-3: Roll again. This is a false lead. If the players follow up on it, they are lost and realize it's a false lead.
- 91+: Roll twice, gaining clues about both.
MAPS GO HERE
Descriptions
Baerel
An old elven village that was beset by demonfey in the past. Modern elves avoid it due to superstition about elven souls passing through draw the attention of demons.
Caelpiir
A once prosperous merchant city, the ruins are now hunting grounds for dangerous predators with a taste for intelligent prey.
Citadel of the Mists
A lonely tower ascending from a perpetually misty area, inhabited by a powerful illusionist and ally to the Moonstars.
Dancing Falls
A 300 foot tall waterfall, the base of which is surrounded by plants that can only be found at that pool. Many fey use it as a meeting location, and as such it's well guarded against intruders both magically and via mundane methods, when such gatherings occur.
Darmaerth
An old elven ruin and often used as a staging ground for demonfey operations.
Dlardrageth Armory
Once, a grand armory that used by the fey'ri. Now it simply sits as a nearly empty vault, treasures long since plundered.
Eldathyn Gate
A grove tended by the faithful of Eldath, a nearly supernatural garden and portal to the outer realms if rumors are to be believed.
Elvenport
What was once a grand port for the elves, is now a ramshackle village. Since falling to fey'ri long ago, wood elves have reclaimed it although much of it remains dangerously undisovered.
Endless Caverns
A series of magically sealed tunnels that descend towards a dwarven city filled with cursed undead as well as connections to the underdark.
Evaliir
An elven city that was raised off the ground, clinging to the treetops. It has since been ransacked and nearly destroyed, thanks to the dragons of the woods.
Farsilver
A military fortress once used by the sun elves in their crown wars. It's changed ownerships a dozen times or so in the last few decades but a dangerous ruin remains mostly intact below.
Fhaorkerymkilr
A wood elf city now turned to decaying ruins. A particularly beautiful sight, thanks to tall cathedrals that are integrated into the canopy.
Former Myth Adofhaer
A blasted crater nearly half a mile across. The center of city that used to stand proudly in the forest is long destroyed, but under the surface ancient ruins wait discovery.
Fountains of Memory
Situated high on the mountain plateaus, caves with magical divining pools all reflect the history of Faerûn and how it relates to the viewer.
Glaurachyndaar
A walled garden city, walls bleached white and surrounded in elegant gold trim. A beautiful city built upon the ruins of older beautiful cities. A decomposing mythal protects the region magically.
Grandfather Tree
A singular living (although not self aware) entity, one of the oldest in all of the world, the grandfather tree is the heart of the forest. If in danger, the tree will shift the forest to prevent these evils from escaping their fate.
Hellgate Keep
A prison designed to hold elves and orcs that have been bred with demons, watched over by the treant Turlang and his allies.
Iyrithue
Once an elven mine, it has since been sealed and trapped by the duergar that have taken up residence there.
Karse
An ancient elven city, now lair to one of the most powerful liches in all the realms.
Kerymnaar
An abandoned, although still mostly intact, elven settlement from after the days of the crown wars.
Khle'cayre
A village of Aarakocra that lives within the Star Mounts. The mountain was chosen for it's impenetrable nature, requiring flight to approach.
Lady's Hand Monastery
An order dedicated to Loviatar, nestled in the nether mountains. They aren't an active force but they are quite dangerous for their devotion to the Lady of Pain and their possession of many Netherese magics.
Lhuve
One of the most ruined of all the ancient elven cities, an evil miasma is woven into the very grounds, making this a very very dangerous place.
Lothen of the Silver Spires
One of the first elven cities in the high forest, it was long ago overrun and ransacked by the largest swarm of orcs they had ever seen.
Loudwater
A human village where zhentarim prey on the merchants who pass through by ensuring heavy taxation and a government locked into corrupt ideals.
Merric
A walled village of humans that most caravans will stop at for protection on their way to the sword coast.
Mhilamniir
The first of the elven cities that fell after the demonic armies of Hellgate Keep attempted conquest, it recently has become a nest for a green dragon and her wyrmlings.
Morndinvuddrrin
Formerly, a very strong and secure dwarven fort. Now it is a living tomb, where the dwarves who once lived there are now dead but frozen in place the moment they died.
Morynarth
Another elven city that managed to go mostly undamaged in the decades it's been overrun. Morynarth stands as a commonly used base of operations for raiders as the crumbling structures are quite dangerous.
Mukerymhuarth
The ruins of an elven settlement that fell to demons. While most buildings and structures are unrecognizable, a desecrated temple to the Seldarine still stands as an unholy wayfinder for demons.
Nar’kerymhoarth
One of the final sites of battle between elves and demonfey, the ruins are warded with powerful magic that keeps the fey'ri contained within.
Nithrithvinae's Tomb
A crypt protected by ghosts and other undead, this is where the leaders of the Sharrven empire now rest.
Nithrithyinae
The seat of power for the Sharrven empire, now turned to rubble and entirely unrecognizable.
Noanar's Hold
A fashionable locale for nobles of the sword coast to base their hunts out of, it now holds a more sinister reputation from those who return.
Nordahaeril
A small yet strong wood elf settlement, protected by a militia of clerics and rangers all dedicated to Corellon. Their isolated location makes for much riches for merchants selling nonluxury goods, if you're willing to risk the trip.
Olostin's Hold
A human walled keep that boasts many farmers and tradesmen. Although those living in the keep are quick to stop others from chopping down living trees.
Orlgotha
A gold elf city built into the treetops, the city is based around the formerly famous Moon Glade. Most well known for having portals to all the various elven realms, these portals have since been silenced after the spellplague.
Othrilaenthor
This ruin used to be the primary burial site for wood elves of the realm, now it's simply a dangerously trapped grave where few have ever visited.
Reitheillaethor
The ruins of a wood elf city, any passing through feel eyes watching them. This isn't far from the truth, as many elves have returned to re-establish a base here.
Shadowtop Cathedral
A ruin well protected and hidden by magic, Shadowtop Cathedral is the central location for the Emerald Enclave working in the high forest.
Shilrua
Protected by a powerful spell preventing non-elves from entering, the soaring spires of Shilrua still stand today. A tragically beautiful gold and silver monument to the elves.
Shining Falls
While the impressive 120 ft tall waterfall is beautiful, the true wonder of the Shining Falls is the ancient tower warded against evil at the top of the falls. It is here that a village of halflings have settled down, utilizing the terrain and magics for protection.
Stone Stand
A barbarian holy site protected with many charms and wards against invaders, the area consists of a cutting from the grandfather tree surrounded by a series of mounds.
Stronghold of the Nine
A dwarven stronghold turned dungeons and named for the nine adventurers that raided it in the past. In recent years, a druid has taken up residency here and started laying down protective magics.
Tel'riincaer
A former metropolis combining the architectural and philisophical designs from elven, dwarven, gnomish, and many other sources. Today, these ruins are relatively safe and sought after for their mithral mines.
Teuvaemanthaar
Razed by demons, this wood elf city turned ruins is now inhabited by the Druids of the Tall Trees. These druids are generally helpful to travellers, providing them shelter or guiding their way through the forest.
The Halls of Four Ghosts
Four dwarven ghosts, the former lords of this crumbling dwarven hold, guard the paths between the surface world and the underdark.
The Nameless Dungeon
Also known as the sleeping citadel, this underground fortress sits at the base of a stone bluff. Most recently, it was chosen to hold a contingent of fey'ri and tanarukk warriors but those forces were defeated.
The Sorrowwood
A refuge protected with both illusions and mundane misdirection, the Sorrowwood has a special spiritual connection to those who visit, giving them visions of the people and events of the past.
Tiru Orindaar
Fey'ri laid waste to this Sharrven fortress, but failed to find the hidden tunnels below, leaving much of the city left to be rediscovered.
Tiselles
A human settlement living a quiet and simple life within the forest. Their borders are small, they only take what they need, and in general their presence goes largely unwatched thanks to the trust placed upon them by the other guardians of the woods.
Uluvin
A strong farming town now ruined and turned into the nesting lair of a shadow dragon and the hordes of undead it has raised.
Xammux
A dungeon that was once a dwarven stronghold, in the years past it has long become a flooded and sinking structure.
Zelbross
A slowly dwindling village on the outskirts of the forest. What was once a thriving community of artisans has suffered from the dangers of frontier life.
North West
- The High Forest
- Icewind Dale
- Mithral Hall
- Neverwinter
- The Silver Marches
- The Sword Coast
- Waterdeep
North
- Anauroch
- The Dalelands
- The Moonsea
- The Ride
- The Vast
North East
- Damara
- The Great Dale
- Impiltur
- The Hordelands
- Narfell
- Rashemen
- Thesk
- Vaasa
West
- Amn
- Baldur's Gate
- Calimshan
- Evereska
- Lantan
- The moonshae Isles
- The Nelanther Isles
- Nimbral
- Tethyr
- The Western Heartlands
Interior
- Chondath
- Cormyr
- The Dragon Coast
- Hlondeth
- The Pirate Isles
- Sembia
- Sespech
- Turmish
- The Shining Plains
East
- Aglarond
- Altumbel
- Chessenta
- Chondalwood
- High Imaskar
- Mulhorand
- Murghôm
- Okoth
- Thay
- Tymanther
- Unther
South West
- Chult
- Lapaliiya
- Samarach
- Tashalar
- Thindol
South
- The Border Kingdoms
- Dambrath
- The Great Rift
- Halruaa
- The Lake of Steam
- The Shaar
South East
- The Shining Lands
- Lurien
- Ulgarth
- The Utter East
- Veldorn
Underdark
- The Northdark
- Old Shanatar
- The Buried Realms
- The Firelands
- The Serpent Deeps
- Tharsuldeep
- Great Bhaerynden
- The Darklands
- The Earthroot
- The Glimmersea
- The Deep Wastes
FAR
FROM
HOME
Cover Art: Francesco Foschi - A winter landscape with travellers by a river, 1780
Using exploration rules that move in a direction away from direct hex crawling, turn your weeks long travel into only a few checks to ensure you can get on with the adventure.
This supplement provides the information to help your DM determine what features, locations, and foes can be found in the various regions of the Forgotten Realms.
For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide