Tomb of Horrors

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Reaching Woods

This expansive stand of deciduous trees—mostly elms, maples, beeches, and oaks—seems a pleasant and beautiful forest from the exterior. That is merely a facade. Elturgard has discovered that its innermost secret glades hid shrines to primal entities not approved by the High Observer. The holy sites were tended by elves, humans, and, to the paladins’ dismay, gnolls and goblins. The High Observer, declaring that goblins are vicious creatures and that gnolls serve demons, ordered the forest barricaded. No one can enter or leave, on pain of death. Twenty years passed in silence, but the calm has recently been broken. — (Greenwood, Ed. Forgotten Realms: Dungeons & Dragons Campaign Setting. Renton, WA: Wizards of the Coast, 2001. Print.)

Compared to the Forest of Wyrms to the north and the Wood of Sharp Teeth to the south, the Reaching Woods is a pleasant and beautiful forest, and it’s also an easy place to maintain a shrine to the Green Gods and visit the peoples of the woods. Unlike most younger forests of the west and north, the Reaching Woods is mainly deciduous — full of elms, maples, beeches, and oaks. The woods are cared for by the druids of the centaurs, hybsils, and satyrs, as well as human druids and rangers who cooperate with the nonhumans to fight goblinoid tribes that despoil the shrines to the Green Gods. Curiously, the woods’ small population of gnolls tends to cooperate with the fey and human druids against the goblinoids, as long as they are otherwise left alone. (Rand’s Travelogue: More of the Western Heartlands!)

Recent Events

The Forest King, a fey power, has gone missing.

Adventures in the Reaching Woods

“Thin Veil” Part 1

“Thin Veil” Part 2

“Wild River”

“The Garden of Graves” Part 1

“Harpies Fall” (Virtual Table Session)

“The Garden of Graves” Part 2

“The Garden of Graves” Part 3

“Dead on Arrival”

“The Garden of Graves” Part 4

Tomb of Horrors

Legacy of the Realms rrouillard