```col-mdflexGrow=2.5===# OutlineThe Forest of Doom is a thick, dark curtain bisecting a peninsula, cutting off the Lands of Launewt (located at the tip of the peninsula) from the rest of the continent. It is a band 30 miles wide and more than six times that long. There is no way to go anywhere on foot from the Lands of Launewt without passing through the forest. (Player characters and other adventurers new to the Lands of Launewt are assumed to have approached the country by sea.)The forest, in addition to providing the surrounding environment for the drow fortress, can also be built into an extended wilderness adventure. This expansion is particularly appropriate if this adventure is being integrated into an ongoing campaign – several parties of adventurers may go into the forest, but perhaps not all of them will come out.The original module provided a random encounter table based on AD&D but this has been omitted. If desired, choose your own encounters of appropriate level.It is a thoroughly evil place. No good-aligned creatures will be encountered inside the forest; otherwise, treat it as a faerie/sylvan forest setting in a temperate climate. A suggested random encounter table is given below. The chance of a random encounter is a roll of 1 on d6 and should be checked every hour.The forest springs up abruptly at the edge of the Lands of Launewt. It is thick and dark, with no patch of land within it that could be called a clearing. There are no paths, and the forest floor is covered with a thorny underbrush that inhibits movement (treat as difficult terrain).The center of the forest's evil activity is located, logically enough, in the exact center of the forest. If the adventurers are actively seeking the drow fortress but have wandered far from its location, the DM can point them in the right direction rate for overland travel). Negotiating the underbrush entails a great deal of noise, so that any creature's or party's chance of being surprised is halved – unless those attempting to surprise remain motionless and quiet.The thick overhead growth starts to blot out daylight almost as soon as one sets foot inside the forest. At a point only a few hundred feet inside the forest perimeter, the light conditions are similar to twilight on a cloudy day. The darkness gradually deepens as one moves closer to the center of the forest until, for a radius of five miles around the drow fortress, the forest is as dark as night. Even on the brightest day, the sun produces no more light than a full moon.The center of the forest's evil activity is located, logically enough, in the exact center of the forest. If the adventurers are actively seeking the drow fortress but have wandered far from its location, the DM can point them in the right direction by the use of subtle clues: a deepening of the darkness as they move toward the center, and vice versa; the fact that encountered creatures (intelligent ones, at least) will tend to retreat in the general direction of the fortress; and other indicators of this sort.Any time the adventurers are within one mile of the fortress, there is a 20% chance per turn of movement that they will discover one of the many trails that radiate into the forest from the drow fortress. There are 18 such radiating trails, spaced at roughly 20-degree intervals. They have been cleared to make it easier for slaves to forage raw materials (for the purpose described below) from the immediate area around the fortress.``````col-md![[table-of-contents]]---![[images/region.jpg]]---**Completion Date:** <br>**Parent Plot:** **Related Characters:****Related Organizations:****Related Locations:**---### World Anvil Metadata**Id:** 396f672d-9630-49b4-a107-29bfc1d2085c<br>**Entity Type:** Article / plot<br>**Category:** <br>**Tags:** FoD-plot```