The Churning Plains of Brinemarch
Type: Environment / Hex (6 miles) [p]: Unstable plains
The land is thisty. Each character loses one [ration] of water at sun peak each day.
The land is restless. Roll a terrain form each day.
The land forgets. Rolls over grass, trails, ruins, and roads.
The water remembers. The churn does not affect rivers or trees (usually).
The land forgives. Sometimes things come back. [Siphon mushrooms] count as 1/2 of a water ration.
While on the Plains of Brinemarch · once per day · Roll 1d6
Spongy hills: soft soil drinks sound, reward stealth.
Hillocks: small vantage and little cover
Firm, flat plains: Hyphae footprints. Each footprint sprouts threads that glow for one day.
Valley: always runs parallel to the nearest river.
Fissures: running cracks filled with water flow toward the coast Depth equals the tallest thing on the horizon.
Karst: sinkholes open caverns with unstable ceilings. Full of echoes.
DAILY RETURNS · d6
Ruins stir
- A sign of settlement rises from the churn
- Collapses in the rain
- May hold shelter, spores, or memory traces
Stone migration
- A line of stacked stones ( sizes equal to the weight of the party) walks toward the south pole at five feet per round, away from a stationary megalithic cube
- If stopped, it slumps into a stone row
- The megalithic cube weighs twice the weight of the party
- Touch grants a vision: one fact about one of six adjacent hexes
- If several people touch at once, they must {SAVE vs shared mind} or lose their last ration as they vomit
Corpse bloom
- Number of corpses equals party size plus **1d6 **
- Bodies swell with glowing threads
- Five in six chance they match the last species encountered
- Each corpse holds a jar with the same result on **1d3 **
- A memory jar
- A full water ration
- A siphon mushroom (**1d3 **a list of last three spells cast)
- Each disturbed corpse rises as a [lichen bound] zombie
- One hit point
- Spits glowing spores that absorb water and magic
Sacred well
- Encircled by [lichen bound echo kin] 2d12, treat as zombies
- They block a well that holds a [lost object]
[Red Spore Veil]
- Red fog rises from the churn
- Penalty to vision.
- Veil fades 1 hour after it was triggered (by fast travel OR daily returns)
- When it clears, roll for {encounter}
Catapultus Mycorise
- Mushroom looks like a five-foot-wide bread bun
- Basts spores with compressed force
- Creates ten foot dome of green spores
- Triggered by touch
- Launches the target 4d6 times 10 feet
- Save to land on feet OR land prone + falling damage
- Resets if watered
- Distance is doubled if triggered by a pound of herbivore dung
TRAVEL MODIFICATIONS
- Movement: Normal pace for the current landform
- Fast travel: Any pace faster than Normal speed in these plains has a** 50/50 chance **to trigger a reaction from the land and either a re-roll of the next landform and/or a continuous [Red Spore Veil]
The land drinks both water and power.
Each traveler needs an extra ration of water per day
Whenever a spell is cast in this hex 50/50 the spell success.
- On a failure, 1d6 [siphon mushrooms] sprout within **3 minutes **near the caster
Each [Siphon mushrooms] function as scrolls based the failed spell
It contains 1/2 ration of water
Dry out after one day unless given one [full ration] of water
Watering for one minute revives a dried mushroom