The Brinemarch Run

The Churning Plains of Brinemarch

Type: Environment / Hex (6 miles) [p]: Unstable plains

While on the Plains of Brinemarch · once per day · Roll 1d6

  1. Spongy hills: soft soil drinks sound, reward stealth.

  2. Hillocks: small vantage and little cover

  3. Firm, flat plains: Hyphae footprints. Each footprint sprouts threads that glow for one day.

  4. Valley: always runs parallel to the nearest river.

  5. Fissures: running cracks filled with water flow toward the coast Depth equals the tallest thing on the horizon.

  6. Karst: sinkholes open caverns with unstable ceilings. Full of echoes.

DAILY RETURNS · d6

  1. Ruins stir

    • A sign of settlement rises from the churn
    • Collapses in the rain
    • May hold shelter, spores, or memory traces
  2. 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
  3. 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 **
      1. A memory jar
      2. A full water ration
      3. 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
  4. Sacred well

    • Encircled by [lichen bound echo kin] 2d12, treat as zombies
    • They block a well that holds a [lost object]
  5. [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}
  6. 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

The land drinks both water and power.