Plains Arid, TemperateArea of sparse woodlands along with grass and shrubs.
Temperature
Fall/Spring/Winter: 2
S
+
1
D
Cold
Summer: 2
S
+
1
D
Heat
Winter: 2
S
+
1
D
Cold
Scenery
Grass (Horse Feed): Available in all Spaces.
1.
Rolling Hills
Dirty Water
Forage/Hunt:
6 Only
, Rummage: Meager
slow rounded hills, curve over the landscape, dusted with dirt and grass.
2.
Dusty Plains
Forage/Hunt:
6 Only
, Rummage: Meager
Once grassy feilds, now lay endless dirt and dust, rare to even find a large rock.
Suggested: Dust Storm
3.
Muddy Plains
Forage/Hunt:
6 Only
, Rummage: Disgusting
A long stretch of muddy hills and pits seem to go on for miles.
Suggested: +1 Travel Fatigue
4.
Dirt Plains
Forage/Hunt:
6 Only
, Rummage: Meager
A flat expanse of dirt with small and sparse patched of grass goes on for miles.
5.
Bone Field
Forage/Hunt:
6 Only
/
+
0
D
/
+
1
D
/
+
2
D
, Rummage: Meager
A valley of bones and rocks where many anials came to die.
6.
Rocky Grass
Water
Forage/Hunt:
+
0
D
, Rummage: Meager
Green grass land, small sharp rocky cliffs and boulders break up the blankets of green. A small mossy spring, trickles down part of a rocky cliff.
Suggested: Short Cliffs
7.
Lone Oak
Forage/Hunt:
+
0
D
, Rummage: Meager
Soft grassy hills, with a lone Okay tree atop a large hill
8.
Geyser
Dirty Water
Forage/Hunt:
+
0
D
, Rummage: Disgusting
The plains are broken by a small pool and geyser. Many birds make this palce their home.
9.
Sparse Fields
Forage/Hunt:
+
0
D
, Rummage: Meager
Large patches of dense grass are broken up by rocks, hills, and dirt.
10.
Granite Pillars
Forage/Hunt:
+
0
D
, Rummage: Meager
Large Granite Stones reach for the sky, popping out of green grassy feilds.
11.
Dense Grass
Forage/Hunt:
+
1
D
, Rummage: Mystery
Dense files of grass go on as far as the eye can see.
12.
Winding River
Water
Forage/Hunt:
+
1
D
, Rummage: Disgusting
A winding river walks it's way through the hill side rocks and grass.
Suggested: Rapids
13.
Muddy Ponds
Water
Forage/Hunt:
+
1
D
, Rummage: Mystery
Swallow Ponds surrounded by tall brush, the earth squishes underneath, the ponds all but disapear in the summer.
Suggested:Muddy Ground: +1 Travel Fatigue
14.
Grown Over battlefeild
Forage/Hunt:
+
1
D
, Rummage: Disgusting
Grass has all but hidden the war, rusted weapons and earthen bodies are strewn about.
15.
Shrubbery Hills
Forage/Hunt:
+
1
D
, Rummage: Mystery
Hills covered in dense shrubs and other plants roll into the horizon.
16.
Blue-Green Lake
Water
Forage/Hunt:
+
2
D
, Rummage: Disgusting
A large blue green lake covers the horizon. Many animals come to drink the cool water.
Suggested: Wide Lake
17.
Lush Grassland
Forage/Hunt:
+
2
D
, Rummage: Mystery
A dense grass covers the rolling hillsides. Animals can be heard moving through it.
18.
Flower Fields
Forage/Hunt:
+
2
D
, Rummage: Mystery
Sprinled through the green grass are bright purples, whites and yellows of new sprouting flowers
Suggested: Rich Grasses
19.
Wandering River
Water
Forage/Hunt:
+
2
D
, Rummage: Mystery
A cool, deep river slips through the grassy hills. The current can be quiet quick.
Suggested: River barrier
20.
Babbling Creeks
Water
Forage/Hunt:
+
2
D
, Rummage: Mystery
Small creeks move through the grass, coupled with a a few trees
Events    1-8 None,   9-10: Weather,   11-12: Obstacle,   13: Interior/Entrance,   14-15: Boon,   16-17: Inhabitants,   18-19: Encounters,   20: Hooks
Weather
Daily Progression (d6)
1/2: End Event
3: Less Severe
4/5: No Change
6: More Severe
1 - 4 :
Drizzling Rain: A wet drizzle makes starting a fire impossible. Wet
5 - 8 :
Spring/Winter/Fall
Storm:
A wet drizzle makes starting a fire impossible. Wet, +1 Cold Exposure, +1 Travel Fatigue
9 :
Spring/Winter/Fall
Lightning Storm:
The sky is filled with rain and clouds. Thunder and lightining periodically crash down.
Wet, +1 Cold Exposure, +1 Travel Fatigue, Each Shift: 6
D
4S: Lightning starts fire nearby. 5S: Random Character outside takes 2
S
+
3
D
Blast Dmg.
10 :
Dust Storm: Wind kicks up a hige clud of dust in the area making it difficult to see and breathe.
+1 Travel Fatigue, Characters attempt Sense Challenge: 0S: Resist 1 Fatigue w/
Fort
if not in Shelter. 2S: Find shelter from the Dust.
11 :
Tornado: A swirl of wind and dust creates a tornado powerful enough to lift large rocks and animals alike.
+1 Cold Exposure, +1 Travel Fatigue
Characters attempt
Sense
Challenge: 2S: Avoid Tornado. 1S or Less: Must outrun Tornado.
Outrun Tornado:
     
Agl
Challenge 0S: Get pulled into Tornado. Impact: 1
S
+
5
D
Wounds. 1S:
Agl
Challenge to reduce Impact: 1
S
+
3
D
Wound from debris.
Obstacle
1 - 4 :
Muddy Ground: The ground is covered in thick mud, making travel difficult. +1 Travel Fatigue
5 - 7 :
Steep Hills: The hills ahead are rocky and steep, and slow down travel. +1 Travel Fatigue
8 - 10 :
Wide River/Lake: A wide river can only be crossed by swimming or going a Travel Space around. Resist 2 Fatigue w/
Agl
+
Endr
.
11 :
Very Rough
River Rapids:
A creek cross through a rocky hillside with swift white water.
      Jump across boulders:
Agl
+
Endr
(2 times) 2S: No Effect. 1S: +1
D
Impact Wound. (Wet) 0S: +1 Fatigue. +4
D
Impact Wound. (Wet)
12 :
Off Path
Shallow Cliff:
A rocky hillside requires characters to either go around or climb.
     
Agl
+
Endr
2S: +1 Fatigue 1S: +1 Fatigue. +1
D
Impact Wound. 0S: +2 Fatigue. +3
D
Impact Wound.
13 :
Large River: Must go around $1S
+
2
D
Spaces. Requires Water Vessel to Pass. Resist 1-3 Fatigue per Space (See Water Vessel).
Interior/ Entrance
1 :
Small Earthen crack: The earth seemingly opened up in this spot revealing whats below
2 :
Burrow: A Med sized creature has been digging, a large amount of piled dirt sits outside the burrow.
3 :
Sink Hole: A circlur hole jutting down.
4 :
Muddy Cave: Rocks and mudd form a half collapsed cave. The ground is rough and uncertain and little light enters.
5 :
Bone Structure: A structure mostly made of bones and rocks is built around a rocky cave. It feels very old.
Boon
1 :
Old Campsite: Firepit with wood, if searching around can find some arrows, and old knife
2 :
Fake Rock: Large rock can be opened up and gold found inside. Stick around and bandits might show up.
3 :
Rich Grasses: A patch of earth has vibrant plantlife containing some rare herbs. Gain 2
S
+
4
D
Herbs.
4 :
Abandoned Kill: A creature has died recently but the hunter never claimed his kill for some reason. Gain 7 Raw Meat.
Inhabitants
1 :
Hermit: An old practitioner of shamanistic practices lives in the fileds far from civilization.
2 :
Road
Traveler:
Group of 4 Adventures, heavy wounded, one missing a leg, another missing a hand.
3 :
Road
Traveler:
Hunter and son, out searching for game for a few days.
4 :
Road
Traveler:
3 Dwarves pulling a wagon full of rocks
5 :
Road
Traveler:
Soldiers riding horses, protecting the land
6 :
Road
Traveler:
Farming Family, with everything they own and 1 sickly horse looking worse for wear.
7 :
Road
Traveler:
Fancy Carriage with 2 Good Horses, 4 heavily armed gaurds, escort a noble of high standing
8 :
Road
Fortification:
Highway Bandits have created a "Toll road"
9 :
Road
Fortification:
Kings Soldiers, defending the road established a "Toll"
10 :
Fortification: Bandits Hidden Hideout
11 :
Road
Village:
A small collection of huts is built around a watering hole. Some pasture animals wander the outskirts.
12 :
Outpost: A small fort is dug into the earth, with various soldiers patrolling the nearby area.
13 :
Road
Caravan:
2 Mechants, 3 Gaurds, and 3 horse loaded up.
Encounters
1 - 4 :
Hell Pig: A pack of 3 to 7 Hell Pig salks the party, hoping ofr a meal.
5 - 8 :
Giant Cat: 1 to 3 Giant Cats stalk the area, and may find the party a source of food if they are not careful.
9 - 12 :
Gnolls: A band of 3 to 6 Gnolls moves throuhg this area, robbing and killing anyone to weak to stop them
13 - 16 :
Dire Elephants: 1 Massive Dire Elephant, likes to keep its distance, but if the party gets close will charge them down.
17 - 19 :
Uncommon
Lizardmen:
A hunting party of 2 to 5 Lizardmen stalks through the area.
20 - 22 :
Uncommon
Terror Bird:
This area is hunting ground for a ground of 2-6 Terror Birds which chase their quary across the plains.
23 - 25 :
Uncommon
Dire Rhino:
1-2 Dire Rhinos like to silently grass, butt will charge if provoked.
26 - 28 :
Uncommon
Chimera:
1 best not lock eyes with one, will hunt the party down, for a meal or sport.
29 :
Rare
Cyclops:
A cyclops has a cave in the area which he occasionaly leaves to hunt on anyone unlucky enough to be nearby.
30 :
Rare
Drake:
A nest of 2-4 Drakes has been made on the cliffs nearby, and they may hunt the party for food if seen.
31 :
Rare
Skeletons:
A slaughtered village has cursed the men who attacked it, who now hold a barren fort as undead guardians.
Hooks
1 :
Traveler's Scream: Traveler is under attack by bandits.
2 :
Localized Storm: On the horrizon the party spots dark clouds that seem to stay unmoving above a certain point.
3 :
Slave Trade: Party encounters a group of slaves being carted off by some guards
4 :
Burning Village: A village is being ravaged by a band gnolls, possible uner orders from a local warlord.
5 :
Hunting Party: A nearby settlement has decided to hunt a nearby Dire Elephant, hoping it's tusks will being good fortune. They are willing to pay those who wish to come along for the fight.