Kmuzat's Great Plain is a grassland in the northeast of
The Hidden World of Kmuzat. It has large fields of grains that shimmer silver and gold under the light of day.
Spring
Temperature Stage |
Condition |
d6 |
1 |
Unbearable heat |
- |
2 |
Hot |
- |
3 |
Warm |
1 |
4 |
Cool |
2-5 |
5 |
Cold |
6 |
6 |
Arctic cold |
- |
Wind Stage |
Condition |
d6 |
1 |
Calm |
1 |
2 |
Moderate wind |
2-3 |
3 |
Strong wind |
4 |
4 |
Gale |
5 |
5 |
Storm |
6 |
Precipitation Stage |
Condition |
d6 |
1 |
Clear |
1-2 |
2 |
Light clouds |
3 |
3 |
Overcast or ground fog |
4 |
4 |
Rain, hail, or snow |
5 |
5 |
Torrential rain, driving hail, or blizzard |
6 |
Summer
Temperature Stage |
Condition |
d6 |
1 |
Unbearable heat |
- |
2 |
Hot |
1 |
3 |
Warm |
2-4 |
4 |
Cool |
5-6 |
5 |
Cold |
|
6 |
Arctic cold |
- |
Wind Stage |
Condition |
d6 |
1 |
Calm |
1 |
2 |
Moderate wind |
2 |
3 |
Strong wind |
3-4 |
4 |
Gale |
5 |
5 |
Storm |
6 |
Precipitation Stage |
Condition |
d6 |
1 |
Clear |
1-2 |
2 |
Light clouds |
3-4 |
3 |
Overcast or ground fog |
5 |
4 |
Rain, hail, or snow |
6 |
5 |
Torrential rain, driving hail, or blizzard |
- |
Autumn
Temperature Stage |
Condition |
d6 |
1 |
Unbearable heat |
- |
2 |
Hot |
- |
3 |
Warm |
1 |
4 |
Cool |
2-5 |
5 |
Cold |
6 |
6 |
Arctic cold |
- |
Wind Stage |
Condition |
d6 |
1 |
Calm |
- |
2 |
Moderate wind |
1 |
3 |
Strong wind |
2-3 |
4 |
Gale |
4-5 |
5 |
Storm |
6 |
Precipitation Stage |
Condition |
d6 |
1 |
Clear |
1 |
2 |
Light clouds |
2-3 |
3 |
Overcast or ground fog |
4 |
4 |
Rain, hail, or snow |
5 |
5 |
Torrential rain, driving hail, or blizzard |
6 |
Winter
Temperature Stage |
Condition |
d6 |
1 |
Unbearable heat |
- |
2 |
Hot |
- |
3 |
Warm |
- |
4 |
Cool |
1-3 |
5 |
Cold |
4-6 |
6 |
Arctic cold |
- |
Wind Stage |
Condition |
d6 |
1 |
Calm |
1 |
2 |
Moderate wind |
2-3 |
3 |
Strong wind |
4 |
4 |
Gale |
5 |
5 |
Storm |
6 |
Precipitation Stage |
Condition |
d6 |
1 |
Clear |
1 |
2 |
Light clouds |
2 |
3 |
Overcast or ground fog |
3-4 |
4 |
Rain, hail, or snow |
5 |
5 |
Torrential rain, driving hail, or blizzard |
6 |
At the end of any day where a player enters a hex containing a river or other body of water, they need to make a Constitution saving throw (DC 10). On a failure, they get the red fever, which is a disease from local biting insects. If they have already contracted the disease and it was magically cured, they have advantage on the check. If they have already contracted the disease and they recovered without magical intervention, they are immune and automatically succeed.
CR |
Monsters |
0 |
Altaroth, Kelbi, Mosswine, Moofah |
⅛ |
Aptonoth |
¼ |
Velociprey, Maccao, Bullfango, Bnahabra,
Hornetaur, Vespoid, Great Thunderbug,
Konchu, Gargwa, Larinoth, Kestodon |
½ |
Jaggi, Remobra |
1 |
Jaggia, Velocidrome, Conga, Vespoid Queen |
2 |
Great Jaggi, Great Maccao, Bulldrome,
Rhenoplos |
3 |
Yian Kut-ku, Seltas |
4 |
Kulu-Ya-Ku, Hypnocatrice, Arzuros |
5 |
Blue Yian Kut-ku, Volvidon |
6 |
Tzitzi-Ya-Ku, Qurupeco, Kecha Wacha,
Congalala |
7 |
Yian Garuga, Seregios, Paolumu, Anjanath |
8 |
Gypceros, Rathian |
9 |
Malfestio, Astalos, Najarala |
10 |
Rathalos, Zinogre |
11 |
Nargacuga, Seltas Queen |
12 |
Nightshade Paolumu, Banbaro, Kirin |
13 |
- |
14 |
Chameleos |
15 |
Rajang, Kushala Daora |
16 |
Scarred Yian Garuga, Tigrex |
17 |
Brachydios, Velkhana |
18 |
Deviljho |
19 |
Silverwind Nargacuga |
20 |
- |
For each 2 mile wide cell, you can generate resources discovered based on a searching Wisdom ability check. The proficiency used depends on the discovery. If there is no focus, then add +2 to the DC to do a broad net of searching.
It takes about one hour per cell to make the check. Each additional hour adds one advantage (if using the
Homebrew Rules: Bell Curve Roll Ability Checks rule) or just advantage if rolling a d20.
A discovery depends on the ability check rolled. Each topic of discovery can have one of five ranks of quality that describes how many dice are rolled for the discovery's value (low, medium, high, exceptional) and each topic has a richness in the region that describes what dice are rolled for the discovery's value (poor richness, common richness, uncommon richness, rare richness, wealthy richness). Quality is how effective the party was at discovery and richness is how valued the discoveries of that topic are from the region.
DC |
Quality |
Poor (d4) |
Common (d6) |
Uncommon (d8) |
Rare (d10) |
Wealthy (d12) |
15 |
Low Quality |
2d4 gp |
2d6 gp |
2d8 gp |
2d10 gp |
2d12 gp |
20 |
Medium Quality |
4d4 gp |
4d6 gp |
4d8 gp |
4d10 gp |
4d12 gp |
25 |
High Quality |
6d4 gp |
6d6 gp |
6d8 gp |
6d10 gp |
6d12 gp |
30 |
Exceptional Quality |
8d4 gp |
8d6 gp |
8d8 gp |
8d10 gp |
8d12 gp |
A cell cannot be searched more than once in the same day.
Topic |
Description |
Primary Skill Proficiencies |
Value |
Hunting |
Identifying herds, beasts, and game to hunt. |
Survival |
d10 |
Foraging |
Identifying consumable plants, medicinal herbs, and natural alchemical components. |
Survival |
d8 |
Ewer |
Identifying sources of fresh water. |
Survival |
d8 |
Lumber |
Identifying valuable trees to harvest. |
Nature |
d6 |
Mining |
Identifying valuable ore veins to harvest. |
Nature |
d10 |
Masonry |
Identifying valuable stone quarries to harvest. |
Nature |
d4 |
Husbandry |
Identifying potentially domesticable animals to collect. |
Nature, Animal Handling |
d12 |
Agriculture |
Identifying potentially large-scale plants to farm. |
Nature |
d12 |
History and Relics |
Identifying relics, ruins, and remnants of prior sentience. |
History, Investigation |
d10 |
Cartography |
Identifying easily spotted landmarks, leaving trail marks, and features for navigation. |
Survival, Navigator's Tools |
d6 |
Arcane Phenomenon |
Identifying strange magical phenomenon in the area. |
Arcana |
d6 |
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