This is a follow-up to my first post about the Great Fur, a region for Fleshscape that I will flesh out (pun intended!) step-by-step. This blog post includes a table for encounters and features in the Great Fur, based on the Features & Ideas table in the basic rules of Fleshscape.
Toothbeaks: a mated pair of these animals (or a mother with two yearlings) has located the characters and now closes in for a kill. Will they become aware of the danger before they are at them, beak and talon?
Crawlhounds: one (or perhaps more) dug under the skin of the land. The characters are walking right into an ambush.
Cloudspear: these large, airborne predators have an easy time locating prey in the open field of the Great Fur, and one of them just located the characters and now dives down to attack.
Infestation of Hairticks: the area the character move through is crawling with hairticks. The largest are the size of a fingernail, but many are so tiny that one my not even notice them. Every meber of the tribe will have a dozen or more of them on their skin before they leave the area. It is possible that one or more of the characters will suffer from a blood-transmitted fever afterwards (that leads to a penalty to all Muscle rolls; may be resisted with Muscle and two successes).
Several Big Brown Pillbugs: there are at least half a dozen of these rather harmless and slow-moving beasts. A perfect chance to get some edible meat!
A sole Bonetree!: the characters may not believe their eyes at first, but there IS a large bonetree in the distance! One of the few chances to harvest long, straight bones in the Great Fur, and perhaps to even get some Life Amber (5-6 on a roll with a d6).
Spiderbush: a strange bush with eight “farns” that look like spider-like, harry legs. Each of the “legs” is of black chitin, as thin as grown men´s thumb, has at least six yellow-brown “joints”. They grow in a position akin to palm leaves. It takes a lot of force to break them, the inside is filled with a whitish liquid and gelatine (both bitter and unwholesome). Each “leg” has the same length (between 2 and 7 feet).
Soft Ground: the skin of the Fleshscape is soft, sweaty and swollen on a patch of ground that covers a few yards. The Hairgrass has begun to fall out of it, and what still stand is easy to plug (and thereby easy to harvest).
Shallow Clearblood Pool: in a shallow depression clearblood has gathered. A welcome source of the otherwise scarce resource. The shallow pool may attract other beasts, and will dry up within 1d6 days.
Clearblood Hole: a deep lake of Clearblood admist the high Hairgrass. The place is frequented by the beasts (and other tribes?) of the surrounding area, and very likely the home of a Falseblood that hides in it (3-6 on a d6).
Skin Circle: a perfect (!) circle of smooth skin that is void Hairgrass or any other growth, several yards in diameter. No beast will enter it, non will get near it. Any character that stays here for a longer period of time will start to feel watched and confused (a point of shock and a penalty to Brain till the rest of the day; resisted with Brain: the necessary success to resist increase the longer the character stays there). A moulder that meditates here over a new technique (a feat of moulding not used before) will not suffer the penalty for using it the first time. Meditating successfully calls for a roll for Brains, with the difficulty being one less than the moulding feat that is meditated about. A failure means confusion (see above) and shock equal to the difficulty of the roll, as the aura of the Skin Circle overwhelms the Moulder´s mind.
Rotting Carcass: the buzzing of flies leads the characters to the rotting carcass of a beast. Was it ill? Killed by a predator that is still around? Will the character dare to harvest the carcass?
Pitholes: there are a number of large, round openings in the ground. They go straight down for 2d6 meters, the inner walls are soft and covered with mucus. If it is the first time the character´s encounter one, it is likely that one of them (or of their tribe) falls into it and needs to be rescued. When there is one, there are usually more within a dozen yards around. Due to the high Hairgrass, they are easy to overlook.
Witch of the Great Fur: a lone woman, clad in loin cloth and wide cape made of woven hair. She holds a very thin spear that seams to be made of fused Hairgrass, and approaches the characters like a leader approaches the own retainers . She is one of five mighty witches (moulders) that wander the Great Fur, and demands tribute. What will it be? Will the characters comply? Will she do a favour in exchange for it?
Small Nomad Group: they count four to six families. They and their ancestors have lifed in the Great Fur as long as they can recall, and know most of its secrets. Will it be a friendly encounter, or a prelude to war?
Digestive Pit Trap: like a Pithole (see above), but the bottom is filled with aggresive digestive juices, and more of these begin to drip from the walls as soon as something touches the inside of the pit. Digestion is slow, but the longer the victim stays down here the greater the injuries of the victim will be.
Rotpit: a disgusting, sweet stench and a cloud of flies announce the presence of a Rotpit long before it is reached. The ground is semi-liquified and infested with maggots. The air near such a place is a unwholesome miasma, and more often than not Falsebloods may be encountered. Some parts of a Rotpit are deep enough for a man to be swallowed whole. They attract carrion eaters, to which it is a feast.
Gristle Outcrops: the Hairgrass grows sparse, the ground is coverd with gristles and scaly skin instead. These outcrops may reach up to hundred yards, sometimes more.
Large Hill: the land rises gently to form a broad, flat hill that makes for an excellent lookout.
Large Hollow: the land slopes gently to form a broad depression that is deep enough to hide an entire camp.
Giant Tooth: one large, flat tooth rises out of the Hairgrass. It is formed like a back tooth and rises 10 feet high, with sides that are each about 20 feet long.