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Travel
The moon sheds bright light that illuminates the entire city in
bright light. This light is considered both daylight and moonlight.
In addition, particles float through the air, seemingly emerging
from the ground only to merge with the skies above.
Travel
Any character that has seen this moon, directly or not (even
witnessing a painting of this moon is sufficient), falls under its
influence. While influenced in this way, if a character leaves
Luyarnha, the next time they take a long rest, they wake up in a
familiar location within the city. If they are unfamiliar with
Luyarnha, they wake up in a random street of the city. If a character
hasn’t taken a long rest within 24 hours of leaving the city, they fall
unconscious, even if they are immune to the condition.
≤2 10 1d4
3-4 10 1d6
6-7 11 2d6
7-8 11 3d6
9-12 12 4d6
13-16 13 5d6
17-20 14 6d6
21+ 15 7d6
Travel
Columns of fire erupt from the ground. For each hour that passes,
roll a d6. On a roll of 1, a column appears under the party. Each
member of the party must succeed on a DC 14 Dexterity saving
throw or take fire damage equal to their level.
≤2 10
3-4 12
6-7 14
7-8 16
9-12 17
13-16 18
17-20 19
21+ 20
Travel
For each hour of travel that the party performs, roll a d6. On a 1
or 2, the party encounters hostile beasts. The party can attempt
to skirt around the beasts and move past them with a group
Dexterity (Stealth) check against a DC equal to the highest
passive Perception score of the beasts they could encounter. On
a failure, roll a d4 instead of a d6 for the next hour of travel. If the
party fails the saving throw by 5 or more, they are immediately
noticed and attacked.
Vacuous Moon
Monsters
● Monsters of CR 5 or lower are blinded.
Travel
The light of torches barely illuminates the filth-ridden streets
and screams of madness echo through the night as the void
weakens the barrier between the afterlife and reality.
Travel
The world is bathed in the sickening glow of the moon, casting its
judgment on those who dwell beneath it. The eldritch gaze is
draining, sapping willpower and at times even the will to live. It is
critical to fight on and not give up or risk losing oneself.
● The Scent of blood and fear is thick in the air. Beasts gain
advantage on attack rolls against frightened creatures.
Travel
A bloody miasma dimly lights the streets of Luyarnha. The
maddening influence of the moon makes traveling under a
Sanguine Eclipse near impossible, unless protected from direct
moonlight (see Creatures).
Glacial Moon
Monsters
● Monsters gain resistance to cold damage; if they already
have this resistance, they become immune to cold damage
instead.
Travel
The world is engulfed in a permanent blizzard that assaults the
body and the mind and greatly limits visibility. Creatures other
than monsters suffer a -10 penalty to Perception checks and their
passive Perception. If a creature travels at a fast pace (as per the
travel rules), they are considered blinded.
Travel
Lunar Shower. Fragments of the moon threaten to fall upon the
world at each instant. For each hour that passes, roll a d4. On a
roll of 1, a lunar shower begins, which lasts for 1d6 x 10 minutes.
During the lunar shower, a rain of ephemeral light falls upon the
world. This rain dispels all spells of 5th level or lower upon
contact, ends concentration, and halves the range of all magics
(to a minimum of 5 feet). Although it looks like solid fragments,
the shards of the moon are weightless figments of light.
Creatures with a passive Perception of 15 or higher can see
these fragments falling towards them 1 minute before the lunar
shower begins.
During a Geistnacht, for each hour the party travels, roll a d4. On
a roll of 1 or 2, the party encounters undead. The party can
attempt to skirt around the beasts and move past them with a
group Dexterity (Stealth) check against a DC equal to the highest
passive perception of the undead they could encounter. On a
failure, they are immediately noticed and attacked.
Krakenlight
Creatures
● The bodies of aberrations and humanoids become dank and
slimy: spells and other magical effects cannot cause them to be
restrained. These creatures can also spend 5 feet of movement to
automatically escape from nonmagical restraints, such as
manacles or a creature that is grappling it. Finally, being
underwater imposes no penalties on their movement or attacks.
Monster CR Trait DC
≤2 10
3-4 12
6-7 14
7-8 16
9-12 17
13-16 18
17-20 19
21+ 20
Creeping Tarlight
Monsters
● The tar dripping from the moon causes shadows to become
viscous and sticky. Creatures moving through areas of dim light
or darkness have their speed halved, and they have disadvantage
on initiative rolls while in dim light or darkness.
≤2 10 1d4
3-4 10 1d6
6-7 11 2d6
7-8 11 3d6
9-12 12 4d6
13-16 13 5d6
17-20 14 6d6
21+ 15 7d6
Creeping Tarlight
Travel
The eerie smile on the moon occasionally emits a faint, disturbing laughter
that can be heard throughout the night. This unsettling sound makes it
increasingly difficult for creatures to relax their mind, as the sound emerges
from everywhere at once. If characters finish a long rest during a night where
the Creeping Tarlight is visible, they must succeed on a DC 14 Wisdom saving
throw to gain the benefits.
In addition, the tar that drips from the moons risks engulfing the unaware in
its inky depths. For each hour that passes, roll a d6. On a 1, the party becomes
trapped in a heavily shadowed area, generated from the tar of the moon. Each
character must succeed on a DC 14 Dexterity saving throw or fall in the
darkness and be restrained. If the party traveled at a slow pace (as per the
travel rules), the characters have advantage on this saving throw.
Madness
If a character gains a madness while the Creeping Tarlight is out, for the
duration of the madness, their speed is halved, they take a -2 penalty to AC
and Dexterity saving throws, and they can't use reactions.
Short-Term. They burst into a frenzied laughter. For the duration of the
madness, they automatically fail any Stealth check they make, and all
creatures in a 120-foot radius are alerted to their presence.
Long-Term. For the duration of the madness, they find the darkest of things
profoundly amusing. If they attempt to cast a spell with a verbal component or
talk to their ally, they must first succeed on a Madness DC Constitution saving
throw to steady themselves, otherwise they fail to talk or cast the spell, wasting
their action, but not the spell slot, and instead giggle and smile. If one of their
allies is reduced to 0 hit points, they explode with laughter, completely losing
their focus, and are stunned until the start of their next turn.
Madness
The waters agitate the madness within. Whenever a character succeeds on a
saving throw against madness under the Krakenlight, they expunge it
physically in the form of an inkcloud. They release a 15-foot-radius sphere of
ink centered on them. The sphere spreads around corners, and its area is
heavily obscured. It lasts until the end of the creature’s next turn.
Long-Term. If a character gains a long term madness that turns them into a
scourgeborne or beast, instead of lasting for the duration of the madness, the
transformation becomes permanent, and it can be reverted only by a greater
restoration or wish spell. If they transform into a beast due to this moon's
influence, instead of falling under the GM's control, they retain their
alignment and can identify friends, follow them, and even protect them. While
transformed in this way, the first time they interact with a humanoid that
they aren't acquainted with, they must make a Wisdom saving throw against
the Madness DC. On a failure, they see them as prey and immediately attack
in order to devour them, stopping only if they are knocked unconscious.
d4 Limb