Professional Documents
Culture Documents
Monster CR Trait DC
Though the moon itself may not affect travel directly, the wild
beasts it unleashes upon Luyarnha certainly do. For each hour the
party travels, 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 Stealth check against a DC equal to
the highest passive Perception 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.
Shattered Moon
During a Geistnacht, for each hour the party travels, roll a d6.
On a 1 or 2, the party encounters hostile undeads. The party can
attempt to skirt around the undeads and move past them with
a group Stealth check against a DC equal to the highest passive
Perception score of the undeads 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.
Scorching Moon
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. If a creature has
encountered the Scorching Moon before, it can attempt a DC 14
Survival check instead of the Dexterity saving throw, avoiding the
real flames and only passing through the illusory ones. If a
creature travels at a slow pace (as per the travel rules), it gains
advantage on these ability checks and saving throws, and can
make the Survival check even if it has never encountered the
Scorching Moon before.
Vacuous Moon
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.
Gazing at the Moon. A creature that can see the moon can use
its action to make a DC 19 Intelligence check as it gazes deeply
into the distorted reflection of the world the moon provides. On
a success, the creature channels eldritch energy and teleports as
if it had cast the dimension door spell. On a failure, the creature
gains a short-term madness, is randomly teleported to an empty
space within 500 feet of its original location, and has resistance
to falling damage until the end of its turn. Aberrations
automatically succeed on this check.
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.
The moon 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.
Monster CR Trait DC
Sanguine Eclipse
● The Scent of blood and fear is thick in the air. Beasts gain
advantage on attack rolls against frightened creatures.
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.
The tar slugs the body and the mind. 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. The demented laughter that grips their mind becomes untenable.
For the duration of the madness, they find the darkest of things profoundly
amusing. If they attempt to speak or cast a spell with a verbal component, they
must succeed on a Madness DC Constitution saving throw to steady
themselves or be unable 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.
Whenever a character fails an ability check, their searing pain of failure shuts
down any rational reasoning. They must succeed on a Wisdom saving throw
against the Madness DC or gain one short-term madness.
Long-Term. Their will to live slowly erodes. They have disadvantage on all
Wisdom saving throws until the madness ends.
In addition, the Howling Moon beckons the beast within. Whenever a roll is
made on any Madness table, add +10 to the result, to a maximum of 100.
Whenever a character gains a madness under the Sanguine Eclipse, they must
succeed on a Madness DC Wisdom saving throw or become frenzied for the
duration of the madness or until the moon sets, whichever is shorter. While
frenzied, they view their allies as enemies and must use their turns
attempting to kill them. They prioritize killing in order of affection, meaning
the closer they are to a person, the stronger the urge to kill them, with the
strongest being that between mother and child. Characters that are immune
to the charmed condition or have advantage on saving throws against charm
effects have advantage on this saving throw.
The flames stoke the madness within. If a character takes fire damage equal
to their level or higher in a single turn, they must succeed on a Wisdom saving
throw against the Madness DC or gain one short-term madness.
d4 Limb
The broken limb is untreatable while the Shattered Moon is out. After the
moon sets, a healing spell of 4th level or higher can restore the limb to its
original state.
While the Yellow Crown is visible, characters that gain a madness are gripped
by the visions of the original city that lies beyond the veil, where all things
originate, and where all things are doomed to end. The swirling visions assault
their minds, and they learn information about a random location, character, or
event of the GM's choosing. The information is engulfed in madness and their
mind has a hard time processing it. The GM rolls a d2. On a 1, the information
they learn is true, and on a 2, the information they learn is false; the character
has no way of knowing if the information they learned is true or not.