On
the far edge of the Taiga/Tundra, where it meets the
Deep Ice, the Moon hangs so low it’s like you could pluck it from the night
sky.
Under
the right circumstances, if you try this, you will find yourself instantly
transported there. This is not the only way.
Not
utterly unlike our own moon - craters, mountains, dust, rocks, a dark side –
but it’s a dungeon-studded, factional, fantasy wilderness.
D&D
adjacent if not system agnostic, and not balanced for probabilities.
d66 |
|
11,12 |
Lunar
Puddings. Probably
clustered in a crater waiting for the sun to charge them up. Less aggressive
and less corrosive (½ damage) than Black Puddings – they won’t automatically
try to eat you. They go to the dark side to hunt, radiating their solar
charge as a slow effect. Cannot consume lunar metals (mercury, silver,
magnesium), stone, crystal or glass. |
13,14 |
Gargantuan
Shriekers. Sequoia-trunked
mushrooms clustered mainly on the moon’s dark side – your efforts are too
small and feeble to activate them, but their collective shrieks could level
cities – who knows what predators that would attract? |
15,16 |
d666
Ghouls. Not
just Ghouls, but d666 Ghouls, so a minimum of 111. There’s not much flesh to
be found on the moon, so they’re going to be ravenous, mad with hunger. Only
a few of these undead will have intact/ functioning
hearing organs. |
21,22 |
d66
Wights. Fortunately
for them, an energy level doesn’t need to be drawn from a fleshy or even
living thing. But it has made them strange, and they do still desire mortal
life energy. |
23,24 |
Pearl
Jelly. Lachrymiform translucent
ooze-monster. Slowly drags itself around or squats in one place, wobbling. If
you lock eyes with something through it, you transfix and hypnotise each
other. As well as leaving you both largely helpless and abnormally
suggestible during this time, at some point the jelly will identify you as
prey and hurl itself at you in a writhing coil of voracious pseudopods.
Unintelligent, but migrate across space on moonbeams. |
25,26 |
Cube
Warriors. From
5 to 10’ in each dimension, these metallic cubes are remnants of some long-lost
civilisation. When activated they sprout a leg and an arm from each face and
take up whatever arms are available. No one has ever tried talking to one, or
noticed the subtle features etched into their surfaces. |
31,32 |
Lost
Goblins. There
shouldn’t be any Goblins on the moon, but they sometimes end up here having
got lost while travelling by moonlight. They don’t like being on the moon (because
Goblin magic doesn’t work here) and they can’t get back the way they came. |
33,34 |
Gargantuan
Undead Shrieker (1). Effectively
a Wight, with an energy drain touch. Utterly silent. With the right
precautions they are a source of exotic resources and won’t object to being
hollowed out/ strip mined. |
35,36 |
Mi-Go. Maintain
a base/staging post/space port on the dark side of the moon. If you’ve made
it as far as the moon, they’ll consider you worth talking to (but not as
anything like equals). Field generators on the Astral Plane hide it from Ultraterrestrial Mi-Go. |
41,42 |
Insect
Mummies. A
lot more Mummies than you’d normally encounter and not of a humanoid species.
Prefer their airless, dusty cave-cities and the ageless, fathomless darkness
than being disturbed by the living (or other undead). Like the sensation of
being full of warm blood. |
43,44 |
Green
Spore (1). Splice
an underwhelming, low intelligence Beholder or Beholderkin
with a Gas Spore and an Ascomid. Spore blasts and
Violet Fungus tentacles instead of eye rays. Quivering lens of watery jelly
instead of a central eye. No bite or mouth, but it looks like it’s very glum. |
45,46 |
Mercury
Nymphs. Mercury
in the shape of fem. presenting humanoids, elementals that adapt their
appearance to the expectations of the observer. Mesmerising colours play
across their shining skin. Their touch is poisonous to mortals, but they do
not understand this. Rapidly learn any language spoken to them,
but will forget it once they cannot practice. Mildly telepathic. |
51,52 |
Dust
Gnomes. Pangolin-like
humanoids no higher than your knee. Live in clifftop burrows where the Wights can’t get at them. Herd and ride Strider Fungus.
Rolled into a ball, they are impervious to most normal attacks, crushing and
falls (poison gas works). Very high mineral content (iron, magnesium, starmetal) and mercury for blood means Ghouls won’t eat
them. Unfriendly, but will negotiate for trade. |
53,54 |
Starmetal Pleiad (1). Meteor
Nymph from deep space, formed of starmetal
(whatever you want that to be), and able to extrude protective plates and
offensive flanges to become a war-machine. Tough and fair enough to not need
to be hostile, but is a galactic peacekeeper you
don’t want to get on the wrong side of. |
55,56 |
The
Wight Queen (1). She
is very beautiful for an ancient hungry undead thing. If Wights
as-a-rule are unintelligent and speechless, she is the exception. Has a
radiance that extends her energy drain. Commands the Wights
of the moon, but this might be due to a magic item. Has no court or castle,
save where she settles at the time. Even though she wanders alone, there will
be Ghouls and Wights to call on if need be. |
61,62 |
Strider
Fungus. Woody
mushrooms with three to seven stems each, standing up to 15’ tall. If
disturbed, they will stampede like herd animals. |
63,64 |
Magnesium
Nymphs. Look
like they’re tightly wrapped in metallic bandages. Languages and telepathy
like Mercury Nymphs. Only mildly curious about any business but their own,
and not hostile. Unharmed by, but if exposed to fire, they instantly blaze
with an intense white flame: will blind/ dazzle you for 4d6 hours if you
don’t look away or protect your eyes. While blazing, they are berserkers.
Show remorse afterwards. |
65,66 |
Ultraterrestrial Mi-Go (1-3). Accompanied
by hideous electronic shrieking buzzing darkness that causes the living to
spontaneously haemorrhage - they bring their own dimension with them as they
cannot survive long in mundane space. Looking at or near them makes you ill.
Treat mundane space Mi-Go as Mi-Go treat mortals. |