We know what you'll find on the Moon if you get there via a Saturn rocket and Apollo Program Lunar Module lander. But what if you sail to the Moon aboard an elven galleon or step there through an enchanted silver door?
ENCOUNTERS ON THE FANTASTICKAL MOON
(Roll 1d20 when roving about the Lunar surface, 1d10 when stationary.)
- Roll Twice and Combine
- Plot-Advancing Encounter: Someone or something connected with whatever mission brought you to the Moon in the first place.
- Bat-Men: 2d6 slender, hairy humanoids who fly by means of a membrane stretching from feet to wrists. They are armed only with claws and small stones they drop with great accuracy. Bat-men are curious, mischievous, and greedy, but their fragile bones make them flee any armed foes.
- Fog: Dense fog lasting 1d4 hours (during the day) or until dawn (at night). You can't see more than a dozen feet in any direction.
- Giant Hounds: A pack of 2d6 white hounds as tall as a man. During the day they scavenge and are quite friendly; at night they hunt and pursue anything they encounter.
- Giant Moth: A moth with a 20-foot wingspan, looking for a suitable incubator for her eggs. If she scores a hit with her ovipositor, next Lunar dawn a brood of giant caterpillars hatch within her victim.
- Lunar Elves: 1d6 Small and silver-haired elves armed with bows and sabers; during the day they are noble and benevolent, but when darkness falls they become cunning and evil.
- Lycanthrope: During the day he takes the form of a giant black wolf. At night he reverts to human form.
- Mooncalfs: 1d6 ugly, translucent-skinned quadrupeds about the size of a horse. They are harmless, but if threatened they give off a hypnotic cry which puts other creatures to sleep.
- Rival Explorers: 1d8 visitors from Earth whose goals conflict with yours. They'll do anything to keep you from getting back before they do.
- Cheese Mine: an open-pit mine worked by 1d8 dwarves with sharpened spades. The dwarves are protective of their claim, but have plenty of cheese to spare and will eagerly trade for wine and crackers.
- Dust Pool: You stumble into a deep pool of fine grayish dust, too light to swim in and too dense to breathe. What's worse is that there's a giant Dust Worm at the bottom of the pool, coming to eat you up.
- Enormous Mushrooms: They only open during the Lunar day, and send out clouds of hallucinogenic spores.
- Giant Caterpillar: The last stage of life before it transforms into a moth, this caterpillar is the size of a bus. It rears out of the hole where it has been eating cheese and growing for years, hungry for protein.
- Pathway into the Dreamlands: If you think this place is weird, you haven't seen anything.
- Ruin: Huge shattered crystal domes and towers, built by the ancestors of the underground Lunarians, inscribed with their ancient runes.
- Seashore: The black waters of a Lunar sea stretch before you. You can continue travel along the shore, or improvise a boat and take to the strangely calm sea.
- Temple of Hecate: A vast pillared hall where 1d100 witches come to worship their dread goddess. Non-worshippers are sacrificed if they can't get away in time.
- Tunnel Entrance: An opening into the caves of the insectile and telepathic Lunarians, who are perpetually on the verge of starvation and envy Earth's abundance.
- Tracks/Aftermath: Reroll to see what you just missed.
SITUATIONS ON THE FANTASTICKAL MOON
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
If you're interested in stories which don't take place on the Moon, check out my ebooks Outlaws and Aliens and Monster Island Tales!
Recent Comments