MOON KINGDOM
Tier 4 Exploration
The mysterious, luminous, and isolated ruins of a long-lost lunar kingdom that echoes with forgotten magic and ancient technology.
Impulses: Blur the line between dream and reality, let consciousness ebb and flow like the tide, whisper echoes of ancient opulence
Difficulty: 20
Potential Adversaries: Local Fauna ( Cryptimoths, Yufos ), Moon Queen’s Spirit (Arch-Necromancer), Reawakened Relics (Constructs, Vault Guardians)
FEATURES
Dreamlike Atmosphere - Passive: Everything in the Moon Kingdom feels dreamlike and floaty. A leap carries you far, and the sound is muted. The air is full of an iridescent crystalline dust that shifts in response to thoughts or emotions and might record memories of the past or visions of the future. Once per scene, a PC can make an Instinct Roll to read the psychic impressions left by past events.
What ethereal scents or sensations do the PCs experience? How does the atmosphere affect the interactions between them?
Silent Ruins - Passive: The towering silver and blue architecture of the capital is undamaged but overgrown with bioluminescent flora that pulses in time with the lunar tides. A PC who succceeds on a Finesse Roll can harvest a moon plant without killing it. A PC who eats one or more living moon plants gains a +1 bonus to Spellcast Rolls until their next long rest.
What earth flora do these moon plants look like? What do they taste like, and how do they affect the eater physically?
Lunar Astrologium - Passive: Atop the highest tower in the capital city sits a crystal dream machine that can replay history. A PC who succeeds on a Knowledge Roll can repair the machine. Once the machine is repaired, a PC who succeeds on a Presence Roll can operate it to learn the history of the Moon Kingdom’s rise and fall.
Critical Success: The PC receives clear information about key events and figures in the Moon Kingdom’s history and gains 1d4 Hope, which they can distribute among PCs they share their visions with.
Success with Hope: The PC receives clear information about key events and figures in the Moon Kingdom’s history.
Any roll with Fear: The PC receives brief flashes and sensations related to the kingdom’s cataclysmic end. If the roll was a failure, the PC takes 4d10+5 magic damage as the visions assault their psyche.
What does this machinery look like, and how does it work? What do the PCs learn about the Moon Kingdom’s history?
The Moon Queen’s Tomb - Reaction: The Moon Kingdom’s final ruler has been preserved in a selenite coffin deep within the citadel. On a roll with Fear to investigate her chamber, her baleful shade awakens and attacks the party. Summon the Moon Queen’s Spirit (Arch-Necromancer) next to her coffin and immediately spotlight her.
Who buried her here, and why? Can she be resurrected, or is destroying her spirit the only path forward?