Tales of the Lunar Lands
Musings on Tabletop RPGs, Pop Culture, Perytons, and Other Nonsense
Friday, April 4, 2025
Friday Encounter: The Leprechaun's Drinking Contest
Thursday, April 3, 2025
Saga of the Ortegids: The Nine Gods, Part 2
- Gaius's appearance varies depending on who he appears to. He tends to appear as a stout bearded man or a dwarf when dealing with humanoids, and as a dragon with scales that flicker in the colors of fire when dealing with dragons and their kin. Depictions of the god in artwork likewise reflect the culture of their origin.
- Alignment: Lawful Neutral
- Domains: Forge, Light, Nature
- Oaths: Crown
- Astrella appears as a striking woman - it is said that everyone who beholds her sees their ideal of beauty. Other legends say that this is only a guise, as beholding her in her true radiance would cause a mortal to go blind.
- Alignment: Chaotic Neutral
- Domains: Trickery, Unity, Zeal
- Oaths: Devotion, Treachery
- Wyrdpater is depicted as a wizened old man with a long beard, dressed in the garb of a wizard. He is usually shown carrying a scroll, upon which is written the fates of all mortals.
- Alignment: True Neutral
- Domains: Arcana, Fate, Knowledge, or use a Diviner to represent a pilgrim of Wyrdpater.
- Oaths: Ancients, Watchers
- Verina is often shown as a young woman barefoot and dressed in simple animal hides, with branches tangled in her hair, or a crown of leaves. She is sometimes depicted as a beastman (especially among beastmen).
- Alignment: True Neutral
- Domains: Nature
- Oaths: Ancients, Watchers
- Hesper appears as a stout, matronly woman in an apron. Despite her divine nature, she does not favor the grandiose pageantry of other gods, and prefers to present herself modestly and humbly. As such, depictions of her are difficult to distinguish from those of ordinary people.
- Alignment: Neutral Good
- Domains: Life, Peace, Protection
- Oaths: Redemption
Monday, March 31, 2025
Saga of the Ortegids: The Nine Gods, Part 1
- Rubiss appears as a beautiful woman with red hair - people with red hair are regarded as having the blessings of Rubiss. Her symbol is a set of three rubies laid in an upside-down triangle, typically worked into an amulet.
- Alignment: Neutral Good
- Domains: Life, Peace, Protection
- Oaths: Devotion, Redemption
- Estark takes the form of a giant clad in armor, wielding a weapon in each hand and bearing two horns on his head, along with a third eye that beholds all battles in the world. His symbol is a set of brazen horns hung from a pendant, either worn or dangling from the hilt of a weapon.
- Alignment: Chaotic Neutral
- Domains: Strength, War
- Oaths: Conquest, Glory, Vengeance
- Melisine is depicted as a pallid woman in dark robes and the veil of a mourner. Her symbol is a skull with gems set in the eye sockets.
- Alignment: True Neutral
- Domains: Grave, Twilight
- Oaths: Ancients, Watchers
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Art by Juan del Pino |
- Boros appears as a weather-beaten man with a long beard, often with either the tail of the fish or the lower legs of a bird. He always has bird-like feathers along his arms, or wings on his back. His symbol is a set of wings.
- Alignment: Chaotic Neutral
- Domains: Nature, Tempest
- Oaths: Ancients, Open Sea
Friday, March 28, 2025
Friday Encounter: The Sky Opens
This encounter can be used in any outdoor environment, but to get the most use out of it, it's best used while the PCs are traveling, either on a road or through the wilderness. This means they can't simply go underneath the roof of a nearby building to take shelter.
While the PCs are traveling, the sky suddenly turns overcast. A moment later, with a peal of thunder, the clouds open into a torrential rainstorm, with water coming down hard all around them. The storm lasts for 1d4 hours. Until then, the party will have to figure out some way to deal with it.
The obvious answer is to go off the path and try to find shelter, such as in a cave or beneath a large tree, and wait it out. Perhaps this would be as simple as moving to a nearby location you already have on the map, or perhaps you could have a Survival check to find a suitable shelter. This side trek could lead to other encounters or discoveries - perhaps, in looking for shelter, the PCs come across something else. If the party is in a hurry, or if someone is under the effects of a spell with a limited duration, the delay could cause them to lose valuable time.
If the PCs decide to press on despite the effects of the storm, they take one level of Exhaustion for every hour they travel. Additionally, if they traveled through the rain, they must make a Constitution saving throw or come down with a cold, which will take them out of action until they sleep it off. They gain the Incapacitated condition until the next long rest, or if some magical means to cure disease are employed. The DC for this save starts at 5 and increases by 5 for every hour the PCs travel through the rain.
Don't forget other effects rain could have on the PCs or other creatures. If they're carrying torches, they may run the risk of going out. Scrolls, books, and other objects that could be damaged by water might become unusable if not properly stored. An invisible creature could be detected in a rainstorm by how its body displaces water. Like I said, there's a lot that can be done with weather, so don't forget about it in your toolbox.
Tuesday, March 25, 2025
Saga of the Ortegids: Thoughts on Religion
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Art by chuckcg |
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Art by darksouls1 |
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Art by Biel Bahi Pla |
Friday, March 21, 2025
Friday Encounter: The Curse of Feebleness
Some way or another, the PCs are all stricken with a curse that penalizes them in a fashion that is detrimental to their class and general play style, making it hard for them to fit their typical role in the party. For example:
- Martial classes have Disadvantage on all Strength checks, to-hit rolls, and damage rolls, and their carrying capacity is halved.
- Magic-users have Disadvantage on Knowledge checks, any checks to successfully cast spells, and saves against magical effects.
- Rogues have Disadvantage on all Dexterity checks, and their footsteps become loud and conspicuous, making it harder for them to sneak around silently.
- Bards become tone-deaf and have Disadvantage on Performance checks. They also lose proficiency in any musical instruments until the effects of the curse wear off.
Wednesday, March 19, 2025
Dharma Abbey
Dharma Abbey is located in the mountains north of Baharata, in the area corresponding to the Tibetan Plateau. It's populated by reclusive monks who have little contact with the outside world, but there are a few outsiders there who have sought the Abbey for guidance in their personal journeys. Though termed an abbey, the pseudo-Christian iconography of the temples in most cities is lacking, and the place instead has a Buddhist feel (if you couldn't guess by the name).
I plan on addressing the subject of religion in another post, but I feel it's quite apparent that the monks of Dharma Abbey practice a different religion than the rest of the world. Of note, Dharma Abbey is the only way to make one of your characters a Sage - they're the strongest class in the game, with access to the best healing and offensive spells, but in order for one of the party members to become one, they must pass a test involving retrieving a sacred scroll from a dungeon to the north - if the scroll is located there, this is likely the ruin of another temple of the same faith. This item is called different things in pretty much every release of the game, but the NES version calls it the Book of Satori, which is a nice evocative name, so I'm calling the religion Satorism. I would also presume that the Sage class thus represents people who have been taught in the mystic arts at the Abbey, and who have mastered the teachings of Satorism. This also means the monks are likely powerful magicians, versed in different disciplines of magic.![]() |
Art by Leland Klanderman |
There isn't too much in this area of the map besides the Abbey, but in the interests of fleshing out the world, I'd likely put some nomadic tribes in the surrounding hills. Most of the overworld's equivalent to Central Asia is covered by forest (again, more on that in another post), so this seems like the best place to work steppe nomads in, because I have to have steppe nomads somewhere. To maintain the Shangri-La allusions, these people would likely know of the Abbey through local rumor, but those who had laid eyes upon it would likely be few in number - PCs would have to seek them out as guides just to get to the place.