The Lonely Encounters of Lune


Hex Map

To understand the random encounters below, you have to understand the map of Lune. And even then… Hexmap of Lune The map is intended to ‘wrap’ around a sphere. Column A is directly adjacent to Column T. The hexes at the extreme north and south ends are duplicated for ease of mapping, but hexes with the same label occupy the same space. When you explore Lune, you can explore every inch of the surface - you can walk in one direction and wind up back where you started. It’s a beautiful experiment!

You may notice the map is marked with sensible regions determined by geography. At first, I considered making encounter tables specific to each region (inspired as I am by Wolves Upon the Coast, and its island-specific encounters). But Lune is too small and accessible for that approach; there’s no reason to erect artificial barriers around these little creatures. They deserve freedom. So, I switched to a holistic approach of nested tables. It might even work!

Each hex is labeled by its longitude (A through T) and its latitude (+8 through -8). The following encounter table uses latitude and other factors to produce encounters that fit in localized areas of Lune.

Hexcrawl Encounters

Roll 4d4 + latitude.

  1. (or less) Cloud of radioactive vapor moving towards you. Intensity modified by latitude.
    • -8 : Fresh exotic aerosols floating off the plume of a geyser (see Z-8). Condense into free-floating 40’ clouds surrounding the geyser and spread out at high speed. Those caught in the cloud take 1d10 STR damage and gain 1d4 Corruption. Penetrates starships, ground transport, and vac-suits.
    • -7 : A 30’ cloud of radioactive vapor moving swiftly along the ground. Those caught in the cloud take 1d6 STR damage and gain 1 Corruption. Penetrates ground transport and vac-suits.
    • -6 : A 30’ cloud of radioactive vapor moving along the ground. Those caught in it take 1d6 STR damage. Penetrates vac-suits.
    • -5 : A 20’ cloud of radioactive vapor sliding along the ground. Those caught in it save STR or take 1d6 STR damage. Penetrates vac-suits.
    • -4 : A 10’ patch of radioactive mist creeping along the ground. Those contaminated by it save STR or gain 1 Corruption.
    • -3 : A brief reading on a radiation gauge, not strong enough to cause adverse effects.
  2. Son of the South, hunting for treasures (see P-6)
  3. The Mother, searching for her son (see B-5)
  4. Mutated merfolk who no longer breathe air or water. 1d6 appearing. Mercury-poisoned and cosmically insane. (see R-7)
  5. Mutated lizard people (see Q-4), 2d6 following the trail of the Mother or the Son (whichever lair is closer).
  6. Expeditionary force from the Beryl Mist (see D-3). At 0 or lower latitude, 2d6 Solar sailors traveling in a buggy. At +1 or +2 latitude, 1d6 Solar sailors traveling in a hopper.
  7. Emissaries from Pink-Hearted Medusa (see A-2). 1 wealthy scion, 1d6 well-equipped bodyguards.
    • Activity modified by latitude.
      • -4 or lower : lost.
      • -3 to -1 : scavenging.
      • 0 or +1 : trade mission.
      • +2 or +3 : lost.
  8. Supply run of 4d6 locals.
    • Point of origin modified by longitude.
      • A-C : Dire Barnacle (B+1)
      • D-F : Brittle Star (E-4)
      • G : Bull Kelp (G.0)
      • H : Pebble Crab (H+5)
      • I-K : Titan Cockle (J+6)
      • L-N : Mossback Turtle (M+2)
      • O-P : Man-o-War (O.0)
      • Q-S : Sea Squirt (R+1)
      • T : Dire Barnacle (B+1)
    • Transport modified by distance from point of origin.
      • 2 hexes or fewer : on foot.
      • 3-4 hexes : buggy.
      • 5-6 hexes : hopper.
      • 7-8 hexes : starship.
    • Disposition modified by die roll doubles.
      • None : confident
      • 1s : desperate
      • 2s : side-tracked
      • 3s : treacherous
      • 4s : corrupted
  9. Wildlife crossing.
    • Type modified by region.
      • Aunts & Uncles : A school of 10d4 glowing crystal fish. For every 10, there is a crystal shark among them (see A+2). It contains within it the seed to sprout a new crystal forest.
      • Veins of Capricorn : Trapdoor spider clan relocating to a new nest (see I-2)
      • Lune City Plains : Moognu stampede (see R+3).
      • Southern Climes : tracks of the dragon whose lair is nearest (see B-5 & P-6). Following them leads to the dragon. Going the other way leads to 1d6 lizardman mutants (see Q-4).
      • Northern Reaches : Wandering Robo-Ronin. An antique model built to explore Lune on foot, powered by rare high-density starship fuel. Tanks are low so it will only stride ahead and do that unsheath-kill move that ronin do.
  10. Roll twice and combine.
  11. Crashed starship.
    • Roll 1d4 for type. See Appendix XX for more details.
      1. Trucker Truck
      2. Solar Skiff
      3. Freelance Flier
      4. Alien Oddity
  12. Moon-Roc hunting for food (see C.0).
  13. Resource prospectors looking for promising new territory. 1d6 appearing.
    • Type modified by region.
      • Aunts & Uncles : Moonrock miners looking for a new spot to mine.
      • Veins : High-tech scientists looking to extract ectoplasm.
      • Lune City Plains : Culty water diviners tracing the liquid leylines.
      • Southern Climes : High-tech scientists looking to collect mercury.
      • Northern reaches : Culty high-tech scientists looking to capture a dust devil.
  14. Dust devils. 1d10 appearing.
    • Disposition modified by latitude.
      • +6 or higher : worshipping the Yottapede (see P+7).
      • +5 : en route to the Conversant Gyre (see P+5).
      • +4 or lower : coming or going on a mission to consult the nearest special Devil or convince them to join the Conversant Gyre. (Special Devils are found at C+4, D-1, R-1, & K-2)
  15. Juvenile mimic crab (see K+4) mimicking a crashed starship.
  16. Moognu obstinacy (see R+3). 10d6 moognu who refuse to move, and a solo rancher who works too hard, who loves her herd and never stops, with gentle hands and the heart of a fighter, she’s a survivor.
  17. 3d6 insane robots (see F+6) out to kill all humans.
  18. (or greater) Squall, an insane dust devil who loves juggling living beings. Has thrown several people into Secluda-2’s atmosphere, and will do it again.

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