3 Map and Hexes

Choose starting hex...

Hex Map

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Keyed Hexes

Location Hex Region First Impression
Chitinous Towers Z+8 Topshelf Two massive, glossy black spires jut up from a sand pit.
God of the Bugs P+7 Topshelf Towering artwork made of stones arranged in the shape of a insectile god.
Mermaid's Purse F+6 Topshelf No activity can be seen within the dome. The personnel door is unable to close due to the presence of a human corpse.
Titan Cockle J+6 Topshelf Inhabitants are desperate for good news. Most lay about the massive city-to-be pit, but one or two continue working in vain.
Moognu Obstinacy T+5 Topshelf -
Uncanny Tower of Stones C+4 Aunts & Uncles Dozens of stone slabs stand end-on-end. At the spire's base, a fossilized human fused with a stone turns to face you.
Roadside Massacre G+4 Topshelf Miners and engineers from Pebble Crab lie dead, along with two smashed robots. The remaining supply in the truck suggests this wasn't piracy, but simple murder.
The Anti-Crater K+4 Veins of Capricorn The dome isn't glass, but opaque rock & sand. The silhouetted buildings are actually carved on the outside. The personnel door stands open, beckoning.
King Crab O+4 Solar Desert A hatch on top of the rise opens into a cramped covert operations base.
Pebble Crab Q+4 Topshelf Wide, shallow roads corkscrew down the walls of the pit. A massive industrial truck lays overturned at the bottom.
Whirling Dervish & the Metal Man F+3 Veins of Capricorn A glinting miniature sandstorm scourges the robot's head as it tries to escape.
Dancing Deadman L+3 Veins of Capricorn A handsome, debonair dancer wearing a mask and possessing a strong psychic aura. Wears no environmental gear or armor. Up close & in atmosphere, he stinks.
Helium Lake R+3 Solar Desert Migrating moognu dominate the site. A trickle of smoke from behind a boulder indicates a cowpoke who travels with the moognu herd.
Glowing Forest A+2 Aunts & Uncles No paths run between the crystal trees; crystalline aquatic life swims through the air around their boughs.
Mossback Turtle M+2 Solar Desert The workers behave like bees, flying about to tend to their plants before returning to their underground hive to rest and relax.
Dire Barnacle B+1 Aunts & Uncles Approaching visitors are hailed with rude jokes and drinking songs. If you can roll with the punches, you'll be allowed entry with open arms.
Kassem's Chasms H+1 Veins of Capricorn Part of the chasms here have been shaped into a loop course of jumps, curved walls, and obstacles.
Heart of the Veins J+1 Veins of Capricorn Travelers at high speed are likely to get caught into the clot webbing, which alerts the spider. Slow travelers may be hunted by the psychically-active webs...
Derelict Digsite P+1 Solar Desert Ancient corroded supports overhang a shaft that drops hundreds of feet down into Lune.
Sea Squirt R+1 Solar Desert The Pumpjacks Union sing songs as they work, pumping, purifying and bottling the water that sustains most of Lune.
Stinking Honeyed Nest C.0 Aunts & Uncles Stinks sweetly of rotting moognu and honey, and abuzz with sweetroaches who live symbiotically with the moon-roc.
Bull Kelp G.0 Aunts & Uncles The airlock serves no purpose, as the dome is airless. Waldo Cruste urges those entering the dome to take cover in his building, which is riddled with bullet holes.
Man-o-War O.0 Solar Desert Access to the city is properly done through the checkpoint at the spaceport. Past that, elevators lead down to the neighborhoods.
Bouncing Ball D-1 Aunts & Uncles The mirrored grey sphere moves up and down all on its own, propelled only by psychic energy. A small crater below it grows minutely wider with each flight.
The Rainbow Man R-1 Aunts & Uncles The cave has numerous odd shapes carved out of the rock, evidently in imitation of human dwellings. The Rainbow Man always greets his human guests with friendship.
Pink-Hearted Medusa A-2 Mercurial Ponds The glass dome is brand new and locked up tight, but guarded voices will answer hails. The lumpy beehive is printed housing from the Lune Alone period. The stacked metal boxes are from the Founders era.
Smoking Hills E-2 Aunts & Uncles Some of the debris in the wreckage looks usable, but there's danger here as well.
Kith Mogul I-2 Veins of Capricorn Traipsing through the field of trapdoors is likely to result in a sudden, forced, cozy meeting with a curious family of spiders.
Flag of the Founders O-2 Solar Desert The humanoid robot Jehosephat welcomes visitors as though they're tourists.
Beryl Mist Survivors Camp F-3 Mercurial Ponds Survivors gathered around a campfire in a makeshift forward operating base, amid the wreckage. Led by Rivet Zhang, these are her hard core of loyalists.
The Ideal Home L-3 Solar Desert The dome is mechanically operated, with nobody around outside. It seems deserted inside as well. A classical suburban McMansion sits on artificial lawn.
Brittle Star E-4 Mercurial Ponds A tense ongoing standoff between the divided pumpjacks and the desperate sailors.
Mountaintop Monastery I-4 Veins of Capricorn The lonely monks lost in their psychic reverie scarcely notice the approach of visitors.
Algae Bubble M-4 Solar Desert The scrappy upstart nature of this community is evident. Their young leader bounds out to meet you.
Don't Mind Me Q-4 Mercurial Ponds Objects of dragon worship fill the ground-level observation deck. In the cargo hatch, a roasted human corpse. The elevator down to the laboratory is operational.
The Mother's Cupboard B-5 Mercurial Ponds In this shadow, a giant lizard has dug its burrow. The bleached-bone carcass of a smaller giant lizard is here.
The Son's Pockets P-6 Mercurial Ponds The mounds and holes are ~15ft high and deep. The Son's thundering footfalls are never far away.
Research McResearchpants J-7 Mercurial Ponds In the observation deck, notes pertaining to the Yottapede and shredded protective gear. High radiation levels around here.
Farleaper R-7 Mercurial Ponds Up-close scanning or digging into this formation reveals an impenetrable hard organic surface underneath - the hull of an alien starship. The Farleaper's accessible hatches and windows are buried some 30 feet deep in a muddy mixture of mercury & regolith.
Mercurial Geyser Z-8 Mercurial Ponds The geyser coats the area in dangerous radiation, clouds of which roam across the moon's southern hemisphere. Liquid mercury collects in pools around the geyser.

Starting Hex

Each player rolls 1d20 for longitude, and 2d8 for latitude. When a non-existent hex is rolled, choose a nearby hex instead. Triangulate each player's rolled hex according to Circumstance to find your starting hex.

1d20 Longitude 2d10-2 Latitude
1 A 18 -8
2 B 17 -7
3 C 16 -6
4 D 15 -5
5 E 14 -4
6 F 13 -3
7 G 12 -2
8 H 11 -1
9 I 10 0
10 J 9 +1
11 K 8 +2
12 L 7 +3
13 M 6 +4
14 N 5 +5
15 O 4 +6
16 P 3 +7
17 Q 2 +8
18 R
19 S Less than 2 Roll again.
20 T

Circumstances

If you ever possessed a ship, you don't any more.

  1. Crashed! Start at the rough midpoint hex between rolls, with debris of a spaceship that needs massive repairs.
  2. Marooned! Start at the most remote hex between rolls.
  3. Stolen! Start one hex away from an industrial feature between rolls.
  4. Forgotten! Start one hex away from a settlement between rolls.
  5. Press-ganged! Start one hex away from a natural feature between rolls.
  6. Survived! Start at any hex between rolls.

When traveling to another hex, check for encounters...