FLY ME TO THE MOON

A fantastique OSR hexcrawl of antique lunacy and splendor.

Ladies and Gentlemen: the Moon.

Fly Me to the Moon gives you the fantastique Moon stitched into a majestic hexcrawl where each entry promises sleepless hours of adventure and d’Amberville conundrums, a moose head of a Moon in 168 hexes compatible with everything OSR from Basic to Advanced.

With interconnected hexes, subterranean passages stretching over miles, factions, new classes, new spells, artifacts and relics, unique monsters, deities, and demigods, strange incarnations, and invisible cities, the bountiful Moon overflows with gifts and curses that smirk at character level.

It has a logic of its own, you see.

This is the Moon before spaceflight, the Moon of the Renaissance polymaths and the lunatics, the Estates of Cyrano, Lucian, Kepler, Flammarion, and Munchausen. This is the baroque Moon, a spirit-of-the-times Moon seeped in antique tragedy and splendor before we made it into a lifeless rock.

We are going to the Moon. Now. Whether by ladder of argent light rising from a well at the full moon, by a beanstalk, by the back of a giant goose, or in a dream.

Sample hex (0414).

A lone comet shoots above the Mare Vaporum, its rays bursting through mist and water as it descends frantically upon the PCs.

The rays cause 12 hp of damage to everyone (save vs. Petrification halves) before the comet stabilises in midair in front of the PCs, its searing heat acting as a heat metal spell round after round.

The comet, a miniature glowing star in itself, reveals a juvenile face two rounds later, absolutely unfazed by attempts to attack it, and introduces itself as Dravolio of the Tangent Path.

It’s been travelling through space, as is customary for comets, and visits the Moon out of curiosity. It’s very impressed by the PCs since it has never seen the likes of them before, but utterly confused: it talks to their ship as if it were a person (if they have one), wonders if they’re gods (“Ohhhh that would be sooo fun! I’ve never met gods! What do they eat?”), and speaks of its star friends, Furosa and Polixo–36, as if everyone knew them.

Since it has no notion of organic life, it doesn’t understand and may even take offence if the PCs ask it to move a little further. Five rounds of conversation later, it shoots another ray at the PCs out of sheer excitement, with the same effect as the first! Worse, the heat becomes so intense it now causes d6 damage per round, including to the PCs’ ship.

Dravolio of the Tangent Path leaves either when it is seriously insulted or after 10 rounds in total. In that case, it departs happily, and may come to the rescue of its new friends once, as long as they’re on the Moon (a 1–in–20 chance), though the PCs aren’t aware of it.

Dravolio of the Tangent Path (AC 0, HD 16, hp32, Att. starbeam (12 damage on a 20’ wide and 120’ long line), MV Flying 1,200ft., Morale 12, AL CG, immune to everything except annihilation, disintegrate spells, which inflict it d10 damage, and force, which inflict it 1 damage per spell level, permanent heat metal at 100’, cause d6 damage from heat at 100’ when excited or in combat).