Yellow Crown
The Yellow Crown is a moon but in name. Carved with a sign of eldritch power, it turns Luyarnha into a haunting, ethereal dimension, as if the very fabric of reality was warped and corrupted. A hazy, almost suffocating atmosphere pervades the world, shrouding it in an eerie and unsettling twilight. The colors are muted, and the once bright and lively scenery of Luyarnha is reduced to mere silhouettes and ghostly echoes of its former self. The air is thick with an oppressive sense of dread and melancholy, as though the land itself mourns its lost splendor.
In the uneasy light that permeates even the darkest shadows, the only bright sources of light in this gloomy realm are the occasional faint glimmers that pierce through the murky twilight, erupting from the ground like the dying embers of a once roaring fire.
While the Yellow Crown is visible, characters that gain a madness are gripped by the visions of the original city that lies beyond the veil, where all things originate, and where all things are doomed to end. The writhing visions assault their minds, and they learn information about a random location, character, or event of the GM's choosing. The information is engulfed in madness and their mind has a hard time processing it.
The GM rolls a d20. On a 1, the information they learn is true, and on a 2, the information they learn is false; the character has no way of knowing if the information they learned is true or not.
If they start their turn and aren't in bright light, they must use their movement to reach the closest empty space that is in bright light. If at the end of their movement they aren't in bright light, they must use their action to Dash toward the bright light. If no such space is visible, they can use their movement and action as normal.on a result of 33 or lower, the character can harness this light into ephemeral wings of light; if they start their turn in bright light, they can use a bonus action to gain a flying speed of 40 feet until the end of their next turn.
On a result of 34 or higher, the character begins to glow uncontrollably, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While glowing in this way, the character gains no benefit from finishing a short or long rest.
"The moon is a mirror reflecting our sins; we cannot escape from this purgatory until we repent."— Followers of the Apocalypse When the Yellow Crown is visible, the following effects apply to the world.
Creatures
- Whenever a creature deals radiant damage, their attack explodes in a burst of radiance, overcharged by the carving on the moon. If the attack, ability, or spell that deals radiant damage has a radius, the radius is increased by 5 feet. If it targets a point or a single creature, it targets a 10-foot radius instead. If an attack, ability, or spell has an effect other than the radiant damage, only the radiant damage has its radius increased. This radiant damage can also damage the creature that made the attack, used the ability, or cast the spell.
- Artwork, literature, and music completed under the influence of the Yellow Crown take on an unsettling quality, with the power to corrupt or harm those who experience them, though they become that much more sumptuous. Creatures that listen to this music or look upon this art for longer than 1 minute gain disadvantage on their next saving throw against madness.
- The light chases away darkness, yet beckons the embrace of death: humanoids have advantage on saving throws against the frightened condition and disadvantage on death saving throws. Only the strong shall survive.
Travel
The moon illuminates the entire city in bright light. This light is considered both daylight and moonlight. In addition, particles float through the air, seemingly emerging from the ground, only to merge with the skies above. Darkness is reduced to dim light, and dim light is considered bright light, even if the origin of such darkness or dim light is magical. This permanent light makes traveling hidden inconvenient at best and impossible at worst. Stealth checks made while traveling suffer a -10 penalty.Madness
The madness section of each moon refers to a Madness DC, which is indicated in the following table.Average Party Level | Madness DC |
---|---|
1-4 | 11 |
5-8 | 13 |
9-12 | 15 |
13-16 | 17 |
17-20 | 19 |
21+ | 21 |
The GM rolls a d20. On a 1, the information they learn is true, and on a 2, the information they learn is false; the character has no way of knowing if the information they learned is true or not.
Short-Term
Whenever a character gains a short-term madness under the Yellow Crown, they develop a tremendous fear of darkness and an obsession with light. If they do not end their turn in bright light, they have disadvantage on all attack rolls, ability checks, and saving throws until the end of their next turn.If they start their turn and aren't in bright light, they must use their movement to reach the closest empty space that is in bright light. If at the end of their movement they aren't in bright light, they must use their action to Dash toward the bright light. If no such space is visible, they can use their movement and action as normal.
Long-Term
Gaining a long-term madness during the prolonged exposure to the light of the Yellow Crown has given a character photophobia, and the sheer presence of light is enough to cause them tremendous pain. If a character ends their turn in bright light, they must succeed on a Madness DC Constitution saving throw or become poisoned for 1 minute, even if they are immune to the poisoned condition. Effects that cure poison, such as the lesser restoration spell, can end the condition early, though if they expose themselves again, they'll become poisoned once more.Indefinite
A character that gains an indefinite madness under the Yellow Crown begins to irradiate with incandescent light. Roll a d100:
Type
Metaphysical, Supernatural
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