Night LandINTRODUCTION // NIGHT LAND Vasili Kaliman

Sample file INTRODUCTION // NIGHT LAND

Sample file

2 A WEIRD-FANTASY ROLEPLAYING GAME SETTING Night Land

CONCEPT, WRITING & LAYOUT Vasili Kaliman

ART Andrew Walter

CARTOGRAPHY Benjamin Marra

INSPIRATION LITERATURE // Inferno by (1308-1314) by Dante Alighieri; Time and the Gods (1906) by Lord Dunsany; The Dream Cycle stories (1918-1932), and At The Mountains of Madness (1931) by H.P. Lovecraft; The Dark Eidelon (1935) by ; Weird Tales pulp magazine run from 1923-1940 ; Imagery and concepts from the Dying Earth sub-genre of science-fiction, including authors Jack Vance, Frank Herbert, and Gene Wolfe. ART // Odilon Redon (1840-1914); H.R. Giger (1940-2014); Johfra Bosschart (1919-1998); Richard Corben (1940-2020). COMIC BOOKS // Planet Comics (Fiction House, 1940-1953); Weird Science and Weird Fantasy (EC Comics, 1950-1953); The Cursed Earth storyline from Judge Dredd in 2000AD (1978); The Eternals (, 1977-1978) by Jack Kirby; Early issues of Heavy Metal (HM Communications, Inc, 1977-1980). TV SHOWS // Rod Serling's opening intro to The Twilight Zone (CBS, 1959-1964); The Herculoids (CBS, 1967-1969). POP CULTURE // The Bride from Bride of Frankenstein (directed by James Whale, 1935); The Monolith from 2001: A Space Odyssey (directed by Stanley Kubrick, 1968); The UFO abductees emerging from the mothership in the closing sequence of Close Encounters of the Third Kind (directed by Steven Spielberg, 1977); The Diva from The Fifth Element (directed by Luc Besson, 1997); Sith Lords from the Star Wars Old Republic novels (2010-2012); The holographic galaxy map and Engineers from Prometheus (directed by Ridley Scott, 2012). SOUNDTRACK // Sabled Sun; Hilyard; Mount Shrine; Ugasanie; Northumbria; Ruptured World; Ager Sonus. RPGS // Gamma World 1e (TSR, 1978) by James M. Ward & Gary Jaquet, Empire of the Petal Throne (TSR, 1975) by M.A.R. Barker, Skyrealms of Jorune 1st and 2nd editions (Skyrealms Publishing Inc., 1984-1985) by various authors; H.P. Lovecraft's Dreamlands (Chaosium, 1986) by various authors; Carcosa (Lamentations of the Flame Princess, 2011) by Geoffrey McKinney; Numenera (Monte Cook Games, 2013) by Monte Cook; Peril on the Purple Planet for Dungeon Crawl Classics (Goodman Games, 2015) by Harley Stroh; Old-School Essentials (Necrotic Gnome, 2019) by Gavin Norman. GAMING IDEAS // Pointcrawl concept from The Hill Cantons blog by Chris Kutalik; Spark tables from Electric Bastionland by Chris McDowall; Reaction tables from both Troika! by Daniel Sell and Best Left Buried by Zachary Cox & Ben Brown. THANKS TO // Andrew Sternick for assistance with developing the three factions of Night Land. Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.

PUBLISHER This is a lovingly made production by Singing Flame, New York // Written between November 2020 – June 2021. Sample© 2021 Vasili Kaliman & Singing Flame. Art © Andrew Walter. Cartography © Benjaminfile Marra.

WWW.SINGINGFLAME.COM INTRODUCTION // WELCOME TO NIGHT LAND PRELUDE

WHAT YOU NEED TO PLAY THE POINTCRAWL

Night Land is a weird-fantasy setting for Night Land is presented as a POINTCRAWL, ORIGINAL FANTASY and OSR rule systems. where players travel between nodes on the It can be run as a stand-alone, or plugged MAP [p.22–23] representing situations and into your current campaign world as a locations of interest. The points can repre- ­loca­tion players experience during as sent adventure sites, major encounters, or adventure. The stats within are suitable unusual landmarks and geography. The for CHARACTER LEVELS 2-3, and should be pointcrawl is an abstract system of orga- adjusted accordingly by referees for higher nizing a map to keep land-based adven- levels of play. Our suggested rule system turing simple. Referees should adjust it for is OLD-SCHOOL ESSENTIALS, utilizing both traditional hex-based play if preferred. the CLASSIC FANTASY and ADVANCED FANTASY rules and supplements. Descriptions of THE HOOK spells used by NPCs in this setting can be If set in your campaign world, Night Land found in the OSE rules. Monsters, magic is a region that players may find them- items, and some spells in Night Land are selves in during travel, always after the original. AC 9 [11] is treated as unarmored. sun has set. They mysteriously cross the threshold, discovering themselves in an WHAT IS NIGHT LAND? unfamiliar world. Night Land can manifest Night Land is a realm where the sun has anywhere in time and space after twilight, extinguished and its ashes lay strewn allowing players to enter suddenly. Alter- across a landscape. One after one, the stars natively, players could reach Night Land in the universe are entering their ultimate through a portal, dreams, when a spell stages of life, and existence is evaporating fails, it might be an uncharted region into memory. Night Land may take place in their current world, or perhaps it's a far in the future, or even in the past. It is location they appear in after their mortal a dream-like realm existing without plot, bodies are slain during during an ill-fated whichSample referees can weave to their will. The encounter in an adventure. file When enter- art by ANDREW WALTER should be used to ing Night Land, players arrive outside the stimulate the referee’s and players’ entrance at LOCATION 1 [p.11]. imagination.

2 WELCOME TO NIGHT LAND // INTRODUCTION

TRAVELING BETWEEN LOCATIONS LINKS BETWEEN EVERYTHING

Players travel between locations by Two RELATIONSHIP MATRICES [p.43–44] PATHS, along with suggested travel times. provide links between factions and beasts, Events such as random encounters may and connections between key locations. affect the time taken. Paths are roads, Use as a resource to understand conflicts, well-used throughout Night Land. If alliances, and develop these into hooks for the referee adheres to the point-crawl adventures within Night Land. method and players veer from paths, here are suggestions of what to do: The ashes AMBIANCE & THEMES might become too thick to wade through; Melancholia, world-weariness, wounded terrifying beasts might be heard ahead innocence, reflection, entropy, exhaustion, to discourage them; they might reach an romanticism, idealism, hope. escarpment too steep to scale; or they may find themselves within a keyed location of DEPARTING NIGHT LAND the referee’s choosing. There are a few ways players can depart from their expedition into Night Land. POPULATION The first is to exit after the last encounter Night Land is populated by three main on the pointcrawl at LOCATION 17 [p.29]. FACTIONS [p.4-7], RESIDENTS [p.32], and Another is for the referee to create a magic BEASTS [p.36-42]. portal in one of the encounter locations which transport the players to another ILLUMINATION adventure. A final method is whilst the An unmoving permanent full moon illu- party is walking on a path towards a minates Night Land, bathing the region location — the referee may choose to with a soft, blue-green light. The ambient conclude the players' tour of Night Land for glow enables partial and shadowy viewing now. If this visit was a deviation, the path within 60', and creates sharp, distinct converts back to solid ground, and players silhouettes of forms in the distance. An return to the campaign world they knew artificial light source is recommended prior, perhaps with the sun rising on the when traveling on paths, however, horizon. When players leave Night Land, it flammableSample substances such as wood and should dissolve behind file them as they pass oil are limited, challenging to procure and the threshold. They may enter Night Land costly. SUN SPRITES [p.40], the fey-like again, but this should be at the referee's creatures, are also a source of illumination. discretion, unless can players can discover or quest for it anew.

3 FACTIONS // SUNMOURNERS FACTIONS

Sunmourners Principled. Generous. Traditional

AC 6 [13], HD 4, HP 14, ATT 1 x staff (1d4), MV 90' (30'), AL Lawful, XP 75, NA 1d4+2 Sunmourners roam Night Land in ceaseless quest of remaining embers of the extinguished sun. Their spells transform these fragments into myriad variations of magical SUN STONES [p.34]. Sunmourners serve as traveling preachers, performing continuous odes to keep the memory of the fallen sun alive, seeking to open hearts and minds to the authentic nature of loss and grief. They have an opulent poetic tradition and aim to touch the heights of artistic endeavor, which speaks of the eternal truth and beauty that renders human suffering insignificant. They pity the unenlightened ways of the VOID ENGINEERS [p.7], and seek to obstruct their efforts of hoisting a monstrosity over Night Land. They consider the NECRO DIVAS [p.6] an abomination, but share a philosophy that Night Land is in a state of entropy and coming to an imminent end. They ride swine and are accompanied by their light-bearers when making journeys through the darkness.

ABILITIES: Varies with each Sunmourner, roll below. SPELLS: Dream Letter, Heavenly Delusion [p.35].

D10 SUNMOURNER ABILITIES…

1 Summon a small creature made of ash.

2 Perfectly mimic the voices of creatures once they've heard them.

3 Can deduce 'yes' or 'no' answers to very simple questions through mystical contemplation.

4 Read history of dramatic events left in objects and places.

5 Summon small amounts of pure destruction into their hand and apply it to a small items of their choosing.

6 Knows of each of the sorrows you have ever lived through. 7 SampleMastery of time, enabling manipulation to make adjustments to the speed of objects. file 8 Compel a dead creature into a jerking motion to appear alive.

9 Conjure a pair of indeterminate entities from the realm of nightmares, which a chosen target can see.

10 Briefly hijack a foe's eyes and use them as their own.

4 INTRODUCTION // NIGHT LAND

Sample file

5 FACTIONS // NECRO DIVAS

Necro Divas Anarchic. Bacchanalian. Cruel.

AC 4 [15], HD 3*, HP 12, ATT 1 x bone whip (1d4 + paralysis) or 2 x bone dagger (1d4/1d4), MV 120' (40'), AL Chaotic, XP 75, NA Varies

Charismatic sorceresses, elegant, fearsome, without a soul. In relentless search of adulation, each Necro Diva is served by a love-struck entourage, convinced she alone can replace the sun in the hearts of the people of the Night Land. Their spells are founded on their powerful voices, they sing into being many useful items by coalescing sound and noise into ­​physical form. They meditate on Night Land's inevitable extinction and believe only through ­decadence, depravity, and amorality can meaning be created. They hunt SUNMOURNERS [p.4] for sadistic pleasure. They forge ​temporary alliances with the VOID ENGINEERS [p.7], but have little patience with their rigid, extreme ideas.

SPELLS: Ashen Clone, Distill Sound, Doomed Ballet [p.35]. WEAPONS:Sample Bone whip (1d6), constructed from extracted spinal columns file of SUNMOURNERS [p.4], produces a paralyzing effect for 1d2 rounds when victim is struck, save vs paralysis to avoid; SUNMOURNERS thighbones are carved into piercing weapon (1d4), which they also play as musical flutes to commandWINGED BEHEADERS [p.41], their beloved flying mounts.

6 VOID ENGINEERS // FACTIONS

Void Engineers Hierarchical. Clandestine. Greedy.

AC Varies, HD 2, HP 8, ATT 1 x weapon (1d6), MV 120' (40'), AL Neutral, MV 120' (40'), XP 75, NA Varies More an ideology than a faction, Void Engineers are convinced the sun can be restored, and are committed to the task. They have constructed several sun-replacements, each a cata- strophic failure. Little is ​understood of their secretive organization, other than they arose from remnants of deposed rulers. They are devoted to ambition, order, and reason. They engage in various preposterous schemes, assassinating anyone who betrays or exposes them. They grind discarded SUN STONES [p.34] into a fine powder, which when ingested in tea, renders the drinker unconscious and plunges their mind into a black void, in which they have the mastery to shape and create whatever they wish. Those who sip from the same brew can collaborate in this lucid state, and their creations are brought into the world upon awakening. Addicted to this infusion, Void Engineers can be identi- fied by its side-effects of yellowed eyes and teeth, an acidic smell, and sullen movements. They envy the freedom had by the NECRO DIVAS [p.6], and exploit them for material gain. They sneer at the SUNMOURNERS [p.4] philosophy of accepting the world as impaired and doomed.

D10 CONSPIRACY THEORIES SURROUNDING THE VOID ENGINEERS…

They discovered and activated an artifact, not of this world, which influences dreams, alters life, and accelerates 1 evolution. It is also believed to be a beacon.

2 Their leader is a child who doesn't age.

They can prove history is a deception, and that a sun in Night Land has never existed. They seek to rule and 3 dominate by purporting to be saviors of the world.

4 They long for the release of death and await a messiah-like figure to deliver it.

Many Void Engineers ultimately metamorphose into Necro Divas due to the Sun Stone powder they become 5 addicted to. It corrupts them and they abandon to revelry and hedonism.

6 They are clones of a Sunmourner. 7 SampleThey have detained an immortal being and extracted its soul to power a new sun. file 8 They have hidden bunkers where they store captured residents in stasis for their objectives.

9 Their experiments have caused ruptures in space-time and creatures from elsewhere to enter Night Land.

10 They catch beasts to create hybrids with humans.

7 RANDOM TABLES // EVENTS & ENCOUNTERS RANDOM EVENTS & ENCOUNTERS Random events whilst traveling on Paths occur on 1–in–6 per hour, or at the referees discretion. Frequency of random events in Locations can be rolled at the referee's discretion, such as if the party revisits a location, spends too much time searching an area, or you'd prefer the dice to determine what happens next.

PATH LOCATION D100

1d3 NECRO DIVAS [p.6]. Reaction [d10]: 1-5—hostile; 6—cowardly; 7—guarding; 01–10 01-05 8—distracted; 9-10—vulnerable.

1d6 SUNMOURNERS [p.4]. Reaction [d10]: 1—bored; 2—distracted; 3—needy; 4—guarding; 11-15 06–20 5—scared; 7—watchful; 8-9—fleeing; 10—hostile.

1d4 CULT MEMBERS [p.31]. Reaction [d10]: 1—hostile; 2—mocking; 3—transporting; 16-25 21–30 4—cautious; 5—probing; 6—searching; 7—probing; 8—drunk; 9—fleeing; 10—angry.

1d3 RESIDENTS [p.32]. Reaction [d20]: 1-2—ambush; 2—scared; 3—asking; 4—friendly; 6—smug; 7—guarding; 8—offering; 9—mocking; 10—hostile; 11—playful; 12—obliging; 26-30 31–65 13—suspicious; 14—depraved; 15—distressed; 16—shocked; 17—wounded; 18—kind; 19—deceptive; 20—savage.

TWILIGHT VERMIN [p.42]. Reaction [d10]: 1—7 hostile; 8—feasting; 9—stalking; 31-40 — 10—fleeing.

1d2 WINGED BEHEADERS [p.41]. Reaction [d10]: 1-6—hostile; 7—laboring; 8—mating; 41-45 66–70 9—patrolling; 10—evading.

1d2 ASH GOLEMS [p.36]. Reaction [d12]: 1-4—hostile; 3—wounded; 4—eating; 5—drunk; 46–50 71–75 6—fleeing; 7—ecstatic; 8-9—busy; 10—fascinated; 11—oblivious; 12—singing.

51–55 — SHADOW WALKER [p.38]. Reaction [d10]: 1-8—vicious; 9-10—oblivious.

2d4 SUN SPRITES [p.40]. Reaction [d10]: 1-4—loving; 5—confused; 6—cautious; — 76–84 7—distressed; 8—intrigued; 9-10—fleeing.

Sample1d3+1 FACELESS DRIFTERS [p.37]. Reaction [d10]: 1-5—ferocious; 6—confused;file 7—evasive; 56–60 85-90 8—fleeing; 9—distressed; 10—guarding.

QUANTUM BLINKER [p.40]. Reaction [d12]: 1-7—aggressive; 8—sleeping; 9—fleeing; 61–65 — 10—absorbing; 11-12—expanding.

8 EVENTS & ENCOUNTERS // RANDOM TABLES

PATH LOCATION

PATH BECOMES [d6]: 1—soggy (+1 hour to travel); 2—smooth, hard (-1 hour to travel); 66–75 — 3—rocky (climb, +2 hours to travel); 4-5—thick ash (+1 hour to travel); 6—uncannily dark (roll d20+20 again on this table).

SKY OR LAND EVENT [d20]: 1—comet; 2—earthquake; 3—sinkhole; 4—ash storm; 5—ball lightning; 6—falling star; 7—dread silence; 8—static electricity; 9—falling star; 76–84 — 10—mad whispers; 11—lights in the sky; 12—red fog; 13—windstorm; 14—frostbite; 15—poison gas; 16—stellar alignment; 17—meteor shower; 18—avalanche; 19—violent wind; 20—voice of doom.

PATH LANDMARK [d20]: 1—monolith with beam of light; 2—metallic flowers growing from ash; 3—excavated cemetery; 4—crumbling ruins; 5—organic structure; 6—inexplicable architecture; 7—remains of recent camp; 8—field of mist; 9—lair of beast; 10—hundreds of 85–89 — corpses; 11—overgrown tomb; 12—towering statue; 13—roadside memorial; 14—open sewer; 15—nest; 16—portal to another plane; 17—cryptic art; 18—twisted fauna; 19—aftermath of a battle; 20—macabre ritual site.

CONFLICT (Roll 3 times and combine): 1] A... [d10]: 1—Void Engineer; 2—Necro Diva; 3—Sunmourner; 4—Resident; 5—Ash Golem; 6—Winged Beheader; 7—Faceless Drifter; 8—NPC the party previously met; 9—Quantum Drifter; 10—Twilight Vermin.

2] Is... [d20]: 1—stealing from; 2—slaying; 3—fleeing from; 4—aggressive towards; 90–94 91–94 5—guarding; 6—feeding on; 7—mating with; 8—sitting with; 9—defending; 10—capturing; 11—torturing; 12—defecating on; 13—beheading; 14—crying with; 15—teasing; 16—crawling with; 17—baptizing; 18—aiding; 19—studying; 20—worshiping.

3] A... [d10]: 1—Void Engineer; 2—Necro Diva; 3—Sunmourner; 4—Resident; 5—Ash Golem; 6—Winged Beheader; 7—Faceless Drifter; 8—NPC the party previously met; 9—Cult member; 10—Twilight Vermin.

LOCATION COMPLICATION [d10]: 1—random PC slips and falls; 2—random light item blows away; 3—random weapon damaged; 4—party senses they are being tracked; — 95–00 5—blinded by ash; 6—random PC damages footwear; 7—witness a shocking crime; 8—items missing, probably stolen; 9—random PC has been poisoned from last meal or item they came into contact with; 10—forced to leave location.

PATH COMPLICATION [d20]: 1—random PC stumbles and slips and falls; 2—random light item blown away; 3—lost, add 1d3 hours to find your way; 4—sun stones fade; 5—weapon dropped; 6—random PC blinded in one eye by flying debris; 7—random PC paralyzed; Sample8—dazed and confused, random PC has nervous breakdown, 1d4 hoursfile to recover; 95–00 — 9—party is confused, believes they're being followed; 10—food spoils; 11—forced to backtrack; 12—wound on random PC gets infected; 13—random item by party lost; 14—bodies fall from the sky; 15—paranoia, random PC goes temporarily insane and attacks an ally; 16-20—massive terrain obstacle.

9 INTRODUCTION // NIGHT LAND

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10 WELCOME, THE ENTRANCE TO NIGHT LAND // LOCATIONS

TWILIGHT… The path slowly transforms to ash. Boots are coated in grime as they trample through. A dimmed moon bathes the terrain in serene light. Far-off forms resemble ominous ­silhouettes. Frigid wind possessing a smoky fragrance bites skin and irritates eyes. The sky is crystal clear. Few stars sparkle on its canopy — far less than usual...

1. The Entrance to Night Land CROSSING THE THRESHOLD INTO A WEIRD REALM • PATH TO LOCATION 2

A 30' diameter PIT interrupts the path, shooting downwards to darkness. If the edges are surveyed, flashes of RADIANT COLOR sparkle within, rising like soap bubbles. Miniature SPHERES emerge, solid, one for each party member, depicting scenes from the PC's past, composed of moving images and sound. INSPIRATUS THE GATEKEEPER climbs out the hole nearby. [Illusionist 8th level, AC 5 [14], HD 8, HP 33, ATT 2 x poison dagger +2 (1d4+2/1d4+2 and save or die). SPELLS: alter self; color spray; gaze reflection; hypnotism; magic mouth; solid fog]. Handsome, alluring, ageless. Welcomes party to Night Land, urges caution. Offers RUMORS [p.30] for trade, doesn't accept coins. Plunges back in the pit once he's chatted, or blinks out of existence, leaving behind the smell of burnt sugar. Dwells in the same dimension of sweet stuff as THE TOOTH FAIRY (see the adventure XANADU, also published by SINGING FLAME).

D6 EVENTS & ENCOUNTERS NEARBY…

Wounded SUNMOURNER [p.4], bite marks throughout their body, dying slowly. Was ambushed by a 1 WINGED BEHEADER [p.41]. Begs to be carried to the SUNMOURNERS commune [location 2, p.12]. A reward awaits anyone who can preserve their life.

Three SKY CHARIOTS, soaring in the sky, flying in formation. Each has a long blazing trail of fire shooting from 2 the rear. They are heading deep into Night Land.

The ground reverberates, an odor of electricity saturates the air. A SHADOW WALKER [p.38] approaches. 3 Reaction [d10]: 1-8—vicious; 9-10—oblivious.

A severe STORM can be heard from the direction the PCs originated . Thousands of red lightning bolts strike 4 the ground per minute. It is advancing towards their location.

1d3 WINGED BEHEADERS [p.41], sitting on a pile of ruins. Reaction [d10]: 1−7—hostile; 8—distressed; 5 Sample9—wounded; 10—evading. file

1d2+2 RESIDENTS [p.32], armed with missile weapons. Know RUMORS [p.30]. Reaction [d20]: 1-2—ambush; 3—helpful; 4—friendly; 6—wounded; 7—inquisitive; 8—offering; 9—mocking; 10—confused; 11—playful; 6 12—obliging; 13—suspicious; 14—depraved; 15—crying; 16—shocked; 17—smug; 18—kind; 19—deceptive; 20—violent.

11 LOCATIONS // THE SUNMOURNER COMMUNE

2. The Sunmourners A COMMUNE INHABITED BY A MAJOR FACTION • PATHS TO LOCATIONS 1, 3 & 8

A COMMUNE inhabited by 2d20+20 SUNMOURNERS [p.4]. Visitors observe Sunmourners performing daily tasks, oblivious to foreigners. Guests are cordially greeted and scru- tinized how they passed over the realm of SHADOW WALKERS [p.38] — an area on Night Land's outskirts — and survived. They share bread, tea, and teachings on the sublime, unknowable nature of SUN STONES [p.34]. Inexplicably, they are well-informed of the play- ers' accomplishments and know many RUMORS [p.30] of Night Land's present intrigues.

d6 NOTABLE SUNMOURNERS…

ZIRA — Former wizard slayer. Disrespectful. Obsessive. 1 Afraid of their uncontrollable powers. Claims to have been raised by space gods. Has invisible blood. Can't stop staring. Possessions: Pouch filled with rotten teeth.

TAHAN — Former map maker. Absurdly tall. Easily embarrassed. No memory of the past. Can chop off a finger and become invisible for an hour. Hates everyone. 2 Possessions: Key to a family crypt. Lyrics and music to a song. Power: Eye carved into forehead, can read a creature's thoughts for one minute per day.

JULIUS — Former cult historian. Creepy. Kleptomaniac. 3 Knows secret tunnels and ruins. Relishes watching executions. Enjoys a unique pastime. Possessions: A glass prism that emanates light if rubbed. A contract for murder.

ANIBAL — Former maker of religious symbols. Chatterbox. Probing. 4 Sworn their life to the defense of the faction. Sleepless stimulant-addict. Carries their favored item. Possessions: An infinite inkwell. A piece of solidified sound.

SIDIRAN — Former ghost-hunter. Jovial. Sadistic. 5 Is 2000 years old but looks 65. Can transform solids into liquids. Reverse engineers magical items. Possessions: A torn-up letter. A severed finger bearing a gold magical ring.

BRYAXIS — Former paladin. Ungrateful. Ambitious. 6 Acquired hunger for Necro Diva flesh. Eerily lucky in endeavors. Concerned with their personal space. Possessions: A silver skull the size of a coin. A jar of face paint.

D4 HOOKS…

Destroy: A ladder within a hamlet of NECRO DIVAS [location 7, p.16] extends to the heavens. Entities descend 1 from other planes, threatening Night Land's survival.

Rescue: SUNMOURNERS traveled to explore a recently discovered TOMB [location 6, p.15]. Communication 2 Samplewith them through the DREAM LULLABY spell [p.35] has been lost. file Kill: A famous celebrity living within a PIT [location 17, p.29] must be destroyed. He cast a spell that made the 3 sun flee, killing him will encourage the sun to return.

Deliver: Rare SUN STONES [p.34] must be retrieved from a group of CHAOS MESSIAHS [location 15, p.27] 4 who map the night sky. It is imperative for the continuation of Night Land.

12 THE MERCHANT CARAVAN // LOCATIONS

3. The Traders A MERCHANT CARAVAN WITH ITEMS FOR SALE • PATHS TO LOCATIONS 2, 10 & 5

On a trail by the side of ASH DUNES, a merchant caravan and their entourage are ahead. Rich soothing CHANTING can be heard as they approach. Escorts hold chains drawing a WHEELED CAGE, accompanied by 1d2+1 ASH GOLEMS [p.36] serving as guards. They are traveling to to the SUNMOURNER commune [location 2, p.12] to solicit SUN STONES [p.34].

D4 NOTEWORTHY MERCHANTS…

RAHU SUD — Bureaucrat Inquisitor, AC 7 [12], HD 2, HP 8, ATT 2 x blow gun (1d3/1d3). 1 Spell: hypnotic pattern, blur — Eyelids rotted away. Fast-talking. Walks with a cane. Conspiracy theorist determined to expose truths. Seeks destruction a landmark. Possessions: A magic whistle. Velvet blindfold.

AGÚST AVENTINIUS — Soil Protector, AC 6 [13], HD 3, HP 11, ATT 2 x scimitar (1d8/1d6). Spells: magic missile, levitate, ESP — Abnormally oversized skull. Covered in tattoos. Absent-minded. Has a fatal 2 illness. Frightened by the PCs. Possessions: Three broken lock picks. A tiny cage. Power: Can evoke shards of light that scorch enemies.

TUKAARIA EPA — Armageddon Knight, AC 8 [11], HD 2, HP 6, ATT 2 x bola (1d3/1d3). Spell: wall of fog — Intolerant. Sniffs audibly. Brilliant innovator. Talks of dreams the PCs had the previous 3 night. Hunting for a unique metal. Possessions: Unopened letter. Pouch filled with ash. Power: Can create a small sphere of wind to target an opponent.

LYDDA KSARDIR — Acrobat Gravedigger, AC 7 [12], HD 1, HP 4, ATT 1 x flail (1d8). Spells: light, hold person — Agitated. Wears a wig. Drools from the mouth. Cannot hear or speak. Hasn't slept for 4 years. Wears a cloak with odd symbols. Possessions: A vial of blood. A stone smoking pipe. Power: Can conjure a creature from a shadow.

D4 THEY ARE HAULING…

1 1d3+2 FEAT MYSTERIONS, charged with the crime of looking for the secret of immortality.

2 1d6 AURA ZEALOTS, bodies marked with esoteric sigils cut into the skin.

3 A caged SUN DEMON with swarms of bugs following it.

4 1d6+6 babies to be baptized to at THE LAKE OF REDEMPTION [location 8, p.17].

D4 THEY ARE PEDDLING… (ROLL 2 TIMES AND COMBINE)

ITEM PAYMENT REQUESTED 1 SampleKeys that glow when evil is near. 1d3 uses. A cup of spit. file 2 Flutes made of a thigh bones, causes paralysis when played. Help with a prank.

3 Metal bars, impervious to damage. The PCs names, spoken in full.

4 Ash Golem liver. Eating it heals 1d4 hp. The party’s fingerprints.

13 LOCATIONS // UNIDENTIFIED AERIAL WONDERS

4. The Skies EXTRAORDINARY PHENOMENA IN THE HEAVENS • PATHS TO LOCATIONS 8 & 12

Within a clearing, an ASH GOLEM [p.36] sits feasting on LACERATED HUMANS. Geothermal features such as geysers and hot MUD POOLS are nearby. 1d3+1 other ASH GOLEMS [p.36] are soaking in one of the pools, chanting tender MELODIES to one another. Numerous SUN SPRITES [p.40] are fluttering above them, enthralled. Skies are continually clear here. This area is distinguished in Night Land as a convergence point of UNEXPLAINED aerial wonders.

D6 OCCURRENCES IN THE SKY… (ROLL 2 TIMES AND COMBINE)

SIGHT SOUND 1 A person flying unaided Deafening roar 2 Rift opens, vile ooze pours through Repetitive droning 3 Swarm of jeweled insects Distant sonic boom 4 Comet with a long trail of fire Ethereal singing 5 Gargantuan flying creature Severe thunder 6 Ray of light from the heavens Otherworldly pipe music

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14 THE PERFECT CUBE & THE TOMB // LOCATIONS

5. The Vanishing Hypercube AN ENIGMATIC AND UNKNOWABLE OBJECT • PATHS TO LOCATIONS 3 & 10

A CUBIC STRUCTURE, 30' x 30' x 30'. It is impenetrable; radiating enlightenment, whole- ness, and love. The FLAWLESS nature of the construct hints it is OTHERWORLDLY. Familiar to visitors, it enchants them with a sense of DEJA VU, perhaps a form they have encountered or entered already, without being able to place when. It is discoverable once only. Visitors departing and returning to the location at a later date realize it has vanished, with no trace it ever existed. If visitors touch the structure, make SAVE VS SPELLS or gain +1 WIS for one day. Each resident of Night Land encounters this enigma once in their life.

6. The Unearthed Tomb A NEWLY DISCOVERED TOMB • PATHS TO LOCATIONS 10, 11 & 12

Dispersed at the foot of an escarpment are the remnants of an ENCAMPMENT. The area is littered with foodstuffs and ruined equipment. The ambient illumination reveals a nearby POOL of gurgling, ashen mud. Close observation uncovers FOOTPRINTS in the ashes, pointing to an entrance in the escarpment. Inspection of the pool uncovers 1d3+1 dead SUNMOURNERS [p.4], their heads removed. TWILIGHT VERMIN [p.42] arrive within 2d10+10 minutes of players examining the scene.

D6 EVENTS & ENCOUNTERS…

A procession of the BLIGHTED HYPNOTISTS cult, walking in single file.They are [d4]: 1—looking for recruits; 1 2—crazed, slaughtering everyone they encounter; 3—looking for help, one of them is dying; 4—build an un- stoppable army to destroy the world. Powers: Can send weak telekinetic blasts at creatures within range.

1d4+4 WINGED BEHEADERS [p.41] circling above, producing a high-pitched shrilling sound. 70% chance of 2 spotting the players each turn, after which they descend and attack. PCs killed have heads severed and stolen, bodies are dumped into the mud pool with other victims.

MELZAR — Fetishist Spellthief, AC 7 [12], HD 3, HP 11, ATT 1 x throwing axe (1d6). Spells: slow poison, obscuring mist, produce flame — Double-headed, smokes a pipe from one head, exhales from 3 the other. Can hold two conversations at once and also speak in unison. Pushing a wheelbarrow, looking to pull the bodies out of the pool and trade them as spare parts. Offers RUMORS [p.30] for price. Possession: Polished wooden flute. Hook: Talks effusively of a tea ceremony with the CHILDREN OF RAIN [location 11, p.20].

A lone RESIDENT [p.32] walks by in tears. They are [d4]: 1—fanatical holy person under the vow of silence; 4 2—healer who was the lone survivor of plague; 3—ambitious young upstart who recently learned a life lesson; Sample4—former paladin wearied by causes and killing. file 1d4+1 associates of a HUNTING PARTY, cleaning carcasses of several ASH GOLEMS [p.36], cutting liver from their stomachs. Eating cooked liver heals 1d4 hp. They are kind and helpful, give directions to anyone who 5-6 addresses them in a similarly friendly manner. They know [d4]: 1—this is the first time the players have been to Night Land; 2—the exit from Night Land is through THE TEA GARDENS [location 16, p.28], but most residents prefer to stay forever; 3—the real truth of what happened to the sun; 4—why Void Engineers exist.

15 LOCATIONS // THE NECRO DIVA VILLAGE & THE ASTRAL LADDER

7. The Necro Divas A LADDER MADE OF HAIR REACHING TO ANOTHER PLANE • PATHS TO LOCATIONS 9, 11 & 16

NECRO DIVAS [p.6] settle this modest hamlet. There are 1d10+20 Divas here. They dwell in SIMPLE HUTS laid out in a circle, smooth as polished marble, composed of SOLIDIFIED SOUND. These have been sung into permanence by a DISTILL NOISE [p.35] spell. At the center of the huts, a LADDER composed of GOLDEN BRAIDED HAIR reaches toward the sky, vanishingSample into clouds. It radiates chaotic magic, leading to ANOTHER PLANEfile. Only Necro Divas can perform magic here. Divine or arcane words spoken by other casters fall to the ground as vapor, hardening in forms reflecting the meaning. These solid forms can be taken out of the hamlet, after which the spell regresses back into an ethereal substance and activates as normal.

16 THE LAKE // LOCATIONS

8. The Lake of Redemption A BODY OF WATER USED FOR BAPTISMS & FUNERALS • PATHS TO LOCATIONS 2, 4 & 12

A dense CLOUD hovers over this lake, from which water cascades. The dry air, smelling of ozone and fragrant nectar, stings eyes, throats, and irritates noses. A diverse assortment of RESIDENTS [p.32] are present, lined up at the lake’s edge to be BAPTIZED by SUNMOURN ERS [p.4]. Others hold REQUIEMS for loved ones, after which the dead are cast into the lake. Close inspection of the water exposes it’s a PUTRID bog of vile, fetid, greenish sludge. If water touches parts of the skin outside of the Sunmourners' baptism ritual, the smell doesn't leave, no matter how much you scrub, suffering a permanent -2 to CHA, make save vs poison to avoid.

D10 EVENTS & ENCOUNTERS...

1 1d4+2 NECRO DIVAS [p.6], their faces half-submerged, drinking from its waters.

A group of 1d4+2 RESIDENTS [p.32] performing a baptism with on dead child with two heads. One of the child's 2 heads comes to life after the ceremony.

1d4 SHRINE REVOLUTIONARIES, AC 6 [13], HD 1, HP 4 each, ATT 1 x brass knuckles (1d2). Shaved heads. Finger- nails painted multiple colors. All have a habit of scratching themselves. They are: Worshiping a pile of human 3 bones. Power: Can cause victims to lose control of their bowels. Selling: A magical contract whose contents can be enforced by gods. One use. Possessions: Loaded dice and marked playing cards. Forged jewelry.

A group of 2d3 baby ASH GOLEMS [p.36], learning how to juggle. An angry mother emerges out of the lake to 4 attack if they are approached.

1d4+1 SWARM PURISTS, AC 9 [10], HD 1, HP 2 each, ATT 1 x ice sword (1d6), naked, covered in mud. They are kneeling and praying before giant eggs, which have a throbbing flesh membrane, ready to hatch. Power: Can 5 pull moisture from thin air, forming it into a sword of solid ice. Hook: Members of their cult were recently poi- soned by the CHILDREN OF RAIN [location 11, p.20]. They seek retribution.

1d6+2 RESIDENTS [p.32], cowering in a cage with feet hacked off so they can't escape. Left as a sacrifice 6 to the MESMERIST TEMPLARS cult. Hook: The residents were captured whilst trying to break into THE RAINBOW CITADEL [location 9, p.18]. This is their punishment.

1d4+2 CREATION THEOCRATS, AC 7 [12], HD 1, HP 5 each, ATT 1 x trident (1d4+2). They are purists. Recently discovered a strange mode of transportation. They wear symbols or marks of allegiance to a worthless cause. 7 They idolize RASKOLNIKOV, a notorious moralist who lives in a PIT [location 17, p.29]. Possessions: Each has a human rib. Quirk: If hit by a piercing weapon, their flesh turns into gas and melts away.

A pile of dead bodies stacked neatly. They have moist green leaves sprouting through their cold skins, a rare 8 Sampleoccurrence in Night Land, as most plant life has long been extinct. file

1d4+2 RESIDENTS [p.32], hauling dead bodies from the lake. They chop the bodies up in parts, re-stitch them 9 together, and transport them to THE TEMPLE OF ETERNAL FLAME [location 10, p.19] as a sacrificial effigy.

10 Junkyard used as a dump for malfunctioning magic items such as swords, amulets, shields, and potions.

17 LOCATIONS // THE CITADEL

9. The Rainbow Citadel A STRUCTURE BUILT BY VOID ENGINEERS • PATHS TO LOCATIONS 7 & 11

This dismal plain comprises thousands of sculpted, MEGALITHIC HEADS, arranged with a well-defined sense of order. Many have OPEN MOUTHS a humanoid can enter. Amid the heads rises a CITADEL of staggering architectural craftsmanship, covered in an array of gears, levers, and cogs. Ambient light reflecting off the surface separates to produce miniature RAINBOWS. This area is swarming with SHADOW WALKERS [p.38], who have a 3–in–6 chance per turn of detecting the party.

D6 EVENTS & ENCOUNTERS…

KARTAR RAN — Symphony Mastermind, AC 9 [11], HD 2, HP 8, ATT 1 x bite (1d2). Spells: fire trap, pass without a trace — Majestic storyteller. Begins following PCs and mimicking their move- 1 ments. Wants: Lock of hair from the Necro Divas [location 7. p20], and has an item the PCs want. Possession: Glass bottle of deadly parasites. Vial of yellow powder. Quirk: Sweats tiny beads of silver.

RESIDENT [p.32] injured on the ground. They are: [d4]: 1—ex paladin, bitter because of the past; 2—woman 2 with strange powers, sick of voices in her head; 3—attractive, otherworldly beauty, sick of attention; 4—old wizard aspiring to perfect a magic potion formula, failing.

ODIUS CIMARUS — Nomad Lightbearer, AC 9 [11], HD 2, HP 7, ATT 1 x light mace (1d6).Teeth have been sharp- ened with a file. Has x-ray vision. Is protecting a loved one who is imperiled. Possession: Set of runestones and 3 Ouija board. Problem: Wants to get to an underground city that is rumored to have created a sun. Power: Can permanently drain the power of a magic item by touching it.

4 Roll for a RANDOM EVENT [p.23].

1d4+2 members of the LIGHT LORDS, AC 7 [12], HD 1, HP 5 each, ATT 2 x whip (1d3/1d3). Spell: 1d3 of them can cast light. They roam to breed monsters and spread fear. Secretly engaged in destroying 5 archived material for a faction. Leader has access to worlds that exist in dreams. Possession: Small porcelain sculptures. Jars of live insects. Quirk: They burst into flames if killed, causing 1d6 fire damage to anyone nearby.

THEODULF QUODIR — Restorationist, AC 7 [12], HD 2, HP 8, ATT 1 x pole arm (1d6). 6 Nostalgic. Steals to feed a habit. Discovered and named a distinguished location in Night Land. Once pursued a disastrous purpose. Power: Can create small, useless objects by spitting in their hand.

D10 SEARCHING INSIDE THE CARVED HEADS…

1 Pouch of 1d4 healing potions. 6 1d100 severed human heads. 2 SampleClutch of eggs waiting to be hatched. 7 Clay jars with scroll of religiousfile texts. 3 Heap of rusty, damaged weapons. 8 Wooden box with a board-game.

4 Sleeping ASH GOLEM [p.36]. It attacks. 9 Bale of dried narcotic plants.

5 1d20 mutilated corpses. 10 Overflowing toilet pit.

18 THE TEMPLE OF THE SUN SLAYER // LOCATIONS

10. The Temple of Eternal Flame A FLAME THAT BURNS ETERNALLY • PATHS TO LOCATIONS 3, 5 & 6

At the foot of an unscalable plateau stands a temple. Numerous PILGRIMS flock here to celebrate the last ETERNAL FLAME in Night Land. They pray to a statue of the SUN SLAYER within the temple. Once a day, the sojourners enact a RITUAL where they construct an effigy of the Sun Slayer from stitched body parts of the dead. They SACRIFICE the effigy in the eternal flame which burns outside the temple.

D10 PILGRIMS OUTSIDE THE TEMPLE… (ROLL 3 TIMES AND COMBINE)

WHO YOU SEE QUIRK ACTIVITY

1 1d6 faceless people eyes sewn shut feasting

2 1d3 creatures made of bone in suits of rusted armor searching corpses

3 1d4 vengeful old women covered in bugs attending a dark liturgy

4 1d6 carnivorous thieves covered in bandages squabbling

5 1d6 chaotic elders wearing masks of the sun sleeping

6 1d4 miserable traders painted white making music

7 1d6 troubled brides clothed in golden velvet studying a glowing orb

8 1d4 mourners teeth filed to points searching through junk

9 1d6 hungry beggars in thick makeup drinking heavily

10 1d4 twisted preachers victims of severe burns covered in sharp crytsals

D6 YOU ARE APPROACHED BY… (ROLL 2 TIMES AND COMBINE)

NPC HOOK

YACOB — Fungal Beggar. Unstable, terrified. Has a Heir to an oligarchy. Knows the local area. Is smitten 1 heart of gold. with one of the PCs.

DORIUS — Spell Tactician. Loves gossip. Accompa- Can perform miracles. Needs a rare ingredient from a 2 nied by an unusual animal. location of the Referee's choosing.

AKBAR — Tomb Divinate. Nervous habits, has Claims their birth was attended by celestials. Knows of 3 spasms. Missing an arm. a priceless map held by an NPC.

SEM — Monolith Incanter. Deep booming voice. Over-explains everything, twice. Carries the burden of 4 SampleDashing. Covered in butterflies. great personal loss. file BORILLUS — Dune Guardian. Smells. Gestures with Raised by doppelgangers. Survived a magical plague. 5 hands when speaking. Delights in casting dark curses.

UNNI — Helix Hypnotist. Blinks continually. Two Wear clothes of the recently deceased. Collector of 6 different exotic eye colors. fantastic tales, has many to tell.

19 LOCATIONS // THE CHILDREN OF RAIN & THEIR TEA CEREMONY

11. The Children of Rain BEINGS OF WATER WHO CRAFT DELICIOUS TEA • PATHS TO LOCATIONS 6, 7, 9 & 14

Here rises a HONEYCOMBED SPIRE formed of solidified noise. It is controlled by a female tea cult called the CHILDREN OF RAIN, beings composed of pure water, draped in DAZZLING ROBES. They are idolized by 1d10+6 RADIANCE BEGGARS [Assassins 2nd level, AC 6 [13], HD 2, HP 8 each, ATT 1 x nunchaku (1d6)]. The cult is devoted to perfect the art of a TEA CEREMONY, welcoming visitors to experience their refreshing brews. They collect leaves from the TEA GARDENS [location 16, p.28]. If questioned, they proclaim to be humans who have transcended their once frail flesh’s inadequacies. They maintain a cruel sense of humor, and tell horribly offensive JOKES which induce physical pain.

D4 NOTABLE CHILDREN OF RAIN…

REENA — Former Abstraction Nethermancer, AC 2 [17], HD 2, HP 8, ATT 2 x nunckaku (1d6/1d6). 1 Spells: hold person, confusion . Charming. Converses with an exotic accent. White noise is generated continuous- ly above her head. Power: Can fade from sight.

TULASI — Former Spectre Healer, AC 4 [15], HD 4, HP 14, ATT 2 x scimitar (1d4). Somber. Heretical opinions drove 2 her away from home. Enjoys practicing a favorite skill, continually. Plunders graves in spare time. Power: Can warp metal with her touch.

VELANDRA — Former Vagabond Trader, AC 3 [16], HD 4, HP 14, ATT 2 x rapier (1d8) or throwing knife (1d4+1). 3 Has been betrayed by a close collaborator, want revenge. Casts tiny points of light wherever she looks. Power: Can compel people to perform acts against their will.

LATANA — Former Crypt Conjurer, AC 9 [11], HD 2, HP 8, ATT 1 x mortuary sword (1d10). Spells: phantom speed, fear — Afflicted with misfortune due to past error. Analyses weaknesses of factions ands 4 cults. Power: Can cause mutations by staring at people and blinking in certain patterns. Origin: Recently wandered out of THE FOG [location 12, p.24]

D12 TEA DRINKING EFFECTS… (ROLL FOR EACH USER)

Deep sleep for 1d8 hours, you appear dead, with no 1 Vivid mirage, hinting of an event in the near future. 7 life signs.

Confusion, you lose memory of the most recent 2d12 Euphoria, body emits light, visible for miles, +1 to 2 8 hours. saves for 1d6 hours.

3 Hardens skin, +1 to AC 1d6 hours. 9 You can see lies for 1d6 hours.

You can speak any language you desire for 2d4 Cast any number of 1st level spells for 2d8 minutes. 4 10 Samplehours. Each spell costs 1 hp. file You experience the presence of an inhuman, ancient Telekinetically transfer small objects at a distance of 5 11 intellect. 30’ for 2d6 hours.

Grants single question answered by a Divine being. Your mind expands, imparting +1d6 to INT, WIS and 6 12 One use per lifetime. CHA for one day.

20