Night Land v01 Single Pages
Night Land v01 Single Pages
I N T R O D U C T I O N // N I G H T L A N D
Vasili Kaliman
I N T R O D U C T I O N // N I G H T L A N D
2
A W E I R D - FA N TA S Y R O L E P L AY I N G G A M E S E T T I N G
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 Clark Ashton Smith; 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
(Marvel Comics, 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.
PUBLISHER
This is a lovingly made production by Singing Flame, New York // Written between November 2020 – June 2021.
© 2021 Vasili Kaliman & Singing Flame. Art © Andrew Walter. Cartography © Benjamin 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 P OIN TCRAWL ,
ORIGINAL FAN TASY 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 CHARAC TER LEVEL S 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 ESSEN T IAL S , utilizing both traditional hex-based play if preferred.
the CL ASSIC FAN TASY and ADVANCED FAN TASY
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
which referees can weave to their will. The encounter in an adventure. 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 LOCAT ION 1 [p.11].
imagination.
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WELCOME TO NIGHT LAND // INTRODUCTION
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FA C T I O N S // S U N M O U R N E R S
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.
ABILIT IES:Varies with each Sunmourner, roll below.
SPELL S: Dream Letter, Heavenly Delusion [p.35].
3 Can deduce 'yes' or 'no' answers to very simple questions through mystical contemplation.
5 Summon small amounts of pure destruction into their hand and apply it to a small items of their choosing.
9 Conjure a pair of indeterminate entities from the realm of nightmares, which a chosen target can see.
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I N T R O D U C T I O N // N I G H T L A N D
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FA C T I O N S // N E C R O D I VA S
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
ENGINEERS [p.7], but have little patience with their rigid, extreme ideas.
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V O I D E N G I N E E R S // FA C T I O N S
Void Engineers
Hierarchical. Clandestine. Greedy.
They discovered and activated an artifact, not of this world, which influences dreams, alters life, and accelerates
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evolution. It is also believed to be a beacon.
They can prove history is a deception, and that a sun in Night Land has never existed. They seek to rule and
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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
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addicted to. It corrupts them and they abandon to revelry and hedonism.
7 They have detained an immortal being and extracted its soul to power a new sun.
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.
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R A N D O M TA B L E S // E V E N T S & E N C O U N T E R S
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.
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.
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E V E N T S & E N C O U N T E R S // R A N D O M TA B L E S
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).
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.
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;
8—dazed and confused, random PC has nervous breakdown, 1d4 hours 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.
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I N T R O D U C T I O N // N I G H T L A N D
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W E L C O M E , T H E E N T R A N C E T O N I G H T L A N D // L O C AT I O N S
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...
A 30' diameter PIT interrupts the path, shooting downwards to darkness. If the edges are
surveyed, flashes of RADIAN T 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. INSPIRAT US T HE 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). SPELL S: 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 T HE TOOT H FAIRY (see the adventure XANADU , also published
by SINGING FL AME).
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;
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9—wounded; 10—evading.
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.
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L O C AT I O N S // T H E S U N M O U R N E R C O M M U N E
2. The Sunmourners
A COMMUNE INHABITED BY A MAJOR FACTION • PATHS TO LOCATIONS 1, 3 & 8
d6 NOTABLE SUNMOURNERS…
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
with them through the DREAM LULLABY spell [p.35] has been lost.
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.
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T H E M E R C H A N T C A R AVA N // L O C AT I O N S
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 CHAN T ING 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…
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.
1 Keys that glow when evil is near. 1d3 uses. A cup of spit.
2 Flutes made of a thigh bones, causes paralysis when played. Help with a prank.
4 Ash Golem liver. Eating it heals 1d4 hp. The party’s fingerprints.
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L O C AT I O N S // U N I D E N T I F I E D A E R I A L W O N D E R S
4. The Skies
EXTRAORDINARY PHENOMENA IN THE HEAVENS • PATHS TO LOCATIONS 8 & 12
Within a clearing, an ASH GOLEM [p.36] sits feasting on L ACERATED HUMANS . Geothermal
features such as geysers and hot MUD P OOL S 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 UNEXPL AINED aerial wonders.
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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T H E P E R F E C T C U B E & T H E T O M B // L O C AT I O N S
A CUBIC STRUC T URE , 30' x 30' x 30'. It is impenetrable; radiating enlightenment, whole-
ness, and love. The FL AWLESS nature of the construct hints it is OT HERWORLDLY. Familiar to
visitors, it enchants them with a sense of DE JA 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 SPELL S or gain +1 WIS for
one day. Each resident of Night Land encounters this enigma once in their life.
Dispersed at the foot of an escarpment are the remnants of an ENCAMPMEN T . The area
is littered with foodstuffs and ruined equipment. The ambient illumination reveals a
nearby P OOL of gurgling, ashen mud. Close observation uncovers FOOTPRIN TS in the ashes,
pointing to an entrance in the escarpment. Inspection of the pool uncovers 1d3+1 dead
SUNMOURNERS [p.4], their heads removed. T WILIGHT VERMIN [p.42] arrive within 2d10+10
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.
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;
4—former paladin wearied by causes and killing.
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.
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L O C AT I O N S // T H E N E C R O D I VA V I L L A G E & T H E A ST R A L L A D D E R
NECRO DIVAS [p.6] settle this modest hamlet. There are 1d10+20 Divas here. They dwell
center of the huts, a L ADDER composed of GOLDEN BRAIDED HAIR reaches toward the sky,
vanishing into clouds. It radiates chaotic magic, leading to ANOT HER PL ANE . 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.
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T H E L A K E // L O C AT I O N S
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 RESIDEN TS [p.32] are present, lined up at the lake’s edge to be BAP T IZED 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 PU TRID 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.
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
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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
occurrence in Night Land, as most plant life has long been extinct.
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.
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L O C AT I O N S // T H E C I TA D E L
This dismal plain comprises thousands of sculpted, MEGALIT HIC HEADS , arranged with
a well-defined sense of order. Many have OPEN MOU T HS 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.
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.
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.
2 Clutch of eggs waiting to be hatched. 7 Clay jars with scroll of religious texts.
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T H E T E M P L E O F T H E S U N S L AY E R // L O C AT I O N S
At the foot of an unscalable plateau stands a temple. Numerous PILGRIMS flock here to
celebrate the last ETERNAL FL AME in Night Land. They pray to a statue of the SUN SL AYER
within the temple. Once a day, the sojourners enact a RIT UAL 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.
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
Dashing. Covered in butterflies. great personal loss.
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.
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L O C AT I O N S // T H E C H I L D R E N O F R A I N & T H E I R T E A C E R E M O N Y
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.
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.
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
hours. Each spell costs 1 hp.
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
21
I N T R O D U C T I O N // N I G H T L A N D
5. HYPERCUBE
[p.15]
2 hrs
2 hrs
3. TRADERS
[p.13]
10. TEMPLE
[p.19]
3 hrs
3 hrs
1 hr
2. SUMMOURNERS
[p.12]
6. TOMB
1 hr [p.15]
2
1. ENTRANCE 1 hr
[p.11] 2 hrs
3 hrs
12. FOG
[p.24]
8. LAKE
2 hrs
[p.17]
3 hrs
4. SKIES
[p.14]
NIGHT LAND
I N T R O D U C T I O N // N I G H T L A N D
9. CITADEL
[p.18]
3 hrs
7. NECRO DIVAS
[p.16]
2 hrs
4 hrs
5 hrs
16. GARDENS
[p.28]
17. PIT
[p.29]
2 hrs
2 hrs
11. CHILDREN OF
RAIN [p.20]
13. CRATER
[p.25]
3 hrs
4 hrs
2 hrs
23
L O C AT I O N S // T H E F O G
Nestled within a valley is a region thickly shrouded in BLUE FOG . While most travelers pass
through without incident, many go missing each year, VANISHING without a trace. They
emerge several days, months, or years later — without aging — and with no sense that
time has elapsed.
TANITHA — Acid Warlock, AC 9 [11], HD 2, HP 6, ATT 1 x lance (1d6). Repellent. Socially inept. Delights in casting
1 dark curses. Hands are plated in gold. Possession: A velvet pouch packed with crushed glass. Knows: The exit
from Night Land [location 17, p.29].
2 Thousands of SUN SPRITES [p.40]. They rise into the sky like a swarm, soon evaporating into nothingness.
1d3+2 member of the TORMENTOR INITIATE cult, resurfacing with extra limbs, encased in horrible infections.
4
Power: Can transmute their fists into solid stone.
5 A mirror image of the party. They shuffle towards you, disappearing once they're near.
1d3 HUMANOID commuters arriving from the future. They wear clothing, equipment, and bear weapons
6 unfamiliar to the PCs. They speak a language that can't be identified. They age rapidly, dying within 1d3 hours.
Everything, including their possessions, transforming to fine ash.
You emerge back out of the fog in [d100]: 01-85—1d3 days; 86-90—1d3 months; 91-96—1d3 years;
01-50
97-99—1d3 decades; 00—1d3 centuries.
51-55 You observe yourself as a departed, wise spirit. Your spirit briefly gives you guidance on a life matter.
61-65 You notice beings made of light. That's the last image you retain. You now exit and 1d3 days have passed.
71-80 You emerge out of the pool near the UNEARTHED TOMB [location 6, p.15].
86-90 Clouds of lost memories, belonging to others who've entered the fog and disappeared.
24
T H E C R AT E R // L O C AT I O N S
Here is an awe-inspiring CRATER , etched deep into the ground, a mile in diameter. The
surrounding atmosphere shimmers with a pulsing magenta ILLUMINAT ION . Ominous
SKELETONS from a mixture of gargantuan creatures lay strewn within. Elaborate HOVERING
MACHINES are terraforming the crater's floor, excavating ash, and knitting structures of
area is constructed, and repeat the cycle. The crater draws TOURISTS that gather around
the rim and behold the unparalleled spectacle. Polite questioning reveals one of the earli-
est ART IFICIAL SUNS developed by the VOID ENGINEERS collapsed and impacted within this
region eons ago, leaving behind this wound in the landscape.
Costumed dancers, chasing each other with sticks and demanding coins. Power: Can inscribe linked tattoos
1
from Sunmourner blood, allow 2 people to communicate telepathically for one minute per day.
2 ASH GOLEMS [p.36] testing their strength, hurling large boulders into the crater.
SABBATIUS VATATZES — Transmorgrifist Psychic, AC 8 [11], HD 1, HP 6, ATT 1 x bolas (1d4). Spell: Doomed
ballet [p.39]. Wandering around the rim, speaking in tongues, holding a censer of incense. Intercepts PC with
3 the highest CHA. Informs them they are fated to encounter a divine person, who is the love of their life. Power:
Wields a magical dagger that slices through the air, tearing open a portal between two locations for one minute,
large enough for creatures to walk through.
MELZAR — Maelstrom Tactician, AC 5 [14], HD 2, HP 8, ATT 1 x spiked gauntlet (1d3+1). Wears armor made of
bone. Circles the rim pushing his cart, selling bootlegged liver from Ash Golems (heals 1d4 damage when fried
4 and eaten). Aspires to go as far down into the crater as possible, to learn what is inside Night Land. Once trained
disciples who explored the depths of the crater and vanished. Power: Can make himself look like he's in two
places at once for 1 hour each day.
A party of 1d4+2 ADVENTURERS who have recently passed the threshold into Night Land.
5 They are [d4]: 1—disoriented; 2—wounded, want help; 3—looking like they're dissolving away; 4—conversing
in a language which is impossible to comprehend.
1d6+4 member of a CANNIBAL CULT. They are roasting human meat over SUN STONES [p.34] guzzling wine,
and overflowing with joy, song, dancing, and merriment. They urge the party to connect with them though a
6
shared meal. Selling: Red pills, that when ingested by a user, allows them to infiltrate the dreams of a target
and plant suggestions for future actions.
25
INTRODUCTION // NIGHT LAND
26
T H E A R C A N E ST O R M & T H E C H A O S M E S S I A H S // L O C AT I O N S
A continuous STORM , lasting 1d10+10 minutes per hour, inducing any metal objects
to arch with erratic BLUE ENERGY . The storm radiates powerful CHAOT IC SORCERY. This
ARCANE event was accidentally created by NECRO DIVAS [p.6], after a spell they cast became
CORRUP TED . Any combat during this time is at –4 for ranged attacks, and casters must
make a WIS or INT check when activating spells, or risk failure. Exposed metal items,
such as weapons and armor, have a 10% chance of becoming WARPED and useless. Each PC
must also roll save vs spells or experience a random effect.
D8 STORM EFFECTS…
1 Flesh glows with a reddish hue, like a fading ember. Lasts 1 day.
Extra-dimensional sight. You no longer see the physical world, but instead perceive another level of existence.
3
Lasts 1 day.
4 Dust and ash fall constantly from your hands, legs and body. Lasts 1d4 days.
You suffer one point of damage whenever entering a holy temple or sacred space. Also suffer an additional point
5
of damage each turn you remain inside the space. Lasts 1d7 days.
6 Skin can be passed through effortlessly, storing tiny items in your body. Lasts 1 day.
Fingers crackle with lightning, eyes radiate. You ignite paper by touching it and any metal weapon you use does
8
an additional +1 damage. Lasts 1d3 days.
27
L O C AT I O N S // T H E T E A G A R D E N S & T H E S O M M E L I E R
and has many TEA CULTS as patrons for his magical crops. Charmed to meet visitors,
immaculately dressed, enjoys bursting into tears. Has blackmail material on several
notorious figures. Warns of RASKOLNIKOV [location 17, p.29].
It rains droplets of light for 1d10 minutes. When the rain touches a creature, it heals one point of damage for
1
each minute spent under it.
Bones laid out in a mathematical sequence. A detect spell affirms this has been utilized for a summoning
2
ceremony for beings from a version of Night Land which exists in a separate vibrational frequency.
3 A group of 1d4+2 ASH GOLEMS [p.36] mindlessly dance to singing by 1d4 NECRO DIVAS [p.6].
A small pond of ashen mud, where a married couple lies inside. They dare not leave the pond, for dread and fear
4
of the outside world.
5 Several creatures scurrying through, with bodies of beasts and heads of humans.
1d3+2 members of the WRETCHED PROSPECTORS cult, relaxing around a tree and engaged in a game of
playing cards. They are: [d6]: 1—soliciting secret decadent vices and inhuman pleasures; 2—seeking magic to
7 restore their youth; 3—brutal murdering psychopaths who kill; 4—on a sacred quest seeking a relic and holy
text; 5—on a journey to accomplish miracles; 6—corrupted by chaos and seeking a cause to die for.
Power: Deal acid damage when grappling.
A rival party of 1d4+2 FIGHTERS, they are lost. They demand: [d4]: 1—silver; 2—sacrifice; 3—help;
9
4—weapons.
1d4+2 members of the CELIBATE DOMINATORS cult. They are united because each deeply agonized from lost
love. They are powerless to cope with new ideas. They are attempting to rescue one of their members from a
10
desperate situation. Hook: One of them has stolen fantasies of a powerful person within a glass jar.
Power: Can create ambient shadows by whistling.
28
T H E T H I N G I N T H E P I T // L O C AT I O N S
On a path within T HE TEA GARDENS [location 16, p.28] a despairing GRID SCAVENGER is seen
ahead, dumping a barrow of human body parts into a pit, 30' in diameter and 10' depth.
Close examination reveals this is the PU TRID CAVIT Y in which lives the celebrated moralist,
logician, nihilist, and satirist RASKOLNIKOV [Magic-User 14th level, AC 3 [16], HD 14,
HP 48, ATT by SPELL S: change self; push; magic missile; darkness 15' radius; magic mouth; scare;
detect good; ray of enfeeblement; monster summoning V; polymorph other; reincarnation; control
weather]. Once a brilliant VOID ENGINEER [p.7] he was cursed by SUNMOURNERS [p.4] whilst
in a lucid dream, returning to the waking world as a cluster of eyeballs, sludge, and blood.
He is a connoisseur of SUN STONES [p.34], many are buried within his mass. His sedating
voice preaches COSMIC SECRETS to visitors, notably in exchange for SUNMOURNERS' body
parts or SUN STONES , which he demands regardless before any can pass. The EXIT from
Night Land lies beyond his pit. HE TEACHES [D10]: 1 — love is not to be feared; 2 — force
must overcome the strong; 3 — seeing through illusions to reach truth; 4 — necessary
sacrifices to worship deities; 5 — how to endure in a purposeless universe; 6 — magic
power through self-punishment; 7 — how a commoner can establish a kingdom within;
8 — only suffering is authentic; 9 — how to meet interdimensional beings in pleasure
domes; 10 — cosmic secrets hidden within the forbidden and forgotten lore of Night Land.
29
R A N D O M TA B L E S // G O S S I P
RUMORS
Use rumors to provide information or hints to players. Rumors may be true, partly true, or false.
These can come from NPCs, faction and cult members, or might be eavesdropped in passing.
Some structures and creatures in Night Land can Night Land's greatest celebrity lives in a pit in the
01-03 51-53
be seen once only. ground.
One can pass through the garden to exit Night Necro Divas are magically creating animated con-
04-07 54-58
Land. structs for nefarious purpose.
There is a place covered in mist. Those which enter A cult has learned to do away with their bodies,
08-10 59-62
vanish, returning years later, without having aged. but retain their minds and souls.
Feared creatures roam in Night Land, which glisten The one who slayed the sun can be worshiped at a
14-17 67-70
like oil, and emit despairing silence. temple, where an eternal flame burns.
Beware using magic. It corrupts easily, leaving Many things cross from other worlds into this
18-20 71-73
residue behind. world.
There is a ladder made of braided hair, extending Those who are baptized in the lake are born again,
24-27 77-79
to the heavens. receiving everlasting life.
Night Land's secrets are held in a tower amongst Void Engineers were created by a wretched mass of
28-31 80-83
megalithic heads. flesh who lives in a pit.
37-40 Using Sun Stones drains your soul. 86-88 Beware being seduced by cults.
Nobody remembers where the Sunmourners are Those desiring to purify themselves should go to
44-45 92-94
from. It is rumored they are ancient time travelers. The Tea Gardens and offer a gift of flesh.
46-47 Beware traveling on paths without light. 95-97 Tea drinking is a popular pastime here.
The most powerful being in Night Land lives in In Night Land, sound can become a solid, and solid
48-50 98-00
The Tea Gardens. can become sound.
30
N A M E S F O R C U LT S & C L A S S E S // R A N D O M TA B L E S
CULT NAMES
Roll to generate names and specialties for smaller cults you might encounter. Use combined results
as inspiration to ascertain beliefs, reputation, powers, rituals, and motivations.
CLASS NAMES
Roll to generate names for new NPC classes you might encounter. Use combined results as
inspiration to ascertain beliefs, knowledge, abilities, spice, and objectives.
31
R A N D O M TA B L E S // N P C S
RESIDENTS
Residents are NPCs who aren't members of a faction or smaller cults. They have various
backgrounds, skills, and motivations. They could be hired by the party in various capacities.
Residents are treated as 0-level, AC 9 [11], 1d6 hp, with a basic weapon.
32
T R E A S U R E & T R I N K E T S // R A N D O M TA B L E S
LOOT
Roll whenever the party searches a body, treasure chest, or sifts through the ashes
Parchment bearing an elaborate diagram Stone cube, changes small bits of flesh to
01-03 51-53
of a mechanism of unexplained purpose gold for a few seconds, once a day.
A miniature glass pyramid that attracts lightning A crystal snow-dome that contains an
04-07 54-58
to itself if brought into clear skies. ever-burning fire.
11-13 An unfinished diary by a Void Engineer. 63-66 A glass jar filled with an edible yolk.
Small mirror that shows the last person A pocket-watch that keeps time, but
14-17 67-70
you loved when you gaze into it. not of Night Land.
21-23 A necklace of Necro Diva ears. 74-76 Candle that's difficult to ignite.
An unbreakable clear crystal sphere filled A magical scroll case where the lid is fused shut.
28-31 80-83
with green smoke. Can not be opened.
Small crystal globe, glows yellow if a Shadow Glass embedded in an amulet, changes color
37-40 86-88
Walker is nearby. depending on the wearer’s mood.
An x-ray magnifying glass that can see Key that opens the first door you insert
44-45 92-94
through a door once per day. into its lock. Can be used once.
A pair of tetrahedral clay dice, always add Set of wooden wind chimes which play a
46-47 95-97
up to five when rolled. different tune depending on the wind.
A bell that seems to soothe hostile foes Map of the constellations of stars,
48-50 98-00
when jingled. constantly changes.
33
M A G I C I T E M S // ST O N E S C R A F T E D F R O M F R A G M E N T S O F T H E FA L L E N S U N
SUN STONES
Sun Stones are magically created by Sunmourners from surviving fragments of the extinguished sun.
There are many varieties, possessed by residents, factions, and cults. They are activated by igniting
them with a flame, the vapor is then inhaled by the user or victim. Stones can be used once only. A
selection is listed below. To generate a random stone, roll [d8].
1. Stones of Irrefutable Honesty
Victim collapses into a stupor and is compelled to answer one question truthfully. No
save is allowed.
2. Stones of Elucidated Insight
The user arrives at a clear realization of intricate mysteries they have encountered in
recent days. Can be used once per week.
3. Stones of Incandescent Manifestation
Summons 1d10 Sun Sprites [p.34] within 1d3 rounds.
4. Stones of Tenacious Remembrance
Allows divine or arcane caster to recollect one used spell for that day. Caster is emotion-
ally depleted afterward, unable to recover one spell slot that night.
6. Stones of Sorcerous Evaporation
Causes small, non-living, non-magical objects made of metal or wood to vanish for 1d6
hours. They reappear after the time has lapsed.
7. Stones of Accelerated Decomposition
Dissolves a dead creature to fine ash within 1d6 rounds. Does not affect the living. One
stone transmutes a human-sized creature.
8. Stones of Indirect Transit
Vapor dissolves reality, exposing a 6' circular gate between current and random location
for instant travel. Gate closes when user steps through.
34
S P E L L S T H AT A R E S U N G BY C A ST E R S // S O R C E RY
SONG SPELLS
Spells are sung in Night Land. They increase in power level in line with the caster's level and should
be customized accordingly by the referee.
Ashen Replicant
Accurate duplicate of caster, formed of solid ash. Hit points distributed equally, with
shared abilities. Expires after spell duration has elapsed.
Distill Noise
Induces sound and noise to be transformed into a solid, creating non-magical items and
objects of varying sizes and complexity. Can also work in reverse.
Doomed Waltz
Victim is charmed, exhibiting an undeniable urge to dance and begins doing so, complete
with foot shuffling and tapping. They may dance to their death.
Dream Lullaby
Sends short message to others in form of a dream. Messenger enters a trance, appears in
intended recipient’s dream at any distance, and delivers the message.
Heavenly Delusion
Victim possesses a paradisaic vision of Night Land, complete with a sun. The delirium is
so overwhelming, victim may deteriorate into delusion and madness and not return.
Further spells
Roll to generate names of further spells. Determine outcomes based on combined results.
These spells may be taught by qualified casters, found on scrolls, or be rumored to exist.
1 Necro Mourning
2 Twilight Transmutation
3 Nihilistic Withering
4 Illusory Immolation
5 Sunless Regeneration
6 Nostalgic Fertility
7 Void Noise
8 Song Absorption
35
N E W M O N ST E R S // A S H G O L E M
BESTIARY
Ash Golem
Construct. Loyal. Playful. Artistic.
AC 4 [15], HD 3**, HP 12, ATT 1 x
slam (1d6) or trample (1d6) or
incendiary cinders (special),
MV 60’ (20’), AL Lawful, XP 65,
NA 1d3
36
FA C E L E S S D R I F T E R // N E W M O N ST E R S
Faceless Drifter
Abomination. Lurking. Heartbroken. Mindless.
AC 6 [13], HD 1+2*, HP 6, ATT 1 x bite (1d4) or scream (special),
MV 180’ (60’), AL Chaotic, XP 15, NA 3
Hairless humanoids, sexless, emaciated, rubbery skin. Roam in groups of three, moving
incredibly fast. No facial features, other than a mouth with razor-sharp teeth. Sound
like a death rattle, smell like crude oil. Speak, but limited intelligence of their own,
merely able to mimic what they have heard before, mainly with a vocabulary of indecent
language. Were artificially designed by Void Engineers to be worker drones that could be
commanded mentally. Are now mindless shells that mysteriously breed with each other,
living in secluded colonies throughout Night Land, leaderless, without allies. Suspicious,
despised, pitied residue of an aborted experiment, who now merely roam and observe,
motivated by a brief, but traumatic devotion to people.
SPECIAL: Once per 2 rounds, can unleash a terrifying, soul-destroying screech as an attack
with 30' range, victims must save vs paralysis or be immobilized with fear, unable to
attack for 1d2 rounds; immune to mind-affecting spells.
37
N E W M O N ST E R S // S H A D O W WA L K E R
Shadow Walker
Celestial. Lonely. Geometric. Bleak.
AC 5 [14], HD 20**, HP 75, ATT 1 x necrotic blast (1d6 + energy drain + special),
MV 90’ (30’), AL Neutral, XP 4300, NA 1
Inverted pyramid body on three legs, glistens like oil, vapor continually rising from
mouth, eyes, or other openings. Moans like the bass tones of grinding tectonic plates,
creaking of infinite weight. Discharges various modes of silence, cannot be heard, but felt
within, like the bleak despair of loss, effect surrounding victims in a 100’ radius sphere.
Reeks like an electrical storm. When creature is destroyed, it fills an area equal to ten
times its size with dense multi-colored mist, snuffing out non-magical light sources.
SPECIAL: Victims struck by necrotic blast suffer 1d6 damage and temporary energy drain of
−1 CON, save vs spells or suffer one necrotic side-effect per combat, roll below to deter-
mine; effectively invisible in low light environments, gaining 4–in–6 chance of surprising
foes; cold aura, causes nearby metal in 30’ radius to grow extremely cold, injuring those
wearing metallic armor, forcing foes to save vs paralysis or suffer one point of damage per
round in its presence; after creature is killed, foe looking at the mist is enthralled, save vs
paralysis, or be frozen for 1d4 rounds, or until hit by attack.
1 Any metal weapons you touch instantly rusts. Effect lasts 1d10+6 hours.
Your pupils are permanently dilated to their maximum extent. Add 60' to the distance you can see. You are easily
2
blinded. Effect lasts 1d10+6 hours
You constantly drip a viscous, slimy oil, leaving a trail of it on everything you touch and everywhere you go.
3
Penalty of CHA −1. Effect is permanent
4 Immune system collapses, you have no save vs disease. Effect lasts 1d10+6 hours.
5 A demonic Shadow Walker familiar occasionally appears to guide you to chaos and evil. Effect lasts 1d10+6 hours.
6 You lose desire to return to the world you know. You belong here now.
7 Nausea, vomiting and general weakness. Penalty of −2 to hit and damage for 1d6+2 hours.
8 Chills. You shakes constantly and cannot remain quiet due to chattering teeth. Effect lasts 1d10+6 hours.
9 Adverse to any kind of light, −1 to hit and saves. Effect lasts 1d10+6 hours.
38
INTROD
I NUTCRTOIDOUNC T I O/N/ //
N INGI G
HHT T LL A
AN D
ND
39
N E W M O N ST E R S // S U N S P R I T E & Q U A N T U M B L I N K E R
Sun Sprite
Fey. Hopeful. Cultured. Compassionate.
AC 8 [11], HD ½*, HP 2, ATT 1 x dazzle (special),
MV 240’ (80’), AL Lawful, XP 10,
NA 2d20+10
Quantum Blinker
Extra-planar. Elite. Absurd. Psychedelic.
AC 5 [14], HD 4**, HP 28, ATT 1 x blood boil (1d6+2) + special,
MV 120’ (40’), AL Lawful, XP 175, NA 1d2
essentially converting to a wave or solid; after creature executes attack, it has 1–in–6
chance of blinking away up to 30’ without foe being able to counter-attack; injects sharp
needles of hardened light into victims within melee range, causing blood to catch fire,
boiling inside victim's veins for 1d6+2 damage, save vs paralysis for half; attains nutrition
from magic, players casting spells on creature must make WIS or INT save, or spell fails,
adding 1d4 hp to creature; ten Sun Sprites can cluster in a swarm and attack these crea-
tures as a suicide bomb, vaporizing them both instantaneously from space and time.
40
W I N G E D B E H E A D E R // N E W M O N ST E R S
Winged Beheader
Soldier. Sycophantic. Fearless. Despairing.
AC 3 [16], HD 3*, hp 14, ATT 1 x tail slash (1d10 + special) or 2 x talons (1d4/1d4),
MV 90’ (30’) / 240’ (80’), AL Chaotic, XP 50, NA 1d2+1
Airborne mounts kept as pets and ridden by Necro Divas. Winged, insecticide-like body,
long tail, emerald-green skin, human head. Creature’s tail ends in a metallic, broad-
bladed cutting implement, which is used to behead victims. Creature then coughs up a
small version of itself which incubates inside the victim’s severed head, swelling to full
size within 1d4+2 hours. Newborn creature keeps the head and memories of victim, but
now has body and wings
41
N E W M O N ST E R S // T W I L I G H T V E R M I N
Twilight Vermin
Protozoan. Unnatural. Corrupt. Putrid.
Feast on corpses of the deceased. Can smell their last breath, overhear a death rattle from
miles away, arriving to strip flesh to the bone, also attacking the living if they are near the
lifeless body. Deceased humans should be incinerated or buried immediately, or Twilight
Vermin converge. Countless varieties of these vile creatures exist within Night Land. Roll
below to generate type, features, and stats.
SPECIAL: Arrive within 1d10+5 minutes of a human perishing; terrified of Sun Sprites; avoid
D100 SIZE, HD, HP, AC, NUMBER APPEARING, ATTACKS & XP... (ROLL ONCE AND COMBINE ACROSS)
42
RELATIONSHIP MATRIX — FACTIONS & BEASTS
NECRO SUN VOID ASH FACELESS QUANTUM SHADOW SUN WINGED TWILIGHT
DIVAS MOURNERS ENGINEERS GOLEMS DRIFTERS BLINKERS WALKERS SPRITES BEHEADERS VERMIN
SUN Sunmourners Sunmourners Sunmourners Sunmourners Sunmourners Sunmourners Sunmourners Sunmourners Sunmourners
DENOUNCE X SUSPICIOUS EDUCATE MISLEAD DISTRAUGHT SCHEME WORSHIP RETREAT TERRIFIED
MOURNERS
Divas of Engineers Golems Fiends by Blinkers with Walkers Sprites from Beheaders of Vermin
VOID Engineers Engineers Engineers Engineers Engineers Engineers Engineers Engineers Engineers
ENV Y TRADE X DETAIN ASHAMED RESEARCH CAPTURE LOATHE PARTNER DISSECT
ENGINEERS
Divas w/ Sunmourners Golems of Fiends Blinkers Walkers Sprites with Beheaders Vermin
43
FACELESS
DISTRUST EVADE BETRAYED NERVOUS X FIXATED TERRIFIED RIDICULE TORMENT STEAL
DRIFTERS
Divas Sunmourners by Engineers about Golems with Blinkers of Walkers Sprites Beheaders from Vermin
SHADOW Walkers Walkers Walkers Walkers Walkers Walkers Walkers Walkers Walkers
ATTACK RIDICULE WORSHIP MUTILATE HUNT MATE X FLEE PROTECT ENABLE
WALKERS
Divas Sunmourners Engineers Golems Fiends with Blinkers Sun Sprites Beheaders Vermin
WINGED Beheaders Beheaders Beheaders Beheaders Beheaders Beheaders Beheaders Beheaders Beheaders
DEVOTED ASSASSINATE DECEIVE FEED TORTURE HONOR EXALT PROVOKE X COOPERATE
BEHEADERS
to Divas Sunmourners Engineers on Golems Fiends Blinkers Walkers Sprites with Vermin
TWILIGHT Vermin Vermin Vermin Vermin Vermin Vermin Vermin Vermin Vermin
CONNED SLAUGHTER IMPARTIAL FLEE OBLIVIOUS BEDAZZLED DEFEND COWER GUARD X
VERMIN
by Divas Sunmourners to Engineers Golems to Fiends by Blinkers Walkers from Sprites Beheaders
FA C T I O N S & B E A ST S // M AT R I X
RELATIONSHIP MATRIX — MAJOR ENCOUNTERS & LOCATIONS
2. SUN
6. THE 7. THE NECRO 8. THE LAKE 11. CHILDREN 15. CHAOS 16. TEA 17. RASKOLNIKOV
MOURNERS
TOMB [p.15] DIVAS [p.16] [p.17] OF RAIN [p.20] MESSIAHS [p.27] GARDENS [p.28] [p.29]
[p.12]
Sunmourners want
Discovery of the Tomb Corrupted Sunmourn- Sunmourners have a
Sunmourners are Sunmourners want to to INFILTRATE the Sunmourners are
2. SUN has brought about ers are SPYING for PACT with an entity
plotting to MURDER DESTROY the Star Gardens and overthrow RENEWED if they
MOURNERS X TREACHERY within Necro Divas, who offer that gives the Lake its
[p.12]
prominent members of Map. It threatens Night the Curator. This has visit Raskolnikov and
the Sunmourner depraved pleasures in redemptive powers. The
the Children of Rain. Land. caused a rupture in observe his teachings.
commune. return. entity expects sacrifices.
their faction.
A missing fragment
Several Necro Divas The Children of Rain The Curator of the
Many baptized in needed to complete the Raskolnikov is
went MISSING are SELLING artifacts gardens is desperate
6. THE the lake feel mystically Star Map is HIDDEN CAPITALIZING on
X X when the Tomb was plundered from the for a SECRET hidden
M AT R I X // E N C O U N T E R S & L O C AT I O N S
TOMB [p.12} BONDED to the in the Tomb. The Chaos the conflict caused by
unearthed. Others lost Tomb. Many died to within the Tomb not to
unearthed Tomb. Messiahs are unaware the Tomb's discovery.
their singing abilities. obtain them. be exposed.
of it.
44
The curator of the Raskolnikov is
The Children of Rain are The Chaos Messiahs
gardens requires a VULNERABLE to the
8. THE LAKE SEARCHING for an are SCHEMING
X X X X RESOURCE from the Lake's power. There is a
[p.12] artifact in the Lake. It to poison the Lake's
Lake to imbue his tea secret about it only he
can cause atrocities. waters.
plants with magic. knows.
Raskolnikov is spir-
The Children Children of Rain are itually JOINED to
11. CHILDREN of Rain are ADDICTED to a the Children of Rain.
OF RAIN X X X X X BLACKMAILING variety of tea found in He wants to exploit
[p.12]
the Chaos Messiahs. the Gardens them and ascend into
godhood.
Raskolnikov is impris-
oned in the Gardens.
16. TEA He would provide
GARDENS X X X X X X X
[p.12]
world-breaking magic
to those that assist his
ESCAPE .
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