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Numenera - Into The Night - The Nightcraft
Numenera - Into The Night - The Nightcraft
BY MONTE COOK
THE NIGHTCRAFT
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THE NIGHTCRAFT
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From this room, the characters can and it can be used up to ten times in a 28-
control the ships immediate movements hour period. There is also a level 3 device
and long-term navigation as well as monitor here that will clean a person using sonic
whats going on in and around the vessel. vibrations, along with 1d6 entertaining
The bridge is also where the crafts internal oddities.
environment (air, gravity, and temperature) Hold. This area has its own large hatch
is adjusted. to the outside. It is empty when the ship is
Weapon. Complex tubes and wires are found.
strung all over this room. In the middle, a
red synth pyramid hangs from the ceiling.
Using the pyramid device, one can control FINDING THE CRAFT
the Nightcrafts weapon, viewing potential The GM should place the Nightcraft
targets within range on screens in the anywhere that seems fitting. Gaining access
pyramid. The weapon is a level 6 device. It to the craft probably wont be easy for the
projects orbs of destructive energy up to 20 PCs. Here are four possible locations:
miles (32 km), inflicting 12 points of damage 1. Within the Ruins. The PCs explore a
in an immediate radius. strange ruined structure from the prior
Communication. Here, one will find a worlds and come upon an irising door in the
level 5 console with a flat piece of synth. ceiling that doesnt easily open. The ceiling
When touched, this device allows telepathic is made of an odd reflective black material.
communication with one other person within The door is actually the entrance into the
100 miles (161 km). Nightcraft, which is currently docked with
Engine. This chamber contains a series the structure.
of transparent pillars filled with roiling gas, 2. Buried. The Nightcraft stood still in
which together serve as a level 7 device. time while Earth changed around it. Literal
Occasionally one can see flashes and arcs of mountains have formed over the ship, and
energy within the gas. now it lies at the very roots of a peak in the
Black Riage, A series of synth knobs on each pillar Black Riage. The PCs learn of its location
page 177 manipulates the gas and thus adjusts the somehow (perhaps the endpoint of an
Ghan, page 145
engine. Figuring out how to do so correctly electronic map discovered elsewhere) and
requires an Intellect-based roll. However, this must find a way to reach it. This might
should never be necessary unless someone involve gathering numenera tunneling
is repairing damage or attempting to modify equipment, major explosives, or phasing
or upgrade the engines. technology.
Quarters. This long chamber holds beds, 3. Submerged. The Nightcraft lies at the
chairs, and other comforts. The room bottom of the sea off the coast of Ghan.
contains a level 4 device that will produce Again, the PCs learn of it via some means
food that is nourishing to a specific creature, perhaps by treating with an intelligent
aquatic creature like an octopus, who trades
the location of the craft for information or a
ARTIFACT: SHIPSKIN device it needs. The characters will also need
Level: 4 a means of surviving the trip down into the
Form: Cylinder deep, but the return trip is a bit easier, as the
Effect: Sprays organic tissue over a vessel can travel up and out of the water.
single creature the size of a human 4. Just Waiting. This is the easiest way of
or smaller. The tissue forms a getting to the Nightcraft, but perhaps the
thick, tough skin that provides the
most enigmatic. The ship is just sitting,
creature with 28 hours of oxygen and
almost waiting, out in plain sight. As the PCs
protection from the dangers of the
void. It also provides +2 to Armor. approach, the door opens, beckoning. Local
Depletion: 1 in 1d6 witnesses might relate that it landed there
very recently.
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THE NIGHTCRAFT
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were not expecting. The stowaway is a tall, find and decode the information, a task that
hairy humanoid with four spindly arms. It is made all the more difficult by a defense
cant speak the same language as the PCs, automaton inside the vessel that attacks all
Ggryxal: level 4,
numenera as level 9, but it can make itself understood through intruders.
communication and complex gestures. This is Ggryxal, a creature The trick is creating an explosion near the
interaction as level 6; adept with the numenera (a skill that made anomaly. The easiest way to do so is to use
1d6 oddities and 1d6 + 2 it easy to get into the ship). Ggryxal is on the the Nightcrafts weapon to target the power
cyphers
run from the dangerous and aggressive sorg supply of the other vessel, destroying it. The
Sorg are ruthless, because it stole something of importance crew of the other vessel came up with this
antagonistic creatures from thema crystal information storage solution and drew up plans, but they had
protected by a device that holds plans and positions of no way of creating the explosion without
pressurized-bivalve shell sorg operations. Ggryxal tries to get the destroying their own craft.
crusted with tech. Level PCs to take the device far from their current
5; for details, see Into the
location, but the sorg appear in pursuit
Night, page 152
of the creature and the stolen crystal. The
stowaway has a bag of cyphers and oddities
Defense automaton: that it can trade for the characters help.
level 5, defense as level
6; health 20; Armor The Door: A PC goes into the engine room
3; long-range energy and sees a door in the floor of the chamber
weapon inflicts 6 points
that simply wasnt there before. It leads
of damage on target and
(on a failed Might defense to a low-ceilinged compartment with
roll) renders one random four level 7 deviceslong cylinders
limb useless until the lost that serve as stasis pods. Three
points are restored of them currently hold humans
in stasis. They are all clones of
Uerv clone: level 4, a human woman named Uerv,
attacks on other clones as and they all hate each other and
level 6 will stop at nothing to see the
others killed. The clones have
no idea how they got in the stasis
pods. Despite this, diplomatic PCs
might learn that the real Uerv
is lost somewhere on the
The Gloaming is an Gloaming, andunlike
artificial structure well
the clonesshe might
beyond the reaches of
Earths galaxy. For details, know more about the
see Into the Night, Nightcraft than the
page 118 characters do.
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THE NIGHTCRAFT
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PLAYER HANDOUT: THE NIGHTCRAFT
PLAYER HANDOUT: NOTES
Complex tubes and wires are strung all over this room. In
the middle, a red synth pyramid hangs from the ceiling.
This area has its own large hatch to the outside. It is empty.
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