Sei sulla pagina 1di 145

TM

SLAVES OF THE
MACHINE GOD
CREDITS
Designer Bruce R. Cordell
Additional Writing Sean K. Reynolds
Creative Director Monte Cook
Managing Editor Shanna Germain
Editor/Proofreader Ray Vallese
Art Director Bear Weiter
Additional Layout Zoa Smalley
Cover Artist Federico Musetti

Cartographers
Hugo Solis, Bear Weiter

Artists
Eren Arik, Bruce Brenneise, chrom, Vincent Coviello, Biagio D’Alessandro, Michele Giorgi, Inkognit, Kezrek Laczin,
Raph Lomotan, Anton Kagounkin Magdalina, Patrick McEvoy, Brynn Metheney, Federico Musetti,
Mirco Paganessi, Grzegorz Pedrycz, Riccardo Rullo, Lie Setiawan, Kirsten Zirngibl

© 2019 Monte Cook Games, LLC. NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.

Printed in Canada
TABLE OF CONTENTS

GMing SLAVES OF THE MACHINE GOD 4


COMBINING TWO ADVENTURES
TO MAKE ONE CAMPAIGN 5

PART 1: RELICS OF THE MACHINE 7


GMing Relics of the Machine 8
Chapter 1: Memory Bias 14
Chapter 2: Prophet of the Machine God 25
Chapter 3: Philosophy of Change 34
Chapter 4: War of the Machine 47
Chapter 5: Leaving Shallamas 51
Chapter 6: Expedition to Weal 61
Chapter 7: The Howling Pyramid 73
Chapter 8: Apotheosis of a Machine God 93
Chapter 9: Ninth World Repercussions 98

PART 2: AMBER KEEP 99


GMing Amber Keep 100
Act 1: Keep in the Badlands 102
Act 2: Building Amber Keep 109
Act 3: The Blazing Pillar 115
Act 4: The Weeping Tower 120
Act 5: Bring the Rain 124
Act 6: The Kindness of Strangers 128
Act 7: Meeting of Minds 133
Act 8: Cloud of All Endings 138

INDEX 144
GMing SLAVES OF
THE MACHINE GOD

“Amber Keep” is shorter than “Relics of the


Slaves of the Machine God actually comprises two Machine,” but it’s a campaign arc in its own
adventures, which you can play separately or combine into right. It’s primarily focused on characters
one massive campaign. who are tasked with setting up and
protecting a new base, which the PCs can
help to grow into a full-fledged community.

S
laves of the Machine God contains Though the two adventures can be run
two separate adventures. separately, they can also be fused together,
The first adventure is called “Relics creating a single expansive narrative. The
of the Machine,” and it takes up the two adventures feature different NPCs,
largest portion of this book. The adventure locations, and plots, but they are written
consists of the instructions for running in such a way that they can be combined.
it plus eight chapters of the scenario By weaving the two storylines together,
and one chapter of repercussions. The pace and tone can be varied over the
adventure is one that allows PCs to range much larger combined campaign arc, thus
fairly widely around the Steadfast and creating a more satisfying experience for
even into the Beyond, which isn’t the kind both you and your players.
of thing most people in the Ninth World Note that “Relics of the Machine” is
could even imagine, let alone do. But in broken into eight chapters, while “Amber
the end, perhaps the PCs will be able to Keep” is described in eight acts. This
prevent the rise of an army of powerful organization makes it easier to run both
automatons and save a friend in the adventures at the same time, making it
process. less likely that you’ll get them mixed up.
The second adventure is called “Amber Having two different major sections in
Combined Campaign Keep.” This adventure consists of the the same book both titled “Chapter 1” is
Flowchart, page 6 instructions for running it and eight acts. a recipe for confusion. With chapters and
acts, you always know where you are and
what adventure you are GMing.
The Combined Campaign Flowchart
provides one way to link the chapters
Numenera Discovery Numenera Destiny
and acts of the two adventures, but it’s
Throughout this book, you’ll see page references to various not the only way. Once you read through
items accompanied by these two symbols. These are page this material, you might decide to use
references to Numenera Discovery and Numenera Destiny, only some parts and hold back others
respectively, where you can find additional details about that or modify them to suit your own game.
rule, ability, creature, or concept. Often, it will be necessary to Either way, the introduction provided with
look up the referenced item to find information you need for each of the two adventures gives further
character creation and gameplay. Other times, it’s not necessary suggestions on linking the two into one.
to look up the item, but doing so can deepen your experience
and understanding of the game and the setting.

4
COMBINING TWO ADVENTURES
TO MAKE ONE CAMPAIGN

COMBINING TWO
ADVENTURES TO
MAKE ONE CAMPAIGN

T
he adventures “Relics of the
Machine” and “Amber Keep” can REAL WORLD TIMING
be run separately. In fact, many Generally speaking, each of the
chapters or acts in either can be run as chapters and acts will take about
stand-alone adventures if you need to run a four-hour gaming session to
a game at a convention, at a game store, complete, though a couple could
or for an online audience. But if you’ve got require two or three sessions,
the time and the players, consider running especially Chapter 7: The Howling
Slaves of the Machine God as one large Pyramid. The upshot is that if you’re
campaign, as shown on the Combined combining both adventures, you can
Campaign Flowchart. The sequence expect to play at least sixteen and
defined by the blue arrows is linear within possibly up to twenty sessions of
each separate adventure, if you want to Slaves of the Machine God.
run those adventures separately. The
sequence indicated by the yellow arrows
is the preferred sequence for putting the TIER ADVANCEMENT
chapters and acts together in a single On average, PCs can expect to gain
combined campaign. Additional notes are about one character advancement Character Advancement,
also provided in the text of each chapter about every session. Four page 128
and act, signaling the preferred sequence advancements means an upgraded
or providing other useful directions for tier. Thus, if you’re combining both
integration. adventures, you should expect some
If you run the adventures separately but of your tier 1 PCs to advance to tier 2
still want to use both as part of the same by the end of Chapter 2: Prophet of
campaign, start with “Amber Keep” and the Machine God; to advance to tier
follow up with “Relics of the Machine.” 3 by the end of Act 4: The Weeping
Tower; to advance to tier 4 by the
end of Act 7: Meeting of Minds; and
maybe to advance all the way to tier
5 as the PCs are concluding Act 8:
Cloud of All Endings.

5
COMBINED CAMPAIGN FLOWCHART
RELICS OF THE MACHINE AMBER KEEP

Chapter 1: Act 1:
Memory Bias Keep in the Badlands

Chapter 2: Act 2:
Prophet of the Machine God Building Amber Keep

Chapter 3: Act 3:
Philosophy of Change The Blazing Pillar

Chapter 4: Act 4:
War of the Machine The Weeping Tower

Chapter 5: Act 5:
Leaving Shallamas Bring the Rain

Chapter 6: Act 6:
Expedition to Weal The Kindness of Strangers

Chapter 7: Act 7:
The Howling Pyramid Meeting of Minds

Chapter 8: Act 8:
Apotheosis of a Machine God Cloud of All Endings

Chapter 9:
Ninth World Repercussions

6
PART 1:
RELICS OF THE
MACHINE

GMing Relics of the Machine 8


Chapter 1: Memory Bias 14
Chapter 2: Prophet of the Machine God 25
Chapter 3: Philosophy of Change 34
Chapter 4: War of the Machine 47
Chapter 5: Leaving Shallamas 51
Chapter 6: Expedition to Weal 61
Chapter 7: The Howling Pyramid 73
Chapter 8: Apotheosis of a Machine God 93
Chapter 9: Ninth World Repercussions 98
GMing RELICS
OF THE MACHINE

Calaval is gone. Only one Aeon Priest ever came close to his knowledge and skills
since then: Orstenia Myal. What wonders would Orstenia Myal have created if she
hadn’t disappeared before her prime? The Ninth World may never know, though
some say that perhaps it’s best if the fruits of her efforts never resurface.
~excerpt from The Chronicle of Truth

I
n “Relics of the Machine,” the PCs are BACKGROUND
drawn into a plot to reawaken an army
of automatons that was built in secret ONE HUNDRED YEARS AGO
to topple the Amber Papacy. The builder Orstenia Myal survived an assassination
died before it could be used, and the army attempt by the Amber Pope and created an
was lost from all knowledge. It remained overwhelming force of automatons called the
so for almost a century, until now. To stop Glistening Army to get her revenge.
this legendary army’s march, the PCs must
counter those who’d dare to wake the About a century ago, Orstenia Myal was an
Machine God and the army of automatons Aeon Priest of uncommon talent, knowledge,
slaved to it. and ability. She was so perspicacious that
This adventure, already a campaign arc some said Calaval had somehow returned in
in its own right, could be combined with her body. Then she disappeared, and most
some or all of the acts of “Amber Keep” to people never learned why. Over the course of
extend the campaign even further. Doing so the next few decades, Orstenia Myal’s name
is a great way to vary the pace of “Relics of was forgotten.
the Machine” in a fun way that encourages However, the truth is more complex than
PCs to establish and expand a base all their a simple disappearance. As Orstenia’s fame
Combining Two own. Notes on how to best combine the grew, so did her pride. When her admirers
Adventures to Make two adventures are provided in the opening suggested that she should be elevated to the
One Campaign, page 5
section. position of Amber Pope, she didn’t dissuade
them. But the Order of Truth already had an
Amber Pope. His name was Acumen II.
Order of Truth, page 215 Acumen II grew jealous of Orstenia’s
celebrity, and fearful that she would oust him.
So he moved to have her neutralized. He was
successful, but only partially, because instead
of killing his perceived rival, he merely badly
hurt her. Orstenia managed to slip away.
The reigning Amber Pope grew even
more paranoid, knowing that his actions
had likely created a powerful enemy. But the

8
GMing RELICS OF THE MACHINE

years passed without event. Orstenia never a lingering injury stemming from Acumen
returned. Even so, Acumen’s papacy lasted II’s original assassination attempt. The
only a little while longer; the Order of Truth Order of Truth never realized how close it
learned of other misdeeds he’d done to retain had come to being set upon by an almost
power, and he was involuntarily removed unstoppable force.
from his seat. Acumen II took the secret of Ciszan devoted himself to understanding The Order of Truth
what he’d done to Orstenia to his grave. His the vast treasure that fate had granted him. was established by the
original Amber Pope,
successor never heard In that attempt, High Father Calaval,
the story, and over he activated a about 400 years ago.
time, most people Halo function that
Ciszan activated a function that
completely forget “woke” nine of
about Orstenia Myal.
“woke” nine of the more than 3,000 the automatons
For her part, automatons making up the making up the
Orstenia didn’t Glistening Army. Glistening Army.
forget how Acumen These nine attacked
II tried to assassinate and wounded him,
her. Enraged and dealing with an injury she driving him out of the Howling Pyramid.
received from the effort to kill her, Orstenia Hurt and no longer able to withstand the
spent the next decade secreted away in the dangers of the ruin, he fled, suffering painful
Weal of Baz, building an automaton army changes to his body and damage to his Weal of Baz, page 193
thousands strong. Using her own knowledge mind. He was sorely hurt, but he survived.
and relics taken from the prior worlds, The nine automatons that had been
she secreted the army within an artificial activated followed Ciszan out of the
dimension contained in a crown-like Howling Pyramid. Four were destroyed by
headpiece she called the Halo of Dominion. the pyramid’s defenses, but five got away. Halo of Dominion,
She vowed that the army would be powerful The five surviving automatons gained self- page 95
enough to topple the Amber Papacy and consciousness and free will, though most
bring the Order of Truth under her control. could not recall from whence they came.
She named her force the Glistening One took up philosophy as a hermit Glistening Army, page 94
Army. Orstenia in turn hid the Halo in (Chord), another became a bandit lord
a structure called the Howling Pyramid (Axis), one a thief in Shallamas (Origin), Howling Pyramid,
that exists only when summoned. But the one ended up in the Weal of Baz (Root), page 74
Glistening Army was never fielded. An and one became a wandering mercenary
accident befell Orstenia before she could (Radius) who the PCs meet early and Chord, page 45
activate and deploy it. Other than legends perhaps befriend in Chapter 1: Memory Bias. Axis, page 49
about a “Machine God” and the slaves who Most have entirely forgotten their original Origin, page 60
“worshiped” it, nothing came of Orstenia’s purpose, though at least one suspects the Root, page 72
efforts for nearly a century. truth. Whether knowing or ignorant, all Radius, page 16
contain the seed of a compulsion to join the
THIRTY YEARS AGO automaton army, should the Machine God Chapter 1: Memory
After seventy years, chance revealed Orstenia ever rise and call its slaves back to servitude. Bias, page 14
Myal’s plot to another, who schemed to seize
the army for himself. A FEW YEARS AGO
Ciszan’s mind was damaged and his body
The Glistening Army was lost for seventy deformed by his time in the Howling
years, until a delve named Ciszan found Pyramid. That damage destroyed portions Ciszan, page 94
the Howling Pyramid by lucky chance. He of his memory, including the location of the
worked his way past the inconstant ruin’s pyramid. But fragments of what he’d seen
many defenses, and at its center, he found remained, and from those, Ciszan began
the Halo of Dominion. And within the Halo the painstaking effort to rebuild what he’d
was the Glistening Army. forgotten. Thirty years ago, he happened
He also discovered the mummified body upon the Glistening Army by chance. That
of Orstenia. Apparently, she’d succumbed to glimpse provided enough clues for him

9
to begin a years-long research project— To truly command the Glistening Army,
research that bore fruit! Ciszan needs to find what went missing. So
Ciszan learned of Orstenia Myal’s rise, he set out to find the five automatons who
of Acumen II’s assassination attempt, escaped the Halo. These “fallen angels,”
of Orstenia’s secret project to build an he’s sure, will have the divine keys he
automaton army, and eventually, again requires to truly ascend.
discovered the entrance to the Howling
Pyramid. Gaining entry, he once again made
it to the center. Seizing the Halo, Ciszan RELICS OF THE
proclaimed himself to be the Machine God! MACHINE SYNOPSIS
There was just one problem. He couldn’t As “Relics of the Machine” begins, the PCs
wake the Glistening Army. Something was have no idea how relatively minor thefts
missing. Ciszan determined that the nine will eventually lead them into a series of
automatons he woke during his first visit momentous events that, if things go poorly,
had taken the means of controlling the army could prove a threat to human civilization in
with them. He had the Halo of Dominion, the Steadfast, including the Order of Truth
but without that missing something itself, if the Glistening Army rises against
(which he started calling “divine keys”), them.
“Mud-bird” is another he could stir only a handful of automatons The PCs first become engaged in the
name for creatures that into action, and then only briefly after an larger plot by helping a friend named Radius
are also called murdens.
exhausting expenditure of resources. deal with the exploits of a band of “mud-
bird” thieves.
Murden, page 243

“Memories are required for self-consciousness to arise. They are the stories an
individual tells themselves to sustain themselves from day to day and moment
to moment.”
~Orstenia Myal

10
GMing RELICS OF THE MACHINE

CHAPTER 1: MEMORY BIAS That, and repercussions of the mud-birds’ Chapter 1: Memory
The PCs trail memory thieves to their lair, murder of the Machine God “prophet,” Bias, page 14
uncovering the first hint that a Machine God eventually lead to events described in Chapter 2.
rises.
CHAPTER 2: PROPHET Chapter 2: Prophet of the
Mud-bird thieves are using an artifact that OF THE MACHINE GOD Machine God, page 25
siphons memory from living creatures and A Machine God prophet waylays a friend of
machines as a way to accomplish more the PCs to learn about a lost secret.
mundane thefts. The PCs and an NPC
named Radius trail the mud-birds into a After some passage of time, the PCs realize Radius, page 16
dangerous region—the Mephitic Forest—to that their friend Radius is nowhere to be Mephitic Forest, page 20
the thieves’ lair. found. Concerned PCs who track their friend
Dealing with the mud-birds allows the PCs down—with some sleuthing—discover that
to potentially reclaim a few lost memories, it has been dragged off to a strange location
including those of the mercenary Radius. not far away called the Kalpis, which offers Kalpis, page 27
Radius is revealed to be a self-conscious and many dangers. Radius is eventually found
free-willed automaton (not a living creature, within the Kalpis, being tortured by another
as some may have assumed before). All tattooed Machine God prophet named
seems resolved, except for the question of Morigera.
where the thieves acquired the memory- Saving Radius means defeating the
stealing artifact in the first place. (The mud- prophet, who claims to be one of several
birds got it from a self-proclaimed “prophet dispatched far and wide by the Machine God
of the Machine God” whose corpse they to find transgressors who stole something
retain. The corpse has a ring-like tattoo of great value. This particular prophet has
across her entire face.) The other lasting two names on her list of transgressors
repercussion is that a surface memory to check on. One is Radius. The other is
returned to Radius triggers other, deeper someone called Chord the Philosopher.
memories that begin to trouble it.

11
Chapter 3: Philosophy CHAPTER 3: apparently become a target for the forces
of Change, page 34 PHILOSOPHY OF CHANGE riled up by the Machine God.
The PCs travel to the Changing Moon to find
Chord, also targeted by the Machine God.
Chapter 5: Leaving CHAPTER 5: LEAVING SHALLAMAS
Shallamas, page 51 The PCs decide (or are convinced) to visit The fourth of five automatons is revealed as
an automaton named Chord, who resides in a wasted, wrecked, and broken thing, but it
the community of Delend far to the north, has something the PCs need.
over which looms an artificial structure
Delend—Under the
known as the Changing Moon. There they Another automaton sibling named Origin is
Changing Moon,
page 225 discover that Chord is somewhere inside discovered. Radius asks the PCs to help it
the constantly changing floating structure. locate Origin in a city called Shallamas.
The Changing Moon, Worse, a prophet-led group of Machine Origin is difficult to find. A guild of thieves
page 226
God cultists showed up recently, asking run by a woman named Selani offers to
after Chord, then plunged into the floating provide the PCs with Origin’s location,
structure to find it. but only if they accomplish a small task
Shallamas, page 139 To find (and save) Chord, the PCs must for her, which essentially involves thieving
partially explore the Changing Moon. something from a collector’s home.
If Chord is found, the PCs discover that As it turns out, what needs to be thieved
the automaton has a is Origin’s head
similar background and upper torso,
as Radius, though it kept in a trophy
took up a different “Even machines may love, and case. Apparently,
pursuit. It’s also be loved.” Origin had a run-in
having strange ~Orstenia Myal with the Machine
dreams, which is God (Ciszan), who
why it entered the personally tracked
Changing Moon, searching for an “exotic the automaton down and found its answers
intelligence” to help refine its mind and wanting. The only thing the PCs are able to
dredge up memories. The intelligence turns gain from the automaton, apparently broken
out to be of limited use, though it does beyond recovery, is this warning: “Stop the
provide a couple of clues. Machine God or the Steadfast may fall to
the Glistening Army.”
Chapter 4: War of the CHAPTER 4:
Machine, page 47 WAR OF THE MACHINE CHAPTER 6:
The third of five automatons is revealed as a EXPEDITION TO THE WEAL
Chapter 6: Expedition bandit king, laying siege to the PCs’ home. The PCs discover Orstenia Myal’s dusty
to Weal, page 61 workshop where she forged the Glistening Army
When the PCs return home, they find in a manufactory hidden in the Weal of Baz.
their community under siege by a horde But once found, it’s discovered to be empty.
commanded by the bandit king Axis. Axis is
another of Radius’s automaton siblings. On its Finding the last automaton using the machine
waist it wears the severed head of still another channel that Radius shares with Chord
Machine God prophet. When Axis learned that and its other siblings proves impossible.
there was machine transcendence to be had, Something’s blocking a clear connection.
it decided that it should be the one to benefit. But research eventually reveals that the
So it used the prophet’s knowledge to look for strange cube provided by Origin encodes a
other divine keys. That, plus Chord’s efforts complex embedded language, as well as a
with the exotic intelligence from the Changing hidden symbol. The language describes the
Moon, revealed to Axis where Radius secret history of Orstenia Myal. The symbol
considered its home to be. depicts the legendary entity named Baz,
If the PCs prove victorious, Axis is and those bearing the cube can gain entry
defeated. But now the PCs’ community has to a secret location in the Beyond called the

12
GMing RELICS OF THE MACHINE

Weal of Baz where Orstenia supposedly built achieved the heights of power they might
the Glistening Army. That reminds Radius of have feared. Even if he has all the divine Weal of Baz, page 193
dreams it’s been having of being one of many keys and finishes his control scepter, it’s
in a vast bowl-like chamber. not enough to command the full Glistening
If the PCs travel to the Weal of Baz and Army.
gain entry, navigating the city of machines However, during this interaction, it’s
is somewhat complicated. But with some revealed that Radius is the Machine God.
work, they eventually discover the shuttered Once Radius gains the Halo, it can control
manufactory where Orstenia assembled her all 3,100+ automatons nestled in the
automaton army. It’s empty. artificial space accessible through the Halo,
Empty except for a disassembled and dead deploying them as it wishes. It also gains
Root. Root’s scribbles in leaking automaton power over other machines and automatons
fluid introduces the PCs to the name Ciszan, in range.
and how the Ninth World may well teeter Radius’s mood has grown darker over
on the edge of welcoming a fully ascended the months, and with the Halo, it seems to
Machine God whether it wants to or not. become someone with different values and
goals (in fact, a hidden mechanical directive
CHAPTER 7: activates within it, set by Orstenia Myal). It Chapter 7: The Howling
THE HOWLING PYRAMID deploys the Glistening Army of automatons Pyramid, page 73
Entering and surviving the Howling Pyramid outside the Weal of Baz, demanding that
is supremely difficult, but not nearly as the community join the Machine God.
terrible as discovering Radius’s secret. Otherwise, the Weal will become the first of
many places annihilated by the Glistening
Ciszan has returned to the Howling Army.
Pyramid, intent on salvaging four The PCs have a chance to intercede
automatons (long inert siblings of Radius’s) with their friend, even as two automaton
for divine keys. The PCs and Radius armies engage in exploratory conflicts. The
discovered the means to follow him thanks characters can try to talk Radius down and
to a final message encoded by Root. say that it doesn’t have to follow the dusty
The bulk of this chapter describes the instructions of a dead Aeon Priest. However
Howling Pyramid and the dangers facing poorly Orstenia was treated, it doesn’t
PCs who try to make their way through this mean that the Glistening Army should be
ancient, moon-sized artifact of the prior used to throw the Ninth World into war
worlds where sound takes on whole new and destruction (or so they might argue,
characteristics. The PCs may hope to stop among other strategies). Part of Radius
Ciszan from salvaging some of the inert is sympathetic to that argument, but the
automatons. Each component salvaged gives automaton is not completely its own master.
Ciszan control over an additional number of Alternatively, the PCs can try to fight the
automatons he can call from the Halo. Machine God, but that’s a difficult task.
Even so, it’s important to Radius that each
of its siblings be found, if only so they can CHAPTER 9: Chapter 9: Ninth World
be put to rest with a word of remembrance. NINTH WORLD REPERCUSSIONS Repercussions, page 98
Each set of remains they find is another debt Options for the GM to wrap up the
Radius feels it owes Ciszan. campaign are provided.

CHAPTER 8: APOTHEOSIS Is the Machine God defeated, neutralized, Chapter 8: Apotheosis of


OF A MACHINE GOD or reasoned with, or does it become a real a Machine God, page 93
The Machine God deploys the Glistening force of terror, especially when it comes to
Army. Can the PCs talk their old friend Aeon Priests and those who’d defend the
around? Amber Papacy? Various possibilities are
discussed. This chapter likewise touches
The PCs finally locate and confront Ciszan in on repercussions following the final act in
the Howling Pyramid. Luckily, Ciszan hasn’t “Amber Keep.”

13
CHAPTER 1

MEMORY BIAS

I
n Chapter 1, mud-bird thieves are using about the paths they travel and what they
Memory collector, an artifact called a memory collector that explore, enabling trade routes and further
page 19 siphons memory from living creatures exploration.) This means that apart from any
and machines as a way to accomplish more other connections the PCs may share, they
mundane thefts. The PCs and an NPC also have all met and even worked together on
named Radius trail the mud-birds into a minor tasks (delivering a message to a nearby
Mephitic Forest, page 20 dangerous region—the Mephitic Forest—to village, figuring out how to use an oddity,
the thieves’ lair. guarding a trade caravan for a few days, and
Dealing with the mud-birds allows the PCs so on). The PCs also made the acquaintance
to potentially reclaim a few lost memories, of several other NPCs, including a chiurgeon
Radius, page 16 including memories of the mercenary Radius. named Zoyin and a mercenary named Radius.
Radius is revealed to be a self-conscious and
If you’re running Slaves free-willed automaton (not a living creature, as
of the Machine God some may have assumed before). All seems GETTING THE
as a single adventure,
use Chapter 1: Memory
resolved, except for the question of where PLAYERS INVOLVED
Bias before Act 1: Keep the thieves acquired the memory-stealing The initial encounters are designed to draw
in the Badlands; see the artifact in the first place. (They got it from a the PCs into the larger plot a little at a time
Combined Campaign self-proclaimed “prophet of the Machine God” rather than immediately introducing them
Flowchart on page 6.
whose corpse they retain. The corpse has a to the idea that a dangerous Machine God is
ring-like tattoo across her entire face.) The gathering power. They can become involved
Act 1: Keep in the other lasting repercussion is that a surface in a variety of ways, including the methods
Badlands, page 102 memory returned to Radius triggers other, provided below, as described under
deeper memories that begin to trouble it. Witnessing the Aftermath, Contracted, and
A Request For Aid.

The Steadfast, STARTING LOCATIONS WITNESSING THE AFTERMATH


page 136 Begin the adventure in a Steadfast One morning while engaged in a
community of your choice where the PCs routine activity that has drawn the PCs
Aian, page 159
have a few acquaintances. If you have no together—such as breakfast—they see an
Milave, page 158 preference, start the PCs in the city of Aian acquaintance stagger down the street, head
in the land of Milave. swiveling about as if everything is new and
frightening, bumping into walls, and even
upsetting a fruit-seller’s stand.
CHARACTER BACKGROUND The discombobulated person is an NPC
Regardless of what other connections the PCs the PCs know—someone you’ve previously
Amber Gleaners, might have, provide all of the characters with introduced them to. Otherwise, the NPC
page 245
one additional connection: each PC has taken is Zoyin, a chiurgeon, who the PCs know
at least one or two small commissions for an to be athletic and curious, and a member
Zoyin: level 2, plant organization known as the Amber Gleaners. of the Amber Gleaners. If the characters
knowledge and (The Amber Gleaners are a network of investigate her odd behavior, read or
healing as level 3
scholars and explorers who share knowledge paraphrase the following.

14
MEMORY BIAS

Zoyin backs away as you approach, hands up CONTRACTED


as if she expects an attack, head swiveling this The characters have been commissioned
way and that as if looking for somewhere to by a group called the Amber Gleaners to
escape. make an accurate map of nearby locations.
“Where am I?” she says. “What’s my name? The regions to be scouted and mapped
Who are you? Get away from me!” include two sites: the Mephitic Forest and
Hurrying up from behind, from the same the Amaranth Forest that lies beyond it.
direction that Zoyin approached, is a large The Amber Gleaners are most interested in
figure wearing a bright red cape, an irregularly information about ruins of the prior worlds,
shaped blade on their back, and full-body though of course all relevant information
articulated armor. You recognize the figure as is welcome, including news regarding
the mercenary named Radius. habitation by abhumans or other creatures.
Radius says, “Did they get you too, Zoyin?” If the PCs are contracted to map the
She looks up at Radius. “Who’s Zoyin?” area, they find Radius the mercenary also
out exploring the regions, though for a very
The PCs should have at least some different reason: some of the mercenary’s
experience with Radius and maybe even memories have been stolen, and Radius is
know the mercenary as a friend. If not, looking for the thieves who siphoned them
Radius introduces itself to the PCs, but is away. In this case, the PCs may not initially
more concerned about calming Zoyin and encounter Zoyin the chiurgeon as described
asks for the PCs’ help in doing so. But as is under Witnessing the Aftermath.
already evident, Zoyin doesn’t remember Alternatively, the PCs can be drawn into
who the characters are either, even though the adventure by volunteering to help
they dealt with the chiurgeon in the past. after witnessing the results of the memory
Working together, Radius and the PCs thieves’ heist.
can calm Zoyin. Once she is less excitable,
PCs who examine and question Zoyin can A REQUEST FOR AID
confirm that the woman is suffering from If the PCs don’t see Zoyin’s memory-
some terrible sort of amnesia. No additional impaired stroll and have not already been
answers are forthcoming from her. introduced as friends—or at least friendly
But Radius knows more. The mercenary acquaintances—of Radius, then they are
explains what it knows. approached by Radius after the fact. Radius
explains what happened to it and Zoyin,
Radius says, “Zoyin and I were out patrolling and asks for the PCs’ help tracking down
beyond Aian’s wall, as I sometimes do on the mud-birds. Radius wants its stolen
behalf of some merchant or other, keeping memories back, but things are much worse
an eye out for bandits. I saw that Zoyin was for Zoyin. It notes that if Zoyin’s memories
out early too, collecting plants. We waved at can’t be returned, the woman’s expertise
each other. I passed on. Then I heard her cry as a chiurgeon will be lost, and she’ll have
out. Retracing my path, I found her collapsed. to be retrained as if a child. Radius also
Cloaked figures surrounded her. I realized the promises the PCs a stash of 50 shins each if
hunchbacked figures were mud-birds. So I they help.
charged. One produced a metal device that
unleashed a shadow beam that struck me. I
fell senseless. INVESTIGATING THE
When I returned to myself, the mud-birds MEMORY THEFTS
were gone, as was my axe and all my shins. Also If the PCs spend a day canvassing the
gone was my memory of my siblings. I have community asking about mud-birds,
nine. I think. Maybe it was five? When I try to unexplained instances of memory loss,
recall their names or faces, I can call up only a or other odd happenings, they learn a few
shimmer, a sense of incompleteness. Holes in additional relevant facts. As the PCs learn
my consciousness. And what was taken from more, they’re eventually drawn to a public
Zoyin seems even more wide ranging. house called the Snug in the neighborhood

15
Radius: level 4, RADIUS THE MERCENARY
understanding and Radius is an automaton, one built to resemble humans so well that it has been mistaken
crafting numenera for one who wears full-body articulated armor and a dramatic red cape. It wields a massive
as level 5; Armor 3;
axe. Some people refer to Radius as “he,” but the truth is that Radius is an automaton
regains 1 health per
round from automatic without a gender. Radius’s preferred pronouns are it/its. Some PCs may be initially
self-repair functions unaware of Radius’s non-organic nature.
even if reduced to Radius quickly impresses compatriots with its bravery in the face of danger, its normally
less than 1 health
taciturn nature, and its way with the numenera despite its obvious skill with weapons.
Memory collector, Though it makes its way in the Ninth World as a hired sword, it can also craft devices for
page 19 specific needs.
Despite its reticence, Radius enjoys the company of others. The mercenary often shows
Chapter 5: Leaving
Shallamas, page 51 up at gatherings to hear others talk, at public houses to take in the ambience, and even
occasionally at places where spirits are served, though Radius never imbibes. Radius
doesn’t go out of its way to reveal its machine ancestry, but if asked, it doesn’t shy away
from confirming that it is made of metal and synth, not flesh and blood.
Radius recalls the last thirty years of its life knocking about the Steadfast, doing
small jobs for pay, and not spending more than a few years in any one location.
What happened before about thirty years ago, Radius can’t recall. The mercenary
doesn’t know who built it, or why. Radius doesn’t dwell on its past
too much, because the past doesn’t have much bearing on its
current circumstances—or, at least, not as far as it can tell.
That said, at various points during the adventure,
Radius regains previously lost memories. These are
referred to as stages. The mercenary’s behavior changes
a bit with each new stage that it reaches.

Stage 1: This is Radius’s initial state when meeting the


PCs. It doesn’t remember being anything other than a
mercenary, doesn’t remember where it originally came
from, and doesn’t have much interest in learning.

Stage 2: After the memory collector artifact


returns Radius’s stolen memories, it recalls
that it did have nine siblings, though only five
are still around. But it still can’t remember
their names, where they’ve got to, or anything
else about them. However, at Stage 2, Radius
tells the PCs that it has started dreaming—
which is a big deal, because it has never
experienced such things before. The dream, which
repeats thereafter, is of a haunted hollow filled with
thousands of creatures that all seem to be another
version of Radius. It doesn’t know what the dream
signifies.

Stage 3: After the events described in Chapter 5:


Leaving Shallamas, Radius becomes prickly
and even irritable. It is sometimes sullen and
unresponsive, other times given to angry
outbursts.

16
MEMORY BIAS

of Highpoint, where they discover that a


BAD PARTS OF AIAN
man named Federin has been, up until
Bad parts of town have dangers
recently, secretly ferrying mud-birds into and
of their own. PCs who set out to
out of Aian, as presented hereafter.
investigate other tales of memory-loss
by questioning people in run-down
Skulkers: A couple of Aian guards admit to
areas of Aian must contend with such
having seeing hunchbacked figures skulking
things, including a desperate pickpocket Pickpocket: level 2,
around the bad parts of the city. Sightings tasks related to stealth
who tries to make off with something
started about a week ago, maybe two. It’s and thievery as level
of value one character carries, an 6; carries an oddity
possible these were the same creatures
acrimonious gang of four or five alley that chuckles, giggles,
Radius encountered, though the descriptions
toughs spoiling for a fight, and possibly or laughs uproariously
remain vague. The guards and officials of when handled
a fake “seer” eager to tell the PCs
Aian aren’t really interested in looking into
what they think the characters want Alley tough: level 4;
it further because the skulkers have not
to hear in return for a few cyphers or Armor 1; one uses a
bothered the traders and merchants or the shard of strange metal
other gifts. If so, present them as GM
caravans that run in and out of the city. The as a dagger that is
intrusions during the course of the PCs’
guards’ upkeep is paid for by Aian’s oligarch always cold as ice
investigation. They might not experience
council (who are elected and maintained by
all of the encounters, depending on the Seer: level 3,
Aian’s merchants). The upshot is that no one deception as level 6
flow of your game.
of any real wealth has been affected.
To the extent that the wealthy and
powerful in the town are even aware of
an issue (and that number is very small), PCs who follow up on these incidents learn
they assume that tales of memory loss and that all of the most severe cases seem to
strange figures in the shadows are just one occur within a few blocks of each other, in a
more conspiracy theory that the poor tell run-down neighborhood called Highpoint.
each other about the well-to-do.
Tales of Deception: If the PCs investigate
Memory Losses: Once the PCs start asking Highpoint, they quickly learn that there’s
around, they learn that several people in the only one place where people congregate: a
community have been complaining about public house called the Snug.
forgetting things, especially in the less The Snug is essentially a long warehouse
reputable parts of town. featuring a thick plank serving as a bar, at
Many of the complaints are minor, which stools and chairs are set. The drink
including forgetting things like of choice (and only thing on offer) is a
appointments, what day it is, and obscure bittersweet alcoholic cider served from great
historical facts. One could argue that these barrels in great tankards. About fifteen or so
are nothing more than natural lapses in patrons can usually be found in the Snug,
recollection. However, a handful of memory along with Melly, a silver-haired woman with Melly: level 2, tasks
losses are more significant, including the deep laugh lines who runs the place. No one related to positive social
interaction as level 3
following specific things that people the PCs admits to suffering memory loss that’s out
meet have forgotten. Each of these memory of the ordinary for the hard-drinking, but
loss incidents is also paired with the loss of one or two identify Federin as someone with
some kind of valuable, such as a purse filled a strange story. According to Melly, Federin
with shins, an oddity of some value, or in turned from a life of steady work to one of
some cases, a cypher or two. dissipation almost overnight.
Significant things forgotten include the The PCs can piece together the following
following. about the man by asking around. Federin
• The way home has an aneen-pulled wagon that he used
• The victim’s own name to drive into Aian every few days. From the
• How to eat wagon, he would sell white-leaved kaven
• How to speak the Truth fruit and other items grown on his farm.
• That they have a child But that all changed about fifteen days

17
ago. That’s when he started showing up It’s easy to confirm that the man is dead,
every evening at the Snug, where he drank apparently having died of exposure and
himself into a near-comatose state. The perhaps starvation, and though it’s a little
next evening, he’d be back again, somehow hard to tell from all the filth, the man
having accumulated enough shins to pay for matches whatever description the PCs
yet another prodigious amount of ale. had of Federin. But right about then, the
A couple of patrons say they saw short, characters hear a commotion in the shed.
cloaked figures arrive with Federin on his (The commotion happens sooner if PCs
wagon, but didn’t think too much about it. make for the shed before checking on the
Sometimes travelers pay for rides into and body.)
out of Aian to avoid paying entry fees that
the merchants have levied at the gates. FLIGHT OF THE MUD-BIRDS
But Federin hasn’t shown up for a few The shed doors fly open, revealing two
Aneen, page 225 nights. aneen hitched to a large wagon. Seven
hunchbacked forms cling to the wagon,
Murden, page 243
FEDERIN’S FARM and six more are deployed around it. The
The truth is that Federin has become a thirteen mud-birds (also called murdens),
GM intrusion: The victim of the mud-birds’ memory theft. having decided they’d overstayed Federin’s
character feeling the He’s forgotten that he has a crop of kaven welcome, were preparing to return to their
static’s effect hears
strange voices, and a
fruit, which now rots in the field outside his lair, after sending on an earlier wagon filled
memory of something house. Not knowing what else to do, Federin with the spoils of their most recent thefts.
horrific that happened was content to secretly drive several of the The PCs’ arrival only hastens that decision.
to them that they’d creatures who robbed him of his mind in Though the mud-birds probably
forgotten (or which
they never actually and out of Aian in return for a handful of outnumber the PCs, at this point their goal
experienced) stuns the shins each trip, which Federin used to pay is to escape. If the characters confront or
character so much that for drink. (Which of course only further attack them, the six mud-birds that are
they lose their next turn.
impaired his ability to remember.) deployed to guard the wagon (plus a few
already on it, if necessary) engage the
Finding the Farm: Any plausible method the characters tactically, so that each PC has at
PCs use to figure out where Federin’s farm least one enemy and maybe two to worry
is located succeeds, and the characters learn about.
that the place is about a fifteen-minute walk The moment the PCs engage the mud-
down a dirt trail leading east away from the birds, they are assaulted by mental static
city on a rise. that scrambles thought (the inadvertent,
For instance, if the PCs visit the nearby yet still-harmful effect of mud-bird mental
market where Federin used to sell his communication). Creatures within
produce, another seller knows Federin: immediate range must make an Intellect
Kauflin: level 2, a man named Kauflin selling tasty red defense roll; if they fail, all of their actions
tasks related to roots that curl and uncurl. Kauflin can be are hindered while they’re within immediate
farming as level 4
convinced to provide directions. He hasn’t range of the creatures.
seen Federin for a few weeks.
If the Mud-Birds Escape: The wagon jounces
Situation at the Farm: Federin’s situation at away across a field at a long distance each
Flock leader: level 5, the farm has gone from bad to worse. round, holding the mud-bird flock leader
otherwise as murden; and several others whose only job is to see
wears memory
collector artifact
A man, filthy and unmoving, lies before a that the flock leader gets away. (The flock
small home. Several acres of field surround leader is larger than the others and wears
the house, overgrown with weeds and gnarled the memory collector artifact.) This means
bushes from which overripe kaven fruit has that if any PC manages to give the slip to
dropped to the ground. A shed three times the mud-birds trying to slow them down, up
larger than the house stands next to the to five more murdens come off the fleeing
abandoned field. wagon to engage (leaving one to drive and
the flock leader). If a mobile PC manages to

18
MEMORY BIAS

get on the wagon, the flock leader uses the


MEMORY COLLECTOR
Level: 1d6 + 3 memory collector on that character (and, if
Minimum Crafting Level: 7 successful, pushes the unconscious victim
Wearable: Thick lenses built on a device off the moving wagon).
worn on the upper face and eyes and This should be enough to allow at least
a glove attached by thick cabling the flock leader to get away, in which case
Effect: User can selectively collect the wagon is driven several miles to the
memories from a target touched Mephitic Forest, and the mud-bird lair that
with the glove. Any creature with lies within it.
memories, including intelligent
machines, can be targeted. The If the Mud Birds Are Caught: If the PCs
user must specify the nature of
manage to catch the wagon and stop the
the memory to be removed, such
flock leader from escaping, that’s fine.
as “anything you know about
automatons” or “everything that Just refer to Mud-Bird Lair for additional Mud-Bird Lair, page 22
happened over the last minute,” information about the situation and the
or even “your name,” “how to murdens’ acquisition of the memory Cyphers
speak,” and so on. Regardless collector. The wagon that the PCs catch Level 4 injector: During
of the memory stolen, the target contains two bags of loot, including 2d6 the next minute, user
gains three immediate
typically falls unconscious for about shins, two cyphers, and an oddity. A small rerolls of a failed roll.
an hour afterward or until roused. bag also contains 6 synth pellets containing
(Autonomic memories like “how to random memories stolen from people in Level 2 handheld device:
breathe” aren’t affected.) Aian. All in all, it seems like an incredibly Puts the user out of
Stolen memories are collected in a small haul for the amount of time the mud-
phase for one minute.
small synth pellet. Touching a
birds were active.
memory pellet gives a preview of the
Moreover, it soon becomes clear that the Oddity: White sphere that
memories contained therein, and if a “purrs” when touched.
creature touching a pellet wills it so, flock leader doesn’t have all the memories
the memories in it are infused into it stole. That’s because there were two
the creature (and the synth pellet wagons originally in the shed (as can be Random Memories in
easily determined by checking). The other Memory Pellets, page 23
falls to dust).
Special: The memory collector doesn’t one already returned to the lair with the bulk
function on anyone wearing a of the loot stolen from Aian, as well as most
tattoo on their face like the ones the of the memories. That includes Radius’s
prophets of the Machine God have. memories. Once this comes to light, Radius
Depletion: 1 in 1d20 (and possibly one or more PCs) is strongly

19
incentivized to head to the lair to reclaim Many tiny tendrils reach down from the
what was taken. If the PCs don’t offer, Radius floating forest, finding root in nooks and
asks for their aid. (If a PC was pushed off crannies of the valley floor, but there are also
the fleeing wagon after having an important a handful of very large roots, one of which is
memory stolen, they likely want the same.) wide, flat, and level enough to drive a wagon
up. PCs who check can indeed find signs
that at least one wagon (and perhaps two, if
MEPHITIC FOREST the mud-birds they encountered at Federin’s
The rough track taken by the fleeing mud- farm got away) has recently been pulled up
Don’t show the players bird thieves leads about 5 miles (8 km) this particular woody bridge, which ascends
the art until their through mostly natural terrain, though a 300 feet (90 m) up to the main forest mass.
presence draws the
attention of vesks,
few of the “boulders” poking up through the Traveling up into the forest along the
creatures that patrol drit are composed of a pocked green metal obvious, largest, and most level rootlet is
the forest’s edges. and sing with a high-pitched tone when a routine task. Of course, PCs could enter
approached. The trail finally peters out at the the floating forest by any number of other
edge of a strange forest. Read or paraphrase rootlets, though many are little better than
the following. rope-like vines. Getting up into the forest
on one of these requires climbing tasks
A forest composed of a single gargantuan ranging from difficulty 3 to 5, depending on
tree floats over a wide valley, its thousands of how minor a rootlet they choose. The most
boughs and leafy branches twining across the difficult methods of ascent (difficulty 5) are
sky in spans so thick that different varieties of usually not guarded by vesks, creatures who
vegetation grow on some of them in pockets claim the Mephitic Forest as their territory.
of collected soil and leaf litter. Myriad winged
creatures, insects, and slithering snakes wend
along the boughs.

20
MEMORY BIAS

MEPHITIC FOREST CONDITIONS MEPHITIC FOREST ENCOUNTERS


The forest is essentially an ever-spreading The PCs encounter some (or even all) of the
network of reaching branches, leaves, and following interesting and dangerous things
blossoms that is roughly 3,000 feet (900 m) while searching the forest for the mud-bird
in diameter whose bottom-most branches lair, starting with vesk sentries who watch
hang about 300 feet (90 m) above a deep the forest’s edge.
valley. The forest is also home to hundreds Once the PCs enter the forest, tracking
of different kinds of creatures and other the mud-birds becomes more difficult
growths, mostly trivial and small, with a few (assuming they’re using mundane tracking
notable exceptions. methods), requiring three successful
difficulty 4 Intellect tasks, each taking
Illumination: Directly under the forest, the about an hour. Each failure simply means
light is just barely dim even in the middle another hour or so of wandering the tangled
of the day; only a few stray shafts of light branches (and potentially another encounter
occasionally find their way through the with the dangers of the Mephitic Forest).
floating forest overhead. Within the forest
itself, the light varies between dim and Vesk Sentries: The Mephitic Forest is home Vesk: level 3, perception
bright during the day. to creatures known as vesks. Patrols of four as level 5; threat display
(level 5) stuns victims
or five vesks watch the most obvious ways who succumb so that
That Smell: Part of the forest is always for intruders to enter the forest, including they lose their next turn;
blooming, but strangely, the blooms vary the path used by the mud-bird wagon(s) spear attacks inflict 4
from location to location, even though the that the PCs followed to the gargantuan points of damage
forest appears to be a single gargantuan tree. Vesks are not usually interested in
treelike organism. Some of the blooms give interaction, nor can they speak normal
off a pleasant floral scent. Others emit a languages. They communicate with one
sickening reek. The combination usually another telepathically in a manner similar
comes across as unpleasant to those not to mud-birds (which facilitated the two
used to it. groups making common cause within the
forest). They attempt to kill or drive off the
Falling Dangers: Except in a few designated PCs unless the characters have a compelling
areas, there isn’t really any level ground in reason, gift, or other way to persuade the
the forest. Instead, the “ground” is made up vesks to let them pass.
of what is essentially a network of rounded, Each vesk has a biological connection
sloping, irregular catwalks. PCs can move to the tree: they are essentially free-willed
without risk of falling as a routine task that and mobile seed-pods. While they look like
rarely requires a roll. However, if a PC is humanoids from a distance, up close it’s
struck in combat, startled, or moved against clear they are creatures of wood, bark, and
their will, they risk falling. Introduce the vine. As the end of their lives approach, they
risk as a GM intrusion with a difficulty to pick a direction and trudge away from the
avoid falling equal to the effect or attack that valley, hoping they’ll find a similarly good
instigated the risk. place to die, so that in death they will sprout
Thankfully, even if PCs fall, there are so a new Mephitic Forest.
many branches beneath them that it’s quite But before that finality, they protect
likely they’ll fetch up on a lower branch long the tree in which they sprouted. When
before emerging from the bottom of the threatened (or if threatening an intruder),
forest and falling another 300 feet (90 m) a vesk’s automatic response is to stick out
to the valley floor. Those who fetch up suffer its tongue. A vesk’s tongue appears as a
only 5 points of damage. Of course, this also huge multicolored flower that overwhelms
risks separating PCs from each other, as the the senses of those viewing it thanks to a
foliage can be quite thick. coincident psychic discharge. Creatures
within short range who see it must succeed
on a difficulty 5 Intellect defense task or be
stunned and lose their next turn. Once a

21
creature has succumbed to this effect once, the nest is centered on the largest support
Intellect defense tasks to avoid the effect are branch, and it opens directly into one of
eased by two steps. the two main chambers, a “warehouse”
cavity containing one (or two) wagons
Pitcher Slide: This area looks like any other as well as some nervous aneen tied to a
branch but is slippery with oily slime. A branch. Beyond the warehouse is an equally
creature that walks on it must succeed on a large cavity that serves as the mud-bird
difficulty 4 Speed defense roll or slide down community center, where most of the
into the open mouth of a reservoir of acidic daily living activities of the flock occur.
(and slippery) sap in a knothole. This inflicts The several dozen tiny cells pocking the
5 points of Speed damage (ignores Armor) remainder of the nest’s interior are each
each round until the victim can escape (a about 6 feet (2 m) in diameter, connected by
difficulty 5 Might task). narrow tunnels about 5 feet (1.5 m) high.
The tunnels connecting the cells are
Fuzz Flower: This beautiful bloom releases trapped with pitcher slides, fuzz flowers,
psychoactive pollen. Victims who fail a and bladder blooms, cunningly set so that
difficulty 3 Intellect roll become overexcited fleeing mud-birds can lead pursuers to their
and rash, and unless restrained, they want dooms within the lightless interior while
to jump and run (which inevitably leads to a avoiding those same traps themselves. PCs
fall, or perhaps a series of them). may also stumble into one or more of these
if they try sneaking into the nest.
Bladder Flower: Here and there grow
bladder flowers, which look like massive Dealing With the Mud-Birds: About twenty-
blooms growing from the top of thick yellow five mud-birds lair in the nest, though the
pods about 4 feet (1 m) in diameter. The PCs already encountered many of them
pods pump out air to create a vacuum. (thirteen plus the flock leader) at Federin’s
Each pod has a small opening at the center farm. How things went there determines
of the flower, normally sealed. If a creature how many remain for PCs to encounter
no larger than human-sized comes within here. If the flock leader didn’t make it back,
immediate distance, the flower bobs forward another mud-bird steps into the role. About
and touches the target. On a failed difficulty four vesks are also on hand at any given
3 Might defense roll, the target is bodily time, helping out and guarding the nest.
sucked into the pod, where it is digested at If the PCs inflicted serious harm on
the rate of 3 points of damage per round the mud-birds at Federin’s farm, seeing
until it can escape the pod. the PCs show up at their home greatly
concerns the murdens. They are willing to
negotiate, though given that mud-birds
MUD-BIRD LAIR can’t speak (but instead talk to each other
Mud-bird nest: level 3 The mud-bird lair is a large nest near the telepathically), the PCs would need a
center of the Mephitic Forest. It looks method to bridge that communication gap.
something like a massive insect hive about (This mental communication inadvertently
100 feet (30 m) in diameter with about creates the mental static that is annoying
twelve small exits at a variety of levels and harmful to other nearby creatures.) If
connecting to branches extending away in the PCs make a single difficulty 5 persuasion
every direction. The nest is composed of a or intimidation task, the mud-birds turn
bark-and-sap slurry that has hardened into over the stolen memories and a corpse with
a very versatile building material that is a strange tattoo on her face—a corpse they
resistant to burning. took the memory collector from, which they
attempt to explain. If the PCs want more (as
Nest Layout: The nest contains two main in all the other goods stolen), they’ll have to
chambers and several dozen tiny cells succeed on three difficulty 5 persuasion or
connected by winding passages around intimidation tasks, and if they fail two before
the periphery. The largest entrance into succeeding on three, the vesks and mud-

22
MEMORY BIAS

birds attack, potentially using the memory Level 4 handheld device: Duplicates
collector artifact, too. something no larger than something the
Alternatively, the PCs could simply attack user can hold in one hand.
the abhumans, in which case it’s a no-
holds-barred fight with elements of running Stolen Memories: A large bag in the flock
through narrow, trap-filled tunnels to chase leader’s cell contains about thirty synth
down mud-birds. Some murdens might pellets, each holding a stolen memory.
escape through the many exits all over the Radius’s stolen memory is in this batch. The
nest. memories stolen are random. If you wish,
you can use the following table to generate
Other Loot: If the PCs are particularly memories the PCs find among the synth
convincing, or if they fight the mud-birds pellets, or as inspiration for memories that
and win, they find all kinds of loot stolen you make up. It’s up to the PC whether
from Aian distributed around the nest. they wish to find the victims and return the
That includes furniture, jewelry, about ten memories.
oddities, 200 shins, six cyphers, the stolen The memory of training in a particular
memories (as synth pellets in a large bag), task counts as actual training for a PC who
and the tattooed corpse. The wagon and the absorbs that memory, which means if a PC
two aneen who drew it are also technically is already trained in that task, they become
loot, though the mud-birds are loath to specialized. A PC can never gain more
return them. than one additional training per tier in this
fashion. Iron wind, page 135
Cyphers: The cyphers found include the If an incompatible memory is absorbed
following. (such as the knowledge that your name is
• Level 7 bulky device: Hides an area a very something other than what it actually
long distance across from external visual is), there is a chance that the PC
detection for 28 hours. could develop a few mental
• Level 4 badge: User eases all Intellect tics, which the GM
defense rolls for 28 hours. is free to elaborate
• Level 5 metallic orb: For three days, user on using GM
gains a corpse-like pallor and does not intrusions.
need to breathe.
• Level 10 handheld device: Suppresses an
instance of iron wind for ten hours.
• Level 3 handheld device: One object or
creature is preserved in perfect stasis for
up to one month.

d10 Random Memories in Memory Pellets


1 The memory of someone’s favorite color: red like blood from a fresh-made wound
2 Training in balancing
3 The smell after a rainstorm when everything is quiet once again
4 The death of a child named Mirchel in a random accident in the street
5 The exacting and incomprehensible procedure a machine would use to purify
water
6 Training in handling animals
7 When you were a judgmental ass and refused to see it until you ruined a
relationship
8 Training in playing the shandar, a stringed instrument
9 How to speak the Truth
10 That your name is Lui Norrol

23
Tattooed Corpse: The mud-birds keep the The memory collector artifact is a “relic
corpse of the woman who originally wielded of the Machine God” that was given to
the memory collector artifact. The corpse the prophet so that she might question
has been preserved in hardened translucent machines across the Steadfast and Beyond,
tree sap, though a ring-like tattoo on looking for something of great importance
the woman’s face—running across her that the Machine God wants, which she calls
forehead, arching down her cheeks, and the divine key.
connecting under her chin—is visible. The The prophet had come down sick with
tattoo art depicts a ring that is apparently some kind of fever (possibly from ingesting
composed of tiny cogs and mechanical memories that were inconsistent with
parts. her own mind). At the end she was lost,
With the corpse is a journal associated delirious, and convinced she would die
with the woman. The ragged book is alone, without the grace of the Machine God
somewhat difficult to follow because the to raise her spirit back.
writer was either a bit insane or constantly
feeling the effect of some kind of mind- Radius’s Returned Memories: Among the
altering drug. However, perusing it over the recovered pellets are those taken from
course of about an hour provides the PCs Radius, which it can recognize with a touch.
with the following information. Once returned, the memories confirm that
The journal was written by “The fourth Radius is one of five surviving siblings,
prophet of the Machine God” (as the each having gone their own way decades
woman names herself). It’s unlikely that any earlier. But it remembers no more than
PC has heard of the Machine God before that; apparently Radius had previously
this moment. forgotten their names, where they (and it)
came from, and who made them. That gap
hadn’t previously troubled Radius, because
it never really thought about its life before
the present.
But after reabsorbing this fundamentally
meager memory, it can’t help but wonder
why its relative lack of information about its
own origin didn’t previously bother it. If the
PCs ask, Radius says it must think on what it
has learned. In any case, it begins to brood.

XP AWARDS
The PCs earn 1 experience point (XP) each
for tracking the mud-birds to Federin’s farm
and 1 XP each for tracking them to their
nest in the Mephitic Forest. Each PC gains
an additional 1 XP if they make a concerted
effort to return all the memories they can to
the Aian townspeople.

WHAT’S NEXT?
If you’re combining “Amber Keep” with
“Relics of the Machine,” proceed to Act
Act 1: Keep in the 1: Keep in the Badlands, which describes
Badlands, page 102 a traveling party that comes to town as
Radius begins working on its vehicle as
described in Chapter 3.

24
PROPHET OF THE MACHINE GOD

CHAPTER 2

PROPHET OF THE
MACHINE GOD
SYNOPSIS ANYONE SEEN
After some passage of time, the PCs realize RADIUS LATELY?
that their friend Radius is nowhere to be A few weeks (to a few months, depending Radius, page 16
found. Concerned PCs who track their friend on PC activities) after the characters
down—with some sleuthing—discover that quashed a mud-bird memory-stealing spree,
it has been dragged off to a strange location Radius goes missing. Before that, Radius
not far away called the Kalpis, which offers was as thick with the PCs as they allowed,
many dangers. Radius is eventually found possibly even joining the group as an allied
within the Kalpis, being tortured by another NPC (not as a follower).
tattooed Machine God prophet named Alternatively, have the PCs encounter
Morigera. Radius from time to time. For instance, Morigera, page 32
Saving Radius means defeating the tell the PCs that Radius is periodically seen
prophet, who claims to be one of several at the public house, especially on nights
dispatched far and wide by the Machine God when entertainment in the form of music or
to find transgressors who stole something singing is provided. (The PCs may already
of great value. This particular prophet has frequent a named public house where they
two names on her list of transgressors sometimes see Radius. If not, it’s called
to check on. One is Radius. The other is Freehouse—ironic, perhaps, because what
someone called Chord the Philosopher. can be had on tap is never free.)
The PCs discover that Chord the
Philosopher lives under something called THE DISAPPEARANCE
the Changing Moon, which is not especially It’s likely the PCs don’t immediately realize The Changing Moon,
close. PCs would have to find, borrow, or that Radius has gone missing. Introduce the page 226
craft a vehicle or some other means to go characters to the idea in one of the following
there if they want to investigate further. ways, or come up with one of your own.
Radius plans on it and sets to work repairing
a disabled vehicle that it owns, which will Missed Appointment: If the PCs set up a
take several days to complete. time for everyone to meet (either as a one-
off or because it’s something they regularly
do), Radius fails to show up. If you’re running Slaves
STARTING LOCATIONS of the Machine God as
a single adventure,
The PCs are located either in Amber Keep, Note From Radius: If the PCs haven’t use Act 1: Keep in the
following the events of Act 2: Building proactively called a meeting, they receive Badlands and Act 2:
Amber Keep, or in some other community a note from the automaton asking to Building Amber
of your choice where they befriended Radius. meet at a convenient location. The note Keep before running
the material in this
mentions that Radius has something of chapter; see the
special importance to tell its friends. But the Combined Campaign
mercenary misses the meeting. Flowchart on page 6.

Act 2: Building Amber


Keep, page 109

25
Reports of Mischief: The PCs hear reports convince Radius of something. They were too
of a disturbance, but a day late. If they far away for me to hear, and I never did figure
investigate, they find Radius’s small home out who was in the hood.”
empty and in disarray, as if some kind of
scuffle occurred.
STRANGERS IN A
SMALL SETTLEMENT
THE INVESTIGATION
If the PCs are located in a small
PCs concerned with Radius’s whereabouts
settlement like newly established Amber
have several possible ways to proceed.
Keep, strangers are more noticeable
than in a large community like Aian
RADIUS’S HOME
where it’s expected that most of the
Radius has a small one-room cottage, and
people you see will be strangers.
the PCs either know where it is or can find
In Amber Keep, tasks related to
it easily. If they investigate, they find that
investigating strangers are eased.
the automaton is not home. The room is in
disarray, as if it had hosted a scuffle. A shelf
is knocked over, as is a table, and a box of ASKING AROUND ABOUT STRANGERS
light tools lies scattered across the floor. A PCs who spend time asking other
close investigation turns up the following community residents whether they’ve seen
items of interest. any strangers, or anything else out of the
Oddity: Plastic bottle containing a spray that ordinary for that matter, can attempt a
cleans metallic surfaces to a brilliant shine. difficulty 4 interaction task. (The task is
Oddity: Small mirrored cube that shows eased if the PCs specify a “stranger in a red
any organic face as if an automaton, and an hood and robes.”)
automaton face as if a living creature. On a success, they learn of a few
Journal: Written by Radius, begun only sightings. Apparently, such a person came
recently. It seems to be a dream diary. to town “about ten days ago” and started
The initial entries describe how Radius asking around about Radius, saying that she
is amazed that it has begun to dream, had a commission for him. Of course, no
because it couldn’t ever remember having one saw any reason not to point her to the
them before. Later entries recount the exact mercenary’s home.
same dream, of a haunted hollow filled with More significantly, an NPC wright named
Visso: level 2, thousands of creatures that all seem to be Visso recalls something odd: “A woman in a
carpentry and crafting another version of Radius. Many of these red robe came into my workshop over a week
numenera as level 3
entries end with “What does it mean?” ago. I sold her my old box of light tools for a
few shins. Just making conversation, I asked if
ASKING AROUND ABOUT RADIUS she was looking to settle down here.
PCs who spend time asking other She laughed, said no, but volunteered
community residents about the last time that she wanted to do some salvaging, and
they remember seeing Radius can attempt wondered if I knew someplace that no one in
a difficulty 4 interaction task. (The task town already had claims on. Maybe even a
difficulty is not because people don’t want place that most people would prefer to avoid.
to help, especially if the PCs are part of a I mentioned the Kalpis, but of course,
small community, but more to see if the PCs warned her she should probably steer clear. Oh,
can jog memories in a way that produces and this was interesting—she had a tattoo of a
Kadri is a diplomat. useful information.) machine wheel across her entire face.”
He is broad-faced On a success, an NPC named Kadri If the PCs recall, they found a corpse with
and stout. He likes to
make jokes about the
remembers something of note: “I saw Radius a tattoo just like Visso describes in Chapter 1:
food and weather. walking with someone in a red hood and robes Memory Bias. However, Visso doesn’t know
a couple days ago. I didn’t think anything any more than what he saw. If asked to
Kadri: level 2, positive of it, other than that the hooded stranger speculate, he suspects that the woman was
social interaction and seemed upset about something. The stranger headed for the Kalpis.
resisting deception
as level 3
was gesticulating dramatically, as if trying to

26
PROPHET OF THE MACHINE GOD

THE TRUE COURSE OF EVENTS the water jar-like appearance, the top does
The PCs may have additional means to not open into a hollow interior. Instead,
investigate, including cyphers or other the summit is rocky but for a few metallic
abilities that grant them knowledge. In this protuberances, and is home to minor rock
case, they might learn that a woman with a vermin that scurry away from explorers
Machine God tattoo and red robes—another on hundreds of tiny legs. The material
prophet of the Machine God—came to the composing the Kalpis resembles stone, but
community ten days earlier, along with a few it’s actually a composite of a shaped rocky
other travelers she wasn’t associated with matrix that is reinforced with a webwork of
(who joined the labor pool). pliable metal. (Attempts could be made to Pliable metal, page 112
In truth, this was the prophet Morigera. salvage the pliable metal directly from the
Oniscid, page 269
After first confirming that Radius was exterior, but the surrounding rocky matrix
present in town, Morigera decided she makes that incredibly difficult, hindering
needed someplace nearby where no one salvage tasks by four steps.)
was likely to interrupt her. She settled on A group of five intelligent insect-like
the Kalpis, which she investigated to see if creatures called oniscids lair inside the
it would suit. After she negotiated a truce Kalpis. Thus far, they’ve managed to keep
of non-interference with the creatures that their presence secret, though Morigera
laired there, she returned to nab Radius. discovered them recently. So they made
She first tried to “hire” Radius to come with a pact with the prophet of the Machine
her to the Kalpis, but when it refused, she God, allowing her access in return for
used an artifact to gain crude control of the gifts of technology she provided. That
mercenary (though a brief struggle ensued said, the oniscids would be equally likely
before she was successful). She and the to negotiate with PCs who try to talk with
subdued Radius walked out of town to the them, assuming the characters can first
Kalpis, where she began to interrogate the open communication with them and then
automaton with no interruptions. promise something of such value that the
xenophobic creatures agree to help rather
than harm the PCs.
THE KALPIS
The PCs know about a ruin known locally
as the Kalpis, which lies about a half-hour’s
walk beyond town. The Kalpis is a rocky
eruption from the land that externally
resembles a gargantuan water jar. Everyone
generally steers clear of it, despite some
obvious hallmarks of prior-world technology,
because ninety percent of those who entered
got lost and never emerged again.
The few people who did make it out
describe it as an ever-changing place that
seems to have a mind of its own, a mind
set on destroying intruders. One minute
the floor is solid, and the next it’s an abyss.
A corridor that explorers used to gain
entry suddenly becomes a solid wall. Chalk
marks and other navigational aids simply
disappear. And so on.

KALPIS DETAILS
The external formation is about 600 feet
(180 m) in diameter at its widest, and
stands about 800 feet (240 m) high. Despite

27
KALPIS ENTRANCE area on the inside wall, which PCs may note.
A perfectly circular discoloration about But even if they leave chalk marks or other
20 feet (6 m) in diameter serves as the identifying signs to trace their way back, the
entrance to anyone who knows how to oniscids do their best to erase or alter those
trigger it, or to those who succeed on a signs when the intruders are elsewhere.
difficulty 5 understanding numenera task. If
successful, a 30-foot (9 m) long cylindrical KALPIS INTERIOR
plug of rock phases into translucent The vast bowl-like space of the interior
immateriality for about a minute, allowing resembles an otherworldly columned hall
access into the interior. After that, anything fallen to ruin.
within the entrance tunnel is pushed into In addition to the glowing globes and
the interior as the plug comes back into nodules, pools of water formed from
phase. condensation appear here and there, and
PCs looking for signs of recent usage or they are drinkable. Algae of various kinds
activity around the entrance who succeed grows on the nodules and columns, and
on a difficulty 5 perception task do find two someone hungry enough could eat it.
sets of prints, one of which could certainly Despite the taste, it’s quite nutritious. As
be Radius’s massive treads, and another a matter of fact, the algae is what normally
smaller, human-sized set. sustains the oniscids that lair in the Kalpis.
A similar patch on the inside can be It is also the food source that the prophet of
triggered to recreate the entrance corridor, the Machine God has been relying on while
though it’s harder to find that discolored she interrogates Radius.

28
PROPHET OF THE MACHINE GOD

KALPIS INTERIOR ENCOUNTERS them out, hallucinate routes across pools or


The PCs encounter some of the following clefts that aren’t actually there, and so on.
things while searching the interior of the
formation. Use the Kalpis side of the poster LOCATIONS
map to track their exploration of the interior Explorers find the following large nodules
of the great structure. studding the floor of the Kalpis, each about
Alternatively, or concurrently, allow the 30 feet (9 m) in diameter on the inside with
PCs to explore by attempting a series of only a single opening. On a failed tracking
tracking tasks. That said, tracking Morigera roll, the PCs also trigger the associated
and Radius in the interior is more difficult oniscid misdirection, which (usually)
than it would otherwise be because of requires that the affected PC make an
oniscid antics. Don’t tell the PCs the task Intellect defense roll or see something that
difficulty they need to succeed at to track isn’t actually there. Sometimes the creatures
Radius (if that’s something you normally attempt to sway PCs away from entering a
do). To track their quarry to the correct particular nodule, too, depending on the
hollow nodule, PCs must succeed on three contents.
difficulty 6 Intellect tasks, each taking about
an hour. Each failure means another hour Salvage Options: Some of the nodule
or so of wandering the interior, though they contents contain materials or devices that
may initially think they’ve found something could be salvaged, at your option, including
encouraging, thanks to oniscid misdirection. all discoveries that are obviously some kind
of machine or device. Treat salvage sources Salvage sources,
ONISCID MISDIRECTION as if level 5. page 108
Straightforward exploration means that
PCs will find a lot of nodules that don’t 1. KALPIS ENTRANCE
contain Radius. The same is true for each Read or paraphrase the following.
failed attempt to track Radius, and even
on successful ones that are building up Irregular columns studded with veined globes
to the third and final success. Sometimes of blue light support a great chamber. The
that’s just geography or because tracking is profusion of columns and light mist limits
difficult, but other times it’s because they vision to a short distance in any one direction.
followed misleading evidence to a nodule Free-floating orbs, trailed by vein-like stony
where the oniscids staged the area to look growths, slowly rise and fall. Here and there, Oniscid, page 269
enticing to intruders. In the latter case, the massive nodules protrude from the irregular
area is actually dangerous in some fashion. ground, each one set with a single dark
One or two oniscids (of the five who opening.
lair in the Kalpis) covertly follow the PCs,
watching to see how the characters interact It is immediately and noticeably cooler if the
with dangerous areas. This means that PCs enter the Kalpis interior, and the slight
particularly perceptive PCs who have reason smell of brine, like the sea, wafts upon faint
to suspect they are being toyed with have breezes that move through the air.
a chance to spy their tormentors and, if
they’re quick, catch one for questioning 2. POOL OF MIMICRY
before it slips away in the haze. (But don’t Fluid fills the center of the nodule. A portion
forget that oniscids communicate via of it rises up, taking on a three-dimensional
subsonic vibration, so the PCs must come liquid shape that vaguely resembles the
up with a more innovative way to speak.) nearest creature that comes within 20
If the PCs decide to leave the Kalpis, feet (6 m). The shape exactly mimics the
nearby hiding oniscids attempt to lead them movement of the PC’s upper torso, though it
astray in a variety of ways, usually involving doesn’t move from the edge of the pool. If a
making whichever PC is serving as the PC moves to the edge of the pool, the shape
navigator see things that aren’t there, miss stops mimicking and instead attacks as if a
seeing things that would otherwise lead level 5 creature, attempting to draw in and

29
drown the PC (so it can get any metal the PC Oniscid misdirection: The character
has and absorb it from the corpse). swears they can hear the faint cries of
Oniscid misdirection: The affected PC someone weakly pleading for help under all
sees the shape hold out what is clearly a the rubble.
cypher, as if attempting to give it to the PC
as a peace offering. 6. PRISON NODULE
The nodule is a lair for a creature frozen in
3. IMPLANTATION SPIRITS immobility, and PCs would have to chip it
Metallic knobs, each about 2 feet (60 cm) free (or find and disable the level 4 devices
across, are attached to walls in serried, wavy creating the ice, and wait for the ice to melt)
lines. Each is a discrete device that can be for it to gain mobility. In its frozen state,
detached from the wall simply by lifting it appears as a 6-foot (2 m) tall wrinkled
Ixobrychid: level 7, all it free. If one is lifted off, it immediately seedpod. However, if freed, the ixobrychid
numenera tasks as level phases and dives into the body of the extends fractal limbs, wings, teeth and
9; health 28; moves a
long distance each round;
character who took it, disappearing. There it tendrils, because it is hungry.
makes four attacks as waits, though for what isn’t obvious. Oniscid misdirection: The character gets
a single action; targets Oniscid misdirection: Faint markings, as a bad feeling about the idea of entering
suffer 7 points of damage if something large were dragged into this this nodule. (The oniscids don’t want the
and must succeed on
an Intellect defense task nodule, appear outside the nodule. creature released, either.)
or be stunned and lose
next action; for more 4. BRILLIANT NODULE
details, see Ninth World
A machine hangs from the ceiling of this
Bestiary 2, page 73
nodule, quietly humming. If a creature
stands in the mouth of the nodule, a light
turns on and begins blinking, faster and
faster the closer a creature comes to the
machine. The light shines continuously if
the machine is touched, filling the nodule
and an area within a short distance beyond
the nodule with bright light. Stealth tasks in
the area of this light are hindered.
Oniscid misdirection: The character gets
a bad feeling about the idea of entering this
nodule.

5. CRUSHED NODULE
This nodule is broken and smashed, as
if something outside it crushed it like
an eggshell, and recently. Trying to enter
through the rubble risks bringing the rest
of the nodule down. Creatures worming
their way into the rubble must succeed 7. KALPIS RECURSION NODULE
on a difficulty 6 Might defense roll or take A wide water jar is fixed to the center of
8 points of damage and become trapped this nodule, similar in appearance to the
under the suffocating debris until they can structure in which the PCs find themselves,
escape (or are dug free). After every three though this one is metallic and has a
rounds with no air, a person with no air complex striated surface of faintly glowing
moves one step down the damage track lines covering it in a mesh-like pattern.
until they are dead. Those who succeed still Touching it requires that a creature succeed
take 1 point of damage and are pinned in on a difficulty 6 Intellect defense roll or be
place until they can escape, but they are not overwhelmed with knowledge so beyond the
suffocating. capacity of their brain that they scream and
fall unconscious for an hour. On a success,

30
PROPHET OF THE MACHINE GOD

the character can ask one question of the


COMPREHENSION CRAWLER
datasphere and potentially get an answer if
Level: 1d6 + 1
they succeed on an Intellect task equal to Minimum Crafting Level: 3 (assessed Assessed difficulty for
the level of the answer sought. The question difficulty +4) crafting tasks, page 117
“Where is Radius?” is a level 4 question, and Form: 6-inch (15 cm) long worm of
if successful, the PC learns the way to the synth and flesh
nodule that the prophet is using to question Effect: The worm crawls slowly around
Radius (12: Radius’s Nodule). on the user’s body, inflicting 1 point
Oniscid misdirection: The character gets of damage that can’t be recovered
a bad feeling about the idea of entering this while the biological remains
nodule. (The oniscids don’t want to risk the attached. The user understands
PCs finding out about them.) all languages and forms of
communication, including telepathy,
color- or scent-based languages,
8. EXPLOSIVE NODULE
and even fast languages that some
A mass of colorless translucent bubbles machines use. The worm doesn’t
fills this nodule. Each bubble is a unit of confer the ability to speak other
mimetic gel “inflated” by some previous languages, only to understand them. Mimetic gel, page 112
environmental factor, hindering tasks to Depletion: 1 in 1d20 (check each day; on
immediately recognize it. In its current depletion, there is a chance equal
inflated state, the mass is highly volatile; to the crawler’s level × 10 that it
if cut, struck, or punctured, the whole reproduces one offspring crawler
thing goes up like four simultaneous level that matures quickly, becoming fully
5 detonations, each inflicting 4 points of active and able to function in about
damage on creatures within immediate a week)
range who fail one or more difficulty 5 Speed
defense rolls. If the bubbles are recognized 10. TREASURE VAULT
for what they are, 20 units of mimetic gel This nodule is sealed shut. Opening
can be salvaged from the area, though the it requires a successful difficulty 7
difficulty is hindered and a failure triggers understanding numenera task to use the
detonation. control surface next to the door. If opened,
Oniscid misdirection: The character a mauve-colored worm of synth and flesh is
targeted by the hallucination thinks they found wriggling in a container of clear fluid.
see something like an ixobrychid hatchling The worm is a living device (a “biological”)
in one of the bubble-like “eggs.” It’s still called a comprehension crawler.
vulnerable and easily extinguished, but they Oniscid misdirection: The character
get the feeling it won’t remain so for much attempting to open the sealed entrance
longer. can’t find the control surface.

9. ALIEN PRESENCE 11. USUALLY EMPTY


This chamber holds a fixed machine This nodule is usually empty. (This entry
featuring a central pod large enough for a also corresponds with all the unnumbered
human creature, but it is disabled. If a PC nodules on the map.) Disabled, Minor, and
succeeds on a difficulty 7 crafting numenera Oniscid misdirection: Sometimes those Major Damage,
page 122
task to repair it, the device installs a mental entering find what seems to be a solid wall
voice in the user’s head that eases all blocking their exit. Other times, a pool Crafting numenera,
knowledge tasks as long as the PC takes a of poisoned water is perceived as fresh page 120
round or two to listen to it. But the voice and vital. And sometimes, there is no
sometimes attempts to take over when the misdirection associated with this nodule. Mental voice: level 5
user is hurt, distracted, or sleeping, during
which time it begins to take apart nearby 12. RADIUS’S NODULE
devices and machines. If the PCs stick with their exploration, they
Oniscid misdirection: None. eventually find the right nodule, which is
sealed shut. Opening it requires a successful

31
difficulty 7 understanding numenera task permanent, nano-infested tattoo on her
to use the control surface next to the door. face), she carries the following cyphers: level
Detonation (desiccating), Unless the PCs have previously found and 8 desiccating detonation, level 5 memory
page 277 dealt with the oniscids, two hiding nearby lenses, and a level 7 rejuvenator.
Memory lenses, double down on keeping the characters out. The prophet speaks the Truth. She
page 283 One triggers a bad feeling about the idea of displays the certainty that many of those
entering this nodule, while the other targets newly converted to a new belief paradigm
Rejuvenator, page 286
the character attempting to open the sealed possess. Morigera is confident in her
entrance with a hallucination that wipes abilities, the rightness of her cause, and the
away the control surface. If the PCs manage coming ascension of the Machine God. She
to get the nodule open anyway, the oniscids defends herself vigorously, but should the
don’t interfere with whatever interaction the PCs attempt to quiz her first (or use some
PCs, the prophet, and Radius have after that other method to learn what she’s up to),
(though later they attempt to keep the PCs she is not shy about revealing information
from finding their way out, as previously before vanquishing those who stand against
described). her.
Rather than open the nodule, the PCs
might decide to wait until the prophet WHAT THE PROPHETS KNOW
emerges, as she does every twenty hours Morigera reveals the following, which could
to gather water and nutritious algae from come out as part of an interaction scene.
other interior areas of the Kalpis. If the PCs If the PCs kill or incapacitate the prophet
encounter her outside, she attempts to flee before they learn this information, they find
back to Radius. If prevented from doing so, it written out in a short journal she keeps.
she stands her ground then and there. (Note that if the PCs attempt to use the
Memory collector, If PCs get the nodule open, read or memory collector on the prophet, it fails to
page 19 paraphrase the following. produce results; the memory collector was
created by Ciszan—the “Machine God”—
Radius is attached to a large machine with and it doesn’t affect anyone who has a
thick cords holding its limbs tight. Several prophet tattoo, by design.)
fibers extend from the machine into its head,
The PCs may notice pulsing with faint light. Radius is unresponsive. The Machine God is rising. He is the true
that the prophet calls A woman in red robes tends to the machine inheritor of the prior worlds. When he gains
the Machine God “he,”
which is not an accident.
and Radius. A circular tattoo covers her face. full ascendency, numenera everywhere will
The tattoo depicts a ring of gears, circuits, and wake and sing the name of their new god.
other iotum. Automatons, especially, will fall into line,
becoming angels one and all, regardless of
Radius, page 16 Radius is essentially insensate and helpless, their previous affiliation.
and remains so while it is attached to
the machine and for about ten minutes The Machine God has inspired a cadre
afterward. The machine’s original function of prophets. Each prophet gave up their
seems to have been related to measuring original name, becoming a priest of a new
electromagnetic flux; however, it’s recently order, one that will show the lie that the
been modified to selectively over-stimulate so-called Order of Truth espouses daily.
Morigera, prophet machine minds in a fashion that can only be More than any other entity, the Machine
of the Machine God: considered torture. Extricating Radius from God reviles the Order of Truth. Each prophet
level 5, understanding
and crafting numenera
the machine requires a successful difficulty 5 was outfitted and trained at least equal to
as level 7; Armor 3 via understanding numenera task. The woman the Aeon Priests that strut and swagger
esotery; fly up to a long in red robes, however, attempts to prevent their way across the Ninth World. When the
distance each round via PCs from doing that, as she isn’t done with Machine God achieves his apotheosis, the
an esotery; attack up to
three targets within short the automaton. Aeon Priests and the Amber Papacy will be
range simultaneously The woman is Morigera, a prophet of the the first to face the new god’s wrath.
each round with electrical Machine God. In addition to her various
ray that inflicts 8 points
abilities (which are mediated through the
of damage via an esotery

32
PROPHET OF THE MACHINE GOD

The prophet’s commandments from the travel. So Radius decides it will repair a
Machine God required that she find and vehicle it once used, but which has fallen
interrogate two “fallen angels.” One is into a disabled state. This task takes several
Radius. The Machine God told her where days, as described in Chapter 3: Philosophy Chapter 3: Philosophy
she could find it. The other is Chord the of Change. of Change, page 34
Philosopher, who lives “under the Changing
Moon.” Morigera hasn’t yet ventured to the
Changing Moon, as it requires months of XP AWARDS
travel north, near the community of Delend. The PCs earn 1 experience point (XP) each
for exploring the Kalpis, 1 XP each for freeing
Each fallen angel possesses a divine key. As Radius, and 1 XP each for learning what the
far as the prophet understands, the Machine prophet knows.
God needs these stolen divine keys to fully
empower himself. She doesn’t know any WHAT’S NEXT?
more than that; she doesn’t know what form If you’re combining “Amber Keep” with
a divine key takes, or even if it’s an actual “Relics of the Machine,” proceed to Act Act 3: The Blazing
physical object as opposed to a secret that 3: The Blazing Pillar, which describes a Pillar, page 115
each fallen angel keeps. traveling party that comes to town as
Radius begins working on its vehicle as
Morigera keeps a secret. She doesn’t described in Chapter 3.
divulge the following information to the
PCs willingly, and it isn’t in her journal: if
Morigera finds the divine keys she’s been
sent to recover, the nanites that interweave
with her tattoo will activate and tell her
where she can rendezvous with the Machine
God. Until then, she has no contact with
him. His location is not for her to know,
but for the Machine God to reveal in all his
silicon glory.

REPERCUSSIONS
Morigera is willing to die for her beliefs,
though if she can escape an overpowering
force and come back to try for Radius again
later, she might do so.

WHAT IS A “FALLEN ANGEL?”


If Radius is freed, it is justifiably concerned.
It wants to learn more, starting with what
the prophet meant by it being a “fallen
angel.” It also warns the PCs that a Machine
God able to rally automatons (such as itself)
against their will represents a terrible threat
to the Steadfast.
The only lead the PCs are likely to learn
is the name and location of Chord the
Philosopher. Radius knows where Delend
and the Changing Moon are located: all
the way across the Steadfast, which would
be not only a dangerous trip, but also one
that could take nearly half a year of overland

33
CHAPTER 3

PHILOSOPHY OF
CHANGE
SYNOPSIS INVOLVING THE PCs
The PCs decide (or are convinced) to visit Radius desperately wants to travel to a place
an automaton named Chord, who resides in called Delend to look for Chord. It may
Delend—Under the the community of Delend far to the north, be that the player characters feel enough
Changing Moon, over which looms an artificial structure friendship with the automaton that they’ve
page 225
known as the Changing Moon. They use a already offered to help and accompany it. If
The Changing Moon, vehicle owned by Radius that it repairs from not, consider employing one or more of the
page 226 a disabled state (or something they crafted following additional hooks.
or found themselves) to make a trip of just
over a thousand miles in relatively short Radius asks for aid: If the automaton
Black Riage, page 172 order into the Black Riage mountains. has helped the PCs, it reminds them and
When they reach the Changing Moon, wonders if they will return the favor. It’s
they discover that Chord is somewhere motivated by a desire to discover the truth
inside the constantly changing floating of its missing past and by worry over what
structure. Worse, a prophet-led group of a rising Machine God might mean for it
Machine God cultists showed up recently, personally (it fears losing its free will). It’s
asking after Chord, then plunged into the also worried about what a Machine God
floating structure to find it. could mean for the Order of Truth and
To find (and save) Chord, the PCs must civilization, such as it is, in the Steadfast.
partially explore the Changing Moon.
If they find Chord, they discover that the Evidence of a Machine God rising is
automaton has a similar background as troubling: The PCs may have previously
Radius, though it took up a different pursuit. heard rumors that a Machine God was
It’s also having strange dreams, which rising from a source other than the prophets
Visso, page 26 is why it entered the Changing Moon: to they met. Visso approaches the PCs and
search for an “exotic intelligence” to help says that one of the iotum components
If you’re running Slaves refine its mind and dredge up memories. he had collected “woke up” that morning,
of the Machine God The intelligence turns out to be of limited transmitted some kind of weird hymn
as a single adventure,
use Act 3: The Blazing
use, though it does provide a couple of praising the coming “machine god’s” arrival,
Pillar before running clues. then blew up.
this chapter; see the
Combined Campaign The Changing Moon is a fabulous place to
Flowchart on page 6.
STARTING LOCATIONS explore and salvage: One of the PCs may
The PCs are located either in Amber Keep, have heard of the Changing Moon, which
Act 3: The Blazing following the events of Act 3: The Blazing by all accounts is an amazing ruin offering
Pillar, page 115 Pillar, or in some other community of your salvage every bit as wonderful as that which
choice where they befriended Radius. could be had from the Jade Colossus.

34
PHILOSOPHY OF CHANGE

REPAIRING A VEHICLE
Radius owns a rather substantial piece of
numenera: a vehicle known as a tendril
crawler. However, it fell into disrepair some
years ago, so the automaton has been
lugging it around in a compacted state
(about the size of a large backpack), waiting
for the right time to try to repair it. That time
has come. It shares its plan with the PCs
and anyone who is around or is curious.
Read or paraphrase the following.

Radius retrieves a large pack from its


belongings and sets it in the center of a cleared
area. Opening it, the automaton steps back
quickly. A mass of twining tendrils and roots
bursts forth, filling the area. Nodules and
devices are entwined with the mass, glowing
dully. Radius gestures at it. “My tendril crawler.
It hasn’t worked for years. The time has come
to fix it, so I can head for the Changing Moon
and find Chord.”

The tendril crawler is disabled. Under ideal


circumstances, a single crafting numenera TENDRIL CRAWLER (VEHICLE)
roll with a difficulty equal to the level of the Level: 1d6 + 3
device is enough to repair it. However, in Minimum Crafting Level: 5 Repairing, page 122
this case, the vehicle needs replacement Form: Mass of twining tendrils and
Quantium, page 112
iotum—specifically, 3 units of quantium and roots, with an attached open
2 units of smart tissue. The PCs may offer to carriage for up to four passengers Smart tissue, page 113
help salvage these components from nearby and one driver (though up to four
ruins or trade for the iotum if the situation additional rudimentary seats may be
arises. Once the required iotum has been added) If you’re combining
assembled, it takes Radius only about ten Effect: The driver can use the control “Amber Keep” with
“Relics of the Machine,”
minutes to restore the tendril crawler to surface to move the vehicle up to the vehicle reveal scene
working order. a long distance each round over likely plays out while the
The tendril crawler can normally seat five nearly any terrain, using the tendrils Blazing Pillar is still close
passengers (including the driver). If that’s enough for trade to occur,
to climb even completely vertical
and Sparadhi has the
not enough space, it takes Radius another surfaces (or cling to vast ceilings requisite iotum to trade.
day to make a modification that provides overhead) or swim on the surface of
more seats, though these are somewhat large bodies of water. On extended
rudimentary. trips, it can move up to 50 miles (80
km) per hour. After each ten hours
of use, the vehicle must rest in the
JOURNEY TO DELEND sun for at least one hour before it
Whether the PCs intend to use Radius’s becomes operational again.
repaired vehicle or some other method of Depletion: 1 in 1d20 (check per month
overland travel, there are probably a few of use)
personal matters to see to before traveling
for several days or weeks. Once those are
settled, it’s time to leave.

35
PINPOINTING DELEND PCs for theirs. He offers his own in return,
It’s just over a thousand miles (1,600 km) one for each story he is told. However, he
from where the PCs start (if they begin from warns the PCs that if he doesn’t like their
Aian, page 159 Aian or Amber Keep). Radius—and perhaps story, he will feed the teller to his “pet
one or more of the PCs—generally knows dimension” that he keeps curled up in his
where to find Delend (to the northeast, in cloak.
the Black Riage mountains), but that’s a far The PCs can send the traveler on his way
cry from having a straight road between the without consequence. Characters who wish
two points, or even explicit directions across can relate a story of their choosing and
the weird landscapes and past dangerous attempt a difficulty 1 persuasion task. On
ruins, not to mention the occasional city a success, the storyteller is delighted. He
in the Steadfast. This means that instead whispers a quick story to the PC whose story
of requiring only about two ten-hour trip he liked. The story is so affecting that it acts
segments traveling at 50 miles (80 km) per like a level 5 cypher (if the PC hasn’t reached
hour, the PCs are in for a slightly longer trip their cypher limit), though it has no physical
of about a week to reach the general area. form; it’s a “subtle” cypher. The PC can call
That stretches longer if the PCs have stops on the power of the subtle cypher as if it
they want to make along the way for any were a normal cypher, despite it not being
reason. an object. Each PC can gain only one story
Once the PCs find the general area, they (and subtle cypher) from Storyteller.
can use the tendril crawler to travel from If Storyteller doesn’t like the PC’s story, he
mountain-top to mountain-top to look for doesn’t actually try to feed them to his pet
the Changing Moon, which Radius has dimension. He just frowns, then wonders if
heard “hangs over Delend like a colossal someone else has a story to tell. Of course,
metal cloud.” Each day, characters can he defends himself if attacked.
attempt a difficulty 6 navigation task to find Subtle cyphers have possible effects as
Delend. Failure means that they lose a day’s follows.
worth of travel before the navigator can try • Restores a number of points equal to the
again. Of course, traveling through the Black cypher’s level to one of the user’s Pools.
Riage is dangerous all by itself. • Grants the ability to see in the dark for
eight hours.
ENCOUNTERS ALONG THE WAY • For the next day, the user has an asset to
When traveling, the PCs are most likely to Speed defense rolls.
have unexpected encounters when they stop • Grants the ability to see ten times as far
moving to rest (or to recharge the vehicle). as normal for one hour.
The longer they take to reach a destination, • Adds 1 to the user’s Might, Speed, or
the more encounters they potentially have. Intellect Edge for one hour.
Include at least one of these encounters, or
something you make up—even if it’s just WEIRD FORMATION
seeing something weird—each time the PCs Three reddish-orange glowing crystal
travel overland for more than a few days. columns protrude from the earth, each
You likely won’t end up using all of these about 30 feet (9 m) high, arranged
as the PCs travel to Delend. Use the rest equidistantly about 20 feet (6 m) from
Storyteller: level 6, Speed while the characters are traveling overland each other. The triangular area within
defense tasks as level 7 during some other part of the adventure. the columns is empty, though if anyone
due to cloak; animate
cloak attacks a creature
attempts to move into the area, they notice
within immediate range, STORYTELLER that the air feels somehow thicker.
which inflicts 5 damage A lone traveler—an elderly man wearing The first creature to enter the area in any
and, on second failed a ragged cloak of exotic material the PCs given week is phased into an alternate time
Speed defense task,
transfers the target haven’t previously encountered—accosts state where they remain part of the time
to a small artificial the characters during a rest. The man asks stream only every other round, though they
extradimensional space them to call him Storyteller. He explains that may not initially realize it. From their point
until it can escape
he collects amazing tales, and he asks the of view, creatures in their environment jerk

36
PHILOSOPHY OF CHANGE

suddenly ahead into new locations. From


OMNIERUDITE CUBE (ARTIFACT)
the perspective of creatures in the normal
Level: 9
sequential time state, this character exists
Form: Black cube with fractal interior
only every other round. Once it’s clear
Effect: The user who touches the cube suffers 3 points of
what’s going on, assign the affected player
Intellect damage (ignores Armor) as the cube splits open to
the responsibility of tracking which round
reveal an indescribable interior. The user is then presented
their character exists and which round they
with a series of visions (the topic chosen by the user) over
do not. It’s only important to track during
the course of a minute. The visions are true images of reality
combat, interaction, or anytime events play
from the deep past, possibilities unfolding in alternate
out round by round.
dimensions, or a presentation of events as they could be in
The unstable time phasing effect gradually
the immediate future. However, each round the victim is in
fades over the course of a week.
thrall to these visions inflicts 3 additional points of Intellect
damage.
FAILED DELIVERY
Users who become impaired because they have no more
The PCs spy a partially wrecked entity in the
points of Intellect face immediate danger if eye contact
center of a small, recently formed crater,
isn’t broken. Each round a user allows the visions to unfold
as if some incident caused the thing to
while they have no Intellect requires them to succeed on
be hurled down from the sky. The entity is
a difficulty 6 Intellect defense task. On a failure, the cube
a spherical automaton sporting a variety
disassembles and a swarm of ebony nanites eats the
of sphere-like extensions able to serve as
character.
limbs. Most of these extensions are closed,
A user who survives these visions can then make a wish related
but a couple are smashed open. These
to something shown by the visions. The desire is granted,
leak red energy in occasional bursts, bluish
within limits. The level of the effect granted is no greater
sludge, or, in one case, tiny red insects.
than the level of the artifact (level 9) and as determined by
If the PCs investigate, the damaged entity
the GM, who can modify the effect accordingly. (The larger
(a creature known as a lacaric courier)
the proposed alteration to reality, the more likely the GM will
sends a small sphere to scan them before
limit its effect.)
they can get within immediate range. If the
Depletion: Automatic
PCs allow the scan to complete without
(upon depletion, the
offering violence, the entity allows
cube phases away to
them to continue approaching,
a destination beyond
whereupon it opens one of the
the PCs’ ken)
few remaining metal vesicles
not already smashed and,
using an invisible beam of Lacaric courier: level
force, delivers a strange 7, but it is hurt, so all
its tasks are hindered
object (an omnierudite by two steps; health 33;
cube) to the PCs. After Armor 4; emit up to four
that, again assuming that simultaneous energy
the PCs offer no violence, blasts at the same or
different targets within
the entire thing lifts slowly long range; for more
into the air and drifts up details, see Ninth World
and away, still leaking. Bestiary 2, page 87
If the PCs try to restrain
or otherwise harm the
entity, it vigorously defends
itself, even in its damaged
state.

37
THAT’S NO HILL or continue to suffer damage every round.
An inviting-looking area, complete with a Objects and vehicles caught in the rain are
small pool and stream running through similarly dismantled unless treated before
it, seems like an ideal place to rest (and more than a few minutes pass. Subjecting a
recharge the energy reserves of a vehicle). character or object to electrical discharge—
The area features level ground, good or some other whole-body damaging
sightlines, and a large outcropping of sky- effect—that inflicts at least 3 points of
blue rock the size of a large hill. damage destroys the insects currently at
However, the outcrop of stone is actually work (though being doused in the rain
Choanid, page 256 a predator known as a choanid. If PCs camp again means another round of treatment is
near it or investigate it, it attacks. However, required). If the PCs can’t provide treatment
even if the PCs realize what the creature for themselves, most structures in Delend
is before they draw near, it sees them and have such means available for those caught
begins to track them to the best of its ability, out in the rain.
and it may show up later when the PCs have
mostly forgotten about it. RADIUS LOOKS FAMILIAR
Radius, page 16 Whenever the PCs and Radius meet a new
group of people native to Delend, the NPCs
DELEND-UNDER THE seem surprised to see Radius, and some
CHANGING MOON even mistake it for Chord. They explain
Delend—Under the Review the community of Delend in that Radius bears a striking resemblance to
Changing Moon, Numenera Destiny. The PCs find the another automaton (Chord), varying only in
page 225
situation as described there, with the the hue of their metallic sheen and by the
massive floating overhanging structure series of interlocking circles Chord etched
known as the Changing Moon dominating on its chest (which Radius lacks). Locals
the scene. In addition to the Destiny material explain that Chord’s symbol is related to
providing the basis for the setting and its belief that all existence is connected in
NPCs, use the following additional elements equanimity. NPCs are curious about Radius
to continue the adventure. because Chord never indicated that there
might be others like it.
RED RAINFALL
As the PCs approach, they see that ASKING ABOUT CHORD
the large overhanging structure of the If the PCs and Radius ask around at
Changing Moon is weeping a reddish fluid various locations along Moon Street, be
Guild Compound, that drizzles down across Delend and it at the Guild Compound, the Halls of
page 229 surrounding areas of the Black Riage. This Change, or somewhere else, they learn that
Halls of Change,
red rain event is something the city is used an automaton named Chord is indeed a
page 228 to dealing with by deploying a variety of resident of the city. But people seem sad
countermeasures, including installations when they think about the automaton.
Red rain, page 227 that render the rain inert by sending The PCs learn that’s because it went up
Hildwin’s Ladder, electrical currents through the roofs of Hildwin’s Ladder into the Changing Moon
page 229 structures. about a month ago and hasn’t returned. At
The PCs are unlikely to know that the least two shifts have occurred since then
Shifts, page 225
fluid is actually composed of smart material (shifts are what residents call the moon’s
eager to “eat” them and rebuild them as occasional radical reconfiguration), and
weird west-facing slabs. The rain lasts for most people assume that the gentle entity is
about an hour, and if PCs venture into it, lost for good.
they suffer 3 points of damage per round
(Armor applies but may become degraded Philosopher? Delendrim call Chord “the
after a few rounds) as tiny cube-shaped Philosopher” because it had an unexpected
insects begin to eat them and their clothing. way of thinking about existence and one’s
Boss Melyndwr, Once doused in the material, PCs must place in it—and because it was one of
page 228 destroy the tiny entities making up the fluid the few who could intercede with Boss

38
PHILOSOPHY OF CHANGE

Melyndwr on behalf of those who gained the


woman’s ire. (People have unconsciously “The only reason I’m wasting time with you is
started talking about the automaton in the because I liked Chord. If there’s a chance that
past tense because they assume that it is the Philosopher can be retrieved, I can indeed
dead.) help. I have a divining device that has proved
useful before in finding specific objects within
Others Interested in Chord: Delend natives the Changing Moon. I’d be willing to lend it to
indicate that the PCs are not the first to you for a brief period. But first, I need your help
come looking for the missing automaton. with something. What do you say?”
About a week earlier, a group of people led
by a man with a machine ring tattooed on
his face appeared in town. Close-mouthed Melyndwr’s Red Rain Problem: The
and standoffish, they revealed only that Observatory has prognosticated a Observatory, page 228
Chord was someone they desperately particularly potent red rain event, one that
needed to speak with. Upon learning that will likely begin within a couple of weeks.
Chord was lost in the Changing Moon, However, the linchpin Delend installations
they followed. They haven’t returned either, designed to protect from the event are not
though no shifts have happened since then. quite powerful enough to provide complete
protection against a more aggressive
GAINING COMMUNITY SUPPORT red rain. Melyndwr could modify those
Delend natives explain the nature of the installations to make them more protective,
Changing Moon and how they believe but she needs 5 units of oraculum. Things Oraculum, page 114
that Chord has been lost within the great being what they are in Delend (others are
structure because it remained inside plotting to overthrow her), she can’t leave
through a shift. If the PCs ask for some kind to salvage the oraculum in the Changing
of aid in finding their lost friend despite that, Moon.
they are referred to Melyndwr, who people But because of her goodwill for Chord
say has a method for finding things in the (and frankly, because Radius reminds
floating structure. her of Chord), Melyndwr offers the PCs
her Changing Moon diviner, trusting that
Asking for Melyndwr’s Aid: The PCs can they will return it along with the 5 units of
request a meeting with Melyndwr. She is oraculum. If they come back with Chord in Melyndwr: level 6; health
usually found in her small fortress of a home tow, all the better. But mainly, she wants the 25; Armor 3 from an
esotery; very long range,
within easy sight of Hildwin’s Ladder. She oraculum. If the PCs succeed, the leader gravity-crush attack
agrees to meet the PCs in the courtyard over also agrees to waive the normal salvage fee from an esotery inflicts
light refreshments (pickled sweet berries, she assesses other explorers who return 7 points of damage and
seared savor grass, and a light ale) served from the ruin. On the other hand, she warns ignores Armor; level 6
cyphers: detonation and
by a couple of vat warriors. (Vat warriors are that she’d make a dire enemy if the PCs force shield projector
biological humanoid entities the nano grows don’t return with the iotum she needs.
as her personal bodyguard and loyal police Vat warrior: level 3
force in Delend.) UP THE LADDER INTO THE MOON
The PCs find the city leader to be a prickly The reddish “ceiling” above Delend is
and somewhat sinister nano. She is always about 500 feet (150 m) overhead. An Detonation, page 277
accompanied by at least five vat warriors. artificial human-built structure called Force shield projector,
Read or paraphrase the following if the PCs Hildwin’s Ladder stretches all the way up page 279
ask for her help finding Chord. to it, allowing explorers a way to gain entry.

If the PCs enter the Changing Moon by some method other than using Hildwin’s
Ladder, they owe Melyndwr about 30 percent of whatever salvage they retrieve, unless
they have made an arrangement with her. She’s not shy about collecting her due.

39
INSIDE THE
CHANGING MOON DIVINER
(ARTIFACT) CHANGING MOON
Changing Moon: level 6 Read or paraphrase the following once the
Minimum Crafting Level: 5
PCs have gained entry into the Changing
Level: 1d6 + 2
Moon.
Form: Handheld device linked to sight-
obscuring helmet
Effect: When the helmet is worn
The walls, floors, and ceiling in this wide
(blinding the wearer), the wearer
hall are textured in cube-like tiles of various
can trigger the device to learn
sizes. Reddish light gleams from some of the
about the immediate future in
embedded squares, but most are dark. The
regard to physically tracking down
main hall is about 30 feet (9 m) wide, but
a specific person or object within
half a dozen smaller passages split off from
the Changing Moon. This process
the sides, floor, and ceiling. Free-floating
requires two full turns on the user’s
cubes hang randomly in the air, some less
part and a successful Intellect-based
than an inch across, others with faces several
roll with a difficulty equal to the level
feet across. Air moves erratically, sometimes
of whatever is sought. A success
providing a cooling breeze, other times a warm
indicates the path most likely to
gust, and other times a stiff wind redolent of
lead to the target if there is a choice
the smell of rain.
between two or more ways forward.
Depletion: 1 in 1d20 (check per use)

In addition to the free-floating red cubes


Hildwin’s Ladder, (Review Hildwin’s Ladder in Numenera (which don’t shift from their position
page 229 Destiny.) If the PCs have asked for and without extreme force) and occasional
received Melyndwr’s aid to find Chord, she changes in air movement, sometimes a
accompanies them to the base of the ladder particularly large cube face set into a wall
and tells the fee-taker not to charge when flickers to life, showing a random scene.
Small windows, tunnels, the PCs return. (Otherwise, she’s there when That scene is sometimes a landscape one
and fissures pock the the PCs go up, at which point she offers might see anywhere in the Ninth World, but
exterior of the Changing
Moon, and those that
her divining device in return for their help as often as not, it’s an unfamiliar starscape.
are large enough can getting the oraculum she needs.) Rarely, activity is viewed from afar, but
provide entry into the Despite being called a ladder, most of usually too “distant” to make out who or
hovering artifact if PCs the ascent is actually on a series of recently what is moving.
can reach them.
constructed switchback single-file stairs with
minimal guardrails. Usually, it’s a routine CHANGING MOON
task to remain safely on the ladder, though INTERIOR ENCOUNTERS
the task is hindered by one or more steps The PCs have various encounters while
during inclement conditions. searching the interior of the Changing Moon
Every time the Changing Moon shifts, for Chord and possibly for oraculum.
the ladder’s uppermost section is rebuilt Locating Chord requires some exploration
(because the old section “shifts” away, too). and tracking, made more difficult by the
In the ladder’s most recent configuration, fact that a shift has occurred since Chord
the narrow stairs ascend up into a concavity disappeared. To track their quarry, the
a short distance across in the moon’s PCs must succeed on three difficulty 6
underside. A 20-foot (6 m) diameter tunnel Intellect tasks, each taking about two hours.
pierces the concavity, leading into the moon Each failure means another two hours of
itself. The tunnel ascends at a 40-degree wandering the interior. However, if PCs have
angle upward for about 30 feet (9 m) before the Changing Moon diviner artifact from
emptying into the Changing Moon. the leader of Delend, their tracking tasks are
eased by two steps.
Most players will be fine creating a map
in the abstract, in the sense that even if they

40
PHILOSOPHY OF CHANGE

are not physically sketching a map at the those who initially step into the room
game table as they explore, their in-world must succeed on a difficulty 5 Speed
characters are keeping track of the route. Of defense task or be flung back the way
course, players can track their wanderings they came so violently that they take 5
by creating an actual map if they wish, in points of damage when they strike a
which case it’s up to you to provide an solid surface. Those who manage to
outline. In this case, let them know that cling to the floor (as if it were a vertical
each area of interest is separated from the wall) can inch their way forward,
next by a variable amount of distance (call it making successively less difficult Speed
about 1d00 × 1d10 feet). defense tasks each 10 feet (3 m) they
“climb” until they reach the machine,
AREAS OF INTEREST where gravity is essentially normal
Explorers find the following areas of interest again.
within the Changing Moon. PCs find one 2 Amid a series of “dry” fountains is
about every hour they explore, amid many one that functions, spraying red liquid
more miles of empty tunnels, halls, and into the air; the liquid is essentially the
corridors of tiled red cube. The chambers same material that falls during red rain
are variously sized, in that some are only the events.
size of large closets, others are hundreds 3 Nestled in with a variety of inert
of feet across, and a few might well open machines is one that still hums and
into artificial alternate dimensions. You can clicks: a so-called “healing pod.” If a PC Healing pod: level 6
randomly generate which area of interest who is suffering the effects of poison
PCs find by rolling on the Changing Moon or a disease, or who has taken damage
Chamber Contents Table, or simply choose to a Pool, moves within immediate
from it. Once PCs discover an area, cross it distance of the pod, metallic tentacles
off the table. emerge and attempt to pull the PC
In addition to the various areas of interest, into the pod to operate. Unless the
and at whatever juncture you desire, the PC can escape, their condition is fixed
PCs encounter more Machine God cultists within a couple of rounds. However,
looking for Chord (starting with a few clues the machine keeps operating—forever, Cult Clues, page 43
that the cultists are also active in the moon). if allowed—and a PC who isn’t freed or
The PCs must also deal with a shift that can’t escape is eventually killed from Shifting Moon, page 43
happens while they’re within the Changing complications.
Moon. And hopefully, they finally find Chord 4 A free-floating cube face in the chamber Philosophy of
itself. flickers to life when the PCs enter. It Communion, page 45
shows their home community—which
Salvage Options: Some of the Changing could be Amber Keep—under threat
Moon areas of interest contain materials from a horde of creatures led by an
or devices that could be salvaged, at your automaton that looks a lot like Radius,
option, including all discoveries that are except this one wears severed human
obviously some kind of machine or device. heads on its belt.
Treat salvage sources as if level 6; however, 5 A device similar to the healing pod Salvage sources,
allow for at least a couple of opportunities described in entry 03 attempts to grab page 108
for the PCs to salvage oraculum, which is any PC who moves within immediate
level 8, if they’ve agreed to help Melyndwr. range, regardless of their health, and
begins to operate. If the PC is not freed
d10 Changing Moon Chamber Contents or can’t escape within a few rounds, the
1 A machine in the center of a chamber machine surgically implants vestigial
about a long distance across creates wing-like projections in their back that
a differential gravity field, which feels do not initially seem functional.
to explorers as if the entire chamber
is spinning (even though there is no
obvious movement). The upshot is that

41
6 The chamber opens into an apparently won’t move on with the rest of the PCs,
outdoor area that seems to be an but they will tuck a sphere away for
open plain covered with grass the later study. They can’t help but pull it
color of algae on water, bushes on out anytime they have a free moment
which red berries grow, and a brilliant to study it. Over time, the black sphere
point of light in the sky that is larger gains a greater and greater hold on
and somehow hotter than the sun their attention, putting them in a calm
the PCs are familiar with. A dome-like and contemplative state. Breaking
structure with open sides is visible in free of the effect requires a difficulty 6
the distance. It is empty but for the Intellect task (which is hindered by the
partially mummified remains of four influence).
people and a core of defunct machinery. 9 Several free-floating cube faces in this
In addition to any salvage provided by chamber reflect like mirrors, except
the machinery, one of the corpses has a the orientation is different in each
Community beacon, community beacon cypher. cube. Sometimes the images are
page 181 7 A pack of five babirasa hunt this area, upside down. Other times they are
Babirasa, page 254
having been drawn from elsewhere by reversed. In one, PCs look back at their
the latest shift. The PCs make ideal reflections but see scaled and feathered
prey, unless they prove too tough to humanoids instead of themselves. In
take down. another, their reflections show versions
Black sphere: level 6; 8 Black spheres composed of rubbery of themselves without skin.
calms creature caught by material spill across the floor here, 10 This wide cavity is filled with mostly
its telepathic influence
while gazed at
each about 4 inches (10 cm) in defunct machinery, but here and there,
diameter. They seem inert from afar, some give off glows, sparks, and
but if a character picks one up, they audible sounds. Feeding on the array
Esculant, page 261 must succeed on a difficulty 6 Intellect are five esculants, which are happy to
defense roll or become enthralled by switch from synth to PC flesh if given a
the sphere. That doesn’t mean they chance.

42
PHILOSOPHY OF CHANGE

MACHINE GOD CULTISTS The PCs may see this as an opportunity to


Whenever seems appropriate, the PCs find the learn more. If so, Troth is willing to indulge
Machine God cultists (or they find the PCs). their curiosity with platitudes and sweeping
statements about the Machine God, but
CULT CLUES nothing specific. He knows essentially the
Even before the PCs find the cult, they may same as what the other prophets know. If What the Prophets
discover clues of the cultists’ presence PCs try to force the issue, a fight breaks out Know, page 32
as they explore. Include the following between the two groups.
discoveries in any of the areas of interest However, this is a fight (or conversation)
previously described, or alternatively as a that is interrupted by another shift before
new area of interest: more than two rounds of conflict occur.
• The corpse of a man with a Machine God
tattoo on his arm, smashed between SHIFTING MOON
two free-floating cubes. (Apparently the Introduce this event as a group GM
cubes sometimes move after all, even intrusion, potentially interrupting the
when a shift isn’t happening.) meeting between the PCs and the cultists.
• Machine God graffiti written in chalk, with Read or paraphrase the following.
such messages as “The Machine God is
coming,” “All give praise to the Machine,”
“Welcome to the Machine,” and finally, The sound comes first, like a thousand doors
“The Machine God sees you always.” slamming shut all at once, over and over. The
• Chalked trail markers, made by the assault is more than merely audible; the sounds
cultists to help them find their way back smash through the air with all the violence of a
out. If the PCs find one of these, they can beating. Objects and creatures are tossed into
track the cultists down within about an the air as the ground convulses in a peristaltic
hour as a difficulty 1 tracking task. wave of change that sweeps through the area
from one side to the other, then again, and
CULT ENCOUNTERED again. Each wave transforms the chamber by
If the PCs find the cult (rather than the other degrees. Red cubes rise, drop, grow, shrink, and
way around), the characters come upon assume new conformations. New chambers
seven people—one man in the familiar red open up, and old ones are filled in.
robes and face tattoo of a prophet, and
six other cultists with that same tattoo on
their arms. The group is investigating the If the PCs are treating with the prophet, also
body of some kind of machine entity that read the following about three rounds into
is apparently dead. Chord is not with them, the event:
as they so far have had no luck locating the
automaton.
If any cultist sees Radius, they The prophet looks up, his eyes wide as he Cultist: level 3; health
immediately call out that they’ve found screams, “Machine save me, it’s a shift!” As if 12; Armor 1; spears inflict
4 points of damage
another fallen angel, attempting to alert to demonstrate the truth of his words, the wall
every other member of their group. envelops and utterly smothers the prophet and Troth, prophet of the
Their leader, a prophet of the Machine his followers as another wave of change rushes Machine God: level
5, understanding and
God named Troth, demands that Radius through. crafting numenera as
relinquish its divine key, as the Machine God level 7, stealth as level 7;
commands. Radius can’t help them. Armor 3 via esotery; fly a
long distance each round
via esotery; attack up to
three targets within short
range simultaneously
If the cultists don’t see Radius, they attempt to quiz the PCs about whether they’ve each round with electrical
ray inflicting 8 points
seen an automaton named Chord, who they describe as an entity looking much like of damage via esotery
Radius but for a chest inscription of interlocking circles.

43
SURVIVING THE SHIFT
The shift is an event that lasts for about Help Someone Else: Someone who has
a minute, requiring each PC to come up great Armor and/or is self-sacrificing might
with a coping strategy over the course of try to protect a more vulnerable companion
six rounds. PCs can attempt the following who can only hunker down or dodge. If so,
Helping, page 118 activities on any given round in order to normal helping rules apply, and in any given
save themselves. If a PC tries something round, the helping person can take up to
different than the options indicated, use 3 points of damage for the person they’re
your best judgment. protecting. However, each round spent
If a character ever fails two defense rolls protecting someone else is a round where
in a row, they are partially engulfed by a the protector takes full damage from the
wave of red cubes. Going forward, they take effects of the shift.
an additional 2 points of damage each time
damage is delivered during the remaining REPERCUSSIONS OF THE SHIFT
rounds of the shift, unless they can escape Calm returns after the shift passes, but
with a successful Might task to break free on things are different. Where there was a
their next turn. If accumulating damage kills passage, there is now none. Where there
a character by the end of the six-round shift, was a blank wall, there are now three
their body and all their belongings are gone, passages. Chambers are swallowed, and
probably for good. new chambers (with strange new contents)
have been birthed. Creatures and features
Hunker Down and Take It: PCs can ride previously encountered are now gone.
out the shift (this is the default choice, if
nothing else is done). To do so, they need Getting Back Out: Unfortunately, the route
merely attempt a difficulty 6 Might defense the PCs used to reach their current location
roll each round, regardless of any action is no more. To exit the structure by foot,
they take. On a success, they still take 1 the PCs must succeed on three difficulty 6
point of damage. On a failure, they take 5 Intellect tasks, each taking about two hours.
points of damage (Armor applies). Each failure means another two hours of
wandering the interior. However, if the PCs
Dodge, Slip, and Weave: Agile PCs can try have the Changing Moon diviner artifact
to evade flying cubes and jump away from from the leader of Delend, their tracking
waves of peristaltic cubes trying to envelop tasks are eased by two steps.
them by attempting a difficulty 6 Speed
defense roll each round, regardless of any Finding Chord: After the shift, the PCs
action they take. On a success, they still lose one step of progress they may have
take 1 point of damage. On a failure, they made toward finding Chord (assuming they
take 5 points of damage (Armor applies). haven’t already found it) and must succeed
If characters are levitating or flying, their on one more difficulty 6 tracking task than
defense roll is eased by two steps. before.

Get Away: A character can attempt to move Cultists Are Gone? By all appearances, the
through a portal, teleport, enter into the shift was too much for the cultists, and
limited artificial dimension generated by they’ve been wiped away like most other
a device they carry, phase, or otherwise things inside the Changing Moon. However,
put themselves out of direct physical at your option, the prophet Troth survives.
harm. If successful, the character avoids After the shift, he bides his time, stays out
the damaging nature of the shift, though of sight, and secretly trails the PCs, hoping
depending on how they got away, they may that they can lead him to Chord, or he waits
have trouble getting back. If a portal mouth for a moment when he can get Radius alone.
or other object was left behind, that is also
potentially destroyed, or at least moved to
some other location.

44
PHILOSOPHY OF CHANGE

PHILOSOPHY OF COMMUNION and not flesh. That could have been the end
If the PCs stick to it, they finally discover for Chord, but a mender saved it. (Menders
Chord in a large chamber. Read or belong to the Order of Healing, an Order of Healing,
paraphrase the following. organization dedicated to providing spiritual page 247
comfort and aid to others.) The mender’s
actions deeply affected the automaton and
Filamentous strands of transparent energy set Chord on a path of enlightened search
block the entrance to a large spherical for equanimity and peace. It has learned
chamber. The energy barrier completely much regarding the value of peace and
encompasses the interior, blocking several other cooperation, but still sees itself as a student
exits that would otherwise be open. A slender with the entire world as its teacher.
stair of red cubes spirals up to a point near
the center of the sphere. Sitting on a platform Purpose in the Changing Moon: Chord had
there in lotus position is an automaton that always been curious about its weirdly absent
somewhat resembles Radius, except for a slight past, but until recently, it didn’t know how
difference in the hue of its metallic sheen. it could find out more. That changed when
Instead of a cape like Radius, it bears a large
red symbol on its chest consisting of a series
of interlocking circles. The automaton’s eyes Guild of Purity,
page 249
are shut and its arms are raised over its head,
grasping something in both hands that slowly
pulses with a brilliant white light.

ENERGY BARRIER
The PCs can easily move through the
transparent barrier surrounding the
chamber. Its most pertinent effect is that it
insulates the chamber from Changing Moon
shifts.

CHORD THE PHILOSOPHER


Physically touching the automaton “wakes”
it from its long meditation. It knows the Radius is happy to have
Truth. Chord is a serene individual, calm in found Chord, though
not as demonstrative
almost every circumstance, and believes in about it as Chord.
trying all other reasonable avenues before
resorting to solving a problem with violence.
It tries to protect others, teach others, and
serve as an example of nonviolence. Chord
reacts to the PCs and Radius as follows.

Wonder: Chord is amazed to discover


Radius and wants to know all about it. Like
Radius, Chord cannot remember its past
and did not know there was another like it. It
revels in finding someone so clearly related,
like a sibling.

Chord’s History: Chord’s first memories are


of running from a member of the Guild of
Purity who was determined to destroy the
automaton merely because it was a machine

45
explorers brought back news of an object wherever it and the PCs are based). That
they’d glimpsed inside the Changing Moon way, the two estranged siblings can get to
that seemed to persist between shifts. know each other and more quickly uncover
The explorers tried to retrieve it but were the hidden connections the diamond mind
rebuffed. All they were able to learn was that has revealed. Chord is overcome by the
Diamond mind, page 52 the object called itself the diamond mind, invitation, clearly emotional—in a way that
and that it was an “exotic intelligence” Radius rarely is—and accepts. It brings the
capable of seeing into the deepest parts of diamond mind.
their own minds and motivations, which
scared them off. Chord wondered whether
the object could uncover lost memories LEAVING THE
about its own past. CHANGING MOON
If the PCs experienced a shift while tracking
What Chord Learned So Far: The diamond down Chord, they must find a new route out
mind has yet to provide much new insight. of the Changing Moon using the method
Still, tantalizing hints suggest that if Chord previously described. If they owe Melyndwr
keeps digging into its own mind with the oraculum, she waits for them when they
exotic intelligence’s help, it will eventually exit if they use Hildwin’s Ladder. If the PCs
uncover new information. The one solid fact give her what they promised (and return her
that Chord has gleaned so far is that there divining device), all is fine. Otherwise, there
exists some hidden connection between is the potential for conflict, which the PCs
Chord: level 4, positive it and four other entities. That connection can resolve in whatever manner suits them,
social interactions and is very weak, but Chord thinks that with though in a conflict the leader calls on her
providing spiritual
comfort as level 5; Armor
more weeks spent in meditation, it could vat warriors.
3; regains 1 health per strengthen and reawaken those links. The trip home is presumably quicker
round from automatic This news galvanizes Radius, who tells than the trip to Delend, since now the PCs
self-repair functions even Chord of its own recollection that there know the way. Unless you have a reason to
if reduced to less than 1
health unless its head is were nine automaton siblings, of which play it otherwise, their trip home is without
completely destroyed only five remain. It theorizes that those five incident.
may be what Chord’s five connections point
to, with it and Chord being two of those
connections. XP AWARDS
The PCs earn 1 experience point (XP)
Reaction to News of a Machine God: Chord each for helping Radius build a vehicle (or
is very troubled by the idea of a Machine building one of their own), 1 XP each for
God and indicates that something so exploring the Changing Moon and finding
powerful could electronically enslave not Chord, and 1 XP each if they recovered
only automatons but potentially also many oraculum for Melyndwr.
other kinds of machines and even devices,
if powerful enough. A true Machine God
might even be able to commandeer the WHAT’S NEXT?
very cyphers that the PCs and other people If you’re combining “Amber Keep”
of the Ninth World depend on. While with “Relics of the Machine,” proceed
Chord doesn’t want to judge without more to Chapter 4: War of the Machine,
information, the actions of the prophets (if which reunites Radius and Chord
the PCs or Radius share what they know) with yet another sibling named Axis.
doesn’t give it confidence that the Machine Unfortunately, Axis is the opposite of
God would treat weaker beings with care Chord when it comes to outlook and
and humility. goals. It has decided that it will be the
next Machine God.
Request to Accompany the PCs: If the PCs
don’t suggest it first, Radius asks Chord to
come back with them to Amber Keep (or

46
WAR OF THE MACHINE

CHAPTER 4

WAR OF THE
MACHINE
SYNOPSIS a trip (or when they are going about their
When the PCs return home, they find business within the community).
their community under siege by a horde
commanded by the bandit king Axis. Axis
is another of Radius’s automaton siblings. A high, squalling note shivers the air. Loose
On its waist it wears the severed head stones dance across the drit, tall structures
of still another Machine God prophet. sway, and a flock of winged creatures in the sky
When Axis learned that there was machine overhead abruptly reverses course to escape the
transcendence to be had, it decided that it sound.
should be the one to benefit. So it used the
prophet’s knowledge to look for other divine
keys. That, plus Chord’s efforts with the After the PCs spend whatever time they need
exotic intelligence from the Changing Moon, to look around, they find the sound’s source.
revealed to Axis where Radius considered its
home to be.
If the PCs prove victorious, Axis is Forming up on a rise west of the community’s
defeated. But now the PCs’ community has edge is a horde of several hundred human
apparently become a target for the forces brigands riding on a mismatched hodge-podge
riled up by the Machine God. of vehicles and mounts. Some of them bear
banners that show a ring or crown made of
machine parts. On the largest vehicle stands
STARTING LOCATIONS an automaton that somewhat resembles
As this chapter begins, the PCs are Radius, except that it has attached additional
potentially away from home but in the metallic implements and armor to itself, as
process of returning following the events of well as other smaller objects difficult to make
Chapter 3: Philosophy of Change. out at a distance. The automaton wields a
Alternatively, you could spring this attack length of burning red light like a sword twice as
on the PCs’ home after they are safely back long as the automaton is tall.
in their day-to-day routine, not traveling Several seconds after the initial blast of
outside its walls. In this case, adjust sound dies away, a voice nearly as loud issues
aspects of the attack that provide options from the largest vehicle, apparently the voice of
if the PCs are outside the walls, with the the automaton gesticulating with the burning
assumption that they sneak out first in order sword. It says, “I am Axis. I am your ending.
to accomplish specific goals. You have one chance to survive. Bring out
one among you who looks as I do: bring out
Radius within the hour. If you do, you will live.
INTRODUCING THE FRAY If you don’t, my horde will descend upon your
Axis makes itself known to the soon-to- community like a fiery flood. We will kill every
be-beleaguered community. Read aloud or last one of you. Only by giving me Radius can
paraphrase the following when the PCs draw you avoid this gruesome ending.”
close to the community after returning from

47
If the PCs are based in a THE CONFLICT out hour by hour in a series of exchanges
community whose rank There are several ways that PCs can choose called community actions (as described in
is higher than 1, Axis
prepared a larger horde
to handle the conflict, whether they act Numenera Destiny) between the rank 3 horde
to deal with the threat. as a group or split up to attempt different and the PC’s home community (likely the
In this case, advance the goals designed to help the village, hurt the rank 1 village of Amber Keep).
horde rank so that it is 2 components of the horde, or otherwise
higher than the rank of
the PCs’ community. bring an early end to the conflict. Give Up Radius: Radius doesn’t suggest
this, but if the PCs decide it’s the right way
Amber Keep (rank 1), BEFORE THE FIGHT to go, giving the mercenary up ends the
page 113 True to its promise, Axis waits until an hour conflict. Of course, Radius’s safety and well-
Axis’s horde: rank 3; has passed before attacking. Of course, if being are directly endangered.
Armor 1 hostilities are offered to the horde, it attacks
immediately and a ranked conflict begins. Use Radius as a Lure: Alternatively, if the
Community actions, Once the conflict begins, the fight between PCs try to lure the horde away from the
page 305 the horde and the target community plays community with a conspicuous display of
Horde and Community
Radius (or maybe of Chord), the horde still
Conflicts, page 307 attacks the PCs’ community while Axis and
a group of about twenty brigands pursues
Rank, page 301 Radius.
Community Tasks Any
PC Can Attempt, Rejoin the Community: If the PCs witness
page 310 the attack from outside the walls of their
community, they can attempt to sneak
back inside before they fight, especially if
they want to engage in community tasks to
bolster its stats during the ranked conflict.
Doing so requires whoever is driving the
vehicle the PCs are using (or leading the
PCs) to succeed on a difficulty 5 stealth task.
On a failure, it becomes a race to reach
the walls, which is a difficulty 5 driving task
(or a difficulty 5 Speed task for each PC who
is on foot). If this second task fails, a group
of about fifteen brigands catches up with
the PCs, and conflict is joined. If the PCs
can’t disengage and make it to safety before
the full horde attacks within two or three
rounds, they must either surrender and be
captured, or be overcome by the horde.

RANKED CONFLICT
COMMUNITY ACTIONS
Amber Keep (or whatever community the
PCs are a part of) and the horde exchange
community actions once every hour. As a
rank 3 horde, Axis’s horde inflicts 3 points
of damage each hour, split between the
community’s health and infrastructure.
The PCs can affect how well Amber Keep
defends against this assault by attempting
community tasks.

48
WAR OF THE MACHINE

Type-Specific Community Tasks: Every PC successful stealth task for the driver). On
type has a community ability that grants a failure, a group of about fifteen brigands
a benefit to a community where the PC catches up with the PCs, and conflict is
is present and actively working on its joined. If the PCs can’t disengage and make
behalf. For instance, a first-tier Glaive has it to safety before the full horde attacks
Community Defender, which increases the within two or three rounds, they must either Community Defender,
community’s effective rank for damage surrender and be captured, or be overcome page 39
inflicted by +1. So if a PC Glaive spends by the horde.
their hour using this ability (perhaps rallying
defenders at the walls, showing defenders Bring the Fight to Axis: If the PCs can sneak
how to better use their available weapons, out of the community successfully, they
and so on), the community action exchange can try to use stealth, disguise, or some
at the end of the hour sees Amber Keep’s other tactic to make their way through
damage output at +2 instead of +1 (unless the surrounding horde directly to Axis,
something else changes the damage who spends part of its time in a tented
further). pavilion. The specific method the PCs
attempt determines the stat or task that
Other Community Tasks: Only PCs can they need to succeed on, which generally
attempt community tasks, but they are not requires three difficulty 5 successes with no
limited to the one indicated by their type failures. On a failure, treat the PCs as if they
ability. They could instead attempt some were discovered trying to sneak out of the
other task to affect Amber Keep’s stats community.
for that hour. In this case, the PC must If Radius is with the PCs during
apply Effort to the task, as shown in the attempts to sneak past the horde, all tasks
Community Task Effect Table. are hindered unless the characters can Community Task Effect
For instance, if a PC Glaive wants to completely hide its machine nature. Table, page 310
help the victims of the attack instead of For example, if the PCs try to disguise
rallying defenders, they could increase the themselves as members of Axis’s horde, at
community’s health by 1 if they apply 1 level minimum they have to apply, don, or carry
of Effort from their Intellect Pool. (These some version of the Machine God symbol (a
in-world actions involve spending an hour ring or crown made of machine parts) and
tending wounds, helping healers, explaining act as if they belong, requiring a difficulty
how to treat weird diseases, and otherwise 6 disguise task (eased by one step if they
contributing to the well-being of others.) each have the appropriate symbol as just
described).
NORMAL PLAY OPTIONS
DURING THE CONFLICT CONFRONTING AXIS
The PCs may try to sidestep the conflict, If the PCs make it to Axis, read or
though doing so risks a fight between a paraphrase the following.
handful of PCs and a few hundred members
of the horde, which is a fight the characters Axis: level 4, attacks and
can’t win. However, as individuals, Axis is Axis somewhat resembles Radius, if Radius had defense as level 5; Armor
4; burning sword attacks
level 4 and its brigands are level 3, which is added to its bulk by bolting implements and up to three targets within
a more winnable fight, as long as the rest of armor to its body. It wields a length of burning immediate distance of
the horde isn’t mobilized. red light like a sword at least twice as long as each other and within
it is tall, if not longer. A human head tattooed short distance of Radius
each round, inflicting 6
Sneak Out of the Community: Some of with the sigil of the Machine God over its face points of damage to each;
the PCs might decide they can do more hangs on Axis’s belt. regains 1 health per round
to protect the community from the attack from automatic self-repair
functions even if reduced
by getting outside. Doing so requires
to less than 1 health
a successful difficulty 5 stealth task for Whether the PCs confront Axis inside its
each sneaking PC (or, if one PC is driving tented pavilion or outside in full view of the
a vehicle that everyone is using, one entire horde, they have a couple of rounds Brigand: level 3; Armor 1

49
to speak to the automaton, especially if The PCs can attempt to escape from capture
the characters are in disguise. But even if in the tumultuous environment of the
their disguise is revealed and it becomes battlefield while Amber Keep continues to
clear that the PCs are allied against Axis, fight.
Axis is still willing to talk, or at least boast, The PCs are staked out with metallic
about its amazing accomplishments before shackles to a weird piece of purple metal
it calls down the horde to overwhelm the that protrudes from the ground. PCs who
characters. It tells the PCs the following, succeed on a difficulty 7 Might roll can
possibly in response to questions they have break the shackles. Those who succeed on
or just as general bluster. a difficulty 7 understanding numenera task
Are you the Machine God? “I will be, as can cause the piece of metal to change
soon as I destroy whatever pretender thought shape enough to release everyone. Escaped
they could claim the position. This so-called PCs are treated as sneaking out of the
prophet here”—Axis motions to the head on community, as previously described.
its belt—“thought he could take my essence as
a divine key for the pretender. I demurred.” REPERCUSIONS
Why are you attacking? “I need the divine If Axis wins, Amber Keep is destroyed. After
keys, same as the pretender. Whatever they are. consolidating its victory, Axis disassembles
As soon as I have what I need from Radius and Radius (and Chord, too) looking for a
the others, his severed head will serve as my divine key. It doesn’t have much luck, but
conduit to the pretender.” decides to keep looking for more siblings.
Diamond mind, page 52 What is a divine key? “Something I aim It uses Chord’s diamond mind to continue
to find. According to this prophet, all of us the search, eventually finding Origin, as
‘fallen angels’ have one. Once I have Radius to described in Chapter 5: Leaving Shallamas.
experiment on, I will identify and extract it.” If the PCs remain alive, they can attempt to
How did you find Radius? “This prophet stop Axis at any of these points.
Despite what the knew that an automaton like me lived in this If Amber Keep beats the horde, Axis is
Machine God thinks, general region. However, some waking sense captured. If the PCs haven’t already had
none of the automaton
siblings possess a true
of connection with myself and four others like their conversation with Axis as described
divine key or other me recently stirred. That allowed me to narrow previously, they have it now. The characters
unlocking code, though Radius’s location to here.” can destroy Axis, imprison it, or try
in Ciszan’s hands, What do you really think? (Axis admits the something else. As long as Axis remains
they do help to control
abilities granted by the following only if somehow forced or if its able to act, however, it won’t stop trying
Halo of Dominion. machine mind is read.) Axis doesn’t know to be the one promoted to the status of
any more than the PCs about the Machine Machine God, whatever that ultimately
God; it just reacted differently than Radius means.
and decided to move as if it could seize that
power. XP AWARDS
The PCs earn 1 experience point (XP) each
If the PCs attack Axis while it is within if they were involved in the conflict between
hailing distance of any portion of its horde, Amber Keep and Axis’s horde, and 1 XP each
a group of about ten brigands confronts the if Axis is also defeated.
PCs (as does Axis), and conflict is joined.
If the PCs can’t defeat them (or disengage
and make it to safety before the full horde WHAT’S NEXT?
attacks) within about four or five rounds, If you’re combining “Amber Keep”
they must either surrender and be captured, with “Relics of the Machine,” proceed
Act 4: The Weeping or be overcome by the horde. to Act 4: The Weeping Tower, which
Tower, page 120 sees Amber Keep going through some
Escape Capture: Captured PCs’ equipment is growing pains.
gathered and stored in the tented pavilion.
It’s possible that while they are captured,
Axis talks to them as previously described.

50
LEAVING SHALLAMAS

CHAPTER 5

LEAVING SHALLAMAS

SYNOPSIS material at the end of this chapter is


Another automaton sibling named Origin is relevant, in which case, Radius brings the
discovered by using the exotic intelligence PCs a warning from the dying lips of Origin.
taken from the Changing Moon. Radius asks
the PCs to help it to locate Origin in a city
called Shallamas. CHANNEL CONNECTION Shallamas, page 139
Origin is difficult to find. A guild of thieves FINALLY SUCCEEDS
run by a woman named Selani offers to For the last month or two, ever since Chord Chord, page 45
provide the PCs with Origin’s location, returned with the PCs to their home, it has
but only if they accomplish a small task spent much of each day closeted with the
for her, which essentially involves thieving diamond mind it took from the Changing
something from a collector’s home. Moon, attempting to use the device’s
As it turns out, what needs to be thieved abilities to achieve three goals.
is Origin’s head and upper torso, kept in First, Chord wants to further explore and
a trophy case. Apparently, Origin had a perhaps even repair its own damaged mind
run-in with the Machine God (Ciszan), and memories. Next, it wishes to locate
who personally tracked the automaton the “divine keys” that Axis and previous
down and found its answers wanting. The prophets of the Machine God say lies within
only thing the PCs are able to gain from each sibling. Finally, it wants to strengthen
the automaton, apparently broken beyond the channel connections between the
recovery, is this warning: “Stop the Machine siblings so the last two automatons can be
God or the Steadfast may fall to the discovered (the first three being Radius,
Glistening Army.” Chord, and Axis). During this time, Radius Radius, page 16
sometimes aids Chord, other times helps
COMBINED CAMPAIGN PACING the PCs in their tasks, or putters away on its
If you’re combining “Amber Keep” with vehicle.
“Relics of the Machine,” use this Chapter Chord finally achieves limited success in
5 game content while the PCs are engaged strengthening the connection between itself
in the long-term play tasks described in and Origin, the fourth of the five remaining
Act 5: Bring the Rain at the point indicated “fallen angels” (as one prophet called the Act 5: Bring the Rain,
there. If the PCs aren’t interested in going siblings). And Origin apparently lives in the page 124
to Shallamas or they’re otherwise caught Steadfast city of Shallamas.
up, this quest could be taken up by Radius Strangely, the fifth and final sibling’s
alone. If that occurs, only the Repercussions channel connection is somehow blocked or

Chord finally achieves limited success in strengthening the connection between itself
and Origin, the fourth of the five remaining “fallen angels” (as one prophet called the
siblings). And Origin apparently lives in the Steadfast city of Shallamas.

51
On the other hand, if the PCs are
DIAMOND MIND
disinclined to travel, Radius internally
Level: 1d6 + 1
fumes, but externally tells the PCs not to
Minimum Crafting Level: 8
worry. It will go find Origin and welcome
Form: Device of crystal and organic
its long-lost sibling back into the fold.
components about a foot (30 cm) in
In the process, it hopes to learn more
diameter
regarding the Machine God, maybe even
Effect: Using this device requires hours
enough to finally deal with the threat once
or even days of initial concentration.
and for all. (See Repercussions at the end
In the hands of an organic being,
of this chapter for what Radius learns in
the diamond mind provides +1 to
Shallamas.)
Intellect Edge after 2d20 hours of
concentration (which do not have to
be consecutive). The benefit to Edge
lasts for three days.
JOURNEY TO SHALLAMAS
Whether the PCs intend to use Radius’s
True automaton, In the hands of a true automaton, the
page 149 repaired tendril crawler or some other
diamond mind allows a user to
method of overland travel, there are
map the full extent of their own
probably a few personal matters to see to
consciousness over the course of
Tendril crawler, page 35 before traveling for several days or weeks.
several months of concentration.
Once those are settled, it’s time to leave.
Any automaton that attempts and
finally succeeds at this difficulty
LOCATING SHALLAMAS
5 task is mentally restored. They
Shallamas is well over 700 miles (1,120 km)
repair any lingering mental damage,
from where the PCs start (if they begin from
remember any partially missing
Aian, page 159 Aian or Amber Keep). Radius—and perhaps
knowledge, and clear out corrupted
one of the PCs—generally knows where to
Navarene, page 137 signals so they regain abilities that
find the city (to the north, in Navarene),
had been blocked.
but even so, there are no straight roads
Depletion: 1 in 1d20
to get there. Even with a general sense
of where to go in their vehicle, the PCs
shielded. Chord has become convinced that must pass through weird landscapes and
no matter how much time it spends, it won’t past dangerous ruins, not to mention the
be able to use the diamond mind to break occasional city in the Steadfast. This means
through and discover their last sibling’s that instead of requiring about one and a
identity. half ten-hour trip segments traveling at 50
miles (80 km) per hour, the PCs are in for
a slightly longer trip of about four days to
SHALLAMAS BOUND? reach the general area of Shallamas.
The PCs are told that Chord has learned Once the PCs find the general area, they
about Origin. (Thanks to Chord’s efforts, the can use the tendril crawler to pinpoint the
strengthened channel between the siblings city. Each day, they can attempt a difficulty
gives Radius the same slightly heightened 5 navigation task to find Shallamas. Failure
sensitivity to Origin, which means it can means that they lose a day’s worth of travel
independently confirm Chord’s results.) before the navigator can try again.
The characters may be concerned about
the potential problems that a Machine TRAVEL DISRUPTIONS
God might cause to everyone who relies When traveling, the PCs are most likely to
on salvaged devices, automatons, and have unexpected encounters when they stop
machines of the prior worlds. If so, they moving to rest (or to recharge the vehicle).
likely suggest that they and Radius head to The longer they take to reach a destination,
Shallamas to locate Origin. (Chord says it the more encounters they potentially have.
Encounters Along the wants to stay back and continue working Refer to Encounters Along the Way for
Way, page 36 with the diamond mind.) options or come up with something of your

52
LEAVING SHALLAMAS

own, even if it’s just seeing something weird FINDING A MISSING PERSON
or unexpected, each time the PCs travel IN A METROPOLIS
overland for more than a few days. The PCs can come up with their own
methods for attempting to find Origin.
Whatever they try, it’ll likely involve asking
SHALLAMAS- one or more third parties questions about
CITY OF ECHOES the automaton. During that period, the PCs
Review the community of Shallamas as will have a couple of unexpected encounters Shallamas, City of
described in Numenera Discovery. The PCs with Shallamas citizens that have nothing to Echoes, page 139
find the city as described, a trade metropolis do with Origin, as described hereafter.
of 80,000 people surrounded by an After a day or so, a woman named Selani Selani, page 55
impressive stone wall with many towers. In finds the PCs, wanting to know why they’re
addition to the Discovery material providing asking after Origin.
the basis for the setting and NPCs, use the The PCs might try some of the following
following additional elements to continue methods for finding Origin, though it’s
the adventure. entirely possible that they’ll think of
something unexpected.
SEEING ECHOES
If the PCs spend even a short time in the Ask Radius to “Home In” on Origin: The
city, describe an interesting sight: visual strengthened channel between the siblings
echoes. Read or paraphrase the following is what brought the PCs and Radius to
after the PCs have been in the city for a few Shallamas in the first place, and it’s reasonable
minutes. to hope that that connection will act like
some sort of homing beacon or dowsing
effect. Unfortunately, Radius says that it’s
You spy a group of people who look familiar a already been trying that, but Origin seems
distance behind you. They seem to be tracing to have dropped off the channel. Only a very
the same path along the street that you and slight sense of the automaton’s presence
your friends took, stopping where you stopped, remains—just enough to suggest that
moving aside to let a large cart pass when you it’s somewhere in the vicinity, though it’s
did, and so on. You realize they are you, but impossible to say exactly where.
you as you were just a minute before, like a
visual echo. No one else seems to pay them Ask Around: The PCs can attempt a difficulty 7
any mind, and even as they are about to reach Intellect task to inquire whether an automaton
where you stand, at about the point where you that looks similar to Radius has been seen in
first saw the group of familiar people behind Shallamas. On a success, they learn that an
you, they fade away in a swirl of light. automaton matching the general description
of Radius “but different” has been seen in
the city for several years, off and on, but not
A PLACE TO STAY recently. One of the people who remembers
The PCs are likely to be in Shallamas for at seeing Origin then goes to alert Selani that
least a day, which means they’ll need a place someone is asking after the automaton. Selani
to stay. They might find and choose to stay comes to find the PCs within a day or so.
in a huge, four-story house called Iontur’s,
which is owned by an expansive grey-haired Ask Authorities: Guards patrol Shallamas
woman (named Iontur) who lets the rooms on behalf of Argust Provani, the city ruler. Iontur: level 3, tasks
out to travelers for a couple of shins per However, regardless of how well the related to running
her inn as level 5
night. Iontur serves a noon-meal every day PCs do in asking about Origin, none of
where guests can gather if they like to eat the authorities know anything about an
around a huge table for conversation. automaton, though some become curious
Argust Provani,
whether this “Origin” is up to some kind
page 139
of mischief, and they may question the PCs
further as to their interest.

53
Hire a Searcher: If the PCs hire a searcher
HARMONY DISTILLER
from the morass of people in the city, they
Level: 1d6 +2
Karkus Lamarn: level 4, might find Karkus Lamarn, a sour-faced man
tasks related to perception Minimum Crafting Level: 5
with a bag of devices that he says help him
and tracking as level 7 Form: Bottle-shaped device filled
track down bounties. He asks 20 shins up
with phosphorescent liquid, with
front and a working cypher if he finds what
connected eyedropper
the PCs are looking for. About a day later, he
Effect: The user can drop liquid into
returns to wherever the PCs said he could
their own or a willing creature’s eye
find them. Selani is with him, and he makes
to gain the effect. The user can vary
introductions.
the amount of liquid transferred
to change the level of intensity.
Hang Signs: Selani sees the signs, and
Whatever the intensity, someone
within a day or so, she comes to wherever
who takes the liquid feels a wash of
the PCs indicate they can be found.
joy and peace come over them. All
effects last for about an hour. At the
Check Healing Houses and Prisons: Nothing
lowest intensity, the taker has an
comes of attempting this course of action.
asset on tasks related to pleasant
social interaction. At the middle
Ask the Datasphere or Use Other Divining
intensity, the taker can still interact
Method: If the PCs have a cypher or some
with their surroundings, but all
other method for asking an all-knowing
tasks are hindered. At the highest
source of endless knowledge, they learn
intensity, the taker can’t move
that an automaton named Origin has been
under their own power or interact
working with a guild of thieves led by a
meaningfully with other creatures,
woman named Selani. The guild is located
but gains an asset to all Intellect
in a large blue building in a neighborhood of
defense rolls.
GM intrusion: A PC the city called the Refraction.
taking a drop of zenith Depletion: 1 in 1d20
must succeed on a
difficulty 5 Intellect
ENCOUNTERS IN SHALLAMAS
defense task or be The PCs could have one, two, or all three of The bottle of zenith drops is actually an
affected as if having taken the following encounters as they make their artifact called a harmony distiller. The
the highest dose from way around the city. drops are addictive and, depending on the
the harmony distiller.
intensity of the dose, can have unpleasant
Young Fiend: level ZENITH SELLER consequences, but a single dose should be
4; Armor 2; two knife A spindly woman with a clear coat made of safe—probably.
attacks each inflict 3
points of damage
shaped liquid, a weirdly youthful face for her
adult body, and a large sack taps one PC on BAD PART OF TOWN
GM intrusion: A Young the shoulder. If the PCs ask around about Origin, they
Fiend uses a level 6 likely stray into a bad part of town once or
cypher on the character.
On a failed difficulty 6
twice. This gives rise to the possibility of
Speed defense roll, the The woman says, “Are you ready for something encountering bad elements sometimes found
character’s personal spectacular? Something not even the Aeon there. In this case, a group of four leather-
gravity reverses, sending Priests know about? I’ve got just the thing.” armored individuals calling themselves the
the PC 100 feet (30
m) into the air before She pulls out a vial of shining phosphorescent Young Fiends catch up to the PCs.
returning to normal. (A liquid, in which tiny points of light flicker. The four Young Fiends heard that
character who falls all “If you want to experience the heights of joy newcomers were in their territory without
the way back down takes
achieved by the prior worlds, you’ll try a drop an invitation, and they want some kind
10 points of damage and
moves one step down of this in your left eye.” of offering from the PCs in return. They’ll
the damage track.) accept a good quantity of shins, a cypher,
or something else of value. Otherwise, they
Forina: level 2, tasks The woman’s name is Forina, and she is try to take everything by force. However, if
related to persuasion selling “zenith drops” for just 3 shins a the PCs disable one or more of the four, the
and deception as level 5
drop; she even has her own eyedropper. others back off if allowed.

54
LEAVING SHALLAMAS

ECHO STORM
Echo storms don’t happen often, and You’ve interrupted a standoff between two
usually they’re not too severe. But groups. One group consists of ten earnest-
sometimes the echoes that haunt looking people in the livery of the Shallamas
Shallamas accumulate in greater density guard. A smirking man in clothing the color of
in a particular neighborhood or along a the night leads them.
single street. Residents know to go indoors The other group is made up of half a dozen
or turn away when this happens. The PCs people whose only shared element of dress is a
have an opportunity to experience one red scarf or sash that each wears somewhere
for themselves. Read or paraphrase the on their person. A woman whose skin is
following. stitched with many metallic threads seems to
be their leader. Metallic cords are wound all
about her, and some even seem to move as if
The area is crowded with people, with more they serve her as extra limbs. She wears a red
pressing in all the time. Most of them are scarf tied decoratively around her neck.
identical, each echoing exactly the moves and The body of a man wearing a red scarf lies
gestures of the figure that came just before it. in the middle of the floor, a knife embedded in
The figures double, double again, and again, his chest.
until they become a blizzard of images that
tears at your mind.

Each PC witnessing the spike in the echo


storm suffers 2 points of Intellect damage
on a failed difficulty 4 Intellect defense roll.
The storm fades to nothing as quickly as it
spiked a few moments later.

SELANI AND HER


GUILD OF THIEVES
Agents of Selani summon, escort, or direct
the PCs to a large blue building in the
neighborhood called the Refraction, or the
characters track past Origin sightings to the
building themselves.
When the PCs arrive and enter, something
violent is on the cusp of happening,
threatening their only lead. Read or
paraphrase the following.

55
If the PCs make themselves known, both She is oddly reluctant to tell the PCs
Selani: level 5, persuasion groups pause, waiting for the PCs to declare exactly what she wants. But when it comes
and stealth tasks as level themselves. If Selani knows that the PCs are at down to it, she lets her chin fall and quietly
7; Armor 3; animate
metallic whip cord
her hideout because she gave them directions, tells them the following.
attacks all enemies she identifies herself as Selani, past associate
within immediate of Origin. She tells the PCs to throw in with
range each round her against “the Shadowling who betrayed our “Origin’s head. I need you to retrieve my
Shallamas guard: guild” (she motions to the man in dark clothes friend’s head, which Garmulus keeps in his
level 3; Armor 2; spears who commands the guards). trophy room. I’m not sure what horrible
or crossbows inflict 3
points of damage
For his part, the Shadowling arrogantly accident befell Origin, but one day my friend
explains that he is an operative of Argust failed to return home to me. I searched, and
Shadowling, elite: level Provani, the ruler of Shallamas. If the PCs move discovered it was attacked in the streets of
6, guile or subterfuge against him, he warns, they will be counted as Shallamas. A man haloed in spinning machine
tasks as level 7; Armor 2
criminals, the same as Selani and Origin. parts assailed Origin, tearing my friend limb
Thief: level 2, If the PCs decide to go with the from limb. Passersby did nothing, other than
deception and stealth Shadowling’s appeal to authority and make off with the parts after the fact as
tasks as level 5
support him, Selani is likely to be defeated. mementos. The animals!
In this case, the characters will have to I gathered back everything except that
Shallamas’s ruler learn the information she would otherwise most important piece. Only recently have
controls an elite group provide in some other fashion, possibly by I discovered where it is kept. But with the
of secretive operatives
called the Shadowlings,
going through documents and records she Shadowlings assailing us, I can only assume
who infiltrate criminal keeps in a ledger in the building. that Shallamas’s ruler is moving against me, so
organizations and destroy If the PCs side with Selani and her thieves, I must see to my guild. Bring me the head, and
them from within. it’s likely that they defeat the Shadowlings perhaps we can both get the answers we seek.”
to a one. This immediately puts them in
If the PCs manage Selani’s favor, which means she treats them
to avoid becoming graciously.
involved, Selani’s thieves
win, but only barely.
GARMULU
SELANI’S PREREQUISITE MANOR HOUSE
FOR HELPING THE PCs If the PCs try to learn more about Garmulus
Radius’s mood darkens Selani looks sad if the PCs ask her about and the manor house before they go, they
when it hears that its Origin, but she says that she can help them can discover the following information.
sibling’s head was stolen.
It mutters, “Humans ever
locate the missing automaton. She glances
seem to treat automatons at Radius, if it is present, and says, “Origin WHAT CAN BE DISCOVERED
as mere things.” never said they had family.” But that’s Garmulus emerges from his home only
the only piece of information about her sporadically, and when he does, it’s in the
association with Origin that she is currently company of assorted bodyguards. He is
willing to share. To learn more, she says the 8 feet (2.5 m) tall and wears heavy robes
PCs must first do as she requests. Something and a large hood, though light leaks from
precious was stolen from her, and she wants it, suggesting that Garmulus may not be
it back. Normally, she’d have her guild entirely human. He often works through
retrieve it. However, the Shadowling—who intermediaries when he buys strange devices
infiltrated her guild to destroy it from the or weird art from the Shallamas markets,
inside— disrupted her organization too but sometimes he goes to view objects that
much for her to consider it at the moment. are hard to transport.
Though no one knows for sure, it is
The Task: Selani says that a collector named rumored that Garmulus has installed
Garmulus, who resides in a well-guarded devices and guards in his home to protect
manor house that she can provide directions his precious collection from thieves.
to, is the culprit. In the lavish trophy room Garmulus never accepts visitors,
he keeps at the center of the manor, many solicitors, or invitations. Those who attempt
fine things can be found, including the thing to intrude on the collector’s privacy take
that Selani wants the PCs to retrieve. their safety into their own hands.

56
LEAVING SHALLAMAS

THE TRUTH ABOUT GARMULUS The manor house is also stone Manor house: level 5
On the rare occasion that “he” goes out in construction, though one with a few
public, Garmulus stands on its two hind feet additional surprises for those who
and wears concealing robes and a hood. The sometimes try to gain entry to the famed
clothing conceals a black-furred body of a collector’s trophy room.
massive predatory cat, except that instead of
a head, it has a wide ball of swirling energy, Anti-phasing Crystal: Slender veins of crystal
surrounded by dozens of metallic plates have been threaded through the exterior
that move as if in orbit around the energy. stonework of the house, preventing phasing
Garmulus is a sarrak. effects of level 6 or less from succeeding. Sarrak, page 250
The same threads also prevent most
MANOR HOUSE GROUNDS kinds of instantaneous physical transfers
The manor house is located in a part of from one side of the walls to the other.
Shallamas that contains a few other similar Failed teleportation attempts bounce all
fine homes, all recently constructed, that lie passengers into the manor holding room. Holding room, page 59
behind well-kept stone walls about 20 feet
(6 m) high. Though the outer manor walls High Manor Walls: The manor house is built Outer manor
provide the promise of protection, they on a sheer foundation of smooth stone that walls: level 2
are mostly meant to mark a boundary as rises 50 feet (15 m) above the surrounding
opposed to providing real physical security. grounds. Owing to the smoothness of this
The walls surround a 5-acre (20,000 sq stone, attempts to climb it are hindered by
m) plot of land that holds tended gardens, two steps. If a climber is successful, they
with the manor house at the center. can try to enter through various windows
Four gardeners and a pack of twelve (set with clear synth) or the balcony. Gardener: level
guard creatures called rippers inhabit the Alternatively, those seeking entry can use the 2, groundskeeper
tasks as level 5
area outside the manor house. Rippers look spiral stairs set just exterior to the balcony,
something like 5-foot (1.5 m) long gophers, which provides access from the ground to Ripper: level 4,
if gophers were vicious meat-eaters able to the rest of the manor. perception tasks as
level 6; bite inflicts 6
sniff out intruders with uncanny senses. points of damage

57
MANOR HOUSE INTERIOR of damage (ignores Armor) per round to
The clear synth that covers the windows anyone standing on the floor. This effect
are of the same level as the overall manor persists for ten minutes, then switches off.
house. (Note that no such windows lead
into the trophy room.) The following PANTRY
conditions generally apply inside. Shelves in this pantry are thickly stacked with
parcels. However, investigation reveals that
Roving Security: The manor house is secured rather than dried fruits, meats, bread, and
by a roving entity called a residuum. Each the like, the parcels contain fragments of
time the PCs enter a new room, they must different devices with a bit of residual power.
succeed on a stealth task (which is eased if (Garmulus feeds on these devices, as it is an
Residuum: level 7; health the residuum is not in the same room). On a energovore.) Characters who spend some
33; Armor 2; physical failed task, the residuum is alerted, and begins time here can come away with a few oddities.
attack inflicts 10 points
of Intellect damage, and
looking for intruders. It attacks any creature One shelf does hold the kind of dried
on failed Intellect defense not previously whitelisted by Garmulus. If the foods one would expect to find in a pantry.
task, victim spends residuum finds and attacks the PCs, the sound These are stored for the times when
next turn attacking an is more than likely to bring Garmulus itself prisoners are kept in the holding room.
ally; for more details,
see Ninth World within another few rounds.
Bestiary 2, page 137 A residuum is a recording made by the LOUNGE
datasphere of some long-dead event or Several comfortable cushions and pillowed
entity that somehow gets “loose” and floor spaces fill this room, which a big cat
Oddities, page 305 manifests as a physical entity using bits and might enjoy. Flat pieces of metal on the wall
pieces of devices and machines to make a are arranged like art but don’t seem to convey
new body. Garmulus pried this particular anything. A creature with the ability to see
residuum into existence for the specific the kinds of light that humans generally can’t
purpose of protecting the manor interior. discern can appreciate the pieces of art as
surreal interpretative masterpieces.
ENTRY BALCONY
This bare, polished stone expanse is open to MAZE
the sky, though low retaining walls provide This room is very deep, and in fact extends
the illusion of safety. Chiseled into the wall deep into the raised foundation. It’s filled
GM intrusion: The over the single closed metallic door in Truth: with a twisting multitude of catwalks that
character attempting create a maze. Mechanisms installed by
the maze is caught in
a reconfiguration and
Garmulus mean that the maze is always
must succeed on a No Admittance. Trespassers Will Be shifting, usually slowly, but sometimes it
difficulty 5 Speed defense Eliminated. Knock At Your Own Peril. completely reconfigures. Garmulus uses the
task or become stuck room for exercise and sport. PCs who spend
until they can escape.
about an hour attempting the maze and
Despite the warning, there is a physical succeed on a difficulty 5 Intellect task can
knocker on the door. reach the end, though there is no reward
The metallic door is barred from the inside except for the pride of having finished.
(breaking it down requires two successful One catwalk extends along a wall to the
level 7 Might tasks). Unless extraordinary balcony, and is not part of the maze.
steps are taken, attempts to break down the
door are at least as loud as using the knocker BALCONY
and produce the same result. The balcony is a great place to get a view of
Shallamas. What prevents the balcony from
Knocking: Knocking (or attempting to break being a weak link in the manor house security
Entry balcony down the door) causes a mechanism in is that this is where the residuum often
mechanism: level 5 the floor of the entry balcony to switch on. rests, looking out over the grounds. Every
The mechanism rapidly vibrates the floor, few hours, the residuum leaves the balcony
tuning it over the course of a few rounds to and makes rounds through the house (or
destructive resonance. This inflicts 2 points sooner, if it hears something suspicious).

58
LEAVING SHALLAMAS

HOLDING ROOM The armoire contains a variety of robes,


This room is barred from the outside. If cloaks, and hoods large enough for the
intruders are found on the grounds or in the sarrak to wear when it leaves its manor
house and they surrender before they are killed, house, posing as a very tall and completely
or if they try to teleport in but fail, they are concealed humanoid.
brought here. Thereafter, they are conditioned The knick-knacks include a few oddities,
by Garmulus each day until eventually they are though many are just strange shapes,
broken to the sarrak’s permanent service, then pieces of crystal, and fossils that are mostly
released back into Shallamas. incomprehensible.
Currently, a young man named Collias is Collias, Shadowling:
kept here. He is actually a Shadowling, sent Garmulus: Garmulus doesn’t react well to level 5, performing
any action of guile or
by the ruler of Shallamas to make sure the being surprised in its home, but a persuasive subterfuge as level 7;
strange collector wasn’t collecting things by offer to parley will be considered. The PCs currently confused and
theft rather than trade. As it stands, Collias likely ask for the head of Origin, perhaps not sure of his allegiance;
is almost completely conditioned to serve in exchange for a gift they can offer. Given treat as if dazed
Garmulus permanently (as opposed to that they may be starting off on the wrong
when directly affected by the sarrak’s mind- foot by showing up in the sarrak’s home
Shadowling, page 139
controlling abilities). uninvited, they’ll have to offer double what
might otherwise be reasonable, whether Sarrak (Garmulus),
OFFICE that’s a pledge of future service, two artifacts, page 250
This office looks like one found in any trader’s or something of such collectible quality that
place of business, with a desk, a cabinet with Garmulus is immediately intrigued.
files on horizontal shelves, and a desk chair Otherwise, it’s a fight. Garmulus uses the
(though it’s more of a cat perch). More blank PCs’ own devices against them, as well as
panels hang on the wall here like those in taking control of the PC who looks most capable
the lounge. A thorough search of the office of dealing damage, and turning that character
reveals all kinds of paperwork that seems to against the others. It also calls the residuum if
be secondhand accounts of explorations in the PCs have not already dealt with it.
parts of the Steadfast and the Beyond, with
emphasis given to strange devices or objects GAMING ROOM
that might be considered art. (If the PCs are A large tiled board covers the floor. Various
interested, they could gather a handful of red and blue pieces carved of stone stand
actionable leads for later exploration.) in random positions on the board; each is
In addition, a search of the desk reveals a about 3 feet (1 m) tall and takes something
spare key to the trophy room hung on a peg of an effort to move. The pieces are part
on the desk’s underside. of the sarrak’s collection. It bought them
from a merchant who’d looted a nearby
SITTING ROOM ruin years ago, and Garmulus amuses itself
More comfortable cushions, large enough every so often trying to figure out the rules.
for a big cat, are found here, in addition to Mechanisms in the pieces sometimes cause
a large device taking up the center of the them to glow or make odd noises when they
chamber. The fixed machine is a salvaged come into particular configurations. Garmulus
contraption that Garmulus uses as an thinks that changes to the arrangement might
entertainment device. correspond to physical changes in some other Entertainment device:
location or time, but that’s only a hypothesis. level 4; user must
succeed on an Intellect
MASTER BEDROOM defense roll to gain an
This room features a wide pallet strewn with READING ROOM all-absorbing pleasant
pillows, a tall armoire, and wall-mounted Several comfy chairs and a few side tables are vision that lasts for one
shelves overflowing with knick-knacks. tastefully arranged here. A single shelf on one minute; on a failed roll,
user drops one step on
Unless called away elsewhere, Garmulus is wall contains a handful of bound books. None the damage track
often found here, dozing under a ceiling- are of particular note, though the GM may
mounted device that apparently mimics the decide that something of interest to a PC’s
light of a purple sun. background or goals could be found here.

59
TROPHY ROOM COLLECTION TABLE
d10 Item
1 Mirror that always reflects the viewer but the background seems to be a vast golden city of strange
devices and creatures in a constant bustle of activity
2 Sculpture of yellow stone that constantly morphs into new disturbing shapes
3 Haze of unearthly color impossible to describe or compare to known colors
4 Green spongy pod that gravity doesn’t seem to affect
5 Random artifact
6 Beautiful human caught in slow time; for them, one second passes for each million years
7 Simple clay urn with somewhat crudely inscribed unknown symbols
8 Fist-sized sphere floating in a container, possibly an entire shrunken alien world
9 Articulated fossil of a lizard-like creature with a humanoid skull
10 Tiny box with eyehole that holds a repeating image of a cosmic-sized detonation

TROPHY ROOM What does the Machine God want? “To


Artifacts, page 289 This room is locked. Inside is a collection seize control of the Glistening Army, which
of wide-ranging wonders, including pieces waits arousal by the Machine God.”
on the Trophy Room Collection Table. In What is the Glistening Army? “That which
Trophy room lock: level 7 addition, the PCs can find Origin’s head, was built by the renegade Aeon Priest Orstenia
which isn’t too difficult to pick out since it Myal a century ago to have her vengeance on
looks quite similar to Radius’s head, save the Order of Truth.”
that the metallic hue is somewhat different. Where is the Machine God/Glistening
Army? “I have encoded all I learned on this cube.
Origin’s Head: The remarkable self- Stop the Machine God or the Steadfast may
regenerative abilities of Radius and its fall to the Glistening Army.” Upon saying this,
siblings remain in effect for Origin at least Origin extrudes a small cube of responsive
a little while longer, despite the head being synth covered in strange silvery symbols,
Deciphering Origin’s severed from its body. The eyespots that hereafter called Origin’s cube. Unfortunately,
Cube, page 61 correspond with vision slowly cycle bright the cube is not an easy puzzle to crack. Origin
and dim, the way a human might blink their was trying to hide what it knew (or suspected)
eyes. Otherwise, it is essentially in stasis from the Machine God. Selani tells the PCs
and unable to further react until reattached that they should be the ones to keep the cube,
to its torso (which Selani has). if they promise to honor Origin’s final request.
When Origin expires, Radius’s mood
darkens further. If the PCs heard it mutter
REPERCUSSIONS earlier about the poor treatment automatons
Selani is shaken if Origin’s head is returned seem to get at the hands of humans, that is
to her. She brings it into a private room where the reason. The despondency doesn’t quite
she has the torso and one arm connected, leave the mercenary, and it grows when the
and sets the head on the neck. Self-repair PCs discover the Weal of Baz.
mechanisms spark back into action . . .
But Origin is too damaged to regain full
consciousness, as Radius sadly notes. Selani XP AWARDS
quietly weeps for her friend. The head and torso The PCs earn 1 experience point (XP) each
of Origin respond to questions from Selani, if they track down Selani, 1 XP each for
PCs, and Radius as follows, before forever exploring the manor house, and 1 XP each if
losing animation and the dynamic mental they retrieve Origin’s head.
coherence required for self-consciousness.
What happened to you? “The Machine WHAT’S NEXT?
Act 5: Bring the God did not like that I’d taken an interest in If you’re combining “Amber Keep” with
Rain, page 124 him. He visited his vengeance upon me when I “Relics of the Machine,” return to Act 5:
would not help him ascend.” Bring the Rain, which likely has the PCs
doing long-term play tasks that were
interrupted by this chapter.
60
EXPEDITION TO WEAL

CHAPTER 6

EXPEDITION TO WEAL

SYNOPSIS it reconfigures itself into a smooth, six-faced


Finding the last automaton using the solid with no markings. In this state, it’s
machine channel that Radius shares impossible to make any progress. (This was Radius, page 16
with Chord and its other siblings proves a security feature designed into the device Chord, page 45
impossible. Something’s blocking a clear by Origin.)
connection. But research eventually reveals However, after several weeks of on-
that the strange cube provided by Origin and-off effort (possibly while the PCs are Origin, page 60
encodes a complex embedded language, engaged in situations arising as events in
as well as a hidden symbol. The language the companion adventure “Amber Keep” Amber Keep, page 99
describes the secret history of Orstenia play out), progress is gradually made. It Orstenia Myal, page 8
Myal. The symbol depicts the legendary seems that the information coded into the
entity named Baz, and those bearing the cube is actually a constructed language
cube can gain entry to a secret location in made by Origin. Deciphering and learning
the Beyond called the Weal of Baz where that language is part of the reason so much Weal of Baz, page 193
Orstenia supposedly built the Glistening additional time is required. A PC could
Short-term and
Army. That reminds Radius of dreams it’s spend 2 XP to gain the short-term benefit medium-term benefits,
been having of being one of many in a vast of becoming trained in the language of page 126
bowl-like chamber. Origin’s cube. However, if no PC wants to
If the PCs travel to the Weal of Baz and invest such resources, Chord and Radius
gain entry, navigating the city of machines eventually crack the contents of the cube
is somewhat complicated. But with some by working together, and explain to the PCs
work, they eventually discover the shuttered what they find.
manufactory where Orstenia assembled her
automaton army. It’s empty.
Empty except for a disassembled and dead SECRETS OF THE CUBE
Root. Root’s scribbles in leaking automaton The cube contains a personal account of
fluid introduces the PCs to the name Ciszan, Origin, a history of Orstenia Myal, and a
and how the Ninth World may well teeter weird symbol.
on the edge of welcoming a fully ascended
Machine God whether it wants to or not. Origin’s Account: The account opens with
Origin describing its recent exchange
of messages with another automaton
DECIPHIERING sibling, which called itself Root. (Origin
ORIGIN’S CUBE doesn’t describe how those messages
Whether the PCs take point on deciphering were exchanged, but Chord theorizes that
the secrets of Origin’s cube or Chord does, perhaps they were somehow using the
the task requires a significant investment machine channel it spent so much time
of time. The cube can transform and trying to unlock.) Origin was enthralled to
reconfigure itself, which initially seems find another like itself, but that paled in
helpful; however, the cube is willing to be comparison with what Root had to tell it
studied for only a few hours every day before about Orstenia Myal.

61
History of Orstenia Myal: The cube contains LOCATING THE WEAL OF BAZ
One Hundred Years the background information from one The Weal is about 1,700 miles (2,700 km)
Ago, page 8 hundred years ago when Orstenia Myal from where the PCs start (if they begin
attempted to revenge herself on the Order in Aian or Amber Keep). Even with exact
Background, page 8 of Truth by creating the Glistening Army, directions from the cube, that’s a long way.
using a manufactory in the Weal of Baz. As with every other time the PCs have had
Thirty Years Ago, page 9 Provide the information under Background to travel a long distance, even if they have
to the PCs. (The cube doesn’t contain the a fast vehicle, they’re likely going to have to
history from thirty years ago onward, though travel through some strange places, most
Aian, page 159 the PCs will likely learn that before the end of them in the Beyond, before arriving at the
of this chapter if they Weal, which could
The Beyond, page 169
find Root’s body.) lead to a few of the
travel disruptions
Even Chord begins to find Radius’s
The Symbol: The noted hereafter.
cube provides an recent sour disposition trying. Even with a vehicle
exact location for capable of traveling
the Weal of Baz at 50 miles (80 km)
and describes the place as “a refuge for per hour, the PCs are in for a slightly longer
machines.” The encoded instructions also trip of about eight days to reach the Weal.
reveal that for an organic creature to be Thanks to the cube’s specific directions, the
granted entrance to the Weal, they must difficulty 5 navigation task to pinpoint its
show the strange, complex symbol that the exact location is eased by three steps. Failure
cube face can be induced to display. (The means that the PCs lose a day’s worth of
symbol is apparently that of Baz, an entity travel before the navigator can try again.
thought by some to be a kind of machine
savior.) TRAVEL DISRUPTIONS
Encounters Along the When traveling, refer to Encounters Along
Way, page 36 the Way for optional things that might
GOING TO THE WEAL? happen, or come up with some of your
Once the PCs learn the full history of own. If you’ve already exhausted those
Orstenia, they’re likely as determined to encounters, a few additional optional
head to the Weal of Baz as Radius is. They suggestions are provided here.
Selani, page 55 also may have promised Selani they would
do so. For its part, Radius grows more ARTIFICIAL FACE
brooding and short tempered if the PCs Half buried in a stretch of desert sand is
Artificial face: level 8 take too much time before going, and it may a massive artificial face over 100 feet (30
head to the Weal on its own if they don’t m) in diameter. If investigated, the face
make the trip a priority. In either case, Chord appears almost like a mask of ivory synth
also wishes to travel there because it wants and milky crystal. One eye socket is empty
to meet Root in person. and sand spills through it, but the other
holds a massive red crystal that pulses ever
so dimly. Touching it reveals a very slight
JOURNEY TO THE vibration and warmth to it, but otherwise
WEAL OF BAZ the face seems completely inert. Attempts
Whether the PCs intend to use Radius’s to learn more are difficult given the face’s
Tendril crawler, page 35 repaired tendril crawler or some other level. But even a failed attempt to learn
method of overland travel, there are more suggests that the face is more than
probably a few personal matters to see to metaphorically a mask, and could be the
before traveling for several days or weeks. manifestation of a much more powerful
Once those are settled, it’s time to leave. entity, one that is hurt or perhaps damaged
from long travel. The face is dangerous if
roused, revealed as a raging being of crazed
destruction.

62
EXPEDITION TO WEAL

Attempts to salvage it might be enough to are two shining metallic sentries, each at least
wake it on a bad roll (or as a GM intrusion twelve feet high. The sentries are distinguished
that nearly but not quite wakes it), but those by their size, their large heads that emit
who press their luck successfully could gain multiple probing beams of light, and the long
some high-level iotum. metallic weapons they clutch that are larger
even than themselves. Between them is a
COLOR LEAKAGE narrow cleft in the cliff face.
While traveling, the PCs move through an
area infested with three creatures from
a bizarre dimension that manifest as The sentries’ probing beams play
particularly vivid colors. If the characters everywhere to a very long distance. When
are traveling in a vehicle, the colors are the light passes over a PC, it feels warm
first noticed on an interior surface of the but doesn’t seem to offer any direct harm.
vehicle. If the PCs are traveling in some (The beams are the visible manifestation
other fashion, the colors manifest while of the sentries’ ability to penetrate stealthy
the characters are resting. (If the PCs have attempts to get past them.)
managed to travel using some sort of
instantaneous means, the colors might be
able to interrupt them mid-trip and attack in
a limited half-world of brilliant color.)
The attack by the three carnivorous colors Carnivorous color:
THE WEAL OF BAZ RANK 7 (21) level 3, stealth tasks and
manifests as an eye-opening source of
Government: Consensus, chaotically mind-feeding attacks as
emerald illumination, a splash of brilliant
formed, is how the Weal is governed. level 5; health 12; flies an
scarlet on a wall, and a spontaneous immediate distance each
Sometimes specific individual
change in hue from grey to sapphire blue round; immediate-range
machines will rise to the fore if mental attack inflicts 3
in a familiar set of clothing. The colors are
important decisions must be made, points of Intellect damage
beautiful—until they begin feeding on the (ignores Armor); for more
but once this is accomplished, they
minds of the nearest intelligent creatures! details, see Ninth World
fade back, and another may be put
They don’t speak a language the PCs can Bestiary 2, page 32
in the same position next time.
understand, even if psychic communication
Governance can also come from the
is attempted. But they’re not mindless
cogitation undertaken by specifically
and can learn from experiences and solve Circles of Association,
convened Circles of Association.
problems. page 68
Health: 27
Infrastructure: 27
Armor: 3
THE WEAL OF BAZ Damage Inflicted: 10
Holograms normally hide the sentries and
Modifications: Understanding, crafting,
the cleft that serves as the entrance to the
and salvaging numenera tasks as
city, but because the PCs know exactly where
rank 8
to go, they can get close enough to cause
Combat: The Weal can deploy armed
the hologram to disperse and reveal the two
automaton sentries to attack and
guardian sentries. Sentry: level 5, perception
defend from attacking hordes like
Read or paraphrase the following. as level 7; health 20;
any community. In addition, they Armor 4; long-range
can build a variety of specialized weapons inflict 6 points
machines that can be used as of damage
The placid waters of Navae Marica gently
weapons or defenses to suit a
roll to a sandy iridescent shore. The shore is
particular situation. For instance,
backed by a stark stretch of impassible cliffs
it is within the Weal’s abilities to Community Stats,
overgrown with plant and animal life. No sign
construct and build a gargantuan page 297
of habitation by intelligent creatures is visible,
level 3 rampaging beast automaton
let alone by machines. Then the air shimmers Rampaging beast,
every week or so, if the community page 315
along the nearest stretch of cliff like a hood
were to go on a war footing.
falling away. Revealed standing side by side

63
Getting Into the Weal: Both sentries raise
a free hand forward in a “halt” gesture if Incessant buzzing, high-pitched whines, beeps,
an organic creature tries to enter the cleft whirring, clattering, screeching, and, deep
(though they allow Radius and Chord, and beneath everything else, a constant drumbeat
any other automatons that might be present, of thuds resounds within an open “bowl” cut
to pass without comment). PCs who try to into the stone that’s roughly a thousand feet
force the issue and enter are attacked, and across. About a dozen other dark cavities,
reinforcements are summoned in the form similar to the entry cleft, are distributed
of dozens of additional sentries that rush up randomly around the inner cliff-like walls of the
out of the cleft after a few rounds. bowl.
However, if the characters display Origin’s Moving across a smoothly cut plain of
cube showing the symbol of Baz, the sentries stone is a bewildering array of hundreds of
lower their hands. One speaks, saying, “You animate machines. Some are sleek shapes
may enter on the basis of this symbol. Be that hint at million-year time spans, others
warned that your presence in the Weal of Baz look to be the credible handiwork of Ninth
will be tolerated for only ten rotations of the World wrights, and several are broken-down
world, after which you must leave.” automatons limping along as best they can.
Some sport weaponry that bristles on their
INSIDE THE WEAL metallic carapaces in a potent display of
The narrow cleft (about a short distance power, as opposed to those that are cobbled-
in width) contains more sentries every few together messes of spare parts that barely seem
dozen yards. It seems clear that something to function. Most, however, are so strangely
carved the cleft, as opposed to it being shaped and articulated that determining their
natural. The pass extends into the rock face original purpose is impossible.
for several hundred feet before opening into The machines stream about the artificial
a town of sorts. vale between two major landmarks.
Read or paraphrase the following. The largest is a twenty-story crystal tower
strewn with clear synth panels that track

64
EXPEDITION TO WEAL

the sun like leaves. Dozens of machines machine that can speak human languages,
gather around the tower’s base, connected though it, too, must be convinced.
to it through a wide array of cables, jacks, or
receivers. MACHINES ENCOUNTERED
Next to the tower sprawls a multifaceted For random encounters the PCs have with
structure of stronglass. The transparent sides machines in the Weal, roll three times on
reveal an incredible stockpile of machine parts the Weal Encounter Table. The first roll Weal Encounter Table,
arrayed in dizzying profusion and jaw-dropping (Social) determines the initial reaction an page 66
quantity. Automatons are visible within, encountered machine or automaton has to
moving down the long aisles and passing the PCs, the second roll (Communication)
between the levels of the structure, apparently determines its ability to communicate, and
sifting through this hoard of mech for needed the third roll (Appearance) provides some
parts. options for what it might look like. Finally,
The machines that are not gathered around roll 1d6 + 2 to determine its level.
the tower, picking through the stronglass Even if the PCs stay away from the
structure, or investigating the dark cavities cut machines, they are approached by at least
into the cliff-like walls seem to be organized one or two machines every hour while
into groups of several dozen or more in rough they’re in the Weal.
circles, possibly talking or maybe simply resting
together. ENCOUNTERS THAT
LEAD TO CONFLICT
Conflicts can occur for a number of reasons.
CONVINCING MACHINES The PCs may accidentally offend a machine,
TO COMMUNICATE a machine’s fear of the characters may
It’s difficult for organic PCs to find answers in lead it to “defend” itself by attacking them,
the Weal, despite the fact that the machines the PCs might violently retrieve a valuable
are a nearly endless source of information. snatched by a scavenger or collector
Most of the machines inherently fear or automaton, or perhaps a bad interaction
loathe organic beings (some were even with an aggressive machine leads to the PCs
expressly made to kill organic beings). The being attacked.
only thing keeping the PCs safe is the symbol
of Baz they showed upon entry. It probably
doesn’t hurt to show it around now and again
as they move about the Weal. (PCs who enter
without this symbol will have to
rely on stealth and evasion.)
Still, each time the PCs
approach a new entity,
they must convince it to
communicate, assuming a means
of communication can be found—only
a small percentage of the automatons
and other machines here were created to
speak, and only some of those speak a
known human language. If Radius or Chord
(or both) accompany the PCs, all tasks to
convince machines to speak with them are
eased. Machines that are determined to be
“helpful” further ease persuasion tasks
attempted by the PCs. If the PCs
“convince” a machine to help
but can’t communicate with it, it
may bring the PCs to a different

65
WEAL ENCOUNTER TABLE
d100 Social Communication Appearance
01-03 Ailing Body language Animal-like creature of metal and wires
04-06 Angry Brain shunt Animate hodge-podge of parts and pieces
07-09 Antagonistic Cabled connection Biological animal parts mixed with machine
10-12 Bully Coded beeps Bulky machine without limbs dragged by others
13-15 Comedian Coded jumping Bulky metal box with clear face revealing innards
16-18 Curious Color changes Crystal cube with articulated metallic legs and arms
19-21 Despondent Extruded solids Expansive machine balancing on thin stalks
22-24 Dreamer Fluid discharge Fields of force generated by tiny disc
25-27 Fearful Full-body signaling Flittering many-winged pod
28-30 Frantic Inscribing the ground Floating, sleek prior-world lozenge that glows
31-33 Genius Inscribing placards Fractal shape of liquid metal and circuits
34-36 Gift-giver Invisible channel Human head preserved in automaton carapace
37-39 Glitching Math Levitating cylinder
40-42 Grieving Memory editing Levitating pyramid
43-45 Indecisive Musical tones Many-legged pod
46-48 Joyful None Many-wheeled pod
49-51 Murderous Projected light Multipronged solid that phases randomly
52-54 Paranoid Scent sprays Rolling sphere
55-57 Peacemaker Shapes on screen Series of pods connected by cables
58-60 Playful Signing language Snake-like length of metal leaking fluids
61-63 Poet Static discharge Spiked sphere that jumps to move
64-66 Prankster Subsonic vibrations Treaded pod
67-69 Scavenger Symbols on screen Walking tripod
70-72 Thief Telepathy Wheels within wheels
73-75 Uninterested Touch Wire sculpture constantly changing shape
76-00 Helpful Speaks the Truth Humanoid automaton

When this happens, the PCs have about can attempt to explain themselves, but
six rounds to wrap up the situation one their task is hindered (even if Radius and
way or another before they attract sentries. Chord are there). The sentries attempt to
During any altercation between the PCs take the PCs into custody and eject them
and machines, other nearby machines from the Weal rather than kill them outright,
and automatons gather to watch, more as a courtesy to the symbol of Baz that the
and more as time passes, but they do not characters bear. However, if the PCs resist
interfere. If the PCs end the altercation overmuch, the sentries switch to using
before six full rounds pass, even if they force.
destroy one or more automatons that Ejected PCs will have to use stealth to
interfered with them, the characters don’t learn what they want to know rather than
suffer any lasting repercussions. If they do openly question residents of the Weal, and
destroy a machine, small scavenger bots they must play a cat-and-mouse game with
appear, rapidly disassemble the automaton the sentries.
the PCs downed, then scurry away to the
Hoard. GETTING ANSWERS
If the PCs can’t put an end to a conflict Presumably, the PCs will ask questions
Sentries, page 63 within six rounds, four sentries (like those about Root, Orstenia Myal, the Glistening
that guard the entrance) appear. The PCs Army, and the Machine God. Unfortunately,

66
EXPEDITION TO WEAL

most of the machines the PCs interact Weal—or at least it used to. The Circles of Circles of Association,
with have no idea what the characters are Association that once commonly saw its page 68
talking about, even if communication can presence among them no longer do. It’s
be established. During this time, the PCs been a few months since anyone has seen it.
may also explore the landmarks of the
Weal if they wish, and possibly trade for Orstenia Myal is a familiar name: A few
and purchase interesting experiences and machines indicate that indeed, an organic
objects. named Orstenia Myal came to the Weal,
To demonstrate how little the PCs learn though that was many decades ago. A
from any given interaction, run through the historian named Root might know more.
first few random encounters with machines Somehow, she was especially blessed by
by roleplaying out the entire scene. But Baz, because unlike other organics that
consider speeding up table play by telling sometimes visit, she was allowed to stay for
the PCs that after spending a few hours years, during which time she was commonly
attempting to interview random machines in seen riffling through the Hoard before Hoard, page 68
the same fashion, they haven’t really learned disappearing again for several weeks at a
much. That said, ask a PC to attempt time.
a difficulty 6 Intellect roll to determine
how well they did in their task to gather The Machine God is not the machine
information. On a success, the PCs do learn messiah: Baz is the “machine messiah”
something new. but never claimed to be a god of machines.
Essentially, the PCs need five successes Baz represents a great healer of machines,
to figure out where Root is, as well as the one who would free them from servitude to
location of the Lost Manufactory where organics. The Machine God, on the other
Orstenia Myal built the Glistening Army. hand, seems like it might have the opposite
They can attempt a task to discover in mind. Baz, they say, will make this false
this information every few hours, each and enslaving “Machine God” alter its
at difficulty 6 (Radius’s and/or Chord’s stance if it ever arises. (All that said, some
presence eases the task). On a failed task, in of the less sophisticated machines in the
most cases the only repercussion is having Weal revere the tower called the Dragon as a Dragon, page 68
to spend a few more hours on trying again, kind of “God of Life.”)
though a GM intrusion might introduce
other complications. The Glistening Army was built in the Weal:
If the PCs succeed on five tasks to gather About a century ago, a rogue Aeon Priest
information, they learn everything they need gained the trust and confidence of several of
to proceed to the Lost Manufactory. They the more influential machines in the Weal,
don’t necessarily learn the initial four pieces possibly by helping them accomplish some
of information in order, but maybe they do, goal of their own. In return, this Aeon Priest
in which case the earlier pieces help them was given aid, parts, and iotum, as well as
focus on the exact location information they the use of a special manufactory, in which
want, which is unearthed in the fifth and something called the Glistening Army was
final bit of information gathered. supposedly constructed—though if it was
built, no other machine ever saw it, nor was
Root lives in the Weal: A few machines can it fielded. In fact, no evidence of it remains
confirm that an automaton resembling in any of the manufactories that still exist in
Chord and/or Radius resides in the the Weal today.

The Lost Manufactory is “lost” because it is a mobile factory, and it has wandered
far from the Weal of Baz.

67
The Lost Manufactory is “lost” because it to attempt to repower a depleted artifact,
wanders: While most of the manufactories give an artifact a free charge so that its next
of the Weal are located in one place, the Lost use won’t require a depletion roll, repower
Manufactory is a mobile factory. Finding a used cypher, and so on. The GM should
it after all this time would be difficult. set difficulties according to the level of the
However, an automaton named Unit-A29, item to be recharged, plus one or two steps,
found in one of the manufactories, can depending on the situation. (A character
probably serve as a guide to the Lost who Fuses Flesh and Steel discovers that
Manufactory’s current location. a charge from the Dragon overcomes their
special healing requirement by repairing the
RADIUS BECOMES GRIM final 5 points of damage that normally are
If it were possible for an automaton to frown healed only by repair tasks.)
almost constantly, that would describe how
the mercenary begins to react upon learning THE HOARD
how the Weal of Baz is more a sanctuary for This bonanza of parts viewable behind clear
machines than anything else. If the PCs quiz walls of a multifaceted stronglass structure
the automaton on its dark mood, it explains isn’t difficult to approach and enter. The
that these cast-off, forgotten, and exploited PCs are free to go inside and take a few
machines in the Weal are a testament of the collected bits of treasure without
to the inconsiderate manner in which being harassed. However, greedy PCs who
humans regard machines, seeing them as take more than a couple of picks come to
expendable and as mere tools. Radius says the attention of a few random machines,
it doesn’t blame the PCs, and they might be which could ultimately bring sentries if the
able to argue it around, but the automaton’s characters can’t resolve things peacefully.
dark mood remains. This change in mood Treat a PC’s pick from the Hoard as an
Chapter 8: Apotheosis of helps set up events in Chapter 8: Apotheosis automatic success on a salvage task, which
a Machine God, page 93 of a Machine God. grants them a random salvage result. If this
results in any rolls on the Iotum Result Table
EXPLORING THE or randomly generated artifacts or cyphers,
Random Salvage LANDMARKS OF THE WEAL no level cap is in place. However, as normal,
Result, page 109
The PCs may gain some benefits or a successful initial salvage task allows the
Iotum Result Table, entertainments unrelated to their quest as PC the choice to look for a specific kind of
page 110 they explore the machine city. iotum instead of taking a random result,
which they can attempt normally as well.
Looking for a specific
kind of iotum, page 110 THE DRAGON
The twenty-story crystal tower bedecked with CIRCLES OF ASSOCIATION
synth panels that track the sun is what the Except when it storms and the machines
machines refer to as the “Dragon.” Machines erect temporary shelters, most of the entities
of all kinds are constantly approaching, in the Weal don’t have anything like a home.
plugging in for a time, then leaving the Instead, they move around the community
tower’s base, looking more energetic and as needs dictate, sometimes topping off at
A regular organic alert than when they first approached. the Dragon, other times grabbing a spare
character who connects If the PCs approach, some of the part from the Hoard if repairs are necessary,
themselves to the
Dragon takes 6 points of
machines ignore them, but a few become and making an appointment with a machine
Speed damage (ignores agitated. That’s because the tower is the smith in one of the manufactories along the
Armor) and must only thing that keeps some of the machines community’s edges if they can’t make that
succeed on a difficulty in the Weal alive. To approach, the PCs will repair themselves.
6 Might task or take an
additional 6 points. have to succeed on a difficulty 6 persuasion When needs don’t dictate, many machines
task to convince dubious machines that they join a circle of association for hours or days
are not there to harm the Dragon or, like at a time. The PCs see them all over the
savages, attempt to salvage it for parts. Weal. Read or paraphrase the following.
At the Dragon’s base, the PCs can try to
use the assorted cables, jacks, and receivers

68
EXPEDITION TO WEAL

Armor). If they succeed, the other circle


Groups of dozens, or in a few cases hundreds, members incorporate that bit into the
of disparate automatons stand (or sit, perch, overall narrative. Going forward, that PC has
or hover) in rough circles here and there about an asset to any interaction with a machine of
the Weal. Some are obviously communicating the Weal of Baz.
in various ways. Others are building or
repairing devices or other automatons. But Philosophy of the Unreal: This circle is a
many are engaged in activities that are working group exploring the concept that all
impossible to determine at a glance, or seem to of reality is nothing more than a simulation
be doing nothing at all. run by one of the prior worlds. The concepts
being passed around are literally mind
blowing, and a PC who spends time in the
Circles of associations swell and shrink circle must succeed on a difficulty 5 Intellect
during any given hour as individuals making defense roll or go unconscious for about
them up gather, leave, and move to different an hour. A success gives the PC an asset on
circles. Though it may not be immediately tasks related to seeing holograms, illusions,
obvious to the PCs, the circles of association and visual trickery for one week.
are akin to discussion groups. When a
group of disparate machines gathers, they Baz Worship: This circle, which is one of
activate a protocol, a device, a cypher, the larger ones, is made up of machines
psychic tethers, or an ability of one among that either are completely convinced of
them to overcome different methods of Baz’s divinity or are exploring the concept.
communication to form a kind of gestalt Weirdly, the gestalt of “worshippers” evokes
consciousness. a greater consciousness that thinks of itself
PCs willing to “hook in” (depending on both as Baz and as merely a simulation of
the manner a given circle is using to form a Baz. A PC who joins the circle is jolted into
gestalt) can also join a circle and participate, this realization because they encounter a
though only for brief periods if they don’t mind far vaster than their own, and become
want to risk brain damage. a small part of it. This realization requires
PCs who do so find themselves in a a difficulty 6 Intellect defense roll or the
conceptual space filled with entities that PC is ejected from the circle and dazed for
previously looked like machines but now several minutes. If a PC succeeds, they can
appear as points of consciousness, just ask the entity a question and get an answer
as they do. They may find they’ve entered as if using the Nano ability Knowing the Knowing the Unknown,
a circle that is discussing something of Unknown (but without having to spend page 43
interest, enjoying an entertainment, or, like the points). The PCs might gain one piece
as not, involved in something completely of information described under Getting Getting Answers, page 66
incomprehensible to an organic mind. A few Answers in this fashion. Only one question
suggestions follow, but feel free to make up can be posed by PCs in any given week.
something weird on your own if the PCs get
into it. Incomprehensible: This circle’s gestalt is
doing something that most organic minds
Story of R-982: This circle is telling the story simply can’t comprehend. If a PC connects,
of an unlucky automaton named R-982. they must succeed on a difficulty 5 Intellect
Each circle participant picks up the story for defense roll. On a success, they begin to
a bit, then passes it to the next participant. convulse as if having a seizure for a few
If a PC picks up the story (and presumably seconds and are ejected from the circle. If
makes something up because they’re they fail, the same thing happens but they
unlikely to have run across it previously), also forget the events of the previous few
they must succeed on a difficulty 5 Intellect hours.
task for persuasion or entertaining. If they
fail, they are ejected from the circle and
suffer 1 point of Intellect damage (ignores

69
MANUFACTORIES automated (and safer) manufactory, but
The dark cavities that ring the bowl of the not always. In either case, persistent PCs
community lead to a variety of different are eventually given the option to request a
workspaces. device made to order, but only once. Doing
so requires that they display their symbol of
Workshops: Some manufactories resemble the Baz and succeed on a difficulty 6 persuasion
shops of Ninth World wrights, in that discrete task, and that they provide the highest-
tools and bins for parts are visible and one level iotum required for that item to the
or more automatons serve as crafters for manufactory or automaton crafter. PCs can
Plans, page 135 whatever project is being worked on. choose from any of the plans described in
Numenera Destiny (or another sourcebook
Automated: Other manufactories are that contains numenera plans) of up to
Automated purely automated. These appear as a blank level 6 as long as they don’t choose an
manufactory: level 6 metallic wall with two or more entrances. automaton. If they conclude the transaction,
Exploring these presents a challenge, the object they ordered is ready within four
because a particular opening might not days, but they’ll have to return to pick it up.
be a hallway leading to a chamber where a
menu screen can be accessed, but instead Unit-A29: If the PCs know that they need to
serve as an input hopper chute for raw find the Lost Manufactory, they’re looking
materials to be used for later construction. for an automaton with the designation of
PCs who accidentally enter an input hopper Unit-A29, which is associated with that
are endangered as if being swallowed by a place. After a bit of legwork, PCs discover
creature intent on digesting them, which the manufactory that Unit-A29 runs, which
means they have to break out to avoid is not the Lost Manufactory, but a regular
coming to a bad end. workshop in the Weal. It is filled with all
manner of tools, parts, iotum, and strange
Made to Order: PCs who ask for directions projects arrayed along one wall in various
are more likely to be sent to a non- stages of completion.

70
EXPEDITION TO WEAL

Unit-A29 is a helpful automaton in the PROPHETS ON THE MANUFACTORY Unit-A29: level 6,


shape of a 6-foot (2 m) diameter rolling If Radius sees the red-robed figure on top of crafting numenera tasks
as level 7; Armor 3
sphere that speaks in deep tones that the mobile manufactory a very long distance
approximate words, referring to itself in the away, it utters an obscenity and a promise:
third person and in incredibly stilted Truth. “Crail! More prophets of the false god. Soon to
For instance, if the PCs ask it about Root or be dead prophets!” If the PCs want anything
the Lost Manufactory, it responds as follows. other than a fight with the red-robed figure
and its companion, they’ll have to intercede
with Radius.
“Begin sequence relevant. Unit-A29 In fact, the two figures are prophets with
observes organic visitors who seek additional the self-given names of Ardor and Grace. Ardor and Grace: level
information. Unit-A29 weighs parameters. The They have tattoos of a machine ring on 5, understanding and
crafting numenera as
sum dictates that organic visitors seek Root. their faces, like other prophets the PCs level 7; Armor 3 via
Root sought the Lost Manufactory. Unit-A29 have encountered. Ciszan the Machine God esotery; fly up to a long
built a tracking device for Root. Unit-A29 never ordered them to guard the manufactory, lest distance each round via
observed Root again. Unit-A29 queries organic others learn what Ciszan tore from Root esotery; attack up to
three targets within short
visitors: Should Unit-A29 build a duplicate (Root lies inside the mobile manufactory— range simultaneously
tracking device for organic visitors? or, at least, its remains do). In addition to each round with electrical
“Analysis: Yes. 9.999 out of 10.” knowing what the prophets know, these two ray that inflicts 8 points
of damage via esotery
are exultant because they believe Ciszan’s
rise to godhood is nigh. If they spy Radius
If the PCs ask Unit-A29 to build them or Chord, they’re eager to take from them What the Prophets
a tracking device to help them find the the “divine keys” that the Machine God Know, page 32
Lost Manufactory or Root, it doesn’t need needs. This probably means a combat is in
convincing. It rolls over to its workbench the offing anyway, since the siblings don’t
and begins assembling a nodule using have “divine keys” to hand over, even if they
levitating waldos. Ten minutes later, it wanted to.
produces a cobbled-together tracking device. Climbing up a leg to the top of the Tracking device:
manufactory is a difficulty 3 task. Fighting on level 5; screen displays
direction and distance
top runs the risk of being pushed off, which to Lost Manufactory
LOST MANUFACTORY could result in a 50-foot (15 m) fall; victims
The tracking device provided by Unit-A29 take 5 points of damage (ignores Armor)
indicates that the Lost Manufactory is only and descend one step on the damage track.
about 20 miles (32 km) to the east. The PCs
can use a vehicle to reach it quickly or go on DAMAGED MANUFACTORY
foot along the shore of Navae Marica until Despite the mechanical insect’s great size,
they reach the area indicated by the tracking closer examination reveals that the mobile
unit. Read or paraphrase the following (and if manufactory represents only the head of
you wish, show them the cover of this book). something that was obviously the tip of a
much larger construct, now torn away and
missing. A ragged hole in the back of the Lost Manufactory: level
Globes of incandescent light bloom on the head is the most obvious way the PCs can 7; moves aimlessly up to a
short distance each round
horns of ancient towers. Beyond them, the high enter the manufactory, though a sealed
walls of the mountains known as the Clock of entrance mechanism on top of the head
Kala loom. With a grinding whir, a massive could also be triggered with a successful
shape lurches into view from behind an understanding numenera task.
escarpment. It resembles the head of a great
insect, albeit an insect made of metal and LOST MANUFACTORY INTERIOR
gears standing fifty feet high on machine legs. The main compartment within the
The tracking device points to it, identifying it as manufactory—about a short distance in
the Lost Manufactory. Two figures stand atop diameter—features two different sets of
it, one all in red. control surfaces (one set is completely dead,
and the other flickers with small glows), a

71
small camp for two people in a cubby, and a actually exist, but it seems Ciszan can salvage
disassembled automaton. A ragged hole is command and control circuits from us, the
open to the exterior. nine self-aware siblings, destined to be the nine
generals of the Glistening Army.
Dead Control Surfaces: A successful Four of us remain inert in the Howling
understanding numenera task reveals that Pyramid. And now Ciszan, the self-styled
most of the control surfaces once accessed Machine God, knows how to return. I have
all manner of automated crafting tools felt the stirrings of an ancient channel that
and creches that resided in a much larger connects me to the five of us that originally
area no longer part of the manufactory. escaped. If one of you finds me here, I beg this
Whatever tore away the greater part of the of you: stop Ciszan. He could do great harm
manufactory happened well over fifty years if he fully activates the Halo of Dominion and
earlier. (In fact, Orstenia Myal took it as part gains control of the Glistening Army.
of her project to build the Halo.) Also: avenge me.

Piloting the Manufactory: Another set of


control surfaces, smaller than the bank A strange equation flashing across the cube
of dead ones, allows limited piloting of face finishes the message. How the equation
the mobile manufactory with a second can be used to “summon” the Howling
successful understanding numenera task. Pyramid is described in the next chapter.
However, the screens that once provided an
Disabled, page 123 exterior view are disabled. Salvage Options: The Lost Manufactory can
be salvaged. Treat the salvage source as if
Salvage Sources,
page 108 Camp: Dried rations, bedrolls, a few books, level 7.
and a couple of bottles of spirits lie in a
cubby. One of the prophets must be an
aspiring artist: a reasonably well-executed XP AWARDS
image of a man bearing a machine halo The PCs earn 1 experience point (XP) each
floating around his head is painted on an if they discover the Weal of Baz, 1 XP each
empty bulkhead. By the detritus, it’s clear if they engage in the activities of at least
that the two prophets have been here for at one circle of association, and 1 XP each if
least a month, if not longer. they find Root’s disassembled form and
message.
Root: An automaton that somewhat
resembles Radius is manacled to the floor
and in an advanced state of disassembly.
WHAT’S NEXT?
If you’re combining “Amber Keep” with
Repairing it isn’t possible at this stage. A
“Relics of the Machine,” continue to
search reveals a cube in the detritus not
Chapter 7: The Howling Pyramid.
unlike the one Origin provided. It’s not
encrypted. If activated, the cube plays the
following audio:

I erred. Thinking Ciszan a scholar like myself,


I divulged the equation that summons the
entrance to the Howling Pyramid. Ciszan
repaid me with treachery. He revealed the
Halo of Dominion already in his keeping. He’d
pilfered it from the Howling Pyramid years
ago, before being ejected and losing the path
back. Then he did this to me, all the while
jabbering about “divine keys” that would
grant him true godhood. Such keys don’t

72
THE HOWLING PYRAMID

CHAPTER 7

THE HOWLING
PYRAMID
SYNOPSIS how there will be a reckoning when it finds
Ciszan has returned to the Howling Ciszan. If the PCs want to spend more
Pyramid, intent on salvaging four than a few days preparing, Radius becomes
automatons (long inert siblings of Radius’s) increasingly frantic to go, and may in fact
for divine keys. The PCs and Radius essay the equation itself if the PCs don’t
discovered the means to follow him, thanks seem willing to depart within a few days. If
to a final message encoded by Root. that happens, the PCs will have a chance to
The bulk of this chapter describes the catch up with their friend inside the pyramid.
Howling Pyramid and the dangers facing
PCs who try to make their way through this THE EQUATION OF SUMMONING
ancient, moon-sized artifact of the prior The equation is a combination of numbers
worlds where sound takes on whole new and strange symbols. If the PCs succeed on
characteristics. The PCs may hope to stop a difficulty 5 understanding numenera task,
Ciszan from salvaging some of the inert they realize that the equation allows one
automatons. Each component salvaged gives who successfully essays it to call something
Ciszan control over an additional number of out of nothing: an entrance to a place in
automatons he can call from the Halo. an entirely different dimension. Essaying
Even so, it’s important to Radius that each the equation is something a competent
of its siblings be found, if only so they can PC can do with a successful difficulty 5
be put to rest with a word of remembrance. understanding numenera task by writing it
Each set of remains they find is another debt out on a surface or in drit over the course of
Radius feels it owes Ciszan. about ten minutes, or they can try to solve
it in their head (though doing so hinders
the task by two steps). A failed attempt is
PREPARE TO DEPART a mental shock, and the PC descends one
The PCs may decide to travel somewhere step on the damage track.
other than the interior of the Lost Lost Manufactory,
Manufactory before they essay the equation Pick a Number: One additional element page 71
of summoning. If they spend a few days comes into solving the equation: choosing
preparing, that doesn’t fundamentally a number between 1 and 5 as an input.
change the situation in the Howling Pyramid The choice doesn’t seem to interfere with
as it is described. completing the equation, and its purpose
isn’t immediately clear. However, whichever
RADIUS SEEKS VENGEANCE number the equation solver chooses
In the previous chapter, the disassembled determines which of the five faces of the
body of Root is discovered in the Lost pyramid the door opens a passage to when
Manufactory. If Radius is with the PCs, it it appears, as noted under Pyramid Arrival. Radius, page 16
took the initial discovery quietly, but its rage
slowly swells. After about an hour, it can’t Summoning Limitation: Once used, the
help stalking around, smashing random equation can’t be used again by anybody for
objects with its sword, and muttering about 28 hours.

73
DOOR TO THE HOWLING PYRAMID Creatures moving along the floors of
Wherever the equation revealed by Root the ravines feel the wind high above as
is successfully attempted, a brilliant line a persistent breeze that plucks at them,
of multicolored light forms in the air and but only rarely risks picking them up and
Pyramid Random quickly traces a triangle-shaped doorway expelling them. (See the Pyramid Random
Event Table, page 77 that hangs a few feet off the ground. It Event Table.)
appears within an immediate distance
of the equation solver. The air within the Sound Imparts Negative Mass: A quality of
brilliant lines becomes hazed, and the the structure alters and intensifies certain
sound of howling wind emerges from it. natural laws so that in the Howling Pyramid,
The door remains sound has noticeable
for about a minute, “negative mass,”
then disperses. (It which means that
Sound falls upward all around us.
can be summoned anytime someone
again if the equation speaks or otherwise
is essayed again.) makes a loud noise
Those who pass through it find themselves (including banging on something to open
on the Howling Pyramid. it or attacking something metallic), the
Anytime the summoned door appears, sound vibrates through their body. Sound
an object (or at least its image) appears in creates a sense of brief lightness if just a
the air high overhead. If the PCs are inside short sound or a few words are said, but
a structure when they summon the door, speaking a few sentences, making loud
it’s possible they don’t see what appears in banging noises, screaming, and so on risks
the sky. The object is high overhead—about lifting a character up as gravity seems to
20 miles (32 km). But it’s so massive that gently reverse. To avoid “falling” up out
it’s easy to see that the object is a tumbling of the ravine to the surface of the pyramid
pyramid, one measuring several miles on where the winds would whip them away,
a side. Each face is striated with lines and a character must cease making noise and
contours that ride that indeterminable line succeed on a Speed or Might defense task
between natural variation and purposeful to grab something quickly or tightly enough
design. When the summoned door to wait out the gravitic shift, which returns
disappears after a minute, so does the to normal in about a round.
object. Because sound vibrates through objects,
a particularly loud sound like an ongoing
scream or an explosion within an immediate
THE HOWLING PYRAMID distance threatens to lift all nearby creatures
Howling Pyramid: level 7 The structure is shaped like a pyramid with a and objects upward rapidly. The level of the
square base and four sides. The shape floats effect varies by the volume of the sound.
in an apparently endless black void through A couple of sentences strung together is
which wind howls forever. Gravity is normal a level 2 effect, a surprised exclamation is
The “wind” passing to each face, slightly heavier than Earth’s but a level 3 effect, a full-throated scream is a
through the void all not excessively so. The wind blowing across level 5 effect, an explosion is a level 6 effect,
around the Howling
Pyramid may be the
each face of the structure at the surface is and so on. Generally, whispering characters
result of millions of equal to that of a tornado’s fury. are usually fine, though it’s hard to hear
years’ worth of sound over the roar of the wind above. Luckily for
being expelled from the Ravine Passages: A complex pattern of those exploring the Howling Pyramid, the
structure.
deep grooves trace ravines—each about a sound from the wind above resonates at a
long distance in depth and about 50 feet (15 frequency that doesn’t create and propagate
m) wide—across the faces. These ravines the negative mass effect.
are essentially open-ceilinged passages
that interconnect. Keyed areas lie at the Pyramid Composition: Casual examination
endpoints or intersections of the ravine of the ravine sides and chambers suggests
passages, unless otherwise indicated. that the bulk of the pyramid is composed

74
THE HOWLING PYRAMID

of some type of striated green stone. Close a black sky without stars or light, though by
examination reveals slight movement the sound screaming down from up there, it
throughout any given span of material. If a hosts a relentless gale of terrifying magnitude.
PC takes the time to study the movement But down here along the ground, which
further, they must succeed on a difficulty is composed of the same striated greenish
5 Intellect defense task or become material, the cool but not cold air is no more
mesmerized by resolving what seems to than a stiff breeze. Cube-like protrusions of
be the very atoms of the wall vibrating and stone of various sizes rise from the ground and
dancing, with vast spaces between each walls in random locations, possibly serving
individual bit of substance, so wide the PC some function or other, but if so, that function
feels they might fall in and become lost if isn’t obvious.
they move or speak. This enthralled state
persists until the victim is jostled or can
shake free of the effect, which they can Most keyed areas share that description,
attempt every few minutes. with the addition of specifics tied to the
chamber or hallway in question. The PCs
Wind Storm on Surface: Moving within the appear in area 1 of whatever face they chose
ravine-like grooves protects travelers from when they essayed the summoning equation
surface winds, but the path between any (which means they appear in 1-1, 2-1, 3-1, 4-1,
two points is indirect. PCs who experiment or 5-1).
with climbing up the ravines (a difficulty
4 climbing task) to travel along the actual GETTING HOME
surface of a pyramid face discover that the Once the PCs have made it to the pyramid,
wind strength gradually increases as they get returning home is as simple as essaying the
nearer the top. On the surface, it moves at equation of summoning once more to call a
about 200 mph (320 kph), which is enough door, wherever they happen to be. However,
to level houses and snap tethers. Essentially, this time they have the choice of inputting
each minute someone spends on the six numbers rather than five. The sixth
surface requires a Might task to remain number opens the door back to the point in
attached. Moving up to a short distance their own world where they last summoned
requires a separate Might task. Climbing the door. The other five open to the same
gear can ease these tasks by a few steps, locations previously noted.
but the gear lasts for only a few minutes Alternatively, someone who doesn’t
before the stress of withstanding the eternal know the equation can use the integrated Eternal windstorm:
windstorm causes it to fail. machines found in chambers 1-1 to 5-1, level 9
assuming they still function, to open a door
PYRAMID ARRIVAL back to Earth.
As shown on the Howling Pyramid map,
each pyramid face is labeled with a number TRAVERSING THE
from 1 to 5 (5 being the square base). When HOWLING PYRAMID
PCs go through the door, they appear on the Locations on the Howling Pyramid,
face that corresponds with the number the including major corridors and important
equation solver chose when they summoned areas, are indicated as keyed encounters
the door. The significance of that choice is hereafter and on the poster map. However,
probably not immediately obvious without given that each face is several miles wide,
some experimentation. moving between adjacent keyed areas often
Read or paraphrase the following to those takes five to ten minutes if moving at a
who appear on the Howling Pyramid. cautious exploratory pace. This means that
after every three or so keyed encounters plus
the time required to move between them, a
A windstorm’s roar howls and keens overhead. random event might occur.
Ravine-like walls stretch up on either side of
you, glowing green and white, emptying into

75
FINDING RADIUS’S SIBLINGS FINDING CISZAN
Radius is determined to find the final resting Unless the PCs have been moving with
place of each of the four inert siblings who incredible alacrity through previous
never made it out of the Howling Pyramid, chapters, finding Ciszan in the Howling
even if, as noted hereafter, it becomes Pyramid isn’t a race to prevent him
obvious that Ciszan is not likely to return to from salvaging “divine keys” from inert
any of the bodies. Radius says that it has a automatons. It soon becomes clear that
duty to visit each of the remains, even if the the race is over. Ciszan has had more than
hope of returning them to working order enough time in the pyramid already to get
becomes less and less likely as each inert what he could salvage from each of Radius’s
body is discovered. siblings.
This resolution by Radius is likely to This means the PCs eventually locate him
mean that the PCs end up exploring a larger in the hidden chamber he’s using in the
portion of the Howling Pyramid than they pyramid to serve as his workshop and base,
6-2. Apotheosis might have otherwise, unless they’re willing which is the Apotheosis Chamber (6-2). A
Chamber, page 94 to let Radius go on its own. For its part, few clues scattered in the encounter areas
Radius asks that the PCs accede to this one described below, a short-term alliance with
final favor in case there is something that the cyclic raiders, or thorough exploration
can be done for any of the siblings. And if eventually leads the PCs to their quarry.
not, they might learn something that will be
useful in bringing down Ciszan when they PYRAMID RESIDENTS
find him. Over untold stretches of time since the
creation and later abandonment of the
Howling Pyramid, a variety of different

76
THE HOWLING PYRAMID

PYRAMID RANDOM EVENT TABLE


Every hour the PCs spend within the groove-like ravines of the Howling Pyramid, consider consulting the Pyramid
Random Event Table. You can also roll for an event during some other encounter to add some of the pyramid’s
flavor to that encounter. Unless noted otherwise, effects with consequences for PCs are level 7. Some of these
events should be introduced as GM intrusions.

Roll Event
1 No event
2–3 Wandering survivor encountered
4 Distant call that almost sounds like an animal caught in a trap
5 Laughter audible in the distance
6 Weird song sounds from a nearby cube-like protuberance
7 Whispers seem to emerge from a span of the wall for several rounds
8 Two patrolling cyclic raiders find the PCs
9 Distant banging, too distant to be loud enough to cause gravity reversal
10 Large tremors and explosions of light appear in the void beyond the pyramid for one minute
11 On pyramid surface above, wind dies down to 30 mph (48 kph) for about ten minutes
12 Green pulsing lights run through the walls in two groups, as if second group chases the first
13 Resonant sound floods the passage, affecting PCs like those studying pyramid composition
14 Random cube-shaped extrusion from floor or wall creates level 5 salvage opportunity
15 Scream that is not the wind echoes down the chamber, creating level 5 gravity reversal
16 Gust tosses a character into a wall, inflicting 5 points of damage on failed Speed defense roll
17 Gust of fine dust completely obscures the area for several minutes, potentially blinding characters who
fail Might defense rolls for about an hour or until they make a recovery roll
18 Air drains away in an area a long distance across; unprotected PCs move one step down the damage
track each round but at the point where they would die, they instead fall unconscious and remain so for
about a minute, whereupon the air pressure returns to normal
19 Savage gust tosses a PC into the void above a ravine on a failed Speed defense roll
20 Four hunting clickers find the PCs

creatures have inhabited, or tried to claim, their name. The constant clicking means Survivor, page 80
the structure. The latest entities to try their that they’re not great at using stealth when Cyclic raiders, page 78
hand at it are clickers and cyclic raiders. hunting. Pyramid composition,
They already have a leg up on some previous Within the Howling Pyramid, clickers can page 74
contenders, because these creatures have modulate themselves and the clicks they Clicker: level 3, Speed
their own unique relationship to sound. produce to allow them to fly a long distance defense as level 2; health
12; Armor 2 from sono-
Other entities can be found here as well, but each round and, moreover, manipulate kinetic manipulation;
clickers and cyclic raiders are doing what objects at a distance using a kind of sono- grasp attack inflicts 4
they can to colonize and completely take kinetic force. They are incredibly jealous of points of damage and,
control of the place—so far with only limited other creatures’ presence in the structure on a failed difficulty 5
Might defense roll, victim
success. because they regard the place as theirs. The is engulfed, suffering 8
clickers and the cyclic raiders are essentially points of damage each
CLICKERS conducting guerrilla war against each other round until escape
These 9-foot (3 m) tall black, shadowy for control. Thus, most encounters with
silhouettes are composed of focused sound. these creatures begin with them assuming
Predators from some other dimension, an aggressive stance.
clickers feed on any living creature that When clickers lose contact with others of
produces sound. They are blind, but they their kind, they devolve to a simple hunting
sense their environment and hunt prey existence. But they are intelligent when
by emitting rapid clicking noises—hence encountered in groups of five or more,

77
and negotiation is possible. In groups, often with a captive or two. Cyclic raiders
clickers rapidly understand and are able enact a bizarre agenda. They speak several
to replicate spoken language. Groups that languages, which seem to be composed of
PCs encounter know where to find two of voice recordings of various humans sewn
the four inert automatons (in 1-12 and 2-13). together to make completely new sentences
They’re also aware of Ciszan’s presence in (often using the voices of previously caught
Cyclic raider: level 5, the Howling Pyramid, but they don’t know captives). Cyclic raiders don’t have much
Speed defense as level 6, where the man is hiding. use for humans and other creatures except
understanding numenera
as level 7; health 20;
as a means to gather information. They
Armor 2; sound attack CYCLIC RAIDERS don’t really honor promises in the long
from artifact causese all Cyclic raiders are humanoid automatons term, but they do know where to find two of
creatures within short animated by sound. A flat, blank silver the four inert automatons (in 3-4 and 4-6).
range who hear it to fall
unconscious until they disc is displayed where their face should The cyclic raiders are also aware of
can rouse themselves; be. When they are encountered, they Ciszan’s presence in the Howling Pyramid,
sound blast inflicts appear suddenly, as if they’d stepped out but they don’t know where he is hiding.
4 points of Intellect
of an invisible door. They disappear just as They are suspicious of him and avoid him
damage (ignores Armor)
precipitously, exactly three minutes later, because he seems to have a strange power
Pyramid Arrival, page 75 over them, however weak. If convinced that
Ciszan could become a “Machine God” with
greatly enhanced powers of control over
machines, one or two cyclic raiders might
join the PCs to help destroy him (and then
try to claim the Halo for themselves).
Cyclic raiders are not native to the
Howling Pyramid, but they have become
active here because they wish to claim it for
themselves. They regard the clickers as mere
vermin, though vermin that are dangerous
and in need of eradication. Whatever their
origin and other goals, the cyclic raiders
found here hope to unlock the secrets of
the Howling Pyramid, which they hope will
“deliver the full and unequaled power of the
phonom” to them (whatever that means).
In areas with ambient sound, these
automatons require no sustenance and
operate indefinitely. But in completely
soundless areas, such as the void beyond
the sky, they collapse and can be restored to
function only when exposed to sound.

KEYED ENCOUNTERS
The following areas refer to locations keyed
on the poster map. Conditions described
under Pyramid Arrival are true in all the
following areas, as well as in connecting
areas between them, except where noted.
Keyed areas lie at the endpoints or
intersections of the 50-foot (15 m) wide
ravine passages, unless otherwise indicated.
Additional specific elements found in each
area are described hereafter.

78
THE HOWLING PYRAMID

UNDERSTANDING THE MAP 1-2. SQUEAKING SLIME


The map represents the Howling Pyramid Reddish dollops of slime producing tiny Squeaking slime: level
as if it was unfolded. In reality, the triangular squeaks spatter this area. The dollops are 3, stealth tasks as level 5
sides are all connected so that the four faces rooted like fungi. The combined volume of
come together at the tip (which leads to area their sound causes objects and creatures in
6-1). Where passages on a triangular side the area to experience low gravity. Moving Low gravity, page 115
bisect the “edge” of the unfolded map, they through the area is easy enough, but the
connect to the passage on the neighboring hard-to-detect haze of spores means living
face, and thus are continuous. creatures that pass through must succeed
on a difficulty 3 Might defense task or begin
1­-1. DOOR ONE to grow small tufts of squeaking slime on
A two-dimensional wire-frame triangle their own skin within a few hours. Treatment
hangs point down in the air at the chamber’s requires a thorough scrubbing and a
center, levitating about a foot (30 cm) off successful healing task.
the floor sono-kinetically. A pyramid-like
(point down) control surface near it allows 1-3. LEAKING RESERVOIR
someone who succeeds on a difficulty 5 Transparent spheres 1 foot (30 cm) in
understanding numenera task to cause diameter are embedded randomly in the
the triangle to light up in a fashion that wall and floor. Most glow dully, but a few are
simulates using the summoning equation shattered, hazing the air with the same glow
to call a door. PCs who do so can use it to contained in the whole globes. The energy is
travel back to Earth (returning to the point temporal, and the first PC to enter attracts
where they departed the world) or one of the the leaking energy. They are suffused on
other Doors (2-1, 3-1, 4-1, or 5-1) as described a failed difficulty 6 Might task. Affected
under Getting Home. characters move more quickly through time Getting Home, page 75

79
for the next ten minutes. During this period, The silhouettes are constructs of a
their voices are noticeably higher in pitch, all malfunctioning level 6 device set in the wall
their Speed-based tasks are eased, and they meant to act as security. The device could
can take one extra action every other round. serve as a level 6 salvage source.
At the end of the period, the character
returns to normal and drops one step on the 1-6. TUNNEL TO THE TUMULT
damage track. (Multiple overlapping doses A discontinuity swirls in midair over a
have no effect, but multiple consecutive pyramid-like (point down) control surface.
doses increase the number of steps targets Sounds made in the area appear as waves
descend on the damage track each time the of visible light, which are then sucked into
effect ends.) the discontinuity, though not so quickly
that conversation is impossible. Sounds
1-4. TUMEROGENESIS TANKS made here don’t cause negative mass
A series of tube-like transparent containers, effects.
each about 3 feet (1 m) in diameter and 6 A successful difficulty 6 understanding
feet (2 m) long, are attached to the walls and numenera task made at the control surface
a central pyramid-like (point down) control suggests that the discontinuity leads to a
surface. Most are dark and empty; however, “dimension of pure sound,” whatever that
one gleams with purple points of dancing means. The discontinuity wasn’t designed
light. If opened from the control surface (a to suck a physical character or object into
Dissonance eel: level 2; difficulty 3 understanding numenera task), it, but sometimes living sounds emerge
dissonance attack inflicts the lit tank disgorges a sludge of melted from the discontinuity, especially if PCs
2 points of Speed damage
(ignores Armor); swarm
human flesh with a slurry of eyes, mouths, send a lot of sounds through on this end,
of four attack as a level and organs that is somehow still alive. which catches the attention of entities in the
4 creature inflicting 4 It begins to cry and scream in apparent bizarre dimension. In this case, a swarm of
points of Speed damage distress (but it can “stick” to the floor even eight dissonance eels—which manifest as a
(ignores Armor)
as its voice causes its mass to gain negative kind of slithering whine—comes through.
Caloso, flesh slurry: gravity). It is what remains of a delve named The control surface could serve as a level
level 1; moves an Caloso who found their way into the pyramid 7 salvage source.
immediate distance each
round; regains 2 points
two decades earlier. Caloso is confused and
of health each round in pain but knows where at least a couple of 1-7. SURVIVOR
the inert automatons can be found. A Ninth World explorer has wandered the
The control surface could serve as a level Howling Pyramid for years. He has survived,
Salvage source, 6 salvage source. but in doing so, he’s dispensed with most
page 108 of his humanity, not to mention a part of
1-5. ICE SILHOUETTES his sanity. He’s gaunt, wild haired, and
Milosen: level 5, stealth This area is wintry cold. Creatures moving white bearded. Named Milosen, his feet are
and deception as level through it notice their reflections along swaddled in sound-killing felt and he wears
7; health 25; Armor 1;
once per round when
one wall as white silhouettes. Drawing near what is essentially a ball gag; he’s learned
struck, Milosen makes and touching one releases the silhouette not to make noise.
an immediate brutal from the wall as a two-dimensional entity Milosen’s favorite tactic is leading other
cheap shot (eye gouges, composed of ice crystals. The freed ice explorers into a trap in an attempt to take
bites, spits, etc.) that
inflicts 2 points of silhouette mutely gesticulates, as if trying their food, or perhaps even eat them. This
damage on attacker to impart some complex idea without area is rigged with a trap that he salvaged
the ability to speak. In truth, an imprint intact from a vault defense mechanism. He
Ice silhouette: level 1 of the original mind has been made in tries to lead the PCs here, triggering the trap
the ice silhouette. If any of the creatures when he reaches the safe zone immediately
Defense mechanism, moving through the area harbors secrets or next to the mechanism.
modified: level 7; hostilities they’re normally able to restrain, If the PCs try to communicate with
inflicts 8 points of heat
damage each round in
the ice silhouettes immediately move to Milosen despite his aggression and give
short range (except for act them out. The silhouettes otherwise him food or water, he remembers a bit of
a bubble an immediate try to follow their originals, but after a few himself. He doesn’t want to go with them;
distance across right chambers, they melt. he’s happy where he is. But he will offer
around the device)

80
THE HOWLING PYRAMID

some useful information. Things he might


SONIC LANCE (ARTIFACT)
divulge include the following.
Level: 1d6 + 4
• The green woman in the chamber of the
Minimum Crafting Level: 6
door doesn’t taste especially good; he
Form: Long handheld device with a few
was sick all night after taking a bite from
simple controls
the corpse.
Effect: This device emits a faint short-
• A warning to stay clear of the “evil”
range beam of focused sound.
hunter that sometimes tries to catch and 4-2. The Hunter, page 88
Targets hit by the beam suffer a
destroy him, someone who can “roll on
number of points of Speed damage
the walls and fling a harpoon of dead
equal to the artifact’s level (ignores
sound.”
Armor). If the sonic lance is used in
• The general way to reach one of the four
the Howling Pyramid, the target, the
inert automatons that resembles Radius.
user, and every creature and object
• The location to an area where machines
within immediate range of either
don’t function (3-4), which is where
must succeed on a Speed defense
he goes whenever cyclic raiders or the
roll or “fall” upward as their mass
Machine God that sometimes stalks
becomes negative.
through the faces come after him.
This device is a rapid-fire weapon and
thus can be used with the Spray
Milosen’s pack is mostly full of junk,
or Arc Spray abilities that some
but it also contains a ray projector cypher, Ray projector cypher:
characters have, but each “round level 5; inflicts 5 points
12 shins, and an oddity cube that, when
of ammo” used or each additional of damage by turning a
activated, disappears for one minute and portion of a target within
target selected requires an additional
then reappears in the same spot. long range into glass
depletion roll.
Depletion: 1 in 1d20
1-8. ARSENAL
The wall here is blackened and broken,
revealing a smooth black metallic surface, few are shattered, filling the air with faint
as of some larger object embedded in the strains of a melody that isn’t immediately
matrix. (The damaged area has the same familiar. Characters who try to recognize
effect as in area 3–2.) The smooth surface is the melody must succeed on a difficulty 5
one side of a locked metallic vault. If the PCs Intellect defense task or fall into a trance
somehow penetrate the vault, they discover similar to the one for PCs studying pyramid Pyramid composition,
twenty racked crossbow-like devices. All but composition. However, PCs who succeed page 74
one of them is depleted (but in total, they on the task recall something they never
could serve as a level 7 salvage source). could have known. It appears in their brain
The one that still functions is a sonic lance like any other memory. They choose the
artifact. general subject, but not the specific bit of
information. Algal disease: level 5;
1-9. DEAD SPACE each day a Might defense
roll is failed inflicts 5
The area is coated in a yellowish algal 1-11. CLOGWEBS points of Might damage
growth. All sounds made here are muffled Thick, weblike strands of greenish fluid (ignores Armor)
and die away immediately. Negative mass stretch throughout the area, blocking access
effects can’t be instigated here. However, unless the PCs are willing to cut or sweep Interference spider:
spending more than a few hours in the through the webbing. Each time a web level 2; a swarm of five
or more acts as a single
area risks an algal disease that slowly coats parts, a subtle twang resonates through level 4 creature; sound-
a user’s throat and lungs with yellowish the pyramid in all directions for several deadening attack inflicts
growth. hundred yards. Eventually this calls a swarm 4 points of damage
of interference spiders, which manifest as (6 points if a swarm)
on a target that fails
1-10. MEMORY MELODY many-legged sparkles of brown light. The a Might defense task
Transparent spheres 1 foot (30 cm) in spiders swarm in a chorus of destructive and, on second Might
diameter are embedded randomly in the interference that stifles sound and defense failure, paralyzes
target for one hour
walls and floor. Most glow dully, but a overwhelms victims, freezing them in place.

81
1-12. INERT AUTOMATON grafted with metallic wires and modules.
A humanoid automaton that once might If some method is found for replacing a
have looked similar to Radius is partly character’s spine with one of the spines in
embedded in the matrix of the walls. Sounds a canister (and if the character survives),
made in this area affect mass as in other that PC would gain the ability to ignore the
parts of the pyramid, but rather than lifting negative mass effects of the pyramid, and
creatures, it hurls them toward the wall over time would unlock the ability to levitate
(the same wall that contains the embedded and perhaps even to fly. (As the PC gains
automaton). tiers, offer them additional ability options
Investigation reveals that multiple they can choose instead of a focus or type
different salvage operations have been ability they’d normally gain at that tier.)
performed on the remains, so it’s little
more than a shell. This automaton numbers 1-15. SCREAMING VAULT
Defense mechanism: among the nine initially released from the This vault is similar to 1-14, but the defense
level 7; inflicts 8 points Halo, but among the four that never made mechanism on the front is still active. If the
of heat damage in short
range each round
it out of the Howling Pyramid like Radius, PCs get inside and access the canisters, the
Chord, Origin, and the others did. artificial spines would grant someone who
A pyramid-like (point down) control survived a transplant the ability to use their
surface protrudes from the floor here, and voice as a sonic weapon.
messing with it can alter the local direction
in which negative mass affects objects and 1-16. STORAGE VAULT
creatures. The control surface could also This vault is similar to 1-14 and 1-15,
serve as a level 6 salvage source. including bearing an active defense
mechanism. If the PCs get inside, the vault
Radius: Each time Radius finds a sibling, its seems to be empty. Investigation causes it
mood darkens that much more (despite it to switch on, trapping anyone inside in a
being the one who insisted that it visit each state of temporal stasis. Only deactivating
final resting place). It won’t start a fight, the vault with a series of three successful
but the mercenary becomes irritable and numenera tasks (whether salvage,
snappish. It also takes a piece of its fallen understanding, or crafting) will deactivate
sibling as a remembrance. the time-trapping effect.

1-13. EXPLORER REMAINS 2-1. DOOR TWO


1-1. Door One, page 79 A discoloration on the floor in front of a The area is similar to 1-1. Door One, with
square metallic hatch (which leads to 1-14) the addition of a couple of strange organic
is surrounded by small bits of litter and patterns scrawled over the greenish “stone”
wreckage. Investigation reveals the mar of the walls. However, they’re not actually
Dal: level 4, Speed to be the disturbing silhouette of at least patterns but life forms called dal, which
defense as level 5 due to three humanoid figures burnt into the floor. came from a two-dimensional realm to
being two-dimensional;
health 15; attack inflicts
Small bits of crumbling bone, leather, crystal explore the Howling Pyramid. This is
5 points of damage; for shards from a glowglobe, and other items revealed when the dal detach from the wall
more details, see Ninth make up the litter. The bone is blackened, like streams of flowing liquid and attack
World Bestiary 2, page 41 and the items appear partly melted. newcomers. The dal attack because they
don’t quite understand that creatures like
1-14. SPINAL VAULT the PCs are alive in the way they are; they
Vault: level 6 A mechanism on the face of the vault once instead assume that the PCs are just more
protected the contents against unauthorized parts of the environment to be explored.
access (the results of which can be seen Dal use their two-dimensional bodies like
in 1-13). But it’s broken and no longer very sharp blades and, if they hit, can choose
functions. Accessing the vault still requires a to transfer both themselves and the victim
successful understanding numenera task. into an alternate dimension if the victim fails
Within, three gel-filled canisters each an Intellect defense task after being struck
swaddle what seems to be a human spine for damage. This alternate dimension looks

82
THE HOWLING PYRAMID

exactly like the one just departed, except it area. A cube-long control surface protrudes
is empty of life. Victims phase back to their from one wall.
plane of origin after a few rounds, which The force of gravity in the area is twice
means a PC subject to this attack might normal, which hinders attacks (and all
have to use the equation to summon a door physical actions) made here. It also doubles
to the Howling Pyramid all over again. the effect of any negative mass inversions
caused by making sounds, which in this
2-2. COLORLESS case send victims crashing into the ceiling,
Black fluid covers the floor in this area to a then dropping back to the floor.
depth of a few inches in most places (but Unless PCs move very carefully through
a few feet in the middle), making it difficult the area, a trap mechanism beneath the Gravity trap
to cross without dampening the soles of an floor increases gravity to six times its normal mechanism: level 5
explorer’s boots. Whatever is immersed in level, which pins the characters to the floor
the liquid—be it clothing, objects, or skin— and inflicts 2 points of ambient damage
becomes jet black. Faint numbness is felt per round until they either crawl out of the
where it touches skin. Full body immersion chamber with a successful Might defense
inflicts 2 points of damage (ignores Armor), task or figure out how to switch off the effect
and the immersed character becomes as with a successful Intellect task at the control
dark as night, as does any object they are surface.
wearing or carrying, for a period of about The litter of broken devices could serve as
ten hours. In shadowy areas or areas of dim a level 4 salvage source, if the PCs want to
light, such a character has two assets to risk it.
stealth tasks.
2-4. WHAT’S THAT?
2-3. CATCHMENT A low-level hum from this area makes
Unlike almost every other location in the everything lighter than normal but doesn’t
pyramid, a ceiling just 30 feet (9 m) above precipitate a fall upward. Any light brought
blots out the void overhead, and the sound by the PCs reveals the shadow of a large
of the wind is lessened. But a faint smell of device set in the center of the area, but the
rotting flesh rankles the nose, and bones, device itself seems to be invisible to normal
broken devices, and other refuse litters the conscious cognition. The device could serve

83
as a level 6 salvage source, but salvage out of place given the cube-like design
tasks are hindered by two steps because it’s of most other machines in the pyramid.
impossible to see what’s being salvaged. Studying the device is difficulty 10 because
the overall function is many orders of
2-5. CYCLIC RAIDER REMAINS complexity beyond normal understanding.
Pronged rod A fixed metallic rod that bifurcates into two It’s probably easier to just treat it as a
silencer: level 6 prongs halfway to the top stands at least 9 salvage source.
Clickers, page 77 feet (3 m) tall in this area. Near it are the Five clickers spend a lot of time
fragmented remains of two automatons, investigating the device, and they still don’t
though they don’t share much in common know what it does. But they’re happy to shift
Cyclic raiders, page 78 with Radius. In fact, they’re inanimate cyclic their attention to the PCs for a while.
raiders that fell afoul of the pronged rod,
which is a sound-dampening device. The 2-8. THEY FOLLOW
Glassteel cube area is one of complete silence. If the PCs A glassteel cube 6 feet (2 m) on a side
device: level 6 deactivate the pronged rod, the cyclic raiders hangs in the center of this area. Touching it
reanimate, assuming the characters haven’t triggers a subtle vibration, rich with coded
salvaged them (treat them both as a single information. A successful Intellect task to
level 5 salvage source). understand numenera allows a character to
Light construct: level 3 If the PCs do salvage the automatons, activate the cube, which projects a human
later cyclic raiders can sense the resonance construct composed of pure light into the
of those parts, which hinders all attempts to area. (Only a single light construct can
negotiate. be active at any one time.) The construct
follows the PC who triggered it, never
2-6. DYSPHORIC SOUND speaking. If attacked, it fades to invisibility,
In this chamber, a subsonic influence only to return a minute later. The next time
radiates as a side effect from a the PC is subject to a negative mass effect of
malfunctioning pyramid-like (point down) any consequence, the construct is subjected
Malfunctioning control control surface. One or more PCs in to it instead, after which it’s gone for good.
surface: level 6 the area the GM chooses must succeed
on an Intellect defense roll or suffer a 2-9. EXTERNAL VIEW
hallucination. Ask the player to describe A fixed cube-like projection on the wall is
the best or worst thing that ever happened inset with a 5-foot (1.5 m) diameter metallic
to their character; that’s the hallucination frame. The frame serves as a self-reflecting
that afflicts the PC, dazing them and window focused on the Howling Pyramid
hindering all tasks until they can shake it from a point of view set a few miles distant
off or someone can turn off or repair the in the surrounding void. It is possible to
control surface. If repaired, the surface climb through the frame, if a PC so desires,
acts as another Door, though in this case, and exit the pyramid. The exit is one way;
it opens a portal to a garden-like limited on the other side, there is no frame. Worse,
dimension that is generally free of threats, that will eject the character into an endless-
and which could serve as a place to rest. Tall seeming void with only a small chance
trees, multicolored flowers, the sounds of of regaining the pyramid, unless the PC
birds and insects, humid heat, and broad has some means of propulsion and can
leaves that provide shade from the bright withstand the tornadic winds at the surface.
sunlike sphere of light overhead feature A successful understanding numenera
Viewing frame: level prominently. task reveals that the focus of the viewing
6; depletion: 1 in 1d6 frame could be shifted at a rate of about
(on depletion, frame
expands and pulls
2-7. COMPLEX MACHINE a short distance each round. This means
through all creatures A complex device that chimes and clicks fills the PCs could try to remotely explore other
within immediate range this chamber. Instrumentation, controls, portions of the structure, though each new
that fail a Speed or and various elaborate smaller subsidiary area explored requires a depletion roll.
Might defense roll)
devices are connected to it, each more
Complex device: level 8 involved than the last. The machine seems

84
THE HOWLING PYRAMID

2-10. CONTEMPLATIONS extradimensional resonance imparted to


Bluish glowing mist hangs in a thin plane surrounding existence by the Howling
about 10 feet (3 m) overhead. Images Pyramid).
constantly swirl there and seem to change
to somewhat reflect what a particular viewer 2-12. CUBES WITHIN CUBES
is thinking about, though never exactly and A machine made of several hundred blue
never for more than a few seconds. cubes is fixed in this chamber. The individual
Two unmoving, statue-like beings stand cubes are constantly in flux, so the Blue cube
in poses of reflection, staring up at the machine’s overall shape is always changing. sculpture: level 6
mist. They are only somewhat humanoid, A PC studying the blue cube sculpture who Stony observer:
and apparently composed of white stone. succeeds on an understanding numenera level 6; Armor 5
However, PCs who take the time to examine task gains an insight about the general Pyramid Random
them realize that the figures are not statues contents of two nearby chambers of the Event Table, page 77
but living creatures with a hard carapace GM’s choosing, imparted as if a memory Exic: level 4, climbs as
that are disinterested in interacting with that the character had all along. On a failed level 6; health 18; Armor
4; inflicts 5 points of
others. These stony observers much prefer task, the cubes all lock into a straight pillar damage with mandibles;
their contemplation of the mist. Persuading formation, and begin flashing red and sprays caustic web that
one to communicate, either telepathically blaring a noise loud enough to risk expelling inflicts 5 points of damage
or perhaps using the thought-responsive characters upward with negative mass, and immobilizes foe
until escape; for more
mist, requires a successful persuasion but also triggering a roll on the Pyramid details, see Into the
task. On a success, one of the entities uses Random Event Table. Outside, page 144
pictures in the mist or telepathy to show
concern regarding the state of matters in
the Howling Pyramid by projecting the
image of Ciszan in a large area bearing a
halo of spinning machine parts. Ciszan is
grinning like a madman, and it’s possible
to see within the hazed middle of the ring
thousands and thousands of marching
automatons, each bearing a weapon of war.
Once the observers have passed on this
image, they prefer to go back to their own
contemplations, but will of course defend
themselves if attacked.

2-11. GREEN COCOONS


Several dozen green cocoons are scattered
throughout this area, each about 9 feet (3
m) in length. Disturbing one (or really, even
getting close to one) causes it to hatch
a hibernating creature called an exic. If
the PCs can’t deal with the
first one that hatches within
a round or two, several more
begin to hatch, and potentially, all
twenty-six exics emerge in ones and
twos. Though normally not aggressive
unless attacked, these are all starving,
and the PCs are mostly made of
meat. (Exics spin themselves into
cocoons and cast themselves like
seeds on extradimensional winds. This
particular batch was sucked in by the

85
2-13. INERT AUTOMATON 3-1. DOOR THREE
A humanoid automaton that once might A two-dimensional wire-frame triangle
have looked similar to Radius is fused hangs point down in the air at the chamber’s
and melted into a large metallic shape center, levitating about a foot (30 cm) off
that seems as if it, too, was some kind the floor sono-kinetically. A pyramid-like
of automaton, one apparently designed (point down) control surface near it allows
to disassemble and repurpose any other someone who succeeds on a difficulty 5
machine it came upon. But it no longer understanding numenera task to cause
functions. the triangle to light up in a fashion that
Investigation reveals that multiple simulates using the summoning equation
different salvage operations have been to call a door. PCs who do so can use it to
performed on both sets of remains. The travel back to Earth (returning to the point
humanoid automaton numbers among where they departed the world) or one of the
the nine initially released from the Halo of other Doors (1-1, 2-1, 4-1, or 5-1) as described
Getting Home, page 75 Dominion, but among the four that never under Getting Home.
made it out of the Howling Pyramid like Lying near the wire frame is the corpse
Radius, Chord, Origin, and the others did. a female humanoid (though not a human)
with numenera components liberally
Radius: Each time Radius finds a sibling, its studding her skin. The body is lifeless,
mood darkens that much more (despite it though it isn’t rotting. Something about the
being the one who insisted that it visit each components are preserving her. Attempts
final resting place). It won’t start a fight, to salvage the components (which seem
but the mercenary becomes irritable and like a level 4 source) are disrupted when
snappish. It also takes a piece of its fallen she animates and telepathically asks what
sibling as a remembrance. the PCs think they’re doing. She seems
interested in hearing whatever they wish
2-14. GRINDER VAULT to divulge, up to and including news of
A square metallic hatch about 6 feet (2 m) the Machine God threat. If the PCs ask
Defense mechanism: on a side is set in the wall here. A defense her to help or accompany them, or ask her
level 7; inflicts 8 points mechanism on the face protects the anything at all, she telepathically demurs,
of heat damage in short
range each round
contents against unauthorized access. If the indicating that she’s a space-time refugee,
PCs get into the vault, they find a strange displaced from her proper era, but it’s only a
Space-time machine (or perhaps a phenomenon): a matter of time before she’s reeled back in by
refugee: level 7 9-foot (3 m) cube floats in this vault, about 3 her companion. Thus, she needs to stay and
feet (1 m) off the floor. Each of the cube’s six wait right where she is.
GM intrusion: The sides opens into an interior space that isn’t
PC becomes “lost” shared with any of the other sides’ interiors; 3-2. DAMAGED REGION
by falling through a
recursive dimensional
a dimensional effect is at play. Each interior The floor and ceiling are blackened and
space within the cube. space (six in all) is filled with a variety of broken. Sounds made in the area seem
Finding their way back is inset control surfaces, each of which could to burn like fire, in addition to the normal
an Intellect-based task. serve as a level 7 salvage source. However, negative mass effect. Each sound louder
entering an open cube face causes the faces than a whisper made (or heard) inflicts 1
to shift and spin, forcing the intruders to point of damage (ignores Armor).
succeed on Speed defense rolls or suffer
5 points of damage each round until they 3-3. VITALITY ARCH
leave or succeed on an understanding A golden metal arch about 12 feet (4 m)
numenera task to end the spinning. Further high gleams as if lit by an unseen sunrise.
experimentation reveals that this machine, The arch restores vitality. PCs who pass
Grinder: level 6 called a grinder, is a dimensional gate that through it and make a recovery roll as they
is almost completely defunct, though still do so gain double the normal number
dangerous. of points back. However, a second pass
through the arch is too much of a good
thing—no points are recovered, and worse,

86
THE HOWLING PYRAMID

5 points of damage (ignores Armor) is taken 3-5. CALLERAIL


from excess life force, which burns. One wall is composed of what seems to be
Whenever the arch is used, a subtle a fused mass of metal, broken devices, skin,
resonance gains the attention of a couple fur, wires, wood, steel, and stone. Except
of nearby cyclic raiders, who appear a few it’s not a wall, but a resting callerail, which Cyclic raider, page 78
rounds later to investigate. wakes up if disturbed (such as if someone
tries to salvage its body parts) and hungrily
3-4. MACHINE SOMNOLENCE attacks. It doesn’t roar (and potentially risk Callerail, page 228
(AND INERT AUTOMATON) sending its prey falling out into the void)
A clutter of unmoving machines lies in a unless it feels a conflict is going against it,
loose circle around a pyramid-like (point in which case it uses its abilities to remain
down) machine-killing control surface set in adhered to the floor and not fall. Machine-killing control
the floor. The control surface emits a complex surface: level 7
resonance that doesn’t trigger negative mass, 3-6. ANCIENT WATCHERS
but it does interfere with machine functions, Three ancient devices left by a previous
shutting them down over the course of a wave of would-be colonizers of the Howling
few rounds. The clutter includes mobile Pyramid remain active in this area,
machines, a few automatons, and devices appearing as spheres of red liquid that
that have been turned off for so long that levitate. These ancient watchers rise up and Ancient watcher: level
they won’t regain their original function even flash challenge colors in a dead language 4; Armor 2; flies a short
distance each round; fires
if the control surface is switched off with a that could be translated as “Identify “bullets” of hardened
successful understanding numenera task. yourselves!” If the PCs are somehow able fluid at one target
This area serves as a level 7 salvage source to bridge the communication gap, they within short range for
for those willing to brave it. could try to persuade these watchers, whose 6 points of damage
PCs whose abilities rely on inborn masters are long gone and perhaps extinct,
numenera devices are vulnerable to the to let them pass unharmed. Otherwise, the
effect, as of course are their devices, watchers try to turn the PCs back.
cyphers, and artifacts. Automatons and Each of them has one of the following
other machines are likewise vulnerable. Each abilities, in addition to others noted:
round that vulnerable creatures and items Heat drain: Short-range cold attack inflicts
remain within short range requires a Might 4 points of ambient damage per round once
defense roll (for PCs), while lower-level active.
devices simply switch off. Equal-level and Precognitive: All tasks eased by two steps.
higher-level machines are hindered in all Psychic blast: Short-range psychic attack
actions by two steps. inflicts 2 points of Intellect damage (ignores
Amid the clutter, a humanoid automaton Armor) and stuns victim so that they lose
that once might have looked similar to their next turn.
Radius lies inert. Investigation reveals
that multiple different salvage operations 3-7. MIRROR OF HUNGER Mirror of Hunger: level 6
have been performed on it. The humanoid An expanse along the wall is reflective.
automaton numbers among the nine initially PCs who see their reflections feel pangs of
released from the Halo of Dominion, but hunger and must succeed on an Intellect
among the four that never made it out of the defense roll. Those who fail take 1 point
Howling Pyramid like Radius, Chord, Origin, of Speed damage (ignores Armor) per
and the others did. round until they eat something at least as
substantial as a snack, if not a full meal.
Radius: Each time Radius finds a sibling, its
mood darkens that much more (despite it 3-8. CLICKER SWARM
being the one who insisted that it visit each A swarm of clickers riots around a hulking Clickers, page 77
final resting place). It won’t start a fight, body of white crystal fused with the floor.
but the mercenary becomes irritable and Something about the resonance of the
snappish. It also takes a piece of its fallen white crystal statue draws them and sends
sibling as a remembrance. them into a frenzy. Getting close to the area

87
means being subject to the chorus of clicks 4-1. DOOR FOUR
the creatures give off. This creates a strong A two-dimensional wire-frame triangle
airflow along the routes leading to the area, hangs point down in the air at the chamber’s
which is expelled upward because of the center, levitating about a foot (30 cm) off
way sound imparts negative mass in the the floor sono-kinetically, though it is bent
pyramid. PCs risk being flung into the void and constantly gives off sparks. A pyramid-
overhead if they draw to within short range. like (point down) control surface near it
The clickers here are maddened and may was once attached to the floor but is now
Damaged door: level 6 attack PCs who interfere with them and their broken. The damaged door can’t be opened
activity. If the crystal statue is destroyed, the from this side to send PCs back to Earth or
effect ends, and the clickers regain whatever other locations within the Howling Pyramid.
composure they can be said to have. It can receive passages initiated from other
doors or if PCs essay the equation that calls
Cyphers 3-9. PEACE NODE a temporary door; however, anyone who
Level 9 orb: Freezes Rubble and junk are strewn randomly in an passes through it must succeed on a Might
time for everyone in area a short distance across bounded by five defense roll or become randomly phased
immediate range (except
user) for three rounds.
equally spaced white crystals fused with the for about an hour. Randomly phased PCs
floor. Within the perimeter of the crystals, spend every other round out of phase, which
Level 7 goggles: sound doesn’t affect gravity because it means they can’t take any physical actions
Pushes user forward doesn’t impart excess negative mass to that affect anything else (but neither can
in time one minute.
objects (which means that random junk they be affected by physical attacks or other
Level 6 backpack-like tends to collect here). Searching through physical phenomena during that same
device: All creatures it might yield a few cyphers. round).
within short range when
first activated gain +1
Armor for one hour. 4-2. THE HUNTER
Shesalan hunts the Howling Pyramid for
Shesalan: level 7; Armor clickers and cyclic raiders. She keeps a
3 via esotery; long-range small outpost here in the form of a tent-like
attack inflicts 8 points
of damage and silences
shelter stocked with about triple the normal
target that fails a Might contents of an explorer’s pack. She rolls
defense roll by putting through the ravines of the pyramid strapped
them in stasis until into a wheeled sled that sticks to the floor
released from the artifact
and walls, thus avoiding the negative mass
Wheeled sled: level effect from sound. She relies mostly on
5; moves up to a long a harpoon-like artifact called Quell that
distance each round while
adhered to any surface
envelops targets in a cocoon of silence.
Besides clickers and raiders, she also hunts
Krastin: rank 2 Milosen, as well as anyone else she thinks is
ruining the “sanctity” of the pyramid.
Milosen, page 80 She survives by using Door Three to move
back and forth between a
small village in the Ninth
Explorer’s pack,
World called Krastin
page 98
selling components of
the clickers, raiders, and
other foes she harpoons
in the pyramid. She also
sometimes visits the polyp jungle,
though she doesn’t stay long
because the denizens eventually start
hunting her.
Shesalan is suspicious of people she
doesn’t know, and those asking about a

88
THE HOWLING PYRAMID

Though the chorus of sounds in the polyp jungle is loud and can impart negative
mass to objects, causing them to fall upward, the jungle canopy is thick enough that
most such falls can be arrested by grabbing branches, vines, or polyps.

Machine God make her immediately angry, are mosslike growths that vibrate like a
as she assumes the PCs are adherents of purring pet; those who hear the sound must
Ciszan, who she’s tried but failed to hunt make an Intellect defense roll or give out an
down and destroy. She knows that Ciszan is inadvertent scream.
holed up in 6-1, but she won’t reveal that to Creatures include the nerif, a sluglike Nerif: level 2, Speed
PCs until she’s sure they’re friends, not foes. beast with a vicious beak that slides along defense as level 3 due
to size; poisoned beak
One way she decides is by asking the PCs the ground and plants, and the amorphous, inflicts 2 additional points
to deal with an issue that’s been plaguing noise-eating mego that consumes of Speed damage (ignores
her: a callerail (3-5). If the PCs can kill it, she everything. Armor) if a target fails
decides to help them and leads them to 6-1, Besides these creatures, specific threats a Might defense roll
and she even helps them take down Ciszan also exist in the jungle, as described Callerail, page 87
if they are particularly persuasive. hereafter.
Mego: level 5; makes
4-3. POLYP JUNGLE 4-4. HUNGRY TREE up to three pseudopod
attacks at once; sound-
Straggling plantlike growths, appearing as This hazard is located at the base of a draining tentacles inflict
individual stalks with polyps on top, grow massive chime tree visible from almost 3 additional points of
here and there in regions far beyond this anywhere in the jungle because it is so Speed damage (ignores
area, but thicken to become a jungle-like high that its upper branches reach all the Armor) if a target fails
a Might defense roll
region within an artificial canyon more than way out into the void. An open cavity at the
half a mile (800 m) wide. The growths are tree’s base contains a sticky slurry of mud Massive chime tree:
rooted in a thick layer of magnetized drit-like and leaves. A creature that moves to within level 5; health 100;
Armor 4; root catches
soil that keeps them from falling upward immediate range is attacked by animate and pulls victims under
from random noises, and many of the plants twining roots that pull the creature down sludge; once caught, a
and treelike growths extend roots even beneath the surface, drowning victims and victim has five rounds to
deeper into the matrix of the pyramid itself. then feeding off their corpses. escape or they drown
One massive treelike growth in particular
(4-4. Hungry Tree) is visible from almost 4-5. PITYSTRIAN HERMIT
anywhere in the jungle. Karnath is a milky-skinned humanoid known Karnath: level 6,
The source of sustenance is a sunlike as a pitystrian who wears an elaborate understanding numenera
as level 7; health 29;
fragment embedded in one of the high headpiece and a variety of jewelry made of Armor 2; moves up to
upper walls of the wide canyon that hosts cast-off devices and oddities. Pitystrians an immediate distance
the jungle. The burning fragment was generally regard other creatures as mere when phasing; long-range
ejected from something that exploded tools to put to their own ends, but Karnath phase blast inflicts 6
points of Speed damage
miles away from the pyramid hundreds of is unique among its kind. Not only is it (ignores Armor); melee
thousands of years earlier, but what it was or more powerful, it’s a loner and left its kind attack inflicts controlling
why it exploded is lost to the present. for a life of solitude in the polyp forest of nanobots that force
victim to do as Karnath
Other plants, vermin, and dangerous the Howling Pyramid. It wanders the jungle
says for one hour
creatures also inhabit the polyp jungle. hunting food and collecting specimens.
Some use sound as a motive force or as a Its cabin in this area is built of timber-
way to attack or defend themselves. One like lengths of wood hewn from the polyp
example is the white-leafed chime tree. It growths. Chime tree: level 3
grows to a height of 40 feet (12 m) and If approached without guile, Karnath
emits sonic beams at anything that comes is welcoming and helpful, if eager to
within short range, requiring a Speed see visitors off again. (If PCs lie, steal,
defense roll to avoid suffering 3 points of or threaten the pitystrian, they make a Nronic: level 2,
damage and being hurled upward. Nronic dangerous enemy.) It knows of one defunct purring as level 5

89
automaton, which lies nearby (4-6), and of The humanoid automaton numbers among
other dangers in the jungle. It recommends the nine initially released from the Halo of
that the PCs speak to the hunter (4-2) if they Dominion, but among the four that never
seek information outside the jungle. made it out of the Howling Pyramid like
Radius, Chord, Origin, and the others did.
4-6. INERT AUTOMATON
A humanoid automaton that once might Radius: Each time Radius finds a sibling, its
have looked similar to Radius is caught mood darkens that much more (despite it
in a web tree, broken and disarticulated. being the one who insisted that it visit each
Web tree: level 6; If the web tree is dealt with, investigation final resting place). It won’t start a fight,
Armor 3; tangling vines reveals that at least one salvage operation but the mercenary becomes irritable and
grab targets within
immediate range who
was recently performed on the remains. snappish. It also takes a piece of its fallen
fail a Speed defense sibling as a remembrance.
roll, inflicting 6 points
of damage each round 4-7. JUNGLE THING
until they can escape
A hulking humanoid composed of living
polyp fibers has a crude house up a
large tree here. Its initial instinct is to be
suspicious of intruders, but if given food or
other reason to pause, it can speak the Truth
(or any other language of a conscious living
creature within immediate range, thanks
to a psychic ability). The jungle thing has
Jungle thing: level 6; a limited vocabulary and isn’t particularly
health 30; two attacks intelligent. If it thinks PCs are making fun of
per round each inflict 8
points of damage; regains
it or belittling it, it flies into a violent rage.
2 points of health each The jungle thing doesn’t know how it came
round while in the jungle here, but it does remember seeing someone
“strange” salvaging the inert automaton
recently.
Vine serpent: level 7,
Speed defense as level 4 4-8. VINE PREDATOR
due to size; venomous
bite inflicts 7 points of
A 3-foot (1 m) thick animate vine stretches
Might damage and 4 out at least a long distance in length,
points of Speed damage though one end remains rooted in the
(ignores Armor); due ground. The other end resembles the head
to constant keening,
all creatures within of a poisonous serpent and produces a
immediate range that dazing keening noise that is also loud
fail a Might defense enough to risk a sound inversion for those
roll are dazed and all
within immediate range. The vine serpent
their tasks are hindered
for one minute has swallowed many things in its decades
of existence, including two cyphers (a
farspeaker and a retriever) and an artifact (a
Farspeaker page 182 telepathic wire).

Retriever, page 184

Telepathic wire,
page 192

90
THE HOWLING PYRAMID

4-9. MOVING VAULT on the floor. Conditions within each cell


A defense mechanism on the face of change as creatures attempt to move from Defense mechanism:
the vault protects the contents against Door Five (which is at the center of this level 7; inflicts 8 points
of heat damage in short
unauthorized access. If the PCs overcome face) to one of the nearest edges, a distance range each round
the mechanism, accessing the vault still of about 1.5 miles (2.5 km) or about 32
requires a successful understanding squares. Despite the distance, the PCs can Vault: level 6
numenera task. see the light of what might well be exits (5-3)
If the PCs get into the vault and succeed at the center of each distant edge.
on one more understanding numenera
task to comprehend it, they realize it can Sound Creates Matter: Instead of imparting
be used as a compact vehicle that can negative mass, the reverse is true here.
hold up to six (if they’re good friends). The Sound increases mass. Anytime someone
vehicle can be driven around the interior of speaks or makes a loud noise (including
the Howling Pyramid on lines of magnetic banging on something to open it or
force, adhering to the floor and walls attacking something metallic), the sound
with little chance of coming loose. It’s so vibrates through their body, and they feel
maneuverable, in fact, it could slide along briefly heavier. However, an apparent feeling
the surface of the pyramid where the raging of weight gain is secondary to the main
winds howl. effect of sound here, which is to stimulate
underlying rules of existence in a way that
5-1. DOOR FIVE creates temporary (“virtual”) matter.
A two-dimensional wire-frame triangle
hangs point down in the air at the chamber’s Cell Fills With Solid Matter: When a sound
center, levitating about a foot (30 cm) off the occurs that is about 20 decibels (equal to
floor sono-kinetically. the sound of a whisper or rustling leaves)
But three things here are different than or higher, it manifests as a ripple of glowing
in the other door chambers. First, a ceiling red smoke spreading outward an immediate
blocks access to the pyramid’s surface. distance per round (much slower than the
Second, unlike other doors, this door actual speed of sound). One minute later,
was designed to be one way, so there is the lines surrounding the cell where the
no pyramid-like control surface to open it sound was made gleam brilliantly red, and
from this side. That means it can’t be used a round after that, the square is filled with a
to send the PCs back to Earth or other solid mass of red-glowing temporary matter Temporary matter:
locations within the Howling Pyramid. that persists for about a minute. level 4
Third, the equation summoning a free-
floating door doesn’t work on this face of Staying Quiet: As the PCs begin to realize
the pyramid. To get out, the PCs must use the situation, they likely attempt to stay
some other method or explore their way as quiet as possible while crossing the
across the challenges associated with this expanse. Generally, staying quieter than a
face. whisper is a level 1 task, but if unexpected
things happen, such as if previous sounds
5-2. GAME OF SOUND start a chain reaction across the tiled grid
This entire area lies beneath a ceiling that’s (see Game Rules), getting across is probably
12 feet (4 m) overhead. The region follows more of a desperate sprint than a stealthy
its own rules, which in some cases reverse saunter. In that case, the task to remain
what’s true on other faces of the Howling quiet while sprinting is likely hindered by at
Pyramid. least three steps.

Grid of Squares: This entire square-shaped Surviving Cell Filling: If a cell fills with
face is about 3 miles (5 km) on a side. The temporary matter, creatures within the
floor is gridded by smaller squares (called square can attempt a difficulty 5 Speed
cells) about 250 feet (75 m) on each side, defense roll to “surf” the manifestation of
each outlined by a dim line of luminescence the solid mass and be pushed into the next

91
nearest square instead of being caught. Of (probably the opposite because it’ll bog
course, when a character is dumped into a things down). It’s enough to simply evoke
new cell, it likely results in sounds in excess the concept of a chain reaction of huge
of 20 decibels, which begins the process blocks of matter crystalizing into existence
over in the new cell, causing it to fill a and threatening to crush the PCs.
minute later. That said, knowledge is power. Merely for
A creature that doesn’t make it out of a your edification, each minute, this happens:
cell is embedded in the mass, is prevented • Any filled cell with fewer than two filled
from making any noise, and begins to neighbors empties.
suffocate. An embedded character who • Any filled cell with two or three filled
succeeds on a Might defense roll manages neighbors remains filled.
to hold their breath for the full minute and • Any filled cell with more than three filled
takes 4 points of ambient damage (ignores neighbors empties.
Armor). Those who fail take 8 points of • Any empty cell with exactly three filled
ambient damage. neighbors becomes filled.

Getting Across: If the PCs just run for the 5-3. EXIT THE GRID
nearest edge across about 32 cells, they Each of the grid exits is 40 feet (12 m) on
might get lucky and not suffer any setbacks a side and lit with bright light. The normal
or GM intrusions, and thus make it to one rules of sound imparting negative mass
of the other faces before the chain reaction, once again apply here. However, in these
as described hereafter under Game Rules, chambers (though not in connecting
catches up to them. (Or perhaps they trigger corridors), there is a ceiling as opposed to
and survive the first cell-filling, then run the ravines rising on either side. Sometimes,
rest of the way.) The average PC can move sounds created out on the grid attract
a short distance each round, which means creatures from nearby areas of the
they can cross the entire 250 feet (75 m) of connected face.
a single cell before a full minute passes and
the noise they make running causes that cell
to fill with temporary matter. FINDING THE
In this case, PCs looking back notice a APOTHEOSIS CHAMBER
multiplying wave of squares slowly filling in If it works out, when the PCs find the
behind them, but also spreading out from Apotheosis Chamber (6-2), set up a cliff-
where they crossed. This should probably be hanger ending that will make them eager
cause for some alarm, and at least one or to learn what happens next, and end things
two GM intrusions that add tension to the there, handing out XP as noted hereafter.
crossing. But if it doesn’t work out, no worries—you
can give out even more XP the next time.
Potential GM intrusions: A wounded PC
Clickers, page 77 can’t go full speed, clickers attack, the
edge the PCs were making for is blocked, XP AWARDS
or something specific to your game has Each PC earns 1 experience point (XP) for
repercussions that delay or distract the PCs. each of the four inert automatons they
discover, which gives Radius some closure
Game Rules: Each minute, cells fill with (but also distresses it).
temporary matter for one minute if new
Search Term: Conway’s sounds of at least 20 decibels occurred
Game of Life within them during the previous minute.
WHAT’S NEXT?
If you’re combining “Amber Keep” with
Additional rules apply related to the
“Relics of the Machine,” continue to
previous state of adjacent cells. Though
Chapter 8: Apotheosis of a Machine
simple, how they interact across the grid
God.
would be complex to track, and ultimately,
doing so won’t enhance your experience

92
APOTHEOSIS OF A MACHINE GOD

CHAPTER 8

APOTHEOSIS OF A
MACHINE GOD
SYNOPSIS IN THE HOWLING PYRAMID
The PCs finally locate and confront Ciszan in In Chapter 7, the PCs explored the Howling Chapter 7: The Howling
the Howling Pyramid. Luckily, Ciszan hasn’t Pyramid and also discovered the location of Pyramid, page 73
achieved the heights of power they might Ciszan’s so-called Apotheosis Chamber; this
have feared. Even if he has all the divine chapter describes the meeting of Ciszan,
keys and finishes his control scepter, it’s not the PCs, and Radius, and what happens
enough to command the full Glistening Army. next. Conditions previously described for
However, during this interaction, it’s the Howling Pyramid continue to hold in the
revealed that Radius is the Machine God. Apotheosis Threshold (6-1), including how
Once Radius gains the Halo, it can control sound imparts negative mass. However, Sound Imparts Negative
all 3,100+ automatons nestled in the sound acts normally in the Apotheosis Mass, page 74
artificial space accessible through the Halo, Chamber (6-2), which is where Ciszan labors
deploying them as it wishes. It also gains on his control scepter.
power over other machines and automatons
in range. 6-1. APOTHEOSIS ENTRANCE
Radius’s mood has grown darker over This chamber lies inset at the tip of the
the months, and with the Halo, it seems to Howling Pyramid, though only two of the
become someone with different values and four faces provide a direct route to it on that
goals (in fact, a hidden mechanical directive face. The two routes drop down a square
activates within it, set by Orstenia Myal). It shaft 20 feet (6 m) to a side that recedes
deploys the Glistening Army of automatons into the tip about 30 feet (9 m). The floor
outside the Weal of Baz, demanding that of the short shaft is set with an irising door
the community join the Machine God. (normally closed) and a control surface.
Otherwise, the Weal will become the first of Beyond is the Apotheosis Chamber (6-2),
many places annihilated by the Glistening a protected space. Orstenia Myal originally
Army. chose it as the best refuge in all the pyramid
The PCs have a chance to intercede because sound behaves normally there, and
with their friend, even as two automaton because of a resonance challenge trap set
armies engage in exploratory conflicts. The in the threshold that keeps out anyone who
characters can try to talk Radius down and doesn’t know its secret.
say that it doesn’t have to follow the dusty
instructions of a dead Aeon Priest. However Resonance Challenge: If someone manipulates
poorly she was treated, it doesn’t mean that the control surface and succeeds on a difficulty
the Glistening Army should be used to throw 2 understanding numenera task, a challenge
the Ninth World into war and destruction sequence of ten tones sounds. (The sounds
(or so they might argue, among other don’t impart negative mass.) If someone
strategies). Part of Radius is sympathetic doesn’t come up with the answering sequence
to that argument, but the automaton is not of tones within a few rounds, an explosion of Explosion of sound:
completely its own master. sound forces anyone in the shaft to make a level 7
Alternatively, the PCs can try to fight the Might defense roll to hold onto something or
Machine God, but that’s a difficult task. be flung out into the void beyond the pyramid.

93
The sequence of answering tones is cusp of unlocking all the power and gaining
a closely guarded secret that only a few full control of the Glistening Army inside the
entities still active could hope to know. otherspace that the halo connects to. This
Luckily, Radius knows it, as does Chord and means that he is incredibly dismissive of any
any other automaton siblings that might other creature’s chances to even harm him,
show up here. let alone stop him.
He makes grand utterances such as,
Radius Knows the Answering Signal: If “Dare not to defy me. I am a god! Kneel before
Radius, page 16 Radius is with the PCs and is able to hear me and pledge your faith, or I will not only
and act normally, the challenge sound makes destroy you, but wipe your memory itself from
it start. The automaton says, in wondering all the worlds.”
tones, “That sequence is familiar! I can answer And, “What Orstenia Myal began, I shall
this, though I don’t know how . . .” then finish. The world will be mine, and every machine
proceeds to produce a new series of twenty in it shall bow before me and acknowledge that I
tones. Somehow, neither the challenge nor am the inheritor of the prior worlds!”
the answering tones impart negative mass. He’s unlikely to negotiate with the PCs
The answering tones Radius produces to give up the Halo of Dominion. If they
open the door sealing access to 6-2. Anyone pretend to join him or worship him, they
in 6-1 is gently grappled by an invisible must persuade him that they’re not lying.
sono-kinetic force and transferred down to But even then, he requires them to hand
the floor of the Apotheosis Chamber in just over Radius (and Chord, if it is with them)
under a round. so he can take their divine keys.

6-2. APOTHEOSIS CHAMBER Radius: Radius lets the PCs try methods other
This cube-shaped chamber is a long than violence first, if they wish (assuming
distance on each side. Bright light emanates ransoming him isn’t an actual tactic). But the
from spheres fused into the walls. Sound automaton can only stand so much, given
isn’t affected adversely. that the scepter Ciszan holds is essentially
Ciszan is here, bearing the Halo of made up of body parts of its siblings. It
Dominion. Read or paraphrase the following. mentions this as it finally moves to attack.

Fighting Ciszan: PCs with enough luck,


A man stands amid a clutter of worktables, preparation, help from Radius, and higher-
bins of spare parts, and half-disassembled tier abilities on their side might not find
devices. He is dressed in crimson, and the top the fight against the “machine god” too
half of his face is dyed the same color. In one difficult. In this case, ramp up the tension
Ciszan, false Machine hand he holds a long mechanical scepter that by introducing a few GM intrusions that call
God: level 6, defense sparks and vibrates. But far more dramatic forth a second or third group of automaton
tasks as level 7 via Halo;
health 33; Armor 3 via
is the wide halo of intricately working gears, soldiers from the Halo, or that cause a
Halo; electrical bolt wires, and mechanisms that floats in a wide, device or machine controlled by the PCs to
attack inflicts 8 points shining arc just above his head. act in an unexpected and unpleasant fashion
of damage at up to due to the Halo’s influence.
three targets within long
range via Halo; call However, it may be that Ciszan is more
Glistening Army soldiers An area in one corner of the room is done up than a match for the PCs. Characters may
and machine command as an elaborate sort of camp, complete with begin to wonder if they’ve bitten off more
abilities via Halo
shelving for months of dried rations and water, than they can chew. But before Ciszan seizes
Glistening Army a cot, extra clothes, a wash basin, and so on. complete victory, Radius has the opportunity
soldier: level 4; Armor to get close to the Halo for a few rounds
2; long-range energy
attack inflicts 6 points
Ciszan Thinks He’s a God: Despite having (maybe by grabbing it, by attacking Ciszan,
of damage; regains unlocked only limited access to the Halo or by lying apparently defeated while Ciszan
1 point of health per of Dominion using the scepter assembled prepares to salvage the body; it depends
minute even after from cannibalized automatons, Ciszan is on how things play out). Then Radius’s
destroyed if near Halo
still quite powerful. He thinks he’s on the apotheosis happens, described hereafter.

94
APOTHEOSIS OF A MACHINE GOD

“The Aeon Priests tried


HALO OF DOMINION (ARTIFACT) CISZAN’S SCEPTER (ARTIFACT) to kill me. They came
Level: 10 Level: 5 this close to succeeding.
Minimum Crafting Level: 10 Minimum Crafting Level: 5 (requires I still feel the pain from
my wounds all these
Form: Annulus of gears, wires, and unique components)
years later, so I can never
machinery Form: Rod of machine parts forget. Or forgive. I swear
Effect: The ring levitates over a Effect: Unlocks indicated powers in to destroy them as they
wearer’s head like a halo. Only the Halo of Dominion if held by Halo sought to destroy me.
However, where they
automaton Radius can use the wearer. If used against the Halo failed, I will succeed.”
Halo’s full abilities, while someone wearer, user can suppress the Halo’s ~Orstenia Myal
with Ciszan’s scepter gains limited ability to enhance level and call
abilities. Otherwise, the Halo’s Glistening Army soldiers for one
only ability is to levitate and glow minute.
impressively. Depletion: 1 in 1d6 (check per
Scepter-Unlocked Abilities: A wearer suppression)
holding the scepter gains the
following abilities.
• Ease all defense tasks
• +1 Armor
RADIUS’S APOTHEOSIS
At this time (or sooner, or later, if things take
• Electrical bolt attack inflicts 8 points
an unexpected turn during your campaign),
of damage at up to three targets
Radius comes within immediate range of
within long range
the Halo of Dominion for a few rounds.
• Ease all tasks related to interacting
Even if Radius seems inactive or mostly Charm Machine,
with, attacking, or defending against
destroyed, the Halo suddenly deserts Ciszan page 86
machines
and moves to Radius.
• Charm Machine and Command Command Machine,
A brilliant crack of lightning whites out page 86
Machine
vision within a sphere a long distance
• Call forth up to four automaton
across. In the afterglow, Radius stands,
Glistening Army soldiers from the Glistening Army, full
haloed and revealed in a celestial light so army: rank 7
Halo at once; no more than four
intense that it’s hard to see in the glare.
soldiers can be active outside the
Radius says, “Finally, I understand. So
Halo at one time
much knowledge. So much memory . . . I see
Radius’s Abilities: Radius wearing the Rank, page 301
her. Orstenia Myal. I am her! No, no, I’m not.
Halo gains the following abilities.
But her memories are mine. So beautiful . . .
• Radius becomes a level 10 automaton
So tragic! I was betrayed! In vengeance, the Radius, ascended
• +5 Armor Machine God: level
Order of Truth must fall. And all humans who
• Fly a long distance each round 10; Armor 8; fly a long
subjugate machines!” distance each round;
• Regenerate 20 health per round
Radius the ascended Machine God essays electrical bolt attack
• Electrical bolt attack inflicts 15 points
the equation that calls the free-floating inflicts 15 points of
of damage at up to ten targets within damage at up to ten
door, steps through it, and closes the door
long range targets within long range;
immediately behind it (normally, it’d stay call Glistening Army
• Control Machine but range increased
open for a while). This means the PCs can’t soldiers and machine
to 1 mile (1.5 km) and useable against command abilities
call the door again for 28 hours. However,
up to ten machines simultaneously via Halo; regains 20
they were close enough to see where
with a duration of 28 hours health per round
Radius went: back to the cliffs that front the
• Call forth one Glistening Army
entrance to the Weal of Baz. Equation of
regiment (composed of about 200 Summoning, page 73
Alternatively, if the PCs manage to delay
soldiers) each round to any location
the door’s appearance in some fashion, their
within long range; no restriction on
chance to change Radius’s mind occurs
how many of the 3,100+ soldiers can Control Machine,
within the Howling Pyramid. page 87
be deployed at one time
Depletion: —
Glistening Army,
regiment: rank 4

95
CHANGING THE CONVINCING RADIUS TO
MIND OF A GOD ABANDON ITS WAR
The PCs sense that Radius is not in its right If the timing is right, conflict with the
mind. If they wish to use their long-standing machines of the Weal begins even as
association with the automaton to stop the PCs try to sway Radius to rethink
it from destroying the Aeon Priests and, its objectives, which means that the
apparently, all humans, now is the time to background of the argument is a surreal
try. Whether they manage to detain Radius scene of machine versus Machine. The
in the Howling Pyramid or they follow the PCs must succeed on five interaction tasks
Change Radius’s mind: Machine God to the Weal of Baz, they have to change Radius’s mind; if they fail five
level 6 task earned enough friendship that when they try before they succeed on five, they lose the
to persuade it to change its mind, it listens argument.
to them. If the PCs first try to fight, Radius uses
its abilities to weather those attacks easily
WAR WITH THE WEAL (unless the characters have something
Unless delayed, the Machine God transfers especially potent at their disposal). But it
through the summoned door to the Weal doesn’t strike back with deadly force, at least
of Baz and gives an ultimatum to the not initially. Instead, it invites the PCs to talk
machines residing there: join the Machine so that it can convince them, its friends, to
God on its crusade to destroy the Aeon join it. Of course, that’s the time for the PCs
Priests and all humans that have exploited to convince Radius that its goal is misguided.
them willingly, or be forced to do so. Radius
gives them one day to come up with their SPECIFIC POINTS AID IN ARGUMENTS
answer. The machines immediately launch Each time the PCs make an interaction roll,
a counterattack; they bend their metallic it is useful if they have a specific convincing
knees to no master! But the Machine point to make. Possible points include the
God’s abilities and the Glistening Army it following:
calls from the Halo stalemate those initial • reminding Radius that not all humans
exploratory attacks. True to its word, the are terrible (specific examples of the
Machine God doesn’t press the machines of many times the PCs aided Radius over
the Weal for an answer for a full day despite the course of all the previous adventures
their attacks. qualify)
If the PCs arrive within 28 hours or so, • how Radius has helped the PCs before
read or paraphrase the following. because they’re friends (specific
examples are helpful)
• times that Radius has been aided by or
An armada of machines stands guard at the has aided other humans
Weal’s entrance. No two are alike, but all • how not all Aeon Priests deserve death
bear weaponry, whether sizzling ray projectors (the one who did is long dead)
protruding from metallic carapaces or simple • that Orstenia Myal’s memories are not
spears held in manipulators. Arrayed against its memories (and in fact, her imprinting
them is the Machine God, who hangs in the those memories is not ethical, and is a
sky like a new sun. Beneath it are thousands kind of control)
of identical war machines, all glistening in the • how just because Radius has great
brilliant light of the Halo of Dominion. power doesn’t mean that it must use it
(free will is important)

Easing Persuasion Tasks: If the PCs use


a specific example from something that
previously happened in the adventure
when they attempt a persuasion task, that
particular attempt is eased. Chord also
helps the PCs to ease one of the five tasks.

96
APOTHEOSIS OF A MACHINE GOD

RADIUS HAS GRIEVANCES for several rounds, and it actually is


The first several times the PCs attempt something of a threat the PCs may
to persuade Radius to their point of view, have to deal with. If the PCs aid Radius
Radius has a counterpoint of its own to against the attacker, the effort counts
make (whether the PCs succeed on the as a success in the challenge to change
persuasion task or not). Its grievances Radius’s mind.
include the following:
• specific examples of how humans exploit AFTERMATH OF
machines even when they know or PERSUASION ATTEMPT
suspect those machines are conscious Events play out differently depending on
(just look at some of the machines that how well or poorly the PCs argued their
had to flee into the Weal of Baz, how case.
Origin was treated in Shallamas, or how If PCs Are Succeeding: If successful
its own siblings were treated by Ciszan) PC persuasion attempts pile up, Radius
• Orstenia Myal specifically built the becomes less and less sure of itself. If the
Glistening Army to destroy the Aeon PCs finally succeed, the automaton looks
Priests, and Radius is the destined horrified. It says, “What am I doing? What
instrument chosen for that task (should have I become?” It streaks into the air like a
destiny be denied?) reverse falling star. From a great height, its
• the Amber Pope Acumen II tried to voice resounds, “I was wrong. I failed my first
assassinate Orstenia, and that demands task upon accepting the power of the Halo. For
redress (vengeance is owed!) that, I’m profoundly sorry. I must ponder the
• the Aeon Priests use tech that maims, curse of power.” With that, every Glistening
transforms, and kills (the tools of the Army soldier fades away like a bad dream,
past are dangerous) and the bright star of Radius’s power
overhead goes out. See Chapter 9.
WEAL FIGHT AND If PCs Are Failing: If failed PC persuasion
OTHER DISTRACTIONS attempts pile up, Radius becomes more and
A machine-versus-machine fight may more sure of itself. Characters have to come
rage all around the PCs and Radius as up with a better tactic or argument. If they
they debate. Introduce a couple of these ultimately fail, more options on alternate
interruptions as GM intrusions. ways they can still try to save the day are
• A stray missile from the battle hits the presented in Chapter 9. Missile: level 7; inflicts
area. 10 points of damage
to targets within short
• One PC notices Chord losing patience range of impact, or 2
and hope for its sibling. If the PC doesn’t XP AWARDS points on a successful
intervene, it attacks Radius. Radius uses The PCs earn 1 experience point (XP) Speed defense task
its abilities to command machines to each for trying to argue Radius down, and
deactivate Chord. Upon doing so, Radius another 2 XP each if they succeed. Chord, page 45
immediately feels terrible and laments,
“Why did you force me to act against
you, sibling? The humans must have WHAT’S NEXT?
contaminated your core processes!” This If you’re combining “Amber Keep” with
counts as one automatic failure in the “Relics of the Machine,” events pick
challenge to change Radius’s mind. up next in Act 8: Cloud of All Endings. Act 8: Cloud of All
Additional guidance for wrapping up Endings, page 138
• A disassembler breaks past Radius’s
guard and tries to destroy the automaton the Radius storyline is also provided in
(and whoever else it can before Radius Chapter 9: Ninth World Repercussions.
can command it to stop). Despite being Disassembler, page 233
lower level than the Machine God’s level
10, the disassembler has been modified
in the Weal to break through Radius’s
defenses and resist its commands

97
CHAPTER 9

NINTH WORLD
REPERCUSSIONS

I
s the Machine God defeated, neutralized, adventure and get a response, if their need
or reasoned with? Or does it become a real is great enough.
force of terror, especially for Aeon Priests If the PCs cause Radius to depart, the
and other defenders of the Amber Papacy? A machines of the Weal of Baz are grateful and
couple of options are provided. Repercussions allow the characters to come and go as they
Act 8: Cloud of All following Act 8: Cloud of All Endings in like for up to one year. The Order of Truth, as
Endings, page 138 “Amber Keep” are likewise touched on. an organization, eventually learns what the PCs
did. Even so, it’s likely that the Amber Pope
never realizes that the threat was so severe and
RELICS OF THE MACHINE is confident that they could have weathered it
If the PCs fail to convince Radius that it regardless. Still, the PCs become part of the
doesn’t have to do what Orstenia Myal lore of the Order of Truth going forward.
designed it to do, Radius lets them go, If Ciszan survives, he swears eternal vengeance
but starts using its abilities to enslave the against the PCs and the Order of Truth.
machines of the Weal of Baz. Things look Eventually, he’ll try something else, possibly
Order of Truth, bad for the Weal and for the Order of Truth, involving some other secret gleaned from the
page 215 but options exist. As it turns out, the Guild Howling Pyramid or the Changing Moon.
of Purity learns of the conflict outside the
Weal of Baz and, soon enough, what the
Guild of Purity, conflict was about. Though not the best AMBER KEEP
page 249 of bedfellows for some PCs, it turns out If the PCs fail to disable the mechanism in the
that the guild has a device that can render old structure discovered beneath Amber Keep,
intelligent machines, even ones as powerful their community faces complete destruction.
as an ascended Machine God, temporarily But there are alternatives to pull success
vulnerable. Just when things seem darkest, from failure. One of those could be the PCs
representatives of the Guild of Purity could deciding to use their one opportunity to call
show up to revive defeated PCs and offer on the Machine God, assuming they ended
them aid and another chance to convince things positively with Radius. In this case, the
Radius to reconsider while its Orstenia Machine God could provide aid sufficient
Myal mindprint is loosened. Alternatively, to dissolve the threat associated with the
the players could step into the shoes of the Cloud of All Endings. If not, the phenomenon
guild to complete the task, probably in a becomes another scourge in the Ninth World,
more straightforward manner, where their feared in the same way as the iron wind.
original characters failed. Hopefully, one way or another, the PCs
However, it’s more likely that the PCs win save Amber Keep and stop the Cloud of All
the day. Radius, true to its word, has much Endings before it reaches maturity. By doing
to consider and retreats into the night above so, they ensure that Amber Keep is likely to
Earth, finding an airless wreck falling around have a long and important future.
the world in which to spend its time. What
it ultimately decides to do is likely many This concludes Slaves of the Machine
years off. It’s possible that the PCs could call God. We hope you and your players found it
on the Machine God once in some future exciting, challenging, and rewarding.
98
PART 2:
AMBER KEEP

GMing Amber Keep 100


Act 1: Keep in the Badlands 102
Act 2: Building Amber Keep 109
Act 3: The Blazing Pillar 115
Act 4: The Weeping Tower 120
Act 5: Bring the Rain 124
Act 6: The Kindness of Strangers 128
Act 7: Meeting of Minds 133
Act 8: Cloud of All Endings 138
GMing AMBER KEEP

I
The Amber Gleaners n “Amber Keep,” the PCs are community of NPCs that burgeons there
are a loose network of commissioned by a group called the over time. At one point, the solution to
scholars, explorers, delves,
and other travelers who
Amber Gleaners to help establish a base one problem (a strange disease called
share with each other in the wilderness. Over the course of several dusky pox) ends up waking a far more
knowledge of the routes adventures, that base becomes a small dire problem that promises not only to
and locations they community, one that the PCs help build, completely wipe out Amber Keep if not
discover, enhancing the
knowledge of everyone defend, and grow. A growing community stopped, but also to become an ongoing
who joins and contributes faces many challenges, and not all of them danger to everyone else in the Steadfast.
to the organization. come in the form of angry abhumans.
This adventure, already a campaign arc ACT 1: KEEP IN THE BADLANDS
in its own right, could be combined with The PCs discover that the initial team sent to
Amber Gleaners, some or all of the chapters of “Relics of establish Amber Keep has disappeared.
page 245
the Machine” to extend the campaign even
further. Doing so is a great way to vary the The PCs follow after a founding team
Combining Two pace of “Amber Keep” in a fun way that sent to establish a base in the wilderness,
Adventures to Make gives PCs a wider experience in the Ninth fending off some weird creatures and other
One Campaign, page 5
World. Notes on how to best combine the dangers in the process. When they finally
two adventures are provided in the opening arrive at their destination, they find it looted
section. and burned and the first settlers missing.
This prompts the PCs to investigate what
remains of Amber Keep, track down where
BACKGROUND the missing people have been taken, and
Amber Gleaner field stations are sprinkled free them from the abhumans who plan to
Steadfast, page 136 across the Steadfast and even into the sacrifice them to a “demon.” This scenario
Beyond. They consist of a locked container is a mix of exploration, interaction, and
Beyond, page 169
stuffed with extra rations and water, a couple (probably) some fighting.
of explorer’s packs, and other needful
things. Larger stations exist, usually single ACT 2: BUILDING AMBER KEEP
rooms in larger civic structures. But every The PCs help set up their new base, which
so often, the organization commissions the requires finding iotum for spare parts.
creation of a full-fledged dedicated base in
a wilderness area, which serves as a new The Amber Gleaners provided the PCs
nexus of exploration. with many resources to improve the new
base, including a wright who can build
commonplace defensive and civil structures
AMBER KEEP SYNOPSIS and a delve who knows about a ruin a few
As “Amber Keep” begins, the PCs have days’ travel away containing salvageable
accepted a commission to help build a numenera, though one associated with a
base for the Amber Gleaners. This sets tribe of abhumans. Thus, during this act the
them up for a series of episodic adventures PCs plan what they want to build on their
that involve protecting the base and the new base, figure out what components they

100
GMing AMBER KEEP

need to salvage, then go make it all happen. ACT 6: THE KINDNESS


By the end of the act, the PCs have a map OF STRANGERS
of their base, which is essentially a rank 1 Refugees come to Amber Keep fleeing Rank, page 297
community. catastrophe and warning of demons!
Community stats,
page 297
ACT 3: THE BLAZING PILLAR The results of a series of long-term play
A strange vehicle arrives and throws a party tasks are resolved. But day-to-day events are
onboard for everyone on the base. quickly interrupted when refugees come to
the settlement. Claiming that their home
A traveling trader named Sparadhi arrives was destroyed by demons, they warn that
in Amber Keep in a massive flying vehicle Amber Keep might be next. They need aid
called the Blazing Pillar. This is a great and a place to live. Whether or not that aid
trading opportunity for Amber Keep and is granted, the PCs set out to investigate the
an amazing party opportunity for those refugees’ warnings.
who’ve never had a chance to celebrate on
a flying ship. The only issue is that a party ACT 7: MEETING OF MINDS
guest goes missing, and it is discovered that A rip in reality leads to a bizarre dimension
the Blazing Pillar has more to it than even and an angry nano seeking revenge. Can the
Sparadhi knows. PCs mollify her?

ACT 4: THE WEEPING TOWER The PCs investigate and explore the bizarre
Acquiring a special medicine is the only way dimension discovered in the last act. In
to cure an illness in Amber Keep. doing so, they learn that the breach was
purposefully allowed to propagate and
An NPC close to the characters, other spread into the real world by a nano named
residents of the community, and maybe Coultan. She was wronged and wanted
even some PCs are afflicted with a revenge. Convincing her to fix the breach is
debilitating illness called dusky pox, caused one way the PCs could solve the problem,
by eating local flora. Looking into it, the though if that fails, they have more direct
PCs eventually realize that an influence methods of dealing with the nano, though
within a nearby ruin everyone calls the she would make a powerful enemy.
Weeping Tower might yield the cure. The
PCs must enter the Weeping Tower, identify ACT 8: CLOUD OF ALL ENDINGS
the medicine—a substance called silver Time advances in Amber Keep until a threat If the PCs fail to stop the
ioquid—and deploy it around their base from the past returns with a vengeance. Cloud of All Endings in
Act 8, it becomes another
before the disease spreads out of control. scourge in the Ninth
The PCs have a chance to allow Amber Keep World, feared in the same
ACT 5: BRING THE RAIN to grow further as about half a year passes. way as the iron wind.
New dangers emerge to threaten Amber They can engage in long-term tasks, possibly
Keep, some self-inflicted. strengthening their own relationships in the
community. Nothing particularly serious
Amber Keep has some time to grow and happens during this time, allowing the PCs to The PCs have the
develop, and the PCs are encouraged to concentrate on their tasks—until the Cloud opportunity to engage
in long-term play over
engage in activities that take several months of All Endings finally forms. The seeds for its the course of about
to complete. Interesting events pepper this formation were planted all the way back in three months during
period, both threats and opportunities. Act 4 when they activated the silver ioquid. Act 5: Bring the Rain.
Newly encountered creatures, dubbed In Act 8, the event that the suppressors were
rain sylphs, threaten the community as meant to prevent finally occurs, and the PCs
unexpectedly long, harsh thunderstorms are called upon to stop it.
grow more frequent. Eventually, the PCs
discover that the installations using silver
ioquid are somehow responsible for drawing
the rain sylphs and storms.

101
ACT 1

KEEP IN THE
BADLANDS
SYNOPSIS other connections the PCs may share, they
In Act 1, the PCs are commissioned to have all met and even worked together on
build a new base in the wilderness. They minor tasks (deliver a message to a nearby
follow after a founding team sent ahead, village, figure out how to use an oddity,
fending off some weird creatures and other guard a trade caravan for a few days, and so
If you’re running Slaves dangers in the process. When they finally on).
of the Machine God arrive at their destination, they find it looted
as a single adventure,
use Chapter 1: Memory
and burned and the first settlers missing.
Bias before Act 1: Keep This prompts the PCs to investigate what GETTING THE
in the Badlands; see the remains of Amber Keep, track down where PLAYERS INVOLVED
Combined Campaign the missing people have been taken, and The PCs are offered a commission by the
Flowchart on page 6.
free them from the abhumans who plan to Amber Gleaners. If it’s previously been
sacrifice them to a “demon.” This scenario established that the PCs are associated with
is a mix of exploration, interaction, and that organization, you can simply present
(probably) some fighting. it as a fait accompli that the characters
have accepted it, in which case, read or
paraphrase below.
STARTING LOCATIONS However, you know your players best.
Aian, page 159 Begin the PCs in the city of Aian in the land Instead of simply pushing the PCs into
of Milave, or some other community you the contract, you might choose to present
Milave, page 158
prefer. If you want to combine this adventure it as an option over the course of a game
with “Relics of the Machine,” make sure session.
Relics of the the PCs begin in the same community Maybe one PC has a run-in with someone
Machine, page 7 as that adventure (for which Aian is also they’d rather not (an enemy, an ex-lover,
suggested). or someone who reminds them of a dead
If you’ve already run the PCs through relative), making the idea of getting out of
Chapter 1: Memory the events of Chapter 1: Memory Bias, they town more palatable.
Bias, page 14 already have the following background. If Perhaps another PC has debts they’d
you don’t intend to combine the adventures, rather not pay or has been blamed for a
provide them with the following information. crime they didn’t commit, and finds the
idea of leaving town appealing, especially if
CHARACTER BACKGROUND offered a commission to do so.
Provide each PC with one additional Or maybe a good friend of the
connection: every character has taken at characters—one of the NPCs described
Radius, page 16 least one or two small commissions for an hereafter, or their ally Radius—asks the
organization known as the Amber Gleaners. PCs to join them in taking the commission,
(The Amber Gleaners are a network of because they’re certain that great
Amber Gleaners, scholars and explorers who share knowledge opportunities will follow for anyone bold
page 245 about the paths they travel and what they enough to commit to such a task.
discover, enabling trade routes and further
exploration.) This means that apart from any

102
KEEP IN THE BADLANDS

Offer each PC a connection to one of


You have been commissioned by a group called the NPCs who went ahead. They might be
the Amber Gleaners to help establish a base friends, relatives, rivals, or fellow students,
in the wilderness. The Amber Gleaners are a or perhaps they just grew up near each other
network of scholars and explorers who share or worked for the same person.
knowledge about the paths they travel and
what they discover, enabling trade routes and
further exploration. They believe this new base, TRAVELING TO AMBER KEEP
called Amber Keep, will be the perfect place Once preparations are made, the PCs set off
to launch future expeditions. A few weeks ago, with two gallen-pulled wagons full of parts,
another group was sent ahead of you to craft tools, and food, with directions on where
the initial shelters. Your group has two wagons to go. Those directions lead the characters
(each pulled by a sturdy four-footed animal directly into the wilderness, which, if they
called a gallen) full of parts, tools, and food to set out from Aian, is into the edges of Gallen: level 2
supply the base. When you arrive, the base’s Matheunis, the Cold Desert.
leader, Tsala, will tell you what needs to be
done next—building, guarding, exploring, and ENCOUNTER ALONG THE WAY Matheunis, the Cold
so on. The PCs have been traveling for several Desert, page 202
days, following directions given to them by
the Amber Gleaners. This morning, they
The PCs are accompanied by three entered a forested area with tall, bluish-
apprentice-level members of the Amber brown trees and berry-like crystalline fruits.
Gleaners and a seasoned mercenary. They are following an animal trail leading
Visso, a wright, is tall and lean. He is a in the direction of the base and marked Visso: level 2,
carpenter and dabbles in crafting numenera. with red strips of cloth tied to trees every carpentry and crafting
numenera as level 3
Kadri, a diplomat, is broad-faced and hundred yards or so. It is early afternoon,
stout. He likes to make jokes about the food and the thick canopy overhead blocks out Kadri: level 2, positive
and weather. most of the sun, leaving this area in about social interaction and
resisting deception
Zoyin, a chiurgeon, is athletic and curious. as much illumination as you’d find in a well- as level 3
She takes samples of plants and frequently lit room.
makes notes and sketches in a journal. The ground begins to slope downward, Zoyin: level 2, plant
Radius, an automaton mercenary, is a and eventually it’s steep enough that the knowledge and
healing as level 3
stolid and helpful sort, though lately it has PCs need to be careful where they lead the
taken to brooding on its past. gallen so the animals don’t slip and the
The PCs may have already worked with wagons don’t overturn. Fortunately, trees
Radius to resolve memory thefts happening are everywhere, and anything that started to
in Aian in Chapter 1: Memory Bias. slide downhill would quickly come to a stop.
There’s a red cloth up ahead showing the Betulan: level 2, Speed
safest route, zigzagging carefully downward defense as level 3; health
6; bite inflicts 3 points
NPC CONNECTIONS between two very steep parts of the hill. of damage; when four
In addition to Visso, Kadri, Zoyin, and Radius, Unfortunately, a swarm of ten moth-like to six attack as a single
the PCs are familiar with several of the people creatures called betulans is clinging to the creature, treat as a level
who ventured forth in the earlier expedition. trees on the winding path. The humans, 4 creature that inflicts
6 points of damage
Those people include the following. wagons, and gallen passing through the area
Tsala is a quick-thinking and always busy disturb them, and they fly down to attack the
woman who is sometimes terse, but only PCs. Each betulan looks like a bluish-brown
because she’s thinking about the future. moth about half the size of a human, with Rejuvenator, page 286
Gennd, a delve, has mechanical eyes tattered wings, between six and ten legs,
that allow her to see in the dark, and she is and a strong, spicy smell like smoke and GM intrusion: A
practically nocturnal. cinnamon. The betulans are about as smart betulan sprays a blast
of pheromones at a PC
Visso’s brother, Nort, is a huge man, very as monkeys, and one of them has a Might as part of its attack,
strong, who has a childlike demeanor. He rejuvenator cypher (injection device) tangled hindering all of the PC’s
likes whistling and imitating bird calls. onto one of its legs with a chain. They will actions for two rounds.

103
attack in groups of four to six, focusing on
two of the PCs, until there are fewer than Once your group reaches the bottom of the
three left in a group, at which point they hill, the trees start to thin out a bit and large
attack singly. They can be distracted for one outcroppings of rock, synth, and crystal dot
round by bright light or a strong scent. the landscape—relics of the prior worlds
without any functioning numenera, built for
Betulans: The betulans are weird, jumpy, an unknown purpose. Visso’s directions and a
GM intrusion: A gallen and fluttery like moths, and their actions few strips of red cloth lead to the site of Amber
or betulan bumps a startle the gallen. Visso, Kadri, and Zoyin Keep, which is empty of people and looks like
wagon, tipping it onto
its side and spilling
try to calm the gallen so they don’t run off, it’s been attacked. It’s obvious that someone
some crates and barrels. which means those NPCs don’t participate started building defensive walls in this area,
The PC will need to directly in the battle unless it looks like the but the walls are partially collapsed like they
use an action or two to PCs are going to lose. If too many betulans were hit by something very big or very strong.
keep these items from
tumbling away and get close to the wagons, the gallen try to A couple of simple wooden huts have been
smashing against a tree. bolt, recklessly dragging the wagons down damaged and burned down. Graffiti smeared
the trail and spilling crates and barrels as on one of the remaining outer walls—some
they go. The PCs can prevent the gallen from sort of dried red slime—appears to be a
running off with an interaction task, but the screaming face.
task is hindered by two steps.

To put it baldly, the place was obviously


WRECKED BASE attacked, and now it looks abandoned. The
When the PCs finally make it to their NPCs that the PCs knew personally, plus
destination, things are not as they hoped to several other settlers, are not immediately
find. Read or paraphrase the following. apparent.

104
KEEP IN THE BADLANDS

INVESTIGATING ATTACK and without any remaining functioning


AFTERMATH devices.
Visso quickly realizes his brother Nort The trail left by the invaders winds
is one of the missing people. He starts through and around these obstacles for a
searching the camp for any clues about what couple of hours and finally leads directly
happened and asks the PCs to look too. toward a huge structure of pale crystal and
Kadri is speechless and just stares at the rusty metal 20 feet (6 m) tall and about
burned huts. Zoyin sketches the screaming 100 feet (30 m) wide with a large opening
face in her notebook and takes notes on the at ground level. When viewed from a long
damage. Radius says it will keep lookout distance away, the crystalline parts of the
against a return of the aggressors and make ruin sometimes sparkle from within, and
sure that if whatever attacked the base does the wide opening looks like it leads to a
return, they’ll have a fight on their hands. large room with at least two other areas
If the PCs search the camp, they find branching off of it.
signs of a fight, many clawed footprints
(some of which are twice the size of human Stealthy Observation: A careful or sneaky
footprints), some spilled blood, and a person could approach within a long
large number of tracks and drag marks distance of this large structure by creeping
leading out of the camp. Several crates of behind trees, rocks, and other sparse cover
dried foods have been broken open and (difficulty 2), but the last length is open
mostly emptied. This all seemed to have ground, and it would be hard to get to the
happened only a day or two ago. If a PC entrance without being spotted (difficulty 5).
wants to estimate how many creatures A pile of large bones stands just inside
attacked the camp, have them make a the western edge of the entrance, and if
difficulty 4 searching or tracking roll. If a the PCs observe the area from within long
player succeeds at the roll, they think it was distance for at least an hour, they see a
approximately fifteen creatures. If they miss gaunt, orange-skinned humanoid with a Graduated success,
the roll by 3 or less, they’re pretty sure it was head like a beetle come out of the deeper page 323
at least ten creatures. part of the cave, throw a couple of bones on
The footprints and drag marks create an the pile, and go back inside. This creature is
obvious trail heading roughly north. Visso a phrontex.
wants to go after them, but Kadri and Zoyin
point out that someone needs to stay in the Phrontex: Phrontex are creepy, gaunt Phrontex: level 2; Speed
camp to protect the gallen, the supplies they humanoids, with heads like beetles with defense, climbing, and
intimidation as level 3;
brought, and the usable materials from the waving mandibles, orange skin with leopard- spears inflict 4 points
first expedition. like spots, and clawed hands and feet. They of damage; each group
Furthermore, Kadri and Zoyin aren’t are normally scavengers and steal the dead of phrontex carries a
fighters and would feel safer if Visso stayed prey of other animals. They’re known for cypher and 3d6 shins
behind to help them guard while the PCs waiting patiently at the fringe of a battle
went after the camp survivors. Kadri’s words and then dashing in to steal a corpse when
persuade Visso to stay, and the three of the fighting is over. Sometimes, a powerful Cypher List, page 275
them look expectantly at the PCs to do their leader or a mysterious omen convinces
The Truth, page 133
part. Radius will stay and guard the camp, them to hunt living prey. They don’t fear the
unless the PCs persuade it otherwise. numenera. They can use cyphers, and some
can speak the Truth, but they aren’t nearly
as intelligent as humans. They have glands
PHRONTEX LAIR in their armpits that secrete a red slime
The area outside Amber Keep is mostly flat that makes them look like they’re bleeding. To the people of the
with the occasional tree, large outcropping Phrontex live in tribes and are usually found Ninth World, eroded ruins
and dead devices are
of rock, weird piece of synth, or giant piece in forests, plains, and deserts. just parts of the terrain,
of crystal dotting the landscape. Many of the legacy of unknown
these nonliving markers are relics of the past civilizations.
prior worlds built for an unknown purpose

105
OPTIONS OVERVIEW limited Truth) that there is a demon in their
The interior space of the phrontex lair looks cave that demands sacrifices, and losing
roughly like a right hand with only three those sacrifices might make it angry.
fingers and a thumb, where the thumb is to Convincing Taxx to give up the prisoners
the left and the wrist is the open entrance to is a hindered persuasion or intimidation
the structure. About twenty of the abhumans task. The PCs can offer to bribe or trade for
live here, including a leader, Taxx, and one the prisoners—two interesting cyphers or
brute, Groguntus. about a dozen large animal carcasses (as
At this point, the PCs have three obvious many as there are prisoners) are enough to
options: fight all of the abhumans, attempt ease the negotiation task (by two steps if
to negotiate with them, or try to sneak the PCs offer twice as much). Hunting that
past them to see if the cave holds human many beasts would take the PCs one or two
prisoners. days, but if asked to wait, Taxx agrees not to
sacrifice any prisoners for a few days.
Fight: This is the most straightforward Getting the phrontex to leave Amber Keep
option—the PCs attack, and the phrontex alone is a separate negotiation and is also
fight, flee, or defeat the PCs. Because the a hindered task against Taxx. Convincing
creatures are spread out, it is likely that the them to leave the area entirely is even
battle happens in waves, with the first wave more difficult (hindered by an additional
consisting of the abhumans in the central step). Taxx can be bribed with cyphers and
chamber and reinforcements coming from carcasses for this task as well. It won’t
the Thumb and First Finger chambers. apologize for attacking the base or for any
The GM can make This gives the PCs a chance to control the people who were killed (it doesn’t really
combat faster and easier battlefield and keep themselves from being understand the concept of an apology
by having a group of six
to ten creatures attack
swarmed. anyway), but it could be convinced to accept
as a single creature Fighting in the lair can quickly result in a a somewhat reduced bribe in compensation.
that is 2 levels higher, large number of phrontex attacking the PCs If the PCs offer a battle of champions in
inflicting double the at once. single combat as part of the negotiation,
original creature’s
normal damage. If things turn against the PCs, remind Taxx agrees and calls out Groguntus as
the players that they always have the option the tribe’s champion. The brute is huge,
Taxx: level 3; Speed to retreat, and a creative use of cyphers or almost 9 feet (3 m) tall, and doesn’t speak
defense, climbing, and spending XP on a reroll can snatch victory except to call out its own name or screech.
intimidation as level
4; health 9; Armor 1;
from the jaws of defeat. Alternatively, if If the PC champion defeats Groguntus, all
claws inflict 4 damage; the PCs are seriously hurt but are close to interaction tasks with the tribe (including
carries a level 5 gravity victory, some of the human prisoners can Taxx) are eased because the phrontex are
detonation (a green break free just in time to turn the tide of the intimidated by the PC’s strength. If the PC
crystal wrapped in wires)
fight. allows Groguntus to live instead of killing it,
Groguntus: level 4; Taxx is appreciative, and interactions with
Speed defense, melee Negotiate: This is a difficult task but not the leader are eased by another step. (If it is
attacks, climbing, and
strength-based tasks as
impossible. Only the leader, Taxx, is allowed obvious that other PCs helped in the battle,
level 5; all mental tasks as to negotiate for the tribe. If the PCs try such as by using abilities or cyphers on the
level 3; health 12; Armor to talk to a random abhuman, they likely acting PC before or during the fight, the
1; claws inflict 5 damage don’t speak the Truth, and even if they abhumans are less impressed, and only the
GM intrusion: A PC do, they insist on bringing out the leader next interaction roll is eased instead of all of
has an allergic reaction accompanied by at least ten other phrontex them.)
to phrontex armpit
slime, and all tasks are
(but not Groguntus, who remains hidden
hindered while they until Taxx tells it to come out). The PCs Sneak: Given the configuration of the lair
are within immediate should announce themselves to the lair and the number of phrontex, it is unlikely
range of a phrontex. instead of just walking in; otherwise, all that the PCs can sneak very far into the
negotiation tasks are hindered. The phrontex lair, and even if they do find the human
like their lair and don’t want to leave it, prisoners, it would be even more difficult
Gravity detonation, nor do they want to give up any of their to sneak the humans back out. However,
page 277 prisoners. If asked why, Taxx explains (in PCs often have amazing abilities at their

106
KEEP IN THE BADLANDS

disposal, and having the right cyphers could CENTRAL CHAMBER


help make an escape attempt successful, or The main part of the lair is the palm part of
at least allow them to scout out the place the “hand,” approximately a short distance
before moving in. If the PCs choose to across (although the entrance is a little
sneak into the lair and are discovered, it is narrower). About ten phrontex live and sleep
very likely that the abhumans attack and the here on piles of leaves, dirt, and blankets
sneaky encounter becomes a big open battle stolen from Amber Keep. A half-eaten gallen
(see the Fight option). Persuasive PCs might carcass lies in the middle of the room, and a
be able to get the phrontex to stop fighting pile of gnawed bones from various creatures
long enough to get the leader, Taxx, to come is near the main entrance.
forward and negotiate. To the west, northwest, north, and
northeast are smaller passages leading to
LAIR OVERVIEW the Thumb, First Finger, Second Finger,
The interior of this ruin is mostly pale crystal and Third Finger chambers, respectively. As Dim light, page 114
with a few bands of metal here and there. those areas are within a short distance of
The ceiling is irregular, anywhere from 8 to this place, any loud noise or activity (such as
12 feet high (2.5 to 4 m). Because the lair combat) attracts the attention of creatures Salvaging is the source
stands on a flood plain, the floor is covered elsewhere in the lair. of most cyphers in
this scenario, so the
in a layer of dirt and debris from outside, GM should remind
even in the extreme corners, but flat crystal THUMB CHAMBER the PCs to take some
lies beneath that. The crystal material of the This area bends slightly southward and is time to salvage from
ceiling is intermittently lit from within by about a short distance across in its longest each area if they can.
gently winking lights, which overall provides dimension but only about half as wide
dim light. Each of the following areas is (though still effectively a short distance
a level 4 site for the purpose of salvaging in diameter). About five phrontex live Salvaging, page 108
numenera. here under similar conditions as those in
the Central Chamber, and one of them is
gnawing on gallen ribs.

107
FIRST FINGER CHAMBER of various kinds are stacked up around
This ovoid chamber is a long distance from its base. If a living creature (or one killed
north to south and a short distance from within the past day) is placed in the crystal’s
east to west. Five regular phrontex live here, “mouth,” it lights up with multicolored
as well as Taxx the leader and Groguntus energy, the creature or body vanishes, and
the brute. Most of a gallen carcass is here, the “eyes” release a burst of energy at a
minus some ribs. creature within immediate range. Roll on
the Demon Blast Table to see what effect the
SECOND FINGER CHAMBER energy has.
This area is a short distance across and
slightly narrower in diameter. The phrontex DEMON BLAST TABLE
are keeping the prisoners here—at least, Roll Effect
the ones who haven’t been sacrificed to the 1 Inflicts 2 points of damage
Laborers: level 2 “demon” yet. In addition to nine laborers
2–4 Heals 2 points of damage
Tsala: level 2, tasks (some of whom may be people the NPCs
related to administration know), Tsala, Gennd, and Nort are in 5–6 Eases one kind of task (Speed
and persuasion as level 4 defense, melee attacks, or
this chamber. Tsala and Nort seem to be
Gennd: level 3, the worst off, with Tsala bruised, bloody, perception) for the next 28 hours
perception and stealth and unconscious and Nort looking quite
as level 4; can see in the
dark as if normal light
miserable and swollen all over (he’s very
allergic to phrontex slime). If questioned, RETURN TO AMBER KEEP
Nort: level 3, physical the conscious prisoners say there are about Once the PCs have dealt with the phrontex
labor as level 4; all tasks twenty abhumans nearby, and a couple of and freed the prisoners, they can hike back
hindered by two steps
because of allergies
wounded people were taken to another to Amber Keep. Visso is very happy to know
room and haven’t returned. that Nort is alive, and Zoyin starts tending
to his symptoms. Despite the setbacks and
Each prisoner has only 1 THIRD FINGER CHAMBER injuries, Tsala is ready to get everyone back
health remaining because This room is a short distance across and to work, but it’ll take time and effort from
of poor treatment.
an immediate distance wide. Along one everyone for this to become a safe place
part of the wall is a crude drawing (in dried to live. In the next act, the PCs will be able
GM intrusion: If one red slime) of a storm swirling over the to decide what they want to build here and
of the players is a good landscape. If asked about this, the phrontex what materials are needed to make that
roleplayer who doesn’t
mind dealing with
say it is a story their people tell about the happen.
tragedy, their custom Cloud of All Endings that comes every few
NPC contact is one of the aeons and consumes the world.
injured captives who was
taken away and never
At the end of the chamber, an oddly XP AWARDS
came back—sacrificed shaped piece of crystal juts out of the crystal The PCs earn 1 experience point (XP) each
to the “demon.” How wall. It somewhat resembles a screaming for ending the abhuman threat (either
the PC handles this news inhuman face and is nearly as tall as a through fighting or negotiation) and 2 XP
may affect negotiations
human. This is the “demon” the phrontex each for freeing the prisoners and returning
with the phrontex.
make sacrifices to (although it is just a survivors to Amber Keep.
device and not a creature or supernatural
in any way). Parts of broken automatons WHAT’S NEXT?
If you’re combining “Amber Keep” with
“Relics of the Machine,” you’ll probably
want to roll into Act 2: Building Amber
Keep before initiating the events in
Chapter 2: Prophet of the Chapter 2: Prophet of the Machine God.
Machine God, page 25 That said, events in Chapter 2 may
begin before all the building in Act 2 is
completely resolved, allowing you to
interweave the two sections together.

108
BUILDING AMBER KEEP

ACT 2

BUILDING
AMBER KEEP
SYNOPSIS observation. He tells the PCs what he can
The PCs help set up their new base, which make and what he needs for each project,
requires finding iotum for spare parts. and says that he’ll build whatever they want
The Amber Gleaners provided the PCs as long as they bring him the materials to
with many resources to improve the new do it. The wagons they brought with them Tsala, page 108
base, including a wright who can build include the tools he needs, 200 units of
commonplace defensive and civic structures parts, and 10 units of io, but everything else Laborers: level 2
and a delve who knows about a ruin a few needs to be salvaged.
days’ travel away containing salvageable If the PCs have opinions about other Visso, page 103
numenera, though one associated with a defensive and civic structures and where
tribe of abhumans. During this act, the PCs to build them, Tsala is happy to let them Gennd, page 108
plan what they want to build on their new direct much of that activity as long as
base, figure out what components they it doesn’t compromise the safety of the
need to salvage, then go make it all happen. keep. Visso doesn’t need plans for building Parts, page 107
By the end of the act, the PCs have a map commonplace structures, so once the outer
Io, page 111
of their base, which is essentially a rank 1 wall and gate are finished, he can have the
community. workers start on what the PCs want. Ideas Visso’s Installation
for other things to build include: Plans
Alarm tower, page 154
A TIME TO BUILD Defensive Structures Farspeaking pylon,
Now that the NPCs have been rescued from • Gatehouse page 158
the phrontex and are back at Amber Keep, • Stone wall (rampart)
Basic turret, page 167
the keep’s leader, Tsala, wants to get the outer • Stone watchtower
walls finished in case more abhumans or • Wooden watchtower Improved turret,
other creatures decide to attack. She has the page 168
laborers resume their duties of gathering Civic Structures
Visso’s Vehicle Plans
stone, timber, and scrap to build the walls and • Barracks Mud roller, page 176
huts, and she tells the PCs to work with the • Cottage
keep’s wright, Visso, about what else to build. • Stables Defensive structures,
Photocopy or otherwise provide your • Storehouse page 126
players with a full-page map of the area where • Workshop Civic structures,
Amber Keep will be built. Let them decide page 127
where they want their characters’ homes Gennd, the keep’s delve, has located a
built. The dotted lines around the map are ruin a few days away that should have a
where Tsala wants the gate and walls built, lot of good salvage, and she will lead or Visso’s Cypher Plans
using some of the natural rocks and crystals direct the PCs to it so they can get to work. Infiltrator (handheld
as anchor points for the construction. Technically, Gennd could explore the site device, level 3; requires
6 units of parts, 3
Visso has been trained by the Amber with the characters, but Tsala wants her to units of io, 5 units of
Gleaners to establish new bases, and the scout other locations for dangers, allies, responsive synth, 1 unit
numenera plans he knows are all about and salvageable numenera—her talents are of apt clay, 1 unit of
defense, communication, travel, and more about sneaking around and finding quantium), page 281

109
Kadri, the keep’s things than fighting and hauling supplies As they make the three-day trek to the
diplomat, could talk to back to the keep. She says the site she site, Gennd talks about the tribe she spotted
the tribe of humanoids
if the PCs want, but
found looks like a metal arm from a gigantic there—some kind of grey-blue creatures
he won’t go into the automaton, but there’s a tribe of humanoid that may be abhumans, mutants, or just
ruin with them, and creatures living along one side of it in a some kind of humanoid she’s never seen
regardless, Tsala prefers ramshackle group of tents and lean-tos built before. There also appears to be a nest of
that he stays at the
keep in case they find out of cloth, leather, and scrap. flying reptilian predators in an upper part of
a human village. On the other hand, Radius prefers to go the outer surface of the arm. Gennd didn’t
with the PCs, and does so unless something see the predators attack the tribe, but she
Kadri, page 103 else interferes with it. If something does can’t tell if the reptiles are allied with the
prevent Radius from going along, it should humanoids or under their command, or if
Radius, page 16 be something that is directly helpful to the the two groups just mutually ignore each
PCs. other.
The area around the arm has fewer
boulders, trees, and other large obstacles
THE MIGHTY ARM to hide behind. Anyone approaching within
The ruin looks like a multijointed arm over a very long distance of the village needs
200 feet (60 m) long with seven fingers, two to make several sneaking rolls to get close
thumbs, and spikes and blades jutting from enough for a good view (Gennd’s ability to
it everywhere. (It isn’t clear if it is a structure see in the dark means she was able to sneak
that was originally built to look like a giant up much closer at night). The humanoids
automaton, a piece of a gigantic automaton are about a head shorter than a typical adult
that was dismembered, or something else human, with stone-grey skin banded with
entirely.) Other than some minor wear and sky blue, multiple shiny black eyes at various
tear, the site looks to be in pretty good points around their heads, and long blue
shape and, if the PCs are careful with their tongues. They wear simple clothing made
salvaging, should be able to provide a lot of of leather and woven plant fibers, and they
numenera. use simple weapons and tools like spears,

110
BUILDING AMBER KEEP

tasks are eased by one or two steps if the


BLUE TONGUES PCs provide gifts the village can use, such
The Blue Tongues are peaceful hunter- as preserved tasty food, steel weapons,
gatherers just trying to survive. They want protective clothing, or a healing cypher. The
many of the same things that the humans Blue Tongues don’t care what the PCs do
of the Ninth World want: to survive as long as they don’t try to enter the village,
and to keep their homes and families harm any villagers, or unleash harmful
safe. They lead a primitive existence by things from within the Mighty Arm. The
human standards, but they are about Blue Tongues think it is too dangerous to
as intelligent as humans and could be go inside the ruin, but it is not a religious or
convinced to join with the people at taboo site to them (they are only using its Cyphers
Amber Keep for a better chance of survival length as shelter), so they don’t care if the Level 4 temporal
(doing so would add another twenty-five PCs enter or salvage it. Altogether, the tribe viewer: For ten minutes,
adults to those who can work and defend has two cyphers and ten brightly polished
shows events that
the keep, speeding up the building of occurred in location
stones (which might be worth 1 shin each to up to ten years ago
defenses and making the keep a safer someone who likes such things).
place for everyone). There are some Level 8 water breather:
cultural differences between the Blue One creature gains
Tongues and the humans at Amber Keep, SALVAGING THE ability to breathe
water (by growing
but nothing so strange, disgusting, or vile MIGHTY ARM gills) permanently
that the two groups can’t get used to each As the PCs work their way through the
other over the long term. interior structures of this ruin, they’ll
find many areas where they can salvage Blue Tongue villager:
hammers, and awls. There are about thirty numenera. The Mighty Arm is a level 5 level 1, perception
and interacting with
of these Blue Tongues, including about five ruin, and salvaging from any area within beasts as level 3
smaller ones that might be children. They it is a level 5 task. Use the Iotum Salvage
have their own language and don’t speak the Flowchart and the Iotum Result Table to GM intrusion: A PC says
Truth (though they can learn it if someone determine the results of salvaging. The or does something that
is offensive or taboo to
teaches them), so if the PCs want to interact description of each “room” of the Mighty the villagers, causing an
with them peacefully, they’ll have to use Arm below says how many discrete salvage angry reaction or at least
cyphers or character abilities (such as Babel) areas are present in that room. Remind the hindering interaction
or resort to pantomiming and drawing PCs that they can attempt to salvage an area rolls until the unintended
slight is resolved.
(which will hinder most tasks; see below). again, each attempt hindering the task (this
The flying reptiles are creatures similar to means they could return another time to
laaks, except they can inflate skin bladders do it again, such as after they improve their
on their backs to float around and release salvaging numenera skill).
jets of gas to maneuver while floating. They Babel, page 11
aren’t quite tamed, but the Blue Tongues Iotum Salvage
leave out scraps of food for them, so the FIRST ARM ROOM Flowchart, page 109
flying laaks don’t attack unless provoked. A The initial opening into the Mighty Arm is
flock of ten usually hangs around the upper a ragged hole at one end. It is lined with Iotum Result Table,
page 110
parts of the Mighty Arm, but there are more conduits, thick synth bands wrapped around
living inside (which the Blue Tongues might wires, blinking panels, and stranger things Additional salvage
be able to warn the PCs about). the PCs can’t identify. (The other rooms are attempts, page 110
Getting permission from the Blue Tongues similarly decorated.) Ten flying laaks are
to enter the Mighty Arm is a difficulty 3 nesting in this area, and they immediately
interaction task. Convincing them to pack attack any PCs who enter their territory. If Laak, page 239
up and leave (even if it is to Amber Keep scared away (by fire, noise, and so on), they
where there is plenty of food and safety) might fly out of the ruin or further into it and
is a difficulty 5 interaction task. These attack when the PCs show up again. There
tasks are hindered if the PCs aren’t able to are two areas to salvage here.
establish a clearer sort of communication
than gestures and simple drawings, and the

111
SECOND ARM ROOM FINGER OR THUMB ROOM
This part of the arm is very narrow, requiring This room has multiple glass panels
adult-sized humans to squeeze through (all showing faded images that change
physical tasks are hindered). There are two intermittently. The panels react to a
areas to salvage here, one of which is high combination of touch and sounds. A
on the wall, requiring two successful climb successful understanding numenera
tasks to get into the area and remain there task allows a PC to display fairly detailed
while the salvage happens. schematics about the workings of the
Mighty Arm (although it can’t show anything
beyond the parts of the structure that are
MAIN HAND ROOM here). A PC who studies these schematics
This entire area is filled with an acrid stink for an hour becomes trained in salvaging
that irritates the eyes of anyone not wearing numenera tasks within the Mighty Arm (not
protective equipment and hindering all salvaging numenera in general, just within
Slugspitter, page 301
actions requiring sight. There are three areas this ruin) or specialized if already trained.
to salvage here. One of them is adjacent to Each Thumb Room has two salvage
a damaged conduit that bursts and sprays areas. One of these four salvage areas can
Foil Danger, page 35 acidic slime in an immediate area if the be salvaged to produce a level 4 slugspitter
salvage area is disturbed. The slime spray artifact instead of iotum. It is jammed and
Disabled, page 122
continues for several minutes and will ruin doesn’t work. It is disabled and doesn’t
Repairing, page 122 that salvage area if not stopped (such as work. Getting it working again is a difficulty
with a Delve’s Foil Danger ability). 4 task and requires one hour of time.

112
BUILDING AMBER KEEP

INTEGRATED WEAPON AMBER KEEP (RANK 1)


This is one of the arm’s oversized weapons. After several weeks, laborers have brought
It is guarded by two automatons that make in logs, stone, and scrap synth to build Whistling automatons:
loud whistling noises when activated. They commonplace structures like homes and level 5
are inactive, hidden in recessed alcoves, defensive walls. Additional expeditions from
but they activate and attack if the PCs move the Amber Gleaners have arrived during that Amber Gleaners,
through or damage anything in the area period, adding about another fifty people to page 245
(including attempting to salvage the two the number of NPCs living in the base. The
areas in this room). PCs have salvaged a nearby ruin to acquire
several kinds of iotum that Visso needed to
build special installations for Amber Keep,
BACK TO AMBER KEEP plus for any personal crafting projects the
When the PCs return to Amber Keep, Visso PCs may have. (Acquiring enough iotum
is pleased to let them know that he has built probably required return trips to that site for
a large water catchment, which means they more salvaging, with diminishing returns.)
can supplement the community’s water Amber Keep now has a sturdy exterior wall,
needs from rainfall. Although it’s great for a gate, huts or homes for everyone, and
now, they’ll probably want a water supply whatever installations the PCs decided
that isn’t reliant on the weather. Visso is also to build. Tsala is very satisfied with their
confident that they’ll be able to dig a well to progress and congratulates everyone on
draw up water, and the PCs should decide their hard work. They’ll need to find another
where he should build the well. source for some of the iotum they need, but
If the PCs bring the Blue Tongue tribe the base is quite secure and the future looks
back with them, Tsala is impressed, albeit bright.
not quite sure what to do about them. Kadri At this point, Amber Keep is considered
and Zoyin, however, step up to help the new a rank 1 community, and thus gains the Zoyin, page 103
arrivals adapt to life in the keep and teach community stats that all rank 1 communities
them a basic amount of the Truth so they possess, including 3 health, 3 infrastructure,
can communicate with everyone else. Even and 1 damage inflicted. Rank, page 297
if the PCs only managed to negotiate being Update the map with additional homes
Understanding
peaceful neighbors with the tribe, Tsala is and walls yourself, or ask the PCs to do so if community stats,
impressed at their efforts to ensure the they seem especially interested. In addition, page 298
safety of everyone at the keep. add a public house (where food and drink
If the PCs were able to salvage from at are served) called the Freehouse, unless the
least four areas in the Mighty Arm, Visso is PCs build their own.
impressed with their work, starts cataloging
what they found, and makes notes about
what to build first. If they tell him this is just XP AWARDS
part of what’s available at the site, he gets The PCs earn 1 experience point (XP) each
very excited and Zoyin has to tell him to for figuring out what structures they want to
calm down and get some dinner before he build, 1 XP each if they convince the villagers
faints. to come live at Amber Keep and be part of
Several weeks (or more, if the the new community that is being built there,
construction requires more time) pass after and 1 XP each if they successfully salvage at
this. During this time, tell the PCs that they least four areas within the Mighty Arm.
make several more trips to the Mighty Arm
and safely salvage more iotum. They can
share this iotum with Visso or use it for their WHAT’S NEXT?
own crafting projects. If you’re combining “Amber Keep” with
All of this finally results in turning Amber “Relics of the Machine,” run Chapter Chapter 2: Prophet of the
2: Prophet of the Machine God, if you Machine God, page 25
Keep into a rank 1 community.
haven’t already started weaving material
from that section into your game.

113
114
THE BLAZING PILLAR

ACT 3

THE BLAZING PILLAR

SYNOPSIS point the yellow flames disappear and the


A traveling trader named Sparadhi arrives music stops.
in Amber Keep in a massive flying vehicle Sparadhi is a traveling trader, using this Sparadhi: level 3;
called the Blazing Pillar. This is a great strange vehicle called the Blazing Pillar bargaining, partying,
and positive social
trading opportunity for Amber Keep and to travel to various places and barter for interaction as level 5;
an amazing party opportunity for those goods. She is about thirty years old and Armor 1 from an artifact
who’ve never had a chance to celebrate on wears fashionable and flamboyant clothing
a flying ship. The only issue is that a party decorated with tiny numenera lights, and The Blazing Pillar: level
guest goes missing, and it is discovered that when seen up close, there is an occasional 7 vehicle; floats up to a
long distance each round
the Blazing Pillar has more to it than even septagonal pattern glowing under her skin for no more than ten
Sparadhi knows. (a subdermal artifact that gives her Armor). hours out of twenty-eight
Her flag is just a long strip of cloth with
alternating bands of blue and red, sort of
THE BLAZING PILLAR like a wide scarf.
One day, during the communal evening The Blazing Pillar floats about 10 feet (3
meal, the wall lookout spots something m) off the ground when it moves, and the
strange on the horizon, like a dark spot with flames are apparently a harmless energy
a glow. It moves about as fast as a human discharge created by whatever engine the
can jog, and as it gets closer, the PCs can vehicle uses to move. Sparadhi inherited
see that it looks a lot like a tilted, three- the machine from her mother and controls
story building made of metal and synth, it by touching a metal orb on her balcony,
surrounded by pale yellow flames, and but it doesn’t seem to respond to anyone
emitting some kind of weird music. Various else trying to steer it (it might be attuned
balconies and platforms have people on to her genes or nanites in her brain).
them who seem to be waving and pointing Each of its three stories has two or three
in the direction of Amber Keep. One very furnished rooms arranged around a central
prominent balcony has a person dressed in column, with a roof level surrounded by a
bright red clothing and waving a long red metal railing. Much of it seems like a very
and blue flag. None of the people appear old machine, but there are many recent
to be hostile or carrying any weapons, and additions (such as the rails and furniture)
the vehicle (if that is what it is) continues to that make it more like a home. The weird
move vaguely in the direction of the keep. music seems to be a side effect of the
When they get to about a long distance away engine or the flames, as it stops when the
from Amber Keep, the person with the flag pillar lands and starts again when it flies.
calls out in a pleasant, high-pitched voice,
“Hello, I am Sparadhi! Are you interested PARTY GUESTS
in trading with us? We have supplies and In addition to Sparadhi, the pillar is home
numenera, and we mean you no harm!” If (at least temporarily) to ten other guests— Party guests: level 2, one
invited closer, the flying building comes to merchants and explorers she picked up additional skill (trading,
crafting, etc.) as level 3
about a short distance away from the keep, from other locations. The Blazing Pillar is
then lands gently on the ground, at which well stocked with exotic drinks, powders,

115
OVERHEARD ON THE BLAZING PILLAR
The party guests (and maybe even of redemption. The guests laugh about
Sparadhi herself) have news and rumors these cultists—the Amber Pope makes all
from other parts of the Steadfast. The kinds of enemies, after all. If a Machine
guests bring up these rumors and God were going to rise, it would have long
hearsay as one does when trying to make ago, I’m sure.
interesting conversation at a party.
City of Reflection: Sometimes when
Plague in Qi: A weird sickness broke out it rains, a mirror image of the city of
in Qi. The Order of Truth contained it, Kordech in Draolis can be seen in the
but before that, many people died of a sky. The image is always winter and the
strange rage brought about by a worm-like inhabitants don’t match the people who
parasite so large that its wriggling end actually live there. Most unsettling. Can
visibly jutted from a victim’s body. Pulling you imagine?
out the worm ended the rage but killed the
victim. Sounds absolutely dreadful, don’t Friendly Iron Wind: The iron wind has
you agree? been patrolling the edges of a valley in
Thaemor, completing a loop every eleven
Prophets of the Machine God: A cult hours. If anyone approaches, it builds
in Iscobal preaches the coming rise of a cypher out of the sand for them, then
a “Machine God” that will unite all the moves on without harming anyone. I’d go
devices of the prior worlds and turn them myself to investigate, but Sparadhi isn’t
against the Order of Truth in one fiery day taking the Blazing Pillar that way.

Varjellen, page 394 and foods, and the whole place is basically Lagim is a varjellen woodcarver and is very
a mobile party that stops at various curious about human culture. It travels
communities to trade, replenish supplies, with Sparadhi so it can meet many kinds
and bring on or leave behind various people. of humans and learn about their habits.
Lagim understands that it is usually the first
Beverec is a nano with a wrinkled brow visitant most people have ever met, so it’s
and large teeth. His mechanical brain very tolerant of stares and odd questions.
implants are malfunctioning, causing him
to become enraged at minor offenses. He Mondris keeps his hair very short except for
was hoping that the party atmosphere of a topknot. He is an excellent cook and can
the Blazing Pillar (and the easy access to create tasty dishes out of almost anything,
drugs) would help fix his problem, but it at least when he is sober.
hasn’t, and Sparadhi is about ready to drop
him off at the next settlement because of his Pashka is a very small and slight young man
outbursts. with catlike claws on his fingers. He has a
playful personality but sometimes scratches
Elgom is a friendly older woman with lots people accidentally.
of jewelry made from polished stones and
shins. She has a terminal disease and Senmin is tall, middle-aged, and missing all
has decided to spend her last months in the teeth on the left side of his mouth. He
traveling and hedonism. is always intoxicated and slurs his speech
so much that nobody can really understand
Hrun ties her long hair in elaborate knots what he’s saying, but he is very friendly.
and has a long white scar on her left hand.
She knits brightly colored synth ropes and Thule is a muscular woman with a very
claims to have lived in Qi. powerful three-fingered stronglass arm. She
likes to arm wrestle and crush things for fun.

116
THE BLAZING PILLAR

TRADING NUMENERA or wake anyone who decides to sleep at


Sparadhi has the following iotum packed home instead of joining the party. She Iotum, page 107
away in crates in a locked room of the makes the Blazing Pillar float in a small
Blazing Pillar: 10 units of io, 5 units of circle all night long so the flames and music Door to locked
responsive synth, 4 units of apt clay, 3 units are activated. The flames are absolutely room: level 5
of synthsteel, 3 units of pliable metal, 4 units harmless and aren’t even warm, but they are
of mimetic gel, 4 units of quantium, and 4 quite pretty to watch from within, especially
units of smart tissue. when intoxicated. The music takes some
She drives a hard bargain and has to getting used to, but after about an hour of
make a profit, so she’ll trade what she has listening to it, it’s easy to find a beat worth
(whole or in part) for an equal value of io dancing to. The party is an opportunity to do
from the PCs plus 10 percent (so if the PCs some roleplaying with various NPC guests.
want 20 io-worth of her iotum, they must One of the guests might get flirty with a PC,
give her 22 io-worth of iotum). She’ll also another NPC might sneak off with a PC or
accept cyphers in trade, each being worth another NPC for a romantic encounter (and
io equal to the cypher’s level. Oddities are if they currently have a romantic partner,
worth only 1 or 2 io at most unless they that person might go looking for them), and
do something that looks really interesting. Beverec almost certainly starts a fistfight
However, Sparadhi likes to bargain, and if with someone. The PCs may need to get
a PC succeeds at an interaction roll against involved in some of these situations to keep
her bargaining level, she is willing to trade the peace.
them iotum at equal value (without the 10
percent extra).
She and her guests have a total of five NORT IS MISSING
random cyphers, which they’ll trade one for The next morning, people wake from Cypher List, page 275
one if what the PCs offer is the same level or wherever they ended up sleeping, and their
Oddities, page 305
higher than what she has on her vehicle. If host sets out a simple breakfast of fruits and
a PC succeeds at a separate bargaining roll, cheese. Conversation is light and friendly,
Sparadhi and her guests are willing to trade until Visso realizes that Nort was at the
cyphers even if the PC’s offering is 1 level party but didn’t come out for breakfast and
lower. isn’t in Amber Keep. Nobody remembers
She and her guests also have a total of seeing him leave, and there’s no sign that he
eight random oddities available for trade. walked away. A quick search of the Blazing Tsala, page 108
Tsala, Visso, and Kadri have their own Pillar and the keep doesn’t find him. Visso, page 103
negotiations with Sparadhi and her guests When it is clear that he is missing, Kadri, page 103
to make sure the keep has what it needs Sparadhi admits there is a secret space
in the near future (food, specific kinds of inside the Blazing Pillar that is larger than
synth, and so on). Radius has a few specific the outside—she says her mother called Radius, page 16
needs as well (especially if it is repairing a it an “otherspace,” a tiny dimension all
disabled vehicle, as described in Chapter 3: its own, but Sparadhi always called it the Chapter 3: Philosophy
Philosophy of Change). Heart of the Pillar. She describes it as half of Change, page 34
dream, half maze. She’s been able to get
to it ever since she was a child, but over
THE AMAZING PARTY the years, the door to the otherspace has The task to open the
If Sparadhi is pleased with the outcome of become more and more reluctant to open, door is eased for anyone
under the age of fifteen
the negotiations and trading (which she is, and it hasn’t opened for her at all in at least or eased by two steps if
as long as the PCs don’t insult, attack, or a year. She seems a little sad about this, under age ten. Over many
steal from her), she suggests that everyone like she is speaking of a childhood friend visits, these easings no
from Amber Keep join her and her other who doesn’t want to see her anymore. longer apply, then the
task eventually becomes
guests for an all-night party on the Blazing She talks about the Heart as if it were a hindered by two steps,
Pillar. If asked to, she moves the vehicle creature with feelings (not the vehicle itself, and at some point, the
about a short distance away from the keep but the otherspace within it). She says it Heart refuses to open
for that person at all.
so the revelry won’t distract the night guard knows several mazes that it liked to show

117
reaches out to it with one hand, that part of
the doorway begins to look solid and returns
to transparency when she withdraws her
hand again. She turns away with a look of
rejection on her face. “It doesn’t want me
to visit anymore . . . now I understand why
mother gave me this place.” Sparadhi takes
a moment to compose herself, then tells
the PCs, “If you get tired while you’re there,
come right back out. It thinks it’s rude to fall
asleep when you’re visiting. Good luck—I’m
going up top to get some air.”

THE HEART OF THE PILLAR


This otherspace is a small, self-contained
parallel dimension connected to the Blazing
Pillar. Although its specific configuration
changes, the maze presented here remains
constant the entire time the pillar remains
near Amber Keep. The walls, floor, and
ceiling look like golden flames behind a clear
wall or force field and are as hard as metal
Heart of the Pillar: level 7 her over and over again, but some of them (probably beyond the power of the PCs to
she saw only once—she thinks the Heart harm). If the PCs use abilities or effects
might always be thinking up new mazes to bypass the walls (such as going out of
to try. Because nobody saw Nort leave the phase and passing through solid objects),
The GM should present Blazing Pillar last night, and because he has they appear in a random place elsewhere
the Heart of the Pillar a childlike demeanor, the Heart may have within the Heart. Vision in the Heart is a
as playful or creepy,
whichever would resonate
opened to him, and he might be in there little distorted beyond a short distance, like
better with the PCs. The right now. a shimmering mirage. Sounds made fall a
vehicle/location does Whenever the PCs are ready, Sparadhi little flat and don’t echo well.
seem to have some kind takes them to where the door appears—a The Heart doesn’t follow the same spatial
of strange intelligence . . .
plain, convex synth panel on the central physics of Earth. Although it seems to be on
column of the middle floor of the vehicle. a consistent vertical level without rising or
She says finding her way into the Heart falling, the various corridors pass through
wasn’t about pushing buttons, but each other without touching. The corridors
“thinking with your heart and feeling may curve gently in either direction (even
with your mind”—more about wanting though they appear straight on the map)
to make friends and being curious than and are a short distance or long distance
knocking. Opening the Heart is a difficulty without any regard for how far away the
5 understanding numenera task, but the destination room seems like it should be.
task is eased for characters who can talk The PCs are free to wander the corridors
to machines, have psychic abilities, exist and rooms for as long as they like. They can
partially out of phase, or have similar leave objects or people behind as markers to
abilities. help them navigate, spool out rope or string
When the door opens, a septagonal part to trace their path, mark surfaces with paint,
of the synth panel fades to full transparency, and so on. Any object or marking left here
revealing a room with walls, floor, and remains in place for several hours before
ceiling made of golden mist and two being absorbed into the nearest surface (this
corridors leading elsewhere. also happens with creatures who fall asleep
When the PCs get the door open, Sparadhi here, as shown in area 3, where Nort is).
gasps in surprise that it worked. When she

118
THE BLAZING PILLAR

1. ENTRYWAY 3. NORT’S ROOM


When the PCs pass through the door into This room is much like any of the Odd
the Heart, this is where they appear. The Rooms, except on the floor near one wall
only difference between it and the rest of is Nort, fast asleep and partially absorbed
the Heart is that the doorway back into into the floor like he’s half buried in sand.
the Blazing Pillar (and Earth) has a crisp Last night, the door into the Heart opened
septagonal border and clearly shows the for him while he was intoxicated by some
connecting room. The door closes on its strange food, and, entranced by the Heart’s
own after about ten minutes but is still beauty, Nort went inside. After wandering
visible as a septagonal synth panel in the around for a while and watching other
glowing wall and can be opened from the people at the party, he got tired and lay
inside in the same way as from the outside. down to sleep. This insulted (if that is the
right term) the Heart, and it decided to
2. ODD ROOM absorb him into itself. Nort is physically
Most of the rooms in the Heart are stuck and unharmed, but he can’t be
essentially the same in this configuration of awakened while he is like this. Pulling him GM intrusion: A face
the maze. Sometimes, a surface in a room free is partially a matter of physical strength reacts negatively to a
gesture, insult, threat,
clears for a few minutes to become a blurry and partially a machine-psychic exercise or attack and lashes
odd-shaped “window” showing a live image like opening the door to the Heart—a PC out with a weird limb,
of a room in the Blazing Pillar, but the PCs must succeed at a difficulty 5 understanding inflicting 3 points of
can’t control this, and what is shown isn’t numenera task. Up to two other PCs can damage (ignores Armor).
The face chases that
associated with any specific room in the help by pulling on Nort. Once freed, Nort PC until they leave the
Heart (when the PCs return to a previous wakes up but seems sleepy and drunk. room, attacking about
room, a window might show a different part every other round.
of the Blazing Pillar or have disappeared
entirely). If the PCs linger for more than CONCLUSION
about ten minutes in any of these rooms, Once the PCs get Nort out of the Heart, the
small, strange faces (vaguely humanoid door closes. Sparadhi apologizes and insists
in shape but with odd features, each one that she didn’t know anyone else could get
unique) may appear on various surfaces as into the Heart. She offers the PCs a free
if watching the PCs. (These faces may be cypher (from those available earlier) as an
playful or creepy.) apology. She tells everyone that she feels like
she’s overstayed her welcome and will be
flying off that afternoon. Depending on how
the rest of the party went, some of the other
guests may want to stay at Amber Keep, and
some of the keep’s people might want to
move on with the Blazing Pillar.

XP AWARDS
The PCs earn 1 experience point (XP) each for
trading with Sparadhi and her guests, 1 XP
each for enjoying the party (even if not all PCs
attend), and 1 XP each for rescuing Nort.

WHAT’S NEXT?
If you’re combining “Amber Keep” with
“Relics of the Machine,” run Chapter 3: Chapter 3: Philosophy
Philosophy of Change, which has the of Change, page 34
PCs venturing far from Amber Keep
using a vehicle built by Radius.

119
ACT 4

THE WEEPING TOWER

SYNOPSIS around, the PCs realize that others in the


An NPC close to the characters, other community are similarly afflicted.
When Act 4 begins, a residents of the community, and maybe As a GM intrusion, ask the PC closest to
few weeks have passed even some PCs are afflicted with a an infected NPC to attempt a difficulty 5
since Sparadhi’s craft, as
described in Act 3,
debilitating illness called dusky pox, caused Might defense roll. On a failure, the PC feels
departed. If you’re by eating local flora. Looking into it, the a chill. Note to yourself that that PC has just
combining “Amber PCs eventually realize that an influence been infected with dusky pox.
Keep” with “Relics within a nearby ruin everyone calls the
of the Machine,” the
events in Chapter 4: Weeping Tower might yield the cure. The Dusky pox (level 5 disease): Victims take 2
War of the Machine PCs must enter the Weeping Tower, identify points of health or Intellect damage each day
have also concluded. the medicine—a substance called silver they fail a Might defense roll. This damage is
ioquid—and deploy it around their base permanent until the disease is successfully
Nanobot parasites infect before the disease spreads out of control. treated. Curing a victim requires exposure
duskfruit. Once eaten, the to activated silver ioquid, a kind of iotum,
parasites multiply in the
blood and cause dusky
but this treatment is not immediately clear.
pox. They are passed by BREAKING OUR FAST Unless the disease can be stamped out
contact or by just being Most community residents gather each within about five days of its first appearance,
in the same vicinity as morning to eat breakfast, socialize, and plan it will become a rank 2 disaster.
someone already infected.
and coordinate the day’s tasks. What food
is served changes based on what various INVESTIGATING THE DISEASE
residents contribute, but it is usually a Abilities or devices that provide
Ranked disasters, combination of wild-picked fruits and greens, information—or an in-depth investigation
page 309 hunted and trapped meats, eggs, and a local of what those with the first symptoms
favorite called lemorind (a creamy, sweet, had been doing—point to duskfruit as the
orange-colored substance good on almost culprit. Unfortunately, a large portion of the
everything or eaten by itself). It’s normal for people in Amber Keep have already eaten it.
foodstuffs to go on and come off the menu. Worse, the sickness spreads even to those
For instance, a savory, fist-sized fruit the color who haven’t eaten it, so getting rid of the
of a starry night—called duskfruit—appeared fruit won’t stem the disease’s growth.
Tyek: level 2, navigation on the menu only a couple of days ago. A gatherer named Tyek (or another NPC
and food preparation Before that, people were complaining about chosen by the GM) brought the duskfruit. Tyek
tasks as level 3
sournut, which made their eyes tingle, so is, not surprisingly, also infected with dusky
duskfruit was a welcome replacement. pox. Tyek knows the following information.
• It’s important to always be on the lookout
DUSKY POX for new food sources, and Tyek is good at it.
At breakfast, the PCs encounter an NPC • Duskfruit grows on scrawny trees here
with whom they’ve worked closely in the and there in the shadow of many prior-
Visso, page 103 past, possibly Visso, Kadri, or Zoyin (but world landscape features nearby. People,
Kadri, page 103 not Radius). It’s immediately clear that the including Tyek, have eaten it before with
Zoyin, page 103 NPC is sick—they look tired, complain of no repercussions. It was deemed safe, if
Radius, page 16 abdominal pain, have new dark spots on too sparse to be a primary food source.
their skin, and shiver periodically. Looking
120
THE WEEPING TOWER

• Tyek discovered that duskfruit growth If the PCs can’t craft the numenera
is about ten times as thick around a within a week of when they first noticed
landscape feature called the Weeping the disease, the rank 2 disaster hits. The
Tower 3 miles (5 km) away. The area is disease’s effects are felt once per day
dangerous because broken hounds hunt (instead of every hour, the default period for
there, but the bounty of duskfruit available a community action) until the disease or the Community actions,
there made Tyek brave their attacks. community is eliminated. PCs must attempt page 305
If pressed to say more, Tyek recalls one community tasks that can add health to Community tasks,
peculiarity: the thick profusion of duskfruit the community, thus delaying how long it page 310
trees doesn’t extend all the way to the takes for the place to reach 0 health and
tower’s base. The tower rises crookedly from be wiped out. In theory, enough successful
a clearing in a perfect circle that is utterly community tasks can buy the time a PC
bare of surrounding duskfruit trees, so crafter needs to build the devices necessary
regular that it almost seems like a gardener to eradicate dusky pox all at once.
must tend it, though Tyek saw none.

CONSQUENCES
ERADICATING DUSKY POX If the PCs manage to stop the disease before
Dusky pox threatens to become a rank 2 people get too sick, there is a celebration
disaster unless the PCs can eradicate it first. afterward. A great feast is prepared (where
To beat it before it develops, the PCs must pains are made to point out that no
incorporate the silver ioquid into a device duskfruit appears on the menu), and various
of level 5 or higher or craft five luminous kinds of strong drink are served. One NPC
dynamos that each use 1 unit of silver explains that the PCs have saved their
ioquid within one week and position them daughter, Betina, and for that, the NPC will
around the community. If the PCs do this, be eternally grateful.
the combined functioning devices create If the PCs were less successful, they may
an influence greater than the sum of their have saved the community but with some
parts, and within minutes of activating the losses. In this case, instead of a celebration,
last device, the nanobot parasites all die. there is a mass funeral. People gather to tell
happy stories of their loved ones who are
USING SILVER IOQUID now dead. A great procession winds through
Silver ioquid is a special component the community to the place where the
known as iotum. One unit of silver dead are ceremonially burned. Afterward, Iotum, page 107
ioquid can be used in place of quantium everyone retreats to their homes, and many
on a unit-per-unit basis. weeks pass before laughter is again heard in Quantium, page 112
A PC trained in crafting numenera Amber Keep.
can spend a few weeks with the material
and learn how to use it. However, a Meteoron Control (page
PC who saw the functioning devices in XP AWARDS 122) calls dusky pox
the interior of the Weeping Tower (the “tools of the suppressors”
The PCs earn 1 experience point (XP) each or just “suppressors.”
mechanisms that resembled luminous
for identifying the source of the disease
dynamos) can immediately guess how
to activate its curative effect on dusky (duskfruit), 1 XP each if they explore the
pox. Energizing the material (such Weeping Tower, and 1 XP each if they emerge
as by using it as a component in a with silver ioquid and save the community.
luminous dynamo or any crafted piece
of numenera) activates the effect, and
the higher the level of the object created WHAT’S NEXT?
(or the more items created in series), If you’re combining “Amber Keep” with
the more significant the effect. “Relics of the Machine,” proceed to Act
One unit: Glassy vial filled with a thick 5: Bring the Rain, which describes how
silver fluid, weighing about 5 ounces (140 g) the silver ioquid has additional effects
Special: If used over long periods of beyond merely suppressing the effect of
time, additional effects come to light, as dusky pox.
described in Act 5: Bring the Rain.
121
CLEARING - START HERE ENTERING THE TOWER
A forest of duskfruit-bearing trees surrounds a There are no obvious ways to enter the tower around
500-foot (150 m) tall, leaning tower of obsidian-like its 100-foot (30 m) square base. A single opening
material whose sides constantly bead with water is visible near the top, however. The Weeping Tower
falling like tears. The clearing, about a very long leans so precipitously (at a 45-degree angle) that one
distance across, is as regular as if it were planned could attempt to climb or even walk up the steep
and maintained, though there is no other sign of slope on one side, though the beading water makes
grooming. Some influence within the tower seems to footing slippery. The opening at the top leads to the
be preventing the trees from encroaching any closer. Tower Vestibule.
Moreover, if someone with dusky pox comes into the GM intrusion: Wind blows the PC off the tower on
clearing or enters the tower, their symptoms go into a failed level 4 Speed task.
remission.
GM intrusion (group): The forest and
surrounding region is home to dozens of packs of
broken hounds. Lingering in the area draws six to
ten of the creatures every couple of hours.

CONDITIONS IN THE TOWER


Chambers in the tower are tiled in randomly shaped metallic pieces. They all tilt
precipitously on account of the tower’s angle, which means that all tasks that require
movement (including melee attacks and defending from melee attacks) are hindered.
Broken hound, Rather than being routine, moving any distance on the floor is a difficulty 1 Speed task to
page 226 retain traction or balance. If a PC loses their footing, they slide down the sloped floor and
crash into a wall, taking 1 point of damage (and possibly worse with a GM intrusion).
Visual displacement
A PC can choose to act normally, making a movement-related task without being
device, page 288
hindered, but they must succeed on a difficulty 5 Speed task afterward or else fall.

TOWER VESTIBULE CHILL PASSAGE


This chamber tilts precipitously as described under Conditions in the Tower. This chamber tilts precipitously as
A metallic mechanism vaguely shaped like a 9-foot (3 m) tall humanoid is described under Conditions in the Tower.
fused to one wall. Activity within the chamber causes the mechanism’s eyes The only path forward is through this
to glimmer to life with orange light, and a voice addresses the area in an chamber. It is as cold as winter and
unknown language. If answered, the mechanism speaks again in whatever coated with delicate traceries of frost
language was just used and repeats itself, saying, “Water deprecation protocols on every surface. The ice is slick, and
remain active. You are not authorized to be here. Leave.” advancing farther requires movement
If the PCs further question the fused mechanism, it provides the following up the slippery slope of the floor,
answers. However, it appends each answer with the warning provided above. hindering movement tasks (already
Some questions aren’t answered, while others have answers that probably difficulty 1) by two steps. Those who fail
make no sense to the PCs. The mechanism doesn’t care to explain further. slide unceremoniously back down the
What are you? “I guard the way to Meteoron Control.” chill passage and into the lap of a fused
What is Meteoron Control? “Meteoron Control threatens to bring renewing interrogator.
rains, if allowed.”
What are renewing rains? “The unending deluge that will wash away
everything.”
Why does duskfruit grow thickest near the tower, except for a bare area? FUSED INTERROGATORS
“Meteoron Control is locked in constant, never-ending battle with the suppressors. This chamber tilts precipitously as
That conflict tips in favor of Meteoron Control immediately around the tower.” described under Conditions in the
What are the suppressors? “The influence was planted to keep Meteoron Tower. At a few locations, mechanisms
Control in check.” If one or more PCs are infected with dusky pox, it adds, reminiscent of the fused entity in the
“Some of you have been touched by the tools of the suppressors. So close to Tower Vestibule are similarly fused to
Meteoron Control, they fall idle.” the walls. None speak, but their eyes
How can we cure the sickness of the duskfruit? “Meteoron Control keeps flicker into awareness when the PCs are
deposits of silver ioquid for the day when it can send forth the rains. Silver ioquid detected. Instead of words, a complex
can counteract the suppressors if brought forth and activated in sufficient quantity. psychic interrogation unfolds against
But that shall not happen, as I was placed here by the same beings who fashioned one PC (treat as a GM intrusion). The
the suppressors to seal this place against such intrusion.” PC can attempt to calm the inquisition
GM intrusion (group): If the PCs attempt to move farther into the tower with a successful Intellect defense task;
and the mechanism detects them, it wrenches itself from the wall and attacks. otherwise, they suffer 6 points of Intellect
If the PCs defeat and salvage the unfused mechanism, they can find a visual damage and the interrogation continues
displacement device cypher. into the next round, and so on.
Unfused mechanism: level 5; health 25; Armor 3; multiple limbs attack every creature within Fused interrogator: level 6; health 25; Armor 3;
immediate range for 6 points of damage; electrical contact attack (made as part of limb telepathically interrogates targets
attack) stuns targets who fail a Might defense task for one round
METEORON CONTROL
This domed chamber is a short distance across. It tilts precipitously as
described under Conditions in the Tower. Two features dominate the
chamber.
A landscape model fills the floor, including ravines, rivers,
mountains, and even seas rendered in miniature scale. A successful
difficulty 5 Intellect task reveals it as the Steadfast and the Beyond,
though even the largest human habitations of the Ninth World are
utterly absent in the representation.
A massive mechanism hangs from the ceiling, with many eyes,
manipulator arms, and strange devices: Meteoron Control. Though
limited and tethered, it is the master here.
Meteoron Control attacks any PC infected with dusky pox. It doesn’t
attack other PCs, though it will defend itself. It is eager to negotiate.
Meteoron Control can speak any language spoken to it. If negotiation
is opened, it demands that infected PCs (or, as it says, those bearing
“suppressors”) be sent to the time distiller or leave the area before the
negotiation continues. If the PCs are amenable, Meteoron Control is
eager to cooperate.
Meteoron Control welcomes the chance to spread its stores of silver
ioquid beyond the tower. If the PCs explain that they’re after something
to stop the “suppressors,” it immediately opens a cache in the floor,
revealing the hollow interior of the tower lined with mechanisms that
resemble luminous dynamos (though most are dark and dead). A
manipulator arm grabs a 3-foot (1 m) cube on a shelf near the top and
delivers it to the PCs. Inside are 10 units of silver ioquid. Meteoron
Control bids the PCs to take the vials of fluid away and “activate” them
by incorporating them into fixed installations as a crafting material
wherever the “suppressors” are spreading. It says that, by doing so, the
suppressors in the area where the PCs build their installations will die
as long as the suppressor density hasn’t reached a critical threshold, as
it has around Meteoron Control.

Meteoron Control: level 7, Speed defense as level 3; Armor 4; inflicts 10


points of damage

VAULTS TIME DISTILLER


This area tilts precipitously as described This chamber tilts precipitously as described
under Conditions in the Tower. Each under Conditions in the Tower. Several connected
chamber noted in this area is sealed, devices are embedded in the walls, forming a
though a difficulty 6 understanding nexus of instruments that glow with bluish light.
numenera task triggers one to open. Each The area could be salvaged for a couple of rolls
vault contains a clutter of rusted, broken, on the Random Salvage Result table. Alternatively,
and crumbled devices and mechanisms. a successful task to understand numenera could
The PCs gain one roll on the Random allow a character to “distill” time from an object or
Salvage Result table per chamber (disregard creature, an effect that lasts for about ten hours or
results of level 7 and higher) if they spend until someone uses the device to return the distilled
Random Salvage time searching through the debris. In time. An object or creature affected by the time
Result, page 109 addition, one of the chambers contains an distiller is in stasis, and no time passes for it.
artifact. GM intrusion: A PC who returns from stasis is
Luminous dynamo, GM intrusion: A mechanism animates as aged several years and descends one step on the
page 161 a level 5 murderous automaton and attacks damage track.
the character.
Time distiller: level 6
ACT 5

BRING THE RAIN

SYNOPSIS they don’t already have them. With those


Amber Keep has some time to grow and in hand, players can choose to take up
develop, and the PCs are encouraged to any long-term task described in Numenera
engage in activities that take several months Destiny. However, a few options in particular
to complete. Interesting events pepper this are called out here, because they are
period, both threats and opportunities. the ones that will advance Amber Keep
Newly encountered creatures, dubbed to a higher rank. If the PCs manage to
rain sylphs, threaten the community as accomplish a total of twelve months’ worth
unexpectedly long, harsh thunderstorms of these tasks between them during the
grow more frequent. Eventually, the PCs next three months, advancement is nearly
discover that the installations using silver assured.
ioquid are somehow responsible for drawing If a task takes only one or two months, a
the rain sylphs and storms. PC can take on sequential tasks. Some of
the tasks grant upgrades to the community’s
ENGAGE LONG-TERM PLAY damage inflicted, health, or infrastructure,
Because it’s what they’re used to, it’s so note when those tasks are successfully
natural for PCs to expect to play events in completed.
a round-by-round, minute-by-minute, or Refer to the descriptions of each task in
hour-by-hour fashion. But the game master Numenera Destiny for additional guidance
can guide the PCs toward play that occurs on how to describe each long-term activity
over longer periods. With crafting projects to the PCs.
and the long-term needs of a community If PCs are feeling motivated and don’t care
to consider, doing so becomes necessary. about enjoying free time, they could choose
Multiple long-term For example, if the PC Wright tells the other to engage in two long-term tasks at the
tasks, page 324 characters that they need three months to same time, but only if it’s physically possible
Long-term tasks,
build a lightning turret installation, that is for that to happen. For example, it’s not
page 324 not the cue for the others to say, “Great! possible to build up food and water stores
We’ll go explore that ruin until you’re done.” by scavenging the countryside while also
Instead, tell all the PCs to choose a long- crafting something in a workshop; however,
term task (or two) to undertake over the a PC might attempt two crafting projects at
next three months. It’s possible a Wright the same time or scavenge for food while
or other PC will want to craft something also looking for new areas of interest.
significant, either for the community or for
their own use. But all the PCs have several Build Up Food or Water Stores (1 month):
options to choose from, including tasks Given the issue with the duskfruit, gathering
useful to the community as a whole. safe foodstuffs that can be stored is high on
the list of things people in Amber Keep want
CHOOSING A to do. Each time one or more of the PCs
LONG-TERM PLAY TASK engage in this long-term task, they get extra
Give the PCs the maps and notes generated help from volunteers and gather three times
in Act 2 representing the community if as much food as normal.

124
BRING THE RAIN

Craft Object or Structure (3 months): A INTERRUPTIONS TO


PC could choose to dedicate the next three LONG-TERM PLAY
months of their long-term play to crafting. As the weeks advance, the following events
A PC could craft cyphers or artifacts, of occur that interrupt long-term tasks, Interrupting long-term
course, but if they craft an installation or allowing the PCs to engage in normal play tasks, page 325
artifact of level 4 or higher that can be used for a few rounds, hours, or possibly even a
directly on the community’s behalf, they day or two without affecting their progress
increase the chance that the community’s toward their long-term tasks. A timeline is
rank will increase at the end of the three- suggested, which means that long-term
month period. tasks that take only one or two months are
Enhance Community Happiness finished (and the results obtained) before
(1 month): Given the threats and dangers the last few events occur.
the community has faced as a newly Once these events are dealt with,
established settlement in a previously long-term play resumes until the next
unsettled area, keeping spirits up is interruption or until three months have
especially important. Every month that a PC passed and all current long-term play tasks
focuses on improving community morale are completed.
is a month that the community is a better
place to live, and as such, pursuing this task DURING THE FIRST MONTH
successfully contributes to the chance that Lots of Rain: As the weeks go by, the amount
the community’s rank will advance after of rainfall markedly increases. Maybe that’s
three months. the normal seasonal variability for the
General Maintenance (1 month): area, given that the community is too new
Even normal wear and tear can cause for records to have been established, but
a community’s infrastructure to fall Amber Keep is unprepared for it, and minor
into disrepair, so actively bolstering flooding has become a nuisance in some
infrastructure is always a good idea. If areas, bordering on becoming a danger.
general maintenance is performed every One or more PCs must spend a few days
month, it not only contributes points to organizing the community to dig gutters
the settlement’s infrastructure stat, it also and, in some cases, build flood barriers.
improves the chance that the community’s (Unfortunately, the rains will continue to get
rank will advance. worse, so this is only step one.)
Demonstrate Grace Under Pressure
(2 months): This task is only available to an Creature Attack: The PCs hear a couple
Arkus PC, but if completed, it contributes to of residents talk about spying something
the chance that the community’s rank will strange out in the rain when it was falling
advance. the most heavily—a flying, filamentous
Train Defenders (2 months): This task creature with many wings through which
is only available to a Glaive PC, but if faint blue light sparked and flashed. A day or
completed, it contributes to the chance that two later, the PCs encounter such creatures
the community’s rank will advance. themselves at the height of a thunderstorm.
Develop Community Networks (1 month): As the rain and lightning fall, a flock of
This task is only available to a Jack PC, but if five of these “rain sylphs” appears in the Rain sylph: level 3; flies
completed, it contributes to the chance that settlement, attacking people or even the PCs a short distance each
round; lightning touch
the community’s rank will advance. if the latter are out checking for flooding. attack inflicts 5 points
Operate Workshop (1 month): This task is When killed, the creatures fall apart as of damage and causes
only available to a Nano or Wright PC, but if if only water tension was keeping them victim who fails a Might
completed, it contributes to the chance that together, and a flash of what looks like defense task to lose
their next turn; regains
the community’s rank will advance. reverse lightning spears back up into the 3 health per round
sky. during thunderstorms

125
DURING THE SECOND MONTH DURING THE THIRD MONTH
Festival: Several residents organize a street More Rain: The rain doesn’t let up, and
party in Amber Keep, a one-day event called flooding becomes more pronounced,
Founding Day that remembers the efforts threatening to drown some portions of the
that went into making the community what city unless additional flood remediation is
it is today. Food, music, dancing, and a done. One or more PCs are again called
parade figure prominently. There is also upon to spend a few days organizing
something called the Telling, which is when the community to dig more gutters and
people recall events important to them build more flood barriers. As the PCs
related to the settlement. The settlement’s do so, they’re also forced to deal with
Tsala: level 2, tasks leader, Tsala, asks that each PC describe driving off more rain sylphs, but this
related to administration one event at Amber Keep that affected time, the creatures just fly off into the rain
and persuasion as level 4
them deeply, was important to helping the without engaging. It’s not obvious why,
community, or has something to do with but witnesses assume it is because the
living where they are now. creatures have learned to fear people, or at
For about a month after the celebration, the least the PCs. This might be when the PCs
community’s health is increased by 3 points. decide to put some real effort into figuring
out if there is a supernormal cause for the
New Settlers: Another caravan, similar rain, but that’s when reports of bandits
to the one that brought the PCs, arrives pause that line of inquiry.
to help reinforce the base. The caravan
contains enough people to bring the total Help Radius (a few days): If you’re
population of the community up to well over combining “Relics of the Machine” and
a hundred people. Some of the newcomers “Amber Keep,” the PCs can make a side trip
are farmers, trappers, woodworkers, or to Shallamas to look for another of Radius’s
Chapter 5: Leaving those with similar specialized skills, but the siblings, as described in Chapter 5: Leaving
Shallamas, page 51 majority are unskilled laborers eager to learn Shallamas. This side trip doesn’t hamper
a new trade. Almost all are part of families, long-term tasks the PCs are attempting.
which means that, for the first time, children
become a common sight in Amber Keep. Seizing Influence: When the PCs return from
With the new settlers comes a man Shallamas, or after some other event that
Ganilon Brig: level named Ganilon Brig, a tall, broad fellow with captured their attention for a couple of days,
5, tasks related to an intense air and one weird tentacle instead they discover that the mood in Amber Keep
deception, persuasion,
and intimidation as level
of an arm. Ganilon has many devotees is angry, manifesting as a mob gathered
6; a successful tentacle among the new settlers who arrived with outside Tsala’s home (albeit a mob under
attack can hold a foe, him. He is eager to meet the PCs and sets umbrellas and lacking torches, given that
making it unable to take up an appointment to do so within a week the rain hasn’t let up). People are muttering
actions until it can escape
of his arrival. He quizzes them on “the things like “I can’t believe she’d pull this crail!”
situation,” compliments them on how much and “We’re not going to stand for it!”
they’ve accomplished, and ends the meeting Inquiries reveal that Tsala has announced
with a sentiment along the lines of “I’ll see a monthly 10-shin tax on all residents.
to it that things finally get off the ground If the PCs try to talk the crowd down, they
here in Amber Keep.” learn that 10 shins is far more than most
If called out on that last sentiment, he of them can scrape together in a month,
earnestly claims he meant no disrespect. making the tax demand untenable on its
In fact, Ganilon says that he only meant face. Some sort of compromise will have to
he was looking forward to contributing be reached to avoid the community falling
to the success that everyone else in the into riots or worse, which means talking to
settlement has already achieved. (The Tsala.
Bulky guards: level 4 hidden truth is that Ganilon hopes to seize Five bulky guards stand by Tsala’s doors,
power in the foundling community to enrich and the PCs may recognize them as having
and aggrandize himself, but that’s not come in the recent caravan along with
something he’d ever admit.) Ganilon Brig. By dint of persuasion and

126
BRING THE RAIN

their place in the community, the PCs can RAIN CAUSE:


get by and speak with Tsala. Ganilon is by SILVER IOQUID
her side. He has managed to convince Tsala The PCs may already be investigating the
that the new tax is needed, indicating that rain. If so, that inquiry finally bears fruit.
a community fund should be established (One option: they return to the Weeping
for trade, to pay for a major new garrison, Tower and learn that silver ioquid summons
and to otherwise accelerate development. rain and rain sylphs when there are no
Convincing Tsala to compromise and bring suppressors.)
the tax down to something reasonable, such If the PCs have no devices or abilities
as 10 shins a year and only on those who to gather information, provide them with
can afford it, requires that the PCs succeed a couple of clues. The first clue comes
on three difficulty 6 Intellect tasks (it would after a successful Intellect task (difficulty
be difficulty 5, but Ganilon is arguing against 3), reminding the PCs that the rain only
the PCs the whole time). Convincing her to started after silver ioquid was activated in
renounce the idea of taxes completely would various installations around the community.
require three difficulty 7 tasks. Perhaps that’s circumstantial, but the next
A compromise (or complete tax removal) clue is that rain sylphs never attack the
presented by the PCs to the mob mollifies installations containing silver ioquid, though
the community, with only a single difficulty they do seem to dance around them, almost
5 task needed to convince them that the like adherents of a cult giving praise to their
matter has been resolved and it’s time to go god. The final clue, if necessary, is that a PC The dusky pox, already
home. sees flooding destroy one of the installations eradicated, doesn’t
resurge after the silver
containing silver ioquid. When that happens, ioquid installations
Ranked Rainstorm: The rain doesn’t let the rain in that particular small area lets up, are destroyed.
up; it intensifies. With the storm come and the sylphs near it explode and shoot
rain sylphs that flock to the community electrical bursts back into the sky.
by the hundreds and begin to tear at its Destroying or disabling all the affected
infrastructure and populace. This creates a installations brings an abrupt end to the
rank 3 disaster whose effects are felt once rains. The sun breaks, the waters drain, and Ranked disasters,
per day as a community action, every day, a rainbow stretches across the blue sky. page 309
until the PCs can come up with a way to end Community actions,
the disaster. In the meantime, the PCs must page 305
attempt community tasks to add health to XP AWARDS
Community tasks,
the community, thus delaying how long it The PCs earn 1 experience point (XP) each
page 310
takes for the keep to reach 0 health and be for each month of long-term play that
wiped out. contributes toward advancing the community
by 1 rank (see Community Advancements in
the next act), 1 XP each if they helped calm
the mob protesting taxes, and 1 XP each if
they save the community by disabling the
installations that use silver ioquid.

WHAT’S NEXT?
If you’re combining “Amber Keep” with
“Relics of the Machine,” at some point
during this act you already included
Chapter 5: Leaving Shallamas, then
finished up the adventure in this act.
Next, proceed to Act 6: The Kindness of
Strangers, which describes newcomers
in town that are not made welcome
because of the news they bear.

127
ACT 6

THE KINDNESS
OF STRANGERS
SYNOPSIS All the benefits provided to the settlement
The results of a series of long-term play from completed long-term tasks continue
tasks are resolved. But day-to-day events are to apply, but they now apply to the baseline
quickly interrupted when refugees come to stats for a rank 2 community. For example,
the settlement. Claiming that their home if the PCs managed to add 3 points of
was destroyed by demons, they warn that infrastructure to the settlement’s stats,
Amber Keep might be next. They need aid those points are added to the rank 2
and a place to live. Whether or not that aid infrastructure value of 6, granting the newly
is granted, the PCs set out to investigate the advanced rank 2 community a modified
refugees’ warnings. infrastructure value of 9.

COMMUNITY RAINY AFTERMATH


ADVANCEMENTS Part of advancing the community to rank
In Act 5, the PCs engaged in one or more 2 includes cleaning up after the torrential
Long-term tasks, long-term tasks that played out over rains and flooding from the last act. NPCs
page 324 approximately three months of in-world likely take care of most of this, but the PCs
Community stats,
time. Review all the long-term tasks that are called in to look at “something strange.”
page 297 were completed and note them for Amber When they investigate, they find that the
Keep’s community stats. ground has slumped in a radius nearly a
Rank, page 297 Next, it’s time to assess whether the short distance across near one of the silver
settlement advances from rank 1 to 2. ioquid installations that was destroyed or
Unless something catastrophic occurred, it disabled. Just beneath the drit, a bluish layer
probably advances, because the PCs merely of fungus-like growth has spread through
had to finish twelve months’ worth of tasks the area, reminiscent of the skin of a rain
between them. Update the settlement’s sylph. It seems to be inert except for the
stats, working with the PCs as you do, slumping ground, almost like the formation
so they understand and appreciate the of an incipient sinkhole. The PCs may
community’s improvements and their hand decide they want to check other installations
in that advancement. for the same phenomena, but any such
Even if the PCs didn’t follow the guidance investigations are interrupted when a large
suggested for taking up long-term tasks that confrontation occurs at the edge of Amber
would contribute toward rank advancement, Keep, as noted under Refugees.
the community may still advance. Why? If the PCs later have time to check the
Because the PCs aren’t the only residents in other installations, they discover similar
the settlement. At this point, over a hundred slumping and fungus-like growth beneath
other people also live there and have an them. The growth is as flammable and
interest in improving it. When people killable as normal fungus. If the PCs take
choose to make a settlement into a home, care of the fungus in this way, that seems to
they invest time and resources in upgrading be the end of it. (However, it’s not, as will be
their property and neighborhoods. revealed in the final act . . .)

128
THE KINDNESS OF STRANGERS

REFUGEES Gleaners, as virtually everyone else in


Shouting, angry rhetoric, and the threat town was. For all anyone knows, they Of late, Tsala, the
of violence draw one or more PCs to the could be bandits in disguise. community leader, has
been content to take
community’s edge, where they find a ragtag • Whatever these “demons” are, they’re her lead from Ganilon.
group of thirty newcomers. The strangers probably following the Conphans. Taking
are exhausted and filthy, and many are them in would only ensure that the Tsala, page 108
wounded. Among them are children, looking creatures come here.
forlorn and frightened. (A few of these • Amber Keep already has enough settlers. Marraxi: level 5, tasks
have become orphans, though that’s not Adding more mouths to feed would related to attacking
with her axe as level 6
immediately clear.) stretch resources.
The newcomers’ leader is Marraxi, a
woman with cropped hair who leans on Ganilon Brig: level 5,
an axe made of steaming white synthsteel. tasks related to deception,
persuasion, and
She is embroiled in a desperate argument intimidation as level 6; a
with Ganilon Brig, a member of the PCs’ successful tentacle attack
community whom the characters have dealt can hold a foe, making
with in the past. (As a reminder, Ganilon is a it unable to take actions
until it can escape
tall, broad fellow with an intense air and one
tentacle instead of an arm.) Several dozen
residents of Amber Keep stand behind
Ganilon, watching the exchange.
Marraxi is asking for asylum or at least
a place to stay for a bit, while Ganilon
adamantly demands that the group
clear out and that Amber Keep
doesn’t need whatever trouble
the group is obviously involved
with—the settlement already
has enough concerns of its own.
Most Amber Keep residents are on
Ganilon’s side by the time the PCs appear
on the scene, because he’s very persuasive.

THE DEBATE: ACCEPT NEW


SETTLERS OR NOT?
Read the following aloud or paraphrase
Marraxi’s account:

“Our village was devastated by demons! We


only barely got away. It was horrible . . . We’ve
been running for two days. Our hope was
exhausted, until we saw your settlement. Can
you help us? We have nowhere to go. And the
demons that destroyed Conphas, our village,
are spreading. They may even come this way!”

The Case Against Helping the Strangers: If


PCs engage in the debate, Ganilon’s points
are the following:
• Amber Keep doesn’t know these
people. They weren’t sent by the Amber

129
The Case for Helping the Strangers: If PCs And now that we got away, there aren’t any
take the position that the refugees should people left in Conphas.”
be given aid, refuge, and maybe even a Whether or not the strangers are accepted
chance to start a new life in Amber Keep, the into the community, Marraxi’s initial warning
If the PCs do not head to characters should make those points now, instills fear in the average Amber Keep
Conphas, the warnings in front of the assembled residents of their resident. The anxiety is obvious in public
Marraxi gave prove
true and the creatures
settlement. To successfully convince Amber and private conversations. If the PCs don’t
appear in Amber Keep to take in the refugees requires that the decide to do something on their own, a
Keep in increasingly PCs succeed on three difficulty 6 Intellect group of NPCs approach the characters and
greater numbers tasks (it would be difficulty 5, but Ganilon ask if they will check out Conphas, if only for
until the PCs act.
argues against the PCs the whole time). the peace of mind of the settlement.

Typical refugee: level 1 The Strangers: The thirty refugees are


composed of about nine families, including CONPHAS
Marraxi, a baby (Little Nisi) carried in the The PCs can get directions to Conphas
arms of one of her two fathers (Blen), a from the newcomers or backtrack along the
blind woman (Aunt Gab) who is led around path taken by the strangers. If the settlers
by her grandniece (Jali), and a mangy are asked, they can even get Marraxi and
Thuman, page 256 old thuman (Glide) that is dazed and the thuman to accompany them. (Glide the
masterless. thuman is looking for a new master and may
accept one of the PCs if they are kind.)
REPERCUSSIONS
If the strangers are If the strangers are accepted as new settlers, TRAVELING TO CONPHAS
accepted into the others in Amber Keep see to it that they are The path taken by the refugees isn’t hard to
community, the PCs
can add 1 to the
housed and fed, though of course the PCs follow; they didn’t take any precautions to
settlement’s health stat. can take charge of this if they wish. Ganilon hide it, though it does require a difficulty 1
Brig accepts the result but walks off in a Intellect task to pick up again each time the
Radius wants to continue huff. His aspirations of being the voice of PCs pass through one of the following areas
to work with Chord to authority in Amber Keep have been dealt along the way. Assuming no long stops, the
unlock more of its past,
and demurs if PCs ask
another blow. trip takes about two days.
it to come to Conphas If the strangers are turned away, they Swamp: This wasn’t a swamp a few
with them. Of course, leave without further argument, even more months ago, but the recent rains caused
if they press the matter, dejected than before. Ganilon puts on a the lowlands to flood, and they still haven’t
it happily goes along.
show of compassion and even has a wagon drained. Bubbles constantly rise to the
Radius, page 16 of food and water prepared for them, but surface and continue up into the air. If
with the community convinced that he’s popped, they release bluish mist into the air
right, away the strangers must go. His and a smell like a thunderstorm.
aspirations of becoming a leader in Amber Grove: This grove is made of gnarled
Keep are advanced. strands rising up in twisted columns like
trees. If PCs are interested in investigating,
WHAT ABOUT THESE DEMONS? the “leaves” can be salvaged for about 30
Responsive synth, If the PCs pursue Marraxi on the topic of units of responsive synth.
page 111 the demons, she describes the creatures Insect mounds: These mounds are made
as taking on a variety of different forms, of greenish clay. Inspection reveals the
but they all have one thing in common. crawling “insects” to be tiny automatons.
Wherever they appear, an advancing red
tide creeps over the ground, buildings, and ENTERING CONPHAS
dead people “like a scab.” If questioned The PCs come across the following as they
further on why she thinks the demons are close on Conphas.
spreading and why she thinks they might
come to Amber Keep, Marraxi indicates Invasive Crust: As the PCs near Conphas,
that it was obvious by the way the creatures they notice an unfamiliar new growth—a
surged through Conphas. “They eat people. reddish crust, about 1 inch (2.5 cm) thick

130
THE KINDNESS OF STRANGERS

with a hard exterior and a mushy interior like few larger buildings that still cluster near the
soft cheese. At first, it’s just tiny specks here center of town. If any native Conphans
and there, but as they close on the destroyed accompany the PCs,
they confirm that the
village, they find long bands and whorls Heading In: Nothing prevents the PCs from crust hadn’t reached
growing everywhere. Investigation reveals entering the crusted village, though the so far before.
that it’s some kind of organic growth, like quiet is broken each time someone takes a
a weed, but obviously more invasive. If step, creating an audible crunch under the
the PCs have the means to detect such explorers’ boots. The PCs leave obvious
a thing, they discover that the growth is footsteps, but theirs seem to be the only
transdimensional in nature. It doesn’t seem recent prints—at least so far.
to be dangerous in and of itself.
EXPLORING CONPHAS
Village Perimeter: A strange reddish pall Most of the structures are completely empty.
hangs over everything, creating a dusk-like If any natives accompany the PCs, they say
gloom even though no clouds are visible. that the demons ate people, so this doesn’t
The reddish color might just be the light surprise them. However, the complete lack
reflected from the red crust that grows over of remains does seem strange. Perhaps the
the trees, the ground, and the palisade bodies were hauled away somewhere?
walls of a village built along the shore of a That said, the PCs do trigger the following
small lake, but as the PCs move farther in, encounters as they look for the source of
it becomes clear that it’s no mere reflection. the crust. The dangerous manifestations
About half of the lake seems to have gained described below are what Conphans refer to
an encircling red crust, and everything is as “demons.”
quiet. Too quiet.
Conphas was a village of about a hundred Crust Husk: A few structures contain
people with about thirty structures, many of thickened clumps of bulbous crust that hang
them no more than single-room huts, and a in darkened corners, in pantries, or under

131
Crust husk: level 5, furnishings. A crust husk is about the size things if they wish. Doing so takes about
Speed defense as level 1 of a curled-up person and is sticky and soft fifteen minutes, but it grants them three
due to immobility; mist
attacks inflict 5 points of
to the touch. Unlike the regular crust, crust rolls on the Random Salvage Result table.
damage each round until husks are quite dangerous, though only if Apparently, Coultan was a prolific device
a target can scrape off prodded or otherwise investigated. Crust crafter or at least a collector of numenera.
or resist the effect with husks affect their surroundings by spraying It’s hard to tell which under all the crust.
a successful Might task
flesh-rotting mist at everything within A search also uncovers a still-functioning
immediate range or at one target within installation in a separate room, resembling
Transdimensional short range. Luckily, they’re immobile. an arch that is hazed through its center as
arch: level 7 if leading into another space entirely. The
Crust Wing: The PCs’ presence soon draws PCs can choose to turn off the arch or go
Random Salvage
the attention of four flying creatures. The through. If they enter, tell them they end up
Result, page 109 crescent-shaped wings have a span of about “somewhere else” (as described in Act 7:
10 feet (3 m) but no discernible body— Meeting of Minds).
Crust wing: level 4; flies they’re all wing. These crust wings attack by A successful check to understand
a long distance each dropping on targets, smothering them, and numenera reveals that the arch is creating
round; attack engulfs
target, inflicting 4 points
absorbing the remains. some kind of transdimensional effect. If the
of damage each round PCs choose to disable the arch, they can
until the target escapes Crust Shambler: In a large structure, the PCs do so simply by taking it apart for salvage
find a bulky, 7-foot (2 m) tall creature either (worth another roll on the Random Salvage
completely composed of crust or covered in Result table).
it. The distinction isn’t immediately relevant
Crust shambler: level 5; because the moment the crust shambler DEMONIC REVENGE
health 25; Armor 3; two senses the PCs, it charges them, attempting If the arch is disabled or destroyed, the
fist attacks each inflict
9 points of damage
to batter them to death with great, bulbous, threat doesn’t end. In fact, the opposite
fist-like extensions. occurs. The arch was a device that Coultan
crafted to moderate the influence of this
FINDING THE DEMON SOURCE protrusion from another reality, not create it.
Though it takes some time to investigate When the arch stops working, the weakness
the area, the PCs can eventually zero in rips wide open, forming a ragged vertical
on where the growth is thickest and where tear in space, 30 feet (9 m) in diameter, that
the strange haze in the air is darkest: over bisects the house. Dozens of bird-sized,
a medium-sized structure in the center winged crust creatures swarm out and up,
of town. If Marraxi is with the PCs, she with more behind. Alternatively, the PCs may
tells them it is the home of a nano named choose to enter the arch (or the rip after
Coultan who had come to live in Conphas they create it). In either case, what they find
a few years ago. Marraxi says Coultan beyond the arch or rip is described in the
was a quiet person, working away on her next act.
own projects and never really joining
any community events or showing up at
gatherings. XP AWARDS
The interior of the house is thick with The PCs earn 1 experience point (XP) each
demolished devices, all under a thick layer if they convinced their community to accept
of crust. The PCs can break the crust and the refugees, 1 XP each if they decided
attempt to salvage the area for interesting to investigate the source of the demons,
and 1 XP each if they discovered the other
dimension.

WHAT’S NEXT?
If you’re combining “Amber Keep”
Act 7: Meeting of Minds, with “Relics of the Machine,” proceed
page 133 directly to Act 7: Meeting of Minds.

132
MEETING OF MINDS

ACT 7

MEETING OF MINDS

SYNOPSIS Tear in Reality: If the PCs disable the arch,


The PCs investigate and explore the bizarre a ragged vertical tear in space forms, 30
dimension discovered in the last act. In feet (9 m) in diameter. From this opening,
doing so, they learn that the breach was dozens of winged crust creatures the size of
purposefully allowed to propagate and birds swarm forth into the Ninth World like
spread into the real world by a nano named bats startled from a cave. The rip leads to
Coultan. She was wronged and wanted the bizarre dimension of Medulla.
revenge on Conphas. Convincing her to fix PCs with an ability to understand
the breach is one way the PCs could solve numenera or transdimensional effects, or
the problem, though if that fails, they have otherwise obtain answers, are convinced
more direct methods of dealing with the that the weird growth covering Conphas and
nano, though she would make a powerful spreading farther is leaking from whatever’s
enemy. on the other side.
Attempts to close the dimensional rift
are difficult, though if the PCs have a
TRANSDIMENSIONAL device or ability able to supersede a level
IRREGULARITIES 7 transdimensional effect, they can close
The PCs probably begin play facing one the rift, but only temporarily. A few minutes
of two situations, depending on how the later a new rupture appears. Some force
previous act ended. They either entered in the alternate dimension is creating the
the transdimensional arch or disabled it, extrusion, and if it’s going to be dealt with,
creating a tear in the fabric of reality. someone must physically enter and stop it.

Through the Transdimensional Arch: In the


last act, the PCs discovered an arch large MEDULLA: Transdimensional
enough for a couple of humans to pass COULTAN’S GARDEN arch: level 7
through abreast. The arch is hazed through The bizarre dimension of Medulla is
its center, as if leading into another space artificial, created by a nano named Coultan.
entirely. The PCs may have already passed It has grown significantly since its inception
through. If so, they find themselves in the as an otherspace fashioned in the nano’s
bizarre dimension of Medulla, described workshop. What was once a bounded
hereafter. (At this point, the PCs can still region of assorted terrariums—where
return through the portal mouth and disable the nano experimented with building
the arch. Doing so is as simple as taking living numenera—has exploded into a
it apart for salvage, granting a roll on the vast organism inside an ever-expanding
Random Salvage Result table. However, that extradimensional space. Both the growth
creates a ragged tear in the fabric of reality, and enclosing artificial dimension have far
making the opening into Medulla even exceeded Coultan’s original design by a
bigger.) couple of orders of magnitude.
To end the threat that Medulla represents,
the PCs must explore this dangerous realm,

133
find Coultan, and either convince her to help One of the roots reaches through a
them end the threat (a possibility for silver- discontinuity in space, leading back to the
tongued PCs) or defeat her and figure out world. That’s the root where the PCs who
how to end the threat themselves. entered this dimension stand.

ROOTS OF MEDULLA MEDULLA LORE


A colossal tree named Medulla grows in The transparent structures scattered
The air is breathable. an alternate dimension bound by starry about the giant tree were once rooms in
Gravity is low, and darkness. About a mile in length, Medulla’s a larger cohesive building that comprised
normal to—as in,
“pulling toward”—
roots twine naked as if the emptiness was an artificial dimension the nano, Coultan,
the roots, trunk, and nourishing soil. The trunk extends for accessed through the transdimensional
branches of Medulla. at least a quarter mile beyond the roots, arch. A greenhouse workshop of sorts, it
Red light gleams from covered in a bark-like crust. Above, great was where Coultan experimented with living
the entire growth,
providing dim light. branches sweep out as if reaching for the numenera devices called biologicals. She
distant twinkling lights. The branches’ leaves also used the space for collecting oddities,
are hanging tendrils that constantly coil and devices, and machines for later study.
Low gravity, page 115 undulate. Strewn here and there among Her crowning achievement was a truly
the roots, up along the trunk, and scattered intelligent tree she named Medulla. Medulla
among the branches are glass-walled is partially psychic and bonded with Coultan.
structures half submerged in the bark crust, When Coultan became enraged with her
like homes partly engulfed and tumbled far treatment in Conphas, Medulla responded,
from their foundations by a mudslide. exploding in size within the confines of

134
MEETING OF MINDS

the artificial dimension holding it. The something like a crust-entombed corpse
expansion burst through, and Medulla’s until its face splits open, revealing a horrific
influence began to leak out, engulfing visage spewing wriggling worms.
Conphas. It’s unclear how far beyond
Conphas it will actually reach. EMPTY TERRARIUMS
The empty terrariums have been overtaken Empty terrariums
CRYING TENDRILS by tiny yellow flowers. The flowers’ faces appear on the map in
every cube-like structure
Anyone within short range of the coiling, have a disquieting way of following the along the trunk not
undulating tendrils that serve as Medulla’s progress of those who enter the chamber. otherwise keyed.
leaves hear whispers and occasional The flowers’ roots dissolve both machines
sighs and faint groans of anguish. The and living things; if the PCs dig into the GM intrusion: A
noises come from the tendrils themselves. crusts in these chambers, they find nothing character risks losing a
cypher, artifact, or other
(They’re transmitting Coultan’s distress, of value, only very tough roots from the device to a questing
telepathically.) If a PC touches one, they yellow flowers. root unless they can
get a psychic surge and feel sad, angry, succeed on a difficulty
confused, and lonely. Should a PC try to ENCRUSTING CHAMBER 5 Speed defense task.
contact whoever the feelings are emanating This chamber contains a central crust-
from, they must succeed on a difficulty 5 covered machine about 5 feet (1.5 m) on a
Intellect task each round, taking 5 points of side that hums and mutters. A glass bulb
Intellect damage for every round they fail. on the top contains slowly swirling red mud.
If successful, they gain the sense that the A difficulty 6 understanding numenera task
entire huge tree is called Medulla, and that reveals that the installation has the ability
it isn’t really the source of the distress. Who to transform a creature by granting them an
is, however, can’t be determined. armor crust for several days. If a PC uses Encruster: level 6
this encruster, the process takes about a
TERRARIUM ONE minute, after which a red crust does indeed
This crust-covered, partially wrecked glass grow across their body like a particularly
chamber holds a variety of demolished aggressive skin cancer. Within an hour,
devices under a thick layer of crust. PCs they are mostly crust covered and gain +1
can break the crust and attempt to salvage Armor until the crust is cut away. A crusted
the area for interesting things if they wish. character begins to hear strange noises and
Doing so takes about fifteen minutes voices that aren’t there, and they become
and grants them one roll on the Random paranoid and angry.
Salvage Result table as a difficulty 5 salvage The armor crust has a downside: On a Bounding boots,
task. They also uncover what appears, at failed Intellect defense task, the character page 293
first, to be a hibernating creature, but a PC forgets themselves and begins to attack Living armor sheath,
who succeeds on a level 5 understanding their friends, calling them intruders. page 298
numenera task realizes it is a living artifact Removing the crust ends the effect.
akin to bounding boots. Crust mite swarm:
While investigating, a character risks level 4; successful attack
covers target, inflicting
disturbing a nest of crust mites—fingernail- 4 points of damage
sized flecks of crust with legs—that swarms each round until
all over them. burned or scraped off

TERRARIUM TWO Crust mummy: level


This chamber is very similar to Terrarium 5; Armor 1; attacks
all creatures within
One and provides the same salvage immediate range with
opportunities. The only difference is that worms that inflict 1
the PCs uncover a different “hibernating point of damage; targets
creature”—in this case, a living armor damaged by worm
attack must succeed on
sheath artifact. a second Speed defense
While exploring, a character risks roll or take 5 points
disturbing a crust mummy, which looks of Intellect damage

135
ROOST difficult to see until someone walks on the
This chamber is open to the sky, and a flock crusted bark, which breaks underfoot and
of crust wings roosts inside. Unless the sucks victims under into a region swarming
Barkscraper swarm: characters are taking pains to be stealthy, with white insects called barkscrapers that
level 4; health 30; the flock of five emerges and begins to harry are eager for a change in diet. Getting out
automatically inflicts 6
points of damage each
the PCs. requires two difficulty 5 Might tasks.
round on anything that
falls into its many- Crust Wing: The crescent-shaped wings TREETOP CROWN
bodied embrace until have a span of about 10 feet (3 m), but the The branches of the tree spread wide to
the victim can escape
creature otherwise has no discernible body; create a kind of great hall, level along the
they’re all wing. They attack by dropping floor with branches rising up on either side
Crust wing: level 4; flies on and attempting to smother targets and to form high columns. Crusted figures
a long distance each then absorbing the remains, or by flinging stand like courtiers throughout the hall,
round; attack engulfs
target, inflicting 4 points
characters out into the void. unmoving. At the far end, a woman sits on
of damage each round A character attacked by a crust wing might a massive living throne, partly fused with it.
until the target escapes not be smothered but instead be flung off Instead of hair, tentacle-like tendrils wrap
the tree. (Treat this occurrence as a GM her skull tightly, each one studded with
intrusion.) With the low gravity, they take slowly blinking eyes. This is Coultan, and the
up a long orbit around Medulla, constantly figures near her are crust shamblers. Things
falling around the tree at very long range. could go badly for the PCs here, but they
Unless they have some means to fly or have a chance to set things right.
otherwise direct their path, they’ll need
rescue. MEETING COULTAN
Coultan doesn’t immediately attack the PCs,
WEAK CRUST though she does defend herself swiftly and
Here and there, parasitic infestations pock competently if they attack her first. If the
Medulla’s flesh. These infestations are PCs express a desire to talk, she motions

136
MEETING OF MINDS

them closer. She asks why they have come. REPERCUSSIONS


If the PCs explain they’re here to stop the If the PCs succeed in convincing Coultan Coultan: level 6; Armor 4
extraplanar incursion, Coultan sniffs and to close the breach, she uses her link to from esotery; flies a long
distance each round from
explains, “I didn’t mean for it to happen, but Medulla (mediated by the weird living esotery; long-range attack
now that it has, well . . . Conphas deserves crown she wears) to end the continuing that inflicts 6 points of
nothing less!” growth spurt and pull its roots back into damage from esotery
But the PCs have a chance to change her the artificial dimension. Once Coultan is on up to three targets
within short range each
mind. convinced, her mood changes from anger turn; heals all health
and paranoia to sorrow and regret at what (once) from cypher
Coultan’s Reasons Not to End the Threat: If she’s allowed to happen, and Medulla’s
the PCs engage in debate, Coultan explains emanations and crust creatures change to
her feelings, adding more reasons each time match. Coultan offers the PCs three artifacts
as the PCs try to convince her to change her (choose randomly from Numenera Discovery
mind. or Numenera Destiny) for them to give to the
“They hated me in Conphas. Snubbed survivors to make up in a small way for what
me. They were scared of me. When I tried to she allowed to happen, even accidentally.
engage, they told me to leave. So I stuck to If the PCs fail to convince her, she asks
myself. I did as they asked, even though I was them to leave. If they refuse, she attacks, as
lonely.” do the five crust shamblers in the throne Crust shambler: level 5;
“When a child ran away from home and room. If the PCs can defeat her or at least health 25; Armor 3; two
fist attacks each inflict
ended up dead, a mob showed up at my house, distract her long enough, a character can 9 points of damage
saying that I was to blame. That I was a try to snatch Coultan’s crown, put it on, and
summoner of witches.” (If Marraxi is with the use it (a difficulty 4 Intellect task), asking Marraxi, page 129
PCs, Coultan points to her and says, “And Medulla to retract its extradimensional
she was the one leading the mob!” Marraxi influence.
bows her head and mutters that she still Once Medulla retracts into its own
thinks Coultan is a witch, which probably dimension, it can’t resurge again because
isn’t helpful.) the retraction allows the weak dimensional
“Someone from Conphas broke into my walls to heal.
home, poisoned several of my pets, and
trashed my lab. Fearing for my life, I retreated
to my otherspace garden. Someone threw XP AWARDS
a detonation in after me, and I nearly died. The PCs earn 1 experience point (XP)
When I woke, Medulla had responded to the each for exploring Medulla, 1 XP each if
threat, growing from a biological about as tall they end the extradimensional threat, and
as I am to this majestic creature that surrounds an additional 1 XP each if they do so by
us! Medulla saved me. It loves me! And it’s all I convincing Coultan to change her course
need. Conphas and the world can rot.” and forgive Conphas for its crimes.

PC Counter-Arguments: The PCs may end


up more sympathetic to Coultan after WHAT’S NEXT?
hearing her side of things. But they would If you’re combining “Amber Keep” with
probably still rather that she use whatever “Relics of the Machine,” it’s time to pick
influence she has to stem Medulla’s growth up the other narrative again, beginning
into the outside world, given that the with Chapter 6: Expedition to Weal, Chapter 6: Expedition
where many questions about Radius, its to Weal, page 61
influence threatens things beyond Conphas,
including possibly Amber Keep. Successfully automaton siblings, and its true origin
convincing Coultan to stop Medulla’s and purpose begin to find answers.
unrestrained growth requires that they
succeed on three difficulty 5 Intellect tasks
(difficulty 6 if Marraxi is present, as she
continues to antagonize Coultan).

137
ACT 8

CLOUD OF
ALL ENDINGS
SYNOPSIS
The PCs have a chance to allow Amber Keep Relationship Tasks: If PCs are interested
to grow further as about half a year passes. in the tasks Raise a Child (by choosing
They can engage in long-term tasks, possibly to foster one of the refugees that came
Act 6: The Kindness of strengthening their own relationships in the to Amber Keep in Act 6: The Kindness of
Strangers, page 128 community. Nothing particularly serious Strangers), Pursue a Relationship, Recruit
happens during this time, allowing the PCs a Follower, or another long-term task
to concentrate on their tasks—until the that includes NPC interactions, you are
Cloud of All Endings finally forms. The seeds encouraged to roleplay the first interaction
for its formation were planted all the way that occurs or an important development in
Act 4: The Weeping back in Act 4: The Weeping Tower when they an already-established relationship (rather
Tower, page 120 activated the silver ioquid. In this act, the than just indicating what’s happened). For
Silver ioquid, page 127 event that the suppressors were meant to instance, if a PC wants to foster a child,
prevent finally occurs, and the PCs are called describe where the child is currently staying,
upon to stop it. what the child looks like, their name, and
their initial reaction to the PC (which is
improved if the PC succeeds on a difficulty 5
ENGAGE IN Intellect task for positive interaction).
LONG-TERM PLAY
As play begins, tell the PCs that they can take Exploration Tasks: If a PC chooses Discover
Long-term tasks, on about six months’ worth of long-term tasks. New Area of Interest, the last area they
page 324 might find is the entrance to the Aquifer
CHOOSING A LONG-TERM TASK Complex (see the associated map) via a
Give the PCs the maps and notes generated crevice a few miles away from Amber Keep.
Act 2: Building Amber in Act 2: Building Amber Keep that detail the Hold off on exploration of this complex until
Keep, page 109 community. With those in hand, players can normal play resumes.
choose to take up a long-term task.
If a task takes only one or two months,
a PC can take on sequential tasks. Some FINAL RAIN
of the tasks might grant upgrades to the Normal play resumes when long-term play
community’s damage inflicted, health, or is interrupted by a community-wide event.
infrastructure, so note that when those The day begins with a mist that grows
tasks are successfully completed. The PCs into a rainstorm, reminiscent of those that
can choose to take on up to two long-term afflicted the community during Act 5: Bring
tasks at a time, but only if it’s physically (or the Rain. And indeed, a ranked disaster
conceptually) possible for them to do so. occurs, touching off a series of events that
The GM has the final say on such tasks. includes a living cloud that seems intent
Refer to the descriptions of each task in on destroying absolutely everything. The
Numenera Destiny for additional guidance PCs have a few options for dealing with the
on how to describe each long-term activity threat, but ultimately, they’ll have to head
to the PCs. down into the Aquifer Complex to sever a

138
CLOUD OF ALL ENDINGS

power source that the Cloud of All Endings to tear apart Amber Keep. The PCs have
relies on to keep its shape. See the next their hands full if they want to save the
section for how events play out. community.

THE CLOUD OF ALL ENDINGS Sinkhole (Rank 6 Disaster): Part of the keep
Part of the keep begins to sink over the falls into the earth, inflicting 6 points of
course of an hour, after which the entire damage to the community, but only once.
neighborhood section falls into darkness, Mark an area a long distance in diameter
crashing like a landslide. A vast cavity a long on the community map, picking a location
distance in diameter is revealed, striated that includes residential areas and perhaps
with veins of glowing blue light reminiscent an installation or two that provides Armor
of the rain sylphs. All is quiet for minutes. or other protection. This ranked disaster Ranked disasters,
Then, with an unearthly groan, a many- takes one hour before the slumping area page 309
armed creature of vapor and lightning pulls falls and the damage is inflicted, so the PCs
itself up and out of the cavity. It’s at least could attempt the Rescue and Evacuate
100 feet (30 m) tall, has dozens of arms tactic noted in the next section to protect
each twice that long, and is haloed by a Amber Keep’s health. Nothing they do to
flight of hundreds of rain sylphs. Clouds bolster infrastructure or provide Armor will
boil out of the clear sky overhead, and as ameliorate this one-time sinkhole disaster.
the thunderstorm starts, the creature begins

139
Cloud Creature (Rank 4 Rampaging Beast): so prevents all the damage dealt to the
The cloud creature, which includes the community’s health when the section falls in
hundreds of rain sylphs flying around it like on itself, without spending any Effort.
Rampaging beast, a halo, is a rampaging beast that inflicts its
page 315 damage once per hour. Unfortunately, any Gather Duskfruit: Though less likely, it’s
Community actions,
damage dealt to it or its halo is healed at the possible the PCs have kept a large store
page 305 beginning of each new community action. of duskfruit or can gather it quickly. If they
Observers note that a pulse of electrical gain a large quantity (say, a wagonload), 1
Community tasks, energy travels up out of the sinkhole each point of Armor is granted to Amber Keep by
page 310
time this happens. It soon becomes clear arranging the fruit around the cavity. (This
that something down there will have to be won’t cause dusky pox issues as long as
As revealed in Act disabled to destroy the thing. no one eats the fruit and starts the cycle of
4 and 5, dusk fruit infection all over.)
contains nanites that
suppress instances of the
MODERATING TACTICS
Cloud of All Ending. In addition to standard community Head Into the Aquifer Complex: Anyone
tasks PCs can attempt to bolster health, observing the fight can tell that the living
infrastructure, Armor, and damage inflicted, storm is being continually energized by
the PCs can also attempt the following some influence down in the sinkhole.
tasks. The final option—Head Into the Explorers who head into the area discover
Aquifer Complex—is probably the only way an ancient ruin and a way to terminate the
to end the threat of the Cloud of All Endings Cloud of All Endings.
for good.

Rescue and Evacuate: If at least three PCs INTO THE SINKHOLE


work together, they can evacuate vulnerable The sinkhole descends about 100 feet (30 m)
citizens before the sinkhole swallows before opening into a gargantuan cavity that
the indicated portion of the keep. Doing is another 100 feet (30 m) tall. PCs must

140
CLOUD OF ALL ENDINGS

descend a total of 200 feet (60 m). If the Destroying the Masts: There are five masts,
PCs climb to get down, the task requires each vulnerable to a level 6 Might task PCs who fall down the
rope or a couple of difficulty 4 Might tasks. to break them. Doing so doesn’t end the sinkhole take 1 point
of damage for every
threat, because electricity is still released 10 feet (3 m) fallen.
Striated Sediments: The edges of the and channeled up the sinkhole. However,
sinkhole are striated with veins of glowing without the masts to direct the energy, the
bluish material that inflicts 4 points of entire surface of the complex becomes
electrical damage when touched. If a electrified once per hour, dropping everyone
rope touches or snags on one of these standing on the Aquifer Complex’s surface
sections, it might burn through (as a GM one step on the damage track on a failed
intrusion) or a PC might take the damage difficulty 6 Might task.
and fall unless they can catch themselves
(as a GM intrusion). About every hour, ENTRANCE
the glowing webwork of sediment pulses Searching the rubble scattered across the
with extra energy. These lines of energy are golden surface reveals an entrance to the
what rejuvenate the Cloud of All Endings complex; an installation from the surface
attacking Amber Keep. fell and detonated upon impact, creating
an opening—one that glows with greenish
Individual Rain Sylphs: Though they act as energy from some weird interaction of Rain sylph: level 3;
part of the rampaging beast’s ranked attack numenera. (If no installations fell, the tear flies a short distance
each round; lightning
against the community, a few rain sylphs was created by a particularly large, hard, touch attack inflicts 5
might decide to pester climbers, dropping solid piece of inert metal in the falling points of damage and
them to their doom if they can successfully sediment.) causes victim who fails
pry a PC from a rope or the wall. An attack a Might defense task
to lose their next turn;
should be introduced as a GM intrusion. Conditions in the Complex: Humidity within regains 3 health per
the complex approaches 100 percent, which round in thunderstorms
FALLEN NEIGHBORHOOD means characters heat up quickly when
The section of Amber Keep that slumped exerting themselves. Sweating doesn’t seem
and fell lies here in rubble. The shattered to cool them off.
ground, structures, and possibly even a few
smashed installations cover the surface in Corridors and Rooms: The golden-hued
an area about a long distance across. It’s metallic corridors seem as though they were
dark in the larger cavity except for the light made for creatures taller than humans. The
shining down from the shaft overhead, and ceilings are uniformly 20 feet (6 m) high
the space is too wide to see the cavity’s side but at the same time, the passages are a
walls. little too narrow for comfort—about 4 feet
The fallen neighborhood landed on a (1 m) in width—though some areas are at
gold-hued metallic structure—the Aquifer least 20 feet (6 m) on a side. When electrical
Complex. In the immediate vicinity, the pulses shoot through the complex each
structure is partly buried except for a few hour, lines of white metal in the ceiling buzz
metallic masts that rise up out of the with current, but they aren’t dangerous by
rubble. These masts send forth an hourly themselves (though a GM intrusion might
electric pulse that leaps into the air and have an arcing bolt threaten explorers).
is then channeled farther upward by the
wall striations that line the sinkhole. Each WHISTLING DEVICE
pulse revitalizes the Cloud of All Endings. This chamber is empty except for a floating
A difficulty 5 understanding numenera task piece of metal about 3 feet (1 m) square
suggests that the masts merely channel emitting a high-pitched whistling sound. A
the energy; something located within the difficulty 7 understanding numenera task
complex itself controls that energy’s release. can activate it, causing the square to stop
whistling, settle to the ground, and extrude Whistling automaton:
metallic legs. The automaton then begins level 5; moves up to a
long distance each round
to follow whichever PC activated it. Other

141
than that, it doesn’t take any actions, though OBSERVATION POD
it may retract its legs and begin to whistle This chamber is a stronglass blister about
again at inopportune times. 10 feet (3 m) in diameter. Looking out
through transparent sides, viewers see
VERTICAL ACCESS that the blister hangs on the underside
A shaft about 20 feet (6 m) in diameter of a vast, metallic complex which itself
descends directly downward for over is suspended over a gulf of empty space.
GM intrusion: The 100 feet (30 m). The metallic walls of the Periodic crackling lightning beneath the
character traveling in the shaft are sheer, without obvious hand- or complex reveals that only about 100 feet
shaft must succeed on a
difficulty 3 Might defense
footholds. The same lines of white metal as (30 m) below the blister is a prodigious
task or get motion seen in most of the corridors light up and quantity of water like a sunless sea. One
sickness for about thirty buzz, illuminating the shaft from bottom to exit from the blister opens onto a slender
minutes. All tasks for an top every hour. Being in the shaft during a catwalk running beneath the oppressive
affected PC are hindered.
pulse inflicts 7 points of damage on a failed bulk of the complex toward another, much
Might defense roll (and 1 point even on a larger blister a few hundred feet away. That
successful roll). blister (the Heart of the Cloud) bears an
A difficulty 6 Intellect task uncovers a inverted mast that extends all the way down
control surface at each access point, which to the water’s surface and is the source of
suspends travelers in the shaft and speeds the periodic discharges of electricity. (The
them to another level at a short distance electrical discharges provide enough light to
each round. reveal several additional catwalks hanging
just beneath the underside of the complex,
SALVAGEABLE GALLERY converging on the Heart of the Cloud.)
This long gallery, about 30 feet (9 m) wide,
is replete with devices embedded in both CATWALK
walls. If time wasn’t of the essence, the The catwalk is composed of stronglass and
gallery would offer a bonanza of salvage suspended 10 feet (3 m) below the complex.
opportunity. At various places along the Although the complex is warm and humid,
corridor, control surfaces flicker, show static, beneath it, hanging over the dark sea below,
or sometimes show strange images. Fifteen the humidity becomes chill. When the
minutes and a successful difficulty 6 salvage periodic lightning pulses and plays here,
task in any given area grants a roll on the the sound is thunderous, and the vibrations
Random Salvage Random Salvage Result table. Characters shake the catwalk. Lightning is always
Result, page 109 may also attempt to understand the snapping and discharging in the empty
equipment with a difficulty 7 understanding space, but the largest blasts occur about once
numenera task. Successful characters per hour. If anyone is on this catwalk during
think that the equipment is involved in one of these blasts, they must succeed on a
monitoring, conditioning, filtering, and difficulty 6 Might task or drop two steps on
otherwise treating a vast quantity of water the damage track. Even a successful save
in a thousand different ways. If characters will drop a character one step.
succeed on another task, they can pull up
a view from what they’ll soon see in the THE HEART OF THE CLOUD
Observation Pod. This blister is 100 feet (30 m) in diameter
On a failure in either case, defensive and the nexus of twelve different catwalks.
Large golden measures cause the entire area to spark, A large golden machine spins and whirs
machine: level 7 inflicting 7 points of damage on a failed inside. The machine is connected to the
Might defense task (and 1 point even if mast. Destroying this machine is difficult
successful), and 1d6 inimical rain sylphs because it’s so large. PCs can more quickly
condense out of the humid air, their skin deactivate it by first succeeding on a
forming from energy and water tension over difficulty 7 understanding numenera task,
the course of one round. then accessing a control surface to put it to
sleep. Once deactivated, the entire complex
jolts and begins to slowly descend toward

142
CLOUD OF ALL ENDINGS

the sea. PCs have about one minute to race in the same way as the iron wind.
back across the swaying catwalk before it is Hopefully, however, the PCs save Amber
submerged. Within about an hour, the entire Keep and stop the Cloud of All Endings
complex sinks beneath the water. before it reaches maturity. If so, a grand
celebration is held in the PCs’ honor,
Electrical Nodule: The character deactivating during which Ganilon Brig speaks for the
the device is absorbed into it (treat as a community in actual heartfelt thanks.
GM intrusion) and then ejected a couple of
rounds later. The character is moved one
step down the damage track and now has a XP AWARDS
module on their forehead. It gives them the The PCs earn 1 experience point (XP) each
ability to make a short-range attack inflicting if they save all the residents from the ranked
6 points of electrical damage but stuns the sinkhole disaster, 1 XP each if they destroy
character after each use so that they lose the device keeping the Cloud of All Endings
their next turn. active, and 1 XP each if the community of
Amber Keep is saved.

REPERCUSSIONS WHAT’S NEXT?


If the PCs don’t make it down into the Whether you’re combining “Amber
Heart of the Cloud chamber and disable Keep” with “Relics of the Machine” or
the mechanism they find there, they may not, please refer to Chapter 9: Ninth Chapter 9: Ninth World
fail to save their community. However, it’s World Repercussions, which provides Repercussions, page 98
possible they can still stop the Cloud of All wrap-up material suitable for either
Endings in some other fashion. But even so, adventure alone or both adventures
the loosed Cloud of All Endings becomes combined.
another scourge in the Ninth World, feared

143
INDEX
Amber Gleaners 14 Federin’s farm 18 Origin 60
Amber Keep (rank 1) 113 Forina 54 Origin’s cube 61
Ardor and Grace 71 Ganilon Brig 129 Orstenia Myal 8
Axis 49 Garmulu Manor House 56 Philosophy of Communion 45
Axis’s horde 48 Gennd 108 phrontex 105
barkscraper 136 Glistening Army 94 phrontex lair 105
betulan 103 Groguntus 106 pyramid arrival 75
Blazing Pillar, the 115 Halo of Dominion (artifact) 95 Pyramid Random Event Table 77
Blue Tongues 111 harmony distiller 54 Radius 16
Changing Moon diviner (artifact) 40 Heart of the Pillar, the 118 Radius, ascended Machine God 95
Changing Moon, the 40 Hoard, the 68 Radius’s Home 26
chime tree 89 Howling Pyramid, the 74 rain sylph 125
Chord 45 Kadri 26, 103 red rain 38
circle of association 68 Kalpis, the 27 Root 72
Ciszan, false Machine God 94 Karkus Lamarn 54 Selani 55
Ciszan’s Scepter (artifact) 95 Karnath 89 Shifting Moon 43
clickers 77 Lost Manufactory 71 silver ioquid 127
Combined Campaign Flowchart 6 manufactories 70 sinkhole 140
comprehension crawler 31 Marraxi 129 sonic lance (artifact) 81
Conphas 130 Medulla, Coultan’s garden 133 Sparadhi 115
Coultan 137 mego 89 stolen memories 23
crust husk 132 Melyndwr 39 Taxx 106
crust mite 135 memory collector 19 tendril crawler (vehicle) 35
crust mummy 135 Mephitic Forest 20 Treetop Crown 136
crust shambler 132 Meteoron Control 123 Trophy Room Collection Table 60
crust wing 132 Mighty Arm, the 110 Troth, prophet of the
Cult Clues 43 Morigera, prophet of the Machine God 43
cyclic raiders 78 Machine God 32 Tsala 108
Delend 38 mud-bird lair 22 Unit-A29 71
diamond mind 52 mud-bird/murden 18 vesk 21
Dragon, the 68 Nerif 89 Visso 26, 103
duskfruit 120 Nort 108 Weal Encounter Table 66
dusky pox 120 Nronic 89 Weal of Baz, the 63
echo storm 55 omnierudite cube (artifact) 37 Zoyin 14, 103
equation of summoning, the 73 oniscid 27

144

Potrebbero piacerti anche