I’m going to put a bit more effort this time into explaining what I’m doing, both with Mythic GM Emulator and with the Numenera rules.
A billion years in the future, Draven and his companions explore the mysterious Jade Colossus, a shifting ruin filled with prior-world technology and dangers. In their initial venture, they learn of a missing woman and the Heritors’ desire to locate the Eye of Transcendence, a powerful relic. Upon entering the Colossus, they discover the woman’s body and face off against a deadly insectoid, barely escaping with their lives (but not the body).
In their second expedition, Draven’s group returns to the Colossus, now with Erish, an Aeon Priest with her own agenda. They manage to retrieve the woman’s remains and return them to her father, Tharad, and Kuran, the innkeeper, both of whom exhibit varied and conflicted reactions. Tensions and secrets among the NPCs hint at deeper undercurrents within Ballarad.
By the third session, the group is focused on finding the Eye of Transcendence. As they delve deeper, they encounter bizarre phenomena, such as metallic spheres that react to spoken questions and a deadly trap that swaps minds. Amidst this chaos, Draven’s party uncovers more barely-comprehensible technology and faces the perils of the Colossus, exploring to find their goal.
The main character is Draven (he/him), a Graceful Delve who Taps the Void. He has three followers:
I will use a d12 Usage Die (similar to what is used in The Black Hack and Ker Nethalas) to determine when they’ve reached the keyed location for the Eye of Transcendence from the Jade Colossuss sourcebook. (Previously, I actually used a d20, which was just a mistake.)
As I get started, I look back to the previous session to see that my Chaos Factor is at 4. This is a mechanic from Mythic:
The Chaos Factor is a value tracked throughout the adventure that represents how much control the Player Characters have over current events. The more out of control Scenes get, the higher the Chaos Factor will climb; the higher the Chaos Factor, the greater your chance of getting a Yes response to Fate Questions. The Chaos Factor also determines the frequency of Random Events and how often Scenes begin as expected.
- Mythic, p. 19
The group recently dealt with dangers in an interstitial cavity within the Jade Colossus:
Within structures as vast as the Jade Colossus and many other Ninth World ruins are many hollows, voids, and liminal locations that probably were never meant for prior-world creatures to use directly, but exist rather as gaps, cavities, and empty regions normally hidden behind walls. These areas are often difficult to navigate (or in some cases, survive) because they weren’t built with normal use in mind.
- Jade Colossus, p. 112
(This works by rolling a d10. If it’s greater than the Chaos Factor, the scene starts as expected.)
This is a massive space, much larger than regular chambers, because it’s a liminal area within the structure, not necessarily intended for regular traffic. Waves of energy pass over them periodically, almost like an oscillating fan but not physical.
They’ve already defeated a shadow killer, sort of a “stealth assassination suit” given life by someone, probably long ago, complicated by the fact that those energy waves occasionally cause mind swaps between creatures in it. Due to that, of course, they’re ready to leave this area behind and get closer to their goal.
Draven has identified nine separate exits from here, so he’ll pick one nearest the entrance they used and lead them that way. We’ll call that Exit 1.
(Note that the following rolls come from the “Numenera Ruin Mapping Engine” from the Jade Colossus sourcebook.)
Rupture are unplanned gaps, voids, and hollows found within a prior-world installation. Unlike interstitial cavities, which were purposefully constructed by the builders even though they were not meant to be directly inhabited, ruptures are the result of events that occurred in the millennia since the installation was created. Earthquakes, detonations of strange energy, erosion and weathering, unchecked biological growth, and similar destructive effects create hollows and ruptures that intersect with regular rooms and corridors.
The walls of the cavity are torn, whether by the energy waves, the kinetic forces exerted when the Colossus emerged from underground, or some other past event. Through the torn walls, there’s a long chamber, approximately 50 feet by 100 feet. There are several ruined canisters, some of which still have a bit of fluid in them. Each contains what looks like a human spine, but modified with technology. There are likely bits of numenera in here, but they have more than they really need right now anyway.
(I’m not changing the scene until some event occurs, either from the Ruin Mapping Engine or from something in Mythic.)
In any case, there’s another exit from this ancient vault. The droplets from Draven’s belt bag will help them find their way back starting about a day from now, so they’re not worried about getting lost. Draven leads his little group of explorers through this other exit.
As they leave the vault, they find themselves in a large space, apparently another “behind the scenes” locale with indistinct sounds echoing through it from elsewhere in the ruin. The synth floor has outlines indicating that once this place held huge machines, possibly some kind of infrastructure to maintain the Colossus. Almost a dozen exits lead out from here, although one is sealed off. They don’t have too many indications of which way to proceed, so they’ll again pick the nearest one and head that way.
An accessway is similar to a corridor but is generally far smaller, apparently never intended for regular traffic. Some explorers guess they were used to provide maintenance for the structure, but others argue they served as the primary passages for much smaller creatures that built the structure.
Generally speaking, an accessway is composed of synth and metal and is about 3 feet wide and tall, though they can become much narrower.
(My map is getting really messy and is rapidly becoming a node diagram.)
Darven enters some sort of maintenance duct; he squats down and explores a bit of a way down. He can see down into the vault and the first interstitial cavity (with the energy waves) as well as many other chambers.
This is a fairly uncomfortable route, however. He’d rather use a route that isn’t quite so cramped, because if they run into danger, they won’t have any room to maneuver. He decides to back out and try another exit from the echoing cavity.
The rurtalian—at least the one that most people see—is a squat, 4-foot (1.2 m) tall creature with two limbs and a massive, pulsating sensory apparatus surrounded by a wreath of smaller sensory organs and seemingly little else. These things are a strange combination of eyes, ears, and olfactory apparati. They can project destructive rays that render matter into paste. If it is organic paste, the rurtalian can then feed on it through its skin. It does not otherwise need to breathe, drink, or sleep.
- Bestiary, p. 110
The creature immediately turns to them and begins emitting destructive rays!
As the little dritch sinks its teeth into the strange creature, the rurtalian collapses to the ground with a shudder. The psychic explorer lets out a scream as it returns to its form somewhere in another dimension.
At the end of the combat, the group’s pools are as follows:
Before moving on, they’ll take a few minutes to recover.
They’ll continue down this corridor.
They’ll continue down the corridor, passing by the additional exit to see where the corridor leads.
Or… not. They’ll try out that additional exit.
Colostrans are intelligent masses of coral that can move and swim, though slightly more stiffly than regular animals and fish. Normally they remain beneath water, but they can emerge and move about on land for periods of an hour or more before they must return to the sea. Colostrans vary in size, and the oldest ones are enormous, reaching dozens of feet or more in diameter. Their shapes can vary, too, but many adopt a body plan consisting of a central flattened core surrounded by three or more limbs. Over a period of several hours, a colostran can modify its shape to whatever its needs might be. Large ones can even split into separate smaller beings.
- Bestiary, p. 132
I’ll check with the oracle to flesh this out a bit.
A group of what looks like mobile coral formations are milling around some of the metallic pyramids, which likely contain aquatic environments. They don’t seem to be aggressive, or even really very interactive. In theory, Erish has a cypher that could enable mental communication with them, but unless the creatures evince some sort of desire for contact, it might be mistaken for something more aggressive. (I’ll check with the oracle to see what they’re like at the moment, if not aggressive.)
They don’t seem to be doing well; perhaps they’re undernourished or have spent too long in this dry environment. (Or perhaps their slow movement just makes them seem that way to the group.) But the Heritors and the Aeon Priest aren’t here for that; they’re looking for the Eye of Transcendence. They’ll just move on via one of the other exits.
The way is blocked by a collapse, and unlike the other rupture, this one isn’t passable. But there are seven more exits to try.
Given that the Heritors have generally positive relations with the abhumans that inhabit sections of the Jade Colossus, perhaps it’s unsurprising that these so-called “raven-folk” are friendly.
Murdens are abhumans. They walk upright but would never be mistaken for humans. Backs hunched dramatically forward, skin covered in shiny black down, huge black eyes perched above a sharp, dirty yellow beak—these things seem almost like enormous ravens with spindly arms rather than wings. Tattered leather cloaks cover their backs, and many carry a leather bag or wear one on a strap to hold the various objects they have collected.
Murdens don’t speak. They communicate with one another telepathically. However, their telepathy annoys other intelligent creatures. The presence of a living murden fills the minds of nearby creatures with a sort of mental static…
Although it is inadvertent, their inherent telepathic powers are irritating and harmful to nearby creatures, who perceive it as an annoying static that scrambles thought. Creatures within immediate range of a murden must make an Intellect defense roll; if they fail, all of their actions are hindered. This hindrance lasts until they leave the area of static influence.
- Discovery, p. 243
The spatial flaw here vibrates with extradimensional energy, a tiny singularity that somehow has not pulled everything around it pas the event horizon. The bird-like abhumans maintain some kind of numenera that keeps it under control.
This is the right place to use that mental coupling. Erish puts on a glove and, accompanied by the actual members of the Heritors (who know the appropriate passphrases to get the murdens to trust them), she initiates a high-bandwidth telepathic connection with one of them. Meanwhile, Thorn whines a bit and cowers behind Draven, clearly not enjoying the “mental static” emitted by the murdens.
They can describe the route, but it’s not nearby. Fortunately, it also does not require traversing the spatial distortion. Fortunately, it just requires travelling through regular space.
(To represent this, I’m going to step down the d12 by two full steps to a d8. Also, I will reroll any results that seem to be a dead end.)
I’ll award another point of XP to Draven for the discovery of the psychic explorer as well as the murden colony. That takes him to 4 XP, which is enough to take an advancement. I’ll take “Move Toward Perfection”, which is +1 to Edge; he’ll apply this to his Speed Edge specifically. That will allow his Midnight Armor to cost no Speed points at all when he activates it.
Next time, they’ll continue to follow the murden directions and likely encounter the Eye of Transcendence. If they can get all the way through it, that might even be the final session of this arc, or perhaps one more after it if that takes a bit.