The explorers have found the entrance to the chambers containing the Eye of Transcendence, a terrible and powerful relic from a prior world.
The session begins with the characters deep within the prior-world ruin popularly know as the Jade Colossus, standing at the entrance to the complex that contains the Eye of Transcendence.
The main character is Draven (he/him), a Graceful Delve who Taps the Void. He has three followers:
Most of the followers are at or near full Health, but Draven (the main character) is down to 6 Might, 9 Speed, and 6 Intellect, and his next recovery will take a full 10 hours. They have quite a few cyphers at their disposal; whether they can make use of them remains to be seen.
The Chaos Factor (for Mythic GME purposes) is at 5.
The Eye of Transcendence has seen age upon age unfold. It has stared into the abyss of civilizations collapsing, and witnessed the cradle of new civilizations rising to unimaginable heights, only to depart, die off, or transcend. The Eye sees all, and those who wish to see what is normally impossible may gain, for a time, an amazing vision. But seeing with the Eye’s aid can burn the eyes and sanity out of those who are not worthy.
- Jade Colossus p. 62
The first chamber is a large, circular room, covered in tiny, sparkling, silver threads. This isn’t the room with the Eye per se, but this antechamber certainly presents an obstacle. There’s no way to get around it; if they want to go forward, they have to deal with these threads, known to explorers as “the sparkle”.
Draven isn’t sure what will happen, so he pulls out his forked sword and gently prods at the sparkle. The threads make a hissing, snake-like sound and dissolve into dispersing mist.
The others follow him through, but they will need to move carefully to follow the path he’s created.
Xanthia and Erish feel the sparkle still in their skin as the threads have infected them. As they walk into the next chamber, after about a minute they take another point of damage! Xanthia is down to 7 health, and Erish is down to 4. This seems quite deadly, because the itch is still there.
Erish takes out a small knife and scores her skin slightly, incurring another point of damage (down to 3) but removing the sparkle. Xanthia follows suit, bringing her down to 6 health.
TM and © 2017 Monte Cook Games, LLC
The Eye of Transcendence appears as a disembodied human eye, about 9 feet in diameter. It has a textured, ceramic-like surface mottled black and green (much like Thorn and the midnight stones). The iris is all black except for a burning blue flame of a pupil. Around it, they can see a metallic bracket device that is holding it up with lines of force.
They immediately understand that this is a powerful relic. Erish reminds them of her deal: she gets to carry out the task she came here for, then it’s theirs. Draven and Xanthia nod in assent.
The Aeon Priest approaches and looks into the eye. She looks into it and immediately clutches her head in pain.
Erish can’t hold the Eye’s gaze, as she gets a glimpse of unfiltered reality. She drops to her knees, holding her head this time in despair.
Instead, Draven steps forward, tossing a midnight stone in his hand and comparing the material. They look significantly similar. What happens if he tries to compare them? With his connection to Void Matter, he instinctively knows that there is a connection here.
And, indeed, when he puts them together, the midnight stone smokes away as the Eye gazes into it. He feels a connection forming and looks into the Eye himself.
As the Delve steels himself, he gains a “transcendence mote”, visible as a flicker in his eye. He can use this to gain a vision of the future (granting him an asset on whatever task he uses it for). He could push himself to gain more, but he is tired and drained already. Going further risks his sanity.
Erish pulls herself back to her feet and suggests they continue exploring the other chambers here connected to the Eye to see if anything else might help them understand it further.
Altered Scenes mean a tweak to the expectation in some way, although not a total change from the expectation (that would be an Interrupt Scene). This time, I’ll roll on the Scene Adjustment table:
Therefore, in the next chamber, I’ll add some feature and remove one of the characters. The corridor they followed into this chamber led through an X intersection, so they’ll go back to one of the chambers they didn’t explore yet.
This is another round chamber, slightly smaller than the one with the sparkle, but with a device composed of many overlapping metallic discs suspended from the ceiling. Reddish electricity arcs from its lowest point (about 1 meter above the floor).
There’s a control panel here. Perhaps it can be used to affect the metallic discs to deactivate the electrical arc? Erish steps forward to examine it.
She doesn’t quite understand how it works, which means everything goes poorly indeed. The control panel starts flashing faster and faster, and the discs emit a high-frequency sound before the electricity arcs out and strikes her!
She falls to the ground, the electricity arcing around her and causing her garments to smoke slightly. The numenera devices she carries go dead, as does the control panel. Draven and Xanthia step back in shock, and Thorn whines slightly but holds back with Draven.
There is likely salvage to be found here, but it seems too dangerous and the remaining explorers are not willing to take that risk.
This time, I decide the alteration will simply be the appearance of another group of explorers.
The unknown explorers enter, shambling about slightly. Draven and Xanthia feel like this encounter in the corridors is dangerous. Is something controlling them, or are they just disoriented from the numenera integrating itself into their nervous systems?
The dazed explorers move into the room with the Eye. Draven holds back to observe without really looking into the Eye. Xanthia hoists her sword-staff in case they need to beat a fighting retreat.
All five of the explorers stand in front of the Eye, staring into it. They hold its gaze for a moment, and then another, and then time extends as they stand there, transfixed. Draven stifles a scream as he sees smoke rising from their ears. Green flame bursts from their eyes and mouths and they collapse to the ground.
Draven and Xanthia turn from the carnage to the chamber they had indicated they would explore next. It seems to be empty, so they sit for a moment and discuss what to do next.
The Eye is far larger than they’d anticipated. Carrying it back out to the Heritors seems impossible, particularly with just two of them and no equipment that could carry it. However, they’ve mapped the way here, which is likely (given the circumstances) to gain significant favor from the leadership of their organization, the Heritors.
Still, they’d like to take some evidence and maybe some additional related numenera back with them. There were other exits on the other side of the chamber with the Eye; they could check some of those out.
With that plan in mind, and having avoided the dangers that the dazed exploration group might have presented, they’ll move carefully past the Eye and into another chamber connected to it.
As the group passes through the chamber, Xanthia pauses. She’s the only one who hasn’t looked into the Eye, and why shouldn’t see? Draven will have told her of the transcendence mote, though without his connection to the Void Matter here, she doesn’t have the same connection.
A flicker appears in here eye, as transient visions of possible futures flit before her vision. Thinking better of it, she doesn’t hold its gaze.
In the next chamber, the floor and ceiling hold incredibly realistic images, overlapping each other. From what they can see in the topmost, least faded images, they contain all sorts of creatures, automata, and even a couple of humans. A tube made of synth protrudes from the wall, broken at the end, slowly dripping a glowing liquid onto the floor among a pile of broken devices.
This could be what they need. Draven pulls out a small vial from his tools to take a sample of the liquid.
With a vial of the liquid light safely secured, this is the time for them to withdraw. They’ve found what they need, and they can report back to the Heritors with their findings.
This concludes this arc. Draven and perhaps Xanthia may or may not be the same characters I use next time I play Numenera. In any case, he’ll get a full 2 XP for this discovery.
With regard to Numenera solo: I’m not sure how much I liked how I used the followers. Perhaps next time I will be more explicit about their modifications (in other words, using the rules as written rather than a community suggestion). Some effects were hard to adjudicate (like the mind swap), but I don’t know that I could have done much better with my current understanding of the rules. (As in most things, experience with specific RPGs leads to better facility with them.)
I’ve said for a long time that the Ninth World is one of my very favorite settings; I’m not convinced that the Cypher System works well for me. I have often thought that treating creature level as HD could port the system back into D&D, though that doesn’t necessarily apply to objects and so forth, which would need a different system. Cyphers are, in some sense, items, but are really treated like temporary character abilities. This is why, for example, Nanos (Mages) have an extremely limited set of esoteries (spells) by default: instead, they have more facility with the numenera.
The Jade Colossus sourcebook is good, but I don’t think it really lets the setting shine. It would better serve my purposes as a supplement to generate smaller prior-world ruins, rather than a single, large one. That’s more to do with the game I want to play, with more overworld exploration to see all the amazing and weird things in the Ninth World.