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T HE SPIR THE SPIRE E OF T HE HUN HU N T ING SOUND SOUND PREGENER ATED CHARA PREGENER CHAR ACTER CTERS S AND MINI-BESTIARY Faz maldov (Order #12404269 #12404269))
TABLE OF CONTENTS PREGENERATED CHARACTERS
3
MINI-BESTIARY
13
Cragworm
13
Cyclic Raider
14
Null-Cat
15
Puppet Tree
16
Throughout this book, you’ll see page references to various items accompanied by this symbol. These are page references to the Numenera corebook, where you can find additional details about that item, place, creature, or concept. It isn’t necessary to look up the referenced items in the corebook, but doing so will provide useful information for character creation and gameplay.
CREDITS Designers Creative Director Cover Artist Graphic Designer
Bruce R. Cordell, Dennis Detwiller, and Monte Cook Monte Cook breakermaximus Bear Weiter
Artists Samuel Araya, Vincent Coviello, Dreamstime.com, Jason Engle, Eric Lofgren, Patrick McEvoy, Kieran Yanner Monte Cook Games Editorial Board Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Mila Irek, Jeremy Land, Laura Wilkinson, Marina Wold, George Ziets
© 2017 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.
N O T E S
S F a T K h a n a r l a o u a r o s i a n d n T a l a a r
C h a r a c t e r
P l a y e r
T M a n d © 2 0 1 7 M o n t e C o o k G a m e s , L L C .
O T H E R P C s
I M P O R T A N T N P C s
e d w T s e h h c o a a b m t p t ’ t e o y s h , T o o b a u w u n t u h y K e o a s l u ’ p s l a s e k i i d n n s e o t c e w a .r s m Y c a K a e o p l a a u e i l o f o r n n n o a m l g y n , m p d t o e r T i a o a s . n o n t n u s t o t o , b h o e p a t h l y p o o T a ff f n u a s
s Y m o u a t s t e e r r i n v e g d o a f s p a e c o a p r l a e v i n a n m g a u n a r y d c . i Y t i o e s u a k n n d o w t o a w n s .
B A C K G R O U N D
N O T E S
S a T K C h n a a l r a u a i r s i a n s d T a l a a r
C h a r a c t e r
P l a y e r
T M a n d © 2 0 1 7 M o n t e C o o k G a m e s , L L C .
O T H E R P C s
I M P O R T A N T N P C s
y K t T b fi n Y h a o a n a o e l o u a l u a m u a l a n a s l e c n e r ,r y t y a i h w p a t , o f d a K h s r t o b u a e h o h u e n l d i c m v a e t g a d a s n a . h u K i b a w t s a t a e l o o d s t a h u e m e y i j u n o n c r t , s e o e u t n r w r y i y t o c t t e o r u e f m a i a , e b s v d d l r l p s e e e o n l c a i i w o o n g m i d d a r , t g e o n p a e c d r e n t h o r e t i m h t o a l a . W n i s c v w p h g p e a a s o i p a n n i . W e y t t i e o o k r h d u n e n o p n e , ’ s l o n r l S t w i t h s f s i n h e y o o o ? g a n r r u e g I i a e f n d r t
g a l c y W o t o o h l o t l u r e d e r e s n c o g t y i e l n o n f e o g .Y o u s d r o . d b f o u a e u t t e n o h d t e i o s e k r s w u d i o o p e u n t d l c h , d i y e o i o r m v u u i n i t w n g w e e a r l i n e i s g h ,h d e a l t f r h o p k t e i p t o n f g l e o f a r c m t n h e d s e a r t a o f n r l t h d e s s e
B A C K G R O U N D
N O T E S
S F a T C h a n a r a o u r i r o s s a d n T a l a a r
C h a r a c t e r
P l a y e r
T M a n d © 2 0 1 7 M o n t e C o o k G a m e s , L L C .
O T H E R P C s
I M P O R T A N T N P C s
o a I Y f o t i h g a u t e i n w a r s n p t a s d r n i y ’ T s o o t a n n u o f u e r i r r n y s s i o a w t i r a e o l u s u i g n t r l s i e d c a k h t i n i n t a c f v g r t i e s e u ) n k p , i y d l l f s e o o ; d u r y ’ h e r h o i m u m p i r ( m . e g e t t o t y i n n i s u g p r r e i s t o h n e .
C p o Y a r i u r i s o s ’ n s p s f e h o n e r t l a t p , w i a h m n e i d e l o n y o .B t u u h ’ r t e e n s t r o r e a w e d y e y o t s f u a o ’ n r d r e s o f r e m e v e e , e n t h t w h i n a e r g n k e n s n e t i w o .
B A C K G R O U N D
N O T E S
F T K C a a r n a l a r a o i u s o s i n n
C h a r a c t e r
P l a y e r
T M a n d © 2 0 1 7 M o n t e C o o k G a m e s , L L C .
O T H E R P C s
I M P O R T A N T N P C s
t f i m w T n t u o w r y o o r a i i y r t t u h h t h i h v r n h t e e C a a g e e l e l x l p l n a .r w .Y a y t o r c y i i s i T l o t o s n e u h d u l u , a e r y s t s K t w p e e a r c ’ r n e e a s e x c h l r e e a c s p p a t s e l i i s n t t i o g n n J t h a g y r , h a y l e o e t n h r c . a u k t n a d h r e b n o p r d o a w u a u T u a d r s m g a a s n n i n n d e h t a , e u t t e b s d p y s h d o o e s F , e u i a r t a h u o t s r n t t , o a o d i m i n a b o p o s s n v u c e k t o y e r t . s a i S o u n o s n t h m p t v i g i g i n e e t n u e a r m v c n w a o e e t e s v e h e l v a d t i t r v t u l e e t i t c n r h u s t g e p t u e m r l l e s
d h A a o n n r r e g b x e i l p r e o y u a r i s w m r e a y n n d .T t h y f e o o u o o l l h c c a a o r s l n d y r d u i c n e m e d e t i m d v i i d n u b e t a r h e .l y o p u a a s s t a w e n t
B A C K G R O U N D
N O T E S
S F K C h a r a l a a o r a i r s o i a n d n T a l a a r
C h a r a c t e r
P l a y e r
T M a n d © 2 0 1 7 M o n t e C o o k G a m e s , L L C .
O T H E R P C s
I M P O R T A N T N P C s
K t p n T h a o r i a m i l f s a n r o i g n e e n e d s c u K c a y o n o m u t a u l i . a l e Y y i d , o o n l t h o u u b a o i r e v . n s f e r s i e i g s i s t n o t n e e r d d s e e d e y o n y e v u t o e n u ’ a d a w g w n o o o d r m s w k e a i n e , t p h n t b u C a t a m y o a r u i s e s G d o l n C a f a i e v l y a e i r i i n f s
p r i s o n .
r y o Y a p o u u f g r o r r s i a e w s t e m u r i n p M o .T a r o r l c p a r i r w m o a e t e s c t s h h t h e e e m c o r r a m e y m p u o r i t t a o t f e t i t d o h .Y n e , o y p l u o a w u c e e t w n o o t k h e t o t r h e e
B A C K G R O U N D
CREATURES: CRAGWORM
CRAGWORM
6 (18)
A cragworm is a spined serpent that can grow up to �� feet (�� m) long. Its mouth opens horizontally and has many rows of teeth. Dwelling in abandoned or isolated areas, it preys on whatever it can find. The creature has many red, glistening eyes and is known for its terrible, mournful howl. It has the intelligence of an animal and the outlook of a predator. Motive: Hungers for flesh Environment: Dwells alone in rocky wastes, hills, and deserts. Health: �� Damage Inflicted: � points Armor: � Movement: Short Modifications: Hides in rocky terrain as level �. Speed defense as level � due to size. Perception as level �. Resists trickery as level �. Combat: A cragworm hides amid rocks and ruins. While hiding, it howls, and the subsonic nature of the sound paralyzes anyone within long range. Victims who fail Intellect defense rolls are paralyzed for two rounds. When the cragworm emerges from its hiding place to attack, its envenomed bite inflicts terrible damage. Victims who fail Might defense rolls move one step down the damage track. Once a cragworm enters combat, it fights to the death. Interaction: Cragworms can’t be reasoned with. They can be intimidated or tricked, but the latter is far easier than the former. They resist being tricked as level � and are particularly easy to fool if food is involved. Use: Cragworm attacks are seemingly random wilderness encounters that usually befall unsuspecting travelers. In many ways, they are the archetypal wasteland beasts of the Ninth World, giving rise to sayings such as “fierce as a cragworm,” “temperamental as a cragworm,” and so on.
13
GM Intrusion: While biting a PC, the cragworm grabs the character in its mouth. The PC must make a Might-based roll to avoid being swallowed. Swallowed PCs can attack the beast from the inside, but they suffer � points of damage each round they remain there.
CYCLIC RAIDER
GM Intrusion: A defeated cyclic raider goes through sudden convulsions, its limbs shifting and locking into strange shapes as a second raider leaps on it. They both snap together to create a much larger level 7 creature.
5 (15)
Cyclic raiders are humanoid automatons powered by sound. A flat, blank silver disc is displayed where their face should be. They appear at intervals that seem completely random, though some students of the numenera claim their schedule can be determined ahead of time with enough calculation. However, those who are too successful at discovering that secret tend to become the latest targets of the raiders. Cyclic raiders usually appear suddenly, as if they’d stepped out of an invisible door. They disappear just as precipitously, exactly three minutes later, often with a captive or two. Motive: Capture test subjects (usually humans) Environment: Almost anywhere, alone or in groups of three Health: 20 Damage Inflicted: 4 points Movement: Short; long when jumping Armor: 2 Modifications: Speed defense as level 6; knowledge of other worlds and galaxies as level 7. Combat: Cyclic raiders use a device they call a Melu box to render human targets unconscious. Raiders avoid direct engagement and are expert at dodging incoming attacks (reflected in their level 6 Speed defense). If forced to defend themselves, they fire a sound blast that inflicts 4 points of Intellect damage (ignores Armor) on a failed Intellect defense task. 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. Interaction: Cyclic raiders enact a bizarre agenda. They ambush, incapacitate, and somehow transport humans to another world in the void of space for an unknown purpose. They speak several languages, which seem to be composed of voice recordings of various humans sewn together to make complete new sentences. Use: The PCs arrive to consult with someone who has information or an item they want, but that person is being attacked by cyclic raiders. Loot: A fallen cyclic raider can be salvaged for a couple of cyphers. Any group of raiders will probably have one Melu box.
MELU BOX (ARTIFACT) Level: 1d6 + 3 Form: Small silver box Effect: When activated, every living creature in short range that can hear must succeed on an Intellect defense task or fall unconscious. Unconscious creatures can attempt an Intellect task each round to rouse themselves. Depletion: 1 in 1d10
14
CREATURES: CYCLIC RAIDER ~ NULL-CAT
NULL-CAT
7 (21)
The null-cat is a quadruped predator, approximately 1,000 pounds (450 kg) in weight and a deep grey in color. When not moving, the null-cat’s crystalline fur seems to make it vanish into its natural surroundings. Its face is a star-shaped slit filled with motile teeth, flanked by five eyes laid out in a circle around the front of its head. Null-cats are drawn to and drain items that use stored energy, though they supplement their energy requirement with the flesh of living prey. They kill, drag off, and store their victims, burying them to feed later. Motive: Hungers for energy and flesh Environment: Anywhere empty or on the fringes of civilization Health: 42 Damage Inflicted: 7 points Movement: Long; short when climbing Modifications: Stealth and hiding as level 9; Speed defense as level 6 due to size. Combat: A null-cat relies on its energy-draining field during combat. All characters within immediate range who have an artifact must roll normally for depletion each round. Anyone who is attacked by the null-cat and suffers damage “burns out” a cypher in their possession (if any) on a failed Intellect defense task. The null-cat gains 5 points of health for each artifact charge and cypher it consumes in this fashion. Simultaneously with its energy-draining effect, a null-cat can bite a target, inflicting 7 points of damage. The null-cat stalks victims passing through its territory, preferring to wait until night to attack. If possible, it waits to attack sleeping victims. Interaction: Null-cats are clever predators but ultimately have the intelligence of animals. Use: A group of Aeon Priests is surrounded by a small pack of nullcats and can’t hold out much longer. Loot: Null-cats drag off and bury their prey in small graves. If a PC can locate a null-cat’s pit, it is often filled with equipment and gear of victims, though the cyphers are burned out and the artifacts are dead.
15
GM Intrusion: A null-cat leaps out into the middle of a group of adventurers, distracting them. Meanwhile, two other null-cats circle around behind the group.
PUPPET TREE
Corpse puppet: level 2; a target must also succeed on a Might defense task or be grabbed until it can escape; all physical tasks attempted by the target are one step more difficult.
Convergence, page 223
GM Intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a PC in an attempt to hold them still for a crystal spike attack. The PC must make a difficulty 4 Speed or Might task to shake free.
8 (24)
A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted, overgrown corpses are the tree’s victims, dead but serving as fleshy puppets to the tree’s will. Victims drained of knowledge and life are used as lures to draw in yet more victims, at least until the bodies rot away. When not used as lures, the corpse puppets are set to the task of using bits of the numenera to build or further modify an inexplicable machine set at the tree’s base. Motive: Hungers for fresh bodies Environment: On hilltops, isolated from other plant life Health: 33 Damage Inflicted: 10 points Armor: 3 Movement: None Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act in a lifelike manner) as level 6. Combat: Some of the red reeds surrounding a puppet tree end in a hard, sharp crystal spike. When a living creature comes within short range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans. Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees have about five corpse puppets active, which can be simultaneously animated to attack foes. A puppet tree is vulnerable to fire. All fire attacks against the tree inflict 2 additional points of damage and ignore Armor. The puppet tree will always attempt to stop a fire, or target the source of flame during combat. Interaction: Puppet trees are highly intelligent, but malevolent. Even if communication can be opened via telepathy or some other means, the tree will always attempt to double-cross the PCs. Use: An agent of the Convergence, hoping to watch a puppet tree in action, lures the PCs to one and waits while they approach to talk with his “friend”—one of the long-dead corpse puppets. Loot: Possessions of former victims can be found in the red reeds, usually including 4d10 shins and various bits of gear. The cyphers, artifacts, and oddities of victims are collected by the corpse puppets and cobbled together into a strange device. It is always the same machine, but its purpose is inexplicable.
16
TAKE YOUR CAMPAIGN FARTHER
The wonders of the Ninth World aren’t just over the next mountain range or in the blank space on your map. The prior worlds plied the seas, reached for the stars, and touched dimensions beyond our own. Take your campaign further with Into the Deep, Into the Night, and Into the Outside. Discover incredible realms, new creatures, new artifacts and cyphers, and scores of new character options. Explore the cloud cities of Urvanas, treat with the Queen of All Octopuses, or venture into Reeval—the ultimate source of the Nibovian threat. Whether you take your entire campaign to these new realms, delve into them for a quick adventure, or simply mine the books for their many great resources, these titles expand the horizons of your Numenera campaign.
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