Numenera: The Hideous Game

A pale creepy figure with long fingers and no eyes, but mouths covering it's head

Three adventurers try to find the answer to the nefarious game that is being played on the citizens of Qi before it’s too late.

GM: Megan
Players: Aser, John, Richard
System: Numenera

Music by Kevin MacLeod, “Decisions.” (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Mysteries of the Ninth World 18: Let it Go

Side view of Qi. It's a tall city with floating dirigibles.

As they make their way back to Nihliesh, the adventurers have a new mission. Find Ilthana.

Featuring Aser, Chuck, Landan, Megan, Mike, and Shaunna. Music by Kevin MacLeod, “Decisions”.

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This episode was edited by Desmond A. Interested in having him edit your podcast? Contact him at Desmond@DesmondA.com

Mysteries of the Ninth World 17: I’ll Give You Two Shins

Red slime

The adventurers head deeper into the Tombs of the Nacrosanti, facing new dangers and and intriguing new possibilities

Featuring Aser, Chuck, Megan, Mike, and Shaunna. Music by Kevin MacLeod, “Decisions”.

This episode was edited by Desmond A. Interested in having him edit your podcast? Contact him at Desmond@DesmondA.com

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Mysteries of the Ninth World 16: Stronger Today, Stronger Tomorrow

A varrakith menaces a now headless body. It has long insect like limbs with skulls at it's joints

The party descends into the mysterious caverns, where challenges to their wits might be the most deadly of all. Also, there are monsters.

Featuring Aser, Chuck, Megan, Mike, and Shaunna. Music by Kevin MacLeod, “Decisions”.

This episode was edited by Desmond A. Interested in having him edit your podcast? Contact him at Desmond@DesmondA.com

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Mysteries of the Ninth World 15: The Desert Vortex

A lorub, a sea monster that looks like it's from the age of dinosaurs with red skin

With Kellnar’s mind in hand, the adventurers head across the desert to find the mutant city of Nihliesh and their next task.

Featuring Aser, Chuck, Landan, Megan, Mike, and Shaunna. Music by Kevin MacLeod, “Decisions”.

This episode was edited by Desmond A. Interested in having him edit your podcast? Contact him at Desmond@DesmondA.com

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Mysteries of the Ninth World 14: Down in the Dark

A spray-painted green eye

Hot on the heels of their target, the adventurers head into the tunnels under Vebar to find Kellnar, now the leader of a strange cult.

Featuring Aser, Chuck, Landan and Megan. Music by Kevin MacLeod, “Decisions”.

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Mysteries of the Ninth World 13: The Long Drop

Robot with sign that says 'Campaign to Stop Killer Robots'

The party meets some new friends and heads into a city amongst stalactites to find Kellnar.

Featuring Aser, Chuck, Landan, Megan, Mike, and Shaunna. Music by Kevin MacLeod, “Decisions”.

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Mysteries of the Ninth World 12: Something Smells Fishy to Me

The_Deep_Ones

Freed from their parasites, the party emerges from the tunnels to find their supposed benefactor dead, and need to stop the plans he set in motion.

Featuring Aser, Ash, Landan, Megan, and Shaunna. Music by Kevin MacLeod, “Decisions.”

Curious about Notable Ninth Worlders? Check it out on DriveThruRPG. You can also find Love and Sex in the Ninth World on there.

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TRF’s Twelve Days of Christmas: Day 8, Numenèra

On the Eighth Day of Christmas
My GM gave to me,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

A view of the Obelisk of the Water God with much of the landscape showing

The first game we decided to play after the podcast started, Numenèra has been one of our favorite systems since we created our first characters. We’ve run a whole campaign in the Ninth World since then, transitioning from a published adventure to a story of Megan’s own creation. In a real sense, our growth as a podcast can be tracked through this one line of episodes: from a single-track recording of our play through of Devil’s Spine through a multi-track recording of Megan’s own dungeons.

Finding the sort of sweet spot between rules light story gaming and tactical-focused adventuring that we find particularly appealing, Numenèra has brought us a world that is easy to dive into and provides wonderfully strange landscapes and technologies to explore at every turn.

List of our Numenèra Episodes
TRF’s Twelve Days of Christmas

Review: The Sun Below- Sleeping Lady, A Numenera supplement and campaign

The Sun Below: Sleeping Lady is a Numenera supplement produced by Dread Unicorn Games and written by John WS Marvin. It continues to develop an entirely new location in the Ninth World, an underground tunnel system that has yet to be fully explored or understood. Along with the new location, bestiary, foci, descriptors, and Numenera, there is a short campaign to run for your players that introduces and delves deep into this new location.

Cover of the book, shows three ladies standing over a desert

A great deal of the set up of this game deals with characters and locations that were introduced in a previous supplement – The Sun Below: A City on Edge. However, running that scenario is not necessary for running Sleeping Lady, alternate introductions are given and the adventure is careful to assume that you might not have prior knowledge.

One thing I think is great in this adventure is that they have it set up to run for charactersA screesnshot of the rules on modifying difficulties of any level. Monster stats are modified by the level of the party, so that the GM doesn’t have to put a lot of work into sorting out altering the difficulty of an encounter themselves. There are also instructions on building up crowds of minions, called mooks here, to swarm up on your characters. They provide different ways to create your mooks so that they can last just a little longer. I really like the way they developed this idea for Numenera and think it would be great to adapt to my own games.

A dancing woman with yellow skinThe adventure begins with the party getting a plea to help save the city of Bursang, part of The Sun Below. However, the situation is more complicated then has yet been realized, and the fate of the Ninth World will end up in the hands of the party. This is a nice and neat campaign, and there are several possible ways for the PCs to try to save the world. The easily modifiable levels of difficulty come in handy with this, as neither you as the GM or the creators of the scenario can predict in what order the party will choose to attack.

I think the creativity in a lot of points of this book is great. For instance, one artifact, The Mind Sword, causes the user to laugh evil when they hit on a roll above 17. Adding quirks like this to artifacts really personalizes them to your character and can introduce great reoccurring jokes and character traits.

The supplement seems to be intended for new GMs, as there is some handholding A mass of tentacles, eyes, and mouthsas you read through it for want to do as a GM. I think this can be great, especially for GMs who are unsure of themselves. The layout is in the same style as the other Numenera books, which makes it easy to recognize when they’re pointing out things like GM intrusions. There are some points were it is a little harder to follow, but for the most part flows very smoothly. There is a lot more art then I was expecting, and it really illustrates the creatures and characters you meet throughout the adventure well.

Sleeping Lady is a great campaign to pick up and run for your party, and is easy to use for the GM. I like several concepts that it introduces, such as quirks on artifacts and mooks for swarming fights. It is available on DriveThruRPG for $7.99. You can also visit Dread Unicorn’s website for more information on their supplements and materials.

*The Redacted Files received a free copy of this supplement for review purposes.