Session 9

  1. Amy was in Belby Creek with Ailbhe. She realizes that Denzel is a much more pressing concern to humanity than the ever-looming figure of alien subjugation. She attempted to put her influence behind the message of the Effigies, but the populace did not take the threat seriously.

  2. She moved on, trying to send her message further, after realizing Belby Creek was a lost cause. She did not have the time to leave behind more carriers as she did in Be Creek, and instead turned the ones at the tavern into Keepers and trusted they would spread throughout the city.

  3. The Keepers are creating more of their kind and plan to incorporate them into the food supply to spread their influence. While their ideal targets are incredibly competent or strong individuals - those who could conceivably actually help in the fight against Denzel, their primary purpose is just to spread.

  4. Liadon will start to feel unwell, but won't make much of it as she doesn't want to worry anyone. It will become obvious eventually, though, as she'll feel hot and break into a sweat - something she hasn't done since reanimating.

  5. Eventually, a piece of her body will fall off (arm?) and fashion itself into a tiny, miniature Maglub. When it does, Maglub's consciousness floods back to the forefront and begins to commence with the screaming after millions of years of being trapped. After a few minutes, he'll calm down and begin to experience his new Liadon body while Liadon watches helplessly from within.

  6. Maglub's primary objective is to return to his species, but seeing no immediate way to do so, will likely.... serve whoever seems to be in charge? If he comes across any particular shock or is somehow knocked out, Liadon may be able to assume control of her body.

  7. Liadon is not aware of the time that has gone by after her death, the last thing she remembers is fighting the weird glaive-man. She has access to memories of interstitial Liadon and Maglub, but accessign them can give them more power or control.

  8. Belby Creek is a peaceful town run by committee. The lowest level is largely for trade and visitors - the busiest part of the city with the most security. The middle section is the residential area, as well as some small shops to cater more for quick needs than large shopping trips. The last district has some public works such as gardens and zoos, but largely is a place for the committee to meet and discuss whatever the city needs. It is also used more frequently for periodic celebration.

Session 8

  1. The city itself is ruins. Brigh is effectively the only human still around (maybe Niall).

  2. The Whispers still around are those without a specific drive to spread the virus. Those that wish to expand have already left the city.

  3. A handful of corpses were in the midst of face-transformation when they died - with their brain having melted from their facial orifices. Most, at least those that Clair can recognize, were recent customers of hers - most getting random objects repaired, but some lower-tier adventuerers who ordered weapons or armor near the end.

  4. The black-chitin people have begun reproducing wasps. They're still very protective and territorial as it's still early on in the process, but they're making plans to spread sooner rather than later.

  5. The fungus-people are highly curious and merely poking around to find interesting things. Some have grown bored, or wish to spread further, and have left. But they're still a minority.

  6. Shivern are expanding at an unprecedented rate given the eternal darkness. While theey are most heavily concentrated at the church, as this is their birthplace, they have mor or less infected the world now.

  7. The peasants have found the artifacts Amy left behind, and Pierre has his mind expanded and can ask any 3 questions of the datasphere. Amy took her relevant notes with her when her experiments were done here. It's possible some of her early theorizing is still here, long before she had the ability to actually make carriers.

  8. Heading to the next town, the peasants run into a tribe of Grush-turn-bandits. They've been kicked from their home due to the Shivern and do not have any real desire to confront people, but they're desperate.

  9. While resistant or immune to diseases, the curses that Amy put upon the pesants go through their immunity, but may take longer than other creatures.

  10. The Grush themselves are very simple, but not particularly malicious or violent. Can easily be confused, tricked, or even reasoned with.

  11. Amy entered Belby Creek with Ailvhe and took note of the Effigies and their warning. While her primary goal is still to release humanity from this subjugation, she realizes that Denzel represents a much more saliant threat and puts what influence she can behind their message to get more people out to stop the apocalypse.

  12. Once she feels her work is done, or that the populace is a lost cause, she'll move on. Trying to find solutions herself or to spread the warning even further.

  13. If the populace is particularly ignorant, she may begin her experiments in transformation anew. While she does not have the time to choose new carriers - the time and resource commitment is not worth the effort - she can manually spread viruses herself.

  14. Whispers appeared the most virulent, so she will either focus on that or try a new breed (Keepers?). Only she is able to make humanity into what it should be.

  15. Liadon will eventually find a miniature Magluc as her companion, which sparks Maglub's consciousness back to the forefront. Liadon does not take the introduction of another mind particularly well.

Session 7

  1. The city has fallen to ruins. There are a handful of Whispers milling around, mostly those infected by Alastar; as well as Alastar himself. They have no drive to do anytyhing, not even spread the virus, and just mindlessly walk around, spouting "The Great Statue of Blythe."

  2. A handful of corpses appear to be in the midst of the face transformation. Their brains have melted and leaked through their ears and nose. Notably, most are either craftspeople or people who need weapons/armor - all people Clair would have seen as customers.

  3. The black-chitin people are spreading to the main castle, forming a fortress reminiscent of a hive. They attack whoever coems near, but they are in maintenance mode and hope to be able to breed the first wasps and break their dependence on Blythe to spread (though they hold no actual ill will toward Blythe, they strive for independence and to spread).

  4. Several of the fungus-people run around, as they care little for the other viruses. As there are few hosts left in the city, some will inevitably leave to reproduce. But for now, most are content to just enjoy their lives without being attacked.

  5. Shivern have begun to propagate - originally an experiment by Amy and kept within the church - and murder any living creatures they come across. Kakko inadvertently released them after his first revival, trying to stumble about after Amy left. They were why he died the second time.

  6. Brigh is alive still, largely through keeping to herself and hiding. She is capable of killing anyone that gets too close, but her cyphers are running low. Since she stayed longer than she anticipated and the Shivern are about, she's kind of stuck where she is.

  7. The church itself holds corpses, including Kakko's Hexon form that's radiating a golden light. Kakkot was killed by Amy after much experimentation and felt himself be subsumed by a nigh-ultimate creature. It felt like being called home, but the level of vengeance and pure, unadulterated hatred and destruction terrified him. As he was being consumed, something seemed to call him back home, and he awoke back in his body.

  8. He tried going through the city to find anyone he could to help (from a distance - Amy had left), but he could find no one. He returned to the church and began to search for anything he could about Amy, or just anything to help, and that's when he released the Shivern and died a second time.

  9. The entity was furious, and Kakko feels he is the cause, or at least a lot is directed at him. He tried to flee and managed to avoid being subsumed again, but he feels even more drained than he did before. He figures he should just stay as-is until he inevitably dies. Fewer things will break that way.

  10. Kakko is infected with the fungus and can spread the disease, but his inner life prevents it from consuming him. He was also infected and has fallen to the Face-disease, but one again his inner light prevented him from succumbing. While he could technically infect others, his body has been converted by the black-chitin - creating a hardened shell. While he can telepathically communicate with others, his mostly-human mind makes him a much weaker transmitter than others. He can receive all messages, though. The inner life has repaired his eyes such that he no longer shoots lasers out, but the connections to his brain never formed/are too weak/can't be understood, so he's still blind.

  11. Kakko has a bag filled with various things he's found around the church.

  12. Amy's draft manuscripts (prior to becoming the Avatar of Change) about the potential of humanity and how they must still fight the alien oppressors to free the world. That she suspects there are notes or some other information Frud left behind to protect the world. And that while humanity is weak and ignorant today, they can become so much more.

  13. Power Siphon: something that connects to a device (via wires) and drains all energy, storing it until it attaches to a new device, which gets all the power.

  14. Duplicator: a bottle of orange goop that, when released, finds the nearest living creature and replicates them (with minimal intelligence) for one day.

  15. Cypher Seed: Small chip that attaches to cyphers (recharging or turning them into artifacts) or artifacts (recharging).

  16. Mind Expander: Immobile device with a human-cavity. Puts the sitter into a comatose state for an hour. Afterwards, can ask the datasphere 3 questions and receive basic answers. Can also turn someone into a Nano by opening up their minds more permanently to the datasphere (can exhaust artifact).

  17. Power Tattoo: Coil of slender glowing synth-fiber. Can be fused into skin to create a changeable tatoo. Can power a device via its internal energy, or even repower a spent cypher (will reduce the glow for an hour). Can also change te wearer on a genetic level, fashioning them into a Delve.

  18. Splendid Throne: Rod with a single button - unfolds to an immobile throne for 10 minutes. A character seated on the throne has an asset on all interaction tasks and can attempt to read surface thoughts within short range. Expanded perception can change the sitter in an Arkus as their mind's connections reform.

  19. War Plating - ring covered in spiky metal. Completely covers the user in a sheen of bronze-colored armor. Can permanently fuse with the wielder to make them a Glaive.

  20. Energy Talons: Slender metallic gauntlets with razor-sharp tips. Make fine manipulation more difficult, but punching things easier. Can release energy into opponent once per minute, and fashions them into a Glaive.

  21. Servo Gloves - 2 gauntlets. One must be worn and the other can act independently. Provides and asset on non-combat activities that use hands. Can inject wearer into becoming a Jack.

  22. Crystal Injector: Futuristic needle. Gives nausea, but a sense of euphoria afterwards. Can be used to give an asset to all tasks for an hour. Can be expended entirely to make the user a Jack.

  23. Exowomb: Egg-shaped device the size of a human. Mixes the traits of one or more willing creatures and creates a fetus. After 5 months, opens up with a healthy newborn child. (Amy clones?)

  24. Amy is in the next town with Ailbhe. She noticed the Effigies come by and warn about the impending doom, and tries to put her weight behind their words. While her primary goal is to release humanity from this cage through whatever means necessary, her more immediate goal is to stop the threat presented by Denzel.

  25. Once the message has caught on, or she feels it's a lost cause, she'll move to other towns.

  26. She may, depending on how idiotic the populace is, begin her experiments anew. Only her creatures can put up a viable fight at resealing the immortals. Allowing idiots free will is counter-productive.

Session 6

  1. Shea has quickly been incapacitated by the disease and can no longer pose a serious threat. Valma, meanwhile, is going on a rampage and is trying to bring everyone down. It'll focus on Blythe as the person who insulted it in the first place, but can decide to go after bigger threats. When it hits half health, it will flee.

To the Town

  1. Amy managed to convince the chitin creatures to make a home in the castle instead of her church, though several of the mushroom creatures have stolen in to take various items of the numenera. She's not happy about the All-Consuming Darkness being released (she thought it was sealed like the others) or that Liadon took Maglub but did not return; presumably having gained her memory anew.

  2. She is interested in Alastar, as someone who is a Whispter but has seemingly lost his connection to the world-ending plan. She's trying to see whether the Whispers he creates are likewise closer to mindless zombies, or whether they'd be nomral.

  3. She's also interested in Kakko's changes, as he's managed to contract 3 of the 4 strains of evolution but is somehow maintaining his life and individuality. Likely due to the Immortal he has bound to. As Amy cares little for his life, she is content to just watch as he dies (making a massive light signature flee to the sky, just to return when it brigns him back) and come back again.

  4. As the people in the town inevitably succumb to the diseases, Amy leaves with the two of them in tow (with Ailbhe as her guard) to head to another city where she can experiment further. She teleports.

  5. Brigh has managed to survive the chaos by hiding out and killing anyone that got near enough to finding her. She's kept an eye on the church as a place that's been relatively stable, but doesn't know exactly what's happening.

To the Ruins

  1. Shea can point everyone to the ruins, especially if they think there's some kind of cure to their disease (there's not). Since they are invested in the group's success, they'll reveal all they know about their boss, Bromeir. They don't know much about the interior of the ruins: they're creepy.

To the Next Town

  1. Will find the statues guarding the Hall of Immortals on the path to the next town. Their duty in protecting the Hall is done, as they've failed (they were disabled by the same device that disabled the barrier) and they are hoping to find others to take up their next responsibility - containing or destroying Denzel. As the town they left had no one of use in it, they're going to the next one.

  2. Along the way, they find a tribe of Grush, who've been kicked from their home by Shivern, who've become significantly more active after Denzel kill the light. The Grush, despite being humanoid, are actually immune to all diseases due to their hardier nature.

  3. Making it to the town, there are no refugees from the original town, so they know not what's happening. Depending on how long it's been, Amy may have appeared on the outskirts and some may remark on how unusual it is for 2 surprises to happen so close to each other.

  4. It is likely that they will spread the disease again.

Session 5

  1. Liadon stirs and remembers nothing of her previous life, but she's been deprogrammed. She may have flashes of insight depending on what's going on.

  2. She was suspicious of Amy and was planning to investigate her further if she ever got time to go to other cities. A few adventurers had heard of her, but she didn't recognize them. Basically, it was a strange combination of no knowledge of her despite her trying to set up something big, others having heard of her, but having conflicting accounts (including knowing her elsewhere after she was firmly established here), and her lack of memory regarding the last point. Ladon has this listed in a notebook in her house.

  3. Kakko stirs and notices that hes shoulders and neck are beginning to chitin up. He doesn't want to spread any concern and will consult Claire in private and is in favor of leaving so as not to infect anyone else.

  4. His focus has been repairing his eyes such that he no longer burns everyone alive. Unfortunately, the pathways in his eyes never fully formed, so he's still blind. Technically, now he can see, but his brain has no idea on how to process the information.

  5. The curses are not something that his focus can cure, but they are sustaining him. He likely won't die, but instead be infected by all of the curses at once.

  6. Following the pathway will lead to a door with a panel, which can be opened easily and create a path to the main sewers. A handful have made it through the sewers proper and have been greeted by adventurers, who are gathering up the escapees and burning them alive to contain the infection.

  7. Suibhne witnessed this from the sewers since he was stunned by the light vanishing. He fled back into the sewers and is cowering, somewhere between scared and crazy. Difficulty 5 to see him, and Difficulty 6 to calm him down to not rant. Will likely attack if pushed.

  8. There is a group of infected heading from the inner city to the outer city. They saw the adventurers tear down the gates and tell everyone inside to "save themselves." One of their number was a Whisper and infected them before wandering back into the city.

  9. The all-consuming darkness has escaped and consumed the Immortal of Light. Any other disembodied immortal, he can consume without effort. Any who have a focus will need to be defeated before he can consume them. For the time being, the world is dark and will forever be dark until he's defeated.

  10. The group can find their type by wither finding a mentor (Brigh = Delver, Liadon = Glaive, Alastar = Arkus, Amy = Nano, Shea = Jack) or returning to Amy's church and sifting through the area and finding a room behind the hospital, complete with six operating chairs (one has been broken). This is the "Room of Improvement," which will add various genetic and physical and mental changes to the subject.

  11. Amy has left the area, changing herself into an angel. She did not know of Denzel, but having seen his effects, is in hiding until she can figure out what's going on.

  12. Shea had fled the bandit camp once Liadon and Kakko finished off Bromeir, leaving the other bandits to their own devices. They were heading to the city on the off-chance they could sick adventurers (or those others) to figure out how to kill Bromeir permanently. But mostly to just get far away, getting a new start.

  13. They're outside the town, watching the chaos without knowing what's actually going on. They're waiting to see what happens, and if the city does go fully down, to loot the area afterward.

Session 4

  1. In the sewers, there's a massive gate surrounded by an energy shield. The gate is flanked by two large statues and a pyramid-like object is buried in the debris just inside. Above the gates is a plaque with the engraved "Julius' Hall of Immortals."

  2. There is also a normal statue just outside the energy shield, reduced to rubble. A plaque reads "Barack" and an epithet at the base just says "Change." There is a small projector inside the rubble (Perception 4).

  3. Touching the energy shield deals 3 force damage to any who touch it and flings them back against the wall. If anyone should break it, it emits a great burst of energy as it dissipates, dealing 2 damage.

  4. The projector can be animated to show Sigurd Frud. He knows that his life is coming to a close and that Julius has been both a blessing and a curse. He has done more against the aliens than anyone other than perhaps Frud himself. But his misplaced anger and vengeance on becoming great in the first place has made him a threat.

  5. It started with Denzel, by far the most powerful and dangerous of his experiments. But he continued on, sacrificing others to primeval forces and making them embodiments of the universe. Sigurd wonders whether Julius is even more of a threat than the aliens they fight against.

  6. Sigurd spent the last several decades collecting them all and binding them, erasing the essence of who they are and neutering their potential for destruction. He's locked them here, as a tomb, and set guards.

  7. As much as he despised what had been done, he knew he had to use it himself as well. He enfused someone with the essence of light to maintain humanity, leaving them as they are. And he bound an avatar of Change, of Evolution, should it ever be needed.

  8. A somewhat close distance away, Bearach is hiding. He saw the zombies from the church and hid in the sewers. They can be persuaded from their hiding spot (3), but are too frightened to move on their own.

  9. Bearach, despire his claims, is an ordinary human. And may be infected with some or all of the diseases everyong is carrying. It's possible that he may also die and become a zombie instead.

  10. Trying to escape reveals that the gates to the inner town have been demolished, keeping everyone inside.

  11. Adventurers are gathering any who have circumvented their protections, like the PCs, into large buildings to do triage. After a while, they burn the buildings to the ground to keep everyone inside.

  12. As several others have used these tunnels to escape, the adventurers are keeping a close guard on most exits.

  13. Amy releases Ailbhe to break through the barrier, and they do it relatively quickly once the initial shock blitzes them. They do get a bit fried going in (half HP), but they're reverted after breaking through.

  14. The breaking causes a huge thunderclap and shudders the entire sewer system, as well as sending a wave of yellow light (2 damage) to all within the system itself.

  15. Ailbhe will likely begin blitzing again if bothered while they're sitll in pain.

  16. About an hour after the initial break, Amy will release Liadon-Revenant (with the amulet burned on her chest) to assimilate with Maglub. She needs what he knows.

  17. Liadon is mindless with just her goal in mind. If confronted (or even touched, or frustrated), she'll go off on the group involved.

  18. If Kakko is still alive (he has no protections, so it's very likely he's in the process of dying), he may be forced to open his eyes and shoot the Revenant back to protect those he's charged with protecting.

  19. Liadon can be reminded who she is (Difficulty 6 to reason, 4 if they figure out she's Liadon and can appeal to her directly).

Session 3

  1. Chuck has been summoned to the castle to become a guard and has been offered the position of Captain in charge of Community Outreach. His job is to go around the city and understand the problems of the populace and bring them back so that solutions can be workshopped. In reality, Alastar wants a well-meaning simpleton to be the face of the guards and to make the take-over somewhat more paletable.

  2. Alastar pays the town crier to send word that all professions are deemed legal, despite their previous categorization, and warranted protection from public service. An unspoken side effect of this is that all people, no matter how they make money, must pay taxes.

  3. Any people the players spend a lot of time with are infected with one of the diseases (including Kakko and Claire's family). Those that die become mindless zombies. Those that survive morph over the course of half a day to a few days (Clair - Nalarus, Pierre - Whisper, Chuck - Nausrak, Blythe - Hexon).

  4. Claire's family (and others) have a massive headache and begin to feel horrible. They can barely move, but do not appear to be contageous themsleves. After a day, their flesh begins to deform and various liquids begin to leak from their noses, ears, and eyes. Both children will likely die without medical aid. Her husband (and other sturdy adults) have some chance to survive.

  5. Amy (or any associated with the cult) will heal as many as they see, stabilizing them so they can spread the disease further.

  6. 2 days after they begin to change, their face has withered to a mass of clear flesh with eldritch signs all over. They can infect others, but are otherwise still themselves.

  7. Those infected by Pierre (including Alastar) begin to heat up with a fever and eventually fall unconscious. They periodically speak of "the Great Statue of Blythe," which allows them to infect others. After 12 hours. they are fine and begin to spread their message.

  8. Those Chuck infects (including Garvan) fall down with a coughing fit after a few hours. Thise disease can linger for a few days before they succumb. After a day, a green growth begins to form on their clothing, especially around anything tech-advanced. Once they die, 3 days later, the Nausrak form.

  9. Those Blythe infects form a strange black rash, starting on extermities. After 6 hours, it's covered most of their body. Blythe, being the carrier, is hooked into their communication network once they've fully transformed.

  10. Bearach shows up at the temple, having been paid by Torry to tell Claire about all three of them coming down with something. He tries to get a bit of coin out of her.

  11. Claire notices that Amy is incorporating some kind of tech with chemical pumps into Ailbhe. If questioned, Amy claims that they need a lot more energy than their body can provide, and this is some kind of emergency supply she has from her years of adventuring. If Claire pokes around, she discovers that the chemical is adrenaline with a cocktail of testosterone and various other steroids. She can also find Liadon's corpse in cold storage.

  12. If Chuck spends an inordinate amount of time with anyone, they begin to cough a lot and fall to the disease. Garvan succumbed to his cough shortly after Chuck left, and died if Chuck doesn't come back quickly after leaving to get his guard gear. The metal near him is growing some kind of sludge.

  13. Liadon had some notes about Amy and the Church of Sigurd Frud in her house. The Church itself only exists in this city, and records of Sigurd Frud himself are relatively sparse, but most paint him as a sociopath who cared little for those he dealt with. Amy, however, has been noticed all over the world. Some adventurers claim they've met her elsewhere, but Amy claims she was always solo and very rarely interacted with any other than pawners before she settled here, with her church, 5 years ago.

  14. Liadon made note that she wanted to go out to other cities to investigate rumors but couldn't leave the city without any effective protection. She had saved up 50 shins in the hope of hiring an adventurer to discover more (200 or so was her estimated goal).

  15. Alastar brings everyone to the public execution. He does about betraying the public trust and hopes their successors will more than make up for their failures - he'll bring up Chuck as an example. Toward the end of his speech, he'll begin to get a bit heated and then yell out about how they need culture here, fuck tax revenues. What's the point of money if there's no life behind the city. They need the "Great Statue of Blythe" before he falls down on the stage, unconscious.

  16. A handful of people also fall unconscious at the phrase, but quickly pull themselves to their feet. Alastar has a small rod growing from the base of his neck. Those that fell to the ground have similar rods growing.

  17. About now is when those infected by Blythe are either becoming zombies or very far on the transformation path. Some news will go around about heightened disturbances and aggressions, but no one will see zombies personally unless they specifically seek them out.

  18. Any Whispers brought to the church awake fully that night and spread the disease to the beggars before going out in the town, wandering until people begin to wake up. By noon the next day, most beggars have become Whispers and begin to wander around as well. Some have becomes zombies. If thecult is the only one around, they'll let them out.

  19. That morning, Blythe wakes up to some whispers in his head about growing their numbers. While awake, he can't hear the communication unless he physically sees others that have fully transformed.

  20. By nighttime, the zombies and Whispers have grown too noticeable to be ignored, and too much for Alastar's guards to handle, especially since the guards themselves are likely infected with Chuck's cough. The Hexon are growing in numbers as well, if Blythe actually gows out to interact with anyone. They may be trying to set up a hive within the palace proper, killing the palace guard if necessary.

  21. When things reach a tipping point, the adventurer's guild will leave the city and kill any who try to follow them. Amy will offer anyone to escale through her tunnel and will stay behind to close off any chase.

  22. Once in the sewers, a small energy shield is over two large gates. Above the gates is the legend "Julius' Hall of Immortals." The energy shield covers the entire doorway, covering two stone statues. This lasts for 1 hour and deals 3 force damage to any who touch it. When it dissipates, it does 2 points of force damage on the target. Valma is in front of the energy shield.

  23. Attempting to leave reveals that adventurers are acting as guards and quarantining any who exit the tunnels in a house, on threat of death should they refuse. After getting a sufficient number of people, the adventurers set fire to the house.

  24. A group of fellow peasants are infected overnight. Some die and become zombies, particularly children and the infirm, but most are infected as above.

  25. The main gates to the town are destroyed into rubble, acting as a barrier to keep the infected inside.

  26. Find or hear a cowering villager that's been hiding from the chaos. They're too frightened to leave their hiding spot, but can be persuaded (3).

  27. NPC with the group passes out at an inopportune time as they were hiding they were infected. They rise as a zombie shortly afterward.

  28. The eyes and mouth of a partially eaten corpse glow green and they rise as a zombie.

  29. Eventually, the force explosion rocks the sewer system as Ailbhe breaks through in their Blitzer rage. Unless the group is there already, they've reverted by the time anyone arrives. They can activate again if anyone does anything to piss them off.

  30. Liadon-Revenant is sent from above, breaking through the sealed tunnel, in order to take a Focus (specifically Maglub for his knowledge about the past, and the aliens). She can be calmed down/reminded who she is. Once she remembers who she was, she forgets her memories of her orders, other than a vague sense of Amy.

  31. Any time something would infect the amulet-wearers, their amulet grows hot. It is fused into the flesh and takes 10 damage in order to remove.

  32. Kakko has laser eyes (very bad should he become undead) and is not protected as he gave his amulet to Liadon. It had already fused to her when she died, so her Revenant-self still has it on.

Session 2

  1. The group travels along the road for a few hours. On a difficulty 5 spot test, they can see a trail heading off about an hour before sunrise, or some sign that someone isn't too far away from the trail.

  2. They find 2 bandits as well as Keira and another (human) child tied up. Everyone is asleep or groggy. They will fight to the death. On the bodies, they find the same general gear as before, as well as 2 cyphers.

  3. Remote Viewer: a handheld device with a screen/mirror on its face. When activated, it shows the bandit camp and the general layout. It flashes at the camp and Shea comes to investigate. It lasts for one hour.

  4. Level 5 Talios Compass: a small rod that appears to have magnetic properties. Can be used to remove a harmful object (heal 5 Might) or a beneficial object (2 damage). Only interacts with metal in living tissue.

  5. Liadon will tell the peasants to head home and report the information to the guard house. She'll continue on to their camp and scout it out to find what she can. She will accept the adventurer's guild instead, but hasn't had particular success with them in the past.

  6. The guards will blow off sending help, actually enjoying the prospect of not having someone ride their ass all the time. Or show them up. The adventurer's guild won't bother with helping since no one has the kind of coin they could make by doing something else (200 shins). It's possible they could be tricked into going out there with the promise of riches in the ruins.

  7. Shea and the bandits will be on guard after the cypher activated. A few children will be in the cages outside of the camp. Bearach will be in a cage closer to the ruin entrance. Ailbhe will be inside the cave. Shea and 6 bandits will be on guard in the camp.

  8. After 2 bandits fall, the other 4 will break. Shea will stop fighting, but won't surrender. If everything remains civil, they'll explain that Bromeir went into the ruins with a group and he was the only one to survive. When he returned, there was some device hooked up to him that he called his phylactery. It hooked up to his weapon and made sparks and he claimed it made him immortal. The second-in-command before Shea and several of his bandits tried to kill him and he did die... just to rise up immediately afterward and slaughter everyone save Shea and their squad, who were on perimeter watch. Bromeir claims that the phylactery requires blood sacrifice, and Shea and their bandits have been collecting weak and infirm villagers to meet his demands. Shea wants to return to normal banditry and has begun collecting children to train them to be normal bandits, but Bromeir has begun growing an interest in them as well.

  9. The ruins are about 20 degrees cooler than the outside and a maze of various traps, most triggered or in disrepair. Bromeir lives at the very back of the ruins.

  10. A series of bodies strung up point to the final location. Each has a small sign, too tiny to read other than directly in front. There is a tripwire in front of the body (Perception 3). If triggered, the body drops and fills and immediate range with an airborn poison (Might Defense 3 or drop one phase down on the damage track, all Speed tasks are hindered for 1 hour). All of the signs have, in very rough handwriting, a bunch of laughter.

  11. The final body points to a small corridor on the other side of a broken bridge (chasm = 8 feet). Difficulty 5 Perception to realize there's a distortion over the chasm, Difficulty 7 to notice the chasm itself is an illusion. If anyone tries to jimp the gap, they run headfirst into the wall and take 1 point of damage for every level of success they have on their jump.

  12. The command words "Challenge the Unwilling" disables the field for 2 rounds (Difficulty 4 listen to hear if someone says it). Otherwise, they can try to break down the cavern on either side of the cavern.

  13. Immediately afterward, a difficulty 2 Listen check reveals that a small device is a bit recessed right in the wall. A small device powering the illusuions is droning on, with a small rod stuck in it, glowing. There are another 10 rods in a case behind it. Difficulty 3 Numenera reveals them to be some kind of power source.

  14. Breaking through the field reveals a small passageway leading to a final tomb-like structure. The door has a sign on it that glows whenever anyone touches it. They hear a voice saying "These people you are with: do not trust them. They have brought you as a tribute." Difficulty 4 Intellect Defense to recognize the vocie as a trap. Otherwise, they believe it is a voice from god.

  15. If they enter the room, Bromeir is at a quarter health, searching for Ailbhe. Ailbhe has 1 health left and has only made it this long by hiding.

  16. Returning to the town, Amy is thankful to see whoever has returned safely and will do what she can to heal them. She has mentioned that the Church of Light has thrown support behind Alastar and is willing to fund whichever project has the most community support, behind the Duke.

  17. Amy has also heard rumors from some of those making use of the cult's services (no one pays attention to beggars) that Alastar plans to drop some kind of new tax.

  18. If confronted, Alastar will play coy. He won't deny that the Duke may impose some kind of tax to support the improvements, but since they town has such a large population of wealthy adventurers, it would make more sense to take shins from them. Alastar claims to have no personal knowledge of the Duke's eventual plans. He is merely a servant.

  19. Alastar plans to have a town meeting to discuss what the Church of Light plans to fund. During the meeting, he announces that his plan is to improve the town, which will attract more travelers to the town, adventurers and otherwise. With the increased traffic, everyone in the town will have more business, and more money. So it only makes sense for the Duke to have some of those increased profits to fund a larger guard (especially with what happened to Liadon), and to continue attracting big spenders.

  20. During one of these meetings (maybe the initial meeting), he begins to rant and rave and go full Whisper, spreading the phrase to everyone who appeared at the meeting. The attendees begin to heat up as the virus activates and fall. Those that die become zombies. Those that survive become Whispers.

  21. If anyone does take the power sources, they hatch into Ethervores the next noon and begin to cause havoc in town. Thise gives Alastar more credence to his taxation plan.

  22. If the end times begin, Amy drags whoever she can to the church and bars the doors (her acolytes). She sends down whoever she can to the basement facility through her desk - Sigurd Frud's lab was below here.

  23. She will destroy her office once everyone's safely away and stay behind with some of her acolytes to keep those that fled safe.

  24. The amulets have fused to the flesh of those carrying it, making them carriers of the various viruses. Any who are not wearing one of the amulets will succumb to one of them, sooner or later.

  25. A large door flanked by two large robots is shortly within the tunnel. The Valma activates in front of the door and attempts to talk to whoever's there. The effigies attack anyone who attempts to break in, but otherwise remain motionless.

  26. The adventurers have escaped and made a perimeter around the city. They will kill anyone that tries to escape.

Session 1

  1. Alastar arrives from out of town, claiming to work for the lord in charge. He's the advance scout of a construction crew and came a few days before to learn more about the area. He's likable and genuinely seems to care about the area.

  2. The local church/cult which actually helps people, unlike the official religion, is not happy with Alastar's appearance. Amy claims to know him from years ago, when he worked with the official church, and he was a charismatic con man. She doesn't trust him or his story.

  3. The regular town crier, a kind of beggar named Bearach, has not been around for a while. It's not particularly unusual for him to go missing for days at a time, but now it's harboring on two weeks. Brigh appreciates picking up some extra cash and doesn't mind, but it's on her mind whether this will be a more permanent position.

  4. Some of Blythe's business is slowing down within the past month or so. Since he has a regular inflow of both travelers and locals, he hasn't noticed much of a drop, but has noticed some of his regulars are failing to call.

  5. The bar is more or less as it always has been. A few people don't show up, such as Bearach or other poors, but as they weren't much of a money sink in the first place, the owner doesn't seem to care. He is a bit annoyed that the cheap swill is going to waste, though.

  6. The painter has noticed that there is more activity at night then there has been in the past. It disturbs his process, having these people go around and whatnot.

  7. That night, Claire's husband tells her that one of their children didn't come home for dinner, and he hasn't heard anything from the other parents.

  8. Next morning, Brigh once agains announces a slowly growing list of missing people at the begining of the announcements.

  9. Alastar is disturbed by the news if asked, and offers to pay Brigh to highlight the news, but neither has the resources nor the authority to do more.

  10. Amy is horrified by the news, especially since several of those she cares for have not been by for a few weeks. She never reported their absence as she figured they had found some luck and she hadn't heard of anyone's death. She does not have anything of monetary value to help, as the church is already tight as it is, and she cannot go without abandoning those that need her. But she does offer amulets with a blessing to anyone who's planning to leave, as well as an acolyte - Kakko.

  11. No adventurers are interested in helping for whatever paltry reward the peasants can scrape together. They will talk, though, and note the closest structure are some ruins about a day's journey away - a few hours off the main road.

  12. The peasants stumble upon the ruins and find a camp outside the entrance. There's half a dozen or so free moving people, and two large cages. One is in the center of the camp and another is closer to the cave entrance. The one in the center of camp seems to hold children; including Claire's child. It's not hard to tell who the leader is - the others follow their orders.

  13. The leader will stop fighting when his group breaks (after 2 bandits fall), Shea will claim that they're bandits and have been here for a few months. Their attempts to attack adventurers coming back with treasure failed spectacularly. Their leader, Bromeir, stumbled upon these ruins and planned to use the location as a headquarters. But first, he'd plunder the riches. The few that came in with him died, and he came out attached to this device he claimed was his phylactery. He ordered his band to find sacrifices for his artifact or they would become sacrifices instead. Shea's predecessor attacked and killed Bromeir, just for him to come back and slaughter everyone who rose against him. They've been going to the town and taking people no one would miss.

  14. Shea hopes to actually grow their strength, which is why they've been going after younger ones. To make them bandits, not sacrifices.

  15. Claire's child (or Bearach) claims that Ailbhe was taken by the monster yesterday. They have to find them! It's cold (20 degree drop) in there.

  16. Shortly inside the ruins, they find a corpse tied to a noose, hanging on the wall. They are devoid of clothing and have a small sign about their neck: it's difficult to see who they are with the decay. Approaching the body to read the sign potentially triggers a tripwire (difficulty 3 perception). This causes the body to drop and poisonous gas to fill a short distance. Anyone breathing it in has to succeed on a difficulty 3 Might Defense task or move one step down the damage track.

  17. They follow noises and eventually run into a pit, about 8-feet wide, with a small corridor on the other side. Characters who attempt to jump the pit ram into the force wall, taking one point of damage for every success they have. The wall has a suppression effect for the trigger words "Challenge the Unwilling," which may hbe heard if they stick around.

  18. Beyond the wall, a hum reveals a device with several glowing tubes, one of which appears to be powering it.

  19. Sower of Chaos - at the final door to meet Bromeir, there is a glowing sigil. Any who touch the Sigil hear what they believe to be the voice of God say: "These people you are with: do not trust them. They have brought you here as a tribute." Intellect Defense 4 to recognize the trap.

  20. On entering the room, Bromeir is at a quarter health from the fight with Ailbhe and Ailbhe is on their last legs.

Session 0

  1. The taxman (Alastar) appear and begins to get to know the people of the town as well as the local economy, including how adventurers stimulate it. He's charismatic and likable and does not let on that he plans to tax everyone. He claims that construction workers from the fief are coming in a few days, but he's arrived ahead of time to really get a feel for the town.

  2. The leader of the local church (unofficial) - Amy - introduces herself more formally and tells the group that he's a charismatic bastard and has been known to con others. Nothing that would get him outright killed, but he's dangerous given that he's known to work for the local fief. She doesn't trust him. It is possible that she is jealous that she's spent so much time helping the community, but can't compete with someone of his resources.

  3. Claire's husband tells her that one of their children hasn't been seen all day - they've been off playing and didn't come home for dinner. Several other villagers have also gone missing in the last few days, mostly just local people not involved with trade so no one outside of locals really care. The Town Crier mentions this as a brief local news segment of his morning spiel.

  4. Alastar is saddened to hear about the missing townsfolk and offers to pay Brigh to highlight the disurbing news, but does not have the authority or resources to help further. At least not until the workers arrive.

  5. Amy is horrified by the news, especially since some of those under her care have not been here for a week or more. She hoped they had found some luck, but is now worried they may be among the first. She has few things of monetary value to offer, but does send her acolyte Kakko and gives amulets of blessing to whoever wants one.

  6. Outside of town - none of the adventurers are interested in helping without some kind of reward - by a day or more, they find a camp situated outside some mostly intact ruins. It's relatively easy to identify the leader.

  7. The bandits have been around for a few months. They started going after trade caravans, but they were too well-guarded and the bandits lost a lot of their numbers for little gain. They stumbled on these ruins and tried to use this as either a headquarters or some riches. The leader found an artifact and became different... more obsessed with murder. And ordered his minions to find sacrifices to feed his new hobby, or become the sacrifices themselves.

  8. The second-in-command saw what happened to those who attempted to flee - they were killed without mercy - and has been sending some into the town to collect offerings. He's begun to strengthen the bandits on his own in an attempt to either overthrow the leader or just gain more power.

  9. Claire's child, as well as a few of the younger victims, are kept secluded from the sacrifices. They want to raise them to be bandits and join the crew. The sacrifices are in a large enclosure near the ruins so the leader can access them at any time he chooses.

  10. The ruins themselves are a maze filled with traps, most of them in disrepair. The leader lives further back in the cave, behind several traps he has yet to trigger. It is likely that getting rid of the bandits but leaving him here will cause him to get more aggressive and attack directly.

  11. Hangman's Last Laugh: corpse is tied up and hung, with a small sign around their neck. Getting closer to read the sign: "Die, townies, die!" likely provokes a tripwire (Difficulty 3 Perception to see), which drops the body and releases a poison into the air (Difficulty 3 Might Defense or move down one track on the).

  12. Jump Trick: Floor has an illusion of a pit with the broken remains of a bridge leading to a small tunnel on the other side. The gap appears to be 8 feet across, and a wall of force blocks the tunnel itself. Characters that try to jump the gap take 1 damage for every difficulty they pass as they slam into the wall. Anyone trying to test the bridge feels it's sturdy. The wall has a suppression trigger - "Challenge the Unwilling" disables the effect for 2 rounds. A Difficulty 4 Listen can reveal the trigger word if it is spoken. Behind the cavern is a device maintaining the effect (Difficulty 4 Spot) as well as several crystalline objects, presumably a power source.

  13. Sower of Chaos: A sigil on the door entering into the leader's room is glowing. The first character to touch the sigil hears what they believe to be the vocie of God, saying: "These people you are with: Do not trust them. They have brought you here as a tribute."