Sesharian Rhapsody

Part of the  Other Campaigns series.

A little out-of-place here as I'm actually getting to play instead of GMing. I had played a short campaign in Numenera that gave me a feel for it; this time we got more than just a few sessions in. My character worked out much better than I had expected, and I got a lot of the elements that I love in a game; character development, some politics, and got to "solve" a major "encounter" through sheer charisma.

Characters

* Fayde Harkainnen - Risk Taking Jack Who Descends From Nobility
* Parta the Wiser - Nano
* Tycho - Glaive That Controls Magnetism

Places

* Codune - The giant gear city, ruckamole races, under-city
* Nebalich - Mostly underground city
* Redstone - Small town
* Segway
* Silent Four - Four statues alone in the desert
* Spider Knight's tower

### Pre Session-1

Yellow Serpent - Criminal Organization.  Fayde owes them money for a deal gone bad. (Floatstone that was acquired in Redstone) (turns out this was a set-up; see Adventure 4)
Redstone - We were there recently.  So was Orrellick (coincidence?).

## Adventure 1 (#1)

Met lots of people and learned of a serial killer.
Varden - Constable of Nebalich
Varjellan - Fish headed people
Orrellick - main suspect, proven not guilty
- 1st victim
Qualloo - 2nd(?) victim
- 3rd victim; found floating by Darra the boatman
Margie Chanless - Human, 4th victim, found next to the bridge; member of the lower nobility, merchant ranks of Nebalich; possibly suicidal (recently)
Mitchen - witness, Varden has already questioned him
Darra - boatman, witness, found body in water, Varden has already questioned him

Goodman's Bridge - Where it seems to all be happening
It turns out to be a monster living under the bridge.
This actually takes 2 sessions, so fixing the session numbers below.

## Adventure 2 (#3)

Trip to Redstone

* Arvallax - Ship captain, friend of Varden

We take a boat to Redstone and get waylaid along the way a couple times.  Murden use robots to attack the ship and we go after them into an underground complex.  We eventually find a hovercraft, a dino, a glass knife, and some armour, as well as some cyphers and some other odds and ends.

## Adventure 3 (#4)

In Redstone

Everyone seems to be cranky.  We find out everyone has been having nightmares and having a hard time sleeping.

It turns out there was a device that the Eon Priests are repairing.  Fixing it stops the nightmares.  Fayde experienced one of these nightmares.

* Davarrius - Teamster with cart

## Adventure 4 (#5)

Starting in Redstone

The head of the Yellow Serpent is out to kill Fayde.  If Fayde can help gain a noble/royal (Fiallia) back their title, she'll help him neutralize Diarrio.

* Izarra - Accountant and Administrator
* Diarrio - head of the Yellow Serpent
* Queen of Barranock (Fiallia Nooran) - deposed royal; should be the leader of floating city of Barranock.

We head to Nebelich first to pick up armor, and then we'll head to find the numenera that will prove that Barranock is the rightful heir to the throne.  We drive through/past a tentacle-eye storm.  Arrive at heads in the desert.  We head into the heads and investigate.

We end up with a bunch of shins, some glass weapons, a power source, and some ego.  The Murden try to run away with the item we're looking for.  (to be continued)

#### (#6)

A monster pops out of another head and gives us chase.  We get away and also get the device we were looking for.  Leaving, we come across another nasty numenera storm which we take cover from it in a cave where we find followers the "The Spider Knight" (purple spider heraldry).  They are led by Maranock.  They travel by Ruckamol (riding insects).  We spend the next day in Codune, where Fayde bets on ruckamole (sp?) racing and meets a friend of the family.

We get back to Redstone and meet with Fiallia and give her the device.  She tells us she plans to make the transition peacefully.  Parta doesn't think this is the case.  We plan to head to Barranock, taking the Penguin for it's stealth advantages.  Brother Brogun fixes up the Penguin from the damages and gives it a desert camo paintjob.  Before leaving Redstone, we get ambushed in the night by a \*Shivern Compac.

#### (#7)

Fayde and Fiallia go off and find some hidden information in the glass knife that Fayde has been carrying.

The plan moving forward is to approach Codune stealthily. We will swing wide west to avoid going down into the canals, and then park nearby in a hidden cave or valley.  We pass a beaked humanoid statue that holds up a bridge to get over one of the canals.  We could hide in the finger garage of the statue's hand.

We hit a snag while trying to go into the west gate into Codune.  Parta and Tycho spot a spy trying to make an escape while Fayde was trying to distract the guards from paying the group any attention.

#### (#8)

One of the guards goes off to warn people we're here.  Tycho handles it, but the guy's head pops open and a metallic spider climbs out, killing him.  We get to an inn and Tycho asks about his friend the guide; Jervennae.  Fayde and Fiallia spend a little time laying low, while Tycho does some distant recon.  We rush over to the warehouse district and find a shaft going below and begin looking for Jervennae.  Parta uses their magic to fry the spider-bots down here.  We also come across a slicer beetle who we trash with more than a bit of hurt to us.  We do find Jervennae.  We find out that the Spider Knight and his mercs are hoping to gain control of Barranock.  It also appears that the Spider Knight may have kidnapped Fiallia.

## Adventure 5 (#9)

Ambush at the Millennium Penguin, someone hired bandits and left them a psycho juice machine that amped their strength and turned one into a blitzer.  The Penguin was recovered with minimal damage to it from some bandits trying to salvage parts from it.

#### (#10)

Parta learns that she has some sort of device that can access the data sphere, with DeeDee (she looks like a large aquatic monster) in it.  Leaving the area of the ambush, we start heading toward the Spider Knight's tower.  We run into the "Iron Wind" while trying to flee bandits of some sort.  We meet a being (a Rhenum (sand people) that helps us and gives us advice about sneaking into the Spider Knight's tower.  We also get a "hoverbike" for Tycho to use.

## Adventure 6 (#11)

We arrive at the Spider Knight's tower.  After hiding the Millennium Penguin (partially burying it), we sneak toward the tower.  We see a town that seems to be affected by some kind of time twist.  We have to rush into the Jade Monolith that is there, to avoid a Chrono Feeder attack.  We meet Gianna, who invites us in.  There's a safe haven under the Jade Monolith and a town between the monolith and the Spider Knight's tower called Segway. We're told there's a large (enormous) man in Segway that looks a lot like Fayde.  We tell Gianna that's who we're here to see.

Tycho gets to meet Mina who guards "The Great Eye" which sees into space(?), a large hole in the wall that opens into a star-field, makes you feel like you're standing on a rock in the middle of space.  Mina seems to be part of a cult that believes the Eye shows the end of time.  Tycho spots a blue-green sphere in space.

We find the secret entrance, which drops us into a pool underground.  We believe we're in the caverns under the Spider Knight's tower.

#### (#12)

Traveling through the caverns, we go past a tentacle monster hiding in the wall. We also see hot mushrooms, and enough food to keep us fed if we need.  There's a flashing light far to the north that we believe will be the entrance to the tower above.  We get ambushed by a giant metallic frog that spits up a metallic ball that "projects" itself across the room. Fayde does 12 damage with a knife.  Also, interacting with one of the hot mushrooms (eating a crystal from it) give Fayde the ability to see Numenera.

We make it up into the second floor.  There's a craft up there as well as some more metallic spiders.  It's an old used craft hangar.

#### (#13)

We interact with a "science robot" named 8675309 (that we nickname "Jenny"), stealing his multipass, but also learning quite a bit from him, as well as stealing a dozen doses of antidote for the apparent "bomb" that we had retrieved for Fiallia.  Among the things we learn from him is that The Spider Knight is Fiallia.

#### (#14)

We go through the building, trying to find Fiallia, but don't.  We eventually find a room that seems to have generators in it (after finding rooms with fights in them).  In trying to shut down the generator(s), we end up thrown into the datasphere.

#### (#15)

The Datasphere (we escape and then find a room with "Jenny" in it.

#### (#16)

We manage to capture Jenny and use it to help us get (back) to the hangar, where we have to take out some grey-collectors and then an impassioned conversation between Fayde and Fiallia.  Fayde convinces Fiallia to consider other ways to gain control of Barranock.

## Adventure 7 (#17)

"The Dome"
A Dome forms over the valley (and then some).  It seems to let some things through, but not everything, especially self-motivating vessels and animals (so a gliding bird gets through easier than a flapping bird).  In a "Rocket Raccoon" moment, Fayde tells the constables that you can't get through with pants on.

After stopping at the time-shift town, we learn that the field emanates from the far west.  We head there and find a large floating pyramid.  There's an old city under the pyramid and a drake in the city.  We manage to somewhat be-friend the drake's "master" who tells where to go to go up into the pyramid.  A spherical spider gets us up there and we wander around some, finding a pool of liquid energy and a cylindrical spider.  There's a "living conduit" in the walls that tries to talk us into freeing it.  We merge the two spiders and talk to the results, learning that we are indeed in the source of the field, and the automaton wonders where everyone else is.

(We'll shut down the field at the start of the next game.)