Coming around a bend in the forest road, a pitiful sight is seen. A handcart, abandoned and alone, rested haphazardly in the middle of the path. It sat at an angle, a wheel on one side and a bare axle on the other. Its canvas-covered load teetering precariously above.
Session 1: The Broken Cart
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Coming around a bend in the forest road, a pitiful sight is seen. A handcart, abandoned and alone, rested haphazardly in the middle of the path. It sat at an angle, a wheel on one side and a bare axle on the other. Its canvas-covered load teetering precariously above.
"Do you sense something, my friend?"
She wonders again at her volatile companion. Like her, he doesn't exactly fit into village life. Before long, whatever initial wonder occurs is replaced with suspicion and then wariness. Of course, they are usually right to be wary, though the truth doesn't ease the hurt.
Her other companions, even Zandoran, have misgivings. She mostly wonders how long they can stay together, without some binding force.
She self-consciously brushes her hair away from her scarred face. Let them see and beware.
At the same time he rolls his shoulders loosening up incase trouble is a foot
Rolls
Task Level 3 Trained drops level to 2 (Need a 6) - (1d20)
(13) = 13
The sound of the stream is suddenly punctuated by a loud wooden CRACK, followed quickly by a crash. As he was studying the brush and forest that direction, Crash saw the sounds distantly mirrored in a flutter of leaves and shadow.
Mig parallels the trail, scanning all directions, including the trees above, for any other signs.
You scan an area equal
in size to a 10-foot (3-meter) cube, including all
objects or creatures within that area. The area
must be within short range. Scanning a creature
or object always reveals its level (a measure
of how powerful, dangerous, or difficult it is).
You also learn whatever facts the GM feels are
pertinent about the matter and energy in that
area. For example, you might learn that the
wooden box contains a device of metal and
synth. You might learn that the glass cylinder is
full of poisonous gas, and that its metal stand
has an electrical field running through it that
connects to a metal mesh in the floor. You might
learn that the creature standing before you is
a mammal with a small brain. However, this
esotery doesn’t tell you what the information
means. Thus, in the first example, you don’t
know what the metal and synth device does. In
the second, you don’t know if stepping on the
floor causes the cylinder to release the gas. In
the third, you might suspect that the creature
is not very intelligent, but scans, like looks, can
be deceiving. Many materials and energy fields
prevent or resist scanning. Action.
Those implants stir now, opening and retracting, nervously shifting and settling like feathers in patterns OOLIN still doesn't understand.
Freed from his manacles, Crash moves through the brush toward the noise along with Zippo. They enter a newborn patch of sunlight and see a tall, lanky man hacking at the branches of a fallen tree with an ax. He looks up, startled. Warily, he asks, "Ho there! Who are you, and what do you want?"
He didn't really see the point to being overly polite yet, doing so he'd likely still get the same reaction of fear and a repulsed nature. The man hadn't hucked the ax in his direction yet or bolted so he was either still thinking on what to do or distracted with the task as hand, Crash opted to make small talk and keep him calmish until he figured things out for himself.
Feeling his tired legs from a long walk he continues. "But if you want to sell it fair and square. We might be interested. Why don't we go back to the road and discuss it with our traveling companions."
"Bandits in area, help so he not killed and dragged into forest and forgotten... fix wheel... wooden wheel... weak. Make better wheel" Crash explains to the others.
Almost intuitively Crash seems to pick up things quickly when it's explained what they're trying to do and the knowledge and understand comes to Crash understanding how to repair recalling other times he has watched people do work he fills in gaps. Crash will spark conversation about tales of what they bandits have supposedly done in the area.
Whilst I have no skill with repairing myself, I would often help Brother Drindal whilst he fixed the carts at the Temple... For is it not written "Many hands make light work"

Having repaired the wheel as best he could, he directed the others to lift the cart so he could reaffix it. When it was in place, OOLIN easily set the final pin with her strange hands. Satisfied, he stepped back to study their handiwork, pushing the cart slightly to see how it'd roll, "Well, I think that'll do it. I really appreciate your kindness to a stranger on the road. It's not much, but I have some carvings I could give you as a thank you." He started pulling back the tarp when an arrow sprouted from the canvas, trapping it in place.
At the same time, Zippo saw movement in the brush. A burly man rose from the bushes, a greatsword hung casually from one hand. He called out, "I'll be taking those carvings, old man, and I'll be thanking you for the fixed up cart as well." Looking at the others, he continued, "And we'll be taking your stuff too. No one needs to get hurt, just leave your gear and move along."
Lazy one... not alone unless strong. Crash thinks to himself.
"Smell cowards hiding." he spits rushing the man his voice more beastly as his mouth snaps shut and open again his eyes wild and fierce.
Zandoran will likely notice finally Crash moves about as freely with the shackles on as he does with them off plus they look pretty battered as if used to bludgeon things.
Quickly concluding that his friends are as ready as they could ever be to defend against an ambuscade, Mig checks the surrounding forest looking and listening for any sign that would support his latter suspicion; that this man is not alone.
Mig nods at Zip.
Example: when I was downstream, if I had made an Intellect check to see if there were multiple prints by the stream, or "whatever", should I have offered to roll for that instead of waiting for GM to initiate? Likewise, in this situation, I am scanning the woods for sign of any more bandits. Do I need to offer the roll or would you ask me to do it only when necessary?
For those who are unfamiliar with Cypher, if there is a way I (the GM) can inject some sort of twist into the story, and it pertains to a character in particular, I'll offer a GM Intrusion. If accepted, the player receives 2 XP - one to keep, and one to give to another player. The player has the choice to reject the GM Intrusion, but it will cost them 1 XP.
@godric, to answer your question, I'll take both. If you want to roll for something preemptively, that's fine, but if there's something to be discovered, and you're doing something that might lead to your discovery, I'll certainly ask for a roll.
Rolls
extra xp spinner - (1d5)
(1) = 1
Khoj looked furtively from those who had recently helped him to those standing menacingly a short distance away. He cautiously moved around the wagon near OOLIN, placing it between himself and the bandits.
"Please, sirs. Our friend is harmless. Curious, yes, but driven by impulses not his own. Forgive him."
His arm raised, palm open, his Synth Bracer vibrates against his arm, ready to unleash its fury. In an attempt to be diplomatic and at the same time distract them for just an instant, Mig hails Zip on the opposite flank of the men in the trees with a question, drawing the men's attention away from himself.
"Zip, what say you. Let's attend to Crash and let these fine men have their cart back."
Then, without warning, Mig's hand clenches into a fist and power detonates from his arm, blasting across the party of ambushers, focusing on the leader.
I'm not sure how to read the skills chart, but I have Attr = S and Prof? = T in Initiative.
If I need to spend Speed points for Effort, I would do that as well. Speed 13, Edge 1, Effort 1
Attr indicates which pool that skill is associated with: (M)ight, (S)peed, or (I)ntellect.
Prof indicates the level of skill: (T)rained or (S)pecialized
I'll also need an initiative roll from everyone. This is also a Speed action, so if you spend Effort on it, you'll need to subtract 3 from your Speed pool (minus any Edge you may have). If you are trained in Initiative, it also reduces the difficulty by one.
Rolls
Initiative - (1d20)
(15) = 15
Better me than the others, they're probably not use to such things happening to them. he thinks looking from the arrow to the leader.
"I ask you same question... not predators... scavengers... scavengers always stringy meat." Crash spits back venomously licking his lips.
Rolls
Initiative - (1d20)
(17) = 17
Rolls
Initative - (1d20)
(11) = 11
Mig has 1 Edge in Speed so will spend 2 points for 1 Effort (reduce attack difficulty by 1).
Rolls
Initiative - (1d20)
(19) = 19
Speed Attack with Force Ray cypher - (1d20)
(17) = 17
Rolls
Initiative - (1d20)
(2) = 2
Rolls
Initiative - (1d20)
(18) = 18
The other bandits looked at each other, uncertain as to whether they should continue their attack against such a foe. Then the leader crawled to his knees and painfully pointed toward the trail, "Kill them! I want that weapon!"
Here's the initiative order. In Cypher, it's a matter of going before or after your combatants, and that'd determined by whether or not you beat their Difficulty Level (tie goes to the PC). So you don't necessarily have to go in this precise order, but if you're after the Bandits, you'll need to wait until they go.
1.
Mig
OOLIN
Crash
Zandoran
Zippo
2.
Bandits 1-8
Bandit Leader
3.
Ythrinda
I do have the Special Ability: Quick Draw (Tier 1) but that indicates it's for "thrown" weapons, not "ranged"...
Also, does the cypher I just used have more than one use? Or is it dead/drained/finished?
Rolls
Attack - (1d20)
(8) = 8
If it's different, I'll spend the Speed points to reduce the difficulty again.
Rolls
Forearm Buzzer (Dam = 2) + Effort (if allowed) - (1d20)
(1) = 1
If this is part of my same attack, then I'm assuming I can't use Effort again.
If it's different, I'll spend the Speed points to reduce the difficulty again.
Unbelievable... I was really expecting a 19 or 20... !
On a 1, I get to inject a GM Intrustion for free. (yay!) unless you opt to spend 1 XP to reroll.
Also, the Quick Draw ability will cost you 2 Speed Points if you want to use it. If you're using that and spending Effort, you'd reduce your Speed pool by 4 (Ability (2) + Effort (3) - Edge (1))
Rolls
Attack 1 - (1d20)
(9) = 9
Attack 2 - (1d20)
(4) = 4
Rolls
Dart Thrower. Mod: -1, Dmg: 2 - (1d20)
(17) = 17
Rolls
Secret Roll
Rolls
Melee Attack - (1d20)
(14) = 14
Sailing over the small flames was the monstrous form of Crash who tackled the leader and bit deeply into his throat. Blood spurted around Crash's lips, coating his face with a ruddy paint.
Coming to the defense of their leader, one of the bandits stabbed at Crash with a long knife while another went for Mig.
Meanwhile, the man that Zandoran was pummeling brought his club around, trying to knock his foe down. Another bandit came up behind Zandoran and tried to stab him in the back while his attention was diverted.
Zippo's combatants moved in rhythm with each other, crudely hacking at him, one especially wary the forearm blades having tasted its keen edge.
Stepping up onto a nearby stump, the one with a bow sighted down an arrow and let it fly toward the now-floating OOLIN. He caught sight of Ythrinda, and yelled to his cohort to grab her.
Hearing the call to action, a bandit sprung toward the badly scarred woman and attempted to tackle her to the ground.
If you're Trained in Speed Defense, this will reduce the difficulty by one, and you can spend Effort on it if you'd like.
The fire (caused by the GMI) is small now, but it will only grow if left alone.....
Ythrinda, you're up!
Rolls
Speed Defense - (1d20)
(7) = 7
Esotery - Onslaught - (1d20)
(10) = 10
Rolls
Speed Defense - (1d20)
(14) = 14
Rolls
Speed Defense + Effort - (1d20)
(2) = 2
Tail Spike (Dart Thrower). Mod: -1, Dmg: 2 - (1d20)
(11) = 11
Trained in Speed defence, effort (with speed edge) applied to 2nd defence.
Rolls
Speed defence - (1d20)
(13) = 13
2nd Speed defence - (1d20)
(2) = 2
Rolls
Speed Defense #1 - (1d20)
(3) = 3
Speed Defense #2 - (1d20)
(9) = 9
you would reduce your Speed Pool by 2 (normally it's 3, but your Edge of 1 reduces the cost). When you carry a shield, you also get a +1 Armor (due to your Foci ability), which comes into play when you take damage.
Zandoran's limbs are a blur as he turns aside the club from the injured bandit, and his reactions proved to be just fast enough to twist past the other's outstretched knife as well.
Not to be outdone by one who refused to carry a blade, Zippo smoothly dodged the attacks from both of the bandits he was engaged with.
Once we resolve Crash's Speed Defense roll, we'll be back at the top of the order. (OOLIN, I'll resolve your attack at that point)
The spike flew from OOLIN's tail and struck the archer in his shoulder who looked down at it, a puzzled look passing across his face.
OOLIN, you dealt 1pt damage.
Rolls
Attack - (1d20)
(8) = 8
Rolls
Attack Roll - (1d20)
(14) = 14
As it is with all of Time,
so it is with Now.
Now is combat.
Combat ebbs.
Combat flows.
A time to advance,
a time to recede.
The moon breathes,
the waves respond.
Mig steps back parrying the blow, allowing the onrushing attack to break upon The Sand. As the blow dissipates like foam across his shield, he recognizes the moment for what it is. A brief interlude of stillness, The Stand.
"Crash! Now is not the Time." Mig calls out without ever taking his eyes off the enemy.
And then, like the sea, the moment passes and the currents resume their dance.
He spins forward on his left leg, drawing his right knee up high and tight. The Spiral of Lux. He plants his foot firmly behind his opponents gravitational center. Pulling on the lunar power stored in the soil, Mig draws it up his legs into his spine, directing it out through his arms to his hands. Rip Tide. The slack comes out of his hands at the last moment as his staff snaps back hard against his foe's occipital lobe. Eclipse.
Applying Effort (with Edge 1), reduces Might > 13
Rolls
Eclipse (Quarterstaff Attack = +4 Damage) - (1d20)
(8) = 8
Dual Light Wield: You can use two light weapons at the same time, making two separate attacks on your turn as a single action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks, your opponent?s Armor applies to both. Anything that modifes your attack or damage applies to both attacks, unless it?s specifcally tied to one of the weapons. Enabler
Thrust (1 Might point): This is a powerful melee stab. You make an attack and in?ict 1 additional point of damage if your weapon has a sharp edge or point. Action
Can they be combined. If so I will spend a Might point to use it now.
Rolls
Attack vs Bandit 1 - (1d20)
(4) = 4
Attack vs Bandit 2 - (1d20)
(11) = 11
The bandit tried to block Zandoran's kicks, but they kept coming at him too fast. One caught him under the jaw, snapping his head back. His neck broken, he fell limp to the ground at the feet of his friend. Looking from the body up to Zandoran, the other bandit stabbed forward with his knife.
The man let out a bloodcurdling scream as Crash tackled him and started dragging him into the bushes. Terror gave him strength and he stabbed back even as he was being dragged.
Mig's staff gracefully comes around and makes hard contact with the bandit's skull. The explosion of pain had him staggering back a few steps before he recovered and came back swinging his short-sword.
Reflecting the hazy light filtering through the smoke, Zippo's forearm blades sparkled as they pressed the attack. Taking advantage of openings obvious to him, he sunk his blades sunk deep into one bandit's stomach and the other's thigh. Both continued to press the attack though, confident that the two of them could take down this lone combatant.
Head pounding with a killer headache, the bandit drew a wicked looking knife and slashed at Ythrinda, trying to add another scar to her horrible visage.
OOLIN, I need one speed defense roll
Zandoran, you are able to finish off the bandit. I need one Speed Defense roll.
Crash, you deal 1pt damage and your next attack is at -1 Difficulty. I need one Speed Defense roll.
Mig, you deal 3pts damage to one bandit and 1pt to the other. I need one Speed Defense roll.
Zippo, you deal 2pts damage to both bandits (factoring in the Thrust activation for each attack). I need two Speed Defense rolls.
Ythrinda, I need one Speed Defense roll and your action
Rolls
Speed Defense Check - (1d20)
(7) = 7
Rolls
Speed defence (trained) - (1d20)
(13) = 13
Rolls
Speed Defense - (1d20)
(13) = 13
Mig maintains the motion of his staff, whirling it about himself in defensive arcs. He's not a little surprised that the man who took the blow to the head is still on his feet, let alone coming back for more.
"Hard head indeed" he says aloud.
Rolls
Speed Defense - (1d20)
(15) = 15
Rolls
Speed Defense #1 - (1d20)
(12) = 12
Speed Defense #2 - (1d20)
(12) = 12
"You cannot win here!" she screams, unleashing a torrent if psionic energy once more.
Rolls
Speed Defense - (1d20)
(18) = 18
Onslaught, bypass armor, effort for extra damage - (1d20)
(1) = 1
Rolls
Medium Melee - (1d20)
(17) = 17
Rolls
Tail Spike (Dart Thrower). Mod: -1, Dmg: 2 - (1d20)
(10) = 10
Rolls
Attack - (1d20)
(19) = 19
Rolls
Speed defense - (1d20)
(7) = 7
Speed test, cypher - (1d20)
(3) = 3
He strikes out again with both blades aiming low for one and high for the other.
Rolls
Attack 1 - (1d20)
(12) = 12
Attack 2 - (1d20)
(11) = 11
Zandoran's double-handed punch hit the man with bone-crunching force. The bandit's ribs crumpled and his breath whooshed from him. He fell to the ground and curled into a fetal position, trying vainly to draw another breath.
The spaces where they once stood were almost immediately replaced by smoke and flame. The fire, though having started small, was quickly escalating and would soon turn into an uncontrollable inferno.
His eyes dance about hovering over the body as he looks at the fire, blinking quickly sniffing the air and twitching as he shakes his head the blood still drying on him.
Crash digs though his pouch of minor possessions and holds up a amber colors jaggest looking piece of rock or glass which he shoves into his maw with a clawed hand chewing it.
"I'll try... put out fire..."
Crash having stopped to rest in the forest went to relieve himself on a tree only to be swatted by a branch from said tree. The tree proved to be sentient and was having none of Crash 'marking territory'. The tree and Crash came up with a deal, the tree would provide Crash shelter if Crash guarded it until the time to cast it's seeds came. They talked little but enough, Crash learned of xylems and phloems. Once Crash had performed his duty the tree gave him some of it's sap since the tree was quiet wise at least in comparison to Crash. Crash had also grabbed a bit of the a branch as a momento (Evergrow Wood Rod Oddity)
The top of page 5 introduces some smoke, but no source.
Page 6 mentions that we hear crackling and the leaves above are partially obscured by some smoke.
Then, we're suddenly taking heat damage? Instinctively, I'd assume all living things would move towards the area where there is no smoke, or at least less of it. But, if we're close enough to a forest fire to sustain +3 damage in so few turns (measured by the 2-3 turns/actions we've taken since smoke first appeared), it seems trivial for party and bandits alike to continue skirmishing in face of such a great threat—abandoning the battle well before the threat of physical harm by fire. But, I digress...
Is the fire coming from one direction? All directions? Can we see fire, or just smoke? Is the road clear? Is the stream a safer option? I'm only asking because Mig wants to know! :)
The top of page 5 introduces some smoke, but no source.
Page 6 mentions that we hear crackling and the leaves above are partially obscured by some smoke.
Then, we're suddenly taking heat damage? Instinctively, I'd assume all living things would move towards the area where there is no smoke, or at least less of it. But, if we're close enough to a forest fire to sustain +3 damage in so few turns (measured by the 2-3 turns/actions we've taken since smoke first appeared), it seems trivial for party and bandits alike to continue skirmishing in face of such a great threat—abandoning the battle well before the threat of physical harm by fire. But, I digress...
Is the fire coming from one direction? All directions? Can we see fire, or just smoke? Is the road clear? Is the stream a safer option? I'm only asking because Mig wants to know! :)
This is how I'm envisioning the scene. The fire is near the road, but is centralized and is expanding outward. At this point, everyone (with the exception of Ythrinda and Zandoran who have fled) is somewhere near/between the flames and were the cart is drawn (in-game, Khoj took it with him when he fled). The road is clear for the moment (though is obscured by smoke), and the stream that you heard previously is further in the forest than you have explored yet.

I clearly missed the GMI note: what does GMI mean?
I asked earlier about the origins but didn't get the answer: I thought maybe it was part of the bandits plan to cut us off... I had explored the stream initially when we heard the sounds in the woods, but that is immaterial at this point.
I would argue that if the fire/heat is doing damage, there is no putting it out. I've worked with wildfires IRL and, once the trees catch, there's no stopping it from the ground. Just controlling it with firebreaks, heavy equipment, and tactical air support!
I must have missed seeing your question about the origin, and I had forgotten about you exploring the stream. Sorry about that!
While I haven't fought any wildfires, I'm no stranger to them (living in Colorado Springs, we've had our fair share of them over the last couple of years), and I agree - once the flames have taken to the trees, it'd take a miracle to put out without some major intervention. At this point, though intense enough to burn hair and blister flesh, it's still just consuming the underbrush. Cyphers really shine in moments like this, allowing players to accomplish things that are wildly beyond their natural skill set.
@Qralloq, what direction is Ythrinda running?
Standing on the road staring into the fire, Crash was a horrific sight; his blood-coated face and chest glistened darkly in the red and orange flames. The shard of resin he put in his mouth was hard and tacky though quickly softened as he chewed on it. A tingling sensation started under his gums and spread throughout the rest of his body. He felt his limbs elongating, hands and feet flattening and spreading into wide, green fronds. A sinuous bark sprouted from his flesh, and he found himself several feet taller as he was now supported by a mass of what appeared to be roots and vines. A cool, silvery fluid beaded first on his woody face then the rest of his body. The secretion was minimal at first, but increased rapidly, some of it evaporating into a humid aura that surrounded him like a cloud.
Crash, go ahead and give me your firefighter roll.
"I am CRASH!" he yells out for some odd reason.
Rolls
Firefighting - (1d20)
(17) = 17
For the not the first time, Mig ruminates on his motives for leaving his home town. It was strange enough on its own, but outside those familiar walls, he finds the world just keeps getting stranger.
Tearing wildy through the undergrowth, Ythrinda's clothes caught on brambles, and branches whipped at her face and arms until she broke free onto the pebbled beach of the stream. Though wide, it did not appear too deep as it burbled along its route. By this time, Zandoran had mostly caught up with her and emerged from the forest behind her.
~~~~~~~~~~~~~
At the stream's edge, Ythrinda and Zandoran caught their breath. At first glance, this seemed to be a virgin stretch of forest. The sound of the stream overwhelmed most other noises, though the chattering of woodland creatures and the singing of birds occasionally broke through.
Hopefully they didn't go too far.
Okay, let's find them," she says uncertainly.
At the leader's side lay the greatsword he had wielded. It seemed to be made of good quality, and the fire didn't seem to have damaged it in any way.
As Zandoran and Ythrinda start their journey back into the forest, a trio of shadows briefly pass over them. Looking up, they spot three golden creatures flying overhead, seemingly following the path of the river upstream.
"Anyone know... what this do?" Crash asks aloud looking at the others wondering how to rip it off the body if no one had any idea what he was talking about.
Can I take my 10 minute rest now?
Rolls
Studying the oddity - (1d20)
(4) = 4
Realising that he's starting to sound like the old Abbot he shuts up until they reach the rest of the group...
Hey Guys... everyone alright after the fight? As I was hauling Ythindra out of the river we saw three golden flying creatures heading upstream. Anyone have any ideas what they are or where they could be headed??
Mig, OOLIN, and Zip are on the road.
Crash is in the bushes near one of the fallen bandits.
And Zandoran and Ythrinda are in the woods across the road by the stream, but heading back to the road.
The dude with the cart has headed off up around the bend.
The bandits scattered (but might come back to finish what they started).
Does that sound about right?
To recap the situation, all the PCs have reconvened near where you had originally met Khoj. Everyone is within Short range of eachother. Khoj has fled up the path pulling his cart. As he won't be moving very fast, it would be an simple matter to catch up to him. The bandits have fled away from the fight and fire, disappearing into the forest. If you wanted to follow them, I'd need a tracking roll, but it wouldn't be too difficult as they were in a hurry to escape.
Rolls
Trained in numenera - (1d20)
(4) = 4
Rolls
Cypher... What do? (untrained) - (1d20)
(10) = 10
"Khoj is unreliable. Golden birds are interesting. They are either going somewhere, or running from something. I'm up for following the birds. They know something. Water flows where it will." Mig puts his chamois away and tightens his belts, indicating he is ready to move on.
1. Chase after the bandits
2. Chase after Khoj
3. Go in the direction of the flying creatures
4. Other
"Maybe not bird... maybe something big but high up?" he offers cocking his head to the side and looking to the skies in the direction mentioned they went.
"Goodbye Khoj the carver! Don't die! Dying is bad for you!" he offers up in the peddler's direction before shuffling in with the others if they were going bird watching/hunting.
Rolls
Perception, Is anyone obviously injured? - (1d20)
(14) = 14