TEXT: BEYOND ALL WORLDS
  BEYOND ALL WORLDS
  BY ROBERT J. SCHWALB
  
  INTRODUCTION
  You don’t think Hell is real? That it can’t exist? That such an outmoded, 
  antiquated concept born of superstition and fear has no place in the 
  Ninth World? Then you are a fool. Hell is real. It exists. And I’ve been there. 
  Don’t believe me? Come. I will show you the gates.
  BACKGROUND
  Some whisper that the Mouth of Hell is a 
  gateway, an entrance to a realm of perdition 
  and suffering, a place where the wicked and 
  corrupt receive their just rewards. What 
  people call the Mouth of Hell is an entrance 
  certainly. It is not, however, one that leads to a 
  supernatural plane of punishment. Rather, it is 
  the opening to an interdimensional machine 
  whose purpose was to peer through the 
  boundaries between universes and allow free 
  passage between them. The machine, a ship 
  really, creates an ultradimensional space of 
  staggering proportions that floats atop reality 
  like a soap bubble. The entrance is anchored 
  in place and never moves. The world outside it 
  lies beyond a mortal’s ability to perceive. 
  It could be that the makers explored the 
  multiverse searching for life and technology, 
  anything to get a better sense of their place 
  in the cosmos. It seems likely that they found 
  something, something terrifying, something so 
  dangerous that—in the end—they were forced 
  to quit the machine and seal the entrance 
  behind them.
  The gateway, once sealed, remained so for 
  eons. But time can be cruel and eventually 
  the energies sustaining the bindings began to 
  fray and unravel. What at first was a flickering 
  light became a luminous crack in reality. 
  Sometimes, people who happened upon it 
  swore they heard moaning and crying, as well 
  as other, more frightening noises. Locals came 
  to believe the crack led to a horrific place: Hell. 
  After all, what else could it be? As the people 
  grew more fearful, leaders decreed that their 
  criminals, murderers, and other villains would 
  be cast into the Mouth as was fitting for their 
  crimes, and into the light they disappeared, 
  never to be seen again. And as less selective 
  leaders came into power, the Mouth became 
  a convenient way to get rid of political rivals, 
  enemies, and anyone else that got in their 
  way. Hell filled up with the unwanted and the 
  insane, the evil and the rebellious, and has 
  become a place no right-thinking person would 
  dare to set foot.
  2
  CREDITS
  Writer/Designer 
  Robert J. Schwalb
  Editor 
  Shanna Germain
  Proofreader  
  Kim Mohan
  Graphic Designer 
  Nissa McCormack
  Cover Art 
  Cathy Wilkins
  Artists 
  Eric Lofgren 
  Lee Smith 
  Cathy Wilkins
  Cartographer 
  Christopher West
  Monte Cook Games 
  Editorial Team 
  Scott C. Bourgeois 
  David Wilson Brown 
  Eric Coates 
  Ryan Klemm 
  Jeremy Land 
  Laura Wilkinson 
  George Ziets
  © 2014 Monte Cook 
  Games, LLC
  Numenera and its 
  logo are trademarks of 
  Monte Cook Games, LLC 
  in the U.S.A. and other 
  countries. All Monte 
  Cook Games characters 
  and character names, 
  and the distinctive 
  likenesses thereof, are 
  trademarks of Monte 
  Cook Games, LLC. 
  HELL IN THE NINTH WORLD: A NOTE TO THE GM
  The prevailing religions in the Ninth World look little like those found in our current 
  cultures. Although nearly every Ninth World culture includes at least one version of 
  Hell—a spiritual or physical realm of evil and suffering—they don’t think about “hell” 
  in the same way we do. 
  For many Ninth Worlders, this is that place. Thus, the name Mouth of Hell is used 
  here to capture that sensibility rather than to denote an exact likeness to our existing 
  version of hell. You should feel free to come up with your own place name to create 
  a stronger sense of fear, evil, and suffering at the table. After all, places that live in 
  whispers and prayers have many names, not all of which can be spoken aloud.
  
  CHARACTERS
  This adventure works well with experienced 
  characters. Second-tier and even third-tier 
  characters should find it challenging, but not 
  overwhelming. You should consider increasing 
  the numbers and levels of foes and hazards to 
  properly challenge characters of the fourth tier 
  or higher. 
  How the characters become involved is 
  up to you. One great way is for someone the 
  characters know to have been condemned and 
  tossed into the Mouth. This person might be a 
  trusted ally, a lover, a relative, or even a bitter 
  enemy. Rescuing this character becomes the 
  primary objective and draws the PCs through 
  the Mouth and into darkness. If you use this 
  hook, you can replace a named character in 
  the adventure with the character the PCs seek. 
  For example, an enemy might take the place 
  of Mungrun, while an ally could replace Shork, 
  Glea, or Reva.
  Being tossed into the Mouth of Hell could 
  also be a fate for the PCs. Characters who have 
  crossed a powerful NPC and have become 
  captured as a result might wind up joining 
  the others as a show of power and victory. 
  Alternatively, the PCs might come across the 
  Mouth while involved in another adventure or 
  while traveling to some other destination. The 
  characters might witness the interment of a 
  prisoner into the ultradimensional bubble—the 
  mere appearance of such a weird phenomenon 
  might be enough to lure the characters inside. 
  OVERVIEW
  The adventure begins when the characters find 
  the Mouth of Hell and must contend with the 
  guardian, a horrific monstrosity that the locals 
  say keeps things in and keeps trespassers out. 
  Once the PCs enter the Mouth, they discover 
  they have left the Ninth World behind and 
  are now trapped in a void. The characters can 
  explore the void or travel to a distant sphere—
  the machine that sustains the ultradimensional 
  bubble. There, the characters discover that 
  the people thrown into the Mouth have built 
  small camps all over the sphere’s surface and 
  struggle to survive.
  From their encounters on the sphere, the 
  characters learn there might be a way out. 
  Escaping the place requires moving deeper into 
  the machine. The first stage of the characters’ 
  journey is through the Maze, where traps and 
  monstrosities dog their steps. Once through 
  the Maze, the characters discover a great 
  chamber with its walls covered by a million 
  flickering portals that lead to worlds in other 
  universes. 
  The adventure ends when the characters find 
  the Heart of the Void and shut off the machine. 
  The ultradimensional space begins to collapse, 
  causing the device and everything in it to fall 
  into the Ninth World, possibly unleashing all 
  these despicable people and strange terrors on 
  an unsuspecting populace.
  PLACEMENT
  You can place the Mouth of Hell anywhere you 
  want in the Ninth World. It’s best if you choose 
  a spot within a day’s walk from a modest-sized 
  community. This way, you can explain how the 
  place filled up with people. If you don’t want to 
  put it near a community, there might once have 
  been a community nearby that got into the 
  habit of tossing people they didn’t like into the 
  Mouth. This could have led to an uprising that 
  ultimately wiped out the people living there. 
  Or, you might say a band of pilgrims sought 
  out the place long ago and passed through it to 
  whatever lay beyond.
  3
  Throughout 
  this 
  supplement, 
  you’ll see page 
  references to various 
  items accompanied 
  by this symbol. These 
  are page references 
  to the Numenera 
  corebook, where you 
  can find additional 
  details about that 
  item, place, creature, 
  or concept.
  Mungrun, page 9
  Shork, page 10
  Glea, page 10
  Reva, page 16
  
  THE ADVENTURE
  MOUTH OF HELL
  The energy leaking out from the 
  ultradimensional space has poisoned the 
  lands near the Mouth of Hell. Nothing grows 
  within a mile of the place. Dead, blackened 
  trees rise from dusty earth littered with human 
  and animal bones along with the remnants of 
  other, stranger creatures. Jagged rocks rise like 
  teeth from the ground throughout, and from 
  cracks in the stone, steam vents fill the air with 
  roiling mist that gives the entire area a hellish 
  appearance. Every hour or so, a faint tremor 
  ripples through the ground. Somewhere in this 
  waste lies the entrance.
  Optional Encounters: You can easily expand 
  this part of the adventure by adding locations 
  for the characters to explore and creatures 
  to fight. A few suggestions follow. If you 
  don’t have the Ninth World Bestiary, you can 
  substitute other creatures from the Numenera 
  corebook or create some of your own.
  • An accelerator roams the wastes around
  the gate. It is a remnant left behind from
  the makers of the Machine in the Void
  and it regards any creature it encounters
  as a threat.
  • A dimensional husk is all that’s left of a
  person who tried to escape from the Void.
  The husk might reveal hints about what
  lies on the other side of the gate, might
  try to drive off the characters, or might be
  insane and just attack them.
  • Instead of a faint tremor, a strong quake
  rips through the ground and lasts for
  a few minutes. When the earth stops
  heaving, the characters find one of the
  stone formations has crumbled to reveal a
  white metal pylon rising from the ground.
  The top is glass, and a red light rotates
  inside it. Hieroglyphic symbols decorate
  the exterior, though they are faded and
  scratched. A character able to translate the
  symbols determines that they seem to be a
  warning of some kind.
  4
  Accelerator: level 6, 
  perceives as level 8, 
  Speed defense as level 5 
  due to size; damage 7, 
  health 30; can attack 
  up to three foes with 
  a single action or alter 
  the acceleration of 
  up to three different 
  creatures. For full 
  details, see the Ninth 
  World Bestiary, page 20
  Dimensional husk: level 
  5, social interaction 
  tasks as level 1; damage 
  3; health 15. For full 
  details, see the Ninth 
  World Bestiary, page 36
  
  GUARDIAN OF THE GATE
  People who enter the Mouth of Hell do not 
  leave it easily. The road to freedom is long and 
  dangerous. Without certain precautions, one 
  who stumbles free from the Void becomes 
  hideously changed. The Guardian of the Gate 
  began not as one prisoner, but many. When 
  they slipped free from the Void, they fused into 
  a horrible mass of limbs, faces, and flesh. The 
  transformation utterly shattered their minds, 
  and thus they have become a monstrosity 
  driven by hunger, eager to pull apart whatever 
  it finds to stuff the profusion of maws across 
  the surface of its bulk with sopping meat torn 
  from the bones.
  AMALGAM 
  5 (15)
  A gelatinous mass of skin, hair, and limbs, 
  the amalgam crashes over the landscape, a 
  wave of flesh that slithers and slides toward 
  whatever the thing sees. Arms and legs sprout 
  like hairs from the great bubbling tumor, while 
  patches of hair, stiff with its excretions, add to 
  its unwholesome topography. The thing can 
  spread out across the ground in a radius of 
  30 feet (9.1 m) or draw itself up like a wave to 
  smash down on its prey.
  Motive: Hunger
  Health: 30
  Damage Inflicted: 5 points
  Movement: Short
  Modifications: Speed defense as level 3 due to 
  size; stealth actions as level 2.
  Combat: The amalgam greedily and idiotically 
  rushes toward anything it thinks it can eat. 
  As it draws close to its prey, it rises up and 
  falls down with incredible force on anything 
  within immediate distance of it. Affected 
  targets are knocked prone, and the only 
  action they can take is to attempt to crawl 
  out from under the mass. Each round a 
  character spends under the amalgam, 
  the character takes 5 points of ambient 
  (crushing) damage. The amalgam is 
  fearless and attacks regardless of the odds. 
  Loot: The amalgam eats whatever it catches. 
  Characters who pull the body apart can 
  harvest 1d6 + 1 cyphers and an artifact. 
  This is messy and time-consuming work.
  FINDING THE MOUTH
  The characters should locate the entrance 
  without much trouble. Footprints from 
  previous visitors, a guide from a nearby 
  community, or simple searching puts them 
  in front of it. The Mouth looks like a wiggling 
  ribbon of crimson light hovering in the air. 
  No heat emanates from it, but it issues 
  enough light for characters to see in the dark. 
  Characters who look around near the entrance 
  see numerous tracks in the dust, smell the 
  stench of urine from previous people who were 
  thrown inside against their will, and find bits of 
  cloth, bone, and other rubbish. 
  A character merely has to move into the 
  light to be whisked into the Outer Void. When 
  someone does so, the light flares and then 
  returns to its normal dimness. This is a one-
  way passage, however, so characters traveling 
  into the Outer Void must find another way out.
  5
  GM Intrusion: Injuries 
  the amalgam sustains 
  spurt a foul-smelling 
  stew of blood and 
  excrement that causes 
  the ground around the 
  creature to become 
  slippery. A character 
  near it slips and falls to 
  the ground.
  5
  
  ADVENTURE 
  PATH
  
  THE OUTER VOID
  The Outer Void is an expanse of emptiness 
  that extends out from the machine and serves 
  as the boundary between this microcosm 
  and whatever lies beyond in the gaps 
  between worlds. 
  Characters who step through the gate 
  experience a flash of bright crimson light. 
  When their vision clears, they see they are 
  standing on a metal platform that hangs in 
  the emptiness. The platform is a disk with a 
  diameter of 10 feet (3 m) and a thickness of 
  1 foot (0.3 m). Blood, skin, and tattered cloth 
  lie on the disk’s surface. Lights flicker all along 
  the disk’s outer edge. A metal beam, 1 foot 
  (0.3 m) wide and thick, extends out from the 
  disk and travels through the gloom to a speck 
  of darkness some great distance away. No way 
  back to the entrance suggests itself.
  Before the ancients sealed the machine, 
  these platforms allowed them to open portals 
  to different places in the Ninth World. The 
  characters might be able to use the machine 
  to reopen the portals on each platform, which 
  would give everyone and everything inside an 
  opportunity to escape. 
  The Void extends around the platform for as 
  far as the characters can see. Uniformly grey, 
  it is broken only be the winking lights of other 
  disks attached to the beams that travel to the 
  center. The nearest disk is 300 feet (91 m) away 
  in a direction you choose, and the characters 
  can see a larger shape on the disk.
  Every now and then, a ripple of crimson light 
  flares into existence a great distance away and 
  then disappears.
  Moving through the Void: The characters 
  experience gravity while on the disk and the 
  beam. About 10 feet (3 m) away from the disk, 
  gravity’s pull abates and characters become 
  weightless. Characters who jump off or move 
  off the platform find themselves in zero gravity 
  and suffer all the drawbacks for being in such 
  an environment. If the PCs can find a way 
  to push off from the beam or the disk, the 
  character could float away. Reaching the other 
  disk is a level 4 Speed task. 
  If the characters attempt to move out from 
  the disk away from the center, they can travel 
  in that direction for hours. Eventually, they 
  come into the Void from the other side and see 
  suspended disks and the beams to which they 
  are attached pointing toward the dark orb in 
  the center. 
  The Light Ripples: The ripples the characters 
  see are weak places in the barrier that 
  separates the Void from the Ninth World. Just 
  as at the Mouth of Hell, characters simply 
  have to move into one of these lights to 
  return to the world they left. There are several 
  challenges. The ripples manifest for only a few 
  seconds before they fade out. They appear in 
  random locations, and it’s almost impossible 
  to predict where one will appear. They appear 
  only in the outermost reaches, and it takes at 
  least an hour of travel to get out there. Finally, 
  anyone who manages to slip through one of 
  these cracks is severely warped by the energies. 
  A character takes 10 points of damage and 
  gains a harmful mutation. This way out is truly 
  a last resort. 
  THE OLD MAN AND THE CORPSE
  The figure seen on the closest disk is an old 
  man named Zebulah. He sits on the edge of 
  his disk, feet dangling over the rim, head down 
  and face hidden by his long, greasy hair. He 
  rocks slowly back and forth. He ignores any 
  calls from the characters, though they can 
  notice he’s moving as a level 1 task.
  Zebulah is not alone. His wife’s corpse lies 
  next to him. The two were tossed through the 
  Mouth several years ago after being deemed 
  political enemies. They crawled across the 
  surface of the sphere, and settled in No Hope. 
  The savagery and terrible squalor eventually 
  drove them to find a way out. They traveled up 
  the beam to the disk, then waited for one of 
  the flashes of light to come close enough to 
  whisk them home. They waited several days. 
  Without food or water, both became a little 
  unhinged and Zebulah, driven by a moment 
  of madness, strangled his wife so he could eat 
  her. After she died, he realized what he had 
  done, and he couldn’t consume her. Instead, 
  he sits next to her, holding her hand and 
  waiting for death to take him.
  If the characters can reach his disk, they find 
  him painfully thin, with dark circles under his 
  eyes, scratches on his arms and face, and black 
  scabs where the tips of his fingers should be. 
  Next to him, they see his dead wife, her head 
  twisted all the way around.
  Zebulah is unresponsive. Gentle words or 
  violent shaking can coax him into conversation. 
  Zebulah can tell the characters the following 
  information. He should seem erratic and 
  distracted, repeatedly looking at his dead wife.
  • He tells the characters his story, though he
  refuses to say anything about his wife and
  ignores questions about her. At most, he
  tells the PCs she is sleeping.
  BEYOND ALL WORLDS
  7
  Reopening the 
  portals, page 15
  Zero gravity, 
  page 98
  Harmful 
  mutation, page 124
  Zebulah: level 2
  No Hope, page 9
  
  • There is no escape from the Void. The
  lights out in the distance might be ways
  out, but there is no way to reach them or
  to predict where they will appear.
  • The beams lead to what he calls “Hell.” He
  tells the characters that the Hell is closer
  than it appears, and if they follow the
  beams they will get there in a few hours.
  • There are many settlements on Hell,
  and each is worse than the last, filled
  with horrendous people who deserve
  to be there.
  If the characters treat Zebulah kindly, 
  he offers them his mantle, saying, “I don’t 
  need it anymore.” He says the character 
  who was nicest to him should wear it ,as it 
  will keep him or her safe from the moths. A 
  snipper moth will not attack a character who 
  wears the mantle unless that character first 
  attacks the moth.
  Zebulah will not accompany the characters 
  willingly. He would rather stay here and die. 
  If the characters force him to come along, he 
  accompanies them, but attempts to commit 
  suicide the first chance he gets.
  FOLLOW THE BEAM
  The characters can walk across the beam to 
  make the journey to the sphere the people here 
  call Hell. Since the beam is only 1 foot (0.3 m) 
  across, the characters have to crawl or balance. 
  Each hour the characters walk across the beam, 
  they must maintain their balance (a difficulty 2 
  task) or fall. Momentum carries them several 
  hundred feet away from the beam, and reeling 
  in a falling character is difficult unless the 
  characters thought to tie themselves together. 
  As they travel, the characters see splashes of 
  blood, body parts, and other leavings that hint 
  at the danger to come.
  SNIPPER MOTHS
  Halfway to Hell, a wing of eight snipper 
  moths fly up from the orb to intercept 
  the PCs. Noticing the snipper moths is a 
  difficulty 3 task. On a failure, the characters 
  don’t notice the moths until they are within 
  a short distance. In combat with the moths, 
  a character must make a Speed defense roll 
  (difficulty 2) to maintain his balance whenever 
  he attacks or moves. On a failure, the character 
  slips from the beam and falls as described 
  above. Remember, the difficulty of a character’s 
  attacks in zero gravity are increased by one 
  step unless she is trained in zero-gravity 
  maneuvering.
  SNIPPER MOTH 
   2 (6)
  Formed from the scabs crusting the tarry body 
  of a creature called He Who Shudders, these 
  fluttering, noisome things flit through the 
  Maze and scour the surface of Hell for organic 
  material to harvest and add to their master’s 
  prodigious bulk. The snipper moth is a flat, 
  misshapen bit of brown-black organic material 
  that flutters through the air by folding its body 
  as if it had wings. Scissor-like appendages 
  extend out from what is more or less the front 
  of it, and between them is a bright spot of 
  blood that it uses as an eye. A snipper moth 
  measures 5 feet (1.5 m) in diameter and is 
  almost as thin as paper.
  Motive: Harvest tissue for master
  Health: 4
  Damage Inflicted: 2 points
  Armor: 0
  Movement: Long while flying; immediate on 
  the ground
  Combat: The snipper moth swoops down to 
  snip the skin of a creature it can reach. A 
  character who takes damage from the moth 
  must succeed at a Might defense roll or 
  start bleeding from the injury. On each of 
  the character’s turns, he takes 1 point of 
  ambient damage. If he takes damage from 
  the bleeding, the difficulty of Speed defense 
  rolls is increased by one step for one round. 
  A character can use an action to stanch 
  the wound (a difficulty 2 task) and stop the 
  bleeding. A character needs to make this 
  Might defense roll only once per round 
  regardless of how many times he takes 
  damage from the moths.
  Loot: The characters can harvest one oddity for
    each snipper moth they kill.
  HELL, THE SURFACE 
  OF THE SPHERE
  What the people trapped here call Hell is 
  actually a great metal sphere with a diameter of 
  1 mile (1.6 km) covered in a layer of dust about 
  1 foot (0.3 m) thick. The beams jut out from the 
  sphere’s surface into the Void to create space 
  in the pocket universe for the machine. The 
  nature of this place distorts distances, making 
  objects appear farther away than they actually 
  are. So although it looked like the sphere was 
  a long way off, it is in fact only a short walk. As 
  the characters near the sphere, they can see 
  fortified camps scattered across its surface. 
  Metal panels, sharpened poles, and other debris 
  encircle each camp, and the characters can see 
  armed human figures standing guard. 
  8
  The mantle is made 
  from dead snipper 
  moths, and a character 
  wearing it looks to the 
  snipper moths like one 
  of their own.
  GM Intrusion: A 
  character becomes 
  distracted by one of 
  the crimson lights in 
  the distance and slips 
  off the beam.
  He Who Shudders,
  page 20
  A snipper moth’s 
  appendages are 
  perfectly designed 
  for causing 
  bleeding wounds. 
  
  Aside from the camps, characters on the 
  beam can see black dimples on the sphere’s 
  surface. These are access ports to the interior 
  of the sphere. If the characters watch for a 
  while, they should see a person climbing out 
  from one of the dark spots or going into one. 
  Once the characters come to within 100 feet 
  (30 m) of the sphere’s surface, the gravity of 
  the place asserts itself. Unless the characters 
  have secured themselves, they fall from the 
  beam toward the “ground” and take 10 points 
  of ambient damage on landing. Characters 
  who examine the beam before this point notice 
  handgrips on either side that can be used as a 
  ladder for a safe descent.
  SURVIVING IN HELL
  The sphere’s surface is as barren as it looks. 
  The light throughout is dim, like twilight. 
  There’s no water, and nothing could grow in 
  the dust even if there was. If it wasn’t for the 
  overlarge grubs infesting the powdery surface, 
  no one would be able to survive. The grubs 
  are gigantic maggots that came through from 
  another universe along with the other dreadful 
  things that caused this place to become 
  abandoned. A grub is a fat, segmented, fleshy, 
  pale grey worm with horny protrusions on 
  its back, and it can grow up to 1 foot (0.3 m) 
  long. These grubs taste bad, but a person can 
  survive by eating one of them every couple 
  of days. People who eat them for a length of 
  time find that their bodies start to change in 
  unexpected ways. Mutations are so common 
  here that everyone but the newest arrivals 
  sports some sort of physical abnormality. 
  Many times, the mutations are severe enough 
  that the victims spend their last few days 
  screaming in pain.
  A few settlements have turned to 
  cannibalism, choosing to raid their neighbors 
  for fresh meat. As a result, violence and 
  tension are on the rise, and many believe 
  things are about to get a lot worse.
  Runners: A few brave souls have discovered 
  other sources of food in the place. Called 
  runners, these crazy or courageous people 
  pass through the black membranes, make their 
  way through the Maze, and slip into the inner 
  workings of the machine where they can pass 
  through the open doorways to any of a million 
  worlds. Many runners never return. There are 
  dangers aplenty in the Maze and worse things 
  in the worlds beyond. Others quit the surface 
  and the people depending on them to make 
  new lives for themselves in another reality. 
  But a few feel responsible for their fellows and 
  make runs into the sphere to bring back food, 
  supplies, water, and anything else they can find 
  that will make their time here easier to endure.
  NO HOPE
  The settlement nearest to the point where 
  the characters arrive is a vicious community 
  of cannibals called No Hope. Home to a 
  dozen people who live in fear of their leader, a 
  hideous man named Mungrun, they conduct 
  raids against runners and settlements for fresh 
  meat. Since there’s no weather, the people 
  of No Hope have no shelters, and when they 
  sleep, they just do so in a big stinking pile. A 
  low wall made of metal containers, spools of 
  wire, and other debris offers a modicum of 
  protection. A gap on one side grants access to 
  the filthy interior. Two sentries typically stand 
  guard. Each is a horrid mutant with a bevy 
  of sores crusting its face and extra parts that 
  seem to be climbing out of its flesh. These 
  guards wear armor made from scraps and 
  wield clubs made from human leg bones and 
  hips. Another eight raiders live in the camp. All 
  of these characters are loyal to Mungrun.
  Mungrun
  Mungrun leads the cannibals in No Hope. As 
  strong as he is corpulent, he struts around 
  his petty kingdom in the nude, the rolls of his 
  glistening body quivering with each step he 
  takes. A pronounced brow forms a shelf over 
  his beady eyes. His mouth hangs open, wormy 
  lips shimmering with spittle, and clusters of 
  tumescent sores blight his skin. He wears a 
  necklace of thrashing grubs around his neck 
  and a crown of wires on his head. He carries a 
  big hatchet.
  Stupid, rude, and violent, Mungrun leads 
  by terrorizing the others. He realizes, though, 
  that his numbers are diminishing and that 
  No Hope will be destroyed unless the place 
  gets help. He has made many enemies. So 
  even though the characters’ arrival makes 
  his belly rumble with hunger, he has enough 
  self-control to welcome the PCs to his proud 
  community and try to win them over.
  Conversation with the leader should be a 
  trial, between his repellent appearance and 
  unsavory habits. He leers at the characters 
  and touches himself while talking to them. 
  He tries to be welcoming, but his horrible 
  manner ought to undermine him. He doesn’t 
  know much about the world where he finds 
  himself, and makes up whatever he thinks the 
  characters want to hear. He offers them a place 
  in No Hope if they swear fealty to him.
  BEYOND ALL WORLDS
  9
  Sentry and Raider: level 3; 
  health 9; armor 2
  Doorways to other 
  worlds, page 13
  GM Intrusion: The 
  bandits decide to 
  attack first and ask 
  questions later.
  Mungrun: level 5, 
  level 8 for intimidation 
  and resisting threats, 
  level 10 for being 
  disgusting; health 20
  
  Shork
  Shork hates Mungrun and everything he has 
  done to the small settlement. Mungrun would 
  have killed Shork long ago if it hadn’t been for 
  the man’s skill as a runner. Shork would have 
  done away with Mungrun if he had a chance 
  and knew he could get away with it.
  Of middling height with dark skin, long, 
  tangled hair, and bright white eyes, Shork is 
  the most normal person in the camp, thanks 
  to a diet that usually does not include grubs. 
  He wears tattered clothes and keeps a broken 
  sword through a loop in his belt. 
  Shork is one of the best runners, having 
  survived over fifty runs so far. During his last 
  run, he discovered an elevator shaft that travels 
  down into the Heart of the Sphere. He didn’t 
  descend because he was alone and suspected 
  there was something nasty down there, but he 
  believes the way out must be somewhere in the 
  heart of this place. He would go there again, 
  but he has no one he can trust to go with him. 
  The arrival of the PCs gives Shork hope. He 
  believes they aren’t like the other villains he’s 
  living with and thinks they might be his ticket 
  out of this place. For this reason, he keeps an 
  eye on the PCs after they arrive and steps in 
  if things look like they are going to turn ugly. 
  He tries to defuse any conflict between them 
  and the leader to save their lives. If combat 
  breaks out, Shork throws in his lot with the 
  PCs and helps them defeat the chieftain and 
  his henchmen.
  If the characters deal peacefully with 
  Mungrun but show signs of being disgusted 
  by him, then Shork pulls one or two characters 
  aside at his first chance. He explains that 
  he thinks he knows a way out of this place, 
  but it’s dangerous. She offers to show the 
  characters the way, but they have to leave 
  without Mungrun knowing because he’ll never 
  let them leave alive. Shork says the only reason 
  Mungrun and his lackeys haven’t killed them 
  and eaten the PCs is because he thinks they 
  might be useful. Shork suggests they all sneak 
  off, insisting to the characters that Mungrun 
  won’t follow them into the Maze.
  Glea
  No Hope’s raiders recently kidnapped a few 
  people from a nearby settlement. They’ve killed 
  and eaten all but Glea. They keep her in a cage 
  in the center of the camp. Glea is a young 
  woman of plain appearance, dirty, and dressed 
  in rags. She’s missing an arm and has scars all 
  over her body from an encounter with snipper 
  moths when she was younger. Fierce and 
  proud, she is not afraid to die. Her courage 
  comes from the fact that she, like Shork, is a 
  runner, and a good one too. If the characters 
  free her, she will help them navigate the Maze.
  Development
  This is not a nice place, and most of the 
  people living in No Hope are vile miscreants 
  without a single redeeming quality to share 
  between them. Characters who are disturbed 
  or offended by the monstrous leader might try 
  to kill him. Resolve this event in any way that 
  makes sense. An open conflict should be tough 
  since the characters are likely outnumbered. 
  Killing Mungrun in his sleep is also difficult, 
  since he sleeps on the bottom of the pile.
  Aside from dealing with Mungrun, the 
  characters should also have the opportunity to 
  talk with Shork, Glea (if they’re careful), and 
  other people living in the camp. You can reveal 
  as much or as little as you like about this place, 
  but characters should learn how to enter the 
  Maze (by way of the membranous portals on 
  the surface) so they can proceed to the next 
  part of the adventure when they’re ready.
  Lingering too long here will probably 
  cause problems. Unless the characters are 
  enthusiastic about helping Mungrun, eating 
  other people, and engaging in other, more 
  wicked activities, Mungrun will tire of them and 
  have his cronies kill them for food. As well, any 
  number of horrors spawned from the Maze 
  or deeper inside the sphere might emerge 
  and attack the settlement. You can choose 
  creatures from this book or other sources 
  as you like.
  Finally, the characters might decide to skip 
  No Hope and find a more suitable haven. 
  Other settlements should be equally strange 
  and desperate. Characters will find that their 
  options for food are limited and dangerous and 
  that settlements attack each other all the time. 
  In short, make the surface of this world deadly 
  and ugly. Doing so will convince the PCs they 
  should start looking for a way out.
  Loot
  Characters who scavenge the rubbish in No 
  Hope find 1d6 + 1 cyphers.
  THE MAZE
  A layer of tunnels and chambers sits 
  between the metal sphere’s exterior and its 
  core. Originally a system of duct works for 
  ventilation, it is now a gantlet through which 
  runners must travel to reach the supplies they 
  need, one made dangerous by the sphere’s 
  10
  Shork: level 3, level 
  6 for sneaking, 
  hiding, and 
  perception; health 9
  Glea: level 3, level 6 for 
  sneaking, hiding, and 
  perception; health 9
  
  system of protections and the perils that 
  stalk the cramped rooms and the passages 
  between them. 
  The characters can access the Maze through 
  one of the hundred or so entrance ports found 
  all over the surface of the sphere. Each port 
  has a diameter of 5 feet (1.5 m) and is covered 
  by a thick, gelatinous, black membrane. The 
  membrane allows air to pass through and 
  filters it. Small creatures find the membrane 
  too thick to pierce, but a human-sized 
  creature can push through it. The membrane 
  automatically repairs itself when something 
  passes through it.
  NAVIGATING THE MAZE
  The Maze is a lattice of chambers connected 
  by passages. Each chamber is a dark metal 
  room 10 feet (3 m) on a side and pierced on 
  each side by a round tube with a diameter 
  of 5 feet (1.5 m) that extends 10 feet (3 m) 
  until it connects to an identical chamber. This 
  lattice extends inward nearly 1,000 feet (305 
  m) until it opens onto the core. This means
  the characters have to travel through some fifty
  tubes and chambers to reach the center, which
  would not be difficult if the characters had a
  straight path from the surface. As the machine
  has begun to fail, many chambers have
  become dangerous. Others have disappeared,
  while others still are now contaminated with
  poisonous gas, parasites, and radiation. Also,
  several predators roam the chambers looking
  for creatures to eat.
  When the characters enter the second 
  chamber and every couple of chambers 
  thereafter, roll a d20 or choose a result from 
  the chambers described below to determine 
  what’s inside one. If the characters have 
  already had that result, they instead find an 
  empty chamber. After the characters find their 
  third dangerous chamber, the characters can 
  make an Intellect roll (a difficulty 5 task) to 
  navigate the Maze each time they come to a 
  chamber and need to decide which direction 
  they should go. On a success, the characters 
  find the Path to the core three chambers later. 
  On a failure, the characters can repeat the roll 
  every two new chambers they explore, reducing 
  the difficulty each time by one step. If at any 
  point you feel the story is starting to lag, jump 
  ahead and get the characters to the Path in the 
  next chamber they enter.
  If the characters have a guide with them 
  (Shork or Glea), they encounter only two 
  possibly dangerous chambers before traveling 
  through a series of empty chambers that lead 
  to the Path.
  1. Fire: When the third person moves into this
  chamber, a pipe bursts and fills the room
  with fire. Characters in the room must
  make a Might defense roll (difficulty 2).
  On a failure, a character takes 6 points of
  ambient damage from the roaring flames.
  On a success, a character takes 1 point of
  ambient damage.
  2. Cracked Pipe: A shrill whistling noise
  sounds as gas escapes from a cracked
  pipe. Anyone moving through this
  chamber must make a Might defense roll
  (difficulty 4). On a failure, the character has
  a weakness of 1 in Intellect for one hour.
  3. Sticky Strands: Sticky, gluey strands fill
  the room from floor to ceiling. To proceed
  through this chamber, the characters
  must make a Might or Speed defense roll
  (difficulty 4) to maneuver through the webs.
  On a failure, a character gets through, but
  the gluey substance clings to the character
  and increases the difficulty of all Speed rolls
  by one step until the substance is burned
  off or dissolved with alcohol.
  BEYOND ALL WORLDS
  11
  Weakness, 
  page 114
  
  4. Poison Gas: A faint green mist fills the
  room. A character might notice the haze
  (difficulty 2). The mist is poisonous.
  Anyone who enters this chamber and
  breathes the air must make a Might
  defense roll (difficulty 4). On a failure,
  a character moves one step down the
  damage track.
  5. Radiation: Radiation permeates this
  chamber. One hour after a character moves
  through this room, she must make a Might
  defense roll (difficulty 3). On a failure,
  the character takes 3 points of ambient
  damage from radiation poisoning and has a
  weakness of 1 in Might
  6. Skin Mites: The walls, floors, and ceilings in
  this room look rusty. The rust is a blanket
  of tiny red mites. Any character who moves
  across the surface must make a Speed
  defense roll (difficulty 2). On a failure, the
  mites infest the character. The difficulty of
  all her Speed rolls is increased by one step
  until the character washes her body and
  possessions.
  7. Treasure: A pile of junk sits in one corner.
  Characters who search the pile find
  3d10 shins.
  8. Heat: This chamber is extremely hot.
  Provided the characters don’t linger here,
  there is no danger. A character takes 1 point
  of ambient damage from the heat every 10
  minutes she spends here.
  9. Electricity: The walls, floor, and ceiling of
  this chamber are electrified. Any character
  who comes into contact with a surface in
  the chamber must make a Speed defense
  roll (difficulty 4). On a failure, the character
  is electrocuted and takes 6 points of
  ambient damage.
  10. Dripping Water: Water leaks into this
  chamber from a crack in one wall. The
  water is clean and safe to drink.
  11. Lit Room: A minor glowglobe floats in the
  center of this room.
  12. Dead End: There are no exits from this
  room except the passage by which the
  characters entered it.
  13. Dead Runner: The corpse of a runner lies
  in various places around this chamber.
  The Maze sweeper ripped him to pieces.
  Characters who search his remains find a
  cypher and an oddity or two.
  14. Chirogs: A band of three chirogs have
  become lost in the Maze. They are hungry
  and very aggressive.
  15. Cyphers: Part of the wall caved in here,
  revealing a mass of wires and mechanical
  components. Characters who scavenge 
  the components find 1d6 + 1 cyphers and 
  an oddity.
  16. Missing Chamber: The chamber that’s
  supposed to be here is missing. Each tube
  that connects to it simply ends. Wires
  and machines fill the space and throw
  deadly sparks. Characters who attempt to
  move through this area must make Speed
  defense rolls (difficulty 6). On a failure, the
  character is electrocuted, takes 6 points of
  ambient damage, and becomes stunned
  for 1 round, losing his next turn. If the
  character is not pulled out, the character
  takes the damage again each round he
  remains in contact with the machinery.
  17. Cold Room: This chamber is extremely cold,
  and frost covers every surface.
  18. Steel Spiders: This chamber is a nest of
  four steel spiders. They have stretched their
  webs across the adjacent tunnels.
  19. Warp Room: Strange energy leaking
  from another world causes any character
  who moves through this room to gain a
  cosmetic mutation.
  20. Artifact and Cyphers: Some
  machinery covers the floor of this
  chamber. Scavenging characters find
  1d6 cyphers and one artifact.
  MAZE SWEEPER
  Although the ancients that built this machine 
  are long gone, many of its automated functions 
  are still in operation. The Maze sweeper 
  maintains the chambers and tubes by keeping 
  them free of debris. Anything it finds in 
  the chambers it considers debris. It sets to 
  reducing an offending substance it finds into 
  pieces, as many and as tiny as possible.
  You can have the characters encounter the 
  Maze sweeper at any time they are in the Maze.
  MAZE SWEEPER 
  5 (15)
  The Maze sweeper is a spheroid mechanical 
  organism that bristles with bores, brushes, 
  saw blades, and other sinister bits. Lights 
  shine from the thing in all directions so that it 
  can inspect its environs. It defies gravity, so it 
  can move through the Maze without trouble. 
  The entire thing is no larger than 5 feet (1.5 
  m) in diameter and is weightless while active.
  The Maze sweeper is filthy, thanks to its
  work and is covered in whatever it has most
  recently cleaned.
  Motive: Keeping the tunnels clean
  Health: 15
  Damage Inflicted: 5 points
  12
  Steel spider, 
  page 260 
  Cosmetic mutations,  
  page 128
  Chirog, page 235 
  
  Armor: 2
  Movement: Short
  Combat: When the Maze sweeper detects a 
  foreign object, it zooms forward to clean it 
  by subjecting the target to an assortment of 
  lethal cleaning tools. The sweeper attacks 
  all characters within immediate distance 
  from it. A character who takes damage from 
  the Maze sweeper must also make a Might 
  defense roll. On a failure, the character 
  becomes infected with a disease. Each day 
  thereafter, the character must make another 
  Might roll. On a failure, the character takes 
  5 points of damage (ignoring Armor) and 
  has a weakness of 1 in Might. A character 
  recovers from the disease after three 
  successful rolls.
  Loot: The characters can harvest many 
  interesting things from its body, including 
  1d6 + 1 cyphers, a couple of oddities, and 
  1d10 shins.
  PATH TO THE CORE
  The most direct and route to the core is the 
  Path, a route many runners discovered that 
  provides a straight shot into the Hall of Worlds. 
  Whether their guide led them to the core 
  or they stumbled across it while navigating 
  the Maze, the PCs find the Path is a round 
  shaft with a diameter of 100 feet (30 m) that 
  descends into the heart of the sphere at a steep 
  angle. The characters can climb down the shaft 
  (difficulty 2), but it’s too steep to walk. The 
  shaft has smooth walls made from metal and 
  polished to a mirror finish. At regular intervals, 
  a tunnel connects to the Path on either side. 
  The tunnels, of course, lead to the Maze
  Regardless of where the PCs enter the shaft, 
  it’s a descent of 500 feet (152 m) to the center. 
  The shaft ends at a grill that has been warped 
  and bent to allow a human-sized creature to 
  move through it. Throughout the shaft the 
  characters find bits of organic material left by 
  the snipper moths and a couple of snipper 
  moth carcasses.
  HALL OF WORLDS
  The Hall of Worlds was the place where the 
  ancients looked into other universes and could 
  travel into them by way of the million portals 
  adorning the walls of this enormous spherical 
  chamber. The characters most likely enter this 
  room by way of the Path to the core, which 
  comes into the room through a grate near 
  the floor. 
  A great black pillar commands the center of 
  the chamber. Stairs wind around it and climb 
  up to the top. Two heavy steel doors on the 
  pillar’s far side, opposite where the characters 
  enter the room, have been wedged open.
  The floor, also black, spreads from the pillar 
  out to a distance of 500 feet (152 m) until it 
  meets the walls. The walls rise up to form a 
  sphere. A web of metal scaffolding connected 
  by stairs and ladders spreads across the walls 
  and allows access to the countless rows of grey 
  disks that cover the walls. Every few minutes, 
  one of the disks blooms with light, signaling 
  that it is open, meaning that a character can 
  move through the portal to another world and 
  back again. The portal remains open for a few 
  minutes before going dark and closing. 
  Radiation saturates this area. Each hour a 
  character spends in this room, she must make 
  a Might defense roll (difficulty 3). On a failure, 
  a character suffers 6 points of ambient damage 
  and takes a cumulative –1 penalty to recovery 
  rolls. The penalty lessens by 1 every 28 hours 
  a character spends in an area not saturated by 
  radiation.
  THE WAY DOWN
  The doors in the pillar’s side open onto a very 
  dark shaft that’s 10 feet (3 m) wide and long 
  and that descends some 200 feet (61 m) before 
  reaching the destroyed elevator at the bottom. 
  Inside the shaft on the right side of the door 
  is a metal ladder that leads all the way down 
  past the elevator’s roof. Ten thick, greasy metal 
  cables hang from a spool in the ceiling. All 
  but one of the cables has been cut. The intact 
  cable descends into the darkness to where it’s 
  attached to the elevator.
  The shaft leads down to the engine room 
  far below, and it’s in that area where the 
  characters have a chance to find a way back 
  BEYOND ALL WORLDS
  13
  THE SPACES BETWEEN
  He Who Shudders has spread 
  throughout the machine and fills in 
  the gaps between the tunnels and 
  chambers. If the characters try to smash 
  through the walls, a foulness leaks in 
  through the cracks. If they persist, tar 
  floods the chamber. PCs must make 
  Speed defense rolls (difficulty 2) to 
  escape before being washed away by the 
  putrescence. Failure indicates that the 
  flow washes the character down into the 
  next chamber.
  
  to the Ninth World. If Shork is with the 
  characters, he tells them that he has been 
  down this way and he believes the secret of the 
  place rests somewhere down here. He didn’t 
  go farther inside because he thought there was 
  something else in the darkness, something 
  that scared him. 
  PCs can use the ladder to climb down the 
  shaft. Climbing the walls without using the 
  ladder is a difficulty 4 task, while shimmying 
  down the cable is a difficulty 6 task since it’s 
  covered in thick, goopy grease. If they reach the 
  bottom, skip ahead to The Heart of the Void.
  The Thing in the Dark
  A nasty creature has made its lair in the shaft. 
  It survives by feeding on the snipper moths 
  that fly up through the elevator car in the 
  bottom. Characters who enter the shaft catch 
  a whiff of rotting meat wafting up from the 
  bottom. The thing lurking here is a revenor, 
  a nightmarish horror from another universe. 
  It clings to the wall of the shaft about halfway 
  down. It notices when something enters its lair 
  and conceals itself using its camouflage ability 
  until the characters come within reach.
  REVENOR 
  4 (12)
  Few creatures that fall prey to the revenor ever 
  realize the danger they were in. One moment 
  all is fine; the next brings nothing but pain, 
  followed quickly by death. Like a chameleon, 
  the revenor alters the colors of its hide to blend 
  in with its surroundings. By remaining perfectly 
  still, it is practically invisible. When the revenor 
  attacks, its spider-like body turns rust-red, 
  revealing nine fleshy appendages emerging 
  from its misshapen body. Each one ends in 
  a three-fingered grasping hand. Sucker-like 
  protrusions extend from its fingertips, enabling 
  it to cling to walls and ceilings. In the center 
  of its body is a hole with four flaps. Each flap 
  bristles with sharp teeth that catch and rend 
  the creatures the revenor catches.
  Motive: Hungers for flesh
  Health: 12
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short
  Modifications: Perception as level 6; climbing 
  and hiding as level 8
  Combat: When a revenor senses prey, it holds 
  still to allow its body to change to the color 
  of its surroundings. It freezes in place so 
  as not to give away its position. When prey 
  comes within its reach, it moves to attack, 
  clubbing its prey with its appendages. If 
  the revenor’s target fails to notice it before 
  the revenor attacks, increase the difficulty 
  of the target’s Speed defense roll by two 
  steps. Once the revenor beats its prey to 
  unconsciousness, it stuffs its victim inside 
  its orifice, letting the toothy protrusions 
  rend the flesh so it can digest the pulp. 
  A revenor attacks to eat, so after it gets a 
  meal, it scuttles away to digest it.
  THE PILLAR AND THE TERMINAL
  The stairs winding around the pillar reach 
  to the top, where the characters find a large, 
  horseshoe-shaped terminal. The terminal 
  controls the entire machine, allowing an 
  individual to reopen the portals to the Ninth 
  World, to open portals in this room to other 
  universes, and to learn the purpose for which 
  this machine was made and why it was 
  abandoned. 
  The terminal wraps around the top of the 
  pillar. The floor within is soft and spongy. Eight 
  chairs hover over the floor, each in position 
  before one of eight black glass displays. 
  Unfamiliar characters and numbers crawl 
  across them. Below each display are two 
  sunken trays filled with pink gel. 
  A character who sits in front of a display can 
  sink her hands into the gel. Doing so causes 
  14
  GM Intrusion: A 
  climbing character 
  who takes damage 
  from the revenor slips 
  and falls the remaining 
  distance to the bottom 
  of the shaft.
  The Heart of the 
  Void, page 17
  
  the machine to merge with the character’s 
  consciousness, and the character becomes 
  stunned for as long as she remains merged. 
  The character must make an Intellect defense 
  roll (difficulty 5). On a failure, nothing else 
  happens. On a success, the character gleans 
  some information about the machine. 
  Although she remains stunned, other 
  characters can see random circles on the 
  room’s walls flash with bright light as they 
  open and dim as they close, reflecting the 
  influence of the character on the machine
  Regardless of success or failure, the 
  character remains merged until someone else 
  pulls her hands free. A sudden break from the 
  machine in this way inflicts 5 points of Intellect 
  damage. If a character who succeeded on the 
  roll survives this experience, she learns the 
  following:
  • The general purpose for which the
  machine was built, and hints to what
  happened to the people who built it, as
  described in the Background (page 2).
  • How to open a portal and close it.
  • How to unlock the portals that link this
  place to the Ninth World. The character,
  while merged with the machine, can give
  a command. One, some, or all of the
  platforms hanging in the Void, as the user
  decides, flare with bright red light. Anyone
  can move onto a lit platform and return
  instantly to a destination in the Ninth
  World that is familiar to the character.
  • How to shut off the machine in the Heart
  of the Void. Shutting off the machine will
  cause the pocket universe to close and
  eject the machine and everything in it into
  the Ninth World.
  Once a character has successfully merged 
  with the machine, the character can place her 
  hands back into the gel and use the machine 
  to open or close any sphere she chooses. Each 
  time the character does so, she must make 
  an Intellect defense roll (difficulty 5). Success 
  indicates the character can safely withdraw 
  her hands. Failure indicates that the machine 
  inflicts 5 points of Intellect damage when the 
  character pulls her hands free.
  Loot: Characters that dismantle the machine 
  can harvest from it 2d6 cyphers, 1 artifact, and 
  1d6 oddities.
  THE PORTALS
  A million portals, each with a diameter of 3 feet 
  (1 m), cover the walls of this room. Adjacent 
  to each one is a platform large enough to hold 
  several observers. When not active, they are 
  grey and featureless. When active, they shine 
  with light, revealing the landscape beyond. 
  Many worlds they show look familiar, while 
  others appear strange or deadly. One place 
  shown is the same location in the Ninth World 
  where the characters entered the machine, but 
  as it exists in another universe. 
  Even if the characters don’t figure out the 
  machine, the failing technology causes some 
  portals to open and close at random. The 
  portals allow physical objects to move in and 
  out, but hedge out atmosphere and very small 
  creatures, similar to the membranes that offer 
  access to the sphere’s interior.  
  The characters might use a portal to 
  escape the machine and make new lives 
  for themselves in another world. Or, the 
  character might mount expeditions into other 
  worlds, using this place as a nexus for further 
  adventures of your own design. The radiation 
  filling this room, the lack of supplies, and the 
  threats posed by the things lurking in the Heart 
  of the Void make an extended stay here unlikely 
  or even impossible.
  Portal Destinations
  Given the number of portals in this room, 
  describing the places they access is well 
  beyond the scope of this adventure. The 
  worlds run the gamut. They range from the 
  eerily familiar to the downright strange, 
  and everything in between. Some worlds 
  are inhabited with life similar to that found 
  in the Ninth World, while others are barren 
  wastelands, drenched in radiation, choked 
  by a poisonous atmosphere, or featuring 
  temperatures that plunge far below freezing 
  or soar past the point where water boils. The 
  runners have managed to find a few worlds 
  that are not immediately hostile to life, and in 
  some of them they also have found materials 
  useful to their fellow survivors huddling on the 
  surface of the sphere.
  This is a great opportunity to take your 
  campaign in new and unexpected directions, to 
  open up new vistas to explore, and new perils 
  to face. For threats and dangers, you can use 
  the existing creatures as written, modify them, 
  or just make up new ones that fit into the world 
  the characters explore.
  Characters who step into a portal travel to 
  the spot the portal depicts. For as long as the 
  portal stays open, it reveals itself in that world 
  as a faint ribbon of red light, not unlike the 
  flashes the characters saw in the Void. A PC 
  BEYOND ALL WORLDS
  15
  Machine at the heart of 
  the Void, page 17
  The characters might see 
  viscous black ooze leaking 
  from the walls between 
  the portals. This goo 
  is the body of He Who 
  Shudders as it continues 
  to spread throughout 
  the machine.
  
  can move back into a ribbon and then step out 
  of the corresponding portal onto its scaffold. 
  To help you quickly determine the kind of 
  world the characters find when they inspect 
  a portal, you can choose results or randomly 
  determine them by rolling on the tables above. 
  It’s best to have a few ready before hand. 
  Ignore conflicting results. 
  ENCOUNTERS
  While the characters explore the Hall of Worlds, 
  either (or both) of the following encounters 
  might occur. You can introduce additional 
  encounters to challenge the characters or goad 
  them into action. Just as the characters can 
  move through an open portal, creatures from 
  beyond can move through one and into this 
  room. If the adventure feels like it’s dragging 
  or if the characters have not been challenged, 
  have something come out of one of the 
  portals to attack the PCs. A great choice is the 
  varakith, but any creature from the Numenera 
  corebook or the Ninth World Bestiary can shake 
  things up.
  Reva
  Reva was a runner from one of the 
  communities on the sphere’s surface. During 
  her last run into the core, she slipped into 
  one of the open portals to search for supplies. 
  Atmosphere
   Roll 
  Result
   
  1 
  None 
   
  2 
  Radioactive
   
  3 
  Poisonous
  4 
  Thin, clear conditions
  5 
  Thin, some clouds
  6 
  Normal, clear conditions
  7 
  Normal, some clouds
  8 
  Normal, heavy clouds
  9 
  Dense, some clouds
  10 
  Dense, heavy clouds
  Visibility
   Roll 
  Result
  1 
  Mist, fog, clouds, gases
   2–4 
  Clear
   5–6 
  Precipitation
  Temperature
   Roll 
  Result
  1 
  Lethal cold
  2 
  Freezing or colder
   
  3 
  Cold
   
  4 
  Cool
   5–6 
  Temperate
   
  7 
  Warm
   
  8 
  Hot
  9 
  Extreme heat
  10 
  Lethal heat
  Gravity
   Roll 
  Result
  1 
  No world, vacuum of space
  2 
  Low gravity
  3–5 
  Normal gravity
  6 
  High gravity
  Dominant Terrain
   Roll 
  Result
  1 
  No land, acidic or poisonous water
  2 
  No land, salt water
  3 
  No land, fresh water
   
  4 
  Lava
   
  5 
  Badlands
  6 
  Sandy desert
  7 
  Rocky desert
  8 
  Rocky islands
  9 
  Lush islands
  10 
  Desolate plain
  11 
  Grassy plain
  12 
  Lightly wooded plain
  13 
  Forested plain
  14 
  Grassy hills
  15 
  Rocky hills
  16 
  Wooded hills
   
  17 
  Mountains
  18 
  Volcanic mountains
   
  19 
  Subterranean
  20 
   Weird (crystals, glass, floating   
  landscape)
  Life
   Roll 
  Result
   1–4 
  None
   
  5 
  Scant
   6–8 
  Minor
   
  9 
  Major
   
  10 
  Abundant
  Civilization and Technology
   Roll 
  Result
   1–5 
  None
  6 
  Stone Age
  7 
  Bronze or Iron Age
  8 
  Middle Ages to Industrial
  9 
  Digital to Advanced
   
  10 
  Futuristic
  16
  Varakith, page 264
  Reva: level 4, level 6 for 
  sneaking, hiding, and 
  perception; health 12
  
  Before she could return, the portal closed, 
  stranding her on that world. Monstrous 
  predators attacked her, and the world’s 
  poisonous atmosphere has sickened her. Close 
  to death, she remains near the portal, hoping 
  that it will open, knowing that it will probably 
  not open in time. If the characters open any 
  of the portals using the terminal, Reva comes 
  tumbling through. 
  A young woman of plain appearance, grey 
  hair cut short, and dressed in rags, she loses 
  consciousness as soon as she comes through. 
  A character can tend to her injuries and rouse 
  her (a difficulty 3 task). Otherwise, she wakes 
  up a few hours later. 
  When Reva recovers, she offers to help the 
  characters. She’s a capable warrior, carries a 
  short blade, and knows her way around the 
  machine. She knows about the passage under 
  the pillar and has not yet explored it because 
  she saw something big and scary clinging 
  to the wall. 
  Snipper Moths
  At some point after the characters enter the 
  Hall, a flock of eight snipper moths bursts 
  out from the elevator shaft and wheels about 
  the room, before diving through the grate and 
  flying to the sphere’s surface to hunt. If the 
  characters attack the moths, the group turns 
  its attention to the PCs.
  HEART OF THE VOID
  The Heart of the Void powers the machine. 
  Cutting or disturbing the power can cause 
  the pocket universe to collapse and force the 
  machine back into the Ninth World. 
  ELEVATOR CAR
  Access to the heart is by way of the elevator 
  shaft in the Hall of Worlds. Characters who 
  descend the shaft, dealing with the creature 
  lairing there, can access this area by crawling 
  through the open trapdoor in the roof of the 
  elevator car. The interior is 7 feet (2.1 m) by 
  10 feet (3 m). Black, slippery slime covers the 
  walls, floor, and ceiling throughout. 
  The door of the elevator car is closed, but 
  something has torn a large hole through it. The 
  snipper moths use the hole and the trapdoor 
  in the roof to travel to and from the surface. 
  Characters who inspect the area near the 
  doors find a few rotting body parts and organs 
  dropped by careless moths.
  Through the hole, the PCs can see into the 
  long hall protected by the Watchers.
  WATCHERS
  A long hallway extends from the torn elevator 
  door and ends at an archway filled with 
  darkness. The hall is 20 feet (6 m) wide, 
  100 feet (30 m) long, and 20 feet (6 m) high. 
  Soft light fills the hall, cast by two rows of 
  mostly burned-out lamps in the ceiling. To 
  either side of the hall stand three identical 
  metal humanoid figures.
  When the characters enter the hall, a panel 
  opens in the ceiling to drop a floating metal 
  ball equipped with a glass lens. It flies toward 
  the characters. If the characters let it, a red 
  beam shines from it and passes over their 
  bodies. When it finishes scanning them, the 
  beam stops, the lights overhead turn red, and 
  a high-pitched siren sounds from within the 
  walls. The siren signals the six automatons to 
  activate and move to dispatch the characters. 
  Attacking the floating ball sets off the alarm 
  and activates the automatons, unless the 
  characters destroy the ball in one attack.
  If the alarm sounds, the machine locks 
  down. The terminal in the Hall of Worlds shuts 
  off and does not function until it powers back 
  on 28 hours later.
  SECURITY DRONE 
  1 (3)
  The security drone inspects visitors to the 
  Heart of the Void with its sophisticated 
  scanner, which determines their genetic 
  makeup and compares it to that of the makers. 
  The drone is programmed to sound the alarm 
  if it scans any creature that does not have the 
  same genetic makeup as its creators.
  The security drone is a metal orb fitted with 
  a scanning device.
  Motive: Prevent intruders from moving deeper 
  into the core.
  BEYOND ALL WORLDS
  17
  Snipper moth, page 8
  GM Intrusion: The PC 
  comes in direct contact 
  with the slime. If she 
  fails a Might defense roll 
  (difficulty 2), she takes 2 
  points of damage.
  
  Health: 3
  Damage Inflicted: 1 point
  Armor: 2
  Movement: Short when flying, none on 
  the ground
  Modifications: Perception as level 5. Hides as 
  level 3 due to size. 
  Combat: The drone exists to activate the alarm, 
  not fight. If attacked, it looses a crackling 
  bolt of electricity at its attacker. Then it 
  flies back to its cradle, and the panel shuts 
  behind it.
  Loot: Destroying the drone and searching its 
  wreckage turns up 1 cypher.
  SECURITY AUTOMATONS 
  3 (9)
  The security automatons exist to protect the 
  Heart of the Void from intruders. Each one 
  stands 10 feet (3 m) tall with smooth metal 
  plates covering the inner workings of its head, 
  chest, arms, and legs. The automatons do 
  not speak. 
  Motive: Contain and destroy intruders
  Health: 9
  Damage Inflicted: 3 points
  Armor: 3
  Movement: Short 
  Modifications: Speed defense as level 4
  Combat: When activated, a long blade 
  slides out from one of its arms. Security 
  automatons move to prevent intruders 
  from reaching the archway behind them. 
  They move with grace and speed, attacking 
  with single-minded purpose. If a character 
  gets past them, one automaton leaves the 
  fight and follows. The automatons pursue 
  fleeing characters anywhere in the core, but 
  will not follow them into the Maze.
  Loot: Searching the remains of a security 
  automaton turns up 1d6 – 3 cyphers and 
  an oddity.
  SECOND SHAFT
  The archway at the end of the hall opens onto 
  a second shaft that leads both up and down. 
  The characters are near the top, and there’s a 
  ceiling just 20 feet (6 m) above. A mechanical 
  apparatus from which hang several greasy 
  cables occupies the center of the ceiling, 
  and there’s an opening off to the side. As 
  with the first elevator, a ladder just inside 
  the shaft climbs along the inside and passes 
  up through the trapdoor and down to the 
  bottom, where the elevator car fell a long time 
  ago. Faint light flickers through an open door 
  midway down the shaft.
  The ladder climbs about 600 feet (180 m) 
  toward the sphere’s surface and ends at a 
  hatch fitted with a door that has a wheel in the 
  center. Turning the wheel allows a climber to 
  open the hatch; doing so spills dust and grubs 
  down into the passage. The hatch opens onto 
  the surface of the sphere. 
  The ladder descends from the archway 
  100 feet (30 m). Every 15 feet (4.6 m) or so, 
  there’s a door that opens onto a level. Most 
  doors are closed, but they can be forced open 
  (difficulty 2).
  The elevator car sits another 50 feet (15 m) 
  below the last door. From above it looks like a 
  heap of rubble covered in tar. 
  PREPARATION CHAMBER
  The first door that descending characters reach 
  opens onto a small white chamber. In the 
  center stands a mechanical device equipped 
  with a seat. A folding arm extends from the top 
  and ends at a flower-like contraption with a 
  sharp spike in the center.
  The ancients used this device to inoculate 
  themselves against contagions, poisons, and 
  radiation they encountered when they explored 
  new worlds. Any character sitting in the chair 
  activates the device. The arm at the top bends 
  down to fit over the character’s head and jams 
  the spike into the back of the character’s neck, 
  inflicting 1 point of damage. A character can 
  escape the contraption with a Speed defense 
  roll (difficulty 2). A character damaged by the 
  device becomes immune to damage from 
  disease, poison, or radiation for 10 days.
  Dismantling the device turns up 1d6 + 
  1 cyphers.
  SPECIMEN CHAMBER
  The next set of elevator doors open onto a vast 
  storage room. The room is 300 feet by 300 feet 
  (91 m by 91 m). The ceiling, however, is just 
  15 feet (4.6 m) overhead. A strong chemical 
  odor fills the air.
  Fifteen rows of glass and metal canisters 
  fill the room. An alley, 10 feet (3 m) wide, runs 
  between adjacent canisters. Each canister is 
  10 feet (3 m) in diameter and stands 10 feet 
  (3 m) tall. The base and cap are made from 
  metal with lights and a display on each one. 
  Thick cables run from the base and into the 
  floor. Fluid and a solid mass fill each canister. 
  When characters enter the room, their motion 
  causes green light to shine up from the bottom 
  of each canister, illuminating its contents. The 
  light from the containers is sufficient to fill the 
  room with dim light.
  18
  GM Intrusion: A flock 
  of snipper moths fly 
  up from the bottom. 
  They do not attack, 
  but their frantic flight 
  dislodges a climbing 
  character, causing him 
  to lose his grip.
  GM Intrusion: The 
  chair malfunctions. 
  Instead of jabbing the 
  character once, it jabs 
  the character several 
  times, inflicting 3 points 
  of damage.
  
  Each canister holds a specimen the ancients 
  captured from one of the worlds they explored 
  and preserved in a thick, clear gel for further 
  study. The room contains a menagerie of 
  strange and unspeakable creatures, including 
  enormous worms, beetles, things that look 
  like birds, lizards, and others that have no 
  recognizable shape.
  Against the back wall are three glass cases 
  fitted with sliding doors. They hold a level 4 
  trigger trap and seven cyphers, including:
  • A level 3 visage changer
  • A level 6 magnetic shield
  • A level 9 temporal viewer
  • A vial of level 6 poison that causes the
  victim to do nothing for one minute except
  scream as loudly as possible
  • A level 5 injector that restores 5 points to
  one’s Might pool
  • A level 6 pill that restores 6 points to one’s
  Intellect pool
  • A level 8 ray emitter that fires a beam of
  searing heat up to long range, inflicting 8
  points of damage to one target
  There are three oddities as well:
  • A ceramic head of some unknown creature
  whose eyes follow the shiniest object in its
  field of vision
  • A glass bead that glows different colors,
  seemingly at random
  • A short metal rod that vibrates when in
  close range of grain alcohol
  Moving into the room reveals the source 
  of the smell. A few canisters toward the back 
  have been broken, the glass shattered, and 
  mutilated contents strewn about in the spilled 
  gel. A titinik, a hairless gorilla-like creature 
  from another universe, made its way down 
  here in search of food. It smashed open a few 
  canisters, but found the contents inedible. It is 
  currently crouched on top of a tank, watching 
  the PCs as they move through 
  TITINIK 
  6 (18)
  A titinik is a large, hairless simian that hails 
  from another universe. It has a stooped 
  posture and drags its long arms behind it when 
  it moves. Hard plates of chitin cover its pale 
  body like armor, and its wedge-shaped head 
  sports a sizable mouth filled with sharp teeth. 
  Motive: Hungers for fresh meat
  Health: 18
  Damage Inflicted: 6 points
  Armor: 3
  Movement: Short 
  Modifications: Speed defense as level 5 due to 
  size; climbs and jumps as level 8.
  Combat: The titinik leaps through the air to 
  bring both armored fists down on its prey. 
  A target damaged by the titinik’s fists must 
  make a Might defense roll. On a failure, the 
  target falls to the ground. Once engaged, 
  the titinik alternates between its savage bite 
  and its fists, attacking in a wild frenzy until 
  its prey stops moving. Once it makes a kill, 
  it grabs its victim and drags it off to feast.
  SUPPLY ROOMS
  Below the specimen chamber, another set 
  of doors opens onto a short, white corridor, 
  10 feet (3 m) long, wide, and high. A red metal 
  door stands in the center of each wall. Entering 
  the corridor causes the ceiling to illuminate, 
  filling the corridor and adjoining rooms with 
  soft light.
  Each door leads to a room that contains 
  materials the ancients used. A supply room is 
  30 feet (9 m) long and wide with a lit ceiling 
  10 feet (3 m) overhead. Two racks run down 
  the center of each, and hanging on them 
  are tools, a few oddities, a cypher or two, 
  and junk. In the room opposite the elevator 
  shaft, the characters find three body suits—
  environmental sheaths. 
  Environmental Sheath
  Level: 1d6 + 1
  Form: A full body suit large enough to fit 
  over a human character with a large frame. The 
  suit is made of red canvas and covered with a 
  mesh of reflective black material. The matching 
  helmet completely encases the head and snaps 
  onto the neck guard. The helmet is transparent 
  except for a section on the back that clips to 
  the rest of the suit.
  Effect: The sheath protects its wearer from 
  airborne pathogens, poison gas, radiation, 
  and similar environmental hazards, as well as 
  extreme cold and heat (from –100 degrees to 
  200 degrees). In addition, a character wearing 
  the suit can pass through the energy mesh 
  that blocks access to the Singularity Chamber 
  without harm. 
  Depletion: 1 in 1d20 (roll a depletion roll 
  each day that the sheath is worn) 
  POWER NEXUS
  The second-to-last chamber that characters 
  encounter on their way down to the bottom 
  BEYOND ALL WORLDS
  19
  Trigger Trap, 
  page 313
  Visage Changer, 
  page 297
  Magnetic Shield, 
  page 290
  Temporal Viewer, 
  page 296
  GM Intrusion: The floor 
  is slippery with the spilled 
  gel. A character moving 
  to engage the titinik slips.
  GM Intrusion: The 
  titinik strikes with such 
  force that the character 
  flies a short distance 
  through the air.
  
  is another large room. Inside, characters see 
  thick cables that rise up from the floor and 
  connect to black, floating cubes. From the 
  tops of the cubes, a veritable forest of smaller 
  cables emerges and extends up through the 
  ceiling, carrying power to the entire complex. 
  The ceiling here is 10 feet (3 m) overhead, but 
  the room wraps around the elevator shaft and 
  extends out from it in a 300-foot (91 m) radius. 
  Characters who search this room discover 
  a power regulator. The device is a sphere 
  with a diameter of 5 feet (1.5 m) that floats 
  in the air. Its function is to regulate the flow 
  of power from the Singularity Room below it 
  to the rest of the machine. The device can be 
  moved around the room but will not leave it. A 
  character might be able to identify its function 
  (difficulty 5). If it is destroyed (difficulty 5), 
  power surges up from the Singularity Room, 
  causing the machine to become overloaded 
  and momentarily shut down. The machine 
  begins to flicker in and out of the pocket 
  universe it creates, returning to the Ninth 
  World and going back again every few seconds 
  until safeguards kick in and stabilize the 
  structure. The first time the machine returns 
  to the Ninth World, gravity asserts itself and 
  all but a small section of dust and perhaps one 
  settlement slide off the surface and tumble to 
  the ground below it. 
  THE GOD IN THE MACHINE
  The black tar smeared all over the shattered 
  elevator car and clinging to the walls at the 
  shaft’s bottom is the reason the ancients quit 
  this place. A being from another universe, 
  anathema to all other living things, slipped 
  through reality’s cracks and spread its foulness 
  throughout the machine. Upon arriving, it 
  consumed the ancients it encountered, adding 
  their substance to its own, which is why the 
  snipper moths that flutter up from its body 
  can move unmolested past the few remaining 
  automatons that protect the machine. 
  Unfortunately for it, the atmosphere in the 
  machine is toxic to it, causing its fundamental 
  material to break down and dissolve into 
  its present gooey state. Thus it sends its 
  snipper moths to harvest organic materials 
  it can incorporate into itself and thereby 
  extend its life.
  The thing lurking in the shaft is just one 
  of many such creatures scattered throughout 
  the sphere. Destroying this one weakens the 
  organism but doesn’t kill it. Only by destroying 
  the entire machine can the threat from He Who 
  Shudders be ended.
  The thing regards the characters as organic 
  material suitable for assimilation, and so it 
  attacks them when they reach the bottom door 
  in the shaft.
  HE WHO SHUDDERS 
  7 (21)
  He Who Shudders spreads across the wreckage 
  and creeps up the walls, infesting the area 
  like mold. Its touch has weakened the walls 
  in places, enabling it to spread throughout 
  the machine. 
  In its own universe, He Who Shudders is a 
  crystalline being that can reorganize itself into 
  whatever shape it chooses. In this universe, 
  exposure to the environment it finds toxic has 
  destroyed its beauty and reduced it to an ocean 
  of black slime. Worse, it is sick and lethargic, 
  and the pain it experienced after becoming 
  trapped here has driven it insane. 
  Motive: Survival
  Health: 48
  Damage Inflicted: 8 points
  Movement: Immediate
  Modifications: Perceives as level 10; Speed 
  defense as level 5 due to size. 
  Combat: When He Who Shudders senses 
  living creatures nearby, it issues a psychic 
  murmuring that inflicts 1 point of ambient 
  Intellect damage to each creature within 
  immediate distance of it on each of 
  its turns.
  In addition, He Who Shudders launches four 
  pseudopods from its body as a single 
  action to strike at four different targets 
  within range. Any character who takes 
  damage from its pseudopods must make 
  a Might defense roll. On a failure, the 
  creature injects enzymes into the target’s 
  system that causes rapid degeneration 
  of its body, increasing the difficulty of all 
  tasks by one step until the target makes 
  a recovery roll. If a character becomes 
  debilitated by He Who Shudders’s attack, 
  and it has increased the difficulty by at 
  least one step because of its enzymes, the 
  character collapses into a tarry substance 
  that flows into the creature and lets it 
  recover 1d6 health. 
  20
  GM Intrusion: A 
  character affected by 
  He Who Shudders’s 
  enzymes becomes 
  paralyzed for 1 round.
  
  THE HEART OF THE VOID
  The lowest set of doors in this shaft are closed 
  and must be destroyed or forced open (a 
  difficulty 3 task).
  The doors open onto a short ledge that 
  protrudes into a spherical room that has a 
  diameter of 33 feet (10 m). At the center hovers 
  a great ball of utter darkness that seems to 
  drink in all light. A fine bronze metal frame 
  surrounds the darkness. The walls throughout 
  this room are made up of tiny white tiles, 
  each fitted with a glass lens held in place by a 
  silver ring. 
  The darkness in the center is an unstable 
  black hole created and contained by the 
  surrounding frame. The black hole powers 
  the machine. If the characters can break the 
  frame, the singularity collapses into itself and 
  kills all power to the machine. There are some 
  complications, however.
  Energy Lattice: An invisible energy field 
  extends 1 foot (0.3 m) around the sphere and 
  the frame. Any character who tries to touch 
  the frame or the darkness inside must make 
  a Speed defense roll (a difficulty 7 task). On 
  a failure, radiation burns whatever comes in 
  contact with it, inflicting for 7 points of ambient 
  damage. Any character immune to damage 
  from radiation (such as a character wearing 
  one of the suits from the Supply Rooms) 
  can reach through the field and touch the 
  frame or the darkness without being harmed.
  Frame: The frame surrounding the 
  darkness provides stability to the singularity 
  and translates its weird energy into power 
  that sustains the machine. A character who 
  reaches through the energy lattice can attempt 
  to deactivate the lattice (a difficulty 4 task) 
  or deactivate the frame (a difficulty 7 task). 
  The frame is immune to all damage while the 
  lattice is activated. Anything that inflicts 4 or 
  more points of damage weakens the frame 
  and causes it to slide into the darkness. This, 
  in turn, causes the darkness to waver and 
  pulse for a few moments and then collapse 
  in on itself until it finally winks out. Once the 
  singularity collapses, the machine loses power 
  and falls into the Ninth World.
  Singularity: Anything that comes into 
  contact with the darkness freezes in place, 
  trapped in time. This state lasts indefinitely. If 
  the framework is destroyed and the singularity 
  collapses, a character trapped in this 
  way is freed. 
       Solid Light Guardians: Anything that comes 
  into contact with the lattice, the singularity, 
  or frame causes beams of light to shine 
  from several of the lenses in the walls. The 
  light assembles one guardian for every two 
  characters in this room. The guardians look 
  almost human with pale red skin, no hair, 
  and glowing red eyes. They speak when they 
  appear: “Can we help you?”
  If the characters persist in trying to tamper 
  with the sphere, the guardians attack them, 
  fighting until destroyed. A guardian reduced to 
  0 health dissipates into motes of light.
  AFTERMATH
  Escaping the machine ends the adventure. The 
  characters can escape by leaping through one 
  of the unstable portals, reactivating the portals 
  on the platforms suspended in the Void, or 
  causing the machine to fail so that it tumbles 
  back into the Ninth World. How the adventure 
  ends may entail other consequences.
  Machine is Intact: If the PCs escape the 
  machine while it’s intact, it remains as it has 
  for countless millennia. People can wander in 
  and possibly become imprisoned or fall victim 
  to any of the nasty tricks and traps. Horrors 
  might come through portals to the machine 
  and find their own way out. With the machine 
  still out there, drifting atop the surface of the 
  universe, the PCs might return, especially 
  if they find a reliable way out. The thrill of 
  exploring other worlds might be too much to 
  pass up for some groups.
  Of course, there’s He Who Shudders. Its 
  infestation could be the reasons the machine 
  has begun to fail, and if so, it’s just a matter of 
  time before it emerges from the universe and 
  releases the strange creature into the world.
  Machine is Deactivated: Shutting off the 
  machine causes the pocket universe it occupies 
  to collapse in on itself in a matter of minutes. 
  The machine slides out of this universe and 
  into the Ninth World or, if you prefer, another 
  world in a different universe. The machine has 
  no gravity while nonfunctional, so everything 
  on its surface slides off and tumbles to the 
  ground, followed shortly thereafter by the 
  machine. The device might fall out of the sky, 
  suffering tremendous damage and causing the 
  same when it lands. The wreckage is ripe for 
  further exploration. More artifacts and cyphers 
  and oddities undoubtedly await keen searchers 
  and scavengers, while monstrous things from 
  other worlds might stalk the ruins, confounded 
  by the new world they have found. 
  BEYOND ALL WORLDS
  21
  Solid Light Guardian: 
  level 3; health 9
  
  NUMENERA GLIMMERS
  Numenera Glimmers are inexpensive PDF-only products that allow us to respond to fans’ 
  desires for new material on the fly and let us delve down deeper into the Ninth World, 
  covering unusual and specialized topics that might not find a home in a larger publication. 
  Whether you’re looking for new adventures and character options, Ninth World lore and 
  culture, a cache of numenera devices, or just something a little weird, the datasphere has 
  got you covered. 
  All Numenera Glimmers are also available on DriveThruRPG. 
  Vortex
  Injecting the Weird
  Cypher Collection 1
  Love and Sex in the 
  Ninth World
  In Strange Aeons: 
  Lovecraftian Numenera
  Artifacts & Oddities 
  Collection 1
  Taking the Narrative by 
  the Tail: GM Intrusions 
  & Special Effects
  
SOURCE: textdata/thevault/Cypher System/Setting - Numenera/Adventures/Beyond All Worlds.pdf