Critical Role & Sagas of Sundry
Episode: Part 2: Ascent to Yesterday | Starter Kit - Numenera
Host: Monte Cook (creator of Numenera)
Date: December 22, 2025
Episode Overview
This episode of Geek & Sundry’s RPG podcast dives into the world of Numenera as the group embarks on an expedition into the mountains, following a frail young scholar named Morrow. Monte Cook guides new and returning players through key Numenera mechanics—especially the innovative cipher system and its unique approach to handling challenges. The party prepares, stocks up on gear, and faces their first major test: a daunting cliff. The session balances mechanical explanations with creative roleplaying, group problem-solving, and lighthearted moments—making it as instructive for new players as it is entertaining.
Key Discussion Points & Story Breakdown
1. Numenera’s Mechanics Refresher
[03:10 - 04:19]:
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Monte Cook reminds listeners how task resolution in Numenera is handled: d20 rolls against a target number.
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He introduces ciphers (one-use, often cobbled-together relics with unpredictable effects) and explains their in-game role and limits.
“Ciphers can only be used once, and then, and then they're done. ... You will have the opportunity to find more ciphers as we play in the game.” – Monte Cook [04:19]
2. Gear & Cipher Distribution
[04:19 - 09:43]:
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Each character receives two unique ciphers: Examples include a fear-inducing poison injector, frigid wall projector, morphing mask, paralyzing ray emitter, friction-reducing gel, visual displacement headgear, desiccating detonation, rejuvenating pillow, "Metal Death" foam, and a force field projector.
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Discussion of Numenera’s “Shins” currency: A barter system using “shinies” (salvaged shiny objects).
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Players strategize about basic supplies (arrows, food, rope, matches) and quirky essentials (big blanket, whiskey).
“In this world, currency here is ... a crude bartering system. And they use a unit called shins.” – Monte Cook [09:55]
3. The Journey Begins: Into Rugged Terrain
[11:54 - 16:31]:
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The party sets out with Morrow, who soon displays signs of frailty, raising suspicions about his ability—and possible deeper issues.
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The environment is described with vivid detail—"tarrel trees" with blue-blood veins, lush but forbidding hills.
"You can sort of see like the peristaltic action of something moving through these vines up into the blue leaves of the trees." – Monte Cook [15:21]
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Players use character skills (botany, geography) to identify local flora and strategize about food sources.
4. Climbing the Cliff: A Lesson in Numenera's System
[17:19 - 46:25]:
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Monte Cook breaks down the task system:
- Challenges have a difficulty level (1–10).
- Skills, assets (like rope), and applying effort reduce difficulty.
- Effort is powered by spending points from character pools (Might, Speed, Intellect), sometimes leveraging “edge” for efficiency.
- Failing a climb forces players to use extra resources or risk falling—damage is mitigated by armor.
“The target number is always three times the challenge. So you'd need to roll a three or higher on a 20 sided die.” – Monte Cook [23:40]
“If you reduce the difficulty of something down to zero, you don't even need to make a roll. You just do it.” – Monte Cook [18:41] -
Roleplay & teamwork during climbing:
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Creative use of blanket as an improvised sling for Morrow.
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Multiple failed attempts and humorous setbacks (e.g., using whiskey for "liquid courage").
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Use of rope and skilled allies to lower difficulty, with players catching each other after missteps.
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Memorable rescue: Dabilu catching Bix mid-fall.
“I got you!” – Dabilu, after rolling a 16 to save Bix [44:12] “Bix gives you a hug.” – Player 4 [44:22] “And I go, get off of me.” – Player 5 (Dabilu) [44:25]
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The party ultimately gets everyone (and Morrow in his blanket!) up the cliff through teamwork, improvisation, and a working understanding of the system.
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Worldbuilding detail:
- The upper haven turns out to be an ancient, eroded structure—hinting at the Ninth World's deep, layered history.
"You can see outlines of structures that... it now looks like a cliff. But up here, you can tell it's actually some kind of structure." – Monte Cook [46:07]
5. Closing Tease & Next Steps
[46:15 - 46:28]:
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The party prepares to explore the mysterious structure.
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Cliffhanger: hints at movement within the ruins, suggesting upcoming danger or discovery.
“There’s something else moving around in here.” – Monte Cook [46:29]
Notable Quotes & Memorable Moments
- Numenera’s Philosophy on Ciphers:
“You don’t have to hoard them until the very last session or anything like that.” – Monte Cook [04:19]
- On Numenera’s Currency:
"Anything that you find that's shiny can be used as a coin, more or less." – Monte Cook [09:55]
- Comedic Rescue:
“I got you!” – Dabilu, after catching Bix [44:12] “Bix gives you a hug.” – Player 4 [44:22] “And I go, get off of me.” – Dabilu [44:25]
- Player Camaraderie:
“We both take a shot of the whiskey and add to the difficulty.” – Player 2 [33:23] “Whoever doesn't cough after goes up first.” – Player 2 [33:34]
- Tabletop Wisdom:
“You’re not limited by your character sheets. You can try anything. And even if you’re not trained in a skill, you can always try the action.” – Monte Cook [30:54]
Key Timestamps
| Time | Segment | |-----------|----------------------------------------------------| | 03:10 | Monte Cook recaps Numenera's dice mechanic | | 04:19 | Introduction to ciphers and inventory management | | 09:55 | Explanation of "shins" currency and bartering | | 11:54 | The party leaves on their expedition | | 15:21 | Exploring strange flora—tarrel trees | | 17:19 | Climbers face the first incline; system explained | | 23:40 | Task mechanics and effort detailed | | 33:23 | Whiskey-powered bravado before climbing | | 44:12 | Dramatic catch—Dabilu saves Bix | | 46:07 | Discovery: the ‘cliff’ is an ancient structure | | 46:29 | Cliffhanger: Something moves in the ruins |
Tone & Style
The episode is welcoming, instructive, and collaborative, blending mechanical deep-dives with humor and in-character play. Monte Cook’s guidance is hands-on but conversational, encouraging player creativity, and the cast’s banter keeps things lively.
Useful For…
- New players learning Numenera’s core mechanics in a low-stress, narrative-driven environment.
- RPG fans wanting an actual play rich with both crunch and story.
- Viewers curious about team dynamics and creative problem-solving at the table.
Summary
“Part 2: Ascent to Yesterday” walks listeners through the mechanical and narrative heart of Numenera, using a mountain climb as both literal and metaphorical ascent. The party's reliance on improvisation, humor, and collaboration—alongside Monte Cook’s instructional interludes—makes this episode a masterclass in onboarding new players and embracing the joy of tabletop roleplaying.
Next Time: What secrets or dangers lurk in the ancient structure atop the cliff? The adventure continues…
