Podcast Summary: Critical Role & Sagas of Sundry
Episode: Part 3: The Broken | Starter Kit - Numenera
Date: December 29, 2025
GM: Monte Cook
Featured Players: Ajna, Dalvaloo, Shanza, Bix, and others
Theme: Exploring the Ninth World’s dangers, learning Numenera’s combat mechanics, and facing the terrifying “Broken Hounds”
Brief Overview
Part 3 of the Numenera Starter Kit campaign dives straight into the group’s exploration of a mysterious, ancient cliffside structure. This episode is a masterclass in how Numenera handles exploration, combat, and GM intrusions. New players discover both mechanics and roleplaying opportunities as they encounter the deadly "broken hounds," showcasing the system’s approach to danger, problem-solving, and party teamwork—all under Monte Cook’s seasoned guidance.
Key Discussion Points & Episode Breakdown
[01:00] Recap & Setting the Scene
- Monte Cook welcomes everyone back, explaining the characters have just ascended a "cliff"—in reality, an ancient (and possibly unstable) structure woven into the stone and landscape.
- The party observes large, grazing beasts reminiscent of elephants, who are wary but non-aggressive.
[02:35] Choices: Animals, Structure, or Move On
- Party debates interacting with the creatures or entering the structure.
- Discussion on the “handle animals” skill and its applications.
- Decision: The group opts to explore the structure, wary of both the animals and the building’s instability.
[03:12] Entering the Structure
- The entrance is a rubble-filled crack, requiring light sources (players choose “glow globes” for unobtrusive illumination).
- Monte Cook describes the eerie sounds and unsettling shifting of stone, building suspense.
- Emphasis on the structure’s instability and danger: “It does not look like this is the safest place in the world to be.” – Monte Cook [04:05]
[05:18] A Scent of Danger
- Shanza is first to sense movement, realizing there are multiple other unseen creatures nearby.
- The party extinguishes their light at Bix’s urging, plunging into darkness to stay hidden.
- Tension escalates as all players begin to hear scratching and panting, reminiscent of hunting animals.
[06:13] Defensive Positioning and Skills
- Players detail their positions. Vix (front, skilled in darkness), Maro protected in the middle, others arrange defensively.
- Sounds of threat approaching from both ahead and behind.
[07:07] First Combat – Mechanics Explained
- Monte Cook uses this surprise combat to teach Numenera’s task-based mechanics: players roll against set difficulties with opportunities to lower them using “effort.”
- Wild, blind attack in darkness: Dalvaloo lands a powerful punch on a nearby threat—confirmed by sound, not sight.
- Memorable moment:
- “Even though you can’t see them… you swing out with your metallic arm and you hit something, and… your big metallic fist crunches into something that is like bone.” – Monte Cook [08:15]
[08:44] Turning the Light On / Revealing the Enemy
- Glow globe is restored, revealing five horrific creatures: canine bodies with bare, birdlike skulls—“broken hounds.”
- Players must immediately decide: fight, scare off, or defend.
[09:59] Resolving Combat: Skills and Teamwork
- Combat breakdown:
- Dalvaloo: Attempts intimidation, aided by animal handling. Successfully scares two hounds away. [11:28]
- Bix: Skilled at hiding, climbs out of reach – demonstrating specialization mechanics and quick thinking. [12:24]
- Eterun: Unleashes onslaught power (lightning bolts), landing a damaging hit and showcasing Numenera’s cost/resource pool system. [14:32]
- Monte Cook clarifies why effort/resources shouldn’t always be spent: damage comes from the same pools, requiring careful management.
[15:19] Enemy Counterattacks
- Broken hounds attack, requiring speed defense rolls. Players’ various skills and training are illustrated:
- Kal (Dalvaloo): “I have speed defense.” [15:19]
- Monte Cook: “Okay, so you need a six or higher.”
- Failure means damage is subtracted from the characters’ might pool, with armor mitigating some of it.
[22:24] Tactical Shift – More Attacks and Cooperation
- Players capitalize on Bix’s distraction to target wounded enemies.
- Light weapons and effort explained: “If you’re going to use effort, you don’t even need to make a roll. You’re just going to automatically hit.” – Monte Cook [22:47]
- Combat is both deadly and cinematic: a razor disc through a hound’s skull, missed power punches, and clever use of special skills.
[26:19] Supporting Actions and Non-Combat Roles
- Explains “Flex Skill” (Jacks can pick a skill each session—non-combat focused).
- Bix acts as an assistant, distracting enemies to help teammates land attacks or defend.
[29:08] Fight Resolved, Aftermath & Loot
- Teamwork pays off: two hounds killed, others driven off.
- Players salvage beaks as trophies and debate searching for a lair.
- Info dump on monsters:
- “I believe that I have heard of these creatures before… generally known as broken hounds. They’re feral pack animals… prey on the unwary.” – Maro/Monte Cook [31:51]
[32:50] Looting & GM Mechanics Explained
- Players harvest materials for trophies or improvised weapons.
- Monte Cook introduces the “Oddity” system for unusual gear.
- Suddenly, the earlier power punch has weakened the structure, leading to a “GM intrusion”—a signature Numenera mechanic where the GM injects unexpected complications.
[33:39] The Ceiling Collapses: GM Intrusion in Action
- Monte Cook introduces “GM intrusion” mechanic, rewarding XP for surviving complications. Dalvaloo's earlier punch triggers a ceiling collapse (“I’m so strong!” – Dalvaloo [33:36]).
- Explaining experience awards: “You get two experience points: one to keep, one to give to another player.” [34:19]
[39:10] Escaping the Collapse – Skill Rolls, Teamwork, and Damage
- Players must act quickly to avoid falling rocks.
- Aid mechanics: one player helps another out of the way, lowering the difficulty.
- High drama as dice rolls determine who is hit by debris, emphasizing Numenera's resource and teamwork dynamics.
- A tense moment:
- “I’m gonna look up at the thing that’s falling and just go… and try to dive, tumble out of the way...” – Dalvaloo [39:10]
[41:18] Final Escape – More Defense Rolls
- One last dramatic skill check for all to escape fully—some take damage, others execute heroic dodges.
- Bix’s skill at speed and unarmored movement is highlighted.
- Wraps with everyone a “little worse for wear, a little beat up,” setting the stage for learning Numenera’s “recovery” system next episode.
[45:31] Teaser for Next Episode
- Monte Cook: “Maybe next time we can learn how recovery works.”
- Players excited for downtime mechanics and to see what weirdness the Ninth World holds next.
Notable Quotes & Moments
-
“What you’ve just climbed isn’t truly a cliff. It is an ancient structure.”
– Monte Cook [01:08] -
“Even though you can’t see them… you swing out with your metallic arm and you hit something, and… your big metallic fist crunches into something that is like bone.”
– Monte Cook [08:15] -
“There are creatures before and behind you… like hounds, but with… bare skulls that look like birds.”
– Monte Cook [08:44] -
“If you’re going to use effort, you don’t even need to make a roll. You’re just going to automatically hit.”
– Monte Cook, explaining Numenera’s effort mechanic [22:47] -
“I believe that I have heard of these creatures before… generally known as broken hounds… prey on the unwary.”
– Maro/Monte Cook [31:51] -
“This is my opportunity to introduce… a GM intrusion... Something heightens things and escalates the excitement and the challenge of what’s going on.”
– Monte Cook [33:39] -
“I’m gonna look up at the thing that’s falling and just go... and try to dive, tumble out of the way...”
– Dalvaloo [39:10]
Timestamps for Key Segments
- Recap and Setup: [01:00] – [03:12]
- Structure Exploration & Ambient Danger: [03:12] – [05:18]
- Enemy Sensed, Combat Begins: [05:18] – [08:15]
- Revealing Broken Hounds: [08:44] – [09:59]
- Intimidation, Hiding, Lightning Attack: [09:59] – [14:32]
- Enemy Attacks & Defense: [15:19] – [22:09]
- Weapons, Damage, and Rolls: [22:09] – [29:19]
- Post-Battle, Looting, and GM Intrusion Explained: [29:19] – [33:39]
- Ceiling Collapse & Speed Defense: [39:10] – [45:31]
- Outro Teaser: [45:31] – [45:41]
Language & Tone
Monte Cook’s whimsical, encouraging narration consistently reassures new players while adding drama to every twist. The group's banter is playful and often witty, with earnest discussions about rules and tactics blending naturally with their in-character improvisation. The episode is both welcoming and suspenseful—a model mix of tutorial and creative play.
Overall Takeaway
This episode is a gripping introduction to Numenera’s mechanics and “ninth world” mystery. From the tension of exploring ancient ruins to the chaos of fighting mutant dog-birds in the dark, it shows off the system’s unique blend of narrative flexibility, resource management, teamwork, and the ever-present hand of the GM. New listeners (especially to Numenera) will find this a perfect crash-course—both a how-to-play and a why-to-play.
“Next time on Starter Kit… You are outsiders here!”
