KORG Past Events
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KORG Past Events: Eclipse Eternal
This was the first event KORG ever organized, and was run at Gen Con 1993.
It remains the only three round team tournament KORG has ever run (it turns
out that a three round tournament is a huge amount of work!) This is the event
KORG was organized to run. As gamers we had enjoyed team tournaments, where
your advancement to future rounds of play was based on how well your team
did. Unfortunately, we found that there weren't many team events to play
in. Our hope in organizing this event was that others would be inspired to
do the same. Eclipse Eternal was very well received by the players. There
were 18 or 20 six person teams that played in the event, with about half
making it to the second round and six teams advancing to the final. Many
of the people that played in Eclipse Eternal came back in succeeding
years to play in other KORG events, something which has pleased us greatly.
Adventure Synopsis
Here is the player introduction that
was read aloud at the beginning of this event.
In this adventure the
participants got to play fairly powerful characters (level 12 to 14). For
unknown reasons there was a total lunar eclipse, as the moon stayed between
the players' world and the sun day after day. This had the effect of
driving most living creatures insane, including the PCs. The god Loki (who
was somewhat immune to the madness due to already being mostly insane)
cured the players of their malady so that they could seek the cause of
the everlasting eclipse. With time running short (due to the effects the
lack of sun was having on plant and animal life) the players had to decide
quickly what to do.
Player Characters
- Lady Elizabeth: A Paladin of Minerva, Lady Elizabeth kicked
serious butt. She wore Gauntlets of Ogre Power, had a lot of hit points, and
wielded the Hammer of Justice (a great big maul that did horrible things
to evil beings it hit). She was a tank, but she also had clerical spells.
- Milayli: A monk who was extremely dangerous in combat (even
though it was second edition AD&D we had a monk - KORG never lets itself be
bound too tightly by rules!) She also had some non-combat powers due to
being a monk, such as poison immunity (but no Quivering Touch).
- Reyna: The Grand Druidess of the area, Reyna had a ton
of spells, powerful magic items, and could turn into an eagle and a
polar bear. You've probably noticed that fully half the party is female. That's
not an accident - the women of KORG hate it when they go to play in a game
and all the characters are male. So KORG events will typically feature
several female characters.
- Arkoth: An assassin/priest of Hel, Arkoth was easily the
weakest character in the group. We tried to balance the characters as
much as possible, but in his case we missed the mark a bit.
- Adrastis: An evil elven wizard of 14th level or so. Adrastis
had spells up to 7th level and several powerful magic items, including
one that gave him access to 9th level spells.
- Trevor of the Ard Sea: A fighter/mage and captain of his
own ship. Trevor turned out to be one of the most powerful characters
when it came to combat, due to his flexibility - he had lots of spells,
good fighting abilities, and some extremely useful magic items (foremost
among them an Earring of Hill Giant Strength).
You'll note that some of the characters are good, some evil. We did this
on purpose, but were careful to make the good characters outnumber the
evil ones and to give the evil characters reason to work with (and not
screw over) the good guys. It worked out pretty well - there were good
role playing opportunities for the evil and good characterss to snarl
at one another, but overall the teams worked together. The fact that it
was a team tournament, as opposed to one that featured indivual
advancement, probably helped. We've found that when you reward strong
indivual play that can lead to players sacrificing team goals to play
up things in their character (even when the character realistically would
not do that). We've dubbed that tendancy the "RPGA Effect", after the
way many RPGA tournaments give each character a role playing hook that,
if played to its fullest, would cripple the party's ability to complete
the task at hand but would make the player stand out as a good role player.
Notable Encounters
There was a lot of combat in this event. One of the features of Eclipse
Eternal was that most everyone the party met
was insane due to the continuous eclipse
(after all, the moon has a legendary effect on sanity - witness beliefs
about full moons and such). Thus nothing could be taken at face value -
unicorns might have turned to waylaying travelers, for example. Some
of our favorite scenes from this event are below.
- Which way to start?: The very first thing the party had to
decide is which of four roads to take. One led to the temple of Diana,
one to the Royal Observatory, one to the Great Library, and one to the
caverns of the Drow. There's only time to go to one of those places,
so the party has to choose right. It turns out this is a KORG trick. In
order to make the adventure not seem linear, we gave four "choices". Three
of the choices lead to the exact same encounters, and wind up giving
the players the knowledge they need to move on to round 2. Only one of
the choices is wrong. The encounters on that road are extremely deadly,
and any party that made that choice could not advance to round 2. Can
you figure out which choices are right?
Here's the answer.
- Sir Richard Daggereye: No matter which way the party goes
(assuming they take one of the three correct roads) they'll end up
in the Actors' Guild, trying to get the Orb of Knowledge from Sir
Richard Daggereye, master playwrite and actor. The Orb of Knowledge is
a powerful artifact that can answer up to three yes or no questions
before vanishing. The Actors' Guild uses it as a prop in plays. To get
Sir Richard to give up the Orb the party must join the Guild. And the
only way to do that, of course, is to perform a play. This begins a
tradition in KORG team events - the parties frequently find themselves
putting on a play for the amusement of some individual they want something
from. The plays are usually written by or performed for Sir Richard
Daggereye himself. Often it's the case that the performances by the
players are the highlights of Gen Con for the KORG folks. If you're
interested, here is the play the characters performed
for Sir Richard. It's based on "A Midsummer Night's Dream".
- Big Treasure Here Along the road the party sees a cave
entrance, above which is a crude sign reading "Big Treasure Here". Would
you go in to check it out? Only one or two of our parties did - the other
sixteen or eighteen groups said "Forget that" and walked on by. Which
is too bad, really. The sign was put up by Conflagratio, a red dragon whose
particular insanity was that he was giving away his entire treasure
horde.
- The Pools of Hermes: This was the way to teleport to the
moon (where the party needed to go to find out what was going wrong). There
were eight pools, each leading to a different plane of existance or place
in the universe - one went to the elemental plane of fire, one to
the Abyss, one to the moon, and so on. The only way to figure out which
pool went to the moon was by using the Orb of Knowledge. Some parties took
a long time to figure out how to do this, and
one party had already used up the Orb and had to take a wild guess (they
somehow got lucky and picked the right pool). Most parties got it pretty
quickly. Special kudos go out to Joel Yokum, who figured out in about
six seconds that with only two answers left on the Orb they could not
narrow down their choices for sure. This began a several year run in which
Joel solved KORG's hardest puzzles with ease, much to our frustration.
- Chessboard of the Gods: Eventually the party winds up
in the tower of the goddesses Diana, Artemis, and Selene on the moon. While
trying to make their way to the top they get dumped onto the Chessboard
of the Gods. They take the part of white pieces, while the black pieces
are orcs, drow, and so on. The black king is Demogorgon (a demon prince).
Lots of parties tried to figure out how to put the black king in checkmate
without losing any pieces of their own. It turned out that you had
to actually take pieces, though - and attacking didn't mean you won, you
had to actually fight it out. "Demogorgon" was actually an Ogre Mage
who had polymorphed to scare the party.
- The Ones Behind the Eclipse: So what's causing this whole
eclipse thing? It turns out that it's Mind Flayers. They have one of
their own demi-gods (looks like a huge brain in a tank of water) in
the Tower of the Goddesses, and it is using its psionic powers to
keep the three goddesses in a deep sleep. Meanwhile the Mind Flayers
are using the Tower's magic to keep the moon in front of the sun. All
of this is to prepare the way for a Mind Flayer invasion that is on the
way. The Climactic Final Battle (there's always one of those, isn't there?)
was against five Mind Flayers, a couple of Flesh Golums, and two
Intellect Devourers. All the groups that made it to the finals won
the battle, freed the goddesses, and saved the day.