KORG Past Events
Home
|
Members
|
Past Events
|
Future Events
KORG Past Events: Summons of the Seer
Summons of the Seer was intentionally designed to be more of a traditional
dungeon crawl adventure - long on combat and short on puzzle solving
and role playing. That didn't mean there would be no role playing
or problem solving, of course, we just tried to emphasize combat
strategy and tactics. The characters lived in a stone age environment, with
primitive tribes vying for the scarce resources available to a world gripped
by an ice age. One day the smoke signal from a far away mountain signaled
that the ancient Seer (a wise individual venerated by all tribes) wished
the tribes to send their bravest warriors to meet with him. To prove
themselves worthy each tribe would send a team of warriors to the Island
of Testing. There they would look for opportunities to prove their courage,
bringing back whatever trophies they could. To guide them on their quest they
had the legends of their people, telling about the brave things past warriors
have done. After proving their bravery on the Island the party went to
see the Seer, who told them the Age of Spirits was coming to an end. Far
away, in a hidden cave, new beings called gods were choosing the tribes they
would protect and cherish. Each tribe should send a party to this cave,
to show their worth to the gods and so gain a patron of their own. This was
round two of the tournament - the trip to the cave and the tests the
gods laid before the party. Eventually each tribe that succeeded was chosen
by a deity.
The Characters
The characters in Summons of the Seer did not have a lot of role playing
hooks - this was more of a combat oriented adventure. Since everyone was
a fighter, we had to work to make them have their own unique specialties.
One way we did this was using weapon speed (the only time we've ever
used that in a KORG event). Some characters were fast, and so got
their attacks off earlier than others. Each team was playing characters
from a different race, so the names were different for each team.
However, each team had the same six set of statistics, weapons, and
so on, so in fact they were all playing the same teams. Note that this
was a stone age setting, so everyone was armed with flint daggers, spears,
axes, and so on.
- Sling: This character was armed with a sling, and had first
aid and herbalism non-weapon proficiencies. Given the lack of any clerical
magic, this made her quite useful!
- Knife: This was the fastest character (with regard to
weapon speed), and used two daggers in combat. He was the only character
with the stoneworking proficiency, which was critical in replacing broken
weapons (as all party weapons were made of flint and broke on an attack
roll of 1 or 20).
- Tank: This character was the big tough guy - the most hit
points and armed with a huge stone axe. Other than that he didn't have
any skills (but didn't seem to miss them).
- Totem Wearer: Every tribe had a totem animal that was
sacred to them. This character wore clothing made from the skin of the
sacred animal of his tribe, and used weapons derived from that animal
(wolf teeth, bear claws, etc). Kind of a religious leader for the tribe.
Many parties assumed he had clerical spells, and were quite dissapointed
when they realized he didn't.
- Tracker: A hunter/ranger type, with tracking skills and
armed with a spear. The spear was tipped with a sabre-tooth tiger fang.
This was special because all the tribes considered the sabre-tooth tiger
to be sacred and because it (unlike all the other weapons) would not
break on a bad roll.
- Armor: This was the only character who wore armor, and all
the other people of the tribe looked down on him for it. He had a wooden
shield and animal hide armor, and as such had the best armor class of
the party (by a lot - no one else wore armor of any kind). Also good
hit points and a decent attack.
Noteworthy Encounters
In round 1 the characters went to the Isle of Testing and looked for way
to prove their bravery. They did this by defeating monsters, going to
known dangerous/haunted places, and so on. When they were done they
returned to the tribe to impress the elders with their tale and show
off any trophies they brought back. This was a role playing opportunity -
parties that did a good job in spinning their tales of bravery got more
points.
In round 2 the parties went to see the Seer, who sent them on to the
cavern where the new deities were waiting. Along the way they were tested
by agents of these deities as well as their tribal totem spirits.
- The Sun People: The sun people were basically dwarves (none
of the parties were of that tribe). The dwarves had something none of the
other tribes did - mastery of metal. The dwarves wore bronze armor and
used bronze weapons which reflected the sun quite brightly (and thus
earned them the name "Sun People"). A sun person was guarding a
dwarven holy site. Defeating him and taking the huge bronze gong there
was a great way to show a party's bravery.
- The Fingerbone Wizard: A crazy old sage living on the Isle
of Testing, he would peer into the future - for a price. He wore a
necklace of fingerbones, and if a character offered to have a finger
whacked off and gave it to him he would use it to tell their fortune.
The better the finger, the better the fortune - so for a pinky or ring
finger you'd get a fairly useless fortune ("Danger lies ahead"), for
either of the first two fingers you'd get a moderately useful fortune,
and for the thumb you'd get a really good clue about how to show your
bravery. Giving up fingers cost you, though - from -1 to hit for giving
up a pinky all the way to -2 to hit and -1 to damage for giving up a thumb.
We told the parties the penalties before they got a finger cut off - those
that gave up a thumb got more points (for being braver). And no, there
was nothing in a later encounter to get back lost fingers.
- The Grodan Beast: A huge, dangerous creature (rearrange the
letters in "Grodan" to see what this is an ancestor of) living in a cave.
Inside the Grodan Beast's cave was a rune, carved there by a tribal hero
long ago. Parties that snuck into the cave, saw the rune, and could later
describe it to the tribal elders (we didn't let them write it down,
as the characters had no paper or ink, so each party had to memorize
the rune) got points. One party actually
killed the Grodan Beast, although it cost them a couple of characters. (We
were amazed they didn't all die - the Grodan Beast was tough!)
- Yeti Challenge: A group of young yeti had built ten snowmen.
Five were near the party, five near them. One very aggressive yeti smashed
a snowman with a fist, then waited. The idea was that the party would
do the same, in kind of a ritual tough guy contest. This continued as
snowman after snowman was stomped, torn in half, and so on. The last one
was destroyed by the yeti running right through it. Pretty much every
party had Tank do the same thing - and smack right into the stone
pillar the yeti had built the snowman around. This was the yetis' idea
of a very funny joke, and they hooted and laughed as they bounded away.
Most parties (with the exception of Tank) laughed too.
- Touching Lord Sabre Tooth: Living on the Isle of Testing was
a sabre toothed tiger, known as "Lord Sabre Tooth" by the tribes. Touching
him (and living to tell the tale) was a major bravery bonus. The right
way to do this was kill a reindeer and drag it near Lord Sabre Tooth's
cave. If you crept up behind him while he was feeding, touched his flank,
and ran like heck you could get out without being killed. Lord Sabre
Tooth would take one swipe at you - getting hit and showing off the claw
marks to the elders was the best trophy you could get.
- The Final Test: The last test was a great big monster with
a rather unique power. He always went last in a combat round, and always
hit. He would do exactly as much damage as he took the last time he was
hit. So if Tank hit him for 12 points the monster would do 12 points to
someone. Clever parties figured this out and had their least dangerous
characters (damage wise) hold their attacks until after the big hitters
had gone. All the parties won the fight, although some got a few people
killed.
- I Choose You: At the end of the adventure each party was
chosen by a deity. The deity matched their race - thus the orcs were
chosen by Grummsh, the humans by Odin, the elves by the elven god, and
so on. Each of them gave reasons for choosing that race that seemed
reasonable - Grummsh complimented the orcs on their strength, Odin on
the human's wisdom, the elven god on the skill the elves had shown.
Of course, no party really showed any more strength, cleverness, or
skill than any other. But it sounded good, and made it seem like the party
had been specifically chosen due to the way they'd played.
- Where's the Play?: Players who had participated in previous
team tournaments wondered why there was no play for them to perform,
as there had been in every past KORG team event. The simple answer is
that we could not come up with a good way to have stone age people
performing a play (given that none of them could read), so we left it
out. Rest assured that future events will include plays, if only because
it gives the KORG folks a chance to sit back and enjoy the show.
Send mail to KORG.