KORG Past Events

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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.

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.

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