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Thread: Summoner: After the Gods
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2009-03-08, 02:04 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Summoner: After the Gods
It has now been three months since the cataclysm, and the people of the blessed lands, as they had been called in past ages, were adopting to the new conditions, if with difficulty. Survivors from the Northlands migrated to the Heartlands in force, forcing the church to set up the office of charity to oversee distribution of resources and even patches of church land to new farmers. Many also left the black coast, fishermen now unable to make a living since the seas had died, merchants and dockworkers on the coasts, out of a living since no ships had arrived from overseas for months.
While the inquisition and it's order of knights have been most active trying to keep the former faithful in check, both the lower classes and the mostly powerless nobles have realized, that without the gods directly supporting them, the church's power is rapidly disappearing.
And in these chaotic times, ancient powers are rising again, and summoners walk the earth...Resident Vancian Apologist
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2009-03-09, 06:52 PM (ISO 8601)
- Join Date
- Dec 2006
Re: Summoner: After the Gods
As Deth spend some of his time going through the books at Passhold Steele, trying to determine which are worth keeping and which can be made of use in other ways if the need arises. Noting which will need further study in the future. He often finds him self studying the books now when he should be categorizing.
1. Train Int
While going through the the books he does find one that he can not put down. It peeks a long time interest that he has on crafting of items. The book hints at secrets of making items of even greater power then he thought was possible. Reading between the lines he starts to see ways of calling on his new friends to create such items.
2 Research Artificer
Finally one night Deth is able to slip out under the cover of dark to a cave that survived the cataclysm. Pulling from his bag the needed supplies he makes the summoning circle and begins the chant to call Se-mag-eth to find out what happened. Offering in trade for what ever info he will share a part of the resources gathered recently by Rand
3. Summon Se-mag-eth or other creature to get get some general info on what happened. If resources are not available for use in the same turn they are gathered by followers i will offer a action of prayer next turn as payment.
Greggor spends the week directing repairs, patrols, and training of soldiers. Stepping up to take a role of leadership.
1 train leadership
Rand spends the week checking to see if his old sites to see if they are still acceptable to gather resources that will be sorely needed. While out and about he also searches for a cave to start to fortify for Deth ro work from.
1 Build Hideout using 2 resources again if available.
I hope this is correct let me know if I need to change anything.
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2009-03-09, 07:07 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Greece
- Gender
Re: Summoner: After the Gods
(Only actions for now, will fluff them when I know the results. Also when I'm not half-asleep.)
SpoilerMauril summons a creature and recruits 2 followers.
Jano produces resources.
Kreg guards Mauril.
Edit: Wait, common mortals can train their stats? If so:
SpoilerKreg trains trickery instead.Last edited by Narkis; 2009-03-09 at 07:08 PM.
Many thanks to Assassin 89 for this avatar!
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2009-03-10, 02:01 AM (ISO 8601)
- Join Date
- May 2006
- Location
- Texas
Re: Summoner: After the Gods
Morgan looked out over the City of Shadows, the slums and refugees surrounding Lumina. The days of the church were numbered, and this "inquisition" nonsense would only prop it up as long as there were still believers. It was clear to Mr. Day that the gods were dead; what else but the blood of the gods could poison the entire ocean? The church was like a tall, lightning-killed tree; when it finally fell, there would finally be space for saplings. Morgan planned to grow as tall and wide as possible, but first he needed to plant seeds...
He finished writing the note with his associates' orders, and planted it at the dead-drop location. Smiling, he set off into the street to fulfill his end of the bargain.
Spoiler
Boring first turn--
Summoner Actions:
Morgan uses all three actions to recruit; automatic success on trickery vs. inquisition (6d6 vs. DC 6), not sure about the DC for persuasion.
Recruiting targets:
(trying to recruit 2): Resource producer, trade goods producer
Recruiting 1: Builder, +2 trickery
Sleazy and Walleye are also given orders to recruit, though they are asked to recruit within the nightmen; Mr. Day is seeking to increase the available muscle.
Both Sleazy and Walleye try and recruit mortals with the same stats as they have: +2 trickery and persuasion.
They both have 4 trickery and persuasion, and they're up against the 6 inquisition of the City of Shadows;
Trickery to avoid the Inquisition:
Sleazy:
(4d6)[4][4][5][5](18)
Walleye
(4d6)[2][4][6][3](15)
Leadership: 6d6 against DC 2; automatic success
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2009-03-12, 01:57 PM (ISO 8601)
- Join Date
- May 2005
- Gender
Re: Summoner: After the Gods
Kyra Bracken
Trying to understand her new powers, Kyra spent time at night learning and training in mastering them.
-Researching abilities
-Training int, leadership
Kit Bracken, instructed by Kyra, begins acquiring resources to ensure the stability of House Bracken.
-produces 3 units of resources
Tank, trains with Kyra
-training leadership +1