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Games PC SummonerSummoner [PC Game]

Developed by Volition - THQ (2001) - Third-Person 3D Action RPG - Rated Teen

Those with the power to channel magic and conjure destructive otherworldly creatures are known as Summoners; the ability is bestowed, or in some minds, cursed unwillingly upon newborn babies with a symbol on the hand. Some use magic for helpful purposes while others destroy cities and lands, ruling people with fear. Rather than embracing the powers of birthright, Joseph feared what he was capable of doing. And rightfully so.

Details
Platform: PC
Developer: Volition
Publisher: THQ
Release Date: March 21, 2001
Controls: Keyboard, Mouse
UPC: 752919490235
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Comments to date: 3. Page 1 of 1. Average Rating:
DavidJoseph 11:36am on Tuesday, August 31st, 2010 
Fighting Time There are some games that hold up over time, this is a letdown for almost a decade later. I decided to try it.
Boude 4:51pm on Saturday, August 21st, 2010 
A Sadly Overlooked Game This game is, simply put, an incredible work for its time. Graphics are unimportant to me. XP Home/SP2 Review The game screen freezes 5-10 times per hour.
ericgewelt 7:38am on Wednesday, June 16th, 2010 
Has its flaws, but still a pretty good RPG overall. The controls could use some work, the graphics are obviously outdated.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc1

Picture This.

The adventurers have luckily survived the dangers of your dungeon. Haughtily, they look upon the treasure trove with wide eyes and subdued defense. The rogue walks around the riches and winks back, conrming the absence of traps. The pillaging begins. One of the PCs then stumbles upon a mundane key, lying on a pile of coin. Unfortunate for the group, the wizard detects no magic at all. Thinking the key opens a door or box within the dungeon, the adventurer picks it up and the party is then transported against their will to a very strange and mysterious place.

- And much more!

Defeat a multitude of summoned creatures on their terrain; Uncover the clues within the keep to both survive and exit; Destroy the Doomskraper, a monster hailing from the negative plane; Navigate the keep in a certain period of time;

Will YOu Survive?

www.lichhavengames.com Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.r2005 LichHaven Games
The Summoners Keep continues the Campaign SideKick product line with a one-night crawl through a devious dungeon trap. The PCs are faced with the dangers of Vekthahmnins keep, a desert hole lled with manipulations and augmentations of conjuration and summoning. To survive, the group of players must:

The Sand Begins to Fall.

The Summoners Keep
A one-night side plot intended for a well-rounded party of 6th-level characters.

BY DAVE ESTEE

Credits Author: Dave Estee Editor: Shawn Merwin Project Manager: Tom Ryan Cover Illustration: Joe Calkins Interior Illustrations: Don Chase, Gifny Ricardi Cartography: Tom Ryan Playtesters: Tom Ryan, Mike Grant, Melissa Medley, Camille Ackerman
d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission. All content is 2005 LichHaven Games. All rights reserved. LichHaven Games logo and Extreme d20 logo are owned by Tom Ryan and LichHaven Games. All rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This module, The Summoners Keep, is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate nal versions of the license, guide and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all LichHaven Games logos and identifying marks and trade dress, such as all LichHaven Games product and product lines names including but not limited to Campaign SideKicks, Campaign MiniKicks, Expert Series, Evil Adventurers Path, Extreme d20 identifying marks and trade dress; any specic characters, monsters, creatures and places; capitalized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, and abilities; and any and all stories, storylines, histories, plots, thematic elements, and dialogue; all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in nal or draft versions of the d20 System Reference Documents or as Open Game Content below and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content. Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Summoners Keep are designated as Open Game Content: the stat blocks and game mechanics associated with any items, magic items, spells, and monsters in the Appendix; the statistics and descriptions of game mechanics that appear in sidebars throughout the book; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some OGC source. This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Tom Ryan, except for purposes of review or use of OGC consistent with the OGL. The original purchaser may print or photocopy copies for his or her own personal use only.

d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the
Special Thanks: Joe Greene
I dreaded the rst glance at objects around me, it was not that I feared to look upon things horrible, but that I grew aghast lest there should be nothing to see. - Edgar Allan Poe, The Pit and the Pendulum In this adventure, PCs nd themselves suddenly thrown into a clever summoners devious dungeon. The dungeon serves not only as a twisted form of entertainment for its creator, but also as one large prison in which the PCs will encounter obstacles that will test their wits, physical capabilities, and nerves. With a host of deadly creatures ready to heed his call, the summoner devised many encounters combining the superb qualities of these beasts with vicious traps to gain an advantage over unsuspecting adventurers. Will the PCs quickly overcome the challenges within or will they become the newest victims of The Summoners Keep? This adventure is a Campaign SideKick, and like similar modules, it assumes the PCs are thoroughly engaged in an ongoing campaign. This module is designed to begin when PCs are looting the treasury of the latest conquered dungeon in their normal campaign. The PCs nd a strange key, and they are thrust immediately into this crawl. Encounter Levels: The Summoners Keep is designed for a party of four 6th-level characters who will advance into 7th-level by its conclusion. Obviously, playing through the adventure with more than four players will result in each obtaining less experience. Any mix of PC class and race is acceptable; however at least one ghter and rogue class are recommended to overcome the combat and traps within. If you are plugging this adventure into a current dungeon scenario, your players may be low on health and resources. Perhaps placing some sort of healing basin in the center of the treasury, or by including a lot of potions and scrolls in the location of the key of convoking, will allow them to restore their health and continue on. Since Vekthahmnin enjoys messing with the minds of his victims, it is also quite possible the PCs will nd healing items in the main chamber of his keep. Since this adventure is designed to suddenly throw the PCs into an unknown area, it does not leave much room for a background to which they would have access to. Any information a PC may know is solely for you to decide. A sidebar entitled Bardic Knowledge is included to utilize the strengths of a bard PC. Feel free to allow any characters that would arguably have access to the Bardic Knowledge information the comparable checks to uncover some information on the keep. Remember, though, that the dungeon was designed to remain hidden and is not well known. If you wish to run this adventure as a stand alone adventure, a few character hooks have been provided at the end of this chapter. The following text is mainly meant to give the person running this adventure an idea as to what events have occurred up until this point. The following can be read to your players, but be advised once again that it contains some spoilers to the story.

INTRODUCTION

The encounters within The Summoners Keep should be modied as needed to maintain campaign consistency and give the players a challenge appropriate to your campaign and their abilities.

ADVENTURE BACKGROUND

Always in conict with his own demons, 15 years ago, the pride-driven summoner Vekthahmnin devised a plot to gain vast wealth and powerful magical items. He decided to construct a place where unsuspecting adventurers would be suddenly sent while collecting riches from other dungeons. Vekthahmnin requisitioned his apprentice Xelaria to gather up many slaves from the nearby cities. These slaves were to carve out the future prison of many travelers directly out of the rough and nearly impenetrable

PREPARATION

As referee you will need a copy of the latest version of the three core rulebooks to successfully run this adventure. Throughout the module, text in the shaded boxes supply players with information and a brief description of the rooms for you to paraphrase or read aloud when appropriate. There are also sidebars that will provide you with vital information, such as special instructions or different ways to run certain encounters in this adventure.
surface of the world. Within the following week, Xelaria had mustered up close to 70 slaves. The keep was built close to the surface of a desert and the temperature inside would be devastating. As a result, he had every room covered in 3 feet of sand to absorb some of the heat that the underground prison would emit. To secure the secret of the newly built dungeon, all of the many slaves that were put through months of hardship were incinerated and their ashes were scattered among the sands within the keep. This served as a nal personal thank you from their master. Vekthahmnin has a superb talent for summoning, and during the construction of the keep, he researched extensively to decide which creatures he would set to be summoned in their respective antechambers. Spending countless hours studying each of their behavioral patterns and natural abilities, Vekthahmnin began to contrive how each would play a major role in the effectiveness of his grand design. The rooms that would contain the summoned beings were built in such a way that the atmosphere would compliment either the abilities or the vicious nature of each creature, giving them the upper hand over any victims of the keep.

To nalize the devious trap, Vekthahmnin set an alarm spell in the rst area that Arkveknin would bring victims. He then placed a simple arcane eye spell in the rst area that would allow him to view all the entertaining events as they unfold. The plan in place, Arkveknin was then placed (via teleport object) deep within the treasury of a well known dungeon, (catacomb, tomb, or whatever location desired) said to hold great wealth. Vekthahmnin had done extensive research on the dungeon in which the key was planted. He might have even employed various methods of scrying on adventurers while they traversed the dungeon to get a better idea of the interior without bothering himself to petty risks. The key has just been found by the PCs and has now suddenly warped them to the main chamber of Vekthahmnins malevolent keep.
To complete his machination, Vekthahmnin had conceived the nal piece of the puzzle, the conduit to the keep. He had spent months pondering the best way to lure adventurers into his trap, and after the fourth month he manifested what he considered an unawed scheme. He created an intelligent item which he had aptly named Arkveknin, key of convoking, a hybrid derived of his own sinister title. The key was designed to ultimately mislead people into picking it up under the pretense of false security; for the key had been designed to appear as though it were a standard dungeon key, which at rst glance looks like it would unlock any simple door in the location it was found.
If there is a bard in the adventuring party, here are a few things he or she could know with a successful Bardic knowledge check (DC 25). Feel free to make up your own rumors as well, or to allow other character classes this lore: 1) 2) 3) 4) The keep serves as a trap for travelers who are most likely to gain wealth from their current adventure. The creator of the keep is a diabolic summoner named Vekthahmnin. Stories tell of many people from nearby cities that were forced to build the keep. Upon completing it they were all burned to death and their ashes were placed throughout the rooms. It is said that Vekthahmnin thrived on confusing people, and it was a goal of his to drive them mad.

BARDIC KNOWLEDGE

ADVENTURE SYNOPSIS
This dungeon crawl begins when the key of convoking is found by a PC in a pile of treasure. After a blinding red ash, the party nds themselves in Area 1, immersed in silent darkness. It is in this area that the PCs realize they are trapped in a different dungeon and must quickly solve the riddle of the chalice to safely leave. The PCs encounter numerous creatures within the keep and interact with Vekthahmnins variations of common conjuration magic (e.g. teleportation circle, phase door, summon monster, etc.). The PCs must use smart tactics to safely overcome the different environments they face. If the PCs survive the challenges and follow the steps described in the sidebar Solving the Challenge, they are then teleported back to their original location.

ADVENTURE HOOK

Vekthahmnins Keep need not be a plot thread weaved into the current campaign. However, the following hook revolves around Arkveknin and is more suitable for implanting prior to an adventure that is part of an existing campaign. After spending several days in a new city or town, the PCs are approached by a messenger of Lord Therbet, who seeks their counsel. The lord had commissioned a group of dungeon delvers two weeks past to retrieve an item of
interest. The hired heroes were never heard from again, and Lord Therbet fears them dead. He wishes the PCs to retrace the fallen partys steps and retrieve the item. What the lord doesnt know is that the item he yearns for is actually in the Summoners Keep and was transported there when his hired heroes found Arkveknin and were teleported away. The PCs nd Arkveknin in the same treasury as the initial party. ***The item could be a piece of treasure currently listed in any area of the keep.***

THE KEEP

The Summoners Keep was constructed 100 feet below the surface of a remote desert. Vekthahmnin had the openings sealed, making magical transport the easiest way in. The following dungeon features are prevalent throughout, unless otherwise noted: Standard Features: The walls are hewn stone (3 feet thick; hardness 8; hp 540; Break DC 50; Climb DC 25). The doors are also stone (4 inches thick; hardness 8; hp 60, Break DC 28) and blend into the natural stone walls. They slide open from left to right with a vertical brass handle on the left side. None of the doors are locked beyond Area 1, except the arcane lock in Area 7. The ceilings are packed golden rock and are 40-feet high unless otherwise stated. All the oors are natural stone and covered in 3 feet of hard-packed golden sand. (This has no affect on movement.) The ashes of the workers killed by Vekthahmnins summoned monsters are scattered throughout each room. Read or paraphrase the following when a PC touches Arkveknin: When the key is touched, a ash of red light erupts around you. Your body doesnt move, yet you still feel yourself hurtling through a blood-red tunnel at unimaginable speeds. As quickly as the ash started, your journey is now over. You are assaulted by a great darkness as your eyes try to adjust. The heavy air seems like a weight upon your body, and you can barely hear yourself breathing, as the hairs on the back of your neck feel as though they are trying to escape. Seconds pass before you realize that your eyes have not yet adjusted to the seemingly endless night, and that you cant hear anything at all.

THE BEGINNING

PCs that nd Arkveknin are teleported to Area 1 and start the adventure on the dais in the center of the room. The summoner becomes alerted by the alarm spell cast upon the chalice. He then concentrates on his previously placed arcane eye, made permanent, to watch the entertaining events unfold. (Vekthahmnin is a high-level wizard and an inappropriate challenge for the party at this time. Just assume he is either in a remote chamber of the keep or in a separate keep watching the activities of the PCs.)

SOLVING THE CHALLENGE

Vekthahmnin created a variation of the teleportation circle spell detailed in Area 1. To activate the circle, intruders must perform certain actions. The inscription on the chalice refers to the blood of the summoned creatures within the keep. Five blood candles can be found in the areas of the summoned monsters and are needed to complete the challenge. The doomskraper in Area 6 is not summoned and is instead bound, so it does not vanish upon defeat. Either the actual blood of the creature, or the blood candle hidden in that room, is also necessary to complete the challenge. To activate the circle, the blood of each of the six called creatures, summoned and bound alike, must be placed into the chalice. Burning the candles and adding the blood of the doomskraper activates the circle allowing the PCs to leave.
1. CHAMBER OF SILENT DUSK (EL VAR)
A permanent darkness spell exists in the immediate arrival area. In addition, an eversmoking bottle hangs from a chain in the ceiling above the dais, leaving the entire room covered in vision obscuring smoke when the PCs arrive. There is also a silence trap in that area that is triggered with a proximity alarm. This silence and darkness cover the dais area, but not the entire room, so the PCs can escape those effects by simply moving out of the areas of effect. The smoke, however, lls the entire area until stoppered or dispelled. The silence activates when intruders enter the area, so you should take particular note of each PCs actions. If two PCs bump into one another, a combat situation may ensue, as neither party is fully aware of their surroundings. See the Running PCs in Darkness and Silence sidebar for tips and suggestions on making this encounter more memorable. Following is the description of the room. Read the second paragraph to PCs that have overcome the darkness spell and removed the smoke. Only describe the outskirts

 

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