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Commentary thread for that “Describe your game in five words” thread.
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<blockquote data-quote="John Dallman" data-source="post: 9287004" data-attributes="member: 6999616"><p>The party are spearheading a small force to clear the guard point at a border, so that a larger force can pass through to attack a regional capital. The guard point has a fairly strong tower on each side of the road, and barracks, mess-halls and stores further back. This is in Greensward, where the style of magic is quite unconventional. </p><p></p><p>The society exists for the benefit of its noble families, who exert power via armies and warriors. The churches are run by the nobility, and only nobles are allowed to be magic-users. Their efforts go into enchanting equipment for warriors, and into enchanting standards for units. These negate arcane magic, except for enchantments done for compatibility with them, in a radius of between 50' and 500'. Each of those guard towers had a standard powerful enough to cover it entirely. </p><p></p><p>We, however, have a priestess of <a href="https://en.wikipedia.org/wiki/Artemis" target="_blank">Artemis</a> with a fairly druidical spell list, including <em>Transmute Rock to Mud</em>. When the bottom twenty feet of one wall of a square tower, and half-way along the two adjacent walls, turns to mud, the tower isn't good for much afterwards, and neither are most of the people in or on it; those who weren't squashed or killed by falling off are thoroughly disorganised. </p><p></p><p>Next round, the other tower should go, but the enemy may start to respond too.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9287004, member: 6999616"] The party are spearheading a small force to clear the guard point at a border, so that a larger force can pass through to attack a regional capital. The guard point has a fairly strong tower on each side of the road, and barracks, mess-halls and stores further back. This is in Greensward, where the style of magic is quite unconventional. The society exists for the benefit of its noble families, who exert power via armies and warriors. The churches are run by the nobility, and only nobles are allowed to be magic-users. Their efforts go into enchanting equipment for warriors, and into enchanting standards for units. These negate arcane magic, except for enchantments done for compatibility with them, in a radius of between 50' and 500'. Each of those guard towers had a standard powerful enough to cover it entirely. We, however, have a priestess of [URL='https://en.wikipedia.org/wiki/Artemis']Artemis[/URL] with a fairly druidical spell list, including [I]Transmute Rock to Mud[/I]. When the bottom twenty feet of one wall of a square tower, and half-way along the two adjacent walls, turns to mud, the tower isn't good for much afterwards, and neither are most of the people in or on it; those who weren't squashed or killed by falling off are thoroughly disorganised. Next round, the other tower should go, but the enemy may start to respond too. [/QUOTE]
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