Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Fantasy Arms Race, Round Two
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 679873" data-attributes="member: 63"><p>Ooh, this is cool. You guys are rocking with these ideas. Let's see, as referee, I'll decide a few things.</p><p></p><ol> <li data-xf-list-type="ol">The Cresians do not develop metallurgy. They don't do much mining yet, and that's just for things like gold for temples, or other light metals that can be hammered into shape pretty easily (forgive me; I'm not a historian). So they won't develop bronze.</li> <li data-xf-list-type="ol">The foreigners will return, and we'll get to their tactics in a sec. Their next attack comes in a matter of a few months, toward the middle of Autumn.</li> <li data-xf-list-type="ol">We're not going to have any cultural divides quite yet. The Cresians's dislike of fire is enough to keep them from using it widely as a weapon, but not enough to have a schism over its usage.</li> <li data-xf-list-type="ol">Both sides have bows, but historically bows weren't used much as weapons until much later in history. They were usually used for hunting, or so I understand it.</li> <li data-xf-list-type="ol">To clarify, the ships of the invaders are rowed, not wind-driven, so they can't have come from very far away.[/list=1] <br /> <br /> I too like the nifty society we're coming up with here. You should all feel free to use it yourselves, as we develop more information about it. The hillfolk won't factor directly into this scenario, though they are still around somewhere, probably more primitive than the Cresians are.<br /> <br /> <strong>The Return of the Invaders</strong><br /> On the 4th day after the full moon, in the 10th month, a large cluster of ships, enough to hold a thousand men, is spotted coming in from the south-west. A brave priest of the Field Father rides with a group of warriors in a fishing boat to meet the fleet, and from a close distance he uses his magic to shape a hole in the bottom of a boat, rendering it useless and killing about half of its 50 crewmen. Another ship rides up beside the Cresian boat, and after a brief fight all the Cresians are killed.<br /> <br /> The plan created by the priestesses at the high temple gives the coastal village folk the direction to avoid being slaughtered. Elderly, mothers, and children flee inland along well-beaten trails, while warriors form up ranks and prepare for their first ever battle in formation. Protected with shields and armed with spears and knives, several different Cresian coastal militias wait near their villages. No single unit has even 100 men, but each group has a few magic-users to assist them.<br /> <br /> As the Cresian fleet lands on the coast, devoted field priests wait in cabins built in the boughs of the trees nearest the coast (the newly planted trees intended specifically for guard towers are years away from being large enough). The priests rush to be close enough to use their magic, which causes the coastal reeds and sea grass to entangle the disembarking crew and even stop a few ships before they can quite reach shore. Then assisting priestesses summon water snakes (to fight in the water) and wolves (to fight on the shore).<br /> <br /> The plan is then for the priests to take refuge again in the tree forts, and fight to the end with what warriors they have with them, but many priests are caught by surprise when magic-users among the foreigners create intense, invisible thunderbolts, which knock over priests and briefly stun them. A few priests manage to escape, but most that ventured out to try and slow the invasion's advance are caught and killed. Without magical assistance, the tree forts cannot defend themselves well, and they are quickly burned down.<br /> <br /> As each group of foreigners advances inland to the first villages, they see the lines of Cresian soldiers standing on flat plains. The foreigners sometimes charge, sometimes advance slowly, but always their formations are disrupted by entanglement spells and creatures summoned behind their flanks. While their enemies are in disarray, the Cresians attack. Each fight goes differently, but overall the Cresians lose, but only after trading favorably with enemy soldiers. The surviving Cresians fall back further inland, and the foreigners make camp in the different villages they took control of.<br /> <br /> However, after a few more days, being hit by quick moving groups that strike with summoned monsters and then flee, the invaders decide to send in their own 'strike teams' with bards and warriors, but the newly trained wolf maidens use the blessing of howling magic to deafen enemy soldiers, and ruin the enemy magic. The invaders eventually realize that they're again losing too many men, so they retreat again, setting fire to everything as they leave.<br /> <br /> <br /> <br /> I'll post more tomorrow, but that's the end of round two, part two. The invaders go by the names of the Jonga, and they come from a sea-faring nation on an island to the west. For the next part of this round, you must decide on how the Jonga will retaliate. They have few clerics and no druids, but bards and wizards are their specialty.</li> </ol></blockquote><p></p>
[QUOTE="RangerWickett, post: 679873, member: 63"] Ooh, this is cool. You guys are rocking with these ideas. Let's see, as referee, I'll decide a few things. [list=1][*]The Cresians do not develop metallurgy. They don't do much mining yet, and that's just for things like gold for temples, or other light metals that can be hammered into shape pretty easily (forgive me; I'm not a historian). So they won't develop bronze. [*]The foreigners will return, and we'll get to their tactics in a sec. Their next attack comes in a matter of a few months, toward the middle of Autumn. [*]We're not going to have any cultural divides quite yet. The Cresians's dislike of fire is enough to keep them from using it widely as a weapon, but not enough to have a schism over its usage. [*]Both sides have bows, but historically bows weren't used much as weapons until much later in history. They were usually used for hunting, or so I understand it. [*]To clarify, the ships of the invaders are rowed, not wind-driven, so they can't have come from very far away.[/list=1] I too like the nifty society we're coming up with here. You should all feel free to use it yourselves, as we develop more information about it. The hillfolk won't factor directly into this scenario, though they are still around somewhere, probably more primitive than the Cresians are. [b]The Return of the Invaders[/b] On the 4th day after the full moon, in the 10th month, a large cluster of ships, enough to hold a thousand men, is spotted coming in from the south-west. A brave priest of the Field Father rides with a group of warriors in a fishing boat to meet the fleet, and from a close distance he uses his magic to shape a hole in the bottom of a boat, rendering it useless and killing about half of its 50 crewmen. Another ship rides up beside the Cresian boat, and after a brief fight all the Cresians are killed. The plan created by the priestesses at the high temple gives the coastal village folk the direction to avoid being slaughtered. Elderly, mothers, and children flee inland along well-beaten trails, while warriors form up ranks and prepare for their first ever battle in formation. Protected with shields and armed with spears and knives, several different Cresian coastal militias wait near their villages. No single unit has even 100 men, but each group has a few magic-users to assist them. As the Cresian fleet lands on the coast, devoted field priests wait in cabins built in the boughs of the trees nearest the coast (the newly planted trees intended specifically for guard towers are years away from being large enough). The priests rush to be close enough to use their magic, which causes the coastal reeds and sea grass to entangle the disembarking crew and even stop a few ships before they can quite reach shore. Then assisting priestesses summon water snakes (to fight in the water) and wolves (to fight on the shore). The plan is then for the priests to take refuge again in the tree forts, and fight to the end with what warriors they have with them, but many priests are caught by surprise when magic-users among the foreigners create intense, invisible thunderbolts, which knock over priests and briefly stun them. A few priests manage to escape, but most that ventured out to try and slow the invasion's advance are caught and killed. Without magical assistance, the tree forts cannot defend themselves well, and they are quickly burned down. As each group of foreigners advances inland to the first villages, they see the lines of Cresian soldiers standing on flat plains. The foreigners sometimes charge, sometimes advance slowly, but always their formations are disrupted by entanglement spells and creatures summoned behind their flanks. While their enemies are in disarray, the Cresians attack. Each fight goes differently, but overall the Cresians lose, but only after trading favorably with enemy soldiers. The surviving Cresians fall back further inland, and the foreigners make camp in the different villages they took control of. However, after a few more days, being hit by quick moving groups that strike with summoned monsters and then flee, the invaders decide to send in their own 'strike teams' with bards and warriors, but the newly trained wolf maidens use the blessing of howling magic to deafen enemy soldiers, and ruin the enemy magic. The invaders eventually realize that they're again losing too many men, so they retreat again, setting fire to everything as they leave. I'll post more tomorrow, but that's the end of round two, part two. The invaders go by the names of the Jonga, and they come from a sea-faring nation on an island to the west. For the next part of this round, you must decide on how the Jonga will retaliate. They have few clerics and no druids, but bards and wizards are their specialty.[/list] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fantasy Arms Race, Round Two
Top