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Fantasy Arms Race, Round Two

dglass said:
A few thoughts:

There are five houses which run Auslen. Each house is ruled by a dragon which has set itself up as a lesser god. The Houses, dragon, and elemental correspondences are:
Mejkrath - Red - Fire
Gorith - Bronze - Water
Chidith - Blue - Earth
Redath - Silver ((alignment is Chaotic Good)) - Air
Aebepoth - Green ((aligment is True Neutral)) - Wood

Dragons seem pretty strong for this stage, though I suppose they could be young adults/etc. With regard to the current conflict, what do people think the Auselen are doing? I can't imagine them being unaware of the batles on the mainland (scrying / familiars). What sort of plan would they put into place? I'd personally go for increased raiding on the Cressians - the Ta'Jinn aren't really settled enough for the type of raids the Auselen conduct.

Maybe this leads to the Thelians becoming even more involved, committing their war-galleys to aid Cressian sail-skiffs and cetacean chariots. Some sort of naval conflict could be very interesting, and the Ta'Jinn might get a nasty surprise if the Cressians could get some Stempan soldiers to sail past the army and attack from the rear - or better yet, a force of Deltanes, who coordinate (through animal messenger) a joint strike against the main body of the Tamarch with a large force of Cressians and Thelian warriors.

That's it for now - I have to go to class.
 

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Let's see...

The Auselen don't really want to conquer, I wouldn't imagine. They just want treasure. If they are led by dragons, what's to say these creatures aren't ancient mages, undergoing a transformation? (It's stretching it, but it's a happy medium.)

So if they become involved, they're not going to come in force; they're going to show up on an individual basis, with a 125-soldier ship (one convocation per ship) or two, looking for booty. Right about now, I imagine they're seeing the potential for making all sorts of profits; I expect the regular number of raiders will engage Cresian shores this year, but as many again will sail up the north-west coast looking for people to sell their services to. This could put another thousand troops into the fray, which (between ten-thousand-man armies) might not seem like much, but Auselen troops often come with monsters...

The first enterprising captain (we'll call her Mogan) has two ships, two hundred and fifty troops (two convocations), and half a dozen gargantuan zombies in her personal guard, each tended by burly men with chains as 'handlers'. (These zombies are of titanic humanoid creations later abandoned by their Auselen creators.) Shall we say she's a level 10 sorcerer? While not capable of teleportation (not yet developed), she still knows Dimension Door, so she enters the largest Cresian city under Ta'jinn siege, the second city down the Cresian River from Stempa - the Ta'jinn have occupied the northern bank that holds the city, and while the Cresians hold the river from their central channel and can thus supply the city, the Ta'jinn have huge numbers massing in the area (two thousand troops), and more griffins are seen overhead every day.

Mogan's troops engage in a daytime raid the land, catching the night-oriented jinn off guard. Moving rapidly, the two convocations pierce the Ta'jinn encampments - two Fireballs blow four dozen jinn to bits - and then the zombies are set loose in the heart of the enemy camp. Auselen troops themselves account for another two hundred enemy casualties before they break through to the river and their ships for a hasty escape, losing only a dozen soldiers due to the speed of their attack.

The half-dozen zombies are doomed, but they don't know that - before they crumple to the ground, each one manages to take out maybe 15 soldiers, for a total of a hundred more casualties. All in all, the convocations caused 350 casualties, bringing the jinn's numbers down to 1650 in the siege - in total, over half a wing was lost. The Tamarch leaders are not pleased.

Meanwhile, Mogan recieves a hefty bounty in gold and Northern carvings. Which brings up her second tactic: selling zombies to the Cresians. While there aren't as many gargantuan corpses as she'd like, she's sure she can turn a profit with almost zero risk.

What do the Cresians do?

That said, the first thing the Auselen do upon learning of her success is send more ships out. Some go to the River of Heaven in Ta'jinn territory, others go to Cresia. And within a year, the Auselen high lords have forbidden raiding expeditions altogether.

Why? Because their mercenaries and magical services are in great demand, and it's in Ausel's interests to prolong the war as long as possible so they can turn a buck. The Secret Accords are drawn up: no Auselen convocation is to fight for a winning force, nor trade their services to that force, nor attack simply for pillage. In this way, the Auselen hope to milk everyone dry.

Will they succeed?
 

Cool scenario s/LASH. The Accords of Helg (Or whatever people want to call them) are probably going to be disregarded by at least some of the raider captains. I can easily imagine captains raiding on the sly - maybe even fighting in disguise for a winning side. That said, we should proably keep the Auselen fairly united for the purposes of the scenario - though an Auselen splinter faction, on the mainland could be cool, it's probably a bit too much to throw into the pot.

Are the Stempa going to get seriously involved? Right now I think that the development of the actual war/tactics has slightly stalled out - probably due to the fact that we no longer have a arbitrator. Not that I'm volunteering, but someone who could maybe put things into a 'canon' plot, just to make things clearer. (IE, like Rangerwickett was doing for Cressia vs. Jonga) Maybe I'm wrong however, and we should keep going as we are. Others' thoughts/ nominations?
 

Amazing work all around, folks. I can't wait to see what happens through round 3.

This is a public support announcement. When I'm more awake, I'll try to contribute something ;).
 

GladiusNP said:
Cool scenario s/LASH. The Accords of Helg (Or whatever people want to call them) are probably going to be disregarded by at least some of the raider captains. I can easily imagine captains raiding on the sly - maybe even fighting in disguise for a winning side. That said, we should proably keep the Auselen fairly united for the purposes of the scenario - though an Auselen splinter faction, on the mainland could be cool, it's probably a bit too much to throw into the pot.

Well, this is the role I always thought the Auselen should fulfil in this scenario. Disinterested, superior, dabbling occasionally. Fairly safe in their own territory, because they have the only ships that can reliably reach Ausel, and some fairly heavy bestial defences.

Thoughts on the reactions of the various factions to the Auselen showing up offering varied services, anyone? I see them as the fastest way to break the field-superiority/fortress-superiority stalemate we seem to have right now...
 

Oh, RangerWickett! Why hast thou forsaken us?
I was wondering what people thought about making the Auslen use Monte Cooks alternate Sorcerers? It would be neat to make them different from the continental Sorcerers. I don't know if adding material from non-canon sources is keeping within the perimeters of this experiment.

Speaking of which, how about a name for this world? I am definitly going to use it in my game.
 

RW has indeed forsaken us, but I believe he said he was going to leave the thread to we, the Public, for this round. So let's not disappoint him, guys.

I'm not in favour of accepting non-canon material. I may have said this before, but I'll say it again: in my opinion, the purpose of this thread precludes non-Core rules, because it's supposed to be about tactics in a D&D world, and third-party stuff (even Monte's) isn't core - we need to develop core tactics first. Hence my worries about crafting new spells that seem useful and balanced, but aren't actually in the rulebooks... like Spear Growth, which was an awesome spell but not Core.

And a name for the world? That's difficult. Right now all we've got is an area roughly as big as France. We might want to go another couple of rounds (!) before settling on anything permanent... I've got a horrible idea for the next round, but I won't say anything just yet because it seriously changes everything.

Anyone else?
 

Hey, I've always found my limited comments to be well recieved and integrated fairly. The first few skirmished on the Cressian/Ta'Jinn conflict seem like they are shaping up nicely. Still eager to see Stempa spies get in on the mix, but there's time for all that. Things are moving along well,, so I certainly intend to remain subscribed to this thread.

Sticking to core material is reasonable, as it sets a very clear guideline (even if Sticks to Spears has to wait for annother time ;)).

After we finish this round, I'll try to take some time to write up a few prestige classes and maybe a spell or two to adapt alll of these musing a little more thoroughly to a playable environment.

Have at thee, Cressian dogs! :p
 

Cressian Field superiority?

Okay - maybe we should run through another field engagement. In conference with the generals of Thelia and the some of the most respected Huntsmasters of Cressia, and the enigmatic Auselen Sorceress Mogan, one of the Cressian Generals develops a plan. Being from the northern moors near Stempa (and the current conflict), he is one of the Aetae - the descendents of one of the Hill Folk tribes.

The ancestral weapon of the Aetae is the atlatl, and the Cressian high command see the utility of this weapon pretty quickly. They equip ten hunts of experienced militia with these weapons. Mogan sells another four zombies to the Cressians at exorbitant rates (two of them recycled from the earlier battle). The Cressians also assemble ten packs of their best Deltane beastmen, sending half of the weaker Deltanes to other cities, leaving Karvos (the city which was freed by Mogans’ gargantuan Zombies) defended by the elites. Though they have to take Deltanes from other cities (which means the Ta’Jinn manage to grow even bolder) the High Command feels its’ worth it. They also get a pack of Druids - though only fifteen strong, they are some of the more experienced Druids around. Also, one hundred and fifty Thelian veterans of the Tarthusian War are pledged in exchange for Cressian aid in the siege of Belephthos. Lastly, five scribe sept Bards come with them.

Meanwhile, to the south of Karvos the remaining 1650 Ta’Jinn are licking their wounds. They have encamped in a small, narrow valley, about two days south of Karvos., and are low on food (a Cressian ambush managed to wipe out most of their supplies in transit). The heaviest losses were among the men from a province north of the Heaven River valley called Khamer. Feared, agile, and worthy warriors in their own right, they are disgruntled with the leadership of the last battle. Stempan spies have observed this, and one of the Scribe sept of Cressia volunteers for a dangerous mission - using Tongues and Alter Self, she will sneak into the Ta’Jinn camp disguised as a Khamer war dancer, sent as a messenger, and spread dissent.

The Cressians begin their march south, on a cloudy dawn, towards the Ta’Jinn (Found by scrying). The Godsblood Wu Xian, a reknowned archer (sorcerer multiclassed with fighter) is awoken by his griffin - who indicates the Cressians are moving from Karvos. Wu Xian takes up his bow, stamps out his fire, and climbs onto his Griffin. Cautiously, he leaves the bluff where he has encamped to watch Karvos, taking care to keep the rising sun on the other side of the Cressians - so he will not be silhouetted against it.

Knowing the range of the Cressian Javelins, he decides to take a closer look, eager to find the composition of the force, and maybe practise his archery on the Cressian dog-men. He is seen on his first low overflight. Unfortunately, he fails to complete his second, as he is struck by a storm of Javelins, and dies, as does his mount (Mogan later accepts the corpse in lieu of payment for the Zombies - Redath developed griffins, Mogan knows little of the magic used to create them.)

The march continues south, and the Godsblood riding north to relieve Wu Xian is set upon by several giant eagles (Think-tank innovation), one ridden by a cloaked Cressian druid (Stempan spies have reported the Godsblood‘s system of rotation). The Ta’Jinn dies - but manages to send a message via whispering wind. The Ta’Jinn have never had their aerial superiority threatened, and they unfortunately (for them) are much more concerned about what the Cressians have developed to attack griffins - so they send twenty centaurs to investigate rather than risking a griffin.

Scouting Deltanes find the centaurs at dusk, and they are killed when they try and stand off to shoot - used to the superior range of the long-bow, they make Wu Xian’s mistake, and Deltanes with atlatls mananeg to wound and kill several. Deltanes and Druids polymorphed into panthers pursue and finish off the survivors, managing to kill all of them, though not without some difficult chases.

The Ta’Jinn await the centaurs, and after marching through the night the Cressians arrive at the Ta’Jinn encampment. The Khamer and Heaven River troops have fires going, as does a small force of Stempa from Lesthen - equipped with Khopeshes. Deltanes kill the sentries, with the Bards silencing the conflicts. The Druids then pull out the wands of Faerie fire they have made over the last week. All but one - the highest level, cast faerie fire towards the centaurs (do centaurs sleep standing, like horses?) and the highest level quenches the fires of the Khamer, Heaven River, and Lesthen. Atlatls send javelins humming towards the Centaurs - who are now highlighted with Faerie Fire on an overcast night, being fired upon from outside of 60 feet. Nine of the packs of Deltanes kill pretty much with impunity among the Jinn humans. About ten of the Khamer escape up to the Cressian lines - the Cressian operative has convinced them that the Zombies are now able to be mass-produced.

The Centaurs not caught with Faerie fire attempt to attack the Cressian spear-throwers, but the line of protective Thelians manage to stand firm - not without some assistance from Druids, and the fact that the centaurs are unable to attack in strength. The Deltanes then retreat, and the Zombies of Mogan are released into the already panicked troops of the Ta’Jinn. The atlatls cover the retreat of the Deltanes and the less-mobile Thelians , then retreat into the woods.

The Druids, Deltanes, and atlatl soldiers all harass the Ta’Jinn as they attempt to retreat to the Tamarch’s forces. Three hundred and twenty-eight return to the south - nearly all of them centaurs, most of the Heaven River troops succumbing to the ambushes of the Cressians on the march.

What intelligence do the Khamer give? How will the Centaur who slew a Deltane with a ceremonial silver dagger used in the dawn worship service use his knowledge? What of the Cressian air force? Will the armies of Lesthen ever get to use their khopeshes ;-)? Can the Cressians repeat their success without their elaborate set up? How do the Tamarch react to loosing three and a half wings of men?

What do you all think?
 

I'm not good at writing so I will leave the actual battles up to you guys. I have thought up some more nasty tricks.

One Detect Scrying spell would go a long way to keeping troops alive. Rather then just standing around after you have been found you would know to either change location or set up an ambush for the impending attack. The Nondetection spell might see some limited use. I think it would be cast on leaders if an assasination attempt is suspected.

Spies who have infiltrated the camp could cast Invisibility then Detect Thoughts while standing outside the enemy commanders tent. If Bard, Sorcerer, or Wizard they can then Whispering Wind the intelligence to allies. I'm not sure what a Cleric could do.

Someone mentioned using Detect Magic to single out casters. Casting Nystul's Undetectable Aura would let you move about the battlefield a little easier. I see this as becoming more and more important in later rounds. Entire fields of specialty might arise from the need to identify and neutralize enemy casters while defending your own.

The Mount spell might provide a useful trick. It would appear as though your forces are too far away. They couldn't march fast enough to get to the battle in time. And even if they could they would be to tired to make a difference. Two hours later your forces ride over the hill. They leap from thier mounts which then disappear. I couldn't see it working often but maby once.

I think the Cressians are going to become adept at fighting in rough weather. The first time Call Lightning is used is going to be devastating. Another one is Ice Storm. It has a long range and a cylinder effect. The Control Winds spell might make any sort of aerial superiority moot. Griffons can still fight on the ground but I don't think they would want to.

Finally, the Cloudkill spell. This is most useful when you are trying to hold the high ground such as a tower on a hill. Just cast this and let it roll down into the enemy. If someone already has the fog of war going it becomes even more confusing to the attackers.
 

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