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 Information for a pc invasion of Mulhorand/Unther

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T O P I C    R E V I E W
Capn Charlie Posted - 16 Jan 2004 : 09:29:38
Well, my campaign has taken an unexpected turn.

The power players this time are an

Evoker5/Red Wizard 10: Kyros Devanto, Thayan abroad, has grown tired of the same old battles and has decided to embark on a conquest more grand than plundering tombs, and being a general Wage-Mage.

Ftr6/Warmaster8: Arkemn Trefore, ex purple dragon, after having proven himself not only as leader of a mercenary company but also as a seasoned adventurer he desires to command much more than a single company. A kingdom would be nice, but an army will do . . . for now.

After sorting through the latest haul of loot from a cultist infested ruin one made a joke that they could just about equip an army. Later after imbibing copious amounts of ale they decided that joke wasn't so much funny as realistic. Quickly sobered up with thoughts of a true challenge they retrieved their maps and began casting about for a target.

First the target had to be weakened. Kyros quickly suggested Aglarond, then Rasheman. Arkemn reminded him of thays last defeat and among much cursing Kyros agreed. Arkemn suggested sembia, it's riches ripe for plunder. Too big reminded Kyros, for now.

After much debate they settled upon Mulhorand. By acting as mercenaries of Unther they could see the conquest they desired and still have an air of legitimacy. Kyros contacted the leader of his order, and Thrul, longing for action agreed to sell arms and food to their force and Unther, even going so far as to allow Kyros to hire troops from Thrul's personal forces as a bodyguard. However with this aid came a debt. Kyros will be acting without the official support of Thay, and if any political pressure is applied Thrul will disavow all knowledge and condemn his actions. If he brings too much heat his death will be public and messy.

Chastised, determined to succeed, and delighted as well Kyros and Arkemn travel to Unther. Isimud after long negotiations agreed. Faced with starvation and defeat he gladly signs a mercenary charter acknowledging the unoficially Thayan backed mercenary company. If unther is successfully liberated both will recieve massive land grants. With their new title of General and Battlemage of Unther their recruitment begins.

Soon mustering begins in earnest. The force will amass in bezantur. Human mercenaries, gnoll infantry, hobgoblin archers, orcs. In spring ships set sail. Of the galleys loaded with "grain" over half will be riddled with rats wielding sharpened steel. Soon after a force of 5000 will sally forth from Messemprar on way to Shussel. Five days march should see their Force reach Shussel.

More gold liberated from ancient dungeons pay sahuagin troops to sabotage the harbor patrols, and raid crews on the docked ships in harbor. And two illusion cloaked galleys carry 250 lizardman marines rows toward the harbor ready o take suddenly empty ships.

This is where things fall apart.

What size of garrison is in Shussel? What kind of troop composition? What kind of equipment and tactics does Mulhorand use? What are the levels fortifications in this part of the world? Did I miss any glaringly obvious mistakes?

I have the beginnings of a lively and spectacular military campaign on my hand but little information on this area. Assuming success, Unther could not only be liberated, but with booty my players could hire a larger army and march on mulhorand.

The pcs current army is:

500 Orc Shock troops
500 Hobgoblin Archers
500 Gnoll Light infantry

450 Human Pikeman
450 Human Light Foot
500 Human Archers
100 Heavy infantry

250 Lizardmen Marines
250 Sahuagin Irregulars

500 Light Cavalry

500 Untheric Heavy Infantry

8   L A T E S T    R E P L I E S    (Newest First)
lowtech Posted - 23 Jan 2004 : 17:38:21
quote:
Originally posted by Capn Charlie

Yes it becomes more and more evident that Set will take a part on the side of my players. Even if for no other reason to play Tempus off of Anhur.



Check out the Chessenta thread in General Chat (concerning divine rivalries in Unther), and feel free to borrow anything you like.
Capn Charlie Posted - 23 Jan 2004 : 17:18:28
Yes it becomes more and more evident that Set will take a part on the side of my players. Even if for no other reason to play Tempus off of Anhur.

Over on the wizards boards I have begun an open casting call for the armies:

Anhur Wants You! Pharaoh needs You to spread the light of Mulhorand to the World!
http://boards1.wizards.com/showthread.php?s=&threadid=169764
After liberating the people of Unther and bringing the light of Pharaoh Horustep III to them they have done the unthinkable. The sons of jackals have enlisted help of the traitorous Red wizards, and even hired inhuman mercenaries from afar with tainted crimson gold! They mean to not only tyrranize the now joyous people of southern unther but also mean to lead conquest against our homeland! Shussel has fallen, their legions now march innexorably towards the south! Come forth, let us show the world the might of of our rightousness!
-Warpriest Ramas Sepret, 8th of Mirtul 1373


and

Unther calls her Valiant children to liberate their motherland!
http://boards1.wizards.com/showthread.php?s=&threadid=169768
Like foul jackals the oppurtunistic heathens of Mulhorand have struck in our time of weakness. Just as we prepared to join the world, and forge a kingdom of peace the treacherous dogs have betrayed our trust and taken the hard won riches of our homeland like thieves in the night. Our long lost brothers to the north, having also suffered under the cruel yoke of Mulhorandi aggression and not wishing to see us suffer as well, have lent us aid in this our time of need!

Where Horustep sought to see us starve, or come begging Thay has fed us. We have all eaten of their granaries. Where Anhur has seeks to slay our very Gods and punish our people with magic, Kossuth has lent us aid freely. We have all been healed by their priests and warmed by the fires that fight back the darkness.

This very day has seen the liberation of Shussel. The allies of our northern friends, even some gnolls and orcs, have died on field of battle to give us freedom, how can we do less? I bid you come now, all true sons and daughters of Unther! We must push back the tides of darkness that seek to smother us! The magics of my order will strengthen our defense, just as the magics of the Red Robes have smote our enemies! Come forth from hill and cave, be fed, and help us regain our freedom!
-Isimud on the walls of Marsemprar, 8th of Mirtul 1373

Cyric Posted - 22 Jan 2004 : 14:17:28
I would recomend to ally with Set he hates the other gods and would serv if his servants are rewarded.
And A blitzkrieg attack would work best since this is a land where time is somthing one has and they would use time to rally the army. And to kill there leaders would breake there spirit of the army.
And the onley use Soldiere from there own country.
Capn Charlie Posted - 22 Jan 2004 : 12:15:26
The force will be composed of Four Legions.

General Arkemn's force will have Tempus Clerics. It will be an all human contingent.

Red Wizard Kyros' Forces will have Velsharoon clerics. It will be a mish mash of terror troops including Gnolls Hobgoblins, and orcs.

Duke Thorikaust's Legions will have daemon thrall adepts posing as clerics of another faith. This force will be mostly human, with a showing of Nar horsemen.

Lord Darkwolf's Force will have Silvanus and Semaunya druids. It will connsist of Fallen Star mercenaries and Lizardfolk marines with a one time Sahuagin cannon fodder spear head.

Several contingents of Kossuthian evokers from thay are also enlisted. Though their numbers are few they will be in competition with the velsharoon contingent, proving the power of their god on the field of battle.

If anyone has anything remotely resembling a map of shussel, or for that matter any maps or info on this region at all I would be mightily grateful.
Cyric Posted - 21 Jan 2004 : 13:04:10
Wel for one thing what kind of priest do you use and are you counting on, and if there lands are treaten in this manner would not the gods them self attack ? and you shuld get mages in you army.
Capn Charlie Posted - 16 Jan 2004 : 20:16:06
I meant for them to lead a campaign against mulhorand over a decade or so. I think taking one city per season is a reasonable goal, and will also let me slow down the pace of the campaign and allow the pcs to do a little standard adventuring in the off season.

Shussel is listed as having a population of slightly less than ten thousand. Sure that is a mere fraction of the city's capacity(somewhere aroun one hundred thousand unless I am mistaken) exactly how much of a military presence would Mulhorand have to commit to defend a ghost town like this? My guess is that their defenses will be so strained to cover a perimeter like that, especially if there is no wall.

I want the initial confrontation to to be positive so as to reinforce this way the game is going. Should a less ambitious target be selected, or is a blitzkrieg to seize a major goal advised? With a little coaxing I could probably suggest they double their force to ten thousand.

Just so you know, I am trying to balance what would realistically happen, while still maintaining the game.

Most importantly though I need a base estimate of troops and their composition. What is mulhorands army like? Is it similiar to the age of egypt where few if any mercenaries are used and noblemen serve in the army, or what? Has the rank an file troop been equipped with iron and steel weapons? In a company of 100 (War1)infantry what number of support clerics would there be?

I have access to most 3.x rulebooks, so feel free to give me any page references. Right now Arms and Equipment and Complete warrior are my bibles.
Cherrn Posted - 16 Jan 2004 : 17:28:59
Especially since Mulhorand has almost returned to the strength of its past :)
lowtech Posted - 16 Jan 2004 : 17:25:45
I don't know the details of Shussel's defenses, but being effectively the northernmost Mulhorandi military headquarters, there would have to be defenses and manpower enough to hold off a large army before reinforcements arrive. That means that even if you sneak into the city, there is likely to be period of intense urban warfare. You'll probaly need an allied Untheric army to hold off Mulhorandi reinforcements untill you have the city secured. You have to insure that the Sahaguin will return to the Sea after completing their mission (a combination of bribery and threats is needed). Finally, I'd limit the future objectives to driving the Mulorandi out of Unther and then seizing control of Unther yourselves. You are unlikely to have the capacity to conquer Mulhorand for at least a decade, possibly several.

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