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FR - Murann and it's Ogre Mages [major updates, 8/25]
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<blockquote data-quote="Nyaricus" data-source="post: 2976520" data-attributes="member: 35678"><p>Well, I am going to be hopefully starting up a campaign soon with my group, adn I ahve an idea of what I want to do; it was one of the 'Plots and Rumors' from the FRCS that always caught my eye. This one was 'The Overlords of Murann'. Following is the text from the 'Important Sites', 'Plots and Rumors' and 'Regional History' sections of the FRCS that deal wih this.</p><p></p><p>Murann (Metropolis, 47,322): The secondary port town of Amn, Murann is now fully in the hands of two ogre mages and their minions. The city's alchemists guild remains intact, it members creating alchemical items and potions for the armies of the Sythillisian Empire. The humanoids armies seized the gold-laden ships and are not quite wealthy, and the Nelanther pirates and the Tashalar-based Rundeen use the place as a safe haven in exchange for defending it against navel attacks. The church of Selune crusades relentlessly to see the city reclaimed, since they have a large temple there.</p><p></p><p>The Overlords of Murann: The monster army in Murann is too powerful for a direct assault by anyhting but another army, but some factions beleive that key assassinations within the monsters organization (particularily the ogre mages themselves) would destabilize it enough to cause a collapse.</p><p></p><p>Regional History: In 1370 DR, two ogre mages named Sythillis (LE male ordge mage Sorcerer 12) and Cyrvisnea (LE female ogre mage Fighter 12) gathered an army of goblins, kobolds, ogres and hill giants (backed by worshippers of Cyric) to attack the southern cities of Amn, with the ultimate goal of aquiring Maztican gold from docked ships in Murann. They suceeded and have since held the southern portions of Amn despite various efforts by the Council adn adventuring groups to dislodge them. At nearly the same time, two sourthern Amnian cities (note: Riatavin according to FRCS, and I'm going with it's closest town on the map, Trailstone) defected to Tethyr, seeking better treatment and more freedom.</p><p></p><p></p><p>Okay, so that is the background of it all. The entire southern portion of Amn is ready for all hell to break loose, and I want my players to be right in the middle of it - but I'd like some desperately needed help with some details for this campaign.</p><p></p><p>(1) okay, first off: Ogre Mages are CR 8 according to the MM, but I want to use Mearls' new Ogre Mages, BUT I'm not sure what level to start off play at. I'm thinking mid levels, at least, becasue I want them to be able to deal with stuff such as classed ogres and hill giants (fighter and barbarian, of course), along with some of their more powerful allies alongside them (some mid-to-high-level clerics of Cyric, nasty beasties in their possesion, etc). I want them to be a high level threat, and I want this campaign to go into those levels. So, any ideas?</p><p></p><p>(2) ... which leads into my next quandry: What class should the arcane ogre mags be? I don't want a vanilla sorcerer or wizard - I want something new. I was considring trying out a Warlock, with the fighter-type being a Hexblade, which could mean they have some fiendish ties, which would be cool to tie in (maybe use the CR 5 Ogre Mages with the half-fiend template?).</p><p></p><p>(3) what kinds of beasts can I use as war beasts and such for this army? I want a big quaderped thumper who deals some massive damage and you don't wna to mess with - any suggestions?</p><p></p><p>I think those are all the idea I have for now, and I'd appreciate any feedback to this idea guys and girls. Thanks for listening to the rant <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nyaricus, post: 2976520, member: 35678"] Well, I am going to be hopefully starting up a campaign soon with my group, adn I ahve an idea of what I want to do; it was one of the 'Plots and Rumors' from the FRCS that always caught my eye. This one was 'The Overlords of Murann'. Following is the text from the 'Important Sites', 'Plots and Rumors' and 'Regional History' sections of the FRCS that deal wih this. Murann (Metropolis, 47,322): The secondary port town of Amn, Murann is now fully in the hands of two ogre mages and their minions. The city's alchemists guild remains intact, it members creating alchemical items and potions for the armies of the Sythillisian Empire. The humanoids armies seized the gold-laden ships and are not quite wealthy, and the Nelanther pirates and the Tashalar-based Rundeen use the place as a safe haven in exchange for defending it against navel attacks. The church of Selune crusades relentlessly to see the city reclaimed, since they have a large temple there. The Overlords of Murann: The monster army in Murann is too powerful for a direct assault by anyhting but another army, but some factions beleive that key assassinations within the monsters organization (particularily the ogre mages themselves) would destabilize it enough to cause a collapse. Regional History: In 1370 DR, two ogre mages named Sythillis (LE male ordge mage Sorcerer 12) and Cyrvisnea (LE female ogre mage Fighter 12) gathered an army of goblins, kobolds, ogres and hill giants (backed by worshippers of Cyric) to attack the southern cities of Amn, with the ultimate goal of aquiring Maztican gold from docked ships in Murann. They suceeded and have since held the southern portions of Amn despite various efforts by the Council adn adventuring groups to dislodge them. At nearly the same time, two sourthern Amnian cities (note: Riatavin according to FRCS, and I'm going with it's closest town on the map, Trailstone) defected to Tethyr, seeking better treatment and more freedom. Okay, so that is the background of it all. The entire southern portion of Amn is ready for all hell to break loose, and I want my players to be right in the middle of it - but I'd like some desperately needed help with some details for this campaign. (1) okay, first off: Ogre Mages are CR 8 according to the MM, but I want to use Mearls' new Ogre Mages, BUT I'm not sure what level to start off play at. I'm thinking mid levels, at least, becasue I want them to be able to deal with stuff such as classed ogres and hill giants (fighter and barbarian, of course), along with some of their more powerful allies alongside them (some mid-to-high-level clerics of Cyric, nasty beasties in their possesion, etc). I want them to be a high level threat, and I want this campaign to go into those levels. So, any ideas? (2) ... which leads into my next quandry: What class should the arcane ogre mags be? I don't want a vanilla sorcerer or wizard - I want something new. I was considring trying out a Warlock, with the fighter-type being a Hexblade, which could mean they have some fiendish ties, which would be cool to tie in (maybe use the CR 5 Ogre Mages with the half-fiend template?). (3) what kinds of beasts can I use as war beasts and such for this army? I want a big quaderped thumper who deals some massive damage and you don't wna to mess with - any suggestions? I think those are all the idea I have for now, and I'd appreciate any feedback to this idea guys and girls. Thanks for listening to the rant :) [/QUOTE]
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