
Darkbridger |

I'm not sure I understand the timeline for the raid. Are these events listed in combat rounds... meaning the entire raid lasts only 2 minutes and 30 seconds? The party that I am currently DMing for is light on ranged attackers, and their only arcane spellcaster is a Bard. They're going to be hard pressed just to react to and travel to the occurances listed in the time allowed, and they'll probably feel completely overwhelmed by round 16. How the dragon moves that far across Sandpoint that quickly is beyond me. He goes from eating people by the Hagfish to setting another fire 300' away in 1 round? Assuming the characters take a short cut through the cemetary, it's 450'+ from the Northgate to Tanner's Bridge, which is 4 rounds assuming you run, or nearly double that for anyone in heavy armor. From there, they'll more than likely start splitting up as events continue to occur. Given past group dynamics, I'm skeptical that the group will respond well here, and I'm not sure how to handle it.
Also, Teraktinus is listed with a speed of 40', but is wearing Hide armor, which should reduce his speed to 30'. Even at a run, it's 7 rounds or so for him to exit Sandpoint after sounding the retreat, since it's about 750' back to Mill Pond. This is probably the best opportunity to tackle him, since he will be alone and he calls out his position by sounding the horn. Does it do him any good to call for aid after sounding the retreat? I'm not sure I would label it a successful raid if Teraktinus is isolated and killed/captured while his army retreats.
Did anyone else that's already run this do anything to decompress the timeline a little? Or am I just being too rigid in my reading of it?

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I'm not sure I understand the timeline for the raid. Are these events listed in combat rounds... meaning the entire raid lasts only 2 minutes and 30 seconds? The party that I am currently DMing for is light on ranged attackers, and their only arcane spellcaster is a Bard. They're going to be hard pressed just to react to and travel to the occurances listed in the time allowed, and they'll probably feel completely overwhelmed by round 16. How the dragon moves that far across Sandpoint that quickly is beyond me. He goes from eating people by the Hagfish to setting another fire 300' away in 1 round? Assuming the characters take a short cut through the cemetary, it's 450'+ from the Northgate to Tanner's Bridge, which is 4 rounds assuming you run, or nearly double that for anyone in heavy armor. From there, they'll more than likely start splitting up as events continue to occur. Given past group dynamics, I'm skeptical that the group will respond well here, and I'm not sure how to handle it.
Also, Teraktinus is listed with a speed of 40', but is wearing Hide armor, which should reduce his speed to 30'. Even at a run, it's 7 rounds or so for him to exit Sandpoint after sounding the retreat, since it's about 750' back to Mill Pond. This is probably the best opportunity to tackle him, since he will be alone and he calls out his position by sounding the horn. Does it do him any good to call for aid after sounding the retreat? I'm not sure I would label it a successful raid if Teraktinus is isolated and killed/captured while his army retreats.
Did anyone else that's already run this do anything to decompress the timeline a little? Or am I just being too rigid in my reading of it?
Sorry, I can't help, but i'd like to add my appeal for a good alternative timeline.

Darkbridger |

This thread might come in useful :)
I did read that thread previously... I've already mapped out a timeline document of my own. It doesn't answer my primary concern with the timeline though. It's too short for things to occur in the distances given.

Sir_Wulf RPG Superstar 2008 Top 16 |

I've run it twice now and padded out the timeline by a few rounds between each event. In that time, the dragon was flying around, periodically snatching and devouring hapless citizens. The giants were arguing about where to attack, then tearing buildings apart and grabbing citizens.
Realistically, most parties will be run ragged before they've faced a fraction of the raiders. My first team took down the giant leader and several other giants, but hid in the ruins rather than face the dragon.
The second party took out several giants, then the party's bard tried to talk the dragon out of attacking. Her hasty diplomacy was only slightly successful ("I like you, elf-blood. I'll eat you last.") and the party retreated into a rope trick to avoid the dragon. fortunately, it only waited a few rounds before the giant's leader called it to attack another target.
The party then ran north, salvaging a few clerical scrolls from the burning temple. Discovering silence among the scrolls, they laid an ambush for the giants' leader. The bard took his head and flew south to meet the dragon again, tossing the giant's head to it and suggesting the raid was done. Impressed by the bard's chutzpah and concerned that it had underestimated the town's defenders, the dragon left.

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I didn't have any major trouble with the timeline.
The raid is laid out so that PCs don't have much chance to halt the entire raid. It was a deliberate design decision from Wolfgang - the PCs might engage one or two encounters, perhaps even force the raiding party to abort if they are very lucky, but the Big Picture is that the giants manage to carry off some prisoners and do some damage, giving the PCs a valid reason to invade Jorgenfist.
In my campaign one of the PCs managed to make Vinders' daughter pregnant (rule 123: never have ingame sex with NPCs), and of course she was snatched by the giants, so they have a very pressing need to take her back. Solves the old "why are we to help those poor villagers again" problem. :)

Darkbridger |

I didn't have any major trouble with the timeline.
** spoiler omitted **
Well, I can add rounds where movement distances don't add up, but it makes the raid longer and more likely that a party can intervene in more places. I'm still skeptical that my group will be able to thwart the raid, and as you point out, that's intended.
However...
Given past reactions from my group I expect the raid to semi-fail, simply because, as soon as the leader orders the retreat, he is alone AND giving away his position with 7+ rounds of time required for him to flee Sandpoint.

The Dalesman |

Gorbacz wrote:I didn't have any major trouble with the timeline.
** spoiler omitted **Well, I can add rounds where movement distances don't add up, but it makes the raid longer and more likely that a party can intervene in more places. I'm still skeptical that my group will be able to thwart the raid, and as you point out, that's intended.
However...
** spoiler omitted **
You could remedy that little situation by
The earrings basically allow people wearing ones that are linked (up to 12 can be, if I recall) to speak to each other up to 1 mile away. Even whispers come through clearly through the earrings.
When the leader is ready to go, have him use the Earring to let the "observer" know. He actually has the horn, and will sound the withdrawal from his safe point. That way, the party doesn't know who is who so easily, and allows for a better chance for the leader to get out.
If you really wanted to mess with your characters, dole out more of the Earrings to the various groups of giants (and the dragon) to allow them to communicate more easily and better respond to the PCs actions. It gives a plausible excuse for being able to counter the PCs tactics...
Just my humble 2 CP :)
Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"