
klofft |
In your games, how long did you let pass between the re-taking of the Fort and the flood at Turtleback?
The book doesn't give a specific time frame other than "soon after," but the party has just made it out of the Fort with all this loot that they can't really sell in Turtleback Ferry. So they would need time to get back to Sandpoint, or ideally Magnimar, and then return to the Fort, which is a few weeks' time.
Does it seem reasonable that the flood would wait that long?

Watcher |

In your games, how long did you let pass between the re-taking of the Fort and the flood at Turtleback?
The book doesn't give a specific time frame other than "soon after," but the party has just made it out of the Fort with all this loot that they can't really sell in Turtleback Ferry. So they would need time to get back to Sandpoint, or ideally Magnimar, and then return to the Fort, which is a few weeks' time.
Does it seem reasonable that the flood would wait that long?
As Joey said...
I have not (nor will I in my second run of it) give them enough time to leave the Turtleback Ferry area. They're out of Sandpoint and dealing with a crisis "in the field."
However, Turtleback Ferry's economy should be able to accomodate conventional supplies. No, they can't cash out mecessarily, but basic services should be available. They have to tough it out.
If the party is hard up to do some trading for magical goods (which sometimes makes me cringe, but the AP does make the basic conceit that PCs will be allowed to do this from time to time); then there are the Gnomes of the Sanos Forest. The Gnomes might not be able to pay in cash, but they might be able to barter. So might best compromise might be some high end trading, but no cash sales.

klofft |
OK, this is something to think about.
When I hadn't received any responses for a few days, I re-read all the other HMM threads. It seemed that there was such an issue with the scenario's timeline that I could pretty much do whatever and it would probably work.
The players haven't planned for it or complained about it; I just figured that would be the next thing they'd want to do, so I was preparing in advance.
However, perhaps I'll check their present wealth by level status. If they happen to have an appropriate amount of useable gear, maybe I'll just move to the next crisis.
Thanks. If anyone has a counterpoint to share, I'd love to hear.

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We played it last night, ad my players were just about ready to leave the whole area for good the morning after they retook the fort. Consequently, Turtleback Ferry was flooded as soon as they got there, and they had to evacuate everybody to Ft. Rannick after beating Black Magga.
So, the answer is "next morning".

wspatterson |

We played it last night, ad my players were just about ready to leave the whole area for good the morning after they retook the fort. Consequently, Turtleback Ferry was flooded as soon as they got there, and they had to evacuate everybody to Ft. Rannick after beating Black Magga.
So, the answer is "next morning".
My party won't leave the fort alone. They're actually going two weeks out of their way via overland, mundane travel to return to the fort with supplies rather than just airwalk to the Runeforge.

Watcher |

FWIW, my players are quite ambivalent about the fort. Only one enthusiatically wants it.
That's not entirely bad, because it really doesn't have a written role in the rest of the AP (though one could perhaps create a role for it).
Most (if not all) Adventure Paths have a linear progression of the storyline. The Fort doesn't figure in the rest of this particular story.
This is a gentle way of saying, "Your players might be doing you a favor by turning over the Fort to Magnimar to deal with. It's one less complication you have to deal with."