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HEROES OF DYVERS CHAPTER 5
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<blockquote data-quote="Tellerian Hawke" data-source="post: 7429950" data-attributes="member: 6790669"><p><strong>SUPPLEMENTAL INFO: BEHIND THE SCENES.</strong></p><p></p><p>[gm]<strong><em> Since the Solar has already informed the party about the Drow's escape, and about the timetable of the Orc army's arrival,</em></strong> I thought I would share my notes with you on how I figured out the timing for all of this; I just thought it would be fun for the players to see what goes into game preparation on the DM's side of things. Enjoy![/gm]</p><p></p><p>[sblock=Notes on Orc Army's Arrival]</p><p>First round (9th combat round): Cast Dimension Door outside the fort. (Range: 680 ft.)</p><p> -Distance to edge of fort: 140 ft. will put him outside the Eastern fort wall, parallel with room #8.</p><p> -Remaining distance: 540 ft.</p><p> -Distance to edge of Orc camp: 900 ft.</p><p> -Further distance to center of camp: 750 ft.</p><p> -Spell will put him and his GF within 360 ft. of the edge of camp.</p><p></p><p>Second and third round: (10,11)</p><p> -Move speed: 30 ft. base, +30 for Haste = 60 ft. (pursuit move = 240 ft.)</p><p> -Taking pursuit movement the first round, and double move the next, reach edge of camp in two rounds exactly. (2,3)</p><p></p><p>Fourth round (12): catch the guards' attention and approach them.</p><p></p><p>It will now take 30 seconds (5 rounds) to explain what is happening to the guards. (5,6,7,8,and 9) [Haste Spell Ends Here.][C: 13,14,15,16, and 17]</p><p></p><p>The guards will then lead them at a double move (using guards' movement of 60 ft.) to the center of camp. (750 ft.) (13 rounds)</p><p></p><p>10,11,12,13,14,15,16,17,18,19,20,21,22</p><p>17,18,19,20,21,22,23,24,25,26,27,28,29 (Combat Rounds)</p><p></p><p>23rd Round (30): Guards tell the captain about visitors, show them into command tent.</p><p></p><p>It will now take 30 seconds (5 rounds) to explain what is happening to the captain. (24,25,26,27,and 28)[C: 31,32,33,34, and 35]</p><p></p><p>29th (36th) Round: Captain tells lieutenant to sound the alarm. Lieutenant leaves tent while shouting.</p><p></p><p>30th (37th) Round: Bugler starts to play formation. Formation takes 1d6+1 minutes. (Roll = 3 minutes; 30 rounds)</p><p></p><p>61st (68th) Round: Captain orders scouts to fly ahead to fort, in advance of the troop column.</p><p></p><p> - Notes about scout movement: Manticore fly speed: 50 ft. / Double move: 100 ft.</p><p></p><p> - It will take 2 rounds (63rd / 70th) for the scouts to mount up and begin flying.</p><p></p><p> - It will take 17 rounds for the Manticores to reach the fort; they can land on the 18th round.</p><p></p><p> - Landing = 81st / 88th Round. Landing will be in the courtyard.</p><p></p><p> - Starting in the 82nd / 89th Round, the scouts will be inside the fort.</p><p></p><p> - There will be 2 scouts </p><p></p><p>Marching at the quickstep (double move): movement speed 60 ft. per round. Movement will be from center of camp.</p><p></p><p>Total distance: 750 + 900 = 1,650 feet. (Div by 60 = 28 rounds to cover the distance.) But troops will stop 60 ft. short.</p><p></p><p>90th (97th) Round: Troop Column will be within charging distance of the fort.</p><p></p><p>91st (98th) Round: Orcs charge the fort.</p><p></p><p>It will take the Orcs 1d10 rounds to breach the front & rear gates with a battering ram. (Roll = 7)</p><p></p><p>98th (105th) Round: Orcs enter the fort from all entrances.</p><p></p><p>All of this took 98 rounds, or 588 seconds, or 9.8 minutes (9 minutes, 48 seconds.)</p><p></p><p></p><p></p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7429950, member: 6790669"] [b]SUPPLEMENTAL INFO: BEHIND THE SCENES.[/b] [gm][B][I] Since the Solar has already informed the party about the Drow's escape, and about the timetable of the Orc army's arrival,[/I][/B] I thought I would share my notes with you on how I figured out the timing for all of this; I just thought it would be fun for the players to see what goes into game preparation on the DM's side of things. Enjoy![/gm] [sblock=Notes on Orc Army's Arrival] First round (9th combat round): Cast Dimension Door outside the fort. (Range: 680 ft.) -Distance to edge of fort: 140 ft. will put him outside the Eastern fort wall, parallel with room #8. -Remaining distance: 540 ft. -Distance to edge of Orc camp: 900 ft. -Further distance to center of camp: 750 ft. -Spell will put him and his GF within 360 ft. of the edge of camp. Second and third round: (10,11) -Move speed: 30 ft. base, +30 for Haste = 60 ft. (pursuit move = 240 ft.) -Taking pursuit movement the first round, and double move the next, reach edge of camp in two rounds exactly. (2,3) Fourth round (12): catch the guards' attention and approach them. It will now take 30 seconds (5 rounds) to explain what is happening to the guards. (5,6,7,8,and 9) [Haste Spell Ends Here.][C: 13,14,15,16, and 17] The guards will then lead them at a double move (using guards' movement of 60 ft.) to the center of camp. (750 ft.) (13 rounds) 10,11,12,13,14,15,16,17,18,19,20,21,22 17,18,19,20,21,22,23,24,25,26,27,28,29 (Combat Rounds) 23rd Round (30): Guards tell the captain about visitors, show them into command tent. It will now take 30 seconds (5 rounds) to explain what is happening to the captain. (24,25,26,27,and 28)[C: 31,32,33,34, and 35] 29th (36th) Round: Captain tells lieutenant to sound the alarm. Lieutenant leaves tent while shouting. 30th (37th) Round: Bugler starts to play formation. Formation takes 1d6+1 minutes. (Roll = 3 minutes; 30 rounds) 61st (68th) Round: Captain orders scouts to fly ahead to fort, in advance of the troop column. - Notes about scout movement: Manticore fly speed: 50 ft. / Double move: 100 ft. - It will take 2 rounds (63rd / 70th) for the scouts to mount up and begin flying. - It will take 17 rounds for the Manticores to reach the fort; they can land on the 18th round. - Landing = 81st / 88th Round. Landing will be in the courtyard. - Starting in the 82nd / 89th Round, the scouts will be inside the fort. - There will be 2 scouts Marching at the quickstep (double move): movement speed 60 ft. per round. Movement will be from center of camp. Total distance: 750 + 900 = 1,650 feet. (Div by 60 = 28 rounds to cover the distance.) But troops will stop 60 ft. short. 90th (97th) Round: Troop Column will be within charging distance of the fort. 91st (98th) Round: Orcs charge the fort. It will take the Orcs 1d10 rounds to breach the front & rear gates with a battering ram. (Roll = 7) 98th (105th) Round: Orcs enter the fort from all entrances. All of this took 98 rounds, or 588 seconds, or 9.8 minutes (9 minutes, 48 seconds.) [/sblock] [/QUOTE]
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