POINTS TALLIED = 51 VP
- Destroy Skull Gorge Bridge: 2VP
- Wyrmlord Koth - (Killing Commanders): 2 VP
- Gain Twisttusk Resistance Fighters: 1VP
- Ozyrrandion - (Killing Commanders): 1 VP
- Evacuating Noanar's Hold: 2 VP
- Kill Lysander Doom: 1 VP
- Wyrmlord Saarvith - (Killing Commanders): -- 4 VP
- Busting the Road Blockade: -- (1 VP)
- Disrupting the Hatchery: -- (2 VP)
- Tiri Kitor Alliance: -- (5 VP)
- Delivering the Gold: -- (4 VP)
- Varanthian the Behir - (Killing Commanders): -- (3 VP)
- Wyrmlord Ulwai Stormcaller - (Killing Commanders): -- FAILED (6 VP)
- Disrupting the Ghostlord Alliance: (5 VP)
- Steer the Defense Council of Triboar:
- Good First Impressions: - (1 VP)
- Troops Behind the Wall: - (1 VP)
- Interior Defenses: made a defense plan - (1 VP) - EARNED
- Stationing Cleric in the Cathedral: - FAILED (2 VP)
- Telepathic Bonds: not for Tredora Goldenbrow= (1 VP)
- Good First Impressions: - (1 VP)
- Abithriax the Red - (Killing Commanders): -- (4 VP)
- Extinguish the fires of Abithrax: -- (2 VP)
- Wyrmlord Hravek Kharn - (Killing Commanders): -- DEAD (8 VP)
- Azarr Kul - is not on the battlefield
DAYS EARNED = 3 DAYS
Some actions can actually slow the horde down. For instance, destroying Skull Gorge Bridge and enlisting the Twisttusk clan to attack in the Witchwood
HOW IT WORKS
Saving one town has quickly changed into saving Triboar and it's complicated because the horde is coming and cannot be stopped by a small group of defenders. The way we determine victory is with victory points, awarded for actions that degrade the operational readiness of the horde (destroy a bridge, make new allies, destroy alliances that horde has in place, etc). Then we tally the points
- 25: Catastrophic failure - The Red Hand completely overruns Triboar, slaughtering most of the city's defenders and half of the civilian population while sustaining minimal casualties.
- 30: Defeat - The Red Hand overruns Triboar. A few thousand civilians manage to escape to Neverwinter
- 35: Stalemate - The attack turns into an extended siege, and while eventually the Red Hand breaks from running out of food, the people of Triboar fare equally poorly. Large portions of the city burn
- 40: Pyrrhic victory - Triboar repels the Red Hand, but at grave cost. The city is badly damaged, with whole districts razed to the ground. There are thousands of casualties among the defenders and thousands more dead civilians.
- 45: Expensive victory. Triboar repels the Red Hand, and while the victory costs a horrific number of lives, the city is still mostly standing. While the city's rulers hail the PCs as heroes and grant the greatest reward they can spare (which isn't much), reactions among the populace range from tepid to outright resentful
- 50: Sound victory. Triboar repels the Red Hand. The city sustains some damage, but nothing catastrophic. There are many casualties, but there are still plenty of hands to rebuild
- 55: Resounding victory. The Red Hand breaks itself against the walls of Triboar. The city sustains minimal damage and few casualties. The PCs are forever enshrined in memory as the city's saviors. Word of their achievement travels far and wide.