Ironfang Invasion

Trouble in Welton and Trail of the hunted
Iron Fang: Session 1 & 2

Session 1 & 2

The group left Phaendar with reports of neighboring Welton residents being killed on the road and other strange things going on in and outside of their village.  Also, one of the town’s residents, a sorcerer, had gone missing.  The group arrived and met up with the resident cleric and things went well.  They began searching outside the town and found a group of what seemed to be “awakened” wolves had taken up residence in series of tunnels/caves deep in the forrest.  Also, the wolves leaders seemed to be exhibiting elemental powers. 

Initially the group came into conflict with the wolves, but Smitty began diplomatic relations with one of the wolves.  An agreement was struck to aid one another, but this did not go over well with the opposing leader wolf and a battle broke out between one faction of the wolves and the other faction that the group sided with.  The party’s faction was victorious and an agreement was reached that the town of Welton would feed the wolves in exchange for protection.

*It was later discovered the wolves gained their intelligence and powers when the town’s sorcerer had some kind of magical anomaly.  This tied the wolves to his relatives in the town in a strange way…

Several days passed and the party began preparation for the upcoming festival.  The celebrated market festival in Phaendar.

Note: Everyone reached 2nd level.

The village was attacked by overwhelming forces (Hobgoblins) on the first night of festival.  Many of the inhabitants were taken as captives.  A small group managed to escape over the large bridge in the town with a small group resisting some of the attacking force.  Shortly after their escape the bridge was intentionally destroyed by the party to prevent the Hobgoblins from pursing the fleeing survivors.

The group hid in the woods and began rebuilding old forts, building new tree outposts, and looking for other survivors.

The group sought out other unused outposts, and building up some kind of shelters.  They decided to make their way to Welton and warn their people.  The populace decided to follow the party back to where they were building the shelters and hide from the Hobgoblin army.  On the way the group met up with a couple of Ogres who were on a diplomatic missions and caused one of their deaths.  They reached their outpost, but found out a few of their scouts had gone missing.  Upon search, the scouts had been attacked by a scout party of hobgoblins looking for the escaped residents of Phaendar.  The group caught up with the hobgoblins and killed them, save one, who was allowed to return to Phaendar with a message… (it was unlikely he survived his trip disarmed and wounded) However, the party found out that Phaendar was now a base camp for the invading army and a hobgoblin named Scarveneious was in charge of tracking them.

The group returned to their camp and routed out a spy who had killed one person and captured another (who was freed) he was imprisoned and found out to be from Multhuni.  Reports also came into the camp some Troglodytes were infesting a cave to the west.  The party decided to leave well enough alone on that topic and focus on building up the defenses and resources in their camp. (Including camo covering the camp after reports of drakes flying about in the area)

Note: Everyone reached 3rd level



Pre - Trail of the Hunted

The Ironfang Invasion Adventure Path begins in the sleepy Nirmathi town of Phaendar, nestled alongside the only major crossing of the Marideth River within 50 miles upstream or down. The campaign begins as artisans, farmers, miners, shepherds, traders, and trappers from across the region gather for the seasonal Market Festival to send their raw materials to market in the “big city” of Tamran and trade for those essentials—finished goods, clothing, magic, and alcohol—that make surviving the next season easier.

Phaendar is vanishingly small, but also one of the largest settlements in southern Nirmathas, perfectly characterizing the nation’s spirit of individualism. The town grew around the tumbledown ruins of an old Chelish bastion, and now a citizenry of 400 makes up its permanent population, spread between the town and outlying farms. An informal town council oversees the community, largely to organize festivals and collect funds for repairs, but the people of Phaendar generally resent anyone assuming too much control over the community, and they steadfastly refuse to elect anyone to positions like sheriff or mayor.

Phaendar’s central square consists of a few small businesses: the Taproot Inn, the Trading Company, and an auction house and theater, as well as two dozen small family homes that double as workshops for leather- and woodworkers. Most of the town consists of wood and thatch structures, plus a few canvas-walled pavilions. Monsters, bandits, and even the occasional Molthuni raid destroy property too often for most Phaendari to feel the expense of long-standing stone buildings to be worth the investment.

Trade comes through the town over Phaendar Bridge, the only suitable place to traverse the swift, rapid-coursed river for 50 miles in either direction. The town of 400 residents rarely sees any excitement, making the Market Festival a major source of news, entertainment, and revenue. The 2-day affair, held once every 3 months, gathers farmers and herders from across the Nesmian Plains, as well as woodcutters from the nearby Fangwood and prospectors from the Hollow Hills, to trade for supplies and raw materials. Even traders from the “big city” of Tamran make their way to the event, swelling the town’s population to half again its normal size…

Welcome to your campaign!
A blog for your campaign


This is where recaps of weekly sessions will be posted.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.