Ironfang Invasion

The Fate of Longshadow
Session: 10&11

The Fate of Longshadow

The party continued to shore up defenses and fight off the invading armies monsters and soldiers.  At one point after conversing with Mayor Crawbert, a decision was made to take the fight to the enemy.  They used the tunnels that were dug under the wall to invade the town to gain access to their enemies base camp.  It lead them directly to the Onyx Tower.  The intended target.  

The group snuck in and attacked the Warlord Kosseruk and her small council while they were planning the destruction Longshadow.  The group succeeded in slaying the Minotaur General, and using her death as the shatterpoint of the battle, eventually causing them to disperse into the outer regions, and ultimately heading back to their army.  The link to the tower and the origins of the soldiers were broken by the party which eventually caused the destruction of the Tower itself.

Afterward, the group was celebrated as heroes and awarded gold and a home in the town.  They invested into the local community, specifically the war orphans support/resources.  They helped rebuild the town and rested in Longshadow.  During the course of the time off, Barbosa began staying with the towns Tavern owner and furthered his relationship with her.  

Talk of traveling to the "haunted mine" to clear it out and rescue any prisoners surfaced, as well as talk of going to the Dwarven City Kraggodan, as many notes and strange runes covering the tower indicate they were originating there.

Note: Level 12

Assault on Longshadow
Session: 8 & 9

Assault on Longshadow

The party left Hemlock Gorge on the way to Longshadow to warn/aid in the towns defense.  Along the way they were asked by others to look in on relatives at Radya's Mine.  After a couple days of travel the party came upon the Hamlet of Redburrow.

"The ground here is freshly upturned and stained with blood. Several blast craters pock the area, and a makeshift palisade of sharpened wooden spikes—trampled to flinders in several spots—surrounds the burned-out remains of a dozen small houses. Sickly mist curls up from the blackened soil, and bloodstained weapons and armor lie strewn about the ground."

The party did not make it far into town when they realized everyone in the town had either fled or died.  And the dead, were walking… a green acid like mist appeared with little warning and attempted to surround the Hamlet.  In the mist, walking dead could be seen approaching the party.  The group quickly mounted up and while sustaining injury, rode out of the hamlet with all do haste vowing never to return.  (It was marked on our maps and noted to warn others to stay clear of the cursed hamlet)

After more time on the road the group came to the fork int he road and needed to decide to proceed to Radya;s hollow mine or continue on to Longshadow.  After some debate about survivors being at the mine, the decision was to adhere to the primary goal of assisting Longshadow.  The party arrived at the town early in the day and found the Mayor at the local tavern.  At 10 AM…

Mayor Crawbert was eventually convinced (despite heavy dissent from his "advisors" that this was a waste of thier time and money) that he should take immediate action in defense of the town as an assault was likely to happen in the immediate future.

Longshadow - Built along the turbulent Marideth River to power its mills, Longshadow is the largest town in the region— and the Ironfang Legion’s current target for conquest.

The party found Longshadow’s defenses to be currently pitiful. With no threats from Molthune in years, the town guard has grown negligent, and even the town’s formidable walls are weathered and crumbling. The party began training residents w/drills, applying fire retardant material to the outside walls, sending for mercs,. and preparing the town for a siege.  During the course of the next days the group was undermined by sabotage!  The group eventually found out (after the party halfling was almost assassinated) that dopplegangers had infiltrated the town and take the guise of the Mayors advisors.  Soon after the group found them out, after being attacked, they were killed to the last and buried Jimmy Hoffa style under reinforced walls.

The following day the siege began with a slave reading off a list of demands (unconditional surrender offered by the leader; a Minotaur knows as the Maze Master or some such thing) as a large tower appeared on a hill in the distance and a huge force of mixed goblins and beasts, 4 catapults, and a half giant like creature attacked the town! From behind the town was attacked as the river was parted with fowl magic and a squad of Hobgoblins began killing and taking captive townsfolk caught unaware.

The group fought hard after two days of solid battle (destroying siege engines, holding the walls, repelling the rear invading force, and slaying the half giant) the group got a small rest on the third day of battle as the siege came to a stop.  The group knew that more was to come as reinforcements began to emerge both for the town (mercenaries arrived) and for the enemy (Hobgoblins began to emerge from the tower that appeared two days prior) and things will likely get worse, before they get better…

Note: The party reached level 10

Securing a new home. The Gorge Fort
Session 6 & 7

 Attack at the Gorge


The party was successful in retaking Fort Trevalay. (A fortress built on a stone pillar within a deep Gorge)  The black dragon Ibzairiak and his hobgoblin minions were killed to he last, save a strange shaman women who was allowed to leave as the party left her in peace after their first attempt to take the fortress and she was gone upon their second arrival.  On the groups second attempt to take the Fortress, the Ranger prisoners were freed and aided in slaying the remaining monsters (Trolls) and the Black Dragon itself.

The entire ordeal took 3 days and two separate attacks.  After the Dragon was slain, the party waited for thier allies to arrive and immediately began moving many people from Hemlock Grove to Fort Hemlock (formerly Trevelay). 

-The victory was an important one as it secured the first real foothold back into the peoples own country by allowing them to take up a permanent residence in a secured area for the Resistance. A real place to call home again. Many went to work on repairing the fort, groups like Cobbs Geenleaf’s Guerillas began scouting the area for Hobgoblin stragglers, resupplying the fortress, and setting up hidden safe zones through the Forrest.  Also, by saving the Rangers at the Fortress the party has secured the continued surival of the Chernesardo Rangers, who will be instrumental in the continued success of the Nirmathi.  Soon after the Fortress has been retaken, some 50 Rangers reappeared that were in hiding to bolster the people's ranks.  Their primary tasks were to act as guides and protectors in the transition from Hemlock Grove to Fort Hemlock.

-The party found a map with Hobgoblin battle plans.  They discovered an attack on the River/Mining town of Longshadow was to be carried out in the immediate future.  The group began planning their next step in the war agasint the Hobgoblins.

Note: The party achieved level 8.

Prominent NPCs (advanced)

-Presto: Should be a full fledged Mage (or close) he was given several wands and is the entire companies resident arcane wizard.

-Michael Carpenter: Continued to add pupils to his work force.

-Aubrin the Green: Is the resident sage, is often called Warden by many Rangers (including Draven) as a sign of respect and one of the only titles of any meaning to the Rangers.  She takes care of many leadership duties that are not directly linked to what is happening in the field along with the Forts former Cleric of Welton.

-Cicero: Continues to aid in several positions, including quartermaster. Has a group of 7 gnomes/halflings "Cicero's Sack-shooters" who specialize in scouting and ambush tactics.

-A handful of refuges and solider have also made names for themselves, some attain the level of Fighter.  Many weapons (even magical) and masterwork have been handed out to aid them in their assistance.




Breaking into the Vault; Searching the Second Fort
Iron Fang: Session 5

Session: 5 

The group traveled to the second of three possible Forts left in their region.  Dundir.

-The found the fort in utter disrepair and ruin.  Worse yet, it had been infested with Trolls.

*I totally got the vibe from the movie Willow.

The group was able to sneak up on the Trolls and take one of them out fairly quickly with a sneak attack and using fire and a magical acid cloud.

The remaining Trolls posed more of a challenge, including a Hobgoblin solider who came out with some strange dog creature.

The party proceeded into the “vault” and found two options to proceed into a tunnel passage.  One a former leader of the fort who was an elf, the other passage represented by a dwarf.  The group choose the path of the elf, and set us several traps along the way.  In the end they discovered a large stone statue of an elf and dwarf respectively, secured “keys” and found some of the old armory items that had been placed their under the guardians safe keeping.

The party returned to Hemlock Grove (I believe with the statues in two; GOLEMS) and distributed the weapons and items accordingly.

After a day of rest, the group moved on to the third keep which is located in a gorge, hoping to find it still intact, and discovered it was still standing.  However, it was occupied by the Hobgoblin army.  The group Halfling managed to use his magic to survey the area and discovered a Black Dragon rested ontop of the keep.

The group attempted to infiltrate the keep in the dead of night, but were discovered.  A call was let out, and large Eagle like creatures attacked the party, almost carrying one of the party away before being slain.  The group managed to kill/push back the Hobgoblins who were patrolling the keep, and reach the wall before the gates could be shut…

Note: The party has reached 6th level at the conclusion of this session.

Gatecrashing the Red Rock Revel; A Lesson in Sylvan Manners
Iron Fang session 4

Early one morning, six weeks after the Fugitives' battle at Red-Jaw Camp, a drunken halfling wondered into camp. Quentin Lojack, a retired sailor, wandered into camp quite accidentally, as he came to from a six-day binge. Quentin had wondered off from a fey revelry, after having some spirits from the Never-Never. He had little to say for himself to the surprised camp scouts, mentioned being at a "Fort Whiskey, or Risky, or some-such." He was asked how he found his way here, and he said only, "I'd like to know, myself." It seems he wandered into Hemlock Grove out of sheer, dumb luck. 

The guards were understandably cautious, given recent Multhuni spy activity and the loss the camp suffered at his hands. Dravin was alerted directly, and rumor buzzed about camp immediately at the stranger's arrival. Dravin met with Quentin, and decided he meant no harm to the camp. Quentin was offered shelter and respite, on the promise of good conduct and a better explanation of himself once awake. A guard was posted. 

When Quentin awoke that evening, he joined Dravin, Jaxx, and Smitty for supper. The four of them got to know each other somewhat, though Smitty was on his guard and very pointed about it! He didn't trust Quentin's convenient arrival and information on a Chernasardo Ranger fortress. Even Quentin's easy-going nature was considered suspicious: When Smitty started to open up about himself, he suspected sorcery! Smitty's suspicion went so far as to use his psionic energy to remain awake and alert the whole night through, better to keep a sharp eye on the halfling. 


Jaxx subtly probed Quentin's thoughts while they were all talking: Jaxx detected Quentin's thoughts lingered on a joke or a lymric! He figured the halfling must be a good fellow, to be thinking of good humor among new friends. 

Jaxx also caught a glimpse of someone else among Quentin's thoughts: A strange-looking elf wearing a powdered wig. Alarmingly, when Jaxx tried to probe deeper into the thought, the elf looked right at Jaxx's mind's-eye and shunted him out of Quentin's head! 

While Quentin was describing the revelry and fortress, Dravin and Abby decided he must be talking about Fort Ristan: A permanent fortress and diplomatic site for the Chernasardo Rangers. The Fugitives agreed to set out that very next morning to search for survivors and information: Where were the Rangers? Who was occupying the fort? It sounded like fey had invaded and driven everyone out. 

The next morning, on the way to the Fort, they encountered two owlbears who had a Grove forager trapped in a rabbit-burrow! They rescued the forager and he was able to learn enough from the battle to earn a Promotion into Warrior! 

Secondly, they survived an ambush from Ironfang Legion bounty-hunters! Three hunters in a tree-blind fired expertly placed shots into Quentin! He was nearly downed from the initial wave, but managed to keep his feet. Quentin was badly wounded, but inspired greatness from the Fugitives, who fought off the Ironfang hunters with tenacity and ferocity. Smitty took to the air with psionic power and drove the hunters from the trees! Jaxx fought their captain one-on-one! Dravin provided concentrated fire into hunters and captain, alike! 

During the fighting, Quentin revealed a sorcerous side: He sent beams of energy from his fingertips against his enemies. After the fight, Smitty decided he trusted the charismatic halfling: He didn't think the hits he took were feigned, and the Ironfang Legion had been out for blood. He was suspicious of his sorcerous origin, but trusted that his loyalty was not to enemies of the Phaendar Fugitives. 

Immediately after the ambush, a tree'd Elven lumberjack named Vardalel "Dale" Prender called out for help. He had almost been victim of an Ironfang patrol himself, several days before. He climbed up and narrowly escaped them. He was wounded and exhausted from being up the tree for several days. In his haste to climb, he had injured his wrist severely. Smitty flew up to save the elf, who was briefly smitten with the dwarf. After a sharp rebuff, Dale thanked him anyway and was considering his next move. The tree he had been sheltering in collapsed halfway up and nearly crushed him! He was once again saved by Smitty! 

Dale saw where a Chernasardo Ranger party had been ambushed by Ironfang bounty hunters. He lead the party there, so they could provide a clean burial and find out more of the Ironfang's behavior of late: They were scouring the forest for holdouts and Rangers especially. They used lures and ambushes to counter the Rangers at their own game. The party better understands the hunter's tactics, now. 

Their last encounter before the revelry was with a young treant. The treant couldn't tell them apart from hobgoblin invaders, however, so was not keen to parlay. They did attempt to negotiate (without Dale the lumberjack's presence!) but were asked to leave the area. They agreed to do so and left in peace. 

As Fort Ristan came into view, it was obvious the Rangers were not in control anymore. Quentin reported that a fey revelry was going on: The Red Rock Revel. The primary decorations were the hanging hobgoblin soldiers, necks cut, staining the rocks below. The fey feasted on game, humanoids, and drank generously of the former Rangers wine stores! Their first order was the get into the party in the first place. Quentin approached the Revelry's doorman, a Basidirond!

While Quentin was content to negotiate with the semi-intelligent guardian creature, Smitty was concered Q was under control of the plant's spores he breathed in! He lept into action, as Quentin's blood offering/door charge was being accepted! This put the party into action, felling the beast after a few rounds of intense combat. 

While the Fugitives fought, Quentin snuck around to the side entrance and started negotiating his way into the courtyard. His way was blocked by degenerate revelers, the korreds! They were drinking, dicing, playing music, telling tale tales, and fighting! 

The korreds are also fond of riddles, several of which they asked, when faced with a choice they weren't ready to make. Quentin managed to get the entire group invited to the Revelry, despite them bringing no women. The group began taking in the Revelry, assessing the area, and searching for survivors or comrades. 

They stumbled upon a skin-stitched creature: it was a golem with a wasp-hive sewn into its chest! Once defeated, they earned the ire of many Revelers, as the creature was the property of a boss korred. 

In the courtyard after the fight, a satyr band began playing…

<iframe height=“360” src=“//” width="640"></iframe>

The party drank and brawled with the Revelers. Some were the butt of cruel jokes, jabs, and japes. Dravin had a drink too strong to handle, and woke only to crawl out to camp for some peace and quiet. Smitty ended up exploring some of the keep himself, where he found a Chernasardo Ranger still alive, even though he was badly wounded: Ciscero, a halfling ranger with gallow's humor and a fierce desire to escape after having been left for dead in the dungeon. 

With Ciscero's advice, the party was able to learn of a dragon that works with Ironfang! The dragon used acid to burn walls, and Rangers, during the attack of Fort Ristin. Ciscero's leg was taken above the knee by the dragon! Ciscero told the party of a second fort, which may contain cached weapons of the Rangers, including dragon-hunting weapons from the Ranger's last battles with dragons in the Chernasardo Forest. 

To help Ciscero, Jaxx spent some time wood-working a prosthetic leg. He crafted one of exceptional quality, in fact: A nearby sprite had come to Ristin, but found the Revelry too crude for her taste. She sprinkled pixie dust on the leg, and it graphed to Ciscero like a true leg! While it is still wood, he doesn't suffer a loss of mobility or balance. While he was of diehard loyalty to the Rangers already, his loyalty to Jaxx and the Phaendar Fugitives is unwaivering, after his rescue and recovery were so surely secured! 

As a token of his appreciation, and "to have someone to outrank," Ciscero promoted both Jaxx and Dravin to full Chernasardo Rangers. While the ranking system is based primarily on experience, he feels that any Ranger would respect the field promotion given the circumstances and the feats the group has accomplished. 

Their final bit of business was to secure a belt and a box that Quentin wanted to acquire while there. He received a whispered message in a dream from The Gentleman to provide these items before they left. 

With that done, the party felt no further interference at the Revelry was warranted: The fortress was compromised and fighting the fractious fey seemed a waste of resources. 

They'll soon set out to Fort Nunder, in search of needed equipment and reinforcements. The group wants to assess the fighting condition and numbers of the Rangers. Abby reminds everyone that a more permanent home for the Hemlock Grove residents will be necessary, as they would be easily overrun in their current home, if found. Secrecy is their only true defense, and more Ironfang could be patrolling the forest even now!

The party advanced to Level 5 and 6 during this adventure. You may assign 4 additional promotions to the NPCs of the party. These can be used:

- 1 Promotion starts a Commoner into an NPC class: Expert, Warrior, or Adept. 

- 2 Promotions converts an NPC level into a PC level. An NPC cannot be more than half the PC's level (level 3 is current max NPC level in PC classes)

- 1 promotion to give a +1 to an NPC's stat. Max NPC stat will be 18, unless their race has a bonus in a stat. An NPC elf, for example, could have up to a 20 Dex. 

Trail of the Hunted; Confronting Sgt. Scarvinious
Iron Fang: Session 3

Session 3

After the party get the refugees settled in a permanent home, Scarvinious’s bands begin turning up.  Aubrin and the other NPCs ask for a meeting, telling the party the refugees are growing restless, and have begun talk of pushing back against the invaders—likely a suicidal mission without a guiding hand. Others are talking about hiking across the dangerous forest or Ironfang-controlled roads, or even escaping into the Darklands to get away from the Legion. Before a decision can be made as what course of action to take it was reported to the group that up to 10 people had gone missing.  The party realized the most likely were captured by Scarvinious search party and it was time to take care of this threat once and for all.  

Note: Scabvistin, commander of the Phaendar invasion, considers the escaped fugitives a black mark in an otherwise perfect military operation. In frustration over that insult, he tore the lower jaw from the lieutenant who reported the escapees, dashing it to the floor in front his son and prized enforcer Scarvinious as a warning of what he could expect were the humans not returned—dead or alive. Scarvinious has lashed the bloody token to a pole as a gruesome flag for his team of specialists, and brought it along as they crossed the Marideth to officially established Camp Red Jaw, the Ironfang Legion’s bounty hunter camp.

While Scabvistin reinforces Phaendar as a forward position, Scarvinious combs the Chernasardo region in search of the refugees, hoping to silence them before they contact outsiders. As one of his father’s most skilled bounty hunters, the vile bugbear is well suited for the job even without his retinue of followers

The party managed to track the missing Nirmathis to Camp Red Jaw.  They used cover of night and approached the camp from behind, picking off one person at a time from a distance.  They manged to get inside the camp right as the alarm was sounded, and gained a fair element of surprise.

The remainder of the session was essentially a knock down drag out fight against the entire camp vs. the party.  Several surviving members of the captives were kept in a cage next to a pack of Wargs.  The fight was very memorable as it went back and forth from the party being able to slay every member of the camp, to considering running for their lives.  Toward the end Scarvenious emerged from his tent, who had been waiting for half the battle unseen.  (Many didn't realize he was present) and this was a big turning point as he fought with savage tricks, and brought the dwarf down who had withstood a vast majority of teh forces bottle necked at the stairway entrance to the camp.  Jaxx had gone down at one point, but was allowed a short time to recoup (with help from some of the survivors) with a mist spell from Draven.

In the end the party managed to slay Scarvinious.  An attempt was made to read his thoughts after he was defeated that proved of little help and he was summarily executed afterward along with what remained of his men after discovering the gruesome torture that had been taken place in his camp with the captives who had not survived.  The survivors were taken, along with the camps money and equipment, back to Hemlock Grove.(The Party HQ)

Several weeks passed as the group decided their next move.

Note: Party level up to 4.

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.