Ironfang Invasion

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…

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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…

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