Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


Intro:

This will be a no holds barred build what you think is fun campaign for the Ironfang Invasion. I've run many a Pathfinder game but never a PbP (though I've played in plenty) so please bear with me as I sort this all out.

• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race, including custom races, will be considered on a case by case basis. For the most part, races recommended by the Player's Guide will be approved.

• Classes: Any class created by Paizo with the correct errata.

• Alignment: LG,NG,CG,LN,N,CN,LE

• Abilities: Characters will be based on the Epic Fantasy (25 point) buy, found in the PFRPG Core Rulebook on page 16.

• Feats: Any feat created by Paizo with correct errata, within reason. While I'm not opposed to powerful feats (like Leadership), I do have concerns about some of them (like Sacred Geometry). Most are fine, but I do reserve the right to nix one if and when something doesn't pass the sniff test.

• Traits: Characters will start with two traits. One must be a campaign trait listed in the Ironfang Invasion Player's Guide.

• Hit Points: Characters will start out with Maximum hit points for their class at 1st level.

• Starting Gold: 200 gp.

• Background/Personality: I'd like to know a bit about each of your characters - motivation, etc.

House Rules:

Hit Dice
d6 = 1d4+2
d8 = 1d5+3
d10 = 1d6+4
d12 = 1d7+5

Monk Weapons: Monks are assumed to have proficiency with weapons having the monk property.

Brew Potion: Using this feat, you can make up to 1,000 gp value of potions, per day (minimum 1).

Feat Retraining: Requires 2 weeks and 50 gp. Cannot retrain a feat that is a prerequisite. Cannot retrain a bonus feat unless the new feat is on the bonus feat list.

Borrowing this from Fanguar.

1. I use spoilers for skill checks. So if I don’t post a perception spoiler for a room, there isn’t anything special to find. The exception to this rule is traps. You need to be proactive about searching for traps.

2. My weird plans for combat. I’m not married to this and if it doesn’t work, I’ll go to something more traditional, but here’s the plan.
- Each combatant will start either in the front or back row of their respective sides. You should let me know what your default position is. Front row size will also be dependant on the combat arena, e.g. a 10-foot wide corridor can only have 2 people in the front row.
- It’s a MA to engage or disengage an opponent an opponent. Disengaging incurs AoO from your opponents, unless it’s a withdrawal action, or you succeed an acrobatics check. No more 5-foot step nonsense. It’s a move action to go from front to back row and vice versa.
- Engaging a back row opponent incurs AoOs from the front row, without a successful tumble check.
- Ranged weapons can target anyone.
- Flanking is dependent on the number of attackers on the same opponent. So two people attacking the same target counts as flanking.
- Charging is dependent on there being enough space. (I’ll let you know at the start of combat if there is room)
- I’m sure there are other things I haven’t thought of, so let me know if you have any questions.

3. I will roll Initiative for everyone and post the initiative order at the start of combat. I will also indicate who is in front or back and who is fighting whom. I’ll update this each round. As long as you don't skip any enemies, you can take your turn anytime. (Example: Bob, Henry, Fred, and Steve are at 20, 15, 10, and 5 respectively. Enemy goblins are at Initiative 13. At the beginning of the round, Bob and Henry can go. The goblins go next at 13. Following the goblins, all four of the characters can go in any order because no enemies would be skipped.)

4. I will provide enemy stats in a spoiler, so when you perform your combat action, you can describe the results. I hope that if someone gets something they don't like on the preview, they'll have the integrity to leave it there instead of modifying it based on the roll.

5. At the beginning of any in-combat post, I would like everyone to include the round/initiative count, current hit points, current AC, current saves, remaining spells or resources, whether your in the front or back row and who your opponent is (if any) (By current, I mean following whatever action is in the post.) After that section, I like a section breaking it down into standard/move/swift/whatever actions with appropriate rolls. This way, I don't have to go hunting for that information and check if it is right. Here's an example.

===========EXAMPLE===========
Round 1, Initiative 20
hp 10/12; AC 14/12T/12FF; CMD 14
+4F/+2R/+2W
Front Row
Opponent: None

MA:Engage Orc1
SA: Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d10 + 3 ⇒ (1) + 3 = 4

The narrative would go here.
=========END EXAMPLE===========

6. Can you please put your PC appropriate information in the following format in your Classes/Levels field on your profile, Human Rogue (Charlatan) 1 AC 16/14/12 / HP 9 / F +0 R +6 W +2 / Init. +8 / Perc. +6 / Sense Motive +6

Camp Rules:

Each day, an NPC can be assigned to perform one task around camp or generally employ skills on the PCs’ behalf. The most useful such projects include the following.
• Assist: NPCs can assist a PC or NPC with any skill they’re trained in, automatically granting a +2 aid another bonus.
• Build Shelter: Creating a shelter for one Medium-sized creature requires a successful DC 12 Craft or Survival check. For every 2 points by which the result exceeds 12, the shelter can accommodate one additional Medium-sized creature. These shelters are simple and cold, but enough to prevent a character from being fatigued from lack of shelter.
• Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91).
• Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.
• Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.
• Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such
as an encounter location) or reduce the chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist).
• Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
• Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps (see below), and providing skills the PCs may lack. NPCs hold back from combat, but should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety.
• Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs.
Named NPC Actions
• Jet: Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.
• Kining: The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.
• Rhyna: She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group.

Food
The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.
Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks,
skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.
If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3
days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

Shelter
The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.
Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don’t require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation (GM’s discretion). Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

Rewards
Keeping a band of survivors alive in the Fangwood is no easy task, and the refugees following the PCs appreciate the effort and risks involved. Each week, the refugees provide the PCs with a gift worth up to 10 gp per surviving member of their band. This can represent goods brought along when they fled Phaendar, abandoned treasures found while scouting the woods, or equipment, scrolls, or potions crafted in their spare time.