GM Spazmodeus presents Ironfang Invasion

Game Master GM Spazmodeus

Map

Treasure Found

Army of Tagalongs:
Aubrin the Green (F Human Cleric 3/Ranger 3)
Jet (F Human Aristocrat 2)
Kining Blondebeard (F Dwarf Expert 4)
Rhyna (F Human Adept 4)
4 2nd level warrior (Mazon, F Half-orc) (Barek, M Human) (Barid, M Human) (Akkuya, M Human)
2 1st level aristocrats (Farrow, M Human) (Clidon, M Human)
1 2nd level aristocrat (Surri, F Human)
7 1st level commoners (Andrezi, M Human) (Cegala, F Human) (Cimri, F Human) (Jeilum, M Human) (Mev, F Human) (Seifer, M Human) (Tia, F Human)
1 1st level adept (Boris, M Human)
1 2nd level adept (Anafa, F Halfling)
8 farm animals (sheep and goats)
2 Light horses

90 provision points

Tagalong uses:
Beginning on the second round of any combat, a PC may order a single follower to assist her as a move action. If she succeeds at a DC 12 Diplomacy or Intimidate check, she gains a +2 aid another bonus on her next check, or to her Armor Class for 1 round.

The various refugees can also assist with their limited skills, such as using Heal checks to patch up the PCs between encounters, or even rush into battle if things look dire (though any NPC is unlikely to survive even a single blow from a trained soldier).


War Comes Unbidden

The children and apprentices of the Keepers of the Flame are out from under their watchful masters' and parents' eyes, prepared to start their own adventuring journey. A quick trip through the small town of Phaendar turns into a desperate trail to survive an invasion by a ruthless hobgoblin army - the Ironfang Legion! As the Ironfang Legion begins carving out an empire of monsters, the heroes must flee the town of Phaendar as it burns, saving any lives they can. The heroes guard their band of survivors in the wilderness, challenge a troglodyte tribe for safe haven, and face the brutal bounty hunters dispatched to end their flight to freedom!

Food
The resources you and your 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). Your 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
Perhaps more important than even food is basic protection from the elements. 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. Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

Group Tasks

  • Assist: NPCs can assist you or another 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.
  • 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 you.
  • Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while you rest uninterrupted.
  • Support: One or more NPCs can follow you for assistance, carrying equipment, standing watch at temporary camps, and providing skills you may lack. NPCs hold back from combat, but should you lose a fight, the NPCs attempt to drag your unconscious bodies to safety.
  • Use Skill: NPCs can use any of their listed skills (below) on your behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for you.

    Specific NPC Bonuses
    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.

    NPC stats and skills
    NOTE:You may build custom stat-blocks for any of the NPCs except Aubrin. Let the GM know if you want to do this.
    Adept: Atk: -1; Dmg: 1d4-1; hp: 3; Con check: +0; Skills at +4: Heal, Knowledge (religion), Spellcraft
    *Can also cast 3 0-level spells and 1 1st-level spell per day from the Adept spell list

    Aristocrat: Atk: +0; Dmg: 1d6; hp: 4; Con check: +0; Skills at +4: Kn. (History, local, or nobility), Sense Motive, Survival

    Commoner: Atk: +1; Dmg: 1d4+1; hp: 3; Con check +1; Skills at +4: Craft (Any one), Handle Animal, Perception

    Warrior: Atk: +2; Dmg: 1d6+1; hp: 6; Con check +1; Skills at +4: Handle Animal

    Jet: Atk: +1; Dmg: 1d6; hp: 7; Con check: +0; Skills at +5: Kn. (local), Sense Motive, Survival

    Kining: Atk: +1; Dmg: 1d4; hp: 7; Con check: +1; Skills at +5: Craft (blacksmithing), Craft (stonework), Kn. (engineering), Profession (trader), Stealth, Survival

    Rhyna: Atk: +0; Dmg: 1d4-1; hp: 6; Con check: +0; Skills at +5; Heal, Knowledge (religion), Spellcraft
    *Can also cast 3 0-level spells and 1 1st-level spell per day from the Adept spell list

    Surri:
    F Human, 2nd level Aristocrat

    Str 12
    Dex 16
    Con 12
    Int 12
    Wis 11
    Cha 13
    (20 pts)

    Alignment: CG

    Current AC: 21 (Dex+Armor+Shield+Feat)
    Speed: 20 (In armor)
    Hit Die: d8.
    Current HPs: 16 (+2 from Favored Class)

    BAB: + 1
    Melee: +2
    Ranged +4

    Class Skills:
    The aristocrat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival (Wis).

    Skill Ranks per Level: 4 + Int modifier +2 Human Bonus
    Total Skill Points: 12 pts

    Bluff: 1+3+1
    Craft (Wood): 1+3+1
    Diplomacy: 1+3+1
    Disguise: 1+3+1
    Handle Animal: 1+3+0
    Perception: 2+3+0
    Ride: 2+3+3
    Swim: 1+3+1 (-3 ACP)
    Survival: 2+3+0

    Background Skills: +2/lvl
    Linguistics: 2+3+1 (+Goblin/Orc)
    Perform(Juggling): 2+3+1 (-3 ACP)

    Known Languages: Common, Elven, +Goblin and Orc

    Feats: Dodge and Quick Draw

    Equipment: (Chosen from Group Equipment)
    MW Light Steel Shield
    MW Breastplate

    MW Cold Iron Scimitar
    MW Light Crossbow w/ 15 bolts
    MW Javelin
    2x Dagger

    Signal Whistle
    Exotic Military Saddle
    Oil of Magic Weapon (x1)
    Water Skin

    Other:
    Main Rider of 'Claw' (the Dire Wolf)

    Notes: Recently taken under Govrina's wing, Surri has become adept at juggling, scouting, and leading Patrols. She has also taken to riding the new Dire Wolf 'Fang' as her mount of choice. A semi-decent fighter among the group, she has armed herself appropriately. She leads through example and diplomacy rather than intimidation. She prefers to travel light rather than bog herself down with equipment.

    Mazon Splitshield:
    Female Half-Orc, Warrior 2
    Alignment: CG

    Hit Die: d10.
    Active HPs: 18

    STR 14(16)
    DEX 13
    CON 13
    INT 12
    WIS 12
    CHA 10
    (15 pts)

    BAB +2
    Melee +5
    Ranged +3

    Fort +4; Ref +1; Will +1

    AC 18 (+5 armor, +1 Shield, +1 Dex, +1 Dodge)

    Feats:
    Dodge

    Skills: 2+1/lvl

    *Climb (Str) 1+3+3 (-1ACP)
    *Handle Animal (Cha) 1+3+0
    *Intimidate (Cha) 1+3+0 (+half orc bonus?)
    *Ride (Dex) 1+3+1
    *Swim (Str) 1+3+3 (-1ACP)
    Survival (Wis) 1+0+1

    Background Skills
    *Profession: Soldier (Wis) 2+3+1
    *Craft: Weaponsmithing (Int) 2+3+1

    Languages: Common, Orc, Sylvan

    Equipment:
    +1 Armored Coat (-1ACP)
    MW Buckler (-0 ACP)

    MW Longsword
    1x Throwing Axe
    Longbow with 10 normal arrows and 5 Cold Iron Arrows
    Dagger

    Potion of CLW(1d8+1)
    Scent Cloak

    Personality:
    A rager at heart, Mazon takes to fighting naturally rather than with any particular skill or style. Rarely speaking out much, she tends to follow orders without question unless they are completely stupid. In battle her fighting style continues to tends to be more aggressive and merciless since the escape began. Since a minor encounter when she was young with a dark Fae, she has always been wary of the First World and its peoples.

    Anafa Leaftrail:
    F Halfling; Adept 2 (of Abadar)
    Alignment: LN
    Size: Small
    Hit Die: d6
    Active HPs: 12

    STR 10 (8)
    DEX 12(14)
    CON 12
    INT 11
    WIS 16
    CHA 10 (12)

    BAB +1
    Melee +0
    Ranged +3 (+4 w/Sling)

    Base Speed: 20

    Fort +1(+3); Ref +2; Will +6

    AC 13 (+0 armor, +0 Shield, +2 Dex, +0 Dodge, +1 Size)

    Feats:
    Halfling Slinger (Combat): +1 to hit and damage with Slings
    Alertness (Familiar Bonus)

    Spells Memorized:
    0: Create Water, Stabilize, Mending
    1: Cure Light Wounds, Sleep

    Skills: 2/lvl
    Heal (Wis) 1+3+3
    Knowledge: Religeon (Int) 1+3+0
    Survival (Wis) 1+3+3
    Perception (Wis) 1+0+3 (

    Background Skills +2/lvl
    Profession: Healer (Int) 2+3+0
    Craft: Wood (Int) 2+3+0

    Languages: Common, Halfling

    Equipment:
    Basic Robe (dirty - Previously Owned)
    Dagger(Small) (Previously Owned)
    Sling(Small) w/ 20 stones (Previously Owned)
    Wooden Holy Symbol of Abadar (Previously Owned)
    1x anti-plague
    1x antitoxin
    Healer's Kit
    a hooded lantern
    2x flasks of oil
    Flint and Steel
    Scroll of cure light wounds
    Scroll of delay poison

    Personality: The world once made sense to Anafa. Now everything was running and...basic survival. Nothing civilized remains. Anafa has trailed everybody, her slower speed and size not meaning much most of the time. But recently a ray of Sunshine has made it way into her life! A forest skunk she encountered has decided to become her companion Familiar! Finally the world makes more sense! Her god is with her! On top of that, the group has found a home! Albeit a temporary one. But Nirmathan civilization remains! It grows again!

    Familiar: 'Mr. Sunshine'
    Skunk, Male (Familiar)
    Master gains a +2 bonus on Fortitude saves

    Skunk Familiar
    N Tiny Magical Beast
    Init +2; Senses low-light vision, scent; Perception +5
    Effective HD: 2

    DEFENSE
    AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size +1Nat AC)
    hp 6
    Fort +1, Ref +4, Will +4
    Improved Evasion, Share Spells, Empathic Link

    OFFENSE
    Speed 30 ft.
    Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
    Ranged spray +5 touch (musk)
    Space 2-1/2 ft.; Reach 2-1/2 ft.
    Special Attacks musk

    STATISTICS
    Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
    Base Atk +1; CMB +1; CMD 7

    Feats Weapon Finesse
    Skills Perception +5

    SPECIAL ABILITIES
    Musk (Ex)
    Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

    Rhyna Hemstill:
    F Human Adept 4 of Erastil
    Alignment: LG

    Hit Die: d6
    Active HPs: 22

    STR 10
    DEX 14
    CON 12
    INT 10
    WIS 14 (16)
    CHA 13

    BAB + 2
    Melee + 2
    Ranged + 4

    Fort +; Ref +; Will +

    AC 12 (+ armor, + Shield, +2 Dex, + Dodge)

    Feats:
    1st: WP Longbow
    Human Bonus: Point Blank Shot
    3rd: Precise Shot

    Skills: 2/lvl
    Knowledge (Religeon) +7
    Spellcraft +4
    Use Magic Device +3
    Survival +9
    Stealth +6

    Background Skills +2/lvl
    Craft (Ranged Weapons and Ammo) +6
    Profession (Bowyer-Fletcher) +5
    Knowledge (Geography) +6

    Languages: Common

    Spellcasting:
    0 Level: Create Water. Mending, Stabilize
    1st Level: CLW, Sleep (DC14), Obscuring Mist
    2nd Level: CMW

    Equipment:
    Adept Robes (Previously Owned)
    Wooden Holy Symbol (Previously Owned)
    Masterwork Light Mace
    Longbow (15 arrows, 5 cold iron arrows)
    Dagger
    potion of barkskin
    2x potions of guidance
    2x potions of cure light wounds
    1x oil of magic weapon

    Familiar: Mr. Jaspers
    Black Cat, Male
    Master gains a +3 bonus on Stealth checks

    Personality:
    Rhyna Hemstill is the daughter of a hunter and is an exuberant Adept of Erastil. Growing up in the wilds of Nirmathas taught her to survive and be resiliant. The Nirmamathan war taught her to be of service. She became an expert at crafting bows and arrows which she often donated to the troops and militias, although she often 'sold' the occasional bow to local adventurers and passer's by who needed solid weapons. The money she made was often then donated to the poor or other civic projects around town. Now with the group on the run, she has strengthened her bow skills immensely, using tricks her father taught her, and tries to help teach the others how to use the captured bow weapons they have collected so far. While she hates having to use a Hobgoblin made Longbow, she can't fault the the enemy's craftmanship with them. In combat she prefers her bow, and mainly uses her magic to perform healing asince she has no real interest in learning herbs and poultices. Now that the group has settled, she is considering making some additional arrow and bolts until she can set up something proper to make entirely new Bows.