How are your APs doing?


Ironfang Invasion


I feel like I read a lot of people starting this path in the last year. How is everyone's campaign doing?

I'm almost finished with the first arc, but with my own twist. Looking forward to so much with this series!


My party is at Fort Trevalay, after making every sentry group near the bridges aware of their presence, the hobgoblins retreated into the fort and let the bridges go. Party knows other bridge is trapped, but found the other entrance near the well.
They've been breezing through most of this adventure, as there are 5 of them. I've added the Advanced template often. In some fights to everything. It's helped a lot.
Two of my PCs have the same trait, Blightburned or something like that. Trying to make their backstories with it MUCH different, otherwise its the same character. I really like this AP so far. So much of what I'm building on with a few backstories will come to a head in book 5, which feels SO FAR AWAY.


My party converted to the unchained revised action economy before book 2, the playtest rules when we started book 3, and is now using second edition rules for book 4. We are using the military rules, and the party recently scored the great victory in the fight for Longahadow.

The campaign is often referred to as the Pokemon campaign by players because there are so many crazy creatures you can befriend instead of fight. My players even befriended the Children of the Stone, who helped them wipe out Vamp Redjaw and defend Longahadow. I've let my players essentially utilize the PF1 leadership feat sans spending the feat, because it makes sense in this narrative and the narrative is what matters more than having it as a feat.

I would really like to go the distance on this one and am hopeful that campaign attrition doesn't take its toll.


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Gonna have a session 0 for this adventure this Sunday if all goes to plan! Wish me luck!.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Started at the beginning of the year, up to Fangs of War, just before the revel at Ristin. I've restricted player choices to CRB, APG, PU, and a couple of other spells in order to reduce power creep (this may increase as we go).
They haven't had any encounter that has severely stressed them, though the upper level of the Trogs cavern ran as a series of connected encounters as at least one trog would run from one area to the next to pass the warning along. That did get them fairly low but nobody was in serious danger of dying.
Blightburn trait was very useful for the party in finding the cube before it found them, but did freak out the character when it occurred the first time.
Allowed Aubrin to be cured by Remove Blindness by the party cleric once the party hit level 5 (start of Fangs of War), and the party fighter has retrained all the commoners from Phaendar to be warriors (except for the adepts, experts, etc).


Coming up on session 7. The party is well into the Fangwood. Last session they knocked out the Hunter's Stead and All-eye's Wood and met with the hermit Veld. There are only a handful of book encounters left for them, and they've intercepted the centaur's missive. So next time, I'm going to steer them to the trog caves and hopefully maybe even start exploring them. Shalra has just decapitated her first victim, so they'll probably want to deal with that first, then they'll come across the Stone Children scouting party which should draw them even closer to the caves. I plan to make a big show of one of the trogs activating his bird feather token.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Had a couple of players drop out thanks to the Red Rock Revel. It was brewing for a while (powergammers in a beer & pretzels game) and came to a head when more than half the party failed their will save vs the satyrs playing their pipes and casting Suggestion. One player was quibbling about the wording of the suggestion (Go outside and join the revel). The others that failed the save took it in the spirit in which it was delivered, and were encouraging the other player to just go with the unfolding story rather than complain about what the exact wording was so that they could weasel out of complying. Eventually he did and all seemed to go well after that, and they rescued Cirieo, but now I'll have to work out how to remove 2 PCs in the middle of Fort Ristin, and hopefully recruit some more players.


erucsbo wrote:
Had a couple of players drop out thanks to the Red Rock Revel. It was brewing for a while (powergammers in a beer & pretzels game) and came to a head when more than half the party failed their will save vs the satyrs playing their pipes and casting Suggestion. One player was quibbling about the wording of the suggestion (Go outside and join the revel). The others that failed the save took it in the spirit in which it was delivered, and were encouraging the other player to just go with the unfolding story rather than complain about what the exact wording was so that they could weasel out of complying. Eventually he did and all seemed to go well after that, and they rescued Cirieo, but now I'll have to work out how to remove 2 PCs in the middle of Fort Ristin, and hopefully recruit some more players.

Kill the old PCs and have the new ones be Chernasardo Rangers? They can be prisoners or folks who have barely avoided capture. Really, that's a viable avenue for new player characters for the entirety of book 2.


I’ve changed Ironfang, as I’ve made it into one large campaign with Giantslayer (I’m using the Forgotten Realms as my setting, but using all the names from the APs). Phaendar actually is the outpost town that feeds into the main settlement of Trunau in Giantslayer.

Phaendar was interesting. I gave up on the provisions gathering angle, as I wasn’t going the route of the AP and lose Phaendar to the Ironfangs. Nope; the hobs came in to destroy, get resources, and march captured people back north to use as slaves. With my Heroes in Phaendar, their mission was to rescue as many people from all the building instances, while also not getting eradicated by the hobs themselves.

In the end, Kining was saved, Rhyna was saved, but Oreld died in his shop, and Aubrin wasn’t found early enough to be sufficiently healed at all. (the group at this point figured they could retake the bridge, and forgoed searching more buildings than what they did. So, consequences! Aubrin is permanently disabled, and Oreld and his contacts for supplies is a hampered and broken chain. Which, if anything, leaves Kining more ability to take over the town financially-should people live to see the future after all the invasions!

My heroes retook the town, and in the aftermath, a large council of power players was created to hear the Heroes stories of what they saw, and to share info. At this meeting, the Black Tower of the hobs was discussed. Missing people from Phaendar. Other references to Giantslayer 1.

So, I helped create an open world/sandbox play of my merged worlds of Giantslayer & Ironfang Invasion.. The group agreed that going into the Fangwood across the bridge from Phaender to search for slow hob patrols and missing people is the first order of business (which are most of the forest encounters from Ironfang book 1.) They’ll search the woods, and end up tracking and getting leads to go to the troglodyte caves-which I’ve changed to be a site the Ironfangs are trying to search through, using Phaendar captured slaves as people digging out the site, with bugbear slavemasters driving humans through the caves into lots of traps.
(I’ve made both these APs into relic/artifact hunting from the past, due to the nature of found dwarf/giant items from history). So, the trog caves are actually an old dwarf ruin, with the same final boss, and just a lot of traps to get through.

The Exchange

My group is ascending into Kraggodan next session. We've had a handful of deaths and resurrections. We started with 6 players, at this point it's 10 minutes to complete a round of combat with all the mathiness that comes with being level 10+. One player has recently died in an ambush on The Long Road and will probably drop so it'll speed things up a bit. We should wrap in time to start Kingmaker for 2nd edition when it ships.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Captain Morgan wrote:
erucsbo wrote:
... but now I'll have to work out how to remove 2 PCs in the middle of Fort Ristin, and hopefully recruit some more players.
Kill the old PCs and have the new ones be Chernasardo Rangers? They can be prisoners or folks who have barely avoided capture. Really, that's a viable avenue for new player characters for the entirety of book 2.

Had them killed by Biello. Fudged a critical and gave him cleave and took out the 2 of them in the first round of combat. The replacement was hiding from Biello in one of the adjacent rooms - had her as one of the people travelling with Erno and who had been in hiding since the Ironfang Legion (and then fae) attacked and almost exhausted her trail rations.


My group just moved into the trog caverns, and celebrated with the Hemlock Banner ceremony, doled out NPC promotions. Then one player came up with the most perfect name ever for their group:

The Gobstoppers.

It's too perfect. I am so proud.


That's gold right there, Billy.

Pure gold!


Just finished up Camp Red Jaw. See the Trail of the Hunted thread for my breakdown.

However, instead of jumping straight into Book 2: Fangs of War, I am going to run my players through the Fangwood Keep module with all new 4th level PCs. The plan is to flesh out the Molthune side of things using the "Working for Molthune" introduction with a B-Plot group of PCs (while touching on the backstory of some of the main team). Also the added benefit of potential backup PCs for the A-plot team if any of them die.

A few ideas to connect the plot of this module to the main plot of the AP: Set in time perhaps a day or two prior to the Night of Iron Fangs. The plan is for the hobgoblins to turn on their masters and take over the keep once they get the signal (hobgoblins on the Tamran Highway) that the Ironfang Invasion has begun. Their leader, Fethi, has a longstanding relationship with Azaersi, both being veterans of the Goblinblood Wars. Additionally some of the NPCs in this module already have connections to the backstories of our A-plot PCs and NPCs.


Other connections between the AP and Fangwood Keep that I've come up with:

Instead of being after the artifact for the Church of Calistria in Canorate, as stated in the adventure, Elessia the changeling cleric (and final encounter of the module) is actually the daughter of the Blood Hag Kusana (From Book 5: Prisoners of the Blight) and sister of the changeling wizard Navah (from Book 3: Assault on Longshadow). She wants the artifact to bring to Kusana as a gift to facilitate her induction into her mother's coven.

If the PCs linger after clearing the Keep, the Ironfang Legion comes down the Tamran Highway within a day or two, and secures the Keep themselves. PCs may potentially witness the Legion decimate a Nirmathi scouting force from the ramparts. PCs who stick around might retreat into the secret passages of the Keep to hide or escape or simply be captured or killed. It'll be up to them.

Additionally; Pavo Vos, Elessia, and General Hakar all have connections to PC backstories from the main adventure. Hakar personally sends Edran to spy on Phaendar (from the Last Refugee event in Book 1: Trail of the Hunted).


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Party has cleared Ristin though had to fudge a damage roll in the battle with Dearga. Rolled 2 confirmed criticals straight up with her scythe against the fighter who started the fight with full hit points. While I will normally go with the dice rolls, that was just too much and led to quite a dance in the top level of the tower to keep him alive while also dealing with Dearga and Slobber. As it was it turned it into a more memorable encounter. Straight to Fort Nunder (after a quick stopover back at Misthome) and again a very tight fight against the trolls. Reach and 3 opponents while most of the party were trapped in the gatehouse tunnel again almost led to a death and when Nashga strode out and attacked just as they thought the fight was won it exhausted almost all their spells and healing.
Party rested overnight in the ruined fort and I bumped them to level 7 at that point. Vault should be relatively easy compared to the last few sessions which will be a nice little respite before Trevalay.
Party now consists of the standard 4 - fighter, cleric, wizard, and rogue (NPC). Must make sure that the rogue doesn't steal all the limelight during the vault part of Nunder.


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Nice. I'm scared of the redcaps for my party.

One other nice side-effect of running Fangwood Keep between Book 1 and Book 2 is the redcap encounter in Part 2 of the module gives the players a little preview warning as to how deadly those creepy little freaks can be.

My party still hasn't swallowed their steadfast gut-stones from the trog caves, so they might remember that if they're smart.


I've been very slowly going through book 4, and my players are about halfway through the Longwalk. The Valley of Alloi really kicked their ass for a while, and it took them several tries to get past the Morlock Warrens. Really wish we met more regularly.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

re the redcaps, the wizard was seriously wanting to use prestidigitation on one of the caps to clean it of the blood and turn it back to white (and therefore piss the redcaps off).

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