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Can a small band of refugees grow into champions and push back against Azaersi's horde, or will the Ironfang Invasion give way to an Ironfang nation? Trail of the Hunted. Written by Amber Scott. In the war-torn nation of Nirmathas, far from the battlefront, the sleepy little town of Phaendar is rocked by the sudden appearance of an overwhelming foe! The heroes must flee their homes, saving whatever friends and supplies they can, as the monstrous Ironfang Legion and their insidious General Azaersi begin carving out an empire of monsters from the dregs of Nirmathas and Molthune alike.

The heroes must 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! With their colony of survivors safe for the moment, the heroes must scour the wilderness of the Fangwood for resources, and make contact with anyone who can help them strike back against the invading Ironfang Legion.

But as they push into the wilds, all signs point to the legendary Chernasardo Rangers being wiped out or imprisoned by the merciless black dragon Ibzairiak! The heroes must face hostile fey and mythical beasts now claiming the ruined fortresses left in the dragon's wake in order to save what remains of these legendary freedom fighters and begin the foundation of their own army!

Assault on Longshadow. Written by Benjamin Bruck. Having rescued what remains of the Chernasardo Rangers, the heroes have their first chance to take the offensive against the Ironfang Legion when rumors emerge of the monstrous invaders massing to the north to siege the refinery town of Longshadow. If the Legion succeeds, their inhuman empire tightens its grip across western Nirmathas, and the mines and refineries would grant them all the raw materials their engine of war requires.

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If pressed, however, she fights to the death here in her home. The ground in the glade effectively functions as though covered in caltrops. Seven blossoming class feature. Hundreds of small, sharp knots of wood cover Longfrond. She secretly watches the PCs from a distance for back there as he flees. Within the lair are several cracked a few days to confirm they are not destructive or wasteful.

AR with advice about the forest and supplies of food harvested from fruiting trees; doing so provides the refugees with I. Longfrond is reluctant to enter combat Six bedrolls mark this orderly campsite, alongside a few PART 1: on behalf of humanoids, making her a poor choice as a packs and a firepit containing only ashes and an iron pot.

PART 2: or clues they miss throughout the adventure. The ground is muddy, with clever, the trolls feigned civility long enough to put the occasional pools of standing water several inches deep. Tracks of three cautious chimera named Kallikros. He has Creatures: The dead hobgoblins have begun to rot, recently risked hunting a bit farther afield, so the PCs their carrion scent attracting a prickle of hungry giant might meet Kallikros anywhere near this area.

Regardless porcupines. While the PCs examine the campsite, four of where they encounter Kallikros, he attacks from the giant porcupines lumber from nearby undergrowth air, breathing a line of lightning from his blue dragon to defend their food source. A giant porcupine flees if head before landing and entering melee. If reduced to reduced to fewer than 20 hit points, or if allowed to drag fewer than 40 hit points, Kallikros flees to nurse his a corpse away into the bushes to eat in peace.

J2 Ground Floor. J1 J3 J14 J16 J J18 J8 J4. Ground Floor J Third Floor J12 J13 J. Although most of the This one of the Chernasardo Ranger forts, but it is Rangers at Fort Ristin were slain in the initial attack, currently occupied by a group of celebrating fey.

Fort Ristin is described in Part 2. The hill contains a cache Ibzairiak stationed a contingent of hobgoblins at the PART 1: of supplies protected by several traps. Fort Nunder is fort to occupy it permanently. The dragon promised a share of his hoard PART 2: widest point here.

The fort is occupied Ranger ponchos, so the hobgoblins prioritized patrols of RISTIN by hobgoblin defenders and the leaders of the Ironfang the forest over shoring up the north wall. Many patrols Legion in the Fangwood. The large fort was constructed by a regional refused to acknowledge his dominance , had previously governor named Abdel Ristin during the Everwar as a left Fort Ristin alone, but he was intrigued by rumors NPC GALLERY show of force to the rebellious foresters who, even in that the fort had changed hands.

To show they would not be cowed by this massive decided to take over. The fort marks the easternmost edge of the drinking, and painting nearby stones in vibrant colors. Chernasardo region and provides an excellent staging Halk took the name of the Red Rock Revel more literally, area against Molthuni forces invading the Fangwood hanging the murdered hobgoblins above the tumbled from the south.

The Chernasardo Rangers are not experts stones in the courtyard to douse the rocks with blood. At first, the fey were cautious and allies, such as druids from Crystalhurst or influential watchful, ambushing the occasional returning Ironfang representatives from the Nirmathi capital of Tamran.

Hobgoblin engineers studied the fort from no sign of ending before the wine runs out—they have a distance, identifying its northeastern tower as the fractured into factions.

Each faction schemes against the weakest point. The exterior walls are 3 feet thick, the north wall. The reserve hobgoblin forces then rushed while the interior walls are 1 foot thick. The mortar. An undetected PC who succeeds at a DC 15 old fires, and so forth. The interior furnishings are all Perception check learns one random rumor from the simple and functional.

For every 5 points by which the check result The doors within the fort are strong wooden doors exceeds the DC, the PC overhears another rumor.

The fey bound with iron bands hardness 5, 20 hp, break DC A successful DC 25 Strength d6 Rumor check is required to burst through a barred door. I cheer every time he comes out on the balcony with a J1. Overgrown Entrance CR 5 command to open another cask. May the revel Two massive towers on the western side of this fort are never end! Mushrooms blossom amid ferns along the ground.

The the courtyard rocks. This entrance has brothers back him up. Pushing open the door requires a the place. No one goes alert the revelers in area J3 to the presence of intruders, there, I tell you that. Wanna Creature: Halk lured a basidirond here as a guardian, go laugh at him later? The walls of the fort are 15 feet tall.

The towers are each 45 feet tall, and each XP 1, is topped with a crenellated battlement and a trap door hp 52 Pathfinder RPG Bestiary 28 leading down into the tower the trap doors in areas J7 and J10 are usually bolted shut from the inside, although J2. Climbing any wall within the fort requires a successful DC 20 Climb check. The northeastern tower of the fort has collapsed onto the The interior rooms are 15 feet high. Although sconces northern wall, scattering chunks of stone across the area and in each room hold unlit torches, many rooms contain knocking a ten-foot-wide gap in the wall.

A massive keep arrow slits that let in natural light. These arrow slits looms over the courtyard beyond the gap. The courtyard also contains some evidence of The opening leads to the courtyard beyond area J3. A PC who succeeds at a DC 20 Because the northeast tower collapsed, the northern wall Perception check finds a few black scales and several of the keep is plainly visible, including the door leading acid-pitted stones. Reaching the door requires scaling the 15 Creatures: Most of the time, a dozen severely OF feet of crumbled stone above area J15 Climb DC 15 , inebriated korreds celebrate here, along with a handful WAR and then climbing 15 feet up the side of the keep to the of other fey from the surrounding woods.

Their severe door Climb DC If they notice non-fey intruders, boisterous, disturbing, and erratic. Bolstered by alcohol and with their stone stride ability, enacting impromptu ego, these korreds fight to the death.

These korreds only rouse THE tower. A building situated against the northern wall has been themselves to attack if faced with an obvious threat, but SARDO almost entirely crushed, while an intact stable stands against even then, only six korreds attack at a given time while S the southern wall.

A wooden double door stands slightly ajar the remaining fey enjoy the show, cheer on one side or to the west, leading out of the fort. Another double door the other, or take advantage of the distraction to crack BORN O leads into the large keep to the east, and a balcony twenty open a new wine cask. XP each Of the stones scattered across the courtyard, the largest Degenerate korreds Pathfinder RPG Bestiary 5 , are as tall as a human and all are stained dark red.

The Pathfinder RPG Bestiary 2 source of the stains is no mystery: hobgoblin corpses with slit hp 21 each throats hang upside-down from crude gibbets above each of the gruesome stones. Treasure: A heavy wagon stands against the wall of the keep, stacked with gallon wine casks of This courtyard is where most of the Red Rock various vintages.

More than a dozen open and empty Revel celebrations take place. Twelve of the barrels contain wine of fair quality to make pronouncements, such as to command another and are worth 20 gp each. The wrecked northern ever-changing celebration, the korreds here should be wall leads out to area J2, and the smaller doors lead to engaged in different activities if the PCs avoid them the bottom floors of the three intact towers areas J5, J8, and pass through this area again.

As the fey from the and J If them XP as if they had defeated the creatures in combat. Otherwise, the door is unbarred. A staircase ascends to the south, and J4. Abandoned Stable CR 3 a wooden door leads to the east. The stench of carrion fills this room. This wooden stable stands against the southern wall of the courtyard. The rank smell of moldering hobgoblin survivors from Halk.

The korred planned to hay emanates from the building. Dearga months and is now mostly unused. A few supplies are intended to keep this promise—she only wanted to flay stored here, such as spare beams and the ladders used strips of their skin to make a suit of hobgoblin-skin to access the fort walls, but the fey have no use for them.

The grayish strips drying here are poorly doors, which lead to the courtyard area J3. As a result, cured hobgoblin skin. Basic tanning supplies, such as the PCs might use this building as a retreat, although short knives and flensing boards, are lined up against the the cacophonous celebration throughout the courtyard north wall. The stairs lead up to area J6. Creature: A female redcap named Ailsa guards this Creatures: Four oxen pulled the wagonload of wine room. Like all female redcaps, Ailsa appears elderly, now sitting in area J3.

Two of the oxen died from teasing with a wispy beard and a narrow, peevish appearance. She takes out her frustrations on any intruders, restlessly on moldering straw. While domesticated, the attacking with a manic fury, pursuing opponents that oxen are traumatized by their recent ordeal and their flee, and fighting to the death. A successful DC 25 Perception check or detect magic or a similar spell is Treasure: This stable contains six long-discarded cold required to find it.

Although cold iron in any form makes korreds nervous, the korreds J6. Skinning Room CR 5 of the Fangwood harbor a superstitious fear of the metal forged in the shape of a horseshoe. Any PC openly The wooden floor of this large room is slick with blood. Stairs lead up and A PC knows as much with a successful DC 20 Knowledge down on the south wall, and arrow slits pierce the north and local or Knowledge nature check. Pools is able to overcome trespassers.

Drunkenness transformed their caution leather armor and carry a Medium scythe. Each also THE into overconfident carelessness, though, and the redcaps carries a few dented coins, stolen jewelry, and gold teeth; FANGWOOD took too much skin from one of the hobgoblins, killing altogether, these trinkets are worth 54 gp.

A bloodstained it. Fearing the which the redcaps were supposed to use to keep their RISTIN wrath of their superiors, the redcaps fell to bickering charges alive. Their argument came to blows, PART 3: and four of the five redcaps were slain. North Barracks CR 7 may be her best option particularly if she learns that the hobgoblins in area J6 have been slain, as Halk explicitly A few bunks in this room have been pushed together and ordered they be returned alive.

Arrow slits in each wall provide a view powerful fey in the region. She also explains that the of the fort and the surrounding forest. A staircase descends korred took over the large keep as his own domain.

PCs spare her, she offers them aid against their mutual enemy; if the PCs wave a red cloth from the balcony see This level held bunks for off-duty Rangers. The trap area J23 , Dearga will join them for their confrontation door leads up to an unoccupied battlement at the top of with Halk. When given, she climbs through the trap has somewhat affectionately named it Slobber. Backed by door, drinks her potion of fly, and soars over to the balcony her imposing pet, she now imperiously commands the to join the PCs.

Dearga orders intruders to leave, shaking her scythe J8. Slobber fights to the death, but because they heard about the extensive stores of liquor Dearga flees or surrenders if reduced below 20 hit points. The dummies are connected cap made from albino beaver fur worth gp , and a via thin wires to the lowest step of the stairs up to area strange sandalwood statuette of a bear eating a lion J9. As soon as a creature steps on the lowest stair, the whole worth gp.

This trap Development: If the PCs are willing to parley with can be detected by searching the stairs or any of the Dearga, the redcap realizes that negotiating with them training dummies.

The room is empty aside from disheveled check, and while the weapons probably ought to be bunks, but scratches marring the floor and the walls hint at a PART 2: cleaned, they remain serviceable.

Mess Hall CR 5 The trap door leads up to an unoccupied battlement at the top of the tower. The leprechauns rarely enter this PART 3: Several small casks are stacked around this room, each room, and it is empty. Forge CR 5 western walls. The fey consider him dangerous and unpredictable, so they leprechauns here fabricated most of these casks with avoid this tower entirely. Three water barrels still stand in one corner, A stone staircase ascends in the northwestern corner of THE next to two empty crates of rations the leprechauns long this room and wooden doors lead out to the north and SARDO since devoured.

A makeshift forge, long cold, stands against the S Creatures: Three leprechauns Conor, Cullen, and southern wall. The western door leads to the courtyard area turn invisible. If two of the leprechauns are killed, the third in weeks. Workroom CR 7 and CR 4 privacy to work, Billie sealed the entrances to this room The door leading to this room from J20 does not open, as other than the stairs down to area J The stairs from area J13 have also been entirely animate it.

The mannequin is intended to someday sealed, preventing access to this room from above. A door stands to the north, but the stone wall flows dangerous as it contains carefully stored green slime see over the jamb, blocking it shut. Stone rods crisscross arrow Hazard below. The wicker mannequin is dangerously slits in the southern and eastern walls. The mannequin burns completely sealed at the ceiling. The low tables contain several experiments and a A wooden box the size of a footstool rests in an opening in series of wooden plates connected with wire.

Demanding absolute Creature:. Bristle Billie is a squat korred with thick, wiry hair that sticks out from his head and ears. He rarely leaves this chamber, where he assembles bizarre constructs in frantic, days-long bouts of inventive inspiration. He pokes at the incomplete puzzle box with his hands while his animated hair shifts the pieces around.

If the PCs immediately depart, Billie promptly forgets about them and continues with his work. Otherwise, he attacks. He hates the Red Rock Revel, but loves this new workspace, and will remain quite happily even if all the other fey in Fort Ristin leave. OF invisibility, spider climb The ceramic cube is delicate. Afterward, he takes swings with remove disease kill it as normal. RISTIN the heavy wrench he wields as a mace, and casts blink If the ceramic cube is freed from the puzzle box, the on himself and slow on his opponents if reduced to fewer PCs might discern its dangerous contents by the viscous PART 3: than half his hit points.

DC 20 Knowledge dungeoneering check. A cabinet leans against a wooden door in the component pouch, diamond dust worth gp , gp northern wall. The wooden cube surrounds a smaller ceramic The stairwell from area J12 is sealed by stone shape, so cube packed full of magically augmented green slime. The pieces can move the door to area J23, so that door requires a successful and shift in complicated patterns, but the box retains its DC 25 Strength check to open from the north.

The trap shape and does not reveal the inner ceramic cube unless door leads up to an unoccupied battlement at the top of the pieces are slid and depressed in a specific sequence. These fearless bravos spend their days challenging each other to This lofty entry hall contains a set of stairs ascending to the duels, spying on the other fey, and drinking. The atomies north, a double door to west, and a swinging door to the come and go through the open trap door in the ceiling, east.

The odor of cooking meat wafts from the eastern door. If wooden doors. If attacked, the atomies enter combat with gusto, alternating rounds spent turning invisible and This large feasting hall has been used off and on by rounds making sneak attacks.

They fight until only one the revelers—especially during the rain—but most avoid atomie remains, at which point the survivor flees out the it now that Bristle Billie has dropped one of his projects trap door. The hp 9 each Pathfinder RPG Bestiary 3 28 swinging door leads into the kitchen area J16 , and anyone approaching that door without making noise can Treasure: A drawer in the desk contains six full vials of plainly hear the satyrs arguing beyond.

The duel is a battle in melee until one combatant stands motionless under the staircase ascending to area yields or is rendered unconscious. The atomies first J The skinstitch lacks any true intellect, but it ignores heap as many restrictions as they can get away with on fey. Once the PCs protest that the restrictions are points of bludgeoning or slashing damage from a single becoming burdensome, the atomies relent and allow attack after applying its damage reduction , the nest has the duel to proceed.

The swarm emerges in fights until defeated. A PC can identify this hazard with a successful the risk of a duel. DC 20 Knowledge nature or Perception check. Even shattering the wasp nest of swarming, they can recover it if the PCs lose, the atomies are friendly enough, though with ease.

If the PCs are deferential or at least polite , the atomies J Collapsed Guest Tower CR 6 let them camp out in their aerie to rest and keep their The door to this room from the keep hallway continually presence a secret, whether they win or lose. The liquid is good wine, but it evaporates with the atomies, award them XP as though they had if touched or moved. This effect is an eerie manifestation defeated them in combat. The extreme looking target first. If he fails to possess anyone and S trauma of his death and his anger over his lost profits intruders refuse to leave him be, he lashes out with his have caused Erno to rise as a ghost.

He seems oblivious to the destruction in the room. The first Languages Common, Elven is to pay him a fair price for his alcohol. He had hoped to sell the entire load for 3, gp, but will lower his price to Treasure: A drawer in the desk contains 1, gp.

Otherwise, a character must assist him in finding a profitable loophole with five successful J A large stove occupies the damage whether it succeeds or fails. If allowed to inhabit southeastern corner of the room. Although Linder shrewishly partitions the cellar below area J17 very well stocked, and the food to the satyr chefs in area J16 to feed the fort, hobgoblins brought additional supplies for he is particularly stingy with alcohol. Halk their long-term occupation of the fort.

Instead, he appointed himself a large bin near the stove to keep them keeper of all spirits at the fort; he freely out of the way. The corpses are still in dips into the stores himself but otherwise the bin and wear shackles around the only doles out his reserves when Halk wrists and ankles. The fey have mistakenly directly commands him to do so.

His arms and legs are short for a Although the kitchen contains korred, and his hands and feet are a great deal of basic cooking nimble but unusually small Linder supplies, the greedy korred earned his moniker both from his Linder Largehands took all of greed and in mockery of his small the alcohol here—even cooking limbs. Their but this is a ruse to get his opponents to drop their guard; argument is heated and one of them waves a carving if they do, he springs up and fights to the death.

If one satyr is defeated, the XP 1, other attempts to flee the fort and does not return. The latter are the liqueurs sought J Cellar CR 5 by the leprechauns in area J9. Stairs ascend along the northern wall, and a stout information on Provision Points. The fort other than the wine barrels in area J3. The chest is openings are inset with iron bars spaced 1 inch apart. This means you! The chest has a heavy This broad cell reeks of death and filth.

Several sets of lock Disable Device DC 25 , and Linder Largehands has manacles are bolted to the walls and ceiling, apparently the only key. Smashing the lock or the chest destroys 1d4 much newer than the stone of the cell. Nine of the bottles of the rare liqueurs inside see Treasure below.

The door is barred from the outside, keeping prisoners contained. Linder Largehands, has taken the cellar as his own The keys to the manacles are hanging outside the cell. The dead bodies consist of humans the hobgoblins moved on. Some two weeks ago, though, and half-elves, all of whom died from horrific wounds we were attacked by a horde of hobgoblins, along with a incurred several days ago, including slashing wounds passel of trolls and forest animals.

As only token efforts were near that size. We held our own, though, until their OF made to bind these wounds before throwing the Rangers dragon swooped in, spraying acid and ripping down WAR into this cell, they died of infection and blood loss over the north wall.

I got in a nice knock on his jaw, and he the following days. Although down here. The strategic value, and no follow-up from human forces. Who are these fey and what are they doing here? Sounds like he and all the shiftless Development: Cirieo has all but given up hope at fey of the Chernasardo have made themselves at home. Nevertheless, if he ones here are dead, except for me. Most everyone died THE spots the PCs, he quietly pleads with them for release defending the fort, and everyone else has been dropping SARDO and offers his aid, half expecting them to mock him just from infected wounds or because these fey bastards S as the fey have.

In the short term, Cirieo can provide a keep forgetting to feed us. There might be others in full description of Fort Ristin and information about the forest—probably at the other two forts we keep, but BORN O the fey and their leaders. The resourceful halfling can maybe just in hiding. And maybe share a meal or six. PCs lend him. Cirieo is willing to answer any questions the PCs may J Throne Room CR 7 have, likely including some of the following. Who are you? ISBN Pathfinder Pawns Ironfang Invasion.

Artwork from Ironfang Invasion Pawn Collection.



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